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Project Eden Walkthrough
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==============================================================================
Project Eden (PC, PS2)
==============================================================================

 Project Eden Copyright 2001 Core Design

 This strategy guide is written by Faididi (faididi@yahoo.com) and BlueSory.
 This document is for private use only. Copying or distributing this, in whole
 or in part, for profit without the permission of the authors is not allowed.


------------------------------------------------------------------------------
Version History
------------------------------------------------------------------------------

Version 2004 (2004-09-27 Monday)
 - Initial release.

Version 2005 (2005-07-19 Tuesday)
 - Corrections made.

Version 2006 (2006-07-19 Wednesday)
 - Guide streamlined.

Version 2007 (2007-07-19 Thursday)
 - Corrections made.

Version 2008 (2008-07-19 Saturday)
 - Corrections made.


==============================================================================
[0] Contents
==============================================================================

[1] Overview
 [1.0] Version Differences
 [1.1] Story
 [1.2] Characters
 [1.3] Configuration Screens
  [1.3.1] Controller Settings Screen
  [1.3.2] Graphics and Sound Settings Screen (Audio Visual Settings Screen)
  [1.3.3] Server Settings Screen (PC)
  [1.3.4] System Menu
 [1.4] HUD (Heads-Up Display)
  [1.4.1] Basic Status Indicators
  [1.4.2] Resource Menu
  [1.4.3] Datalog
 [1.5] Service Points
 [1.6] Weapons
 [1.7] Devices
 [1.8] Items
 [1.9] General Tips

[2] Strategies - Story Mode
 [2.0] Prologue
 [2.1] Chapter   1: Century Plaza
 [2.2] Chapter   2: Real Meat
 [2.3] Chapter   3: Construction Zone
 [2.4] Chapter   4: Shopping Mall
 [2.5] Chapter   5: Death Head HQ
 [2.6] Chapter   6: The Hospital
 [2.7] Chapter   7: Skytran
 [2.8] Chapter   8: The Zoo
 [2.9] Chapter   9: Ground Zero
 [2.A] Chapter  10: Underground
 [2.B] Chapter  11: Eden
 [2.C] Epilogue
 [2.D] Staff Credits

[3] Strategies - Arena Mode
 [3.0] Playing Arena Mode
  [3.0.1] Game Modes
  [3.0.2] Arena Mode Differences
  [3.0.3] Setup Options Screen
 [3.1] Arena   1: Crossfire (Death Match)(4P)
 [3.2] Arena   2: Gangland (Death Match)(8P)
 [3.3] Arena   3: Hangar (Death Match)(4P)
 [3.4] Arena   4: Labyrinth (Death Match)(8P)
 [3.5] Arena   5: Revolver (Death Match)(4P)
 [3.6] Arena   6: Section 17 (Death Match)(8P)
 [3.7] Arena   7: Trouble At Mill (Death Match)(8P)
 [3.8] Arena   8: Warehouse (Death Match)(4P)
 [3.9] Arena   9: Flag Arena (Team)(8P)
 [3.A] Arena  10: Ruins (Team)(8P)
 [3.B] Arena  11: Rover Racing (Racing)(8P)

[4] Miscellaneous Information
 [4.1] Cheats Menu
 [4.2] Glitches

[5] Reference
 [5.1] Game Information
 [5.2] Really Small Details
 [5.3] Guide Credits

[6] Contact Information


==============================================================================
[1] Overview
==============================================================================

 Core's Project Eden is an action adventure that features heroes who have
 to coordinate their efforts as a team to bypass obstacles in their way.


------------------------------------------------------------------------------
[1.0] Version Differences
------------------------------------------------------------------------------

 - The PS2 version supports MultiPlayer via a splitscreen display, using
 one copy of the game, one console, one MultiTap (optional), and the necessary
 number of DualShock 2s. If there is no MultiTap, it can still support
 2 Players. However, the PS2 version suffers from large drops in framerate
 and may even freeze when there is too much activity occurring during
 MultiPlayer sessions, due to the demands of its splitscreen display.

 - The PC version supports MultiPlayer via a LAN or the internet. It has
 two additional Death Match Arenas, and many of its Arenas support up to
 8 Players. It can display more advanced graphics, like glossier surfaces,
 more elaborate ambient lighting, and better torch illumination. The options,
 the controls, and the locations of some Power Sources are also different.


------------------------------------------------------------------------------
[1.1] Story
------------------------------------------------------------------------------

   The cities of old are dead. Today, as the population continues to grow,
 advances in technology have allowed civilization to literally construct
 new metropolises above previous ones. Up and up these steel and concrete
 skylines ever grow, with no one from the cities daring to visit the ruins
 beneath, other than crews of maintenance workers who perform their duties
 before hurrying back to the top.

   Recently, one such crew has disappeared for reasons unknown. The task
 assigned to Carter and his teammates seems to be just another routine one.
 His group, Urban Protection Agency (UPA) Incident Squad 4, is to investigate
 the research facility where the missing technicians have been sent. But what
 the heroes are about to face is very far from ordinary, for there are horrors
 lurking in the depths, where they lie abandoned, forgotten, and hateful of
 those living above.


------------------------------------------------------------------------------
[1.2] Characters
------------------------------------------------------------------------------

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[1.2.1] Good Guys
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Carter J. L., Squad Leader, 36 years of age (color code: green)
 The experienced leader of UPA Incident Squad 4. Carter has worked long
 and hard to get to where he is now. He enjoys heading the efforts of his
 teammates out in the field, not sitting inside some office. Unfortunately,
 the UPA usually transfers its field agents over to desk jobs when they reach
 40 years of age, and this fact has only made Carter appreciate what he is
 currently doing even more. He cares for the well-being of his teammates,
 but his by-the-book approach leaves him with little sympathy for those who
 choose not to be associated with the city.
   In Story Mode, Carter's specialties are opening High Security Locks and
 interviewing certain characters.

Andre, Engineer, 32 years of age (color code: blue)
 A former SkyLift engineer skilled in repairing mechanical and electrical
 systems who has joined the UPA seven years ago, because he has been looking
 for a more exciting job. Andre's casual, shoot-first-and-ask-later attitude
 has brought him into conflict with his superiors a few times in the past,
 but his teammates find him to be a really nice guy, more or less.
   In Story Mode, Andre's specialty is repairing broken equipment. He is
 the only person in the team with an Omnitool and the skills at using it
 to fix broken switches, circuits, and other objects.

Amber, Heavy Support, 27 years of age (color code: orange)
 A survivor of a Skyway accident eight years ago who has decided to be
 reconstructed as a cyborg. Since then, Amber has worked for the UPA as
 a hazardous environment specialist. Like most other cyborgs, Amber is
 growing more taciturn over time, although the more brazen qualities she
 seems to share with Andre continue to show in her physical actions when
 she deals with obstacles encountered in the team's path.
   In Story Mode, Amber's specialty is navigating environmentally hazardous
 areas. She is insulated against extreme temperatures, electrical currents,
 acid, and toxic gases, allowing her to walk through those dangers without
 harm. (Enemy attacks and falling from extreme heights can still waste her,
 though.) Her Shield Energy capacity is one-third greater than the standard
 amount, and she is the only hero armed with a Missile Launcher. However,
 she may not wield any other special weapon, except the Pipe Bomb.
 (In Arena Mode, Amber can use all the special weapons.)

Minoko, Computer Tech, 20 years of age (color code: purple)
 The computer systems specialist in the team. Taken into UPA custody after
 losing her parents eleven years ago, Minoko has a natural gift at analyzing
 computer systems. She has been working with Carter's squad for only a
 year so far, but she is already getting along well with her teammates.
 Her maturity is unusual for her age, too. Like Carter, she prefers to
 think things out before leaping into action.
   In Story Mode, Minoko's specialty is tapping into Terminals, hacking
 into them if necessary. Her ability to access records and to control
 remote machinery (including UPA Cannons) will make her specialty the
 most frequently used.

"Control," UPA Command
 The team's boss and link back to headquarters. He has worked with Carter
 several times in the past, and he puts much trust in the squad and its
 ability to get things done.
   In Story Mode, Control assigns objectives to the heroes and provides
 them with any new information regarding their mission. He also sends
 down additional equipment via the UPA Service Lifts.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[1.2.2] Bad Guys
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The Death Heads, Trigger-Happy Punks
 A large, organized gang of drug-pushers and thieves who operate around the
 lower levels of the city. The Death Heads keep themselves well-armed by
 stealing equipment, and they are not afraid to blow away any UPA operatives
 who cross their path. Their headquarters is located somewhere below the
 city limits.
   There are two kinds of Death Heads. The regular Death Heads wield
 automatic ballistic pistols. The grenade-wielding Death Heads throw
 explosives that detonate on impact. The Death Heads are also known to
 use stolen Z-Guns (armored gun emplacements) to reinforce their positions.

Killer Animals
 Dangerous creatures who think the heroes are food. There are two kinds:
 vicious dogs and giant rats. These animals only have biting attacks,
 and they can be easily blown away. Some vicious dogs are raised by Death
 Heads and will aid their masters in attacking their victims. (Small animals,
 like birds, are completely harmless but can still be shot down. Other
 animals, like friendly dogs, are treated as civilians.)

The Cannibals, Man-Eating Degenerates
 A group of humans rumored to exist in the deepest regions who have reverted
 to barbaric ways, including the practice of consuming human flesh. The
 cannibals are violent and will hunt any UPA operatives they find. Their
 weapons, though built from scavenged materials, are still very dangerous.
   There are two kinds of cannibals. Ax cannibals perform melee attacks that
 can knock down the heroes, allowing them to repeatedly hack away at the
 heroes. Ax cannibals also carry energy shields that can protect them from
 the heroes' fire. Spear cannibals are armed with explosive spears. Up close,
 they will perform thrusting attacks. Far away, they will hurl their spears,
 which explode on contact.

The Mutants, Horrors That Should Not Be
 Normal beings who have undergone drastic genetic and cybernetic modification.
 These vile monstrosities are extremely hostile to others, and they will not
 stop attacking until they are killed themselves. The origins of the mutants
 are a mystery.
   The mutants come in several varieties, and some of them can change forms
 in the middle of combat:
   Power leeches are harmless until they are knocked down, upon which they
 may perform leaping attacks.
   Dog mutants are quick bipedal runners and can bite. Advanced dog mutants
 can attack with extendible spike tongues or with arm guns.
   Bird mutants fly around and can swoop close to bite at their victims.
   Spider mutants make leaping attacks, and sometimes they can spawn
 small spider mutants, who have biting attacks.
   Acid mutants crawl about slowly but can perform ramming attacks and can
 spew acid streams from their tails. Advanced acid mutants can also lay
 acidic mines (which carry enough concussive force to damage even Amber).
   Disc mutants have weapons grafted onto them that can shoot metal blades.
   Ape mutants perform leaping attacks, and they can quickly jump side to
 side and briefly cling onto walls to dodge the heroes' fire.
   Double-headed mutants are stuck to the ground, but they carry rapid-firing
 guns and can suck up enormous amounts of damage before dying.
   Hook mutants can paralyze their victims with their electrical cables.
 Once a hook mutant's cable latches onto a victim, that victim cannot break
 free until the hook mutant is destroyed by someone else.
   Shockwave mutants resemble acid mutants but have very different attacks.
 Up close, they will perform a ramming attack or a tail spike attack.
 Far away, they will bang their tails onto the ground to generate shockwaves
 that radiate outward, knocking down any heroes within their wide ranges.
   There are more types of mutants to be encountered in the game.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[1.2.3] Others
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The Urban Protection Agency (UPA)
 The agency responsible for policing the city and providing aid to its
 citizens. The UPA develops and uses highly advanced technology to better
 perform its roles, some of which include apprehending criminals, quelling
 riots (Andre's favorite job), and reinforcing the city foundations. The UPA
 maintains a large database within its vast computer network that keeps track
 of every citizen, and its protected files can be accessed only by the highest
 authorities within the agency... or by anyone who manages to hack into it.

The Real Meat Company, Making Meat That Tastes Just As Good As the Real Thing
 A corporation specializing in manufacturing synthetic meat, and the largest
 supplier of the product to the city. With traditional farming impossible
 to implement, the city has come to depend on artificially produced foods
 from companies like this one. Real Meat's research facility is located
 at Century Plaza.

The Citizens
 The topside populace. They live and work in the city, very rarely venturing
 into the ruins. The types of citizens are many, from the well-to-do residing
 on the higher levels to the less privileged found on the lower levels.

The Free Spirits, Former City Dwellers Now Going Bohemian
 A community of people living just beyond the city limits. Calling themselves
 the Free Spirits due to their carefree ways, many of them are former
 citizens who have retreated from what they now view as the restrictive
 lifestyles of topside. Although they prefer to remain independent from
 the city, they are generally friendly toward UPA operatives and have even
 asked for assistance from them occasionally, despite the UPA's policy of
 not aiding anyone who resides outside the city.

The Scavengers (a.k.a. Earth People), Dudes Who Think Topside Is For Losers
 Bands of people who have chosen to stay on ground zero instead of going up
 to the city. They tend to fear heights, and they obtain their supplies from
 building ruins and from the objects dropped from topside. Although wary of
 strangers, they do not mind UPA operatives who visit their territories.

Dr. Joseph Molenski, Genetic Engineer, 48 years of age (last seen at 33)
 A scientist who has been formerly employed by the Real Meat Company. His
 wife, Yukako, has been from Neo-Kyoto and has passed away several years
 ago. Dr. Molenski's current whereabouts are unknown, and so is his agenda.


------------------------------------------------------------------------------
[1.3] Configuration Screens
------------------------------------------------------------------------------

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[1.3.1] Controller Settings Screen
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Controller (PS2) - The Controller plugged in the current Controller Port.
 In the PS2 version, every Player must use a DualShock 2.

Configuration (PS2) - The Profile assigned to the current Controller Port.
 Each Player has to use a different Profile. There are four default Profiles
 ("PLAYER 1" through "PLAYER 4"), but four additional Profiles ("UNUSED 1"
 through "UNUSED 4") are also available.

Name (PS2) - The selected Profile's name. In Arena Mode, the Profile's name
 is used as the Player's name.

Movement Device (PC: Arrow Keys) (PS2: Left Stick) - Move (relative to the
 character). Press Up and Down to step forward and backward. Press Left and
 Right to step sideways. While operating a security camera, press Up and Down
 to zoom in and zoom out. The character can still move when the Resource Menu
 is open. (The Aiming Device and the D-Pad are used to move the cursor on the
 Resource Menu.)

Walk Button (PC: Number Pad 0) - Walk instead of run when this is held.

Duck Button (PC: Right Control) (PS2: L1) - Crouch. While crouching still,
 press Left and Right to roll sideways. When piloting the Flycam, press this
 Button to make it ascend.

Resource Menu Button (PC: Mouse Button 2) (PS2: X) - Access the Resource Menu.

Action Button (PC: Mouse Button 1) (PS2: R1) - Perform a context-sensitive
 action, like taking an item, opening a door, using a switch, talking to
 a person, firing the equipped weapon, or switching to a different hero
 (PC version only). The Target Box will appear over any character or object
 with which the hero can interact. Press this Button when there are no
 such characters or objects to draw out the equipped weapon. (Weapons
 are automatically holstered if they are not used after a period of time.)

Target Assist Button (PS2: R2) - Auto-aim at the object highlighted by the
 Target Box, if there is any. The Targeting Reticle will be directed toward
 the center of the Target Box. The heroes can auto-aim at switches, buttons,
 and other objects as well as enemies. Auto-aiming is not affected by smoke.

All Follow Me Button (PC: Enter) (PS2: L2) - Request computer-controlled
 teammates nearby to follow (if they are holding position) or to halt
 (if they are following). Computer-controlled teammates who are following
 will automatically halt if the Player switches characters or has the
 current hero tap into a device.

Select Carter Button (PC: 1) (PS2: Up) - In Story Mode, switch to Carter.

Select Minoko Button (PC: 2) (PS2: Left) - In Story Mode, switch to Minoko.

Select Andre Button (PC: 3) (PS2: Right) - In Story Mode, switch to Andre.

Select Amber Button (PC: 4) (PS2: Down) - In Story Mode, switch to Amber.

Next/Change Character Button (PC: Period) (PS2: not assigned) - Cycle forward
 through the characters in the following order: Carter, Minoko, Andre, Amber.

Previous Character Button (PC: Comma) - Cycle backward through the characters.

Pulse Gun Button (PC: 5) - Equip the Pulse Gun.

Disc Gun Button (PC: 6) - Equip the Disc Gun.

Timeshock Button (PC: 7) - Equip the Timeshock.

Extractor Button (PC: 8) - Equip the Extractor.

Pipe Bomb Button (PC: 9) - Equip the Pipe Bomb.

Missile Launcher Button (PC: 0) - Equip the Missile Launcher.

Next/Change Weapon Button (PC: Equal) (PS2: Square) - Cycle forward through
 the weapons in the same order as they are listed on the Resource Menu.

Previous Weapon Button (PC: Minus) - Cycle backward through the weapons.

Next Weapon Mode Button (PC: Right Bracket) (PS2: Circle) - Cycle forward
 through the modes of the equipped weapon.

Previous Weapon Mode Button (PC: Left Bracket) - Cycle backward through
 the modes of the equipped weapon.

Torch Button (PC: T) (PS2: Triangle) - Toggle on and off the head-mounted
 torch (flashlight). The heroes' torches can be used freely.

View Toggle Button (PC: F3) (PS2: L3) - Toggle between the third person view
 and the first person view. The view can also be changed while operating the
 Rover and the Flycam.

Aiming Device (PC: Mouse or Joystick) (PS2: Right Stick) - Look and aim.
 The Targeting Reticle determines the hero's object of focus. If the hero
 is looking at too high or too low of an angle while standing, he or she
 will not run. (This does not apply to crouch-running.)

Talk Button (PC: F1) - In a MultiPlayer session, talk with the other Players.

Team Talk Button (PC: F2) - In a MultiPlayer session, talk with the team.

Quick Save Button (PC: F7) - Quick save.

Quick Load Button (PC: F8) - Quick load.

Screen Shot Button (PC: Print Screen) - Save a screen shot.

System Menu Button (PC: Escape) (PS2: Start) - Access the System Menu. Also
 press this to immediately exit the Datalog. In the PS2 version, accessing
 the System Menu, the Datalog, or the Cheats Menu also pauses the game.

Joystick - Adjust whether the Joystick is being used or not.

Mouse Y Invert / Aiming - Adjust the vertical orientation of the Aiming
 Device. The default setting is Disabled/Normal for direct-type control,
 but this may be changed to Enabled/Reverse for simulation-type control.

Mouse X Speed (PC) - Adjust the horizontal sensitivity of the Aiming Device.

Mouse Y Speed (PC) - Adjust the vertical sensitivity of the Aiming Device.

