Enter The Matrix FAQ/Walkthrough PS2, XB, GC, PC WRITTEN BY: IRISH (MATT SAJBAN) COPYRIGHT 2003 BY IRISH, MATT SAJBAN, DARK LEGACY NETWORK VERSION 2.0 http://www.dark-legacy.org/dlmain.shtml *UPDATES - Hacking Guide, Frequently Asked Questions, Corrections* ======================================================================= CONTENTS ======================================================================= 1. OUTLINE OF FAQ 2. GAME INFO 3. WALKTHROUGH 3-A GHOST FAQ 3-B NIOBE FAQ 4.HACKING 5.FREQUENTLY ASKED QUESTIONS 6 SECRETS / CODES 7COPYRIGHT 8. Contact Information ======================================================================= OUTLINE OF FAQ ======================================================================= -The purpose of this FAQ is to layout out an easy to follow walkthrough that contains as little spoilers as possible. Storyline elements and other plot related information is not covered in this FAQ. Due to the fact that the movie and game have parallel stories I felt that it would be better to not discuss plot points as it may ruin the movie for people who have yet to see it. -I do not claim to be a professional FAQ writer so I admit some inconstancies and grammatical errors in my FAQ. My purpose here is to provide information that will help you through some difficult parts of the game. This is only the second FAQ I have written in its entirety so I hope it suites your needs. -This FAQ is written on the normal difficulty level. Events and the amount of enemies can be altered depending on the difficulty level you select. -This FAQ is written using the XBOX version of the game. While the controls, graphics, and sound may be different for the different versions of the game, the game play and scenarios are all the same. Despite this fact, there is a slight chance that some of the information found in one version may slightly differ for another. *Note* I have confirmed that the only known differences are the extra weapon (MP5x) in the Xbox version, and that the program to make the controller rumble in the GC version is Rumble.exe and not Vibration.exe. ======================================================================= GAME INFO ======================================================================= Enter the Matrix is a ground breaking title that paves the way for movie to game translations. Never before have the movie producers been so involved in the creation of a game in its entirety. The game not only adds to the already complex story of The Matrix movies, but it also provides an entirely unique storyline that follows the paths of Ghost and Niobe. While you do not have the powers or the skill to match Neo, you do have exception talents and can kick some serious ass while you are jacked into The Matrix. *Tips to Keep You Running* - You heal and regain your focus meter with the passing of time. If you have just fought in a brutal gunfight with swat team members or have just narrowly escaped pursuit of an Agent, take any time you can to stay in cover and let your life and focus bars refill. Depending on the level of difficulty and the intensity of the combat you are involved in your status bars will take a certain amount of time to refill. Make sure you get a good idea for how fast your meter will refill and help that judge how quickly you should proceed forward -Focus is key. The focus command in the game lets you delve into the powers of The Matrix. When you use the focus meter you will not only slow down time, but your senses will become more acute. Your aim will improve, you can jump farther, you can run up walls, and you can even see bullets as they come at you. This ability is what sets you apart from the regular humans that you find yourself pitted against throughout the game. Use your focus wisely and do not waste it when it is not needed. - Agents are feared for a reason. While you may want to stand your ground and fight an Agent, do not expect to come out of the fight victorious. The best thing to do is knock them down and run away. They not only have the same skills and abilities as you, they are better at most of them than you. Firing a gun at an Agent at long range is a waste of ammo. They can dodge bullets as if they were dodging a falling feather. If you have to fight them your only chance is to do it up close and with the full use of your focus ability. Throws are a risky deal since the Agents are good at countering them. Again, if you have to fight an Agent, do so only to knock them down and buy yourself more time to run away. If you plan to stay alive for long don't go Agent hunting. - Terms used in this FAQ -Focus Dive- A focus dive is triggered when your characters visually aims at an attacker with a firearm equipped. If you then press the jump button in conjunction with the focus button, the player will dive at the target in slow motion. -Focus Jump- A jump used in conjunction with the focus button - Focus Dodge- A dodge performed by using the focus button and the defense button together. Performs dives, counters, and acrobatic feats. ======================================================================= - - - - GHOSTS WALKTHROUGH - - - - ======================================================================= -- Post Office -- Mission: CLOSING TIME You start the game in the lobby of a large city post office. This large area is a great place to practice your skills and get acquainted with the controls. Note that if you take out your guns in the lobby the security will come after you, so it is better to leave that till later. Once you are ready to go, proceed past the main desk and into the rear of the lobby. Here you will find an elevator. Accessing the elevator you will find that it is inoperable at this moment. Sparks suggest another way through the post office. After Sparks relays his message, 2 security guards will emerge from the back of the post office and begin to attack you. The security guards from the lobby will join into the fight and you will now officially have your first fight in the game. These guards are relatively easy so take your time to experiment with the controls and see how the focus command changes throws, attacks, and counters. Once you have silenced the guards, proceed through the door that they emerged from that leads to the rear of the post office. Follow the available path through the rear of the post office (referred to as PO from now on). When you come to a security desk, a guard will emerge and come after you. Another guard joins him from further down the hall. Take these two guards out with ease and collect any weapons that they drop. You can give the PO employee a beating if you wish, or you can continue on your way through the access door near the carts of mail. Inside this next room you find a health pickup in front of you on a desk. Pass through the gap between the desks and sneak up on a security guard. This is a great opportunity to use the grab attack for the first time. Hitting the action button when you are behind a person accesses the grab attack. Put down this guard however you feel and proceed up the short stairs in the room. Open the door and proceed through the next 2 hallways. Open the door at the end of the second hallway to finish the first section. Mission: Epicenter At the start of the level you find yourself at the top of a steel grated stairway. Make your way down to the ground floor and dispose of the guard who impedes your progress. Follow the sound of heavy machinery to the far end of the passage. Here you will find a fence that you can climb over. After you have scaled the fence, proceed through the processing room of the PO. Toy with the PO employees if your feeling sadistic, otherwise exit the processing room and turn left. You will see two security guards in front of you and the elevator you are looking for behind them. Put down the two guards and the third one that comes to help them from behind you. You can now either enter the elevator and move on to the next level, or explore the rest of the mail processing room. Once you are done here, move towards the elevator and move on to the second floor Mission: Unexpected Arrival As you exit the elevator into the second floor, you run dead on into a squad of security guards who are surprised of your appearance. Run to the desk just in front of the elevator and load up on the available weapons there. Half of the security guard group will stay to fight you while the other half will apparently run away. Take out these "heroes" and give chase to the security guards who ran away. Around the next corner you see that they did not run away, but were setting up an ambush. A security guard drives a forklift at you while the other ones use it for cover. Ignore the forklift and take out the security guards who are behind it. Be careful of security guards hiding behind crates. They may not make their appearance known until you are right on top of them. Once you have disposed of the guards in this area, move to the end of the hall and turn the corner. The guards are apparently either smart or very scared. Around the next corner you are ambushed by a group of guards who are taking cover behind the boxes of mail. Remove the four guards from the equation and continue down to the far end of the storage room. As soon as you come to the next corner there are two guards who will begin firing on you from behind some more boxes of mail. You can strafe around the boxes for cover so you can get in close and put these guards out for a nap. Beyond these two guards, three more will attack you from further down the next hallway. You can take the time to put them down, or you can just run through the steel gate in order to trigger a cut scene. After the cut scene you find yourself on the top of the shelves holding the crates of boxes. Security has fired tear gas into the corridor and you have gone sky ward to avoid it. Your object here is to stay on the top of the shelves and not to fall down into the tear gas. Take a step back and make a running jump using your focus powers onto the air vent across from you. Be careful not to end on the right side of the air vent or it will collapse and send you falling into the tear gas below. If you do fall, simply run back through fenced gate and climb up the boxes to the top of the shelves. Either way, when you make your way to the top of the opposite shelves, follow it to roof of the next room. Jump through the skylight in order to end the level. Mission: Redirected You begin this level in a storage room. Turn around and exit into an adjoining storage room. Immediately in front of you in the next room is a security guard. He is radioing in you position to quickly take him down before he can pull out his weapon. On the opposite side of the storage room, two security guards will open fire on you. Use the shelves as cover, or simply use the focus ability to take them down at long range with your guns. As you exit this room, a squad of guards will attack you from the opposite side of a large fenced in area. Since they are not in your way you can choose to avoid them and run down the hallway. When you have passed them, follow the hallway until you come to a left turn. A cut scene will take place. After the cut scene continue down the corridor and enter the glass office to the left. You will then be given a prompt that will tell you to use your force power to jump through the window. Run at the window with the force ability in use and jump at it. Your character should jump or perform some sort of tumble and crash through the window. Next, run towards the opening at the far end of the room. When you near the first set of boxes, a security guard will be alerted of your presence. Once he is down for the count there are still another seven guards to take down in this corridor of boxes. The best way to take them down is in two separate groups. The first group of four can even be cut in half. The first two will run at you while the other two will be behind a row of boxes. Take out these four guards and proceed to take on the remaining three in the corridor. Once you are done with them, run through the partially opened gate and open the door inside the next room. Here you will find yourself in a group of offices. Move to the end of the row of offices and enter the final one on the left. Open the door and move into a second section of offices. In this room there are two security guards and two regular PO employees. Take down the guards and be careful not to lock onto the PO employees in the process. Before you exit this room through a door in the back left corner, take note of a locked door in the back right corner of the office. This office is locked now, but it will serve as a means to escape in a later level. Open the door in front of the fenced in hallway and move into a small storage room. The next room you enter is the power control room for the post office. Push the red button to your right to restore power to the first floor elevator that was previously out of service. Play with the PO employees if you wish and exit the control room through the new door at the far end of the control panel. Pass through this small fenced in hallway and exit the level through the next door. Mission: Backtracking Descend the stairway and take out the lone guard at the bottom. Exit through the door to find yourself at the far end of the mail processing room. Move back to the front of the mail processing room where you originally entered by climbing the fence. On you way you will encounter 6-7 guards spread out amongst the maze like passages. They are mostly encountered alone so there should be no problem taking them on. Once you get to the fence, scale it. There are now two security guards at the base of the metal grating stairs. Make the long run to their position and dispose of them as you see fit. Enter the door at the base of the stairs to move on to the next section. Mission: Got It The next room is the first floor P.O. box room that is connected to the PO lobby (running in circles huh). There are two guards who will stay to fight you inside the PO box room while a third one runs to get back up. Use the counters and the far wall as cover so you can move closer to the two guards. Disarm them and give them a good beating for trying to stop you. When you are done, take a second to regain your focus and your health before moving back into the bank lobby. A few guards will remain in the main lobby, so mop them up. Once you have cleared up the main lobby the elevator behind the front desk will open. Take the elevator to the second floor. Just a little bit more and you'll finally have the package. Now inside the second floor PO box room, move to the far wall and take a left. Follow the wall to your right until you reach the last group of PO boxes on the left. When you get close enough to the boxes a cut scene will take place. After the cut scene the PO box room will be filled with tear gas. Make your way back to the elevator and knock down any guards who get in your way. If you stay to long in the tear gas you risk dieing from the inhalation of the gas. If you make a stand at the front of the elevator you can take out any pesky guards and not have to worry about the gas's effects. Once you have disposed of the guards in the room the elevator will open and you can make your way back to the main lobby. Back in the main lobby you are only a quick sprint from freedom. Run back to the front doors and make your escape... unfortunately for you the cops have set up a little trap for you. Once you try to open the doors the security gates will close and seal you into the front lobby. Worse yet, a few units of cops are lying in wait for your arrival. As the security gates slam shut, the cops will start to poor into the room and open fire on you. Be smart; don't try to take them all out at once. Your best course of action is to move around the perimeter of the room and take out the guards as they show themselves. Since many of these cops are very well armed, target the ones with the shotguns and MP5's first. Not only will this silence a potentially lethal enemy, but also it will gain you a strong weapon in the process. Continue making sweeps around the room until the room is cleared. Note that you can take refuge in the bathroom area to regain focus and especially health. Once you have taken down the last of the cops, you will be directed to a new waypoint. The door next to the service desk is now open. Go through it to access a previously visited section of the PO. Continue through the back hallways and make your way to the processing room. Mission: Big Distraction You ever get that feeling that someone's help isn't as welcome as they expect it to be? Well apparently Niobe has set up a distraction at the expense of your escape. After the cut scene you will find that a few large explosions have rocked the rear of the PO. Sparks suggest that you make your way through the rubble and back through the offices on the second floor. Descend the stairs and make your way around the fallen catwalk. The fence that had previously slowed your progress is now ripped in two. Continue through the hole. As you make your way further into the processing room you will come across two scared PO employees. Let them run away as there is a group of police officers behind them. Show them what they are messing with and move on. Continue through the wrecked processing room and take out the security officers around every corner. Apparently these guys do not get the idea that it is a good time to leave. Once you have finally made your way to the rear of the processing room, take the rear stairs up to the second floor. Mission: Breakout Almost there, just a little more and you will leave the Post Office in your dust. Move back through the control room and take notice of the two cops foolish enough to follow you. In the next room there are two security guards hiding among the shelves of supplies. Move in for some hand to hand combat and weapon disarms. Once you are ready be prepared to make a run for it. Once you open the next-door two security guards from the other side of the fenced in hallway attack you. Take them down and move back through the offices. Instead of turning right and into a group of police officers, take a left and duck into the lone office at the end of the room. Once you open the door you will trigger a cut scene that leaves you some-what questioning Sparks' methods. Bring on the car chase... Mission: Get to the Hard Line This mission is just a simple point and shoot mission. Niobe handles the driving so it is your duty to keep her path open. The cop cars that come after you are not of the variety you see on late night cop chase TV shows. They are willing to ram you, shoot at you, and pull other dirty tricks to stop you. Pull some dirty tricks of your own and use the other cars on the road as four-wheel bombs. Notice that the cars weakness is the engine block. Riddle it with a few rounds of your MP5 and they should be a pile of smoldering metal in no time. Once you have made your way over the bridge the level will end. Mission: Answer the Phone After a thrilling chase scene through some back alleys, you find yourself on a rooftop. You are only a few rooftops from a hard line and your flight to freedom. Make your way towards the rooftop with the radio tower. Take note that falling from the rooftops is an unhappy experience, given that it means that you have to start the level over again. Climb the ladder to the rooftop with the radio tower and meet an unwelcome visitor. This is where you learn what it means to "run like hell." An Agent has you in his sites and you don't want to wait around to see what he has in store for you. From the rooftop you start from, move towards the next building and jump onto the ladder there. Continue your way across the next rooftop. If you want to run faster you can unequip any guns you have so that your character can focus on running. Once you have made your way onto the next rooftop you will be warned of an Agents transmission into a persons body by its tell tale electricity sound. Avoid the Agents gunfire by running around the outside of the brick pillar and jump onto the next rooftop. Here two cops that emerge from a rooftop doorway will greet you. You don't have to worry about the pursuit of an Agent at the moment so you can take out some aggression on the two. Continue on your way by running up and down the familiar looking metal shingle roofing. At the edge of the rooftop jump through the open gap of the adjacent derelict building. Crash through the half broken boards and down two flights to the floor of the building. A cop waits behind you with his gun ready so be prepared. Run through the winding hallways of the building and jump to the next building. Climb up the ladder for another unhappy surprise. You may have thought that the Agent forgot about you, but just like an elephant, an Agent never forgets. As you climb on the roof of the building you see him fall to the rooftop of the building in front of you. Instead of taking him head on, run through the doorway to your left and jump across the gap into the hole in the next building. Two cops converge on you as you land in the empty room. Take them out quickly as the Agent is hot on your tail this time. Quickly climb up the stairs and jump to the next rooftop. You're almost home free. Climb the next ladder and jump down to the next rooftop. Look familiar? Quickly climb up the ladder to end the level. You finally make it to the hard line and jack out of The Matrix. Good job, you just survived your first encounter with an Agent. -- Airport -- Mission: Concourse Your next adventure into The Matrix leads you to an airport terminal. As fate has it, it turns out that some of your rebel compatriots are in some trouble and need your help. From the offset of the level you find yourself just before the metal detector check point. Before you lay waste of the security detail, listen to their account of the attack. Once they are done have some fun. Before you alert them of your intent, sneak up behind one of them and choke the guard out to get the jump on him. Take out the two remaining guards and move towards the airports concourse. Around the next corner you come across a lone security officer coming to his colleagues aid. Put him to sleep and advance into the concourse. Apparently you are being expected. As you enter the concourse you come across a unit of security guards. They are only equipped with the standard issue hand guns, but they have you outflanked. Do a few focus dives and flips to keep you "bullet hole free." if you happen to get a few bumps and scratches, you can search the check in counter and take the health pack there. At the far end at this section of the concourse, a guard sees you advancing and lets his fear known with a few choice words. Take down the scared guard and pick up the flash bangs he drops. Since the hallway to the next section of the concourse is sealed, take a detour through the nearby bathroom. Pick up the MP5 that you come across just before you enter the bathroom. At the opposite end of the bathroom, a few swat team members breach the room and open fire on you. Advance on them and fire off a few bullets at them while they are still standing in the doorway. Once you are close enough, disarm them of their weapons in order to pick up some better guns and more ammo. Through a small hallway you find yet another bathroom. This one has a similar set up as the last one, but now it has two small passages on the perimeter of the room. Use these passages to sneak up on the two guards who casually stroll into the bathroom. Advance on them quickly and take them by surprise. They have MP5's equipped so be careful. Take their weapons from them if you can to even the playing field. You will need as many MP5 rounds as you can get so collect them as you can and conserve them. The next section of the concourse again has a group of SWAT members waiting for your arrival. Use your focus to its fullest extent and divide and conquer. These guards are easily put down with little resistance. Move to the far end of the concourse and down the hallway. Enter the door at the end to end the level. Mission: North Point You are now inside the customs office. From the next room over you can hear a group of guards discussing what is going on in the airport. Listen if you want to or go in with guns blazing. Remember to conserve your MP5 ammo so equip the handguns. The key here is to stop the guards before they can pick up the MP5 machine guns from the racks on the wall. If one of them happens to get one before you can take him down, quickly disarm him to avoid any unnecessary damage. Once you are done, pick up the stun grenades and move to the front of the customs office. Equip the stun grenades and toss one at the glass at the front of the office. If the grenade bounces off the ceiling and comes back towards you, retreat into the previous room for cover. If you want to increase your accuracy use focus while you are throwing the grenade. Once the grenade blows out the front windows, you can make your way back into the concourse. Equip the flash bangs from before. A group of security guards are hiding behind a baggage cart, waiting your arrival. Get the jump at them by throwing the flash bang at the baggage cart. Once it goes off, quickly converge on them and take them out before they have a chance to get back on their feet. In the next section of the concourse, a group of SWAT members will dive out of a ticket office window. Before they can draw their weapons, take them down and turn your attention to the two SWAT members who emerge from the boarding passages. Once this area is clear take some time to do inventory on your weapons and regain your health, you'll need it. Mission: North Point 2 Now you've gone and done it, you got the attention of a swat team helicopter. Just as in the first movie, this one comes with a chain gun attached. Start the level by running to the wall either to the left or the right of the windows. Take cover here for a second as the helicopter riddles the room with machine gun fire. Once it is done firing it will pull a 180 and move back across the windows. Now that the helicopter is turned in the opposite direction, so is the chain gun, and thus it is safe to open fire on the helicopter. With the MP5 equipped, hop out from behind the wall and open fire. Make sure to use your focus as you fire on the helicopter. As your stream of fire crosses the frame of the window, hold your fire for a second. Even though you may only fire a few bullets into the frame if you continue firing, it will be a waste of very important bullets. Once the helicopter has circled out of site, or you have run out of bullets, quickly run to the wall on the right side of the windows. Equip the stun grenades and lob one at the bench on the far wall. A few second's later four swat members will repel from the roof through the skylight. If you timed it just right they will repel right into a grenade blast. If the blast does not kill them it should at least knock them off their feet. Quickly converge on them and disarm them of their MP5's. If you have to use gunfire to subdue the cops use the handguns. The MP5 ammo is precious and in short supply to waste on these cops. Once you have defeated the four cops the swat helicopter will circle back around and open fire on you again. Hide behind one of the walls, rinse and repeat the strategy above and you should have no problem. If however you are painfully low on life and focus after taking out a group of swat team members, take the time when the helicopter is circle around to heal instead. If you cannot destroy the helicopter in that given pass, four more guards will fall from the skylight and you could find yourself in a jam. Once the helicopter is down for the count the doors that had previously sealed you in open. Quickly advanced forward through the opening and