Vibration (PS2) - Adjust the vibration setting. The default setting is On,
 but this may be changed to Off.

 Regardless of how the controls are set, certain Buttons are always used
 for specific system commands. In the PC version, press Enter to confirm,
 and press Escape to cancel. In the PS2 version, press X to confirm, and
 press Circle to cancel. Select may not be assigned a function.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[1.3.2] Graphics and Sound Settings Screen (Audio Visual Settings Screen)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Aspect Ratio (PS2) - Adjust the screen proportions. The default setting is
 4:3 (full screen), but this may be changed to 16.9 Anamorphic (wide screen).

Split (PS2) - Adjust the splitscreen orientation when there are 2 Players.
 The default setting is Vertical, but this may be changed to Horizontal.
 (With 3 or 4 Players, the screen is always split into quarters.)

Screen Offset X (PS2) - Adjust the horizontal centering of the screen.

Screen Offset Y (PS2) - Adjust the vertical centering of the screen.

Sound System (PC) - Adjust the sound system. The default setting is
 Direct Sound, but this may be changed to Null (for no audio effects).

Sound Settings (PC) - Adjust the sound driver.

Output Sample Rate (PC) - Adjust the sample rate. The default setting is
 Default, but this may be changed to 11025 Hz, 22050 Hz, or 44100 Hz.

Sound Mixing (PC) - Adjust the sound mixing. The default setting is Hardware,
 but this may be changed to Software.

Reverb Sound Card (PC) - Adjust the reverb sound card. The default setting
 is None, be this may be changed to Hardware.

Software 3D Quality (PC) - Adjust the 3D sound quality. The default setting
 is None, but this may be changed to Low, Medium, or High.

Sample Quality (PC) - Adjust the sample quality. The default setting is High,
 but this may be changed to Low.

Background Volume - Adjust the volume of the background music and noises.

Speech Volume - Adjust the volume of the vocal effects.

Effects Volume - Adjust the volume of the sound effects.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[1.3.3] Server Settings Screen (PC)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Network Protocol - The session's network protocol (TCP/IP or IPX).

Level Name - The Level's name.

Type of Game - The Level's type (Normal, Death Match, Team, Rover Racing).

Session Name - The session's name. It can consist of 63 characters and
 spaces maximum. The default setting is My Session.

Max Players - The maximum amount of Players. This may be changed to the
 appropriate values depending on the Level (1 to 4, or 1 to 8).

Server Speed - The server's speed. The default setting is High, but
 this may be changed to Low.

Enable Password - Adjust whether Players have to enter the correct Password
 to join. The default setting is No, but this may be changed to Yes.

Password - The Password, if enabled. It can consist of 10 characters and
 spaces maximum. The default setting is Eden Pass.

Start Type - Adjust how the session begins. The default setting is Automatic,
 but this may be changed to Manual (for the manual start option).

Joinable After Start - Adjust whether Players can join the session after
 it begins, if the maximum amount of Players hasn't already been reached.
 The default setting is Yes, but this may be changed to No if the
 Start Type is set to manual.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[1.3.4] System Menu
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Configuration - Access the Configuration Screens.

Client List (PC) - Access the Client List Screen.

Save (Story Mode) - Record the heroes' progress. In the PC version, a total
 of 20 Save Files and a Quick Save File (stored as separate Files) can be
 created. In the PS2 version, a total of 10 Save Files (stored in one File
 on the Memory Card) can be created.

Load (Story Mode) - Restore the heroes' progress from a Save File.

Quit and Save (PC) - Save and then quit.

Quit - Remove the Player. In the PS2 version, if there are no Players left,
 the game will return to the Title Screen.


------------------------------------------------------------------------------
[1.4] HUD (Heads-Up Display)
------------------------------------------------------------------------------

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[1.4.1] Basic Status Indicators
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Character
 The hero the Player is currently controlling.

Shield Energy Meter
 The hero's Shield Energy. Shield Energy is lost whenever the hero suffers
 damage, and if it is reduced to zero, the hero will be reverted and
 teleported back to the Regen Point that has last tagged him or her.
 A warning message is given if the Shield Energy decreases to 20 percent.

Weapon
 The hero's equipped weapon or device.

Weapon Energy Meter
 The hero's Weapon Energy. Weapon Energy is used to fire weapons, to deploy
 devices, and to recharge Battery Panels. A warning message is given if the
 Weapon Energy decreases to 20 percent.

Scanner
 The locations of nearby characters and significant objects relative
 to the hero's position, which is indicated by the center of the Scanner.
 The other heroes are represented by dots of their respective colors.
 Objective characters and items are represented by white dots. Enemies
 are represented by red dots, which beep whenever they are pinged by the
 Scanner's pulse. If a significant character or object falls out of the
 Scanner's range, its direction away from the hero will still be represented
 by an appropriately colored arrow along the edges of the Scanner. The
 Scanner includes an integrated compass, which spins along its circumference.
 Unfortunately, the compass is barely visible if the screen is split.

Calling Range
 The teammates within range of being requested to follow. If a teammate
 is following, a small icon will appear beside his or her head icon.
 If a following teammate is experiencing trouble keeping up (by going
 out of the Scanner's range or by being confused by broken terrain),
 this small icon will blink. The head icons of any teammates who are
 taking damage or who are in contact with environmental hazards will
 also flash red here. When Control is contacting the team, his head icon
 will appear here as well. (He has no Shield Energy Meter.)

Message Window
 Messages are displayed here.

New Datalog Entry Icon
 Indicates that at least one new entry has been added to the Datalog.
 This disappears when all new entries have been viewed.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[1.4.2] Resource Menu
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Team
 The members of the team are shown here, as represented by their head icons.
 Click on the character's corresponding icon to switch to that character.
 If a hero is taking damage or is at low Shield Energy, his or her head
 icon will flash red. The bar next to a hero's head icon represents his
 or her Shield Energy. The weapon icon indicates the hero's equipped weapon.
 The bar next to the weapon icon represents his or her Weapon Energy.

Equipment
 The weapons and devices in the team's inventory. Click on a weapon or
 device's corresponding icon to equip it. If there is not enough room in
 front of the hero to deploy a device, that device's icon will turn red.

Active Items
 Any deployed devices not under manual control that have not been reverted
 yet. Click on an active device to tap into it.

Carried Items
 The key items in the hero's inventory. The heroes will automatically insert
 the appropriate key items when they use the proper slots.

Energy Cell (E.C.)
 The number of Energy Cells in the team's inventory.
 Click on this window to use an Energy Cell.

Follow Status
 The follow-halt status of teammates, as represented by their head icons.
 Computer-controlled teammates who are following the Player's current hero
 will be marked with a small icon. Those who are out of range will be grayed.
 Click on the head icons in this window to individually request teammates to
 follow or halt. Click on the "Follow Me" or "Halt" text labels to issue the
 same request to all teammates within range.

Weapon Mode and Torch
 The mode of the equipped weapon, and whether the torch is on or off.
 The weapon icon is displayed next to the text label of the current weapon
 mode. Click on the other label to switch weapon modes. Click on the torch
 label (marked by a flashlight icon) to toggle on and off the torch.

Datalog
 The team's Datalog. Click on this icon to access the Datalog.

Cheats
 The Cheats Menu. Click on this icon to access the Cheats Menu.
 (See the Cheats Menu section for more information.)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[1.4.3] Datalog
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Objectives (flag icon) - The team's current objectives. Completed objectives
 are marked with a green check mark. Cancelled objectives are marked with a
 red X.

Interviews (megaphone icon) - The text records of important dialogue.

Mail (envelope icon) - The mail sent to the team by Control. The messages may
 include images to help the team visually identify the mentioned subjects.

Information (circular icon) - The Help Screen. This describes the following:
 default controls, performing actions, hold actions, firing a weapon,
 team members, switching characters, following characters, switching
 viewpoints, interviews (PC) or MultiPlayer games (PS2), accessing
 Terminals, remote devices, repairing broken items, hazardous environments,
 Regen Points, Weapon Energy, and Energy Cells.


------------------------------------------------------------------------------
[1.5] Service Points
------------------------------------------------------------------------------

 Except for Regen Points, all Service Points have to be manually activated
 to be used.

Type: UPA Regen Point
Notes:
 Automatically replenishes a hero's Shield Energy if it isn't full, as long
 as the hero is standing close enough in front of it.
   In Story Mode, Regen Points serve as checkpoints. By approaching a
 Regen Point, a hero will be tagged by it (as seen by a brief flow of
 energy). If the hero's Shield Energy drops to zero, he or she will be
 teleported back to the last Regen Point that has tagged him or her,
 respawning after a few moments. A Regen Point can only respawn or recharge
 a single hero at a time. (Tagging heroes and respawning heroes are given
 priority over replenishing Shield Energy.)
   In Arena Mode, Regen Points do not tag the characters. A character who
 gets wasted will be respawned at the Regen Point at one of the starting
 points (which is randomly determined), with his or her Weapon Energy
 fully recharged.

Type: Recharge Point (yellow lightning bolt symbol)
Notes:
 A Weapon Energy charging station. By tapping into a Recharge Point, a hero
 can replenish his or her Weapon Energy.
   There are also older versions of Recharge Points that look different
 but function the same. They are colored blue instead of yellow.

Type: Terminal (light blue circular symbol)
Notes:
 Allows a hero to connect to a network. Once connected, a hero can
 manipulate any devices and view any data records within that network.
 In Story Mode, only Minoko can tap into Terminals. In Arena Mode,
 any character can tap into them.
   There are four kinds of devices and data found within networks.
 Switches (circuit breaker icon) are used to open doors or to activate
 machinery. Cameras (camera icon) only monitor areas, but they have
 zooming capability. UPA Cannons (turret icon) are indestructible gun
 emplacements with infinite ammunition, but they lack zooming capability.
 Notes (envelope icon) are messages left by previous users, and some
 of them may include video recordings (camcorder icon).
   There are also older versions of Terminals that look different
 but function the same. They are colored red instead of light blue.

Type: UPA Standard Security Lock (green circular symbol)
Notes:
 A lock that can be opened by any UPA operative. Standard Security Locks
 are often found on the UPA doors that provide access to UPA stations.
 (UPA doors come in two kinds: the standard gray doors and the less common
 green laser doors. The green laser beams only block people and can be
 touched without harm.)

Type: UPA High Security Lock (dark blue lock symbol)
Notes:
 A lock that can be opened by an operative with a high security
 clearance. Only Carter can open High Security Locks.

Type: Battery Panel (yellow battery symbol)
Notes:
 Allows a hero to restore power to a workstation or some other small area.
 Battery Panels can be charged with Weapon Energy. (The amount required
 varies from Panel to Panel.)

Type: UPA Service Lift (wall hatch)
Notes:
 A small service elevator designed to transport objects between UPA
 headquarters and the field. Utilizing UPA reversion technology, Service
 Lifts are basically high-tech dumbwaiters that allow Control to send
 additional equipment down to the team and allow the heroes to send
 evidence back to the UPA labs.

Type: UPA Elevator
Notes:
 An elevator designed to rapidly transport UPA operatives between various
 levels of the city and the ruins. One UPA Elevator is large enough to
 comfortably carry four operatives, and it also comes with a Regen Point
 in case its occupants run into any emergency situations.
   In Story Mode, UPA Elevators serve as the ending points of many of
 the Chapters. (To complete a Chapter, the entire team must step onto
 the ending point after completing all the other objectives.)

Type: UPA Station
Notes:
 A UPA station isn't actually a service point. It is merely a normal room
 that has been converted into a workroom for operatives. UPA stations are
 easily identified by the distinctive UPA doors that form their entrances.
   In Story Mode, UPA stations are mainly rest stops for the heroes.
 They usually contain Regen Points and Recharge Points, making them good
 places for the team to regroup.

Type: Half-Switch (two interlocked green lights)
Notes:
 One of a pair of switches that have to be held simultaneously to be
 activated. When a half-switch is held, its corresponding green light
 will turn on, waiting for its matching half-switch to be held as well.


------------------------------------------------------------------------------
[1.6] Weapons
------------------------------------------------------------------------------

 All UPA weapons are powered by Weapon Energy. They are also equipped
 with sensors that prevent them from firing at UPA members and civilians.
 (In Arena Mode, this feature is disabled so the heroes can practice
 kicking each other's asses for fun.) In Story Mode, there is only one
 of each special weapon, meaning the heroes will have to share them, and
 Amber may not equip the Disc Launcher, the Extractor, or the Timeshock.

 "Chapter" refers to where the weapon is first found in Story Mode.
 "Reload" refers to how quickly the weapon reloads in the listed mode.
 "Cost" refers to the amount of Weapon Energy the weapon consumes to
 be used once in the listed mode.

Weapon: Pulse Gun
Chapter: 1
Primary:   Rapid
 Damage:    low
 Reload:    fast
 Cost:      low
Secondary: Charge
 Damage:    moderate
 Reload:    moderate
 Cost:      moderate
Notes:
 The standard-issue sidearm for all UPA operatives. A highly efficient weapon,
 the Pulse Gun consumes very little Weapon Energy to fire. (Amber's Pulse Gun
 is built into her right arm and shoots twin energy beams in Rapid Mode, but
 it performs the same as the other heroes' Pulse Guns.)
   In Rapid Mode, the Pulse Gun fires instantaneous beams of energy at an
 extremely fast rate. These beams may not be very powerful per shot, but
 they can still easily take down most enemies. A full Weapon Energy meter
 allows for 40 seconds of continuous fire in Rapid Mode.
   In Charge Mode, the Pulse Gun builds up and then fires a spark of energy.
 This spark requires time to charge and consumes more Weapon Energy, but
 it deals a greater amount of damage, and the spark is explosive, having
 a small blast radius.

Weapon: Missile Launcher (Amber only)
Chapter: 1
Primary:   Missile
 Damage:    high
 Reload:    moderate
 Cost:      moderate
Secondary: Homing (requires Homing Upgrade in Story Mode)
 Damage:    high
 Reload:    moderate
 Cost:      moderate
Notes:
 Amber's Missile Launcher, like her Pulse Gun, is built into her right arm.
 The explosive rockets it fires can deal lots of pain, and they can damage
 multiple enemies who are standing close together.
   In Missile Mode, the Missile Launcher shoots a dumb-fire rocket that
 flies in a straight path until it hits something.
   In Homing Mode, the Missile Launcher can shoot up to four homing rockets
 at once, with one for each enemy whom Amber targets. (Hold the Action Button
 while sweeping the Targeting Reticle over an enemy to lock on to it, and
 then release the Action Button to fire.) The Missile Launcher will not fire
 homing missiles if Amber has not locked on to any targets. In Story Mode,
 Amber begins with the Missile Launcher, but she cannot use its Homing Mode
 until the Homing Upgrade is obtained in the fifth Chapter. Locking on to
 enemies will also display their distance (in numeric units) from Amber.
   The homing missiles have a fairly wide turning arc, making them less
 effective against quick enemies. Aiming dumb-fire missiles at the ground
 or the walls near such enemies can be a better tactic. Even if the missiles
 don't hit their targets directly, the splash damage might knock them down,
 rendering them briefly defenseless.

Weapon: Disc Launcher
Chapter: 7
Primary:   Explode
 Damage:    high
 Reload:    slow
 Cost:      moderate
Secondary: Bounce
 Damage:    high
 Reload:    slow
 Cost:      moderate
Notes:
 The Disc Launcher fires explosive discs. In Story Mode, this is the
 closest thing to a rocket launcher that Carter, Andre, and Minoko can
 use. The Disc Launcher comes with a laser guide that marks the path of
 the disc before it is launched. (Hold the Action Button to display the
 laser guide, and then release the Action Button to fire.)
   In Explode Mode, the Disc Launcher fires a disc that flies in a
 straight path until it hits something.
   In Bounce Mode, the Disc Launcher fires a disc that can ricochet off
 structural surfaces up to twice, detonating on the third bounce or on impact
 with an enemy, whichever comes first.
   The Disc Launcher's laser guide is normally red, but it turns green if it
 touches the user, a teammate, or a civilian. A copy of the laser guide will
 also appear on the Scanner to facilitate bouncing discs at targets who are
 positioned around corners.

Weapon: Timeshock
Chapter: 6
Primary:   Beam
 Damage:    none
 Reload:    N/A
 Cost:      low
Secondary: Area
 Damage:    none
 Reload:    slow
 Cost:      high
Notes:
 A temporal deceleration weapon. Although the Timeshock does not inflict
 damage on enemies, it can slow them down.
   In Beam Mode, the Timeshock fires a narrow temporal deceleration beam
 that can slow down a single enemy.
   In Area Mode, the Timeshock fires a condensed pellet that, upon contact
 with a surface, expands into a bubble-like temporal deceleration field,
 within which any characters (including friendly ones) will be slowed
 down. The pellets travel in an arc, and a field lasts about 30 seconds
 before dissipating. The closer a character is to the nucleus of the field,
 the more powerful the effects on him or her.
   Using the Timeshock against the more powerful monsters can make them
 easier to defeat, but using it against regular enemies is usually a waste
 of Weapon Energy.

Weapon: Extractor
Chapter: 8
Primary:   Extract
 Damage:    very low (against enemies only)
 Reload:    N/A
 Cost:      none
Secondary: Blast
 Damage:    high (against enemies only)
 Reload:    N/A
 Cost:      high
Notes:
 An energy drainer-discharger hybrid. Designed to be used when Weapon Energy
 is either low or high, the Extractor is a rather versatile weapon. However,
 its beams can affect only enemies, including the devices of opponents in
 Arena Mode. The Extractor cannot be used to break structural objects.
   In Extract Mode, the Extractor slowly drains the stamina of a single enemy,
 converting it into Weapon Energy for the user. If the hero's Weapon Energy
 is full, the excess Weapon Energy will be used to create new Energy Cells for
 the entire team. (The hero has to drain an excess equivalent to 50 percent
 of his or her Weapon Energy Meter to create an Energy Cell. This still holds
 true in Arena Mode.) If a hero has zero Weapon Energy, the Extractor in
 Extract Mode is the only weapon he or she can use.
   In Blast Mode, the Extractor fires an extremely lethal energy beam.
 Furthermore, this beam can split off from the main target and automatically
 hit up to three additional enemies, providing they are standing close enough
 to that main target. The amount of damage dealt to every affected enemy is
 the same.

Weapon: Pipe Bomb
Chapter: 3
Primary:   Contact
 Damage:    high
 Reload:    slow
 Cost:      moderate
Secondary: Proximity (Story Mode only)
 Damage:    high
 Reload:    slow
 Cost:      moderate
Notes:
 The Pipe Bomb is an explosive weapon thrown by hand. UPA Pipe Bombs
 are constructed from Weapon Energy only when they are needed, freeing
 operatives from the burden of having to carry several of them into the
 field. In Story Mode, this is the only special weapon other than the
 Missile Launcher that Amber may equip.
   In Contact Mode, a Pipe Bomb will detonate on impact.
   In Proximity Mode, a Pipe Bomb will detonate if an enemy nears it or
 if a hero hits it with another explosive weapon. Pipe Bombs that have
 not detonated yet can be retrieved. (Proximity Mode is not available
 in Arena Mode.)