take down a squad of three SWAT members. If you can get close enough without alerting them of your presence you should have an easy time disarming them and taking them out with hand to hand combat. Take a quick second to catch your breath and your status meters before moving on. Through the next section of the concourse you will see a gift shop. As you enter one end of the gift shop a squad of 7-8 swat team members will infiltrate the gift shop from the opposite end. You have a few strategies available to you here. You can retreat for cover in the previous section of the concourse and let two or three of the swat team members come to you. On the other end of it you can do some focus dives with an MP5 equipped and take your chances against the entire squad. Lastly you can soften up the attackers with a few well-placed grenades. However you feel suited to take out the threat just remember there is a first aid pick up on the first counter inside the gift shop. Once you have reasserted your authority over the SWAT team head to the stairs on the opposite end of the gift shop to end the level. Mission: Monorail This short section can be tricky if you don't come in prepared. The level starts with a few swat members opening fire on you from a walkway above the monorail. When you run towards the walkway they are on you will discover that it is locked down and you cannot advance. Be quick not to wait here for long since you are in full view of the SWAT team and they have itchy trigger fingers. Instead, double back to the first walkway across from the one they are stationed in. Now that you have seen that their walkway is locked this one will open. Just as it does two SWAT members emerge from the other side of the gate. Use some handgun fire to soften them up before you disarm them and strip them of their weapons. Continue down the long walkway and notice that Soren has taken out the threat on the opposite walkway. A little farther down the path Soren will warn you to watch out. Two SWAT units drop from the top of the walkway in front of you. Soren may put a few bullets into them before they land so conserve the ammo and take them out the old fashioned way. Run to the end of the walkway and follow the turn to the right. One SWAT member will come at you with three more shortly behind. If you can manage to get in close enough without receiving too much damage, you can take out these guards with ease. If they out flank you however you are better off just taking them down with some MP5 or shotgun fire. Continue down the stairs when you are done and into the large building at the end of the walkway to end the level. Mission: Revolving Restaurant Sparks informs you that you have to take a detour through the restaurant to get to the terminal where Soren and his crew are. Your detour once again leads you into another SWAT ambush. (Thanks Sparks) The set up of the restaurant is a lot like a pyramid. You have tables that line the outer perimeter of the restaurant and then a large spiral fixture in the middle with a bar on top. The best method of attack is to go to the SWAT team and not let them come to you. While this is seldom the case, they can corner or out flank you in this environment so it is best to keep moving. When you are climbing the stairs it is best to strafe when you get close to the next level of stairs. If you are focusing on the stairs in front of you and not behind you, you can potentially take a shotgun blast to the back of the head, and no one wants a shotgun blast to the back of the head. Continue circling up and down the spiral fixture until the cops are swept up. If you are struggling at any time there is a first aid kid at the base of the stairs in a small room. Now that you have cleared the restaurant you are free to climb up on the piano and wait for the ladder to circle around. Do not try to jump to the ladder, as it is unreachable. Instead wait on the piano and a cut scene will take place that shows Ghost automatically climbing the ladder. Mission: Terminal Ghost descends from the ventilation shaft into yet another section of the airport terminal. The large two-story room you are in is locked down so you have to stay and create some attention to get the SWAT team to take notice and send in more units. A SWAT unit stands at the top of the escalator across from you while three more are guarding the bottom floor. Take out the one at the top of the escalator before focusing on the rest. You can perform a focus dive with the MP5 equipped from the second floor. The long fall to the first floor should give you enough time to aim at and take out the SWAT units there. Once this squad is down another will infiltrate the room from the second floor where you started the level. Instead of taking them head on, hide behind one of the pillars across from the escalator. Give them time to come down the escalators and move in to attack you. Once they are within range jump from behind the pillar and use a few focus dives to neutralize them. Now that this squad is down it is time for the last one to infiltrate the room. The last squad will come in through the large door across from the escalator. This is the door you wanted open so their attack is more helpful then harmful. Again, a few focus dives should be good enough to take out the remaining SWAT units. Moving through the newly opened door you will hear a SWAT team captain ordering his men to lay in wait for your arrival. Open either one of the large doors and access the main entrance to the airport terminal. This area is the largest one you have encountered in the game thus far so you may feel a little lost at first. As you proceed into the terminal entrance, you realize that the big ambush is little more then two SWAT team members hiding behind pillars. There is a decent amount of space between them so take down the closest one with hand-to-hand combat and the other with small arms fire. Once your done proceed to the far end of the room where another SWAT unit has most likely made themselves known by taking a few shots at you. Luckily since they are so far away their aim is not perfect. Be careful though since you have a lot of ground to cover and every step closer to them makes their shots that much more accurate. If you are having trouble getting close enough to take them out at close range, simply perform a focus dive or a focus jump to close the gap. If you are at long range it can be a waste to perform simple focus dodges as they eat up focus but do not cover a large distance. After you have cleared the lower level, move towards the escalators at the end of the way. Equip a shotgun if you have it and let your focus meter fill back up. At the top of the escalator stand two SWAT units with sniper rifles. If you take your time getting up the escalator, or you don't move in quickly they can take you out very easily. A focus dive should get you up the escalator with no problem and give you enough time to take out one of the snipers with the shotgun. Now that you are at the top of the escalator you can take out the other sniper with another shotgun blast or disarm him and have some fun. You are now the happy owner of a sniper rifle. Take a second to get a feel for the aiming and zoom feature. Once you feel comfortable enough, move along the second story balcony to the far end of the terminal. A few SWAT units have laid in wait for you on the second floor behind many of the large pillars. A focus dive should help take them out or at least close the distance between you and them. If you run out of focus, equip the mp5 and fire at the SWAT member's location. Even if they aren't open for a shot, the constant fire you lay down should keep them in cover long enough for you to get close and take them out with some hand to hand. Continue taking out any necessary threats until you reach the far end of the Terminal and meet up with Binary. Mission: Control Tower Your almost done with the Airport missions, but don't unbuckle your seat belt yet, the hardest parts are still to come. After a short cut scene where Soren tells you about Axel's predicament, you find yourself at the top of the airport control tower. A SWAT sniper is reporting that he is in position and ready to open fire. Take his advice. Move into position and open fire on him. Equip the sniper rifle and take aim at the SWAT team that is keeping Soren and Binary pinned down. While there are a large amount of SWAT units on the roof of the adjacent building, focus your attacks on the ones who are on the stairway. This will then allow Soren and Binary to move into position. Once they have moved on you can take out a few SWAT units on the roof at your leisure. They do respawn however so your better off moving on with the mission. Turn your attention to the stairs below you. You should have heard some radio chatter that a team is ready to converge on your position. Equip the MP5 and make your way down the stairs. Since the stairway creates an awkward angle, use the first person mode to target any SWAT members you come across. If that is creating a problem, focus jumping down the stairs is just as easy. Once the opposition is down, move onto the outer scaffolding and take out any remaining SWAT units you come across. Make sure to pick up the SG-552 from one of the fallen SWAT team members; it is crucial to your next battle. Once you have taken out the necessary units, move back up the stairs for an unwelcome visit from a not so friendly Agent. Mission: Control Tower 2 At the start of the mission your goal here is to take out the front tire of an airplane before it takes off. If the sniper rifle is not equipped, notice that you can equip while the animation of the airplane is running. Once you have control of Ghost again, shoulder the sniper rifle and take aim at the airplane at the far end of the tarmac. It starts off momentarily stopped, so this is your best chance to take out the tire. In a few seconds it starts moving down the runway and your chances for an easy shot are gone. If you are having trouble shooting out the tire start firing madly. Even though Ghost is supposed to be a calm and cool master of firearms, forget that for a moment and realize that quantity or quality can be just as effective. Once the planes front tire is shot out the plane is rendered ineffective. Unfortunately for you that does not mean that Axel is out of the woods. As Ghost watches the plane through his sniper scope he sees an Agent step out of the plane. The Agent is not so happy that you have stopped his flight, and he transmits himself to another body to take you head on. Unluckily for you, you soon realize that the Agent has transferred himself to a body of a pilot in another SWAT Helicopter. Unlike the previously helicopter this one has a chain gun on the front. If you have the SG-552 from the previous SWAT encounter, then this fight should be a whole lot easier. If not, expect to duke it out for a while. The helicopter will lower itself into your view right in front of you. Immediately hit the focus button and the strafe button. Start firing at the helicopter as you strafe to the pillars on either side of the control room. Shortly after the Agent will lift the helicopter out of sight and reposition himself somewhere else around the tower. Use the pillar as cover and wait for him to return to the position you first encountered him at. Again, use the focus and strafe buttons in conjunction to riddle the helicopter with bullets while avoiding the stream of gunfire that is coming your way. Shortly after the helicopter will go down, but not before the Agent tries to take you with it. Dive into the open hatch in the floor with Binary and escape the ensuing explosion from the crashed helicopter. Although you just took out an Agent, you receive the unhappy news that Axel is still captive and they have him on another airplane. Mission: Aqueduct. Despite what the manual may lead you to believe, Ghost does in fact have a driving mission in his portion of the game. At the start of the mission you commandeer a SWAT team SUV and head off in pursuit of the airplane that has Axel. Unlucky for you, the airplane has an excess amount of steel crates that they decide can be put to use to slowing you down. A note here is that even though it would appear that you have to keep the airplane in sight, you can actually speed ahead of it and leave it in your tracks. The main thing here though is to keep moving at top speed while avoiding any unnecessary bumps in the road. Hitting a speed bump at 90 mph can lead to some crazy jumps that leave you out of control of the vehicle. Continue chasing the plane, being extra careful not to hit the steel crates or to careen into an electrical tower. Eventually you will come to a construction site. Before you reach the apparently dead end, notice the path that leads along the left side of the construction site. Take this path and continue on your way. Up the next ramp, take the left side of the road that slopes down. This will lead you through a short tunnel and into an obstacle course of sorts for the SUV. The next section has a few hills and ramps of dirt that you have to navigate before you can move back onto more solid ground. Be careful to not take a hill at full speed or you may send yourself crashing into a telephone pole or similar object. Once you come to the 90-degree turn, take it and move your way through a small tunnel. As you exit the tunnel Sparks mentions that the car in front of you is being driven by an Agent. Luckily for you there is no fight that ensues. Unluckily for you, you have to try to catch up to the speeding Agent and save Axel. Keep your foot on the ignition and make sure not to veer off into a wall and you should be able to keep a close distance to the Agents car. After some time a cut scene plays that shows Axel regaining consciousness and "distracting" the Agent long enough for you to come to his rescue. As you race off with Axel in hand, you get a call from Niobe asking you to pick her up. Just as she is talking to you, you see the results of some of her handwork come crashing down nearby. -- Sewers -- Mission: Abyss Following the cut scene, you find yourself at the wrong end of a SWAT team attack. Your goal her is to escape the sewers and find a hard line to escape. This next area can be perilous if you fall so stay close to the walls. A note from Sparks tells you that if you accidentally walk off an edge, hit the focus button and turn towards the ledge quickly. With any luck you will grab the edge and pull yourself back up. Also be careful when using your focus when you are running on the narrow ledges. If you accidentally run up a wall do not jump off it, as the jump will send you over the edge to your death. Now that you are ready to go, circle around the perimeter of the chasm and make your way to a ladder. You need to circle around the metal pipe so you can climb the ladder to the top. At the top a SWAT team sniper greets you. Move in for a quick weapon disarm and pick up his sniper rifle. Take aim at the police units that are attacking Ballard on the center fixture in the room. With luck, Ballard has already taken out one cop, but don't rely on that Use the sniper rifle to take down the threat and protect Ballard. From here on in, whenever you come across an ally in the sewers you will see their life bar above yours. Take special care to not let their life bar hit bottom or it will signal lights out for Ghost. Once the threat to Ballard is taken care of, follow the ledge and take the next ladder up to the top of the room. Again, Ballard is under fire and you are there to aid him. Quickly take aim with the sniper rifle and take down the two snipers on top of the metal framework in the middle of the room. Scan the lower catwalks around Ballard and clean up any other SWAT members that may be left over. Mission: Abyss 2 Follow the catwalks to the center pillar and take the ladder down to Ballard's location. As you approach Ballard and the phone, an opposing SWAT team once again waylays you. Luckily Ballard gets out in time, but you have to take cover from the sniper fire. Quickly pull yourself up from the catwalk and take out the cop guarding the phone. Run up to the metal fixture and grab the sniper rifle. Shoulder the rifle and take aim of the two snipers on the same level as you, one to the left, and one to the right. You can then choose to take the safe route or the quick route. If you take the safe route, climb back up the ladder inside the metal fixture and take out the sniper above. If you want to quick route, run backwards on the catwalk towards the phone. When the sniper overhead comes into to view, take up the sniper rifle and take him out before he takes you out. Once this is done pick up the phone and talk to Sparks. Apparently you aren't done yet. Instead of jacking you out, Sparks loads you into a loading program with a selection of weapons to aid you against the SWAT teams in the sewers. He then sends you back in to go to the aid of others who are having a hard time finding a way out of the sewers. Once you are equipped, Sparks sends you back through the phone you just used, this time better armed. Equip the Stun Grenades and take aim at the large fan at the end of the walkway. Toss a grenade at it in order to blow a hole to allow you access. Follow the pathway behind the fan to the next level. Mission: Pumped Follow the arrow to your next objective. You can take a quick look through the grates in the passage to prepare you for the rooms you have to advance through. Unfortunately there are no cops inside these rooms yet, but once you drop down there will be. Continue to the end of the tunnel and jump down from your perch into a larger tunnel. From here on out you will encounter many barrels filled with oil. These barrels can be a quick fix to the SWAT problem, but also be aware that they can have the same effect on you. Whenever you see these barrels, use them to your advantage. If you do not use them to take out a few SWAT units, at least take it out so that they are not used against you when you pass them. Continue down through the next adjoining rooms and sweep up the un- expecting units you encounter. Use the rooms as cover and retreat backwards if you need to. When you have reached the end of the passage, the tunnel leads to the right. Sneak up on the cops in front of you and take them out with a little work. Quickly move to the first person mode and aim at the barrel at the end of the way. Make sure that you are not close enough to be in its blast. Shooting it should bring down at least two of the cops in the vicinity. Move in and sweep up the rest. Another unit should emerge from further down the corridor. Quickly disarm them of their weapons and take out any remaining threats. Follow the passage further to the end. There, a small tunnel leads to the left, drop the first SWAT member and his friend who emerges from the tunnel behind them. Following this small tunnel leads you into a much larger complex. The entry shotgun will be your friend in the next section. Emerging from the tunnel into the next passage, you see a cop at the end standing next to a barrel. Focus-dive at him with the shotgun and fire one round. If you miss with the shotgun blast, it should still be enough to blow up the barrel and send the SWAT officer on his way. Around the next corner a cop waits patiently for you to stick your head out. Sidle up to the wall and peak out, when he shows his face blast him with the shotgun. As you enter the area he was guarding, an officer opens fire on you from a walkway above. A shotgun blast should be enough to take him down. Be careful to avoid the barrel in the center of the room. Any of his shots could miss you and hit the barrel instead. Take a left at this intersection and confront yet another guard on the walkway above. Back up and take the passage to your right. It winds around a corner and leads to another small open area. Take out the cop here with either a shotgun blast or by targeting the oil drum next to him. Follow this path until you reach a red ladder. At the top of the ladder you have the task of cleaning up the rest of the police officers in the room. First take the one out to your left if you had not taken him out before. Run to his position to gain cover for a moment. Next, run towards the small overhang with the waist height wall. Press against the wall to duck for cover. Let the SWAT team waist their ammo on the wall while you wait. When they go to reload, force jump from the wall and take out as many as you can with the shotgun. If the barrel you came across before is still there, you can use it to take out one or two of the officers. Another one lies behind the two SWAT members in the small passage they defend. Once the coast is clear, follow the small entrance in front of you to a hole in the floor. Drop down. Follow the path that leads you next to the running water. At the end of the passage you will come to a fenced area with an officer on the other side. Wait for him to turn his back and open fire on him through the fence. Turn to your right and climb up on the table there. An officer should be firing at you from this position. Quickly jump up to the next level and take him out. When you turn the corner where he was, there may still be a few SWAT members on the level below you. Jump down and disarm them for their precious ammo. Moving into the next room, you'll notice a lot of large cylinders. At the moment there are three cops in the room, one at the far end, and two on the stone platforms to your right. Take out the one at the end of the room first and then use the cylinders as cover to take out the remaining cops. Double back to the far end of the room and flip the red switch that is on the machinery. Once this is done it shuts off a steam pipe that was blocking your advancement. This action also sends another squad of cops into the room. Climb up onto the ledge and get the drop on them with a force dive. Three cops should be ahead of you while one may have snuck around behind you with a shotgun. Take them out quickly and move into the next room. There you will find a red ladder leading up to the next level. This is the other side of the large room that you had fought your way into before. The steam that was blocking your advance is still leaking so you cannot move back into that room. If your health is low you can take a moment to regain it slowly or jump up onto the walkway above and pick up a first aid kit. Once you are ready, run to the end of the room towards the hole to end the level. Mission: Ice and Corrupt Again, your mission here is to keep your friends alive. If they die, you loose. Try to do your best to keep the cops attention on you while remaining alive in the process. The good part is that the cops are focusing on Ice and Corrupt so you can sneak up on all of them and take them out silently with a little neck breaking. Once you have cleared the room find the large machinery that is in the center. Climb up on the ledge to the left of the machinery and onto the machinery itself. A few moments later a cut scene takes place where you find out that the machinery had some C4 planted on it. It explodes and collapses into a passage below, taking you along with it. In this room, apparently the cops in front of you did not just notice the machinery that just crashed through the ceiling or that you came with it. Instead of taking them head on, turn right and move down this side passage. You will find some steps that lead to a ladder. At the top of the ladder you will find a small room with a first aid kit and some ammo. Move back down the ladder and take a right. This will bring you back to the room with the cops in it. You are now behind them and should be able to get the drop on them. Take out the cop on top of the cylinder first and then the one on the ground next to him. Turn right and move into this next small room. Use the shotguns to take out the three cops there at close range. If your ammo becomes a problem, quickly disarm them and render them harmless. Follow the small passage where the two cops were positioned and come to a small room. Take out this cop quickly as he is equipped with grenades and not afraid to use them. Climb up the ladder he is next to and be on your way to the next floor. At the top of the ladder you are welcomed by the sound of gunfire and the life bars of both Ice and Corrupt. Take out the small squad of officers in front of you and circle around the center fixture to the left. Around the next corner is a place to climb up onto the upper ledge. Here you will see Ice and Corrupt on a walkway above. Soon after a large contingent of cops will begin to repel from the ceiling. Circle around the center machine work and take them out. Be careful not to fall or the cops will focus their attention on Ice and Corrupt. Continue clearing the upper ledge until you receive the message from Sparks to blow out the anchors on the center machine. Equip the shotgun and go into first person mode. Aim at the three anchors that are attached to the center machine. There are cops that repel from the ceiling, ignore them for the time being since they are an endless supply. Once you have blown the three anchors, the machine will go out of whack and create a large explosion. The blast will open up a hole in the wall for your escape. Quickly run and focus jump into opening to end the level. Mission: Waterway Jump down to the service passage below and quickly run up behind the unsuspecting cop patrolling it. Snap his neck and take his weapon. Continue down the service passage until you come to a cop who is ready for you. Run along the wall to throw off his aim and let off a shot with your shotgun just as you flip off the wall next to him. Turn down the next passage and climb up the ladder. This next area leads you across a small bridge. On the opposite side a small squad of three cops is hiding in the fog of the sewers. Focus dive at them and fire off two shots with your shotgun. This should take out the first two cops and have you close enough to take out the remaining cop with ease. Move forward to a winding stairway that leads you down. Run down the stairs and make sure not to fall over the edge. Follow the passage on the bottom. The next area you come to is a catwalk over a shallow pool of sewage. Drop the two cops that are on the catwalk on continue forward. As you reach the opposite end, Sparks will inform you that it is too dark to continue on. You have to instead pick up the flashlight that fell into the sewage from the cops you just disposed of. Move back across the catwalk and take the ladder down to the bottom. The light will be noticeable at the bottom as it is attached to a MP5 that was dropped by the cops. Pick it up and it will instantly be attached to all your weapons. As soon as you pick it up, a group of cops will emerge on the walkway above. Before they notice you, you may be lucky enough to lob a grenade up onto the catwalk. This may also prove fatal as the grenade may bounce off the catwalk and land in your lap. Either way, move towards the ladder and avoid the grenade that they drop below to stop you. Once it goes off three cops will repel from the walkway and take you into their sites. Mop them up with some quick gun work and climb back up the ladder. If you had previously been able to lob the grenade onto the catwalk, only one police officer will remain in your path, if not then you will have to contend with three officers as you get to the top of the ladder. Quickly knock out the two and force jump to close the distance with the third. Once you are done, move down the passage with your new flashlight to light the way. At the end of this passage you will see a scene that shows some cops moving into position to ambush some of your compatriots. Follow them and get the jump on them first. Take a right out of the passage and stay to the right side of the sewer. Once you see the group