Weapon: Omnitool (Andre only)
Chapter: 1
Primary:   Repair
 Damage:    N/A
 Reload:    slow
 Cost:      moderate
Secondary: none
Notes:
 Andre's Omnitool can be used to repair a wide range of broken equipment,
 from small switches to large consoles. Although it is not actually a weapon,
 it is wielded almost like one. Andre automatically equips the Omnitool
 whenever he attempts to fix a broken piece of equipment. It cannot be
 manually equipped, and it cannot be used to attack enemies. (Strangely
 enough, Andre can still use the Omnitool if he has zero Weapon Energy,
 but doing so will cause him to automatically use an Energy Cell, if there
 is any, as soon as the Repair Window closes.)


------------------------------------------------------------------------------
[1.7] Devices
------------------------------------------------------------------------------

 The devices are special tools that support the team in various ways.
 Deploying a device costs Weapon Energy, and there must be enough room
 in front of the hero for it to appear. The Weapon Energy left in it will
 be transferred back to any hero who retrieves it. The devices utilize
 UPA reversion technology, allowing the heroes to instantly retrieve them
 from anywhere, at any time. If a device's Energy is reduced to zero,
 it will be automatically reverted. In Story Mode, there is only one
 of each device, meaning the heroes will have to share them.

Device: Rover
Chapter: 1
Shields: low
Cost:    moderate
Weapon: laser gun
 Damage: low
 Reload: moderate
Notes:
 The Rover is a remote-controlled tracked vehicle that can fit into areas too
 narrow for the heroes to enter. It can press buttons and turn small levers,
 and it can even take items, making it an indispensable tool for exploring
 many places. (Any items the Rover takes are instantly transferred to its
 current user.) The Rover is also armed with a small laser gun, although it
 is meant for cutting open vents and other tiny obstacles, not for serious
 combat. This gun consumes no Energy to fire. The Rover loses Energy only
 if it is damaged by enemy attacks or by falling from extreme heights.
   The Rover's gun has a very limited range. It will not fire if its target
 is too far away.

Device: Flycam
Chapter: 2
Shields: low
Cost:    low
Weapon: none
Notes:
 The Flycam is a remote-controlled flying camera. It can reach places that
 are inaccessible to the Rover, and it can also activate small switches.
 However, the Flycam cannot take items, and it lacks armament of any kind.
   The Flycam continues to consume its own Energy to stay afloat, even if
 the user exits it. If its Energy is drained to zero in this fashion, the
 Flycam will fall, reverting itself when it hits a surface (instead of being
 immediately reverted). A full Energy meter allows for 50 seconds of flight.

Device: Sentry Gun
Chapter: 4
Shields: moderate
Cost:    high
Weapon: laser cannon
 Damage: moderate
 Reload: fast
Notes:
 The Sentry Gun is a portable laser cannon. Although it cannot move when
 it is deployed, it can aim in every direction. When no hero is manually
 controlling it, it will function automatically, shooting at any enemies
 who come into its lines of sight. The Sentry Gun consumes no Energy to
 fire. It loses Energy only if it is damaged by enemy attacks. Unlike the
 other devices, the Sentry Gun does not have the user automatically tapping
 into it when it is deployed.
   To give the Sentry Gun some mobility, deploy it on a moving platform,
 like a lift or a train.


------------------------------------------------------------------------------
[1.8] Items
------------------------------------------------------------------------------

Item: Energy Cell
Notes:
 Restores Weapon Energy by 50 percent. A hero will automatically use an
 Energy Cell if his or her remaining Weapon Energy is not enough to fire
 the equipped weapon. Energy Cells cannot be manually used if the hero has
 full Weapon Energy, unless the hero's torch is turned on (due to a glitch).
 The Energy Cell capacity is 99 Energy Cells.
   Energy Cells can be obtained through two means. One is to use the
 Extractor to convert enemy stamina into Energy Cells. The other is
 to collect Power Sources. (An Energy Cell refers to the actual reserve
 of Weapon Energy in the team's inventory. A Power Source refers to the
 cartridges used to hold Energy Cells.)

Item: Green Power Source
Notes:
 Contains 1 Energy Cell. Comes with a neon green color.

Item: Blue Power Source
Notes:
 Contains 4 Energy Cells. Has a cool blue hue.

Item: Homing Upgrade
Notes:
 Adds Homing Mode to Amber's Missile Launcher. The Homing Upgrade is found
 in the fifth Chapter. (In Arena Mode, the Missile Launcher always comes
 with both Missile Mode and Homing Mode.)

Item: Key Item
Notes:
 An object the heroes must possess in order to progress into new areas or
 to accomplish certain tasks. Unlike other types of items, key items are
 not shared by the entire team, and they are carried only by the heroes
 who have obtained them.
   There are multiple kinds of key items. Keys and keycards (marked by a key
 icon) are used to open locked doors. Samples (marked by a binary code icon)
 have to be sent back to headquarters via a Service Lift, so they can be
 studied. Batteries (marked by a battery icon) are used to power machines.
 Components (marked by a socket icon) have various uses, from activating
 machines to serving as Flags in Arena Mode.


------------------------------------------------------------------------------
[1.9] General Tips
------------------------------------------------------------------------------

 - Carter is the only hero who has the proper authority to open High Security
 Locks and to interview certain characters. When interviewing a character,
 do not move, or else the interview will be cancelled.

 - When Minoko is hacking into a secured device, the Override Window appears.
 Each number in the code is represented by a dial, with a pip revolving around
 in it. When the pip passes over the notch in the dial, click on the dial
 to enter the number correctly. To successfully hack into the device, Minoko
 must enter all the numbers correctly and within the time limit, if the system
 has a time-out feature. (The timer will glow red when it reaches 5 seconds
 or less.) If she fails, she can just retry, but the code is randomized with
 every attempt. Minoko needs to successfully hack into a secured device only
 once. After doing so, she can freely access it as much as she likes.

 - When Andre is attempting to repair a broken piece of equipment with his
 Omnitool, the Repair Window appears to represent the progress of his work.
 As the Action Button is held, the marker will accelerate across the Repair
 Bar. When the Action Button is released, the marker will stop. If the marker
 stops on the yellow zone (neutral), there is no effect. If the marker stops
 on the blue zone (good), the Repair Counter of the equipment is decreased
 by 1. If the marker stops on the red zone (bad), the Repair Counter is
 increased by 1. To successfully repair the equipment, Andre must reduce
 its Repair Counter to 0. Each piece of broken equipment has its own Repair
 Counter limit, where it will never rise past, no matter how much Andre
 screws up.

 - Amber is the only hero who can move through environmentally hazardous
 areas without harm. Any time extreme temperatures, electrical currents,
 or toxic gases are blocking the other heroes' paths, they may need Amber
 to go ahead first and find some way to remove those dangers. However, some
 environmental hazards (for example, small fires or light poison gas) are
 low enough in intensity to allow her teammates to pass through on their
 own with minimal harm.

 - Size matters. Amber's bulky body makes her a bigger target, and she
 may have a tougher time fitting into tight areas (although ducking helps).
 On the other hand, her height allows her to shoot over some walls, letting
 her hit enemies more easily.

 - If the heroes find an object that can be targeted, they should shoot it
 to see if anything special happens.

 - If a switch is inactive, the heroes will receive a "NO EFFECT" message
 when they try to use it. This usually means the equipment powering the
 switch is turned off or broken, or power leeches are sucking on its cables.
 Correct the problem to restore power to the switch.

 - If a Player's current hero is holding a switch when the Player changes
 to another hero, the previous hero will automatically continue to hold the
 switch until a Player changes back to him or her, or until something else
 forces that hero away from the switch. If there are fewer than 4 Players,
 using this method is necessary to finish the game.

 - When left connected to a UPA Cannon (through the same method for having
 a character automatically hold a switch), the computer-controlled Minoko
 will automatically shoot enemies who fall into that Cannon's lines of sight.

 - In Story Mode, some UPA Cannons have been somehow reprogrammed to attack
 UPA operatives. To convert these Cannons back to normal, Minoko has to
 tap into them once, hacking into them if necessary. UPA Cannons cannot
 be destroyed, so don't bother attacking them. Instead, use cover or
 simply run to avoid their shots until they are converted back to normal.

 - Due to the anti-friendly-fire feature found in UPA weaponry, any explosive
 projectiles fired by the heroes will dissipate harmlessly if a teammate
 or civilian is within range of their blast radii. Against mixed groups of
 teammates and enemies, don't bother using explosive projectiles, because
 they won't kill anybody and just waste lots of Weapon Energy.

 - Shield Energy is cheap, but Weapon Energy is not. Power Sources are rare
 in the later Chapters, so use the Extractor as soon as it is obtained to
 build Energy Cells.

 - Pipe Bombs and devices can be used as a means of transferring Weapon Energy
 between characters. One hero can toss out Pipe Bombs in Proximity Mode or
 deploy a device, and then a second hero can retrieve the Pipe Bombs or the
 device to recover the Weapon Energy. Devices can also be left deployed to
 be reverted later, serving as makeshift reserves of Weapon Energy.

 - Computer-controlled teammates automatically draw their weapons when
 there are enemies nearby. They tend to use whatever weapons that the
 Players have made them last equip. Computer-controlled teammates won't
 shoot power leeches that are sucking on a wall or cable until the power
 leeches are knocked down onto the ground.

 - Computer-controlled teammates who are asked to follow will do so via a
 queue system. Generally, following heroes will shadow the Player's current
 hero in a single-file pattern. This also means they tend to fall behind
 if the Player's current hero runs too far ahead.

 - The heroes take a little time to build up their speed when they are
 running. Take this into account when trying to run against conveyor belts
 or when trying to dodge enemy fire.

 - Different enemy forces will attack each other. If the heroes walk into
 a battle between some mutants and Death Heads, for example, they can wait
 for them to fight each other and then step in afterward to finish off the
 survivors. Enemies don't use weapons that recognize friendly fire among
 themselves, meaning they can hit themselves, especially with explosives.

 - Human enemies share many of the heroes' vulnerabilities. If they take
 too much damage within a short period of time (like sucking up a barrage
 of shots or an explosive blast), they will get knocked down. Exposure to
 extreme temperatures and electrical currents will kill them, and they can
 also die by falling from extreme heights. Mutants seem to be invulnerable
 to falling damage, but they can still die from toxic gases.

 - The heroes can continue to operate devices even if they get wasted,
 and devices can still be deployed while they are being respawned.
 A hero can actually use his or her own body as a decoy while manually
 blasting enemies with the Sentry Gun.

 - Devices can be damaged by extreme temperatures and electrical currents,
 but they are not affected by toxic gases. If Amber can't reach a small
 button that is covered in toxic gas, use the Flycam instead.

 - Amber, whose Shield Energy capacity is one-third greater than the standard
 amount, takes a longer time to completely recharge her Shield Energy.

 - The amount of Shield Energy the heroes must receive before they can move
 again after being respawned depends on their Shield Energy capacities and
 on the Game Mode. In Story Mode, Carter, Andre, and Minoko need 50 percent,
 while Amber needs 33 percent. In Arena Mode, Carter, Andre, and Minoko need
 100 percent, while Amber needs 67 percent.

 - The ratio of the damage taken from falling from extreme heights is
 the same, regardless of the hero. In Story Mode, for example, if Minoko
 suffers 10 percent damage from a certain drop, Amber will also suffer
 10 percent damage from the same drop, despite Amber having a larger
 Shield Energy capacity than Minoko. Therefore, when they both have
 full Shield Energy, any fall that can waste Minoko can also waste Amber.

 - If the heroes get wasted, they will teleport back to the most recent
 Regen Point that has tagged them. The heroes can never really die.

 - The Level Select Screen allows the heroes to begin at any Chapter
 that has been reached in Story Mode. (In the PC version, access to
 the Chapters is recorded within the Save Files. In the PS2 version,
 access to the Chapters is recorded within the configuration settings.)
 The preset equipment includes four Energy Cells and the weapons and
 devices that the heroes are supposed to have by that point of the game.


==============================================================================
[2] Strategies - Story Mode
==============================================================================


------------------------------------------------------------------------------
[2.0] Prologue
------------------------------------------------------------------------------

   A young girl steps up to the railing with her teddy bear, gazing across
 the beautiful skyline beneath the bright morning sky. Carter, in his uniform,
 walks past behind her. The girl glances backward to see him smiling at her
 before continuing on his way. Turning toward the railing again, the girl
 suddenly loses her grip on her bear and, crying aloud, drops it.

   The teddy bear falls helplessly between the towering skyscrapers.
 Below the city, it crashes against the roof of an abandoned church,
 sliding along the loose, dusty tiles before continuing deeper and deeper
 through the dark and decaying building ruins. Its dim outline silently
 flashes past a group of hooded scavengers gathered around a flame, finally
 splashing into a filthy pool of water within a derelict construction yard.

   From the shadows, a thick, impossibly muscular arm with cables running
 through its rotting flesh reaches out and seizes the bear. Raising the
 toy upward in its grasp, the unseen creature lets forth a chilling roar
 that echoes throughout the rusting girders and dangling chains.


------------------------------------------------------------------------------
[2.1] Chapter 1: Century Plaza
------------------------------------------------------------------------------


Level Select Equipment:

 Energy Cells: 4


Story:

   Standing before the mirror, Carter activates his headset and connects to
 the UPA network. It's a sunny day, but his team has a job to do. He turns
 toward the stalls. "C'mon Andre, Control's waiting."

   With a loud flush, Andre zips up and steps out casually. "Yeah, yeah.
 Better be important, getting us up this early." The two proceed to Control's
 office, where Amber and Minoko are already waiting for them. The large
 window in the back offers a fantastic view of the city.

   "Okay, people, we have a problem," begins Control from behind his desk,
 "I suppose you've all heard of Real Meat?"

   "Yeah," Andre answers, "could show you." He stands up straight and makes
 obscene gestures toward his crotch.

   "Okay, cut it out," Control continues unamused, "You know who I mean
 anyway - the Real Meat Company, supplier of nearly half of the synthetic
 meat used in this city. Well, currently they've got a major situation at
 their research facility on Century Plaza.
   "They've had some power system problems the last couple of days, plus
 some of their computers have started acting up. The technical team they
 sent to deal with it last night failed to call in. They had armed backup
 because they were working near an urban aid unit under the facility, but
 that doesn't seem to have helped. We had a report in from a security guard
 down there that there were screams and gunfire. Idiot didn't try to help,
 of course.
   "Your team has been assigned to go and find out what on Earth happened.
 The Real Meat facility has gone haywire apparently, so your first priority
 is to get into the plant and shut the place down, then we'll need to
 investigate what happened to the technicians. As usual, I'll be acting
 as your Control, so I'll be in constant contact throughout the mission.
 Remember, time is of the essence if we're to track down whoever's
 responsible for this."

                                * * *

   Within moments, UPA Incident Squad 4 is cruising along a highway in an
 armored transport, zipping past other traffic. Andre can't believe he has
 been pulled out of bed for this. "Why have we been assigned to this dumb
 mission? Sounds like a mission for a drone squad to me, not the Urban
 Protection Agency. I heard there's a riot in Sector 12 - been going on
 all night - and we're being sent to flip the power switch at a factory."

   "Well look on the bright side," Minoko replies, "We should be finished
 in time for lunch. Anyway, sounds like that riot will be going on for a
 while yet, so I'm sure you won't miss out."

   "Perhaps," Amber adds in her usual tone, "but the disturbance at the
 factory must be serious enough for them to be sending us in."

   "Yeah, I suppose so," Andre grumbles, "Control never tells us the whole
 story - likes to keep a bit back as a surprise. Still sounds like a dumb
 mission though. We're members of the UPA, not boiler servicemen."

   The transport begins to slow down as it approaches its destination.
 "Settle down people," interrupts Carter, "Sounds like we're here."


General Hints:

 The first Chapter is mostly about reaching and investigating the area
 where the technicians have been last seen. Designed to let the heroes
 warm up, the obstacles here are fairly easy to overcome, and there
 are very few enemies. This is a good time to grow accustomed to the
 heroes' specialties, especially Minoko's hacking and Andre's repairing.

 The team will obtain the Rover in this Chapter.


Walkthrough:

 The starting point is at the main gates to Century Plaza, where the heroes
 are dropped off. The first Regen Point is located on the walls nearby.


[2.1.1] Plaza and Maintenance Deck

 When the heroes approach the research facility's main entrance at the other
 side of Century Plaza, an explosion will suddenly occur, causing the walkway
 leading to the main entrance to collapse. (The heroes can talk with the
 scientist who has leapt clear at the last moment for fun.)

 Looks like the team will have to find another way. Follow a side path
 that leads to a room with a glass elevator. Have the entire team step
 into the elevator, and then press the switch inside to ride it down
 to the maintenance deck.

 The maintenance deck connects to several areas: the apartment complex,
 the urban aid unit (where the security station is), and the refuse disposal
 unit. Since the heroes are going through the maintenance deck, they might
 as well contact Dillon S.P., the security guard who has witnessed the
 attack on the technicians. (Around this point, Control will mail the
 team Dillon's file.) He is on patrol at the apartment complex, so the
 heroes should go there. The heroes will pass by a Regen Point and a
 Recharge Point before reaching that place.


[2.1.2] Apartment Complex

 On the rooftop outside the apartment complex, Dillon will walk past a
 red door, locking it behind him. The heroes cannot open this door from
 the outside. Damn. See that skylight nearby? Shoot open the skylight's
 windows, and then climb through them. Be sure to drop down along the
 pipes to avoid getting wasted.

 Below the skylight, the heroes will enter a corridor with pipes that are
 leaking hot steam. Amber should walk through the steam on her own first
 and turn the valve at the other side, shutting off the steam and allowing
 the others to catch up. Continue through the doors (press the Action Button
 to push them open while aiming at their "handles"), and follow the stairs
 down to an office.

 Hear that alarm? Two Death Head gangsters have broken into the office and
 are vandalizing the place. Whip out those Pulse Guns and blow them away.
 This is also a great place for Amber to try out her Missile Launcher.
 After killing both Death Heads, follow the exterior staircases leading
 up to the side of the apartment building. At the top of the stairs, several
 vicious dogs can be found feeding on a body at the other end of the walkway.
 These dogs will rush toward the heroes. Gun them down. (If the heroes look
 across the chasm from the walkway, they can see fires burning out of control
 inside the research facility.)