at the end, jump off the upper ledge and do a force dive towards the group of police officers. With any luck you should be able to take out about half the group with one single dive. Once you have taken out the cops that put their sites on you, run to the gate at the end and take out any cops that are chasing Wurm. When the coast is clear, pick up any ammo you can and use the available first aid kit if needed. Return the way you came and continue on past the passage you had emerged from. While negotiating the sewers, try to stay to the inside of the turn. The outside does not give you an appropriate camera angle to see what is around each bend. Eventually you will come to a roadblock of cops. Along the next section, there are two cops stationed at every bridge across the sewers. One cop is on the left while another is on the right. Take out as many as you can with force dives and wall runs before your focus runs out. While it may seem tempting to continue pushing forward, retreat and regroup to refill your status bars as needed. The small walls one either side of the walkways are perfect cover for this. When you have taken out the cops on the ledges, you will come across another contingent of cops who are waiting for your arrival. Force dive with either the MP5 or the shotgun equipped, and take out the four cops on the lower level. Retreat back for a second and regain your status bars and reload your weapons. Continue on when you are ready and take out the two officers who are perched on both sides of the final bridge. If you took heavy gunfire there is a first aid kit in the alcove to the left of the final bridge. Continue down the pipe to the right and focus jump across the gap. In the split second that the camera angle changes, you will notice four cops below with a health pack at their feet. Keep this in mind. Continue down the tube and jump out the end to finish the level. Mission: Waterway 2 Remembering the group of cops that you just saw, circle around to the left and down the pipe to their position. A few well place shotgun blasts should take out the police officers, or at least send them careening off the side of the platform. Pick up their precious ammo and the first aid kit if needed. Return to the previous passage via the pipe you came in through. Now in another canal system of the sewer, drop down to the lower level and pick up the M16 you find. Continue on down the path and come across yet another SWAT ambush. A force dive coupled with a few shotgun blasts should be enough to take down the group. If there are any still alive mop them up with some good old-fashioned kung fu. Once you are done, climb up from the lower level and proceed through the open door. Follow this tunnel down a long passage and take the right path at the "T" intersection. This will lead you into another pipe network that comes out in a room full of SWAT officers. Dispose of them, making sure not to accidentally fall over the railing and to your death. If you have a sniper rifle, take aim at the two cops below before climbing down the ladder. Also take note that if you shoot the oil drums that they are hiding behind, it may not be enough to kill them. At the bottom of the ladder exit the room and line yourself up just to the right of the plank. In first person mode take out the guard who stands inside the pipe above you. If you are in the mood for some dramatics, you can bounce a grenade off the outside wall and fire him out of the tube like a human rocket. Once he is disposed of, climb up into the tube and advance to the next section. This area can be tricky, not because of the difficulty with handling the guards, but because of the susceptibility of falling to your death. If you have a sniper rifle, take out the two opposing guards who stand on the small overhang across from the pipe. If not a few shotgun blasts should be enough to take them down. As you exit the pipe an energetic police officer will advance on you with a shotgun. Take him out with the sniper rifle or small arms fire. To cross the small ledge, just walk towards it and your character will automatically slide along the edge. A cop will open fire on you while you cross it, but it is only handgun fire and it should do little more then take away 10% of your health. Take him out with the sniper rifle when you get to the other side, or perform a dangerous focus dive across the pipe with a weapon of your choice. This is where things can get messy. While the in game tip for crossing pipes says to just jump up under a pipe to attach to it, Ghost apparently doesn't agree with that idea. Instead you need to take a running jump off the ledge and hope that Ghost decides to grab onto the pipe before sending you to your grave. Cross the pipe and drop down to the open passage beneath you. Cross through the crumbling tunnel (don't worry, it wont break), and wreak havoc on the two cops that await you on the other side. Turn around and take the ladder on the other end to a passage above you. Follow this passage with guns ready and do some nifty wall runs to take out any adversaries you come across. Also be careful of reinforcements coming up behind you. Jump through the pipe at the end and lower yourself down. Mission: Breathing Room The next area leads you to a collection of rooms. Take the only available doorway and be met by a surprise. The police have set up charges that have blown your escape route and they have also snuck up behind you for an ambush. As soon as the explosion occurs, go into focus and dive to your right. With luck, you should be able to take out two officers before you settle on the ground. Get up and Open fire on the SWAT unit across from you. Another police officer should be coming up behind you near where the explosion happened. Take him out and proceed through the open room. Two SWAT units line this room on the opposite sides of metal fences. You have two options; take them out with your guns, or dive into the manhole in the center of the room. This next section of pipes leads you to yet another sewer tunnel. Load up the shotgun and be ready for a big battle. Your target here is a SWAT officer who is equipped with grenades. As you enter the tunnel he will step out from the right side of a stone pillar in front of you. Take him out with a focus dive and land on the opposite side of the pillar. Knock out the swat officers that were covering him and circle back around the pillar. There are three officers remaining and a few oil barrels to help you get the job done. Be careful of the sniper in the fenced off room to the rear of the other police officers. When you are done, pick up the sniper rifle and the health pack if you need it. Continue up the stairs and into the next area of the sewers. At the top of the stairs you will hear the SWAT team preparing for your arrival. Pop you head up at the top of the stairs and let them open fire on you. Quickly run back into the stairway and ready yourself with the first person view. As the cops approach at the top of the stairs, take them out one at a time. When you have taken out the two or three who took the bait, continue through the next passage. You'll come under fire from a sniper down the way. Push forward and keep him pinned down with machine gun fire. Once you are close enough you can disarm him and gain some more precious sniper rifle ammo. At the end of this path two police officers will try to get the jump on you. Take them out quickly with two easy shotgun blasts to the chest and move through the passage to the right. This next passage is similar in appearance as the last one. Have a grenade ready and lob it at the SWAT team that repels from the ceiling. Use the focus in conjunction with the throw to improve your aim. If the grenade misses or you prefer another option, advance on them with a shotgun and take them out at close range. After that you again have two options. There are two cops down the end of the passage that have you out flanked. You can either get to an angle where you can take them out with the sniper rifle, one at a time, or you can climb up onto the duct work and get the drop on them from above. Either way, proceed into the next room with caution. As you round the next corner you are fired upon by a group of SWAT below you. Force dive into the center of the group and take as many out as possible. Mop up the rest and pick up the first aid kit if you need it. Climb up onto the machinery at the far end of the room and continue onward. At the next bridge, force dive down the corridor to your left. There are four officers waiting for you there with guns ready. Lay waste to them and climb through the two holes in the floor to exit to the next level. Mission: Malachi and Bane You start this level at the end of a drainage pipe that leads into a large room. Before running over the red walkway in front of you, take out the sniper rifle and take a head count in the room. There are two cops below you and a sniper just above you to the right. First take out one of the cops below you, and then take out the sniper across the way. Finally focus your aim on the final cop before crossing the bridge. Climb the ladder and run over to the fallen sniper if you need the ammo. Turn around and run back to the opposite side of the piping and follow the ledge along the perimeter of the room. Around the next corner you will come in close to a SWAT team sniper. Take him out before he can pump you full of metal. Quickly set your focus on a sniper on the far end of the room. Take him down before jumping onto the pipe that goes across the room. As you are traversing the pipe, two cops will come along the platform below you. Quickly equip the sniper rifle and go into first person mode. This will hang your character upside down on the pipe and allow you to take out the cops before they notice you. When they are down for the count, drop down to the platform on the end. Take the ladder down to the lower level. You can double back to the first section of the lower floor and collect any ammo that you feel you need. You will need to contend with two more police officers, but they are no problem when you equip the sniper rifle. Continue back to the far end of the room and drop down into the canal. Run up into the blocked off drainage pipe to get some M16 ammo. Continue along the lower level and force jump up onto the large open pipe in the middle of the room. Follow this pipe and drop down into another section of the sewers below. Before you take a step out of this small room, make sure your focus and health meters are 100%. When your ready advance into the room with your weapon of choice. This section is set up a little differently than the previous sections. The passage is lined with pillars that not only block your view, but also provide cover for the SWAT team hiding behind them. Storm into the room and force dive at the first cop you see. Before you land on the ground at the end of your jump, you should already have another officer in your field of vision to attack. Keep sweeping this small room to clear it before advancing down the next corridor. At this time, if you have any grenades, use them on the officers that are hiding in the small alcoves of the next passage. If not, advance on them and take out the two cops that are grouped together first. Before he has a chance to fully react, take out the last cop in the corridor and move on. You'll come to yet another small room that resembles the one you just had a shoot out in. Take a quick left and force dive at the first cop you see. There should be three officers lined up in a row. Take down the first two quickly and be careful of the last. The final officer in the room has a sniper rifle. Take him head on or use the pillars as cover so you can get in close. Once he is down, advance through the next section of piping to your next level. Mission: Malachi and Bane 2 This mission starts with the sound of sniper fire. Quickly climb up the ladder to your left and equip the sniper rifle. At the top, take out the sniper at close range and then set your aim on the one across the way. Quickly go into first person view with the sniper rifle and take out the two cops that are attacking Malachi on the bridge. Once these cops are down, the real battle starts. You now have to protect Malachi, Bane, and Ballard on the center walkway from the advancement of the SWAT team. There are three points to focus on. The far right piping, the boxes to the left end of the walkway, and the bridge that leads to the north wall near the center of the walkway. Sweep these three areas and take out any cops you can with the sniper rifle. Use your focus ability to slow down the action and improve your aim. Remember that if one of the rebels dies on the walkway, the mission starts over. Once you have cleared the room, an Agent will appear and send you running. Unfortunately for you he corners you in a dead end. Fortunately for you the key maker opens up a secret door in the wall and helps you escape. - The Chateau - Mission: Great Hall After your discussion with the key maker, and the rude interruption from the brothers Cain and Abel, you find yourself in a chateau that belongs to a man by the name of The Merovingian. You can take your time and view the great hall or just push on through the door to your left. At the end of this hallway you will automatically break a chair and pick up a sharpened piece of wood from the pile. Proceed into the next hall and take on the lone adversary who is playing the piano. After a short time you will realize that you are not fighting normal humans here. Actually it would appear that you are fighting something that isn't human. In order to defeat these new enemies you have to your newfound wooden stake and stab them in the heart. Continue through the next hallway to the next level. This section of the game from here on out can be a challenge or a breeze. Since the main amount of fighting that you are going to be involved in is hand-to-hand, you can avoid fights all together. This section of the game is split up into many short missions that are sometimes as small as one room. If you're not in the mood to fight you can just make it to the next objective and leave your enemies in the dust. On the other hand, if you stay and fight you will notice that you cannot rely on firearms as much as you have come to in the past. Instead it is better to take on these enemies with hand-to-hand combat. Continue pummeling them until they begin to stagger, then move in for the kill. Ghost will perform an automatic attack with the stake to put the bad guy down for good. Apparently you have come across a group of Vampires who are remnants of a previous version of The Matrix. Most of them have now held up in the castle that you now find yourself in. Be a friend, reach out and touch someone. Namely with your fists. Mission: West Wing This next area takes you through a grand dining room. Run through the large doors on the far end of the room into the kitchen. Knock down the first attacker before setting your focus on the one with the shotgun. Once you have disarmed him of his weapon, dispose of the enemies as you see fit. Take the back entrance out of the kitchen and make your way into the pool hall. As soon as you enter the room, you are shot at from your right side. Quickly dodge around the counter and disarm your assailant. Two more attackers will enter the room at this point. Go medieval on all their butts and show them who is the boss. Exit the room through the elevator. Mission: Atrium As you exit the elevator take the door at the right end of the room. Follow the next hallway until you come to a large atrium. As soon as you enter the atrium a vampire opens fire on you. Use your focus and strafe around vampire, slowly getting closer. As soon as you are close enough to move in, perform a few focus dodges and disarm the beast. Commence the butt kicking. His compatriot will try to sneak up on you from behind. Take out one and then move on to the other. When you are done, exit the opposite end of the atrium. Take this next hallway to a small library. Take down the vampire who emerges from the secret passage or simply run into the passage to end the mission. Mission: Secret Passage Good carpentry is so hard to find these days. As you head for the white door in front of you, the old floor will give out and send you falling to yet another secret passage. Run to the end of this passage and make your way up the wall using the wood planks as a ladder. At the top an angry vampire will break through the wall and come after you. If you want to have some fun with him, try knocking him off the ledge that you just climbed up from. When you are done with him, climb the next section of planks and jump into the attic. When you fall into the attic you will knock over a pot of oil and start a fire. A few vamps will join you in the now burning room to keep you company. Stay clear of the perimeter of the room if you don't want to risk catching on fire. Not after to long, the fire will cause an explosion and create your escape from the attic. Jump through the hole to end the level. Mission: Secret Passage 2 Jump across onto the balcony in front of you. Pick up the health if you need it and move onto the next balcony. A vamp will drop from above you for a challenge. Wipe the floor with him and take on the next attacker on the next balcony. Continue on through the open door you find. Inside you will need to be careful because this enemy comes equipped with a UMP. Quickly close the distance between you and him and take his gun away. Show him what he gets for playing with firearms and move on down the hall. The next room that you come to has two vampires. The first one will try to distract you while the other one will fire at you with a UMP. Take him down first and disarm him. You can use this weapon to soften them up but you still need to use the old-fashioned "steak through the heart" routine to put them down for good. Move along the corridor to the next room. Again, you are attacked by two enemies, but this time the do not have firearms. Relieve them of their lives and continue moving through the chateau. In this final room you can simply pass the two remaining vampires and run out the open doorway to end the level. Mission: Merovingian's Office Run down the stairs and through the open doorway. In the next room a lonely vampire will come crashing through the door, eager to play with you. Show him your "You're dead now" trick and enter Merovingian's office. Pick up the phone and talk to Sparks. Ghost will automatically pick up the old fashioned crossbow from the table as well. When you are done talking to Sparks another vampire will burst into the room looking for some actions. Guess these guys don't know how to knock. Conserve the crossbow for an up coming boss battle. Remove the vampire from the equation and through the previously locked door he opened. In the next room a vampire who feels that kicking a door in is an acceptable way of opening them once again greets you. *On a side note, The Merovingian must spend a small fortune each week just replaces broken doors and locks in his chateau* Anyway, silliness aside, show this one who's boss and move on down the hall. The next room you enter is an older style theatre. Since no movie is currently playing, go up to search the projector to see what is wrong. Just as you go to search the projector the projection engineer shows himself from behind the movie screen. Show him your distaste for a movie theatre without a movie. Just as you put the projection engineer out of his misery, the usher comes in to check everyone for their ticket stubs. Seeing how you broke into the movie illegally, he feels that the best punishment in order is death. Try reasoning with him, and if that doesn't work, show him what the after life must be like. Enter the doors that they had left open and exit through the backdoor to exit the level. *Sorry, I got bored of saying "take them out" or "take them down" so I decided to have fun with this last paragraph. Moving along...* Mission: Garage Hallway This level starts with a vampire taunting you. Quickly run up behind him and stab him through his back to shut him up. His friend will then emerge, not so pleased with your action. Give him a similar butt kicking and exit through the last door on the right to end this quick mission. Mission: Return to the Great Hall This is perhaps the most pointless "level" in the entire game. Simply take three steps and enter the open door in front of you to exit the level. If somehow you got lost on the way, Sparks will give you the brilliant advice "Try the open door." Don't hurt yourself on this one kids, its a roller coaster. Mission: The Dungeon After an "interesting" encounter with Persephone, you will find yourself in the Dungeon of the chateau. This level bares a stark resemblance to what I would image Martha Stewart's basement would look like. Follow the path open to you until you reach an old wine cellar. The gate that comes crashing down behind you does well to letting you know that you are expected. Two vampires will emerge from the far end of the cellar and try to stop your progress. Remind them why you are called "The biggest, most badest, MOFO on the planet." Well, they don't call you that yet, but give them a beating so bad that they will start to. Once these drones are dealt with, take a second to refill your focus and life bar before jumping down into the pit of the next room. This next room is where The Merovingian puts on his doll shows. Either that or he hosts his fights to the death. It is one of those, I forget. From the looks of your opponent in the center of the pit, it would appear that the doll show theory is out. The name of your new friend is Cujo. Just like the dog that liked the taste of human flesh, this Cujo is equally evil. Take an all out approach to this one. Throw on your focus and don't stop attacking. Cujo has better strength and speed then just about any opponent you've faced so far (expect of course if you avoided my advice and took on an Agent early on in the game). Just continue to be relentless and don't stop even if your focus meter gives out. Eventually Cujo will perform a counter attack that won't hurt you but it will give him enough time to gain the high ground. After Cujo has performed this move, he will jump up onto the upper edge of the pit and fire at you with a shotgun. Avoid his aim by moving closer to the edge of the pit he is closest to. Cujo will now sick his dogs on you. Not literally, but you will have to fight three regular goons before Cujo will hop back into the fray. Remember to keep your back to the wall nearest to Cujo. If you venture out into the middle of the pit he will fire at you with the shotgun. Let the three vampires come to you and dispose of them quickly. Once Cujo jumps back down into the pit, continue your relentless assault on him. Eventually you will drain his life away to zero. Just like any other vampire though, Cujo must be taken out with a steak to the heart. You can use the crossbow to aid in the process or you can perform a simple leg sweep to set you up for the dead. Once he is done for, climb out of the pit and exit through the hole he entered from. Mission: Cain and Abel While you are not the typical "Knight in Shining Armor" you are just about to save the damsel in distress. Follow the dungeon tunnels until you come to a cut scene. Open the door and pick up Niobe. Now is the time to get her out of there. Make a break for it. As you exit the torture room, you come across Cain and Abel. They apparently don't like that you are taking their prisoner away. Convince them to let the both of you go. The problem is that both Cain and Abel do not appear to be staying down for the count. Sparks suggest that you knock them into the prisoner's cells. Take his advice and knock each of them into the bars of a prisoner's cell. The prisoners will then grab their captors and hold them while you make a break for it. Before long, Ghost throws down a grenade to keep them from chasing after you. After the cut scene with the key maker, you head into the garage and right into trouble. Mission: Twins In Pursuit It would appear that you have picked up two new friends. They are both very interested in playing a little game of "hide the bullet" with you. While some people may have different ways of playing the game, their way entails shooting a lot of bullets at you from a moving car. This mission puts you in the passenger's seat (window), providing cover for Niobe and yourself as you escape to freedom. Unlike the previous car chase, your goal here is to free up a path in front of you instead of focusing on your pursuers. The highway you find yourself on is narrow and congested with cars. Keep a steady eye on the road in front of you. If you feel that a car is going to get in your way and slow you down, take it out of the equation. You can also use this strategy to slow down the twins. Take out a car that is in front of them to create a momentary flaming roadblock. Keep at it, switching between clearing a path and keeping the twins off your back and you should be able to get through the mission. In the end I will admit that this is perhaps the hardest and most poorly designed missions in the game. Niobe apparently forgets how to drive, and the twins are undefeatable. This level ends up relying more on luck rather then skill and preparation. While I do not suggest you use any codes on your first play through, I would understand the use of the infinite life cheat just this once. - Zen Garden - Mission: Trinity and Ghost Take some time to relax, contemplate, and kick some Trinity butt. Both Ghost and Trinity have a relationship going way back. It would seem that both of them expect different things from this relationship. While they refer to each other as brother and sister, it is not a bloodline relationship. They were "born" on the same day in the meaning that they were freed from their tubes on the same date. But enough about birth dates and the creepy thought that Ghost could be in love with his real sister, you're in for the fight of your life. Just like Cujo before her, Trinity is now the hardest opponent that you have faced in the game thus far. Think of this as "Agent Training" since the fight with Trinity resembles the struggles you face when fighting an Agent. She is fast, strong, and she can counter many of your moves. When you view it closer, the fight with Trinity is not that hard. You need to keep at it and constantly use the counter button to spin around behind Trinity. Keep your finger on the counter button and use it to counter any of her throws. Whatever the outcome, this battle is for bragging rights only. If you win or loose, the story goes on with little difference. - The Freeway - Mission: Chase Morpheus After a group of lengthy cut scenes, and some interesting plot twists (Smith anyone?), you are asked to contact the crew of the Nebuchadnezzar. After you jack in and give a quick call to Link, the new operator on the Nebuchadnezzar, you are told to follow the sirens to find Morpheus. Unlike the previous car chase this one is less tricky, but more (how do you say?) Agenty. Your goal here is to catch up to Morpheus on the highway and find out why they have not checked in with Zion. It would appear that he is busy at the moment, fighting a few Agents and being chased by a large contingent of police. Make your way through the chaos and get to Morpheus. The big thing to remember here is that the cars on the road are just like moving oil drums. Shoot them enough and you have your self a ready-made explosion. Cop cars can be annoying. They are fast and can catch up to you in a moments notice. Fire at their engine blocks to send them skyward. As for the Agents in pursuit, continue to fire at their engine block until their car can't take it anymore. The key to this mission is to hold down the fire button until the nice little screen to save option pops up. Mission: The Truck Just like the previous mission, do not let up on the constant fire. Shoot everything and anything that comes into range. This time you have the freedom of being "Agent free." While the level of cops has increased, the overall difficulty is lower. Just keep focused and don't let anything come within ten feet of your car. You should be just fine. At the end of this mission you will see a very nicely done cut scene and only the second appearance of Neo in the game. - Power Plant - Mission: Reactor Construction You're a man with a mission. Destroy the reactor of the nuclear power plant. Why you're on that mission? Well I guess you'll just have to wait till the end to figure that one out entirely. Ghost will emerge from a hatch in the ventilation shaft. Run down the corridor to the far end. There you will run into your old pal the security guard. There are four of these lightweights in this next room to deal with. Compared to the recent fights you have been having, these guys should be no problem. Mop the floor with them and exit through the rear door. Climb up the ladder in the next area and cross the concrete bridge. Jump down into the next section of the construction and show no mercy to the lone guard. Continue through the open walkway and jump down to the ground below. Sparks will inform you that Niobe is taking sniper fire. Your goal here is to reach the power switch for the lights and allow her to gain the upper hand. As you get to the ground and approach the next area, you'll be met with a surprise. It would appear that your garden-variety security guard has grown a new shotgun attachment. Regardless, they are still easy to take down and now they offer better rewards for doing so. Clean up the four guards in the lower level and climb up onto the concrete fixture on the other side. Flip the green button on the generator to turn of the lights for Niobe. Turn around and make your way up the ladder across the way. Shortly after you will be greeted with a cut scene of a sniper plunging to his death. It would appear that Niobe has gotten the upper hand on the sniper. Continue up the ladder and down the next corridor to meet up with Niobe. After the cut scene you find that your job is to take out four snipes so that Niobe can advance to the power plants core. The four can be easily seen by simply taken a second to notice them in third person view. Once you have them sighted, take them down with some skillful sniper skills. As soon as they are put down, Niobe makes her move. She is not out of the woods yet. Now that she has made her position known, SWAT comes in to take her out. Provide cover fire for her while the SWAT team moves in. Continue picking off the officers until Sparks gives you the all-clear sign to move on. Move to your left and take out the SWAT units that get in your way. Continue climbing and mowing down cops until Sparks tells you to get to a ledge and provide Niobe with cover again. This time it isn't as hard as before. There are only two SWAT officers that are firing at Niobe and with any luck she will take out one of them for you. Continue climbing up the construction until you get to the top. Equip whatever close range gun you prefer and hurdle the two concrete walls. On the other side defeat the two cops that oppose you and continue on until the next level loads. Mission: Reactor Construction 2 Run through the connecting hallways until you come to the entrance of a large room. Do not rush in though. Instead take a moment to pick out the heads of the SWAT team in waiting. Take out your sniper rifle and pick off the first one on the end. This will result in his teammates opening fire on you. Continue inching around the corner and taking out each of them one at a time. When you have taken down the first four, un equip your gun and sprint around the perimeter of the room. There are other SWAT units lying in wait in the room but you can avoid them all together just by running through the opposite entrance of the room. Run through the next hallway and re-equip the sniper rifle before you climb up the piles of wood. This next section is pretty easy if you take your time and take out the SWAT team below the sniper rifle. You can then force jump onto the concrete overhang and continue on till you get to the top of the wooden fixture to the far right of the section. Drop down from the fixture on the inside of the construction to advance to the next section of the stage. This next area can be negotiated just as easily as the last. You can take on the gauntlet of police officers or simply jump to the concrete ledges above and avoid them all together. While it is easy just to advance past them from above, I suggest that you take them out and collect more ammo for later stages of the power plant. Continue on through the construction to yet the next section. This area is a little tricky but manageable if you are prepared. Strafe into this section and take cover behind the pillars. Continue weaving your way in and out of the pillars until you get to the closest one to the SWAT team. Use focus power and make a quick break for the wood stacks beneath their position. When you are on top of the wood you can take your time to heal before making the final push to attack the cops. When you are ready, jump up and quickly disarm the cops and collect their weapons so as the make them defenseless. Once you have put down the four cops, pick up all the available ammo and continue forward. Again you have two options about how you can negotiate the next section. You can either; drop down and take on the units you come across or move above them all and come down behind them. If you want to do the direct route, then just keep your machine guns equipped. If you prefer the alternate route, jump across to the top of the concrete section. Run to the far edge and do a focus jump directly at the wall that is just beyond the roof. If you do it correctly you can come down in the hallway behind the SWAT units and get the jump on a SWAT sniper. Take him out quickly and move on to the next level. Mission: Nuclear Shipping Run around the left side of the building in front of you and take aim of the SWAT sniper. Use your sniper rifle to take him down. He is found on top of the truck at the middle of the parking lot. Move in a little closer now that the cost is clear and take out any threats you see at long range with the sniper rifle. Once you feel the area is secure, move in and head towards the doors near the rear of the dock area. Through these doors you face two choices; speed or kill count. You can easily make it through this room by performing a few focus dives and a few quick weapon disarms. If that is not your style, take is slow and use the cylinders for cover. The sniper rifle is a bonus here, but it may prove to be hard to use in close quarter combat. Either way your target is the silver door at the far end of the room. Through there you move on to the next level. Mission: Transformer Field At the start of this mission, equip the UMP. It has a decent size magazine, you should have a good supply of ammo for it, and there is a whole lot more where that came from. Exiting the door at the end of the hallway leads you into the main transformer conduit. This area is a section that collects most of the power that is directed through the transformer fields. Do a few focus dives to take out the three guards here. When the area is cleared, follow the incline up to the top of the tower. There you will find a handy weapon that will help you later on in the power plant. Now that you have this smoke grenade launcher, another SWAT unit will be right on your heels. They will emerge from a large docking door near where you entered the transformer field. There are only three of them so dispose of them as you wish. Continue on and follow the pointer to your next objective. You should come across three SWAT units within the next section. They are not too hard to take down, just keep on them and continue firing. Once you have reached the end of this large passage, the stage will be over Mission: Transformer Field 2 This mission is either the most boring or the most action packed depending on how you look at it. I personally feel that it is repetitive and drawn out. But hey, I'm here to give you strategy and not my opinion (right?). Instead of giving you an in depth walkthrough for this section I'll give you some advice. -Keep your weapons ready and reloaded at all times -Always use focus when taking a corner -Expect to be ambushed everywhere -Whenever a path branches off from the objective arrow, it normally leads to a police officer and a health pick up -Retreat backwards and not forwards. If you continue moving forward with cops in tow, you will only pull them into more cops -Always regain your life and force meter after taking out a SWAT unit -Remember how import disarms can be Mission: Nuclear Waste Sector The next section is a little more diverse and a decent challenge. Take your time to heal up and take Sparks warning to note. Enter the next room when you are ready. There are three cops stationed in the room. There is one on each side of the center pillar and one on the walkway near the central pillar. Remove them in whatever order you feel comfortable and prepare for an experiment. Take aim of one of the large white containers that are around the room. Make sure you are a safe enough distance away before trying out this experiment. Open fire on one of the tanks and notice the size of the explosion. Just a word of warning, do not hide near these tanks as one explosion can be enough to take you down. On the other hand, you can use these to soften up and decimate entire groups of SWAT. When you are ready, continue on through the next section. This small area contains two cops behind the small white containers. Do not worry these containers are harmless. Move in close to the SWAT units and disarm them quickly. Make it a habit now of stopping at each new door and regaining your health before moving on. In the next section you have to take on four officers who are laying in wait for you. Use the explosive containers to your advantage and avoid getting close to them to take away their advantage. Notice the first aid kit in the small room above the main floor. This next area resembles the previous section you were just in. This time though it has less cover and more police officers. Use the cover you have to try to divide and conquer the SWAT members in the room. Take another moment to heal and regain focus before entering the final room of the level. This next room has four SWAT members spread out in a flanking position across the room. There is a large pit that separates you from most of the cops. Defeat the first officer before climbing up to the scaffolding and moving in on the other officers. This is an area that you have to be extra careful that you do not shoot the tanks. Defeat the two cops below the scaffolding and the one on top before exiting the final door in the level. Mission: Nuclear Waste Sector 2 The next room in the waste sector resembles one of the previous rooms. This time though the SWAT team is in better positions waiting for you. For an easy fix to this problem, use the tanks to take out most of the opposition in the room. Mop of the rest and move through to the next staging area. This time around jump up on the first white tanks in the room. As the officers reveal their hiding spots, force dive at them and take out the first two in the room. Get up and perform a few focus dodges to get in close enough to disarm the final officer. Strafe into the next room and take out the cop who is perched on the walkway above to your right. Hurdle the next group of computers and open fire on the officer across the way with a heavy machine gun. As you inch around the next corner, take aim of the explosive containers on the far wall. If done correctly, there should only be one cop left to take down on the walkway across the large gap. Once his threat is removed re-heal before moving on. Use the same tactic in the previous staging room and climb up on top of the first white cylinder. As soon as the officers reveal their positions, perform a force dive at them and soften them up. As soon as you move in close, disarm them and take on the next SWAT member in the room. Run over to the next door and move forward so it opens. Quickly retreat back into the staging room and let one of the officers come in after you. If done right, the doors should close behind him and leave him vulnerable to your attack. Once he is dealt with, move on into the next section. Open fire on the officer above the ladder in front of you and climb up to his position. Strafe left around the next corner to get quick jump on the cops who are on the catwalk across from you. A quick way to take them out is to aim for the explosive cylinders beneath them. Once the room is clear, climb down the ladder and continue forward. Unlike the previous two connecting rooms, this one does not have a white cylinder in the front for you to launch yourself off of. Instead there is an officer who is hiding behind one immediately to the right of you as you enter the room. Instead of going in, guns blazing, lob a few grenades into the room to clear the place up a little. Once you feel it is safe, infiltrate the room and squash any opposition you find. One more room and the level is over. This last room is very tricky if your not prepared. First and foremost, before you enter the room make sure that your status bars are full. Secondly, equip the GP-25. When you are ready, prepare for a quick fight. This is the last stand before you get to the control room. There are four guards who surround you on an upper level walkway. Since you have the GP-25 equipped, make sure that Ghost goes into the animation of aiming at his target before you fire. This is to ensure that you do not fire the grenade at your feet and kill yourself in the process. Also make sure that there is nothing in the way of your target that could potentially put you in the blast radius of the grenade. Lastly, take out the officers on the left by strafing to the right side of the room. Take out the officers on the right side by strafing to the left side of the room. This should ensure that you are not in the blast radius and make this an easy fight. Mission: Core Control Room This mission begins with you taking a vantage point from the control room above the center core. You need to clear the inner core before Niobe can make her move. Take out the three guards around the center tower. One is just to the right of the tower, one is just to the left of the tower, and the third is to the far right near the door. Once these three are down, a SWAT team will infiltrate the control room. Quickly unequip the sniper rifle and turn your attention to the back of the control room. The SWAT team will enter with four units. Use the control panels as a means to soften them up a bit. When you fire on the panels they explode, damaging anyone around them. Take on the four officers and quickly return to the perch above the inner core to provide Niobe with cover. Niobe is now inside the core and she has a life bar just above yours. Remember that if she dies, you loose, and her life bar does not refill. Take out the three guards who have her pinned down. One to the far right near the door, one to the right of the center tower, and one below him just right of the center tower. Once they are taken down another SWAT team will enter the control room. Lay waste to them just as you did the last SWAT team. Conserve your focus so that you have some to use to help your aiming when covering Niobe. Once this team is down you will have to return to the window and give Niobe more cover. This time there are two officers firing on Niobe. One is just to the left of the center tower, and another is just below him. Once they are dealt with, yet another SWAT team will enter the control room. The previous times that the SWAT team had entered the control room, I suggested that you take them head on not because it was easier, but because you needed the ammo they dropped. Now that you have enough, you can take aim with your sniper rifle from your current location and pick off the last SWAT team with ease. Mission: Core Control 2 Move into the secondary room of the control room. There you will come across another SWAT team. Quickly take them down and be careful of the tear gas they may have. Once they are disposed of, regain your health and move to the bottom level of the control room. Here you must take on yet another SWAT team. This team is unmistakably easy for a reason. Once you have taken out this team, an Agent runs down the stairs and takes you into his sights. This is the big day you've waited for, take on an Agent and prove that you have what it takes. Well, first off, firing your gun at the Agent will do little more then to just shoot at air. Instead close the distance between you so that he does not fire at you with his gun and you can get close enough to attack with your melee attacks. Soon after taking the fight to him, you will realize that even if you are landing most of your attacks, they do not appear to be doing much damage to the Agent. Sparks suggest that you knock him into one of the sparking servers that line the room. If one is not damaged, pull out your weapon and open fire on one. This will result in the server erupting in sparks. Quickly circle around the Agent and send him flying into the server to electrocute him and put him out of commission. - Tea House - Mission: Tea House Time yet again for another one on one fight. Your opponent here is The Oracle's guardian, Seraph. He has challenged you to a fight to "test your resolve", as he puts it. Handle this fight in the same way that you handled the fight with Trinity and Cujo. Use your focus button and do not let up with your attacks. Make sure to conserve focus power when you manage to knock Seraph to the ground. This is an all out battle so do not hesitate to deplete your focus meter entirely. Once you have depleted the focus meter, dance around Seraph by using the counter button. You should be able to spin away from most of Seraph's attacks long enough for you to regain your focus meter. The counter button is your friend in this fight. If you have been practicing your timing then you should be able to counter every throw and a few regular attacks he throws at you. Not only will this save you some focus points, but it will also make you feel really cool in the process. For an added challenge, try to finish this fight with only using counters. It is tough but doable. Once you have depleted Ghost's life meter to below 25% he will stop the fight. Just like Ballard said when he fought Seraph earlier in the game "You just stopped because you were about to get your ass whooped" An interesting note here is that if you happen to loose to Seraph in your fight, the story will actually skip ahead to the final chapter. In the process, you will skip the next chapter that involves a midnight stroll through china town with a few hundred Agent Smith clones in tow. I suggest that you reset the game and challenge Seraph again until you are able to defeat him. The choice is yours, but on your first play through you should experience the entire story of the game. - Skyscraper - Mission: Vertigo Time to put on your running shoes. After the last cut scene, you find yourself inside a skyscraper that is under construction. An interesting twist in the story has you being pursued by a gaggle of Agent Smith clones. While you may be feeling a little confident about fighting an Agent after your last encounter, do not get any ideas here. Agents are tough, but Smith is tougher. Almost your entire weapon disarms will be countered, and most of your attacks will be blocked or dodged. Smith also has the regular habit of an Agent to carry a high caliber handgun in his breast pocket. For most of the next few levels, you will be dodging and receiving gunfire from this delightful weapon. Just remember these words of advice " Run, Run, Run, Run, Run, Jump, Run, Dodge, Run, Run, Side Step, and Climb." If for whatever reason you feel that the words "shoot" or "firearm" should be used to describe your actions, then you have obviously adopted the wrong strategy for this level. There are dozens upon dozens of Smith coming after you, and if you are lucky you can take out two or three. So just heed my advice and get moving. This level starts you in front of an elevator inside a skyscraper. Quickly turn to your left and make your way through the construction. Seconds later an Agent Smith will emerge from the elevator and open fire on you. Ignore him and move further through the construction. In front of you, you will see an opening in the hallway; make your way for this opening. As you approach it a Smith will break through the wall. Once again, ignore him and continue moving forward. In this section you have to climb up on the piles of lumber and jump into the next room. Navigate your way around the framework and into the next room. At the next corner, make a left and you will be met with a Smith closing on you. Instead of taking him head on, focus dive through the window next to you and enter the door. At the top of this flight of stairs, you can take a moment to catch your breath and refill your status meters. Once you are ready, move out onto the outer scaffolding surrounding the building. Run down the scaffolding and around the next corner. Ignore the Smith that opens fire on you from inside the next room (I hope that this is becoming a habit for you). Follow the scaffolding around the perimeter of this room and onto the next section. At the next corner you will see a wooden sign that reads "Caution." Instead of making a right here, run at the sign and focus jump through it. Hold the focus button down the entire time in order to make it to the next section of scaffolding. This will save you some time and just look cool in the process. Further ahead a Smith will fall from above you and collapse the plank you are on. Now on the scaffolding below you, quickly jump into the room to your right and through the window on the other side. Traverse this next section of turns and down the next slope. From here on out, you just have to keep following the scaffolding and avoiding any contact with the Smiths. Be careful not to get into hand-to-hand combat here as it can lead to you getting knocked off the side of your building and to your death. Once you have completed this obstacle course you will come to the end of an upward slope and make an automatic jump into the office in front of you. Inside a Smith will open fire on you from a neighboring room. Break through the two large doors in front of you and to the opposite end of the meeting room. As you run, Smith will fire at you through the sheet rock walls. Continue dodging his bullets. Eventually Smith will make his way to the far end of the room and barge through the wall. Run at him and focus dodge past him. Hurry and dash to the elevator behind him in the next room to finish the level. - China Town - Mission: Smiths Trap You now find yourself in China Town (to Sparks surprise). Unfortunately you are far from being out of the woods. Run through the door in front of you. In this room you will find a group of women using sewing machines. Ignore them since a Smith will emerge shortly from the room you just came from. Follow the objective arrow down the stairs on onto the street below. Take a quick right, avoiding the Smiths down the street to your left. Follow this next section of alleys until you come to an intersection. While the arrow tells you to go straight, take a left at Wo Ping Avenue to avoid having to backtrack and be cornered by a Smith. Move through this next section of streets with hopefully few encounters from any Smiths. Following the objective arrow, you will eventually come to a white door. Run through it and on to the alley in front of you. Take a right out of this door and into two waiting Smiths. Trust your objective arrow and keep moving forward. On your right a door should swing open and a scared on looker will be behind it. Run around the scared man and onto the alley ahead of you. In the alley, run up the stairs and onto to the roof of this building. You should have a few Smiths in tow so keep moving forward and dive off the end of the building to end the level. Mission: On Foot This level has two routes, a short one and a long one. If you want to go ahead with the regular layout of the level, jump off the roof and down to the left. Follow the objective arrows to the end of the level. If you want a quick end to the level, jump off the roof to the right and run to the end of this street. You will have to avoid a few cops and a Smith, but can potentially save a lot of headaches and game overs. At the end of the street, climb up the fire escape to your left and into the building above, move through the doors in the room above to end the level. If you wish to have fun and have a fetish with being chased, jump down to the left and follow the levels objective arrows. As you jump down on the street, a few cops and a Smith will begin firing on you from behind. Go into focus and keep running forward. You may encounter a cop or two in front of you, ignore them and keep moving forward towards the arrows direction. You will eventually come to a back alley and a flight of stairs that leads down. Take these stairs to a small passage that goes below some buildings. In this passage, hold down the strafe button as you run forward, when you get to the corner push the direction button in conjunction with the strafe button in order to make two quick turns through this hallway. At the opposite end of the passage, you will run up a flight of stairs. In front of you stand two police officers and a squad car. Quickly disarm the officers and take the firearm that is in the trunk of their car. Do not stick around to finish them off as a Smith is not far behind you. Continue following the objective arrow forward. The next turn leads you through a back alley, through a small room, and onto the next street. Take a quick right. You will run into two cops and shortly there after, an Agent smith. Instead of fighting, focus jump over the cops and continue to focus jump down this street to dodge their gunfire. Run through the door at the end of the street and turn right. Traverse this shop and come out the door on the opposite end. A Smith will smash through the store window next to you as you exit the door. Run past him and down the street. Take the next right and run down a street of scared pedestrians. At the end of this street you will see the truck, where you started the level out on top of, to your right. If you had decided to have just turned right at the start of the level, you would have avoided all of this running. Either way, turn left at this T intersection and to the end of the street. Run up the fire escape to the building on the left side of the dead end. Burst through the doors in the room above to exit to the next level. Mission: Hard Line Pursuit Run down the stairs in front of you. When you come to the first turn, you can make the turn or fall down the hole in the floor to the ground level. You will take some damage in the fall, but avoid a Smith. Make your choice and kick the door in to get to the street. Make a right out of the building and then a quick left on the street ahead. Avoid the cop and run down the long street in front of you. You will encounter another cop around a small curve in the road. Use your focus to deliver a quick punch kick combo and leave him on the ground long enough for you to make your getaway. This next corner leads to some bad news. The hard line that you were running to has just been blown sky high in front of you. Advance down the street towards the SWAT team set up in front of you. Do