 Go through the open doorway leading into the apartment complex, and walk to
 the end of the hallway. Recognize this place? This is the other side of the
 locked red door. Dillon, the security guard, will step out of the apartment
 closest to the red door. Carter should interview Dillon. According to him,
 a security camera has recorded the attack on the technicians. The video can
 be viewed from the security station located within the urban aid unit. After
 the interview, Dillon will open the red door, run down to the maintenance
 deck, and then open the locked gate to the urban aid unit. Follow him there.


[2.1.3] Urban Aid Unit

 At the urban aid unit, the security station is near the soup kitchen.
 (The heroes can talk with the various citizens here for fun. They can
 also find a friendly dog.) Andre should repair the broken door switch
 at the security station.

 Nice work, Andre. The switch is fixed, but the door is still messed up and
 only opens partially. Around this point, Control will notify the team about
 the Rover he has sent down to the Service Lift above the urban aid unit.
 At the other side of the soup kitchen, find a corridor that leads up to a
 High Security Lock. Carter should open the High Security Lock to gain access
 to the high platform, which contains the Service Lift and a Recharge Point.
 Open the Service Lift and take the Rover inside.


[2.1.4] Security Station

 After obtaining the Rover, return to the security station. Deploy the Rover
 there. Drive it through the partially opened door, and have it continue up
 the circuit board leaning against the desk. On top of the desk, have the
 Rover shoot the fuse box to completely open the door, allowing the heroes
 to enter. The security station contains a Terminal and a Green Power Source
 (1 Energy Cell).

 Minoko should tap into the Terminal at this security station:

 - Purification Room (camera) - This monitors the purification room, which is
 where the technicians have been attacked. The bodies of some security guards
 and a Death Head can be seen.

 - Refuse Disposal Unit (camera) - This monitors the refuse disposal unit.
 A conveyor belt and a furnace can be seen.

 - Aid Unit: W.C. (camera) - This monitors the water closets below the
 urban aid unit. A man wearing a coat can be seen in one of the stalls.

 - Aid Unit: Door Lock (switch) - Secured device. This opens the gate
 leading to the dwellings below the urban aid unit.

 - Security Video (video) - This is the video recording of the attack on
 the technicians. A man wearing a coat, apparently a bystander, can also
 be seen taking something from the ground. Hmmm.


[2.1.5] Dwellings and Water Closets

 The man at the water closets is the bystander seen in the video. To get
 to the water closets, the team will need to pass through the dwellings
 below the urban aid unit. After Minoko opens the locked gate leading
 down to the dwellings, proceed through it.

 At the dwellings, the storage room with the counter contains a Green
 Power Source (1 Energy Cell). The heroes can also drive the Rover through
 a crack in the walls of a sealed shack, somewhere in the middle of the
 dwellings. This sealed shack contains a Blue Power Source (4 Energy Cells).
 The heroes should go through the shacks at one of the rear corners of the
 dwellings to reach the water closets.

 Mr. Gumbo, the man wearing a coat, is hiding in the last stall at the water
 closets. Shoot off the lock of the stall to open it. Carter should interview
 Mr. Gumbo. According to him, the Death Heads attacking the technicians seem
 to have been on some sort of drug. The weird part is, the Death Heads have
 killed the guards but only kidnapped the technicians. Mr. Gumbo will also
 give the Keycard he has taken from the scene to Carter.

 The Keycard from Mr. Gumbo is used to unlock the door to the refuse disposal
 unit. Go all the way back up to the maintenance deck. Insert the Keycard
 into the slot at the end of the corridor behind the elevator to open the
 door to the refuse disposal unit.


[2.1.6] Refuse Disposal Unit

 At the refuse disposal unit, a conveyor belt within a fenced-off corridor
 runs through the area. Open the door leading onto the conveyor belt, and
 run against the direction of the belt, dodging any junk piles that approach.
 (Amber will not be harmed by the furnace if she is pushed into it by the
 junk piles.) Toward the other end of the conveyor belt, there is a door
 that leads out to the opposite side, but it is locked. Shoot off its lock
 to open it. Press a switch on the walls on this side to stop the conveyor
 belt, allowing the other heroes to catch up easily.


[2.1.7] Construction Area

 Proceed past a Regen Point to the construction area with the hanging pipe.
 On the control platform, pull the lever to drop another pipe from above,
 breaking the ledge below and causing the hanging pipe to swing back and
 forth. Carter, Andre, and Amber should step into this swinging pipe.

 Minoko should tap into the Terminal at this construction area:

 - Air-Lock Door (switch) - Inoperable until the fuse box by the door is
 repaired. This opens the air-lock door, which can be reached through the
 ventilation chamber.

 - Ventilation Chamber (switch) - Secured device. This rotates the
 ventilation chamber by 90 degrees between two positions.

 - Central Access (switch) - This opens a locked door across from the
 control platform. It is a shortcut to the maintenance deck.

 Standing inside the swinging pipe, the other three heroes should shoot off
 the two locks that are sealing the side of the ventilation chamber, causing
 the lid to fall off. Amber should walk into the ventilation chamber on her
 own first, and then Minoko should rotate it. Toxic gas will now flow into
 the ventilation chamber (but Amber won't be affected by it). Amber needs
 to follow the toxic gas back to its source, pulling some levers along the
 way to raise the two gates blocking her path. At the source, pull the lever
 to activate the fans, dispersing the toxic gas.

 With the toxic gas gone, Carter and Andre can now enter the ventilation
 chamber and proceed to the air-lock door. Andre should repair the broken
 fuse box by the door, and then Minoko should open the door.


[2.1.8] Crane Room

 The next part is the crane room. A piece of pipe is being hoisted by a crane.
 One hero other than Carter should drop down to the metal walkway, where he
 or she can push a button to lower the pipe. Then, that hero should climb onto
 this lowered pipe. Use the controls on top of the pipe to line it up with
 the path from where the hero has dropped. Press the leftside and rightside
 switches to move the pipe sideways, and press the middle switch to raise it.
 Position the pipe properly, so Carter can continue through it and drop down
 at the end of the path. For any heroes who are still inside the crane room,
 they can open the door in the fence to return to the maintenance deck.

 Carter will drop down to the other side of the large gap at the maintenance
 deck, which the heroes may have seen earlier but could not cross. At this
 side, press the button to extend a bridge, forming a shortcut to the earlier
 part of the maintenance deck, allowing the rest of the heroes to catch up.


[2.1.9] Purification Room

 At the other side of the large gap at the maintenance deck, Carter should
 open the High Security Lock to gain access to the purification area.
 Watch out for the three Death Heads who are waiting in the next corridor,
 including the one who rushes out from the door as soon as it opens.
 Kill them all. Afterward, go to the purification room.

 Looks messy. Control will want to know what kind of stuff these Death Head
 fools are using to get high, so take the Flesh Sample lying near the Death
 Head's corpse at the purification room. Return to the urban aid unit. Insert
 the Flesh Sample into the Service Lift to send it back to the UPA labs.

 At the end of the corridor opposite of the purification room, Carter should
 open the High Security Lock to gain access to the UPA Elevator.

 Assuming all the other objectives are completed, the entire team should
 step into the UPA Elevator to complete this Chapter.


------------------------------------------------------------------------------
[2.2] Chapter 2: Real Meat
------------------------------------------------------------------------------


Level Select Equipment:

 Energy Cells: 4
 Rover


Story:

   Before the heroes can go after the kidnapped technicians, they will have
 to shut down the research facility and help rescue any scientists who are
 still trapped inside. With the place falling apart, though, doing so won't
 be easy.

   As the doors of the elevator open, a wave of heat washes up against the
 team. "Jeez, Control!," Andre shouts as he covers his face with his arms,
 "You weren't kidding about the place being a 'bit unstable!'"

   "Calm yourself, Andre," says Amber confidently, "I can handle this."
 Stepping out from the elevator, she performs a quick survey of the
 fire-choked corridor. Spotting a vending machine, she walks up to
 it and pushes it down, cutting a path through the flames.


General Hints:

 The second Chapter is mostly about reaching the control room, from where
 the entire facility can be shut down. More emphasis is placed on using the
 devices. Be sure to get familiar with the Rover and the Flycam, because
 they will continue to play very important roles later.

 The team will obtain the Flycam in this Chapter.


Walkthrough:

 The starting point is at the UPA Elevator on the bottom level of the lobby.
 The first Regen Point is located in this UPA Elevator. Amber has just pushed
 a vending machine over to create a safe path through the flames. The other
 three heroes should climb over this vending machine to catch up with her.


[2.2.1] Lobby and Cafeteria

 Go up to the first floor of the lobby and shoot open the aquarium's glass
 walls after the aquarium drains. (The heroes should see the fish inside
 flowing out along with the water.) The doors on either side of the aquarium
 will close, so walk through the now-broken aquarium, and climb the escalators
 up to the burnt cafeteria.

 At the cafeteria, there is a hole leading down to another corridor, but
 this hole is blocked by flaming gases. Look for a beam that has fallen
 onto a table. Climb onto the table and deploy the Rover. Drive it up
 along this beam and onto more beams in the ceiling, and have it turn
 the switch above the leaking pipe to shut off the flaming gases. Now
 the heroes can climb down into the hole.


[2.2.2] Laboratory Corridors

 In the corridor below the cafeteria, talk to the scientist. According to
 him, the computers in the facility seem to be taking on an evil will of
 their own and have locked in the personnel.

 Minoko should tap into the Terminal in this corridor:

 - Kennels (camera) - This monitors the kennels. No dogs can be seen there
 at the moment.

 - Research Laboratory (camera) - This monitors the laboratory at the end
 of the research wing. Scientists can be seen running around the place.

 - Central Control Room (camera) - This monitors the control room. That whole
 place appears to be going to hell.

 - Meat Store (camera) - This monitors the meat storage area. Take a look at
 that bloody conveyor belt.

 - Security Lock Override (switch) - Secured device. This opens the locked
 doors at the end of the corridor opposite of this Terminal.

 After Minoko opens the locked doors, the heroes should follow the scientist
 through them. There are a Regen Point, a Recharge Point, and the Service
 Lift by those doors. Continue on to see a room with a scared scientist
 standing on the table, with giant rats on the ground below him. Shoot
 open the glass wall to get in there, and blow away the giant rats.

 Talk to the scared scientist. According to him, some cages are open, so
 expect to face more killer animals ahead. The doors leading onward are
 jammed. Shoot the explosive tanks nearby to blow open these jammed doors,
 and then gun down the vicious dogs on the other side. (To kill the rats
 inside the small cages, hit them with a spark from the Pulse Gun in
 Charge Mode.)


[2.2.3] Kennels

 At the kennels, all the cage doors are closed, except for one which is
 blocking the rear exit. Pull the lever at the back to manipulate the doors.
 The closed doors will open, while the opened door will close, opening the
 way to the rear exit. However, this will allow several vicious dogs to
 come out from the kennels. It's a be-mean-to-animals day, so blow them
 all to hell. Then, follow the scientists over to the locked doors.

 Minoko should tap into the Terminal at the kennels:

 - Exit Kennels (switch) - Secured device. This opens the locked doors
 leading out of the kennels.


[2.2.4] Emergency Bridge, Laboratory, and Terrace

 After Minoko opens the locked doors at the kennels, the heroes should
 follow the scientists out to the upper walkways at the lobby. The emergency
 bridge there is whacked up, because its two halves are failing to connect.
 Around this point, Control will notify the team about the Flycam he has sent
 down to the Service Lift at the earlier research corridors. Return to it.
 Open the Service Lift and take the Flycam inside.

 After obtaining the Flycam, go back to the upper walkways of the lobby.
 Pilot the Flycam over to the other side of the emergency bridge, and
 have it push the button there to make the other half of the bridge extend
 itself. Once both halves of the bridge connect, they will remain connected.

 With the emergency bridge connected, follow the scientists across it,
 passing another Regen Point. Meet up with two more scared scientists
 in the laboratory at the end of the research wing. Andre should repair
 the broken door switch and then push it to open the exterior doors.

 The scientists can go outside to the terrace now, where a UPA patrol
 ship will watch over them. ("Stay calm. The situation is under control.
 There is no danger.") These scientists will be fine, so there's no need
 to follow them down to the terrace. Instead, look for another door on
 the metal walkway. It leads to a room flooded with toxic gas.


[2.2.5] Toxic Gas Room

 Getting the entire team through the room with the toxic gas requires a bit
 of switch-holding coordination. One hero other than Amber should hold the
 switch for the door on the metal walkway, opening it. Next, Amber should
 step inside and hold the switch for a second door, the one that leads on
 to a Regen Point. The remaining two heroes should run through the room
 and reach that Regen Point. (The non-Amber characters can rush through
 this toxic gas without getting wasted.)

 Now, one of these two heroes should hold the switch on the other side of
 the second door. Doing so keeps it open, so Amber can move away and hold
 the switch on the other side of the first door, keeping that door open.
 This will allow the first hero (the one still out on the metal walkway)
 to run through the room to the Regen Point. Finally, Amber can catch
 up with her buddies. Easy, ain't it? (The heroes can also shoot the
 electronic panel on the wall to stop the beeping noise, but doing so
 won't shut off the gas.)


[2.2.6] Refinery

 After the room with the toxic gas, continue down the corridor. A hole in
 the wall will be blown open. Walk through this hole to reach the refinery.
 Boy, all these flaming pipes look fun. Amber can walk through the fires
 here, but the others will have to climb over some pipes to get around them.
 However, a locked door will prevent the team from moving to the next room.

 In the part of the wall that has been blown open, there is an open grating
 on the ground. Drive the Rover down through it, and continue driving it
 along the shaft. Somewhere in the middle of this shaft, there will be flames
 blocking the Rover's path. Amber should turn the valve above these flames to
 shut them off. With the flames gone, the Rover can continue. Hear that nasty
 clunking sound? It's coming from a bolt that is jamming some machinery. The
 Rover can shoot the bolt to let the machinery run normally again, and then
 it can go on to shoot the circuit panel toward the end of the shaft to open
 the refinery doors. Now the team can move ahead.

 Minoko should tap into the Terminal in the room after the refinery.

 - Access Panel (switch) - Secured device. This opens the panel nearby.

 After Minoko opens the access panel, Andre should repair the circuit boards
 inside to shut down the refinery and to open the doors leading to the broken
 elevators. Be sure to kill the two vicious dogs there.

 One of the two broken elevators is being jammed by a fallen girder.
 Shoot this girder to make that elevator fall. Now climb out onto the
 other elevator, and carefully climb down the shaft. Shoot off the
 lock on the fallen elevator's top hatch, and drop down through it.


[2.2.7] Meat Storage Area

 Get out from the elevator at the bottom. Carter should open the
 High Security Lock to gain access to the UPA station, which contains
 a Regen Point, a Recharge Point, three Green Power Sources (1 Energy
 Cell each), and two Blue Power Sources (4 Energy Cells each).

 Minoko should tap into the Terminal at this UPA station:

 - UPA Emergency Door (switch) - This opens the door to the meat storage area.

 After Minoko opens the emergency door, kill the vicious dogs and giant rats
 waiting on the other side. If any of these enemies fall into the gap under
 the conveyor belt, they will become stuck and won't be able to bother the
 heroes. The heroes can also look through the large windows to see racks
 of synthetic meat being suspended on chains. Look for the control platform
 at the other side of the conveyor belt. Andre should repair the broken panel
 nearby to restore power to the control platform.

 The heroes can now push the button at the control platform to make the hooks
 carry a hunk of meat to the conveyor belt. This hunk of meat will be passing
 through some coolant (the freezing gases) on its way to the next room, so
 Amber should climb onto this meat, riding it on her own for now. She will
 also need to duck under the horizontal bar above the belt. (Don't worry
 about the saws. They won't kill anyone standing on top of the meat.)

 After passing through the freezing gases, Amber can drop down onto the
 ground at the other side. Then, she should find and turn the valve to shut
 off the coolant. Now the other three heroes back at the control platform
 can call down another hunk of meat, riding it across the conveyor belt to
 catch up with Amber. Carter should open the High Security Lock at the other
 side to open a locked door. It is a shortcut to the earlier UPA station.


[2.2.8] Burning Hallway, Freezer Area, and Pump Room

 Talk to the scientist waiting in the next room after the meat storage area.
 According to him, the control room is on the other side of the locked doors,
 across the burning hallway. The fires in the burning hallway need to be
 stopped, and the water sprinkler controls are in the pump room.

 Minoko should tap into the Terminal in the corridors near the burning hall:

 - Pump Room (switch) - Secured device. This opens the door leading to the
 pump room, which is just next to the Terminal. Unfortunately, the ceiling
 of that room will collapse right over the door, sealing it off. Damn.

 Find the red doors near where the scientist is standing. Open them and step
 out onto the ledge of the freezer area. Drive the Rover along the ledge,
 toward the last air shaft. Have it press the switch on the side of the
 shaft to vent hot air through it, melting the ice in front and causing
 the grating to fall open. Pilot the Flycam through this grating and up
 into the shaft. Navigate it through the air ducts and into the pump room.
 (This is possible because the ceiling of the pump room has fallen open
 when Minoko attempted to open its door earlier.) Have the Flycam push
 the button at the back to turn on the sprinklers.

 With the water sprinklers activated, the fires at the burning hallway will
 be extinguished. One hero other than Andre should hold the switch that opens
 the door to the burnt hallway. Next, Andre should repair the switch at the
 other side of this door. (The flames there should be extinguished by now.)
 Then, he should hold it to let the rest of the heroes and the scientist
 enter the burnt hallway. The scientist will wait by the door at the end
 of this hallway, but it won't open until the facility is shut down.


[2.2.9] Control Room

 The massive control room lies past the open doorway at the burnt hall.
 Amber should step into the control room on her own, due to the electrical
 currents running throughout the place. The elevators aren't working,
 so she needs to drop down along the power coils mounted on the walls.

 At the bottom, Amber should head into the control tower, which contains a
 Recharge Point on its middle floor. Continue to its top, and pull the lever
 between some of the power columns. Doing so will open the four hatches at
 the top level and the central sheath at the middle floor, revealing nasty
 bug-like creatures sucking on the power cables. These "power leeches"
 seem to be causing the mayhem at the control room, so kill them. Be sure
 to check every hatch at the top and the central pillar at the middle floor
 to find them all. When the power leeches are dead, the research facility
 will shut down, more or less returning to normal.

 Now that the research facility is okay, the heroes can focus on saving
 the kidnapped technicians. Amber should call down the elevator at the
 control room entrance and ride it back up to her buddies, who should
 still be waiting in the burnt hallway. The doors at the end of this
 hallway will be open now. The heroes should go through them and return
 to the bottom level of the lobby.

 Assuming all the other objectives are completed, the entire team should
 step into the UPA Elevator to complete this Chapter.


------------------------------------------------------------------------------
[2.3] Chapter 3: Construction Zone
------------------------------------------------------------------------------


Level Select Equipment:

 Energy Cells: 4
 Rover, Flycam


Story:

   Following the signal from one of the technicians' transponder, the heroes
 arrive at an old construction zone. As they cross a walkway, a Death Head
 hiding high above releases a girder.

   "Look out!," yells Minoko.

   Turning his head upward, Andre sees the massive chunk of metal looming
 down toward him. "Holy...!," he curses, barely having enough time to jump
 clear of the girder just as it smashes through the walkway behind him.

   Carter immediately draws out his Pulse Gun and fires at the Death Head,
 knocking him into the chasm. "Control," Carter reports as the gangster's
 screams echo from below, "the team has been split. Looks like we're not
 far off our quarry, though."

   "Yes, we have a tracking signal on the technicians. I've downloaded it
 to your Scanners - they're close. See if you can get to them as quickly
 as possible."


General Hints:

 The third Chapter is mostly about finding a way for the heroes to join
 up again. The team is split, with Carter and Andre forming one pair, and
 with Amber and Minoko forming the other pair. Although the pairs will take
 completely different routes through the construction zone, they can still
 help each other, because manipulating things on one route may affect things
 on the other route.

 The team will obtain the Pipe Bomb in this Chapter.


Walkthrough:

 The team is split at the beginning, due to the girder breaking the
 walkway before Amber and Minoko have crossed it. Carter and Andre's
 starting point is after the broken walkway, while Amber and Minoko's
 starting point is before it. The heroes' first Regen Points are
 located on the walls near their respective starting points.


[2.3.1] Amber and Minoko - Broken Walkway to Trolley Ride

 The guys can't go anywhere right now, but the ladies can. Amber and Minoko
 will find some stairs behind them. They should go downstairs first, where
 they can open some glass doors and kill a few Death Heads.

 Minoko should tap into the Terminal at the bottom of the stairs here:

 - Redevelopment Sector 519 (switch) - Secured device. This opens the door
 near Carter and Andre's starting point. Watch out for three Death Heads who
 will appear there: one behind the door, one who drops down near the Regen
 Point, and a grenade-wielding Death Head who drops down near the spool.

 If Amber and Minoko continue through the windowed corridor downstairs, they
 will come to a door with a broken switch. Andre won't be there to fix it,
 so the ladies will have no choice but to turn back and go upstairs. At the
 top floor, some Death Heads will set an elevator to automatically move up
 and down. Kill the four Death Heads who will be riding on it. Afterward,
 ride the same elevator one floor down to a maintenance room. (The locked
 door two floors down cannot be opened.)

 Minoko should tap into the Terminal in this maintenance room:

 - Construction Carrier (switch) - This activates the trolley that runs along
 the cables underneath Amber and Minoko's starting point. It also opens the
 door blocking the trolley's path.

 Now the ladies should return to their starting point, where they can
 drop down into the trolley as it passes by underneath the edge of the
 broken walkway. (The trolley automatically moves back and forth along
 the cables.) Ride it into the corridor from where it originates. Also
 push the button in this corridor to open a locked door. It is a shortcut
 to the earlier maintenance room.

 Get over to the drop-off point at the end of the trolley ride. Kill the
 Death Heads there. (Recognize this place? It is the exterior side of the
 windowed corridor.) A locked door can be found near the drop-off point.
 It won't open yet, but Amber should wait by there. The drop-off point
 itself is actually an elevator that goes down to an underpass.

 The underpass below the trolley drop-off point leads to a Regen Point and
 a Terminal, near a locked door that goes out to a large shaft with fans.

 Minoko should tap into the Terminal beside the fan shaft:

 - Fan House Control Room (camera) - This monitors the four switches
 controlling the fans. They are located on the guys' route.

 - Fan House Observation Gallery (camera) - This monitors a button at the
 observation gallery overlooking the fan shaft. It is also located on the
 guys' route.


[2.3.2] Carter and Andre - Broken Walkway to Fan Controls

 Minoko has opened the door near the guys' starting point, so after killing
 the three Death Heads who appear when the door opens, Carter and Andre
 should go through it, continuing down the stairs to reach Redevelopment
 Sector 519. (Around this point, Control will mail the team a report of
 the analysis of the tissue sample taken from the Death Head's corpse back
 at Century Plaza. The drug found within the sample is unknown, but it
 appears to contain amphetamines and steroids. More details to come soon.)

 At Redevelopment Sector 519, a crane can be found. Watch out for two
 Death Heads sneaking around in the building ruins at the other side of
 the large chasm. Andre should climb onto the beam hoisted by the crane,
 while Carter should climb onto the control platform and operate the crane.
 The crane controls consist of three pairs of switches, with each pair used
 to move the crane along a different axis (up-and-down, left-and-right, and
 forward-and-backward). With Andre on the beam, move the beam to the other
 side of the chasm, and then raise it so Andre can reach the highest floor
 of the ruins there.

 Stepping off the beam, Andre should repair the broken door mechanism panel
 found on the highest floor of the building ruins. Doing so will open the
 door near the drop-off point of the trolley on the ladies' route. Amber
 should now go through this door into the steam-filled room and turn the
 valve there. Doing so will shut off the steam in a high room on the guys'
 route. Andre should get back onto the beam, and then Carter should move
 the crane back across the chasm, positioning it as necessary to let Andre
 reach this high room. With the steam gone, Andre can enter the high room
 and take the Access Device (Keycard) by the table.

 With the Access Device in hand, Carter and Andre should proceed down the
 slope past the crane control platform. Insert the Access Device into the
 slot to open the door. Walk past a Regen Point and enter the glass tunnel.
 (Around this point, Control will notify the team about the Pipe Bomb he has
 sent down to the Service Lift on the guys' route.) Follow the glass tunnel
 to reach the maintenance corridor. Blow away any Death Heads who appear.

 The maintenance corridor contains a Regen Point and the Service Lift.
 Open the Service Lift and take the Pipe Bomb inside. The alleyway close
 by holds a few more Death Heads, but it is a dead end. The fan controls
 after the Regen Point can be used to stop the fans inside the shaft, but
 ignore them at the moment. For now, climb the stairs leading up to the
 metal walkway above the large fan shaft. Cross over to the other side,
 killing Death Heads along the way. The team will see some power leeches
 sucking on the cables behind a large window. Control will ask the team
 to retrieve a power leech for study, but the particular one the heroes
 need to grab appears later, at some apartments. (The heroes can still
 use Pipe Bombs to kill the power leeches behind this window for fun.)

 After the window with the power leeches, drop down to the observation
 gallery overlooking the fan shaft. Push the button at this gallery to
 open the door leading into the fan shaft on the ladies' route. The guys
 should continue through the one-way door that leads back to the earlier
 maintenance corridor and return to the fan controls.


[2.3.3] Amber and Minoko - Fan Shaft to Apartment Ruins

 Now that Carter and Andre have opened the fan shaft door, Amber and
 Minoko can enter the shaft. Here comes the first real test of the
 team's coordination skills.

 The four switches in the maintenance corridor on the guys' route can be held
 to stop the fans. Each switch corresponds to one of the four fans. The trick
 here is for the guys to stop the fans in a staggered pattern, so the ladies
 can walk onto and drop down along the blades, one fan at a time.

 Once Amber and Minoko reach the lowest fan, they can step over to a corridor.
 Shoot open the grating at the end and enter the apartment ruins. Beyond the
 Regen Point there, the path splits into two directions. One goes to some
 stairs leading down to a laundry chute. The other goes to a meeting room
 (where maps can be seen). Head toward the meeting room first. Some Death
 Heads are using this building as an outpost, so kill them in the hallways
 and rooms. There are a Recharge Point and a Terminal near the meeting room.

 Minoko should tap into the Terminal near this meeting room:

 - Redevelopment Sector 521 (switch) - This opens the gate near the
 Service Lift on the guys' route.

 If Amber and Minoko continue past the meeting room, they will pass through
 a washroom, some other rooms, and then reach the kitchen. The tiled floor
 at the kitchen is flooded with water, and electrical currents are running
 through it. The power switch is positioned behind the high shelves. If the
 ladies drive the Rover up the wooden plank leaning against the high shelves,
 the plank will break. The real solution here is to pilot the Flycam behind
 the shelves and have it turn off the electrical switch to stop the currents.


[2.3.4] Carter and Andre - Fan Controls to Laundry Chute

 Minoko has opened the gate near the Service Lift on the guys' route, so
 Carter and Andre should go through it to reach Redevelopment Sector 521,
 which consists of a bunch of broken wooden floors. From there, the guys
 should see a worn-out brick wall. See the big fat wrecking ball hanging
 overhead? Shoot apart the wooden beam lodging the wrecking ball in place.
 Doing so will cause the ball to swing down and knock over the brick wall,
 turning it into a bridge to the adjacent apartment ruins. (These ruins are
 the same building where Amber and Minoko are, but the ladies are on the
 lower floors). The wrecking ball will continue to swing back and forth,
 so wait for it to pass before crossing the wooden flooring to get to the
 fallen brick wall.

 Horror time. Climb across the fallen brick wall to reach the stairwell
 of the apartment ruins. Beware of the dog who will climb down the steps
 there. Holy crap, it's a killer mutant! Blow the dog mutant away quickly.

 Afterward, at the stairwell, go downstairs first. One of the rooms there
 has several power leeches sucking on some power cables. See the power
 leech lying on the ground that is already dead? This is the only one that
 can be grabbed. Take the dead Power Leech, and then return to the earlier
 maintenance corridor. Insert the Power Leech into the Service Lift to send
 it back to the UPA labs.

 Now return to the apartment ruins. (Around this point, Control will mail
 the team a report of the power leech analysis. Damn, that was fast.) Back
 at the stairwell, go upstairs this time. Look for the Apartment Door Key
 hanging on a wall frame. When the guys try to take it, the frame will
 collapse and drop it into a hole in the floorboards. Damn. Look for another
 large gap in the floorboards in the same hallway. Drive the Rover through
 this gap, and continue driving it below the floorboards. Have it take the
 Apartment Door Key lying down there. On the same floor, look for a room
 with a laundry chute. Insert the Apartment Door Key into the laundry chute.
 It will fall down to a lower floor, which is on the ladies' route.


[2.3.5] Amber and Minoko - Laundry Chute to Laser Platform Terminal

 Now that the guys have dropped it down, Amber and Minoko should take
 the Apartment Door Key from the bottom of the laundry chute. Insert the
 Apartment Door Key into the locked door near the chute to open it.

 The next room has a piston that is supporting the floor above it. Open
 the Standard Security Lock to enter the control booth, which contains
 a Terminal and two switches. The piston-supported floor can be raised
 or lowered by pushing these two switches.

 Minoko should tap into the Terminal in this control booth:

 - Laser Platform (switch) - Inoperable until the laser platform's battery
 is inserted. This controls the laser platform on the guys' route.

 While waiting for the guys to fix up the laser platform, the ladies should
 push the switches in the control booth to lower the piston-supported floor,
 so Carter and Andre can use it to cross the lower floor on their route.


[2.3.6] Carter and Andre - Apartment Ruins to Emergency Bridge

 With the ladies lowering the piston-supported floor, Carter and Andre can
 walk across it to reach an exterior balcony with a glass wall. Multiple
 Death Heads and a Z-Gun (an armored gun emplacement) are in the buildings
 across. The Z-Gun is protected at the front, so don't bother trying to take
 it out at the moment. Instead, use the reinforced glass wall as cover from
 its fire. Pull the lever on this balcony to open the reinforced door on
 the ladies' route.

 After pulling the lever on the balcony, Carter and Andre should return to
 the upper floor of the apartment ruins where the power leeches have been
 found. Shoot open the windows there and climb out onto the exterior ledge.
 Follow the ledge until finding a beam that is lying through a window.
 Shoot this beam to make it fall, forming a bridge to the workshop.

 Walking along the fallen beam, enter the workshop to see the laser platform.
 Kill the several power leeches in the workshop. The laser platform's battery
 is lying on the shelves, but electrical currents are running through them.
 Andre should repair the broken crane and then push the button on it. Doing
 so will make the crane retrieve the battery from the shelves and plug it
 into the laser platform, restoring power to it.

 Once its power is restored, the hovering laser platform can be controlled
 by Minoko. The platform can move forward and backward and turn left and
 right, and its heavy-duty laser beam can cut open the large steel plates
 found on the guys' route. The platform is not UPA equipment, and it will
 not recognize the heroes as friendly targets, so take care not to shoot
 Carter or Andre by mistake with it.

 Drive the laser platform out of the workshop, cutting open any large steel
 plates in the way. Make sure the piston-supported floor is lowered, and
 then have Carter, Andre, and the laser platform move onto it. Now, raise
 the piston-supported floor.

 On the highest floor at the apartment ruins, have the laser platform cut
 open more large steel plates. Carter and Andre will eventually pass by
 their last Regen Point and a Recharge Point. The large steel plate beyond
 this Regen Point leads to the room with the Z-Gun, which still overlooks
 the lever the guys have pulled earlier.

 Minoko can use the laser platform to mutilate the Death Heads and to
 shoot the explosive containers, which will blow apart the floor, destroying
 the Z-Gun in the process. With the floor blown open, Carter and Andre
 can reach the red emergency bridge. However, it is closed at the moment.


[2.3.7] Amber and Minoko - Laser Platform Terminal to Factory

 After helping the guys get to the emergency bridge, the laser platform's
 usefulness has come to an end. Amber and Minoko now have to get out from
 the apartment ruins. Moving the piston-supported floor has caused a girder
 to fall down, jamming shut the door from the corridor with the laundry
 chute. Walk up along the fallen girder to reach the kitchen. If the ladies
 have not shut off the electrical currents there yet, they need to do so now.
 (Have the Flycam turn off the electrical switch behind the high shelves.)

 From the kitchen, follow the corridors onward and climb down through
 a hole in the floor. Carter and Andre have opened the reinforced door
 at the bottom, so go on through it.

 Outside the apartment ruins, there is a rock chute. Kill the Death Heads
 roaming around here. The stream of rocks in the chute is moving very fast,
 so running against it is difficult. Look for some narrow ledges along the
 apartment building walls. Drive the Rover along these ledges and through
 the gaps leading into the factory, from where the chute originates. Drive
 the Rover up the plank and onto the table. Have it shoot open the glass panel
 covering the switch, and have it push the button to shut off the rock chute.

 With the stream of rocks stopped, Amber and Minoko can run up along the
 chute and enter the factory. They should kill the two Death Heads inside
 and continue through the corridors to reach a side room, which contains
 their last Regen Point and a Terminal.

 Minoko should tap into the Terminal in this side room:

 - Con-Tech Emergency Access (switch) - This activates the emergency bridge
 on the guys' route.


[2.3.8] Carter and Andre - Emergency Bridge to Factory

 Minoko has activated the emergency bridge on the guys' route, so it will
 open up and extend across the chasm outside the buildings. Carter and Andre
 should cross it to reach the high platform overlooking the lower level of
 the factory, where the ladies are. Kill any Death Heads who appear.

 Andre should repair the broken controls for the magnetic crane. Now push
 the magnet button to magnetize the crane, and then push the other button
 to move the crane. Because the crane is magnetized, it will pick up the
 cage along the way. Amber should climb into this cage when it reaches her
 side, because she will need to ride it through the steam and over the pit
 when Andre recalls it.


[2.3.9] Minoko - Crushers

 After getting off, Amber will be reunited with Carter and Andre, but Minoko
 is still separated. On the high platform, Amber should walk into the steam
 and pull the lever there to open Crusher Gate C-1, which is located before
 the ladies' last Regen Point.

 With Crusher Gate C-1 open, Minoko can go through it and find an emergency
 Access Device (Keycard) on the wall. Shoot open the glass panel covering it,
 and take the Access Device. Insert the Access Device into the slot by the
 door facing Crusher Gate C-1. Doing so will activate the crushers in the
 corridors beyond that door. Minoko now has to dash through these corridors,
 quickly opening the gates in her way so the crushers won't squish her.
 At the other end, she will catch up with her buddies.

 The technicians are located deeper down, so the team needs to get to
 the UPA Elevator not too far away. Go down the stairs from the high
 platform and find a Terminal by a locked door.

 Minoko should tap into the Terminal near this locked door:

 - Camera (switch) - This opens the locked door leading to an empty room
 with the UPA Elevator.

 Assuming all the other objectives are completed, the entire team should
 step into the UPA Elevator to complete this Chapter.


------------------------------------------------------------------------------
[2.4] Chapter 4: Shopping Mall
------------------------------------------------------------------------------


Level Select Equipment:

 Energy Cells: 4
 Rover, Flycam, Pipe Bomb


Story:

   The time the heroes have spent regrouping at the construction zone has
 allowed the Death Heads to take the technicians deeper below the city.
 Despite witnessing that horrifying mutation in the apartment ruins,
 the team has no choice but to continue after the technicians.


General Hints:

 The fourth Chapter is mostly about following the Death Heads through
 a shopping mall and its parking garage. The combat really starts to
 pick up here. Z-Guns and reprogrammed UPA Cannons are serious threats
 now, and the Death Heads come out in far greater numbers. Nevertheless,
 environmental obstacles continue to form the bulk of the challenges.

 The team will obtain the Sentry Gun in this Chapter.


Walkthrough:

 The starting point is at the UPA Elevator in an apartment building.
 The first Regen Point is located in this UPA Elevator. There is a
 Recharge Point on the wall nearby.


[2.4.1] Apartments, Scaffolding, and Street

 Shoot apart the wooden planks blocking a partially open doorway ahead.
 The next room contains a Standard Security Lock (inactive) and a Death
 Head. Kill the Death Head and the power leech sucking on the wiring.
 Climb onto the table, and deploy the Rover. Drive it out the window
 and along the exterior wooden ledge, and have it shoot open the grating
 covering another window. Drive it into the short corridor past the
 grating, and use it to turn on the electric switch at the end. Doing
 so will restore power to the Standard Security Lock.

 Open the Standard Security Lock to gain access to the stairs leading
 up to another room. Climb onto the wooden plank leaning out the window,
 but watch out for a Death Head who comes out from a door here. Step out
 to the end of the plank. From there, the hero on the plank should look
 up along the sides of the apartment building and shoot the motor of the
 scaffold, causing the scaffold to drop down. The hero can also look onto
 the street below and shoot at any Death Heads and birds down there.

 With the scaffold lowered, return to the earlier room. Climb through
 the broken window, drop down to the lowered scaffold, and then drop down
 to the street. If the heroes look toward the farther end of the street,
 they can see some Death Heads running away into the parking garage. If
 the heroes approach the girder that bridges the large gap in the street,
 it will blow up. Apparently, the Death Heads have booby trapped it.