not bother with shooting at the cops. Keep running at them and eventually their SWAT vehicle will explode behind them, killing them in the process. Pick up the first aid kit if you were caught in the blast and climb up the ladder next to the vehicle. At the top of this ladder you will find a grenade launcher on the roof. It can be used to slow down Smith, but it won't keep him down for good. Run to the end of the roof and focus jump past the Smith who climbs up to greet you. Hit the street running and make your way to the end. Take a left and keep running forward to avoid the Smith on the roof to your left. At the end of the alley, make a slight right hand turn and run down the side of the canal. Do not turn to face the Smith behind you. If you do happen to get into a fight and get knocked into the water, it will be lights out. Run to the end of the building to your right and focus jump on to the top of the boxes that are next to the fence. Run through this next section, Smith free, to exit to the next level. Mission: The Virus Spreads You are almost home free. Keep your chin up, and your feet moving. Run up the flight of stairs to the butchery on the second floor. Run towards the elderly couple and the door behind them. Just as you are about to run past them, go into to focus and run to the end of the room. This should let you run right under the Smith who comes crashing down from the sky roof above. Exit the door and make a right. Run across the rooftop and focus jump off the end. Make sure to land on dry ground. Keep running and jump over the short wall in front of you. Take this next street to its far end. Run down the small alley to your left and take another left when you come to the waterfront. Follow the canal until you come to an open door to your left. Run in and take the exit on the opposite end of this room. Follow the objective arrow to the street in front of you. Take a right when you get to the street and avoid the Smith to your left. If you have some spare ammo you want to use, run down the street backwards and fire at Smith to keep him busy while you make your get away. At the end of this street, take the door on the left to exit the level. Mission: The Church Your last sanctuary could not come from a more welcoming place. You have one more group of rooftops to cross before you can get to the hard line and jack out. Start the level by running up the stairs. Climb this series of stairwells, making sure to stay one step ahead of the Smith who is coming up behind you. At the top, run to the far wall and take a left, make another quick left and around the corner. Climb this last set of stairs to the roof. Make a quick right and then focus jump to the rooftop ahead of you. Run around the left side of the building and focus jump again to the next rooftop. Take either side of this rooftop and then focus jump from the top of this rooftop, down onto the next one. If you have some focus to waste, use it and take the time to notice all the Smiths swarming around you from the sides. Keep pushing forward and traverse the small rooms that line the next two rooftops. Jump across the small plank and burst through the red door at the end. Run through the next room and make your way up the stairway at the end. If you happen to run down this flight of stairs, you'll be met with two unhappy Agent Smiths. At the top of the stairs, run across the rooftop and do not stop to let your pursuers to catch up. Run to the end and up the stairs to end the level. Watch the cut scene and catch your breath, you just survived another day in The Matrix. - Onboard the Logos - Mission: Tunnels of the real This next level is generally one long tube ride. You are in the real world, inside The Logos. Your job is to man the guns and to hold off the Sentinel army that is advancing on your rear. You have the ability here to change your perspective from the front and the back of the Logos. The radar on the top of the screen will warn you of the proximity of the sentinels on either side of the ship. Make sure you take them out before they can get to close and damage the ships hull. The rest of the strategy stays the same for the next two levels. As Niobe is piloting the ship, you have control of the guns. Instead of actively aiming the guns at the sentinels that approach, simply center the gun and let down a constant stream of fire. The swerving flight patterns of the sentinels will sweep them back and forth across your line of fire, eventually destroying them. The only time you should manually aim is when the sentinels move in and reveal their pincers to damage the ships hull. Just keep your finger on the trigger and keep switching between the forward and rear guns to finish out this level Mission: The Rabbit Hole Continue with the same strategy through the rest of this level as well. Eventually, the sentinels will launch a guided bomb at The Logos. This weapon is very deadly. If it manages to hit the ship then you are done for. To keep it out of range, continually shoot at it with the gun. Unlike the sentinels, you will have to manually aim at the bomb and even lead your fire in order to hit it. Eventually your steady fire will knock it so far back that it is out of sight. Keep the gun firing just in case, and wait for the final cinema to play. Enjoy the preview trailer for the next Matrix movie. ======================================================================= - - - - NIOBES WALKTHROUGH - - - - ======================================================================= - Post Office - Mission: Closing Time If this is the first character you picked to play as, take your time in the main lobby to get a feel for the game. Test out your focus abilities and get a good feel for all the buttons. If you have already completed Ghost's missions, you should have a perfect understanding of the buttons and the game play. When you are ready, run into the first floor P.O. box room on your right. Sparks will inform you that this is not the right P.O. box room. The one you are looking for is on the second floor of the Post Office. Make your way back into the main lobby and pass the front desk. You will find an elevator that should lead you to the second floor P.O. box room. Pushing the button on the elevator shows you that the elevator is inoperable at this moment. Sparks suggests another route. Once the cut scene is over, an ensemble of security guards will attack you. If you are quick enough, you can slip in the door that the security guard comes out of from the security office to the left of the elevator. This will send you onto the next level. If you cannot make it into the door in time, beat up any security guards who get in your way and run into the women's bathroom. Climb the maintenance ladder into the air vent. Exit to next level. Mission: Behind the Scenes Depending on if you went through the security door, or through the air vent, you will start this level at two different points in the men's locker room. The two Post Office employees will warn a security guard of your presence. Knock out the guard and punish the PO employees for getting you in trouble. Once you are done playing in the men's locker room, take the rear door into the next hallway. These next two PO employees will call for a security guard if you alarm them in any way. If you walk through the next section, you should be fine, otherwise take out the security guard who emerges from the end of the hallway. Take the last door on the right into the mail forwarding room. Here, two PO employees will cry out for help and duck for cover. Dispose of the two guards who emerge to stop you. Follow the objective arrow into the next room and remove the two security guards that you come across. Move on into the next section and take note of the metal shutter door on your right. Remove any security guards you run into until you reach a dead end with an office window. Focus dive through the window and into the office. Push the button on the wall to open the door of the metal shutter door. Backtrack and go through the now open door. Fight the two security guards who attack you and continue to follow the objective arrow. This next section has a hallway and a small office room to the left of it. Beat up the security guard in front of you and do the same to the one that emerges from the back of the office. Move to the far end of the office and out the back door way to the next hallway. Take the final door on the right into another section of offices. Traverse the offices and take out any security that may show up. Take the final door on the right into the hallway. Take this hallway around the corner and dispose of the security guard who opposes you. Open the final door on the right in order to move onto the next section. Mission: Epicenter Climb the fence in front of you and enter the mail processing room. Run to the end of the passage in front of you and make a right. You may come across one or two guards before you finally come out into the next open area of the processing room. Two guards should be in front of you guarding an elevator door. Be careful of back up security guards who will come up behind you. Remove any opposition you find and enter the elevator to exit to the next level. Mission: Unexpected Arrival As you exit the elevator into the second floor, you run dead on into a squad of security guards who are surprised of your appearance. Run to the desk just in front of the elevator and load up on the available weapons there. Half of the security guard group will stay to fight you while the other half will apparently run away. Take out these "heroes" and give chase to the security guards who ran away. Around the next corner you see that they did not run away, but were setting up an ambush. A security guard drives a forklift at you while the other ones use it for cover. Ignore the forklift and take out the security guards who are behind it. Be careful of security guards hiding behind crates. They may not make their appearance known until you are right on top of them. Once you have disposed of the guards in this area, move to the end of the hall and turn the corner. The guards are apparently either smart or very scared. Around the next corner you are ambushed by a group of guards who are taking cover behind the boxes of mail. Remove the four guards from the equation and continue down to the far end of the storage room. As soon as you come to the next corner there are two guards who will begin firing on you from behind some more boxes of mail. You can strafe around the boxes for cover so you can get in close and put these guards out for a nap. Beyond these two guards, three more will attack you from further down the next hallway. You can take the time to put them down, or you can just run through the steel gate in order to trigger a cut scene. After the cut scene you find yourself on the top of the shelves holding the crates of boxes. Security has fired tear gas into the corridor and you have gone sky ward to avoid it. Your object here is to stay on the top of the shelves and not to fall down into the tear gas. Take a step back and make a running jump using your focus powers onto the air vent across from you. Be careful not to end on the right side of the air vent or it will collapse and send you falling into the tear gas below. If you do fall, simply run back through fenced gate and climb up the boxes to the top of the shelves. Either way, when you make your way to the top of the opposite shelves, follow it to roof of the next room. Jump through the skylight in order to end the level. Mission: Redirected You begin this level in a storage room. Turn around and exit into an adjoining storage room. Immediately in front of you in the next room is a security guard. He is radioing in you position to quickly take him down before he can pull out his weapon. On the opposite side of the storage room, two security guards will open fire on you. Use the shelves as cover, or simply use the focus ability to take them down at long range with your guns. As you exit this room, a squad of guards will attack you from the opposite side of a large fenced in area. Since they are not in your way you can choose to avoid them and run down the hallway. When you have passed them, follow the hallway until you come to a left turn. A cut scene will take place. After the cut scene continue down the corridor and enter the glass office to the left. You will then be given a prompt that will tell you to use your force power to jump through the window. Run at the window with the force ability in use and jump at it. Your character should jump or perform some sort of tumble and crash through the window. Next, run towards the opening at the far end of the room. When you near the first set of boxes, a security guard will be alerted of your presence. Once he is down for the count there are still another seven guards to take down in this corridor of boxes. The best way to take them down is in two separate groups. The first group of four can even be cut in half. The first two will run at you while the other two will be behind a row of boxes. Take out these four guards and proceed to take on the remaining three in the corridor. Once you are done with them, run through the partially opened gate and open the door inside the next room. Immediately to your left, four guards will open fire on you from the far end of the next room. Focus dive at the guards with your guns drawn to quickly close the distance. Remove the rest of the guards with hand- to-hand combat and weapon disarms. When you have cleared the room, run up the back stairs and onto the conveyor belt to end the level. Mission: Got It Now inside the second floor P.O. box room, turn left and run to the set of P.O. boxes near the wall. After the cut scene the PO box room will be filled with tear gas. Make your way back to the elevator and knock down any guards who get in your way. If you stay to long in the tear gas you risk dieing from the inhalation of the gas. If you make a stand at the front of the elevator you can take out any pesky guards and not have to worry about the gas's effects. Once you have disposed of the guards in the room the elevator will open and you can make your way back to the main lobby. Back in the main lobby you are only a quick sprint from freedom. Run back to the front doors and make your escape... unfortunately for you the cops have set up a little trap for you. Once you try to open the doors the security gates will close and seal you into the front lobby. Worse yet, a few units of cops are lying in wait for your arrival. As the security gates slam shut, the cops will start to poor into the room and open fire on you. Be smart; don't try to take them all out at once. Your best course of action is to move around the perimeter of the room and take out the guards as they show themselves. Since many of these cops are very well armed, target the ones with the shotguns and MP5's first. Not only will this silence a potentially lethal enemy, but also it will gain you a strong weapon in the process. Continue making sweeps around the room until the room is cleared. Note that you can take refuge in the bathroom area to regain focus and especially health. Once you have taken down the last of the cops, you will be directed to a new waypoint. The door next to the service desk is now open. Go through it to access a previously visited section of the PO. Continue through the back hallways and make your way to the processing room. Mission: Big Distraction You ever get that feeling that someone's help isn't as welcome as they expect it to be? Well apparently Ghost has set up a distraction at the expense of your escape. After the cut scene you will find that a few large explosions have rocked the rear of the PO. Sparks suggest that you make your way through the rubble and back through the offices on the second floor. Descend the stairs and make your way around the fallen catwalk. The fence that had previously slowed your progress is now ripped in two. Continue through the hole. As you make your way further into the processing room you will come across two scared PO employees. Let them run away as there is a group of police officers behind them. Show them what they are messing with and move on. Continue through the wrecked processing room and take out the security officers around every corner. Apparently these guys do not get the idea that it is a good time to leave. Once you have finally made your way to the rear of the processing room, take the rear stairs up to the second floor. Mission: Breakout Almost there, just a little more and you will leave the Post Office in your dust. Move back through the control room and take notice of the two cops foolish enough to follow you. In the next room there are two security guards hiding among the shelves of supplies. Move in for some hand to hand combat and weapon disarms. Once you are ready be prepared to make a run for it. Once you open the next-door two security guards from the other side of the fenced in hallway attack you. Take them down and move back through the offices. Instead of turning right and into a group of police officers, take a left and duck into the lone office at the end of the room. Once you open the door you will trigger a cut scene that leaves you some-what questioning Sparks' methods. Bring on the car chase... Mission: Get to the Hard Line This mission is a simple driving mission. Acquaint yourself with the controls and read any necessary tips in the tips screen. Note that in order to use ghost, you need to hold down the support button to have him fire on the pursuing cops. This mission is pretty straightforward, avoid any oncoming cop cars, use ghosts support to get any cops of your tail, and follow Sparks' directions. Eventually you will come to a roadblock. Sparks informs you that you have to avoid the cops for two more minutes before the roadblock is removed. Make a quick U turn or use the side street near the roadblock to turn around. Drive around the city and wait for Sparks message that the blockage is gone. Return to the tollbooth and cross the bridge in order to finish the level. Mission: Answer the Phone After a thrilling chase scene through some back alleys, you find yourself on a rooftop. You are only a few rooftops from a hard line and your flight to freedom. Make your way towards the rooftop with the radio tower. Take note that falling from the rooftops is an unhappy experience, given that it means that you have to start the level over again. Climb the ladder to the rooftop with the radio tower and meet an unwelcome visitor. This is where you learn what it means to "run like hell." An Agent has you in his sites and you don't want to wait around to see what he has in store for you. From the rooftop you start from, move towards the next building and jump onto the ladder there. Continue your way across the next rooftop. If you want to run faster you can unequip any guns you have so that your character can focus on running. Once you have made your way onto the next rooftop you will be warned of an Agents transmission into a persons body by its tell tale electricity sound. Avoid the Agents gunfire by running around the outside of the brick pillar and jump onto the next rooftop. Here two cops that emerge from a rooftop doorway will greet you. You don't have to worry about the pursuit of an Agent at the moment so you can take out some aggression on the two. Continue on your way by running up and down the familiar looking metal shingle roofing. At the edge of the rooftop jump through the open gap of the adjacent derelict building. Crash through the half broken boards and down two flights to the floor of the building. A cop waits behind you with his gun ready so be prepared. Run through the winding hallways of the building and jump to the next building. Climb up the ladder for another unhappy surprise. You may have thought that the Agent forgot about you, but just like an elephant, an Agent never forgets. As you climb on the roof of the building you see him fall to the rooftop of the building in front of you. Instead of taking him head on, run through the doorway to your left and jump across the gap into the hole in the next building. Two cops converge on you as you land in the empty room. Take them out quickly as the Agent is hot on your tail this time. Quickly climb up the stairs and jump to the next rooftop. You're almost home free. Climb the next ladder and jump down to the next rooftop. Look familiar? Quickly climb up the ladder to end the level. You finally make it to the hard line and jack out of The Matrix. Good job, you just survived your first encounter with an Agent. - Airport - Mission: Check In You start this mission on the second floor of the main airport terminal. Niobe is wearing a nifty new coat for this mission. You can end this mission in a few shorts seconds by simply jumping off the second story balcony with a force jump. On the first floor, turn around and enter the baggage conveyor behind the check in counter to exit the level. I do suggest that you hang around in the level and take out any police officers you can find. They are all easily defeated, and they will give you ammo to face the SWAT teams you will be facing very shortly. Scan the area and take out any cops you come across until you feel you have a good amount of ammo (or the limit that you can carry). Whenever you are done, exit through the baggage conveyor behind the first floor check in counter. Mission: The Belts This next level can be tricky. It will be your first encounter with SWAT team units and will involve a lot of architecture that can get in your way. After the cut scene, run to the far end of the room and push the green button to open the service door. Run through the next section of the conveyor room and exit at the opposite end. As you enter the next room, stop and go into first person mode. Scan the room to see the SWAT units in the room. When you are ready, move in and take out your opposition. You will notice that SWAT units are better armed and take hits to take down. Keep at them and you will be able to succeed. Clear out the room and make sure you kill the quivering airport employee to make sure that he doesn't bother you later. Run up into the control room and push the red button. As you exit the control room, run up the stairs to your immediate left. At the top of the stairs, in a small alcove, you will find a set of stun grenades. Continue along this catwalk and exit the door at the end. In the next section you enter of the upper catwalk, two SWAT team guards will attack you as you exit the door. Take them out at close range and move across the catwalk to the next section. This next room is heavily guarded. First kill the two SWAT units in front of you on the catwalk and then return to the previous room for cover. Regain any life and focus you lost before re entering the room. Turn to your right and focus/strafe to your left across the catwalk. Shoot at the SWAT units perched on the catwalks across the room. Once they are down, jump onto the conveyor for number 10 and exit the level. Mission: Jackson in Steam Before you continue with this mission, you need to know that you can be killed by steam that is released from pipes in this mission. In the same respect, you can fire at pipes and let steam out to harm SWAT units. As you gain control of Niobe, exit the room through the lone door at the end. Walk through the next pipe room and stop when the cops open fire on the pipe in front of you. Immediately go into first person mode and shoot them as they round the corner. When the steam stops coming out of the pipe, continue into the back hallways of the terminal. This next section can be very tricky. This series of tunnels interconnect to one another to allow access to many different places in the airport. Right now your goal is to get to section 1A. There are many different ways to get there and many different SWAT teams you will come across in the process. The quickest way would be to go down the stairs and into the lower tunnels. Down here, you'll come across two groups of roving SWAT teams. Take them out and climb the stairs at the far end of the tunnels. Continue moving forward and taking out any SWAT you encounter. Eventually you will find a hallway that has a two large fence doors open. Follow through here to exit the level. If you want however, you can run around and mop up and SWAT you find in the tunnels. Keep the MP5 equipped and your finger ready on the focus button as you round every corner. You should come across two or three grenade pick-ups in the tunnels so feel free to use them if you are threatened by a large contingent of SWAT. When you are ready, exit through tunnel 1A. Mission: Jackson in Steam 2 This mission is more of a run and gun mission. You are being pursued bye an agent so you don't have the time to stay and have a chat with the SWAT that will get in your way. The tip for running faster will appear on your screen at the onset of the level. To run faster, unequip your weapon so that Niobe can focus solely on running. As you come across SWAT in this level, do not take the time to take them out for good unless it is with one solid shotgun blast. Instead, disarm them or give them a focus throw to knock them down long enough for you to move on. Eventually you will come to a section where you can climb to a small passage below the main floor. While it is tempting, the only real benefit is one first aid pick up. Otherwise it is a waste of time and only avoids one SWAT unit. Carry on instead and sprint to the end of the tunnel. Section 7A is the last section so give it your all and run to the ladder at the end. If at any time in the level you are taking considerable damage from gunfire coming behind you, do a focus jump to dodge the bullets and to create more space between you and your attacker. Mission: Hangars At the onset of this mission, turn to your left and run to the far end of the hangar. SWAT will emerge on the walkway above you shortly so don't wait around for their arrival. As you make your way across the length of the hangar, a SWAT team will infiltrate the hangar at the far end. Equip the MP5 and get in as close as you can before they start shooting. Once they open fire, perform a focus dive at them and fire at will. Clean up the rest of the team before continuing on to the next hangar. In the next hangar you will come up behind a group of unsuspecting cops. Wait until they turn around and open fire on you before you perform a focus dive at them with the MP5. Clean up the four cops and climb the scaffolding behind you. At the top of the stairs, jump onto the top of the airplane. Run across the fuselage towards the tower on the opposite end of the hangar. Once you reach the nose of the plane, a SWAT sniper should emerge and start firing at you. Quickly take him out with the shotgun or the MP5. Pick up the sniper rifle and the grenades he drops before returning to the previous tower you just came from. At the top of the tower, make your way onto the upper walkway and enter either the door on your right or your left. Exit this next hallway into yet another hanger. From your perch, high above the airplane below, you should be able to see four SWAT units in the hangar. Take out your sniper rifle and make sure that you are behind a metal sheet. Open fire on the two snipers in the tower first, then the sniper on the plane, finally take out the SWAT unit on the wing before descending on the lift. Run across the wing and enter the fuselage door. Inside the airplane, turn to your right and quickly remove the two SWAT units as they come after you. Exit through the door on the opposite end. As you exit the plane, two SWAT snipers equipped with MP5's will descend from the top of the tower. Be careful of the difficulty the stairs can give you when fighting at close range. Kill the two snipers and go to the top of the tower to retrieve the sniper ammo. Run to the