 Turn around and go to the other end of the street. Look down to see some
 narrow wooden scaffolding. Drop down carefully along this scaffolding,
 parts of which will collapse, allowing the heroes to drop even further
 down. At the lowest point they can reach, the heroes should push open
 the wooden planks blocking the way into a corridor. Enter the building.
 (Around this point, Control will notify the team about the Z-Guns that
 have been stolen by the Death Heads.)

 Inside the building, follow the path up the dark staircase, but beware of
 a pit on the right side there. When crossing a beam over a pit, two Death
 Heads will attack. One comes out from the door at the side of the pit, and
 the other appears from the corridor ahead. After killing them, continue up
 the stairs to a high path that runs alongside the street. Climb over the
 wreckage wedged between the wall and a pillar to topple that pillar, causing
 it to form a shortcut to the earlier half of the street. The heroes need
 to reach the parking garage, however. To get there, find and walk along
 the structural joint that connects to the farther half of the street.


[2.4.2] Parking Garage - Attendant's Booth

 The driveway leads to the parking garage entrance. There is a Regen Point
 near the ticket machine. The garage gates are locked, and the doors to
 the parking attendant's booth are also locked. Walk back out to the street.
 Within the mouth of the tunnel, there is some large rubble. Shoot this
 rubble to cause the wall nearby to partially collapse, leaving a small
 gap. Drive the Rover into this gap and through the air ducts to reach
 the booth. Have it shoot off the lock at the foot of the doors.

 Now that the lock has been shot off from the inside, the heroes can open the
 doors to the parking attendant's booth, which contains a Recharge Point and
 a Terminal.

 Minoko should tap into the Terminal at the parking attendant's booth:

 - Ticket Machine (switch) - Secured device. This activates the ticket
 machine in front of the gates.


[2.4.3] Parking Garage - 1F and 2F

 After Minoko activates the ticket machine, the heroes can push the button
 on it to open the gates to the parking garage. On the first floor of the
 parking garage, kill the several Death Heads hanging around there. To
 destroy the Z-Gun, hit its back. (One hero can draw away its fire, while
 another hero can shoot it when it turns.) When the heroes approach the
 ramp leading up to the second floor of the parking garage, the Death Heads
 from above will push a flaming car down the ramp in an attempt to blow up
 the heroes. Avoid it, and gun down the Death Heads who appear.

 On the second floor, beware of more Death Heads and a few vicious dogs, but
 especially look out for the two reprogrammed UPA Cannons, which will attack
 the heroes on sight. This second floor is divided into two halves, due
 to some barricades set up by the Death Heads. Outrun the Cannons' shots,
 and get to the doors at the middle of this floor. Open them and enter the
 maintenance room, which contains a Recharge Point, a Terminal (inactive),
 and two more Death Heads who are hiding in the back. Kill the Death Heads,
 and then drive the Rover under the desk. Have it turn on the electrical
 switch there to restore power to the Terminal.

 Minoko should tap into the Terminal in this garage maintenance room now:

 - Maintenance Room Doors (switch) - This opens the doors to the maintenance
 room on the first floor of the parking garage.

 - Car Park (note) - This talks about how the upper levels of the garage are
 locked off, in an attempt to prevent Death Heads from stealing equipment.
 (It doesn't look like it has worked.) This also talks about how some
 UPA Cannons have been reprogrammed to attack UPA operatives, which explains
 the killer Cannons outside in the garage.

 After Minoko opens the doors to the maintenance room on the first floor,
 the heroes should go back down there. This maintenance room is located at
 the middle of the floor, too. Andre should repair the broken Terminal there.

 Minoko should tap into the Terminal after Andre fixes it:

 - Doors to Stairs (switch) - Secured device. This opens the doors to the
 stairwell at one corner of the garage's first floor.


[2.4.4] Parking Garage - Stairwell and 3F

 After Minoko opens the doors to the stairwell, the heroes should head there.
 Climb up the stairs, and fight a Death Head and a Z-Gun. (The heroes can
 lean out from the wall and toss Pipe Bombs in Contact Mode toward the
 Z-Gun's rear to destroy it.) Shoot apart the wooden plank barring the
 doors near this Z-Gun to open them, and kill the vicious dog who will
 emerge. This room contains a Blue Power Source (4 Energy Cells) and a
 fuse box. Turn the switch on the fuse box to open it, revealing a Terminal.

 Minoko should tap into the Terminal in this fuse box:

 - Cannon (1) (Cannon) - Secured device. This controls one of the two
 UPA Cannons on the parking garage's second floor.

 - Cannon (2) (Cannon) - Secured device. This controls the other of the two
 UPA Cannons on the parking garage's second floor.

 Minoko should tap into both Cannons to convert them back to normal, as
 well as using them to kill any Death Heads remaining on the second floor.
 Back at the stairwell, go through the door across from the fuse box room.
 This leads out to the rear half of the garage's second floor, on the other
 side of the barricades. From there, go up the ramp to the third floor.

 On the garage's third floor, kill more Death Heads and a Z-Gun. Amber
 should climb up the fallen air duct and enter the ventilation shaft above
 the ceiling, continuing through the steam on her own before dropping down
 onto an elevator. She should push the button on top of this elevator to
 make it automatically move up and down, between the second floor and the
 fourth floor.


[2.4.5] Parking Garage - Elevator and 4F

 Amber has activated the elevator, but getting into it will take some work.
 The elevator has a half-collapsed floor, and the shaft doors on the third
 floor are jammed. Amber, standing on top of the elevator, should walk
 through the open doorway at the fourth floor. Then, she should run around
 to the other side of the same elevator, passing a Regen Point along the
 way. She needs to push the button to open the shaft doors on that side
 of the elevator.

 Meanwhile, the other three heroes should go through the open shaft doors
 on the first floor. In the shaft, they should walk along the fallen girder
 and then use it to climb onto the half-collapsed floor of the elevator.
 Now they can ride it to the fourth floor. Amber has opened the door for
 them, so they can exit the elevator and catch up with her, reaching the
 same Regen Point that she has passed earlier.

 Horror time. On the fourth floor, the corridor past the Regen Point leads
 to the skyway entrance, where a clock can be seen hanging on the walls.
 There are two gates blocking the path to the skyway. The first one will
 be opened by some Death Heads, but before they can fight the heroes, they
 will be suddenly attacked by a bunch of freaky-ass mutants! The heroes
 can back off to let the mutants and the Death Heads fight each other first,
 stepping in afterward to blow away any surviving bad guys. When the heroes
 approach the blue doors at one side of the skyway entrance, more Death Heads
 will come through them. Kill these Death Heads, too. A Recharge Point can be
 found in the dead-end corridor behind those blue doors.


[2.4.6] Skyway

 The second gate at the skyway entrance is still locked, and the lever
 (on the opposite side of the gate) that opens it is watched by two Z-Guns.
 Step out through the broken windows and follow the ledge down to the support
 girder below the skyway. (The heroes can shoot the birds here for fun.)
 Cross this girder over to the other side, and climb up the broken ledges.
 Watch out for the debris on these broken ledges, because the debris will
 slide off into the pit when the heroes step on them.

 Now the heroes should be behind the Z-Guns. Again, hit them in the rear
 (using Pipe Bombs if necessary) to get rid of them. After that is done,
 pull the lever beside the gate to open it, allowing any heroes still
 behind to catch up easily.

 The skyway connects to the shopping mall's main entrance, with an empty
 fountain in front. Unfortunately, the revolving doors are blocked by a crate
 from the inside. The heroes should walk up along the narrow steel beam that
 has fallen near the fountain, following it into a hole in the wall. Enter
 the corridor, and look for another hole blocked by steel bars. From between
 the bars, shoot the crate blocking the revolving doors to knock it away.


[2.4.7] Shopping Mall - Upper Levels (Free Spirits Dwellings)

 With the crate removed, the heroes can go through the revolving doors.
 Push the button to open the gate inside to gain access to the upper levels
 of the shopping mall, where the Free Spirits reside. (Around this point,
 Control will mail the team the Free Spirits' file.) The Free Spirits are
 cool with the UPA, and they won't mind the heroes walking through their area.

 To move between the first and second floors, use the escalators or the
 staircases. The central elevator cannot be used, but it contains Power
 Sources. Charge up the Battery Panel beside the elevator shaft on the
 second floor to open its doors, allowing the heroes to take the three
 Blue Power Sources inside (4 Energy Cells each).

 The heroes need to look for the leaders of the Free Spirits, who may be
 able to tell them more about the Death Heads. There are four Free Spirits
 of note: the Elder, the Elder's son, the Healer, and a boy named Thistle.
 (These four are shown in the photos attached to the mail sent from Control.)

 The Elder's son (a guy with an orange vest) can be found on the second
 floor. He does not believe in the UPA, and he will refuse to aid the
 heroes, even if Carter interviews him.

 The Elder (a man in a dark greenish gray shirt) can be found on the first
 floor. Carter should interview the Elder. According to him, the Death Heads'
 base is located in St. Lucia, a church lying below city limits. He also
 mentions the Death Heads are using a new drug that makes them crazy and
 go around kidnapping people.

 The Healer (a short-haired woman) can be found on the first floor, in a
 side corridor. Carter should interview the Healer, who confirms what the
 Elder has said about the Death Heads' new drug, plus she adds some more
 information. According to her, one Free Spirit, Thistle, has managed to
 escape from a kidnapping attempt.

 Thistle (a young boy) can be found on the first floor, by a flaming drum.
 Carter should interview Thistle. According to him, he has seen where the
 Death Heads have gone to return to their base after he escaped from them.
 Thistle will show the heroes this place, so follow him across the first
 floor to the clothing shop near the Elder's spot. Beware of Death Heads
 who will now appear in the mall. The heroes might as well help out the
 Free Spirits by blowing away the Death Heads. (The Free Spirits are
 invulnerable, so don't worry about the Death Heads killing them.)

 In the clothing shop, climb up the fallen air duct at the back to reach a
 ventilation shaft above the ceiling. Shoot open the grating and drop down
 into the grocery shop. Kill the Death Head there, and get to the Regen Point
 near the counter. Open and go through the blue doors behind the counter to
 reach the loading docks.


[2.4.8] Shopping Mall - Loading Docks

 At the loading docks, find the cargo container being hoisted by a winch.
 Andre should repair the broken circuits there to restore power to the
 Terminal. (The heroes can also kill the power leeches nearby for fun.)

 Minoko should tap into the Terminal at the loading docks now:

 - Winch (switch) - This activates the winch, which will raise the cargo
 container. The container will hit a beam sticking out above it, causing
 one of its corners to break open.

 One hero other than Minoko should enter the cargo container and climb up
 through the open corner after it breaks open. Minoko should raise the cargo
 container again, and this time the other hero should climb onto the beam
 that is in the container's way. That hero can follow the beam to reach
 an opening that connects to the forklift bay.

 The forklift bay contains a Recharge Point and the forklift, which has
 two buttons. Push the yellow (rightside) button to open the bay's door,
 and then push the red (leftside) button to drive the forklift forward.
 When the forklift leaves the bay, a Death Head will charge forth from
 the opening gate at the other side of the docks. His attacks will damage
 the forklift, causing it to spin out of control and crash to the side.

 Beware of a reprogrammed UPA Cannon in the room behind the newly opened
 gate. Minoko should dash into this room, using the crates there as cover
 from the Cannon's shots. Next, she should rush into the side corridor,
 killing any Death Heads in her way and then getting to the Terminal.

 Minoko should tap into the Terminal in this side corridor:

 - Cannon (cannon) - This controls the UPA Cannon in the previous room.

 - Storage Area (switch) - Secured device. This opens the grating above
 the current location of the forklift.

 - Emergency Exit (switch) - This opens a locked door at the end of the
 side corridor. It is a shortcut to the shopping mall.

 After Minoko opens the grating above the forklift, the heroes should go
 up there. Push the yellow (rightside) button on the forklift to lower the
 lift. Some heroes should step onto it, and then another hero should push
 the yellow button again to raise it, allowing the heroes on the lift to
 reach the open grating.

 Enter the ventilation shafts. (Around this point, Control will notify the
 team about the Sentry Gun he has sent down to the Service Lift at the lower
 level of the shopping mall.) Prepare to kill three scary dog mutants hiding
 up here. At the end of the shaft, drop down to the rear corridors of the
 shopping mall. Kill the vicious dogs who are roaming around there. Also
 pull the lever to open a locked gate. It is a shortcut to the Healer's spot
 in the shopping mall.


[2.4.9] Shopping Mall - Lower Level

 The rear corridor connects to the observation deck (the place with the two
 public telescopes). Climb down the escalators, killing two dog mutants along
 the way, to the mall's lower level. Open the Standard Security Lock to gain
 access to the UPA station, which contains a Regen Point, the Service Lift,
 and a Terminal. Open the Service Lift and take the Sentry Gun inside.

 Minoko should tap into the Terminal in this UPA station:

 - Lower Shopping Mall (note) - This talks about the lower level of the
 shopping mall being sealed off in an attempt to keep the Death Heads away.
 Guess it hasn't worked.

 - Lower Shopping Mall (switch) - Secured device. This opens the gate outside
 leading to the lower level of the mall.

 Massive killing time. After Minoko opens the gates to the lower level, the
 heroes should go in there and kill all the Death Heads they find. Watch out
 for the Z-Guns. (The Free Spirits, who are invulnerable, can help the heroes
 by luring away enemy fire if they accidentally wander down to this area.)

 The lower level has barricades surrounding the central portion of the floor.
 (Amber is tall enough to fire over these barricades.) Run past the first
 Z-Gun's fire and follow the barricades around the outer sides of the floor.
 A side corridor halfway through leads to a Recharge Point and some stairs.
 These stairs go up to a dead-end corridor on the upper levels. The gate
 there cannot be opened, but the heroes can kill the vicious dogs coming
 out from the burrow for fun.

 Back at the lower level, shoot the explosive barrel lying near an overturned
 table to blow open that part of the barricades. Get into the central portion
 of the floor and waste the hordes of Death Heads positioned there. The Z-Gun
 the heroes have moved past earlier can fire into this area, so destroy it.
 Also destroy the Z-Gun guarding the door to a restaurant.

 Enter the restaurant and kill more Death Heads. Open and go through the
 back doors to get into the kitchen. From the kitchen, open another door
 to find some stairs. Climb down the stairs to the restaurant basement,
 where one more Death Head and the UPA Elevator can be found.

 Assuming all the other objectives are completed, the entire team should
 step into the UPA Elevator to complete this Chapter.


------------------------------------------------------------------------------
[2.5] Chapter 5: Death Head HQ
------------------------------------------------------------------------------


Level Select Equipment:

 Energy Cells: 4
 Rover, Flycam, Pipe Bomb, Sentry Gun


Story:

   According to the leader of the Free Spirits, the Death Heads' base is
 located within St. Lucia, a church now lying abandoned below the city.
 Figuring that is the best place where to look for the technicians, the
 heroes decide to head down there. What else will they uncover about the
 mysterious drug that the Death Heads are using?


General Hints:

 The fifth Chapter is mostly about searching and fighting through the
 Death Heads' base, which lies in an office complex beneath St. Lucia,
 an old church. This Chapter, like the previous one, contains plenty of
 combat. It also contains further proof of the unsettling mutant horrors
 that are occurring in the lower levels, and dealing with it won't be pretty.

 The team will obtain the Homing Upgrade in this Chapter.


Walkthrough:

 The starting point is at the UPA Elevator under the exterior walkway.
 The first Regen Point is located in this UPA Elevator.


[2.5.1] Broken Elevator and Storage Area

 As the heroes approach the elevator in front, Control will warn them
 about the equipment left around by UPA foundation engineers not being
 very reliable. The heroes will find that out the hard way when they
 try to ride up the elevator. The piece of crap's motor will break,
 but thankfully the emergency breaks will kick in and stop the elevator
 just below its initial position. After this broken elevator stops, drop
 down to the bottom. Find a small elevator at one corner, and ride it up.
 This small elevator is a backup that leads to a high exterior walkway.

 Proceed along the exterior walkway, passing by a Regen Point and a Recharge
 Point. To get into St. Lucia, the heroes will need to use the crane to cross
 the chasm, but its battery is missing. To find it, first look down along the
 edges of the walkway to see some weakened grating.

 Drop down, shoot open the weakened grating, and enter the storage area
 behind it. The storage area has a pit that is covered by a floor grating.
 Drive the Rover through the gap at a corner of this floor grating, and
 continue navigating it across the crates. Take care not to drive it into
 a dead end. Have the Rover find and shoot an explosive barrel in this
 pit to knock the Battery 5200 onto the floor. Use the Rover to take
 the Battery 5200.

 Now that the heroes have a battery, they should return to the crane.
 Climb up the stack of crates at the front of the storage area. Push
 the button by the locked doors to open them from the inside, and
 step back onto the exterior walkway.


[2.5.2] Crane to Outer Walls

 Insert the Battery 5200 (from the storage area) into the slot inside
 the crane control booth to restore power to the Terminal there.

 Minoko should tap into the Terminal in the crane control booth now:

 - Crane Override (switch) - Secured device. This activates the crane,
 rotating it so it forms a bridge from the exterior walkway to the outer
 walls of St. Lucia. (One end of the crane will actually smash off a part
 of these outer walls.)

 Cross over to St. Lucia's outer walls, and climb up the barrels and the
 crates until reaching the top of the scaffolding. Shoot open the large
 stained glass window, and climb through it to get into St. Lucia.


[2.5.3] Church - Metal Gate, Secret Passageway, and Pump Room

 After landing on the balcony inside, drop down along the rubble to get
 to the bottom. Hmmm, who has left the torches burning here? (Around this
 point, Control will notify the team about the Homing Upgrade he has sent
 down to the Service Lift in the lower halls of the church.)

 Andre should repair the broken mechanism next to the inner main doors
 to open them. The next room is a sort of UPA station, which contains a
 Regen Point and a Recharge Point. Carter should open the High Security
 Lock nearby. However, the heroes will find the path leading to the main
 stairs blocked by an additional metal gate. The Death Heads have apparently
 set up this metal gate to keep out intruders. For now, go into the side
 corridors opposite of the Regen Point and the Recharge Point. Shoot off
 the two locks on one of the doors there to open it.

 The conveyor room lies after the door with the two locks. A fallen wooden
 beam is resting on some conveyors, and the controls for activating the
 conveyors are on the metal desk placed nearby. A large hatch blocks the
 next door, and activating the conveyors at this moment will do no good.
 Instead, look for a hole patched up with wooden boards along the walls.
 Shoot apart the wooden boards, and go through the hole into the secret
 passageway within the walls.

 At the end of the secret passageway, climb up into the ventilation shaft,
 and then step on the grating to make it drop. The heroes will now be in
 the pump room. There are two levers. Pull one to open the large hatch
 nearby, and pull the other lever to open the large hatch back at the
 conveyor room. To get out of the pump room, shoot the explosive barrels
 to blow open the locked door. It connects to the earlier side corridors.


[2.5.4] Church - Conveyor Room and Extendible Supports

 The large hatch at the conveyor room has been opened, so the heroes
 can proceed to the room after it, which has two UPA extendible supports.
 Pushing the button on an extendible support will raise or lower it.
 Lower both extendible supports, and then return to the conveyor room.
 (One extendible support, when lowered, should cause the joist above it
 to break apart.) In the conveyor room, push the button on the metal desk
 to activate the conveyors. Because the extendible supports have been
 lowered, the conveyors will slide the wooden beam over one of them.

 Go back to the extendible supports. One hero should climb onto the wooden
 beam, and another should raise the extendible support that is under the
 wooden beam, lifting it up at an angle. From there, the hero on the wooden
 beam can climb onto the joist that has broken off from the other extendible
 support. Walk along this broken joist to reach the high ledge. Take the
 Battery 5200 lying on this high ledge. In the same room, Carter should
 open the High Security Lock to open the UPA green laser door.

 The corridor after this UPA green laser door leads to a large stained glass
 window and the top of an elevator shaft. Shoot open the window, and then
 pilot the Flycam through it. At the other side of this window is the main
 stairs, behind the locked metal gate. Have the Flycam push the button
 near the gate to open it. (The heroes can also pilot the Flycam through
 the broken bars in the conveyor room's windows to do the same thing.)
 Before leaving, insert the Battery 5200 (from the room with the extendible
 supports) into the slot on top of the elevator to restore power to it.


[2.5.5] Church - Main Stairs and Elevator to Office

 Horror time. The metal gate has been opened and the elevator's battery is
 plugged in, so the heroes should return to the earlier UPA station now.
 Follow the main stairs down to the lower halls. Talk to the sick Death Head
 waiting at the back corner. According to him, there's something really funny
 about the drug the Death Heads are using. Prepare to kill him, because he
 will turn into a spider mutant! This spider mutant has a leaping attack,
 and it will spawn several small spider mutants when it dies. Kill them, too.

 After the spider mutants are all dead, go into the small corridor past where
 the Death Head has been standing. Open the Standard Security Lock to gain
 access to the small UPA station, which contains a Recharge Point and the
 Service Lift. Open the Service Lift and take the Homing Upgrade inside,
 which will enable Homing Mode for Amber's Missile Launcher. Outside the
 small UPA station, go to the doors of the elevator.

 Andre should repair the broken circuit panel inside the elevator, and
 then the heroes should ride it down to the office complex below St. Lucia.
 This elevator is kind of messed up, because it will stop below the floor
 where it is normally supposed to stop. If the heroes can't step off it in
 time, they will need to push the button to move the elevator and try again.


[2.5.6] Office Complex - Elevator and Office 22B

 Moving off the elevator and into the office entrance, the heroes will find
 paranoid Death Heads. These Death Heads are aware of the mutations (although
 they don't seem to suspect the drug is the cause), but unlike the lone Death
 Head met earlier, they will attack the heroes on sight, so the heroes should
 kill them. Follow the corridor to the main office floor, but watch out for a
 Z-Gun there.

 At the main office floor, blow away more Death Heads who appear. Also shoot
 open the large windows to get them out of the way. Behind the receptionist's
 counter, there are a Regen Point and a Terminal. The doorways ahead have
 been blocked off, either by rubble or by locked doors.

 Minoko should tap into the Terminal behind the receptionist's counter:

 - Office 22A (switch) - Secured device. This opens the door to Office 22A,
 which lies next to Office 22B.

 - Office 22B (camera) - This monitors Office 22B. Scared Death Heads can
 be seen there, barricading themselves.

 After Minoko opens the door to Office 22A, which is at the other side of
 the main office floor, head over to it. Follow the short passageway that
 connects to Office 22B. Beware of more Death Heads there. They will turn
 into mutants, and sometimes they will even mutate a second time when they
 die, effectively respawning themselves with new forms and attacks.

 In Office 22B, shoot open the glass windows and step out onto the exterior
 ledge. (Hmmm, is it a rainy night?) Drive the Rover along the exterior ledge
 and into the air duct. Navigate it through the ducts and along more ledges,
 following a course that will take it through the office, back outside
 once more, and then into the corridor behind the metal barrier. Shoot
 the pressure valve next to the explosive barrels to cause them to explode,
 blowing open the metal barrier.


[2.5.7] Office Complex - Security Corridor and Storage Rooms

 Now that the metal barrier has been blown open, the heroes can enter the
 security corridor, where a Death Head who will mutate and a reprogrammed
 UPA Cannon can be found. Use the boxes as cover from the Cannon's shots.
 There are three sets of doors found near this Cannon.

 One set of doors leads to a storage room with yet another Battery 5200.
 Hiding behind the boxes to avoid the Cannon's fire, push the button by
 these doors to open them. Inside this storage room, take the Battery 5200
 lying on the shelves.

 The set of doors opposite of the storage room leads to a security room.
 Using the boxes as cover again, Andre should repair the broken switch for
 these doors and then push it to open them. Insert the Battery 5200 (from
 the storage room) to restore power to the Terminal nearby.

 Minoko should tap into the Terminal in this security room now:

 - Cannon (1) (cannon) - Secured device. This controls the UPA Cannon
 overlooking the common room, after the security corridor.

 - Cannon (2) (cannon) - Secured device. This controls the UPA Cannon
 between the three sets of doors, just outside this security room.

 Minoko should use the Cannons to kill off any remaining enemies. The other
 heroes should pilot the Flycam through the high open windows of the set of
 doors leading to the common room. Have it push the button on the other side
 to open these doors.

 Shoot the explosive barrels in the next room to blow open the door to the
 long corridor. Minoko can use the first Cannon to help cover her buddies
 as they fight a ton of enemies there, including a Z-Gun. Again, there will
 be Death Heads and mutants who will fight each other. (The Z-Gun is allied
 with the Death Heads and will attack the mutants as well as the heroes.
 One hero can run past it to make it turn, allowing Minoko to hit it in
 the rear with the first Cannon.)

 Continue through the corridors and more mutating enemies to find the Death
 Heads' quarters and storage rooms. (In one of these rooms, the heroes can
 shoot open the lid of a container to reveal the drug vials held within it.)
 Open the Standard Security Lock past the storage rooms to open the locked
 door. It is a shortcut to the elevator. Climb the stairs at the back of
 the storage rooms to reach the high metal walkways above the office entrance.


[2.5.8] Office Complex - Pool of Water

 From the high metal walkways, continue on to a Regen Point and a pool of
 water. Pushing the button on the panel will open the two sets of doors
 ahead, but it will also send electrical currents through the water. Carter,
 Andre, and Minoko should cross the pool first, and then Amber should push
 the button and cross the electrified water on her own. (Or, the heroes can
 use the Flycam to push the button.)

 One set of doors is guarded by a reprogrammed UPA Cannon, so go through the
 other set of doors for now. Carter should open the High Security Lock inside
 to gain access to a UPA station, which contains a Recharge Point and a
 Terminal.

 Minoko should tap into the Terminal in this UPA station:

 - Cannon (cannon) - Secured device. This controls the UPA Cannon overlooking
 the other set of doors nearby. Use it to kill the remaining enemies inside
 the corridor.

 - Northern Corridor (camera) - This monitors the same corridor where the
 UPA Cannon is located. If the Death Heads there have not been disturbed
 yet, one of them can be seen mutating, upon which his former friends
 and the Z-Gun open fire on him. Sucks for him.


[2.5.9] Office Complex - Gray Doors Area and Circular Balcony

 The heroes should go through that other corridor and proceed to the gray
 doors area. The switches for the gray doors must be held to keep them open.
 Have one hero other than Carter hold the first switch to keep the first gray
 door open. The others should kill any mutants behind that door. Next, have
 another hero other than Carter hold the second switch to keep the second
 gray door open. Then, have the remaining hero who is not Carter hold the
 third switch, which will open the last two sets of gray doors. Prepare to
 waste more mutants who will appear. One of these two sets of gray doors
 connects to a dead end that will continue to spawn dog mutants indefinitely.
 The other set of gray doors leads to a large UPA station.

 Carter should push the button that opens the door to the large UPA station,
 which contains the last Regen Point, a High Security Lock (inactive),
 and a Battery Panel. Charge up the Battery Panel to restore power to
 the High Security Lock. Then, Carter should open the High Security Lock
 to open a safe, and he should take the Security Card inside. Insert the
 Security Card into the slot close by to open the front door connecting to
 the earlier corridor. Now the other three heroes can leave their switches
 and go through this newly opened front door to catch up with Carter.

 Once all the heroes are in the large UPA station, they should take back
 the Security Card (closing the front door in the process). Insert the
 Security Card into the slot by the gray doors facing the other end of
 the UPA station to open them. Go through these doors to a circular balcony.

 The circular balcony rings around the floor at the bottom. Kill the
 Death Heads down there. For the Z-Gun, the heroes can move about the
 balcony to get a clear shot at its rear. Afterward, find the stairs
 leading down from the balcony to the bottom. Andre should repair the
 broken Standard Security Lock to open the door to the UPA Elevator.

 Assuming all the other objectives are completed, the entire team should
 step into the UPA Elevator to complete this Chapter.


------------------------------------------------------------------------------
[2.6] Chapter 6: The Hospital
------------------------------------------------------------------------------


Level Select Equipment:

 Energy Cells: 4
 Rover, Flycam, Pipe Bomb, Sentry Gun, Homing Upgrade


Story:

   The heroes have found the technicians at last, but the technicians
 are tied to posts on the other side of a chasm, and oddly enough, their
 Death Head captors are leaving. Spying on the scene from a distance, the
 heroes cannot believe their eyes when they spot the thing crawling out
 from the shadows to claim the hostages.

   "What the hell is that?," cries Minoko as the team sees the demonic
 monstrosity gripping the terrified technicians in its claws before
 returning to the darkness.

   "What in?!," Carter gasps out loud, as shocked as the others.

   Realizing what is happening, Andre snaps out from his stupor and dashes
 to the bridge control lever. Yanking on it frantically in an attempt to
 extend the bridge across the chasm, he discovers the damn thing is rusted
 tight. "Come on guys," Andre yells, "Help me!" Carter and Minoko come
 to aid him, but even their combined strength fails to budge the lever.
 Amber catches up quickly, and with her teammates stepping aside, she
 forces the lever down effortlessly. But though the bridge is now extended,
 the creature from the shadows has escaped with the technicians. Andre
 stares at his teammates, asking, "What was that thing? I don't get it."

   "Some kind of demon?," Minoko guesses, "What does it want with those
 people?"

   "I've no idea," answers Carter, "It seems to have left something behind.
 Let's go investigate." The team inspects the crates brought to the area
 by the creature, and they discover several small vials packed within them.

   "It's supplies of that drug by the look of it," Minoko remarks,
 "So the Death Heads are abducting people in exchange for this stuff."

   Carter agrees. "Looks that way. What now, Control?"

   "This is getting ridiculous. We've lost the technicians' signal again,
 and now it looks like the Death Heads aren't the culprits. What the hell
 that huge creature was I have no idea, but those smaller ones - you need
 to capture one for analysis, a live one, so we can find out what it is."


General Hints:

 The sixth Chapter is mostly about restoring a scanning device in a
 hospital, so it can be used to analyze a mutant. There are no more
 Death Heads to deal with, only hordes of psychotic mutants. How fun.
 Start learning to run, because there are areas in the hospital that
 will continue to spawn mutants indefinitely. One mutant in particular,
 however, will be far more terrifying than anything else seen before.

 The team will obtain the Timeshock in this Chapter.


Walkthrough:

 The starting point is at an empty room in an old building, into which the
 team enters. The first Regen Point is located on a wall inside this room.
 Follow the path out of the building. (Around this point, Control will
 notify the team about the Timeshock he has sent down to the Service Lift
 in the hospital.)


[2.6.1] Streets and Scaffolds

 The streets outside has a chasm in its middle, preventing the heroes from
 walking across it to the hospital at the other side. (The heroes can still
 shoot the mutants seen running into the hospital for fun.) One or two birds
 here may turn into bird mutants, so shoot them down in their normal forms
 first, or waste more ammo to kill them if they go mutant. Look around and
 find an open doorway that leads to a pile of crates. Climb up the crates,
 toward a hole in the wall.

 After stepping through the hole in the wall, the heroes will reach one of
 two scaffolds. On the first scaffold, pull the leftside lever on the control
 panel to raise it. This way, the heroes can ride up to the second scaffold.
 On the second scaffold, pull the leftside lever on the control panel to move
 it to the left, crossing the chasm. (In case the heroes screw up and get
 wasted, they can use the recall controls on the ledge past the hole in
 the wall to bring the scaffolds back to their initial positions. Each of
 the two buttons on the recall controls corresponds to one of the scaffolds.
 Push the desired button and then pull the lever to recall the scaffold.)

 After riding the second scaffold across to the other end, drop down along
 the ledges by the building walls to reach the street. As the heroes approach
 the hospital's main entrance, Control will tell them about a molecular
 scanner that lies somewhere in the hospital. The heroes should repair
 it so they can use it to scan one of those dog mutants. Sounds like fun.


[2.6.2] Reception Hall

 Enter the hospital's reception hall and get ready to take down a bunch of
 mutants, including the scavengers who mutate. The reception hall splits off
 into three paths: the elevator path (with some small phone booths nearby),
 the reception desk, and the path to the garden (which lies past the large
 phone booths). The elevator is inactive at the moment, but the collapsed
 stairwell beyond it will continue to spawn dog mutants indefinitely.
 (If things get too hectic, try using the Sentry Gun to even the odds.)

 For now, go to the reception desk, where a Regen Point and a Recharge Point
 can be found. From there, continue on to a room with a High Security Lock.
 Kill the mutants there, including an acid mutant. (Amber is immune to
 acid, so she will have an easier time killing it.) Carter should open
 the High Security Lock to gain access to a UPA station, which contains
 the Service Lift, a Terminal (inactive), and an Uncharged Battery lying
 on the counters. Open the Service Lift and take the Timeshock inside.
 Also take the Uncharged Battery.

 Horror time. Go toward the garden, past the large phone booths. Upon
 entering the waiting room before the garden, the heroes will meet a
 strange girl who calls herself Lucy. After asking the heroes to help
 her find her lost doggy, she turns into a mutant. Kill her.


[2.6.3] Garden

 Out in the garden, blow away more mutants. Go to the fountain, and find the
 hole in the ground nearby. Carefully drop down along the collapsed girders
 to reach an underground maintenance room. Beware of the disc mutant lurking
 down there.

 The underground maintenance room contains a Terminal (inactive) and
 a battery charger. Insert the Uncharged Battery into the open slot.
 Next, charge up the Battery Panel to restore power to the item. Then,
 take the newly Charged Battery. To get out of this maintenance room,
 follow the narrow corridor to an elevator. Call it down, ride it up,
 and push the button to open the doors leading back out to the garden.

 Now that the heroes have the Charged Battery, they should walk past the
 solar panels and find a narrow corridor at the back of the garden. It leads
 to another elevator. Call it down, ride it up, kill any mutants in the way,
 and enter the solar panel control room. Insert the Charged Battery into the
 battery socket to restore power to the solar panel controls. Each of the
 three pairs of buttons controls one solar panel. Push the buttons to swivel
 the solar panels until all three of them are receiving light (as indicated
 by sunlight reflecting off the solar panels).

 With the solar panels generating electricity, power will be restored to the
 garden area. That also means power will be restored to the Terminal in the
 underground maintenance room, plus the fuse box there will open up.

 Minoko should tap into the Terminal in the underground maintenance room now:

 - Garden (camera) - This monitors the fountain at the garden.

 - Reception (camera) - This monitors the hospital's reception hall.

 If Minoko looks through the cameras carefully, she will see that the
 garden is lit up, but the reception hall is not. The reason behind this
 inconsistency lies within the now-open fuse box. There are four circuits,
 but there is only one Fuse. From left to right, the first circuit (G1)
 is for the garden, the second (G2) is for an unknown area, the third (G3)
 is for the reception hall, and the fourth (G4) is for another unknown area.
 Take the Fuse out from the first circuit (therefore cutting off power to
 the garden, but that is okay), and insert the Fuse into the third circuit
 to restore power to the reception hall. Now go back there.

 Returning to the UPA station past the Regen Point near the reception desk
 at this point is not necessary, but if the heroes do so, they will find
 that power has been restored to the Terminal there.

 Minoko should tap into the Terminal in this UPA station now:

 - Helipad (camera) - Secured device. This monitors the helipad on the
 hospital's roof.

 - Molecular Scanning Room (camera) - Secured device. This monitors the
 molecular scanner on the second floor.


[2.6.4] Reception Desks and Ward 101

 When the heroes are ready, they should head over to the elevator past
 the small phone booths. With power restored to the reception hall,
 it is now working. Call it down, and ride it up to the second floor.

 On the second floor, pass by the Regen Point on the walls near the
 elevator doors, and kill some nasty mutants by the reception desks
 in the next room. The hole in the ceiling above these desks will continue
 to spawn dog mutants indefinitely, so don't stick around here for too long.

 The corridor between the reception desks leads to the molecular scanner
 room. Take the Data Device lying on the ground before the locked door.
 Although the heroes can insert the Data Device into the slot to open the
 locked door and enter the molecular scanner room, they will find that some
 components needed to run the damn thing are missing. For now, they should
 hold on to the Data Device and explore the rest of the second floor to
 find those components. This scavenger hunt is gonna suck.

 Go back out to the reception desks. Follow the other corridor, passing
 a Regen Point and a Recharge Point, until reaching Ward 101 (it's a
 patient room with a few beds in it). Open the Standard Security Lock
 to gain access to Ward 101. A fire will also break out at the doorway.
 Amber should walk through the flames on her own. A mutant inside will
 come out to attack, so kill it. (The other three heroes can still help
 out Amber by shooting through the flames.) After the mutant dies, Amber
 should look along the floor to find an open air duct. Drive the Rover
 into it. (Have it kill the power leeches in the ducts for fun.)

 There are two loose gratings at the ends of the ducts. Shoot open either
 loose grating and proceed out to the hallway, but watch out for two mutants
 there. (The Rover can shoot at them from inside the ducts if they are lured
 close enough.) Whether outrunning or killing the mutants, have the Rover
 open the lock at the foot of the fire barrier. Now the heroes can walk
 past this fire barrier.


[2.6.5] West Wing Corridor and Observation Room

 After the fire barrier is the long west wing corridor, which has several
 double doors along one of its sides. Approach the other end of the long
 west wing corridor to meet a mutant who will blow a hole through the wall.
 It is a shortcut to the earlier Regen Point and Recharge Point. Back at
 the long west wing corridor, open the Standard Security Lock. Doing so
 will make the doors of the observation room automatically open and close.