bottom of the tower and across the floor onto the next hangar. Around the next corner you will meet yet another SWAT team. Unlike before, you should be much closer to these cops so it should be no problem taking them down with a combination of small arms and hand to hand combat. Continue on past them to the next hangar. After a cut scene you will be off to the next level. Mission: The Bowels This mission once again puts you in the access tunnels of the airport. Traverse the series of tunnels in front of you before you come out into a dark hallway. Make a quick right and kill the SWAT sniper who stands right next to you. From his dead body you will receive the infrared scope for your sniper rifle. Test it out in first person mode before moving on. The next series of tunnels are all dark. As you are opened fired upon, quickly go into focus mode and into first person mode with the sniper rifle. Take out any opposition you see before moving on. Further down the tunnel you will come across a flight of stairs. A group of SWAT units will descend the stairs and open fire on you. Quickly run up to them and take them out at close range with shotgun blasts. If you do not make your way up the stairs, a steady flow of SWAT will descend the stairs and continue to fire at you. Be careful to not stand around at the bottom of the stairs as SWAT units are in position to throw grenades at you. Jump up the stairs and take out any remaining SWAT units with the shotgun before moving on into the Tarmac access tunnel. Mission: Catching a Plane You are now back in the hangar where Niobe dealt out her handy work just a short time ago. Sweep through the hangar and take out the police officers who are hiding behind the various containers. When the coast is clear, regain your focus before running to the far end of the hangar. You will come across another SWAT team. Take them out with a few focus dives or sniper fire. Once the hangar is clear, climb up the ladder (follow your arrow) and make your way onto the walkway above. Follow the walkway into the next hangar. Here, take out the sniper rifle and kill the SWAT units that are firing at you. You can fire at the canisters in front of them in order to take them out with one quick shot. Once the hangar floor is clear, climb down the ladders to the bottom. Run towards the plane to finish the level Mission: Agent on Board Now onboard the airplane, run to the opposite end of the fuselage to find parachutes for you and Axel. Defeat the three SWAT that guard the parachutes before returning to the rear of the hangar. Uh oh, looks like you have found a friend. Time to take on an agent. The first thing you need to do is push the button near the rear door to lower the cargo door of the plane. If you are having troubling pushing the button, or you are locked onto the agent, perform a focus throw to buy you some time and to get your lock-on, off the agent. Now, with the door open, you need to push the agent back to the rear of the open door and knock him off the plane. Keep attacking him with kicks and punches and use your focus as necessary. Once he is on the edge of the door, Niobe's focus throw (where she sweeps out the feet and punches the assailant) is a good way to knock him off the back. Once you knock the Agent out the back of the plane, Niobe jumps out with her parachute on. -- Sewers -- Mission: Abyss Following the cut scene, you find yourself at the wrong end of a SWAT team attack. Your goal her is to escape the sewers and find a hard line to escape. This next area can be perilous if you fall so stay close to the walls. A note from Sparks tells you that if you accidentally walk off an edge, hit the focus button and turn towards the ledge quickly. With any luck you will grab the edge and pull yourself back up. Also be careful when using your focus when you are running on the narrow ledges. If you accidentally run up a wall do not jump off it, as the jump will send you over the edge to your death. Now that you are ready to go, circle around the perimeter of the chasm and make your way to a ladder. You need to circle around the metal pipe so you can climb the ladder to the top. At the top a SWAT team sniper greets you. Move in for a quick weapon disarm and pick up his sniper rifle. Take aim at the police units that are attacking Ballard on the center fixture in the room. With luck, Ballard has already taken out one cop, but don't rely on that Use the sniper rifle to take down the threat and protect Ballard. From here on in, whenever you come across an ally in the sewers you will see their life bar above yours. Take special care to not let their life bar hit bottom or it will signal lights out for Ghost. Once the threat to Ballard is taken care of, follow the ledge and take the next ladder up to the top of the room. Again, Ballard is under fire and you are there to aid him. Quickly take aim with the sniper rifle and take down the two snipers on top of the metal framework in the middle of the room. Scan the lower catwalks around Ballard and clean up any other SWAT members that may be left over. Mission: Abyss 2 Follow the catwalks to the center pillar and take the ladder down to Ballard's location. As you approach Ballard and the phone, you are once again waylaid by an opposing SWAT team. Luckily Ballard gets out in time, but you have to take cover from the sniper fire. Quickly pull yourself up from the catwalk and take out the cop guarding the phone. Run up to the metal fixture and grab the sniper rifle. Shoulder the rifle and take aim of the two snipers on the same level as you, one to the left, and one to the right. You can then choose to take the safe route or the quick route. If you take the safe route, climb back up the ladder inside the metal fixture and take out the sniper above. If you want to quick route, run backwards on the catwalk towards the phone. When the sniper overhead comes into to view, take up the sniper rifle and take him out before he takes you out. Once this is done pick up the phone and talk to Sparks. Apparently you aren't done yet. Instead of jacking you out, Sparks loads you into a loading program with a selection of weapons to aid you against the SWAT teams in the sewers. He then sends you back in to go to the aid of others who are having a hard time finding a way out of the sewers. Once you are equipped, Sparks sends you back through the phone you just used, this time better armed. Equip the Stun Grenades and take aim at the large fan at the end of the walkway. Toss a grenade at it in order to blow a hole to allow you access. Follow the pathway behind the fan to the next level. Mission: Pumped Follow the arrow to your next objective. You can take a quick look through the grates in the passage to prepare you for the rooms you have to advance through. Unfortunately there are no cops inside these rooms yet, but once you drop down there will be. Continue to the end of the tunnel and jump down from your perch into a larger tunnel. From here on out you will encounter many barrels filled with oil. These barrels can be a quick fix to the SWAT problem, but also be aware that they can have the same effect on you. Whenever you see these barrels, use them to your advantage. If you do not use them to take out a few SWAT units, at least take it out so that they are not used against you when you pass them. Continue down through the next adjoining rooms and sweep up the un- expecting units you encounter. Use the rooms as cover and retreat backwards if you need to. When you have reached the end of the passage, the tunnel leads to the right. Sneak up on the cops in front of you and take them out with a little work. Quickly move to the first person mode and aim at the barrel at the end of the way. Make sure that you are not close enough to be in its blast. Shooting it should bring down at least two of the cops in the vicinity. Move in and sweep up the rest. Another unit should emerge from further down the corridor. Quickly disarm them of their weapons and take out any remaining threats. Follow the passage further to the end. There, a small tunnel leads to the left, drop the first SWAT member and his friend who emerges from the tunnel behind them. Following this small tunnel leads you into a much larger complex. The entry shotgun will be your friend in the next section. Emerging from the tunnel into the next passage, you see a cop at the end standing next to a barrel. Focus-dive at him with the shotgun and fire one round. If you miss with the shotgun blast, it should still be enough to blow up the barrel and send the SWAT officer on his way. Around the next corner a cop waits patiently for you to stick your head out. Sidle up to the wall and peak out, when he shows his face blast him with the shotgun. As you enter the area he was guarding, an officer opens fire on you from a walkway above. A shotgun blast should be enough to take him down. Be careful to avoid the barrel in the center of the room. Any of his shots could miss you and hit the barrel instead. Take a left at this intersection and confront yet another guard on the walkway above. Back up and take the passage to your right. It winds around a corner and leads to another small open area. Take out the cop here with either a shotgun blast or by targeting the oil drum next to him. Follow this path until you reach a red ladder. At the top of the ladder you have the task of cleaning up the rest of the police officers in the room. First take the one out to your left if you had not taken him out before. Run to his position to gain cover for a moment. Next, run towards the small overhang with the waist height wall. Press against the wall to duck for cover. Let the SWAT team waist their ammo on the wall while you wait. When they go to reload, force jump from the wall and take out as many as you can with the shotgun. If the barrel you came across before is still there, you can use it to take out one or two of the officers. Another one lies behind the two SWAT members in the small passage they defend. Once the coast is clear, follow the small entrance in front of you to a hole in the floor. Drop down. Follow the path that leads you next to the running water. At the end of the passage you will come to a fenced area with an officer on the other side. Wait for him to turn his back and open fire on him through the fence. Turn to your right and climb up on the table there. An officer should be firing at you from this position. Quickly jump up to the next level and take him out. When you turn the corner where he was, there may still be a few SWAT members on the level below you. Jump down and disarm them for their precious ammo. Moving into the next room, you'll notice a lot of large cylinders. At the moment there are three cops in the room, one at the far end, and two on the stone platforms to your right. Take out the one at the end of the room first and then use the cylinders as cover to take out the remaining cops. Double back to the far end of the room and flip the red switch that is on the machinery. Once this is done it shuts off a steam pipe that was blocking your advancement. This action also sends another squad of cops into the room. Climb up onto the ledge and get the drop on them with a force dive. Three cops should be ahead of you while one may have snuck around behind you with a shotgun. Take them out quickly and move into the next room. There you will find a red ladder leading up to the next level. This is the other side of the large room that you had fought your way into before. The steam that was blocking your advance is still leaking so you cannot move back into that room. If your health is low you can take a moment to regain it slowly or jump up onto the walkway above and pick up a first aid kit. Once you are ready, run to the end of the room towards the hole to end the level. Mission: Ice and Corrupt Again, your mission here is to keep your friends alive. If they die, you loose. Try to do your best to keep the cops attention on you while remaining alive in the process. The good part is that the cops are focusing on Ice and Corrupt so you can sneak up on all of them and take them out silently with a little neck breaking. Once you have cleared the room find the large machinery that is in the center. Climb up on the ledge to the left of the machinery and onto the machinery itself. A few moments later a cut scene takes place where you find out that the machinery had some C4 planted on it. It explodes and collapses into a passage below, taking you along with it. In this room, apparently the cops in front of you did not just notice the machinery that just crashed through the ceiling or that you came with it. Instead of taking them head on, turn right and move down this side passage. You will find some steps that lead to a ladder. At the top of the ladder you will find a small room with a first aid kit and some ammo. Move back down the ladder and take a right. This will bring you back to the room with the cops in it. You are now behind them and should be able to get the drop on them. Take out the cop on top of the cylinder first and then the one on the ground next to him. Turn right and move into this next small room. Use the shotguns to take out the three cops there at close range. If your ammo becomes a problem, quickly disarm them and render them harmless. Follow the small passage where the two cops were positioned and come to a small room. Take out this cop quickly as he is equipped with grenades and not afraid to use them. Climb up the ladder he is next to and be on your way to the next floor. At the top of the ladder you are welcomed by the sound of gunfire and the life bars of both Ice and Corrupt. Take out the small squad of officers in front of you and circle around the center fixture to the left. Around the next corner is a place to climb up onto the upper ledge. Here you will see Ice and Corrupt on a walkway above. Soon after a large contingent of cops will begin to repel from the ceiling. Circle around the center machine work and take them out. Be careful not to fall or the cops will focus their attention on Ice and Corrupt. Continue clearing the upper ledge until you receive the message from Sparks to blow out the anchors on the center machine. Equip the shotgun and go into first person mode. Aim at the three anchors that are attached to the center machine. There are cops that repel from the ceiling, ignore them for the time being since they are an endless supply. Once you have blown the three anchors, the machine will go out of whack and create a large explosion. The blast will open up a hole in the wall for your escape. Quickly run and focus jump into opening to end the level. Mission: Waterway Jump down to the service passage below and quickly run up behind the unsuspecting cop patrolling it. Snap his neck and take his weapon. Continue down the service passage until you come to a cop who is ready for you. Run along the wall to throw off his aim and let off a shot with your shotgun just as you flip off the wall next to him. Turn down the next passage and climb up the ladder. This next area leads you across a small bridge. On the opposite side a small squad of three cops is hiding in the fog of the sewers. Focus dive at them and fire off two shots with your shotgun. This should take out the first two cops and have you close enough to take out the remaining cop with ease. Move forward to a winding stairway that leads you down. Run down the stairs and make sure not to fall over the edge. Follow the passage on the bottom. The next area you come to is a catwalk over a shallow pool of sewage. Drop the two cops that are on the catwalk on continue forward. As you reach the opposite end, Sparks will inform you that it is too dark to continue on. You have to instead pick up the flashlight that fell into the sewage from the cops you just disposed of. Move back across the catwalk and take the ladder down to the bottom. The light will be noticeable at the bottom as it is attached to a MP5 that was dropped by the cops. Pick it up and it will instantly be attached to all your weapons. As soon as you pick it up, a group of cops will emerge on the walkway above. Before they notice you, you may be lucky enough to lob a grenade up onto the catwalk. This may also prove fatal as the grenade may bounce off the catwalk and land in your lap. Either way, move towards the ladder and avoid the grenade that they drop below to stop you. Once it goes off three cops will repel from the walkway and take you into their sites. Mop them up with some quick gun work and climb back up the ladder. If you had previously been able to lob the grenade onto the catwalk, only one police officer will remain in your path, if not then you will have to contend with three officers as you get to the top of the ladder. Quickly knock out the two and force jump to close the distance with the third. Once you are done, move down the passage with your new flashlight to light the way. At the end of this passage you will see a scene that shows some cops moving into position to ambush some of your compatriots. Follow them and get the jump on them first. Take a right out of the passage and stay to the right side of the sewer. Once you see the group at the end, jump off the upper ledge and do a force dive towards the group of police officers. With any luck you should be able to take out about half the group with one single dive. Once you have taken out the cops that put their sites on you, run to the gate at the end and take out any cops that are chasing Wurm. When the coast is clear, pick up any ammo you can and use the available first aid kit if needed. Return the way you came and continue on past the passage you had emerged from. While negotiating the sewers, try to stay to the inside of the turn. The outside does not give you an appropriate camera angle to see what is around each bend. Eventually you will come to a roadblock of cops. Along the next section, there are two cops stationed at every bridge across the sewers. One cop is on the left while another is on the right. Take out as many as you can with force dives and wall runs before your focus runs out. While it may seem tempting to continue pushing forward, retreat and regroup to refill your status bars as needed. The small walls one either side of the walkways are perfect cover for this. When you have taken out the cops on the ledges, you will come across another contingent of cops who are waiting for your arrival. Force dive with either the MP5 or the shotgun equipped, and take out the four cops on the lower level. Retreat back for a second and regain your status bars and reload your weapons. Continue on when you are ready and take out the two officers who are perched on both sides of the final bridge. If you took heavy gunfire there is a first aid kit in the alcove to the left of the final bridge. Continue down the pipe to the right and focus jump across the gap. In the split second that the camera angle changes, you will notice four cops below with a health pack at their feet. Keep this in mind. Continue down the tube and jump out the end to finish the level. Mission: Waterway 2 Remembering the group of cops that you just saw, circle around to the left and down the pipe to their position. A few well place shotgun blasts should take out the police officers, or at least send them careening off the side of the platform. Pick up their precious ammo and the first aid kit if needed. Return to the previous passage via the pipe you came in through. Now in another canal system of the sewer, drop down to the lower level and pick up the M16 you find. Continue on down the path and come across yet another SWAT ambush. A force dive coupled with a few shotgun blasts should be enough to take down the group. If there are any still alive mop them up with some good old-fashioned kung fu. Once you are done, climb up from the lower level and proceed through the open door. Follow this tunnel down a long passage and take the right path at the "T" intersection. This will lead you into another pipe network that comes out in a room full of SWAT officers. Dispose of them, making sure not to accidentally fall over the railing and to your death. If you have a sniper rifle, take aim at the two cops below before climbing down the ladder. Also take note that if you shoot the oil drums that they are hiding behind, it may not be enough to kill them. At the bottom of the ladder exit the room and line yourself up just to the right of the plank. In first person mode take out the guard who stands inside the pipe above you. If you are in the mood for some dramatics, you can bounce a grenade off the outside wall and fire him out of the tube like a human rocket. Once he is disposed of, climb up into the tube and advance to the next section. This area can be tricky, not because of the difficulty with handling the guards, but because of the susceptibility of falling to your death. If you have a sniper rifle, take out the two opposing guards who stand on the small overhang across from the pipe. If not a few shotgun blasts should be enough to take them down. As you exit the pipe an energetic police officer will advance on you with a shotgun. Take him out with the sniper rifle or small arms fire. To cross the small ledge, just walk towards it and your character will automatically slide along the edge. A cop will open fire on you while you cross it, but it is only handgun fire and it should do little more then take away 10% of your health. Take him out with the sniper rifle when you get to the other side, or perform a dangerous focus dive across the pipe with a weapon of your choice. This is where things can get messy. While the in game tip for crossing pipes says to just jump up under a pipe to attach to it, Ghost apparently doesn't agree with that idea. Instead you need to take a running jump off the ledge and hope that Ghost decides to grab onto the pipe before sending you to your grave. Cross the pipe and drop down to the open passage beneath you. Cross through the crumbling tunnel (don't worry, it wont break), and wreak havoc on the two cops that await you on the other side. Turn around and take the ladder on the other end to a passage above you. Follow this passage with guns ready and do some nifty wall runs to take out any adversaries you come across. Also be careful of reinforcements coming up behind you. Jump through the pipe at the end and lower yourself down. Mission: Breathing Room The next area leads you to a collection of rooms. Take the only available doorway and be met by a surprise. The police have set up charges that have blown your escape route and they have also snuck up behind you for an ambush. As soon as the explosion occurs, go into focus and dive to your right. With luck, you should be able to take out two officers before you settle on the ground. Get up and Open fire on the SWAT unit across from you. Another police officer should be coming up behind you near where the explosion happened. Take him out and proceed through the open room. Two SWAT units line this room on the opposite sides of metal fences. You have two options; take them out with your guns, or dive into the manhole in the center of the room. This next section of pipes leads you to yet another sewer tunnel. Load up the shotgun and be ready for a big battle. Your target here is a SWAT officer who is equipped with grenades. As you enter the tunnel he will step out from the right side of a stone pillar in front of you. Take him out with a focus dive and land on the opposite side of the pillar. Knock out the swat officers that were covering him and circle back around the pillar. There are three officers remaining and a few oil barrels to help you get the job done. Be careful of the sniper in the fenced off room to the rear of the other police officers. When you are done, pick up the sniper rifle and the health pack if you need it. Continue up the stairs and into the next area of the sewers. At the top of the stairs you will hear the SWAT team preparing for your arrival. Pop you head up at the top of the stairs and let them open fire on you. Quickly run back into the stairway and ready yourself with the first person view. As the cops approach at the top of the stairs, take them out one at a time. When you have taken out the two or three who took the bait, continue through the next passage. You'll come under fire from a sniper down the way. Push forward and keep him pinned down with machine gun fire. Once you are close enough you can disarm him and gain some more precious sniper rifle ammo. At the end of this path two police officers will try to get the jump on you. Take them out quickly with two easy shotgun blasts to the chest and move through the passage to the right. This next passage is similar in appearance as the last one. Have a grenade ready and lob it at the SWAT team that repels from the ceiling. Use the focus in conjunction with the throw to improve your aim. If the grenade misses or you prefer another option, advance on them with a shotgun and take them out at close range. After that you again have two options. There are two cops down the end of the passage that have you out flanked. You can either get to an angle where you can take them out with the sniper rifle, one at a time, or you can climb up onto the duct work and get the drop on them from above. Either way, proceed into the next room with caution. As you round the next corner you are fired upon by a group of SWAT below you. Force dive into the center of the group and take as many out as possible. Mop up the rest and pick up the first aid kit if you need it. Climb up onto the machinery at the far end of the room and continue onward. At the next bridge, force dive down the corridor to your left. There are four officers waiting for you there with guns ready. Lay waste to them and climb through the two holes in the floor to exit to the next level. Mission: Malachi and Bane You start this level at the end of a drainage pipe that leads into a large room. Before running over the red walkway in front of you, take out the sniper rifle and take a head count in the room. There are two cops below you and a sniper just above you to the right. First take out one of the cops below you, and then take out the sniper across the way. Finally focus your aim on the final cop before crossing the bridge. Climb the ladder and run over to the fallen sniper if you need the ammo. Turn around and run back to the opposite side of the piping and follow the ledge along the perimeter of the room. Around the next corner you will come in close to a SWAT team sniper. Take him out before he can pump you full of metal. Quickly set your focus on a sniper on the far end of the room. Take him down before jumping onto the pipe that goes across the room. As you are traversing the pipe, two cops will come along the platform below you. Quickly equip the sniper rifle and go into first person mode. This will hang your character upside down on the pipe and allow you to take out the cops before they notice you. When they are down for the count, drop down to the platform on the end. Take the ladder down to the lower level. You can double back to the first section of the lower floor and collect any ammo that you feel you need. You will need to contend with two more police officers, but they are no problem when you equip the sniper rifle. Continue back to the far end of the room and drop down into the canal. Run up into the blocked off drainage pipe to get some M16 ammo. Continue along the lower level and force jump up onto the large open pipe in the middle of the room. Follow this pipe and drop down into another section of the sewers below. Before you take a step out of this small room, make sure your focus and health meters are 100%. When your ready advance into the room with your weapon of choice. This section is set up a little differently than the previous sections. The passage is lined with pillars that not only block your view, but also provide cover for the SWAT team hiding behind them. Storm into the room and force dive at the first cop you see. Before you land on the ground at the end of your jump, you should already have another officer in your field of vision to attack. Keep sweeping this small room to clear it before advancing down the next corridor. At this time, if you have any grenades, use them on the officers that are hiding in the small alcoves of the next passage. If not, advance on them and take out the two cops that are grouped together first. Before he has a chance to fully react, take out the last cop in the corridor and move on. You'll come to yet another small room that resembles the one you just had a shoot out in. Take a quick left and force dive at the first cop you see. There should be three officers lined up in a row. Take down the first two quickly and be careful of the last. The final officer in the room has a sniper rifle. Take him head on or use the pillars as cover so you can get in close. Once he is down, advance through the next section of piping to your next level. Mission: Malachi and Bane 2 This mission starts with the sound of sniper fire. Quickly climb up the ladder to your left and equip the sniper rifle. At the top, take out the sniper at close range and then set your aim on the one across the way. Quickly go into first person view with the sniper rifle and take out the two cops that are attacking Malachi on the bridge. Once these cops are down, the real battle starts. You now have to protect Malachi, Bane, and Ballard on the center walkway from the advancement of the SWAT team. There are three points to focus on. The far right piping, the boxes to the left end of the walkway, and the bridge that leads to the north wall near the center of the walkway. Sweep these three areas and take out any cops you can with the sniper rifle. Use your focus ability to slow down the action and improve your aim. Remember that if one of the rebels dies on the walkway, the mission starts over. Once you have cleared the room, an Agent will appear and send you running. Unfortunately for you he corners you in a dead end. Fortunately for you the key maker opens up a secret door in the wall and helps you escape. - The Chateau - Mission: The Great Hall Cut Scene, move to next chapter Mission: Shadows Run to the far end of the hall, chasing the vampire (yes vampire) that is running away. Continue on into the next hallway and watch the cut scene. Next level... Mission: The Attic After the cut scene, move out of the room you start in, into a larger section of the attic. Three vampires will drop from the ceiling. Handle them the same way you would handle a normal goon, just know that you cannot defeat them until you manage to stab them with the wooden stake. The attack with the wooden stake will be automatic once you have dished out enough damage. After you have dealt with the three vampires, Vlad will emerge from the previous room. Remember your battle with the Agent on the airplane. Vlad is just as tricky and just as tough. Use a combination of kicks, punches and throws, all in conjunction with the focus button. Wall kicks are a particularly useful against Vlad. After awhile, he will run away to lick his wounds. Once you are done here, exit through the double doors into a series of secret passages in the chateau. Take on any vampires that you encounter and push forward until you get to an open doorway at the end. Mission: Persephone's Bedroom Follow the objective arrow through the door on the left in Persephone's Bedroom. Run to the back of this closet and stock up on some weapons and health. Once you are ready, return to the main bedroom and prepare for a fight. Once you reemerge from the closet, you will find that Vlad and two vampires are waiting for you. Retreat backwards towards the bed in the room so as to ensure that only the vampires come after you. Vlad should not start to attack until you come within a certain distance of him. Mop the floors with the vampires and move on to Vlad. Vlad is relatively easy to handle now that he has a life bar and already know what to expect from him. Leg sweeps work extra well on Vlad, and wall kicks are not to bad either. Whittle away at his health and continue to throw everything you got at him. Eventually you will have him staggering and ready for the final blow. Once you have plunged the stake into his chest, exit Persephone's bedroom into a large hallway. Follow the hallway to the final double doors at the end. In this next hall, take the elevator to exit the level. Mission: Merovingian's Office Run down the stairs and through the open doorway. In the next room a lonely vampire will come crashing through the door, eager to play with you. Show him your "You're dead now" trick and enter Merovingian's office. Pick up the phone and talk to Sparks. Niobe will automatically pick up the old fashioned crossbow from the table as well. When you are done talking to Sparks another vampire will burst into the room looking for some actions. Guess these guys don't know how to knock. Conserve the crossbow for an up coming boss battle. Remove the vampire from the equation and through the previously locked door he opened. In the next room a vampire who feels that kicking a door in is an acceptable way of opening them once again greets you. *On a side note, The Merovingian must spend a small fortune each week just replaces broken doors and locks in his chateau* Anyway, silliness aside, show this one who's boss and move on down the hall. The next room you enter is an older style theatre. Since no movie is currently playing, go up to search the projector to see what is wrong. Just as you go to search the projector the projection engineer shows himself from behind the movie screen. Show him your distaste for a movie theatre without a movie. Just as you put the projection engineer out of his misery, the usher comes in to check everyone for their ticket stubs. Seeing how you broke into the movie illegally, he feels that the best punishment in order is death. Try reasoning with him, and if that doesn't work, show him what the after life must be like. Enter the doors that they had left open and exit through the backdoor to exit the level. *Sorry, I got bored of saying "take them out" or "take them down" so I decided to have fun with this last paragraph. Moving along...* Mission: Garage Hallway This level starts with a vampire taunting you. Quickly run up behind him and stab him through his back to shut him up. His friend will then emerge, not so pleased with your action. Give him a similar butt kicking and exit through the last door on the right to end this quick mission. Mission: Return to the Great Hall This is perhaps the most pointless "level" in the entire game. Simply take three steps and enter the open door in front of you to exit the level. If somehow you got lost on the way, Sparks will give you the brilliant advice "Try the open door." Don't hurt yourself on this one kids, its a roller coaster. Mission: The Dungeon After an "interesting" encounter with Persephone, you will find yourself in the Dungeon of the chateau. This level bares a stark resemblance to what I would image Martha Stewart's basement would look like. Follow the path open to you until you reach an old wine cellar. The gate that comes crashing down behind you does well to letting you know that you are expected. Two vampires will emerge from the far end of the cellar and try to stop your progress. Remind them why you are called "The biggest, most badest, MOFO on the planet." Well, they don't call you that yet, but give them a beating so bad that they will start to. Once these drones are dealt with, take a second to refill your focus and life bar before jumping down into the pit of the next room. This next room is where The Merovingian puts on his doll shows. Either that or he hosts his fights to the death. It is one of those, I forget. From the looks of your opponent in the center of the pit, it would appear that the doll show theory is out. The name of your new friend is Cujo. Just like the dog that liked the taste of human flesh, this Cujo is equally evil. Take an all out approach to this one. Throw on your focus and don't stop attacking. Cujo has better strength and speed then just about any opponent you've faced so far (expect of course if you avoided my advice and took on an Agent early on in the game). Just continue to be relentless and don't stop even if your focus meter gives out. Eventually Cujo will perform a counter attack that won't hurt you but it will give him enough time to gain the high ground. After Cujo has performed this move, he will jump up onto the upper edge of the pit and fire at you with a shotgun. Avoid his aim by moving closer to the edge of the pit he is closest to. Cujo will now sick his dogs on you. Not literally, but you will have to fight three regular goons before Cujo will hop back into the fray. Remember to keep your back to the wall nearest to Cujo. If you venture out into the middle of the pit he will fire at you with the shotgun. Let the three vampires come to you and dispose of them quickly. Once Cujo jumps back down into the pit, continue your relentless assault on him. Eventually you will drain his life away to zero. Just like any other vampire though, Cujo must be taken out with a steak to the heart. You can use the crossbow to aid in the process or you can perform a simple leg sweep to set you up for the dead. Once he is done for, climb out of the pit and exit through the hole he entered from. Mission: Cain and Abel While you are not the typical "Knight in Shining Armor" you are just about to save the damsel in distress. Follow the dungeon tunnels until you come to a cut scene. Open the door and pick up Niobe. Now is the time to get her out of there. Make a break for it. As you exit the torture room, you come across Cain and Abel. They apparently don't like that you are taking their prisoner away. Convince them to let the both of you go. The problem is that both Cain and Abel do not appear to be staying down for the count. Sparks suggest that you knock them into the prisoner's cells. Take his advice and knock each of them into the bars of a prisoner's cell. The prisoners will then grab their captors and hold them while you make a break for it. Before long, Ghost throws down a grenade to keep them from chasing after you. After the cut scene with the key maker, you head into the garage and right into trouble. Mission: Twins In Pursuit This one is pretty straightforward. Your goal here is to make your escape with the Twins in pursuit. Unlike the first driving mission, the area you are driving through is small and congested. Keep your foot on the gas and use Ghost's support to keep the Twins off your back. Once you come to another section of the highway that shows off daylight, your almost home free. Be prepared to make a quick turn or a even a U turn in order to follow the objective arrow to your exit. - The Highway - Mission: Chase Morpheus This mission is a little easier then the previous one. You now have more room to manuever and a better idea of what is on the road ahead. Agents will nag you during this mission, but nothing to serious that it will slow you down. Use Ghosts support as needed to keep people of your tail or to take on cop cars that you pull up next too. Keep driving at full speed until a cut scene plays where the agents give up their pursuit. Continue moving forward until the level ends Mission: The Truck This mission is practically identical to the last. The only difference is that there are no agents but far more police cars. Continue using Ghost when he is needed, and just keep your foot on the accelerator. Eventually you will catch up with the truck and end the level. - The Power Plant - Mission: Reactor Foundation Descend from the air duct and make your way down to the end of the long access hallway. Take on four of your garden variety security guards in the next room before moving on into the next tunnel. As you reach the ledge that overlooks the next area, peak around the corner to spot a few security guards lying in wait. Focus jump from your perch, down to the ground in order to get the jump on the security officers. They are spread out among these pillars so use the pillars for cover as you move in and dispose of the whoever you find. Once you are done, climb the ladders and the next section of wire framing till you reach an upper level of the construction. When you come to another set of wire framing, a guard will be lying in wait, just to the left of the make shift ladder. Quickly run up to him and take him out before he can get the jump on you. Once he is dealt with, climb the wire framing to the top of the construction. A sniper will have you pinned down in the next section. Keep your back against the wooden wall until Ghost is able to turn off the light that is shining on your position. Once the light is out, creep across the small ledge and climb up the last section of wire framing. From this vantage point, make a running focus jump over the gap to your right. A cut scene will play with Niobe disposing of the sniper. After the cut scene, Niobe will be on the bottom floor of the construction site. A large number of SWAT and security guards will infiltrate this area. Use the pillars and walls as cover so you can get in closer to perform the kills. Acquire as much ammo as you can. Follow the objective arrow until you come to a ladder. Clear out the area around the base of the ladder so that you do not have to worry about getting shot at as you climb up the ladder. At the top, turn around and make your way across the wooden bridges to the opposite side of the construction site. Continue following your objective arrow to an area below, at the rear of the construction site. Follow this passage you find to exit the level. Mission: This next area is littered with SWAT lying in wait for you. The best way to conserve ammo through this section is to get in close and perform a focus throw with a weapon equipped. If done correctly, Niobe should throw the attacker to the ground and kill them with only the use of one to three bullets depending on the gun. Clear this area and climb up the ladder at the end. In this next section, an enemy sniper has his sight set on you again. Since Ghost is not around to help you this time, you have to dodge the sniper fire. Use the stacks of lumber to give you support. Focus jump or dodge your way from one lumber pile to another to make your way through this section. This next area is also covered by a group of snipers. Just keep running through this section and take out the guards at the end before moving along into the next gauntlet. At the end of this tunnel, you will reemerge into yet another maze like section. SWAT has swarmed this area and will hide in many places, waiting for you. Move around the lower level and use the concrete slabs as cover. Again, a focus throw with a gun equipped should be a quick way to get rid of any pesky SWAT units. Once you are done clearing the area, climb the black ladder near the rear of the site. Kill the officer who fires on you as you get to the top of the ladder. Continue climbing until you get to a small wooden bridge. Cross this bridge and jump over to the next area to exit the level. Mission: Nuclear Shipping You start this level in the security office of the shipping dock. Easily take care of the two unarmed security guards, and exit into the main docking area. Run around the left side (your right) of the security office and come up behind the SWAT sniper on the roof of the truck. Take him out with some focus and a high powered machine gun. Climb up onto the truck and retrieve his sniper rifle. Take out any more SWAT you see at long range with the sniper rifle. Once you feel the area is secure, move in and head towards the doors near the rear of the dock area. Through these doors you face two choices; speed or kill count. You can easily make it through this room by performing a few focus dives and a few quick weapon disarms. If that is not your style, take is slow and use the cylinders for cover. The sniper rifle is a bonus here, but it may prove to be hard to use in close quarter combat. Either way your target is the silver door at the far end of the room. Through there you move on to the next level. Mission: Transformer Field At the start of this mission, equip the UMP. It has a decent size magazine, you should have a good supply of ammo for it, and there is a whole lot more where that came from. Exiting the door at the end of the hallway leads you into the main transformer conduit. This area is a section that collects most of the power that is directed through the transformer fields. Do a few focus dives to take out the three guards here. When the area is cleared, follow the incline up to the top of the tower. There you will find a handy weapon that will help you later on in the power plant. Now that you have this smoke grenade launcher, another SWAT unit will be right on your heels. They will emerge from a large docking door near where you entered the transformer field. There are only three of them so dispose of them as you wish. Continue on and follow the pointer to your next objective. You should come across three SWAT units within the next section. They are not too hard to take down, just keep on them and continue firing. Once you have reached the end of this large passage, the stage will be over Mission: Transformer Field 2 This mission is either the most boring or the most action packed depending on how you look at it. I personally feel that it is repetitive and drawn out. But hey, I'm here to give you strategy and not my opinion (right?). Instead of giving you an in depth walkthrough for this section I'll give you some advice. -Keep your weapons ready and reloaded at all times -Always use focus when taking a corner -Expect to be ambushed everywhere -Whenever a path branches off from the objective arrow, it normally leads to a police officer and a health pick up -Retreat backwards and not forwards. If you continue moving forward with cops in tow, you will only pull them into more cops -Always regain your life and force meter after taking out a SWAT unit -Remember how import disarms can be Mission: Generator Turbine At the onset of this level, you start perched high above the concrete floor below. Across the large room you will see a building that houses the main control room for the nuclear power plant. Immediately below you, you may notice a SWAT sniper radioing that he has not seen you. Equip the gas grenade gun and walk to the edge of the pipe in front of you. In first person mode, aim at the main control room with the three SWAT units stationed within. Fire off a round of the grenade launcher to silence all of the SWAT team units in the room. Quickly equip a handgun or a machine gun and take out the sniper below you who is now alerted of your presence. Once the coast is clear, make your way to the floor of the room and enter the bottom level of the control room building. Two more SWAT units are in the first control room on the bottom floor. Dispose of them and make your way up to the second floor to trigger a cut scene. Exit the control building, back into the larger room outside. Follow the objective arrow through the following hallways to the exit of the level. Mission: Generator Turbine 2 After enter the next section of tunnels, you will come to one long tunnel that is flanked by small control rooms. The length of this hallway holds three groups of three SWAT units. Each SWAT team hides near or in the control room of each section. Make sure to focus your attacks at the units inside the control rooms first as they are harder to take on and will give you more trouble. Once each group is dealt with, hold back and refill your status bars before moving on. When this tunnel is clear, exit through the final door on the left. Take this next hallway into the lower passages of generator one. Follow these passages, and climb the two ladders on the other side to reach the top of the generator. At the top, set the charges to stop the generator. Once the fuse blows, two SWAT officers will drop from the ceiling and open fire on you. Focus dive back to the catwalk below your position. Use the strafe and focus button in conjunction to help you dodge the attacks of the officers. Remove the threat before moving on to the second generator. As you enter the containment room for generator two, two SWAT units will ambush you. Stop the officers dead in their tracks. Continue on the catwalks to generator room three. Here you will find a single SWAT officer in the central area. Take him out and climb down to his position. This will then set off an ambush. One officer will come at you from the catwalk you just climbed down from, and another two will lower from the ceiling in front of you. Neutralize all appropriate threats and make your way to generator room 4. This area is riddled with walkways and stairs. Find your way through the maze and take on the two SWAT units you come across. Exit through this door once the room is cleared to exit the level. Now in generator room five, make your way up the stairs to the upper catwalk. Remove the single SWAT unit guarding the walkway. Just like in a previous room, when you make your way down to the central platform, a group of SWAT will ambush you. You can avoid this ambush, and the SWAT, by simply performing a force jump over the section and down the ladder on the end. Make your way to the bottom floor and through the door to exit the level. Mission: Core Control This level can be a very long and very arduous one if you do not have the proper equipment. Assuming that you have a sniper rifle, this section should be a lot easier. This level will take you from the catwalks that circle around the reactor room, and eventually the catwalks that circle the main reactor tower. Make sure to keep your focus bar full, and to keep your feet on the catwalk. A fall from the walkway will certainly be fatal. If you have a sniper rifle, target the first unsuspecting guard on the catwalk across from you. With him silenced, continue down the walkway to your right. After not too long, a single guard will come at you, running up the walkway. Dispose of him quickly and focus your attention on the officer on the central walkway system. Use the sniper rifle and the use of focus to take out your attackers as necessary. Further down the walkway, two guards will emerge from the door on your right. A focus dive and a few well-placed shots will remove the threat. Continue on through the rest of this section, manually targeting the units in the center of the reactor. The rest of this section should be easy as you progress forward. Once you have cleared a small section, regain your status bars and move on. Once you have reached the central walkways, you should have already cleared out most of the threats that were there. Make your way to the top of the central walkway to exit the level. Mission: Agent Escape Don't worry, this level isn't as hard as it sounds. First off, the level is small. Secondly, Sparks has injected Niobe with adrenaline. This will allow you infinite focus for the length of the level. Use it and don't be afraid of loosing it. The level starts with an Agent firing at you from above. Quickly duck into the air duct and make your way to the end. Fall through the grate at the end and fall to the floor below. You will now be surrounded by five SWAT units. Use the unlimited focus you have to destroy them with little struggle. Once the group is down, make your way to the end of the passage. Half way down the hallway, an Agent will come up behind you. Continue moving forward and jump into the lift. Follow this lift to the next level above you. Move towards the door to access the next section. A pair of guards flank the room from security booths above. Ignore them and focus run to the end of the room. Make your way to the window at the end to exit the level. That infinite focus really didn't seem necessary now did it? - Tea House - Mission: Tea House Time yet again for another one on one fight. Your opponent here is The Oracle's guardian, Seraph. He has challenged you to a fight to "test your resolve", as he puts it. Handle this fight in the same way that you handled the fight with The Agent and Cujo. Use your focus button and do not let up with your attacks. Make sure to conserve focus power when you manage to knock Seraph to the ground. This is an all out battle so do not hesitate to deplete your focus meter entirely. Once you have depleted the focus meter, dance around Seraph by using the counter button. You should be able to spin away from most of Seraph's attacks long enough for you to regain your focus meter. The counter button is your friend in this fight. If you have been practicing your timing then you should be able to counter every throw and a few regular attacks he throws at you. Not only will this save you some focus points, but it will also make you feel really cool in the process. For an added challenge, try to finish this fight with only using counters. It is tough but doable. Once you have depleted Ghost's life meter to below 25% he will stop the fight. Just like Ballard said when he fought Seraph earlier in the game "You just stopped because you were about to get your ass whooped" An interesting note here is that if you happen to loose to Seraph in your fight, the story will actually skip ahead to the final chapter. In the process, you will skip the next chapter that involves a midnight stroll through china town with a few hundred Agent Smith clones in tow. I suggest that you reset the game and challenge Seraph again until you are able to defeat him. The choice is yours, but on your first play through you should experience the entire story of the game. - Skyscraper - Mission: Vertigo Time to put on your running shoes. After the last cut scene, you find yourself inside a skyscraper that is under construction. An interesting twist in the story has you being pursued by a gaggle of Agent Smith clones. While you may be feeling a little confident about fighting an Agent after your last encounter, do not get any ideas here. Agents are tough, but Smith is tougher. Next to all of your weapon disarms will be countered, and most of your attacks will be blocked or dodged. Smith also has the regular habit of an Agent to carry a high caliber handgun in his breast pocket. For most of the next few levels, you will be dodging and receiving gunfire from this delightful weapon. Just remember these words of advice " Run, Run, Run, Run, Run, Jump, Run, Dodge, Run, Run, Side Step, and Climb." If for whatever reason you feel that the words "shoot" or "firearm" should be used to describe your actions, then you have obviously adopted the wrong strategy for this level. There are dozens upon dozens of Smith coming after you, and if you are lucky you can take out two or three. So just heed my advice and get moving. This level starts you in front of an elevator inside a skyscraper. Quickly turn to your left and make your way through the construction. Seconds later an Agent Smith will emerge from the elevator and open fire on you. Ignore him and move further through the construction. In front of you, you will see an opening in the hallway, make your way for this opening. As you approach it a Smith will break through the wall. Once again, ignore him and continue moving forward. In this section you have to climb up on the piles of lumber and jump into the next room. Navigate your way around the framework and into the next room. At the next corner, make a left and you will be met with a Smith closing on you. Instead of taking him head on, focus dive through the window next to you and enter the door. At the top of this flight of stairs, you can take a moment to catch your breath and refill your status meters. Once you are ready, move out onto the outer scaffolding surrounding the building. Run down the scaffolding and around the next corner. Ignore the Smith that opens fire on you from inside the next room (I hope that this is becoming a habit for you). Follow the scaffolding around the perimeter of this room and onto the next section. At the next corner you will see a wooden sign that reads "Caution." Instead of making a right here, run at the sign and focus jump through it. Hold the focus button down the entire time in order to make it to the next section of scaffolding. This will save you some time and just look cool in the process. Further ahead a Smith will fall from above you and collapse the plank you are on. Now on the scaffolding below you, quickly jump into the room to your right and through the window on the other side. Traverse this next section of turns and down the next slope. From here on out, you just have to keep following the scaffolding and avoiding any contact with the Smiths. Be careful not to get into hand-to-hand combat here as it can lead to you getting knocked off the side of your building and to your death. Once you have completed this obstacle course you will come to the end of an upward slope and make an automatic jump into the office in front of you. Inside a Smith will open fire on you from a neighboring room. Break through the two large doors in front of you and to the opposite end of the meeting room. As you run, Smith will fire at you through the sheet rock walls. Continue dodging his bullets. Eventually Smith will make his way to the far end of the room and barge through the wall. Run at him and focus dodge past him. Hurry and dash to the elevator behind him in the next room to finish the level. - China Town - Mission: Smiths Trap You now find yourself in China Town (to Sparks surprise). Unfortunately you are far from being out of the woods. Run through the door in front of you. In this room you will find a group of women using sewing machines. Ignore them since a Smith will emerge shortly from the room you just came from. Follow the objective arrow down the stairs on onto the street below. Take a quick right, avoiding the Smiths down the street to your left. Follow this next section of alleys until you come to an intersection. While the arrow tells you to go straight, take a left at Wo Ping Avenue to avoid having to backtrack and be cornered by a Smith. Move through this next section of streets with hopefully few encounters from any Smiths. Following the objective arrow, you will eventually come to a white door. Run through it and on to the alley in front of you. At the next corner you will see a wooden sign that reads "Caution." Instead of making a right here, run at the sign and focus jump through it. Hold the focus button down the entire time in order to make it to the next section of scaffolding. This will save you some time and just look cool in the process. Further ahead a Smith will fall from above you and collapse the plank you are on. Now on the scaffolding below you, quickly jump into the room to your right and through the window on the other side. Traverse this next section of turns and down the next slope. From here on out, you just have to keep following the scaffolding and avoiding any contact with the Smiths. Be careful not to get into hand-to-hand combat here as it can lead to you getting knocked off the side of your building and to your death. Once you have completed this obstacle course you will come to the end of an upward slope and make an automatic jump into the office in front of you. Inside a Smith will open fire on you from a neighboring room. Break through the two large doors in front of you and to the opposite end of the meeting room. As you run, Smith will fire at you through the sheet rock walls. Continue dodging his bullets. Eventually Smith will make his way to the far end of the room and barge through the wall. Run at him and focus dodge past him. Hurry and dash to the elevator behind him in the next room to finish the level. - China Town - Mission: Smiths Trap You now find yourself in China Town (to Sparks surprise). Unfortunately you are far from being out of the woods. Run through the door in front of you. In this room you will find a group of women using sewing machines. Ignore them since a Smith will emerge shortly from the room you just came from. Follow the objective arrow down the stairs on onto the street below. Take a quick right, avoiding the Smiths down the street to your left. Follow this next section of alleys until you come to an intersection. While the arrow tells you to go straight, take a left at Wo Ping Avenue to avoid having to backtrack and be cornered by a Smith. Move through this next section of streets with hopefully few encounters from any Smiths. Following the objective arrow, you will eventually come to a white door. Run through it and on to the alley in front of you. At the end of this street you will see the truck, where you started the level out on top of, to your right. If you had decided to have just turned right at the start of the level, you would have avoided all this running. Either way, turn left at this T intersection and to the end of the street. Run up the fire escape to the building on the left side of the dead end. Burst through the doors in the room above to exit to the next level. Mission: Hard Line Pursuit Run down the stairs in front of you. When you come to the first turn, you can make the turn or fall down the hole in the floor to the ground level. You will take some damage in the fall, but avoid a Smith. Make your choice and kick the door in to get to the street. Make a right out of the building and then a quick left on the street ahead. Avoid the cop and run down the long street in front of you. You will encounter another cop around a small curve in the road. Use your focus to deliver a quick punch kick combo and leave him on the ground long enough for you to make your getaway. This next corner leads to some bad news. The hard line that you were running to has just been blown sky high in front of you. Advance down the street towards the SWAT team set up in front of you. Do not bother with shooting at the cops. Keep running at them and eventually their SWAT vehicle will explode behind them, killing them in the process. Pick up the first aid kit if you were caught in the blast and climb up the ladder next to the vehicle. At the top of this ladder you will find a grenade launcher on the roof. It can be used to slow down Smith, but it won't keep him down for good. Run to the end of the roof and focus jump past the Smith who climbs up to greet you. Hit the street running and make your way to the end. Take a left and keep running forward to avoid the Smith on the roof to your left. At the end of the alley, make a slight right hand turn and run down the side of the canal. Do not turn to face the Smith behind you. If you do happen to get into a fight and get knocked into the water, it will be lights out. Run to the end of the building to your right and focus jump on to the top of the boxes that are next to the fence. Run through this next section, Smith free, to exit to the next level. Mission: The Virus Spreads You are almost home free. Keep your chin up, and your feet moving. Run up the flight of stairs to the butchery on the second floor. Run towards the elderly couple and the door behind them. Just as you are about to run past them, go into to focus and run to the end of the room. This should let you run right under the Smith who comes crashing down from the sky roof above. Exit the door and make a right. Run across the rooftop and focus jump off the end. Make sure to land on dry ground. Keep running and jump over the short wall in front of you. Take this next street to its far end. Run down the small alley to your left and take another left when you come to the waterfront. Follow the canal until you come to an open door to your left. Run in and take the exit on the opposite end of this room. Follow the objective arrow to the street in front of you. Take a right when you get to the street and avoid the Smith to your left. If you have some spare ammo you want to use, run down the street backwards and fire at Smith to keep him busy while you make your get away. At the end of this street, take the door on the left to exit the level. Mission: The Church Your last sanctuary could not come from a more welcoming place. You have one more group of rooftops to cross before you can get to the hard line and jack out. Start the level by running up the stairs. Climb this series of stairwells, making sure to stay one step ahead of the Smith who is coming up behind you. At the top, run to the far wall and take a left, make another quick left and around the corner. Climb this last set of stairs to the roof. Make a quick right and then focus jump to the rooftop ahead of you. Run around the left side of the building and focus jump again to the next rooftop. Take either side of this rooftop and then focus jump from the top of this rooftop, down onto the next one. If you have some focus to waste, use it and take the time to notice all the Smiths swarming around you from the sides. Keep pushing forward and traverse the small rooms that line the next two rooftops. Jump across the small plank and burst through the red door at the end. Run through the next room and make your way up the stairway at the end. If you happen to run down this flight of stairs, you'll be met with two unhappy Agent Smiths. At the top of the stairs, run across the rooftop and do not stop to let your pursuers to catch up. Run to the end and up the stairs to end the level. Watch the cut scene and catch your breath, you just survived another day in The Matrix. Mission: Tunnels of the Real This level is simple and straightforward. The pipes that are inside these tunnels are mostly window dressing. You can barrel through them with little to no loss of life or speed. Your main concern in this level is the sentinels and making sure that you keep moving forward. Niobe has the controls of the guns and the ship for this mission. Keep moving forward and subdue any sentinels that get in your way. If a sentinel happens to attach to your hull, slam into a pipe or the outer wall of the tunnel to scrape them off your ship. This level is quickly over, taking no more then three minutes to finish. Mission: The Rabbit Hole Just like the previous mission, this level is simple and straightforward. This time though, the tunnels are smaller and more diverse. Keep the Logos at full speed and outrun many of the sentinels on your tail. After a few minutes, a sentinel-tracking bomb will be fired at your ship. Your goal here is to outrun the bomb before it can latch on and detonate on your hull. Barrel through the tunnels at top speed to spread the distance between you and the bomb before it can explode. The game ends with a cut scene depicting the Logos, alone and stranded in the tunnels of the real. ======================================================================= HACKING ======================================================================= Unlocking Hacking Game To unlock the Hacking mini game in Enter the Matrix, simply start a new game from the main menu. Once you have finally entered the gaming world, you can quit back to the main screen. Back at the main screen you will find the hacking menu now sits below Options on the main menu. Select the Hacking option and then select which save file you wish to hack. Quick Dos prompt Tutorial This is just a quick run down of how to access and use the menu in the hacking game. Seeing how the hacking OS (Operating System) is very similar to DOS, you do not have the use of a mouse or easily accessible on screen menus. Instead you must enter keyboard commands at the prompt screen in order access the different menus and folders. When you are in the hacking system, you will first see the command (A:\>) followed by a blinking indicator. This indicator shows you that you may now enter commands into the prompt. From this point on you may now enter different commands in order to delve farther into the hacking system. *Note that the commands inside the () are the commands you enter. As an example you could enter: A:\> (Dir B:). This would then open up the directory for the "B" drive. If you are just starting the hacking game you will find that the B drive is locked for the moment. More on how to unlock the "B" drive in the walkthrough. Instead of searching the "B" drive, lets search the "A" drive. To do so, type in A:\> (Dir A:). Since Directory A is open, you will see that the folders "System", "Tools", and "Text" are in the "A" drive. To access one of these folders you can enter the command: A:\> (Dir A:\ ). So if you wanted to look inside the System folder, you would have to enter the command: A:\ (Dir A:\system). Note that once you have opened a directory, you can access it with the use of the (DIR) command on the menu screen. This is much easier than enter the command every time you want to revisit a folder. Finally if you want to run a program, you must simply enter A:\> (). So if you want to run the "Cheat" program you will have to enter the command: A:> (Cheat.exe). This will now download the cheat program to your menu. If you want to enter a cheat you can now either choose the "Cheat" command from the menu or enter the command: A:\> (Cheat ). What is the Point? The purpose of the hacking game is not only to entertain, but also to allow the user to hack the matrix and change the in game experience. You can unlock new features for use in the game, make your system play simplistic "Beeping" songs, or even have conversations with Trinity. Just have fun, and keep digging deeper into the rabbit hole. ======================================================================= ========== COMMAND PROMPTS ============================================================ ===================== *Note that certain prompts cannot be used until you unlock them with the hacking program* To use a prompt just type it in after: A:\> Example: A:\> (Help) PROMPT: HELP - To show usage for any known system command USAGE: Help EXAMPLE: Help Dir PROMPT: DIR - Displays list of files and folders at destinations USAGE: DIR or EXAMPLE: DIR A: or DIR A:\Tools PROMPT: CRACK - to access an encrypted RAM Drive. USAGE: CRACK EXAMPLE: CRACK PROMPT: READ - displays the contents of a text file USAGE: READ EXAMPLE: READ A:\Text\Manual1.txt PROMPT: EXIT - To exit hacking system and return to main menu USAGE: EXIT EXAMPLE: N/A PROMPT: DIAL - to dial a hard line phone number USAGE: DIAL EXAMPLE: DIAL 9495551212 PROMPT: DECODE - Use to decipher secret codes from the real world USAGE: DECODE EXAMPLE: DECODE example PROMPT: ROOTSEARCH - to search for root admin password USAGE: N/A EXAMPLE: N/A PROMPT: CHEAT - To enter a cheat code USAGE: CHEAT EXAMPLE: CHEAT 0034AFFF PROMPT: VIEW - To display the contents of a file USAGE: VIEW EXAMPLE: VIEW B:\ID\GUARD.IMG PROMPT: PLAY - To play back a FMV file USAGE: PLAY EXAMPLE: PLAY B:\FMV\0.FMV PROMPT: VIRTUAL- Gain access to a virtual drive USAGE: VIRTUAL EXAMPLE: VIRTUAL PROMPT: TRACEKILL - to kill a trace program when it is running USAGE: TRACEKILL EXAMPLE: TRACEKILL PROMPT: DROP - to force a weapon to drop inside The Matrix USAGE: DROP EXAMPLE: DROP B1AXXF2 PROMPT: MAIL - To check for electronic mail [Email] USAGE: EXAMPLE: MAIL Admin Password PROMPT: PORTKEY- use key to open communications port USAGE: PORTKEY EXAMPLE: PORTKEY 123 PROMPT: READBIO - to display character information on a saved file USAGE: READBIO EXAMPLE: READBIO NIOBE.Bio PROMPT: TRAINING- to force download a training program into The Matrix USAGE: TRAINING EXAMPLE: TRAINING swordfight.dsk PROMPT: HANDSHAKE - To open communications between users in the real world USAGE: HANDSHAKE EXAMPLE: HANDSHAKE PROMPT: REBOOT - To restart hacking system USAGE: REBOOT EXAMPLE: REBOOT *NOTE- REBOOT will wipe out all your work and start you from the beginning of the hacking game. Do not use this prompt unless you want to start over again and loose all your current work. PROMPT: EMP - sets off an EMP pulse USAGE: EMP EXAMPLE: EMP PROMPT: CLS - Clear the Console Screen USAGE: CLS EXAMPLE: CLS PROMPT: ECHO - To print a string of characters USAGE: ECHO EXAMPLE: ECHO HELLO WORLD PROMPT: VIBRATION - produces vibration from controller USAGE: VIBRATION EXAMPLE: VIBRATION 25 *Note, this may not be available in all versions of the game (PC, GC with Wavebird Controller) PROMPT: BEEP - play a sequence of musical notes USAGE: BEEP EXAMPLE: BEEP 8531 ======================================================================= ========== STEP FOR STEP HACKING GUIDE ============================================================ ===================== ******NOTE YOU CANNOT UNLOCK THE SWORD IN THE GAME UNLESS YOU ARE HACKING A COMPLETED SAVE FILE***** * In order to explain the hacking system as easily as possible, this section of the FAQ will come in a numbered order. If you feel that you have a good understanding of the hacking system, feel free to jump ahead in the walkthrough. Just be aware that certain prompts and programs cannot be used until they are discovered and unlocked. For example, you cannot use the DIAL.EXE program until you have hacked far into the system and unlocked it. 1. Unlock the Hacking System when you have started a new game. 2. Return to main menu and enter Hacking game. 3. Press any key 4. Type in (HELP DIR) 5. Find commands (DIR A:) and (DIR A:\TOOLS) 6. Enter command (DIR A:\TOOLS), here you will find CHEAT.EXE 7. Download CHEAT.EXE bye typing in the command (CHEAT.EXE). Cheats can now be accessed and entered from the hacking menu 8. Enter (DIR A:\System), here you will find the READ.EXE. Enter (READ.EXE) command to download. You can now read the files in DIR A:\Text 9. Enter (DIR A:\System), find LOGIN.EXE. Type in command (LOGIN.EXE) to download 10. Run LOGIN.EXE from the hacking menu. Enter (GUEST) as user to access the login screen 11. This opens up DIR B: 12. Access DIR B: by typing (DIR B:), this will show you the available folders in DIR B: 13. Enter the DIR B:\Tools. You will find that this file is locked with a 5 digit binary code. Each code is randomly generated for every game and every save file. *Hints to find binary code* -Binary code is a code made up of "1" and "0". It is a basic programming code on which computers are based on. - Enter (11111) as your code. You will then see a message telling you how many of the numbers are correct and how many are in the correct spaces. - Example: if the message says, "4 digits correct, 4 in correct spot" that means that one of the numbers you entered as "1" must be a "0" instead. -Experiment with the numbers and the responses you get from your entry. Eventually you will find that what your binary code is. Mine for Example was "11110" on one of my saves 14. After you have opened the DIR B:\Tools file, you can now access a few new programs. 15. Download and Run (PLAY.EXE) and you will now be able to watch FMV's that you have unlocked during the game. 16. Download and Run (DECODE.EXE) and you will now be able to decode real world codes 17. Download and Run (TRACEKILL.EXE), you will now be able to stop a trace on your location in The Matrix. More on this later 18. Run the (READ.EXE) file that you had previously downloaded. Use the program to read (A:\TEXT\Notez.txt). 19. Inside this text you will find a code for the virtual drive. This code may be randomized but I have found it to constantly be "FROZENFISH" 20. Go back to DIR B:\TOOLS and run (VIRTUAL.EXE) 21. When it asks for the password for the drive, enter the password you found in the (NOTEZ.TXT) file "FROZENFISH" 22. You now have a limited time to solve a Kanji Puzzle. There are three possible solutions to the puzzle. One solution does nothing. A second one will start a trace program. You have to enter (TRACEKILL) into the prompt before the timer runs out or you are kicked out of the hacking game. The third answer to the puzzle will grant you access to the Virtual Drive (DIR V:\). The answer to the puzzle looks roughly like this (This may get messed up due to formatting and print layouts, ignore the ">" it is used to try to pass any formating this FAQ may go through). The answer resembles a plus sign on top of an upside down "U" with small accents on the inside and to the right of the symbol. >>>>>>>>>>>>>1 >>>>>>>>>>>--------- >>>>>>>>>>>>>1 >>>>>>>>>------------------------ >>>>>>>1>>>>>>>>>>>>>1 >>>>>>1>>>>>>>>>>>>>1 >>>>>1>>>>>>1>>>>>>1>>>>1 >>>>1>>>>>>>>>>>>>1 >>>1>>>>>>>>>>>>>1 * If this image does not display properly, the kanji resembles a Plus sign (+) on top of an upside down "U" with a small accent on the left side* 23. Enter (DIR V:\) to gain access to DIR V: files 24. Enter (DIR V:\TOOLS) and run program (ROOTSEARCH.EXE) 25. This program will find you the password (THISISNOTREAL) 26. Enter (DIR V:\ROOT) and run (MAIL.EXE) 27. Punch in (THISISNOTREAL) for the password and read the mail available 28. In this email you will find 4 telephone numbers. 001 949 555 01112 001 714 555 0187 001 213 555 0142 001 310 555 0111 29.Enter (DIR V:\TOOLS) and run (DIAL.EXE) 30. You can dial one of these 4 numbers and find these results 001 949 555 01112 - *Operator* this request cannot be completed 001 714 555 0187 - Line Disconnect, 001 213 555 0142 - Message from Morpheus. You are being watched for your actions. You are in trouble Trinity can help you. 001 310 555 0111 - Message from Trinity. Be careful. Gives you the code "942", 31. Enter (DIR V:\ROOT) run program (PORTKEY.EXE) 32. Enter password 942 33. Talk with Trinity. Reply with "Y" or "N." Experiment here and see what she says. You can type more then just "Y" and "N", but that will get you through the section faster 34. Trinity will give you (CRACK.EXE) and tell you to remember to crack the "8RAM" 35.Open (DIR V:\ROOT) run (CRACK.EXE). Enter (8RAM) to unlock the RAM drive 36. Enter (DIR RAM:\) to access RAM Drive 37. Run (DIR RAM:\PROG) to find (SWORD.DSK) 38. Run (DIR RAM:\TRINITY) and access (TRAINING.EXE) 39. Select (RAM:\PROG\SWORD.DSK) to unlock the use of the sword in the game. ******NOTE YOU CANNOT UNLOCK THE SWORD IN THE GAME UNLESS YOU ARE HACKING A COMPLETED SAVE FILE***** 40. Run (DIR RAM:\BIO to find GHOST.Bio / NIOBE.Bio 41 Run (DIR RAM:\TRINITY) to find the program (READBIO.EXE). You can now use this program to access stats on the character that corresponds to the save you are hacking off of 42. Run (DIR RAM:\Trinity) and download the (HANDSHAKE.EXE) 43. Run (HANDSHAKE.EXE) and start a discussion with SPARKS aboard the LOGOS 44. Talk to SPARKS. Again, experiment with what you say to him. I was joking around and said "I love you" and he responded that I was just another of his adoring fans "= P" 45. When he asks for it. Run (EMP.EXE). 46. Just before you are done with Sparks, he will unlock the Training Construct for you to access from the loading screen. 47. You will also receive a message from Neo saying that he knows you are out there. He tells you to "follow the white rabbit" 48.You will now be booted out of the system. 49. Re enter the hacking system to find that (DIR LOGOS:) has been opened 50. You can now access (DIR LOGOS:) 51. The (EMP.EXE) has been disconnected by Sparks so that you "do not hurt yourself" 52. You can now access Spark's files (DIR LOGOS:\SPARKS) and view some concept art from the game. That is it for now. I will update this FAQ as I am able to dig deeper into the hacking program. There are still lots of things to be found (apparently). I also have to find out where this white rabbit is that Neo commented on. ======================================================================= FREQUENTLY ASKED QUESTIONS ======================================================================= Q: How do I unlock the multiplayer game? A: Enter the cheat (D5C55D1E) in the hacking menu. Once this is done save your work and go to the loading screen. Load the save you just hacked the code for and look to the far left of the level select menu to find the multiplayer levels. Note that you need two controllers plugged into your system for the multiplayer levels to show up. Q: Why does my game keep crashing at that one point? A: This could be due to a few things. The most common reason for this is the use of codes on certain levels. Namely the Airport levels for both characters. If you're using codes and this is happening, try turning them off and playing through the level. If the game still crashes it could be caused by a defective copy of the game or a scratch on the CD. Q: How do I turn off codes? A: Reset your system. Some codes can also be turned off by reentering them in the hacking program. Q: How do I unlock the sword? A: It is unlocked by completing the hacking program. Note that you need to have beaten the game on the save you are hacking in order to unlock the sword. Q: Is there anything more to the hacking program? A: I'm still unsure of this myself. With the decode.exe program there could be a lot of things that we have yet to find in the game. At the completion of the hacking you receive a message from Neo saying to "Follow the white rabbit." While this could just be a sound clip to keep you interested in the game, it may have some meaning. I have yet to find anything resembling the white rabbit so I am unsure of the meaning of the sound clip. For now I will say yes, there is nothing left in the hacking program. Q: Is Neo/Trinity/Morpheus/Agent Smith playable in the game? A: Unless you are playing the PC version, everyone listed above except Neo is available in the multiplayer game. The PC game only has Neo at the time being due to mods and skins imported to the game. Sorry, doesn't look like you get to play as "the one" in this one kids. Q: Why can I not view the FMV's in the hacking program? A: The most common answer to this question is that you have not unlocked all the FMV's in the game yet. You need to beat the game to unlock most of the FMV's in the game. You also need to do a few different things at different times in the game to unlock certain FMV's. To my knowledge, the PC version requires you to beat the game in order to unlock any of the FMV's. Q: How do I get into "insert name here" door in the training program? A: You start off only being able to enter one room. You can then do a training mission inside this room. Score 20 or higher in this level to unlock the next brown door in the hallway and unlock the next training mission in this room. To unlock the silver doors in the next room you need to score 20 or higher on the sniper training mission in the shooting range. ======================================================================= SECRETS ======================================================================= - Upon beating the game with either character, you can now unlock the sword in the training.exe submenu in the hacking game. This sword can now be used by either characters on their second play through or even first play through of the game. The sword is not a regular weapon though. It does not appear in you equipment screen, and it is not viewable in your hands. The sword will appear once it is unlocked, when you perform a weapon disarm or a throw. While it may seem a little cheesy at first, it deals out a great deal of damage, and kills vampires without the need of a stake. The sword is so strong, that it can even take out the likes of Trinity, Seraph, Cujo, and Vlad in merely two or three attacks. ======================================================================= COPYRIGHT ======================================================================= Copyright 2003 by Matthew Sajban (Irish) ======================================================================= CONTACT INFO ======================================================================= PLEASE READ THE FREQUENTLY ASKED QUESTIONS SECTION BEFORE CONTACTING ME WITH QUESTIONS Email: mattsajban@lycos.com Irishskin@juno.com Website: http://www.dark-legacy.org/dlmain.shtml