 In the observation room, kill the two mutants who charge out through the
 window panels. Also kill the power leeches on the walls here. Then go through
 the broken panels to the adjacent patient room. There is a clone of Lucy
 here, and she will scream out for her doggy before mutating, too. Kill her.

 Back in the observation room, find and pull the lever at one side of the
 control panels to restore power to the room. There are three Terminals here,
 each requiring the proper component to be put into its corresponding slot
 before it can be used. Search along the panels not far from the Terminals
 to find two of these three components. Take the Air Extraction Circuit
 and the Sprinkler Manual Override from the panels, and then insert them
 into the appropriate slots above the Terminals.

 Minoko should tap into the Terminal for the air extraction unit override now:

 - Generator Room (switch) - Inoperable until the Air Extraction Circuit is
 inserted. This activates the fans in the generator room.

 Minoko should tap into the Terminal for the sprinkler circuit now:

 - Ward 101 (switch) - Secured device. Inoperable until the Sprinkler Manual
 Override is inserted. This activates the water sprinklers in Ward 101,
 the room with the fire in the doorway where Amber has entered on her own
 not long ago. This also opens the door at the rear side there.

 Ignore the clinic extractor fan circuit Terminal for now, and return to
 Ward 101. With the water sprinklers there activated, all the heroes can
 pass through it to the now-open door at its rear side. Continue on until
 reaching some hallways that loop around like a square ring. Kill any
 mutants who show up there.


[2.6.6] Square-Ring Hallways, Generator Room, and Renal Clinic

 Shoot open the doors that lead into a waiting room in the middle of the
 square-ring hallways. This room has a secretary's desk and more mutants.
 Andre should repair the broken door lock across from the secretary's
 desk to gain access to the office. Kill the mutant inside. Take the
 Scanner Power Circuit from the circuit panels. See the slot near the
 Terminal? Insert the Data Device (from the locked door before the
 molecular scanner room) into this slot.

 Minoko should tap into the Terminal in this office now:

 - West Wing Corridor (switch) - Inoperable until the Data Device is
 inserted. This opens the generator room door at the long west wing
 corridor.

 Be sure to take the Data Device back from the slot after opening the
 generator room door. Now go all the way back to the long west wing
 corridor, where the newly opened doors are.

 In the generator room, take the Scanner Memory Circuit lying on
 the middle counters. Also take the Clinic Fan Extractor Override
 (Clinic Extract Fan Override) from one of the panels in this room.

 Return to the observation room, and insert the Clinic Fan Extractor Override
 into the last of the three slots above the Terminals.

 Minoko should tap into the Terminal for the clinic extractor fan circuit now:

 - Renal Clinic (switch) - Secured device. Inoperable until the Clinic Fan
 Extractor Override is inserted. This activates the fans at the renal clinic,
 dispersing the toxic gases there.

 Now that the renal clinic is free of toxic gases, all the heroes can pass
 through it. Go through the square-ring hallways to reach it. Carter should
 open the High Security Lock there to gain access to the renal clinic.

 The corridors at the other side of the renal clinic lead to the UPA Elevator,
 a broken Standard Security Lock past the short staircase, and a hole that
 will continue to spawn dog mutants indefinitely. Andre should repair the
 broken Standard Security Lock and then open it to gain access to the morgue.


[2.6.7] Morgue

 In the morgue, take the Scanner Display Circuit lying on a fallen tray.
 Watch out for a few mutants lurking in the overhead passageways. The heroes
 should shoot open the ceiling panels, force out the mutants, and blow them
 to hell. Push the button along the walls to open the shelves. Then push
 the smaller buttons on the shelves to draw out the trays. Amber should
 climb up these trays (using them like steps) to reach one of the overhead
 passageways. She should walk through the steam and find and turn a valve,
 holding it to shut off the steam and to open a panel.

 Back down at the morgue, one of the other three heroes should stand on the
 lift. Another hero should hold the switch on the lift's frame to raise it,
 allowing the hero on the lift to climb up into another overhead passageway.
 This passageway is on the other side of the one where Amber currently is.
 Amber has shut off the steam and opened the panel, so this other hero can
 drop down through the panel.

 The short corridor under the opened panel contains the last Regen Point and
 a Recharge Point. Kill the mutants there. Open the Standard Security Lock to
 open the locked door. It is a shortcut to an earlier hallway, so the other
 heroes can use it to catch up. (The elevator at the other side of this short
 corridor leads to the roof, but ignore it for now.)


[2.6.8] Molecular Scanner Room

 The heroes should have all three of the components they need for the
 molecular scanner, so they should return to it now. Again, the molecular
 scanner room lies past the reception desks near the beginning of this
 floor. (The heroes should make sure they have taken back the Data Device
 from the office at the square-ring hallways, too.)

 Insert the Data Device into the slot to open the locked doors to
 the molecular scanner observation room. Kill the two mutants inside,
 and take the Blue Power Source (4 Energy Cells) lying on a desk.
 The door to the molecular scanner room is busted, so shoot open the
 glass windows and climb through to get inside. Andre should repair the
 broken Standard Security Lock on the other side to open this busted door.

 As for the molecular scanner itself, it requires three components:

 - Scanner Power Circuit (from the office at the square-ring hallways)
 - Scanner Memory Circuit (from the generator room)
 - Scanner Display Circuit (from the morgue)

 Insert the three components into the appropriate slots along the circuit
 panels in the room. Afterward, Andre should repair the console between
 the circuits and the panel by the screens (as well as the Standard Security
 Lock, if it hasn't been fixed already). The green button on the main control
 panel will light up when all the components are installed and all the
 repairs are done. Switch the sucker on and stand back.

 Okay, the molecular scanner is finally up and running, so Control will
 tell the heroes to lure one of those dog mutants into the scanner's beam
 (the big bright light on the scanner's bed). Run outside to the reception
 desks, and lure a mutant back to the molecular scanner room. Make sure the
 doors leading to the molecular scanner are all open. The heroes can touch
 the scanner's beam without any ill effect, so they should feel free to run
 right through it if necessary to lure the mutant into it. For best results,
 all the heroes should sit behind the beam, so the mutant will touch it while
 trying to attack the heroes.

 Once the mutant touches the beam, the scanner will blow up. Oops. The mutant
 has apparently been too much for the old machine to handle, and now the
 heroes' hard work has all gone to waste. HAHAHAHA.


[2.6.9] Roof (Helipad)

 Time to go to Plan B. Control will now send a UPA hover transport down to
 the hospital roof. The heroes are to go up to the helipad and lure another
 dog mutant within range of the transport's capture beam, so it can grab
 the nasty little bastard and bring it back for study.

 The elevator leading up to the helipad is at the end of the short corridor
 near the morgue. Ride it up, and get out onto the helipad. The heroes will
 see the UPA transport descend from above, hovering to a standstill above
 them. At the same time, a ventilation chute not far away will continue to
 spawn dog mutants indefinitely. The transport's capture beam can lock on
 to only a single mutant at once, so the heroes must make sure there is only
 one mutant on the helipad at a time. If extra mutants show up, kill them.
 After zapping a mutant long enough, the capture beam will seize it, and
 then the transport will return to topside to deliver it to the UPA labs.

 Now the heroes can resume following the kidnapped technicians. Ride the
 elevator back down into the hospital corridors, where the UPA Elevator is.

 Assuming all the other objectives are completed, the entire team should
 step into the UPA Elevator to complete this Chapter.


------------------------------------------------------------------------------
[2.7] Chapter 7: Skytran
------------------------------------------------------------------------------


Level Select Equipment:

 Energy Cells: 4
 Rover, Flycam, Pipe Bomb, Sentry Gun, Homing Upgrade,
 Timeshock


Story:

   The heroes step out from the elevator, with several questions on their
 minds. "That little girl - it was disgusting," Minoko suddenly speaks up,
 "And she called herself Lucy, too. Did I ever tell you I had a sister called
 Lucy?"

   "Really?," Andre answers, surprised, "Minoko and Lucy - you don't sound
 like sisters."

   "Well, my mum was from Neo-Kyoto. She died when I was very young. She had
 the Markov Virus. It's a rare genetic disease. Lucy had it, too, but I don't
 luckily." Minoko pauses for a moment, her mind flooding with memories from
 her childhood. That night long ago, when the armed men came to her family's
 apartment, when her father dragged Lucy out the window with him, when she
 was left behind in the room while panting in terror.... Minoko's thoughts
 return to the present, and she looks at her teammates again. "I'm not sure
 what happened, but shortly after my mum died, my dad went a bit loopy and
 took my sister away with him. I never saw them again - I was taken into
 care. I got on the UPA Youth Program when I was nine after I hacked the
 city central mainframe."

   "Nice one!," comments Andre.

   However, Carter's face has grown even more serious. "A sister called Lucy?
 That can't just be a coincidence surely."

   "Why not?," Amber suggests, "Coincidences are quite common."


General Hints:

 The seventh Chapter is mostly about getting the Skytran, a rail vehicle,
 to run again so the heroes can use it. There are fewer areas here that
 will continue to spawn mutants indefinitely, but where the mutants show
 up, they will do so in greater numbers.

 The team will obtain the Disc Launcher in this Chapter.


Walkthrough:

 The starting point is at the UPA Elevator before the conveyor belt
 corridors. The first Regen Point is located in this UPA Elevator.
 There is a Recharge Point on the walls nearby. As the heroes approach
 the conveyor belts, Control will tell the heroes about the analysis of
 the dog mutant captured back at the hospital. Apparently, it's an animal
 whose genetic structure has been altered with old equipment, and it also
 has implanted cybernetic parts and a transceiver. The transceiver is
 receiving some sort of control signal from Sector 10, so the heroes
 should use the Skytran to get there.


[2.7.1] Conveyor Belts and Fan Room

 As the heroes reach the middle of the conveyor belt, it will turn on and
 push the heroes back. Climb along the side railing, taking care not to fall
 off, and get to the pit underneath the belt. Shoot the motor exposed within
 the pit to break it and to stop the belt. (The heroes can also kill the
 power leeches sucking on the motor for fun.)

 Follow the corner and get onto the second conveyor belt. Kill the mutant
 who drops down from the ceiling, and kill the two mutants who blow a hole
 through the wall. At the end of the conveyor belts, push the button next
 to the doors to make them automatically open and close, but erratically.

 Although the heroes cannot go through these doors yet, they can still drive
 the Rover through the gap at the bottom of the doors. Continue driving it
 behind the boxes in the next room (the fan room) and into the open air duct
 along the ground. Inside the air duct, have the Rover kill the three power
 leeches sucking on the power cable to restore the doors outside to normal,
 allowing the heroes to enter the fan room. (Around this point, Control will
 notify the team about the Disc Launcher he has sent down to the Service Lift
 at the Skytran station.)

 In the fan room, there are a Terminal and a locked metal gate.

 Minoko should tap into the Terminal in this fan room:

 - Cannon (cannon) - Secured device. This controls the UPA Cannon on the
 other side of the metal gate. Use it to kill the mutants there.

 - Fan Control (note) - This talks about not overloading the fan. Yeah,
 like that is going to stop the heroes from trying to do just that.

 The metal gate leads to the Skytran station, but it is locked. For now,
 open and go through the double doors. Climb the stairs up to a maintenance
 room, which has a Terminal (inactive). Call down the elevator and ride it
 up to a passageway. Shoot open the grating at the end, and drop down onto
 the frame above the fan. Walk across the frame, and pull the lever to
 activate the fan and to restore power to the maintenance room.

 Minoko should tap into the Terminal in this maintenance room now:

 - Extractor Fan (switch) - Secured device. This overloads the fan, causing it
 to speed out of control and crash down into the metal gate, forcing it open.

 When the metal gate is blown open, watch out for mutants who will appear.
 Minoko should tap into the earlier Terminal beside the metal gate and use
 the Cannon to help kill off these mutants. Afterward, proceed through the
 gate to reach the Skytran station.


[2.7.2] Skytran Station and Boarding Platform

 In front of the Skytran station, more mutants will attack. Approaching
 the elevator doors at one side of this area will also cause them to open,
 revealing another batch of mutants. The heroes can lure them all back and
 use the Cannon to slaughter them. One of the short conveyor belt corridors
 here leads away from the Skytran station and toward a Recharge Point at
 a dead end. Watch out for mutants who will come out from the doors there.

 Facing the main stairs of the Skytran station, the heroes should see the
 boarding platform entrance to the left, and the boarding platform exit
 to the right. The gate leading to the locker room, near the luggage
 lost-and-found, is also locked. For now, go up the main stairs to
 the top of the station.

 Andre should repair the broken High Security Lock, and then Carter should
 open the High Security Lock to gain access to the ticket counters. Get ready
 to kill a few mutants who will charge through the doors at the sides of the
 walkway while Andre is doing his work.

 At the ticket counters, open the door and get into the office. The heroes
 will hear an unseen Lucy mutant giggling, causing a cabinet to fall down.
 Don't worry about that. Just turn the switch on the side of the fuse box
 to open it.

 Minoko should tap into the Terminal inside this fuse box:

 - Platform Exit (switch) - This opens the boarding platform exit. However,
 something seems to be jamming the doors shut, so forget about using this.

 - Platform Entrance (switch) - This opens the boarding platform entrance.
 The doors will open only temporarily, though.

 - Cannon (cannon) - This controls the UPA Cannon overlooking the boarding
 platform. Things there look quiet now, but not for long.

 With Minoko opening the doors of the boarding platform entrance, the other
 three heroes should go past them. Carter should open the High Security Lock
 to gain access to the UPA station, which contains a Regen Point and the
 Service Lift. Open the Service Lift and take the Disc Launcher inside.
 Carter or Andre may want to equip it for the upcoming scene.

 Massive killing time. Move on through the UPA station, and prepare for
 a blood bath at the boarding platform. Kill all the mutants who appear,
 including the bird mutants. Minoko should use the Cannon overlooking
 this place to even the odds.

 There are three doorways at the boarding platform. One goes back to the
 entrance. The middle one connects to an empty waiting room. The last one
 leads to the exit, and this is where the heroes should go. Follow the stairs
 down toward the exit, and blow away the double-headed mutant. The heroes
 can slow it down with the Timeshock to drastically reduce its rate of fire.
 After killing the double-headed mutant, the heroes will find the exit doors
 to be open, so Minoko can go through them to catch up.


[2.7.3] Locker Room and Storage Room

 Andre should repair the broken lock of the locker room's side door. This
 side door leads to the portion of the locker room that is blocked off by
 collapsed lockers. Pilot the Flycam over the fallen lockers, and have it
 push the switch by the locker room's main gate to open it, so the heroes
 can go back out and pass through it to reach the other portion of the locker
 room. A hole in the wall there lets the heroes enter a storage room.

 In the storage room, there are two control panels. The left panel controls
 the leftside lift, but it is inactive for now, so the leftside lift is stuck
 on the second shelf level. The right panel controls the rightside lift, and
 it is working fine.

 On this right panel, pushing the leftside button moves the lift back and
 forth along the shelves, while pushing the rightside button raises the
 lift up and down between the shelf levels. One hero should climb onto the
 rightside lift, and then another hero should raise it up to the third shelf
 level. The hero standing on the lift should deploy and drive the Rover
 along this third shelf level, having it drop down to the second shelf level.
 Continue driving it across the other lift (the leftside one). The Rover
 should be able to reach the first shelf level at the back corner of the
 room, where it can go into the open air duct. Inside the air duct, have
 it kill the two power leeches sucking on the power cables to restore power
 to the left panel back outside in the storage room.

 With power restored to the left panel, use it to lower the leftside lift.
 Have a hero climb onto this lift, and then raise it up to the third shelf
 level, allowing the hero standing on the lift to reach a large hole in the
 wall. Go through this hole and drop down to the corridor at the other side.
 Unlock and open the door here. It is a shortcut to the locker room, which
 the other heroes can use to catch up. In this corridor, shoot apart the
 wooden boards blocking the doorway and get into the main generator room.


[2.7.4] Main Generator Room and Turbine Room

 In the main generator room, kill the scavenger when he mutates. Go up the
 stairs to the metal walkway. Carter should open the High Security Lock to
 gain access to the control booth, which contains a Regen Point, a Terminal
 (inactive), and a Battery Panel. Charge up the Battery Panel to restore
 power to the lever, and then pull the lever to activate the main generator.

 Continue along the metal walkway to the back corner of the main generator
 room, toward a metal gate. With the main generator turned on, the button
 there will be lit-up. Push this button to open the metal gate.

 Past the metal gate, the heroes will reach a cross junction of walkways,
 where turbines can be seen at the bottom. There are four paths from
 this junction. One goes back to the main generator room. One goes to
 a dead end, where two mutants will charge out through a wall panel.
 One goes to a locked door. The last path goes to a staircase leading
 down to the turbines. This is where the heroes should head now.

 At the bottom of the staircase, there is a Recharge Point in a small corner
 nearby. Amber should climb through the breaks in the pipes between the
 turbines, passing through the steam. At the other side of the turbine room,
 beyond a High Security Lock, Amber should pull the lever to shut off the
 steam, allowing the other heroes to catch up.

 When the other three heroes join up with Amber, a pipe will blow, leaking
 out more steam. Andre should repair the broken circuit panel nearby to
 shut off the steam, and then Carter should open the High Security Lock
 to open the ground hatch. Drop down through this hatch to a passageway,
 which contains a Regen Point. Killing the mutants in the way, go through
 this passageway and shoot open the grating at the end.


[2.7.5] Maintenance Bay and Backup Generator Room

 Climb up into the large maintenance bay. Ride the side elevator up to a
 control booth, which contains a double-headed mutant, a working Terminal,
 and a non-working Terminal (inactive).

 Minoko should tap into the Terminal that is working in this control booth:

 - Maintenance Bay Doors Exit (switch) - This opens the exit doors at the
 bottom of the bay. Beware of the rats who will mutate there.

 After Minoko opens the exit doors, the heroes should ride the elevator back
 down and go through them. Continue through the twisting corridor, taking out
 the small spider mutants who drop down from the ceiling ducts.

 The next room is the backup generator room. Climb the metal staircases up to
 the control platform, which contains a Regen Point, a Terminal (inactive),
 and a Battery Panel. Charge up the Battery Panel to restore power to the
 Terminal, the Recharge Point next to the backup generator, and the control
 panel. Push the lit-up button on the panel to call a Skytran toward the
 boarding platform. Unfortunately, a fuse on the backup generator will break
 (piece of crap!), causing the Skytran to stall outside the large windows.

 Minoko should tap into the Terminal on the control platform now:

 - Maintenance Bay Doors (switch) - Secured device. This opens the other set
 of doors back at the maintenance bay.

 - Backup Generator (note) - This talks about a module that has been dropped
 into the shaft across from the control platform. The heroes need to retrieve
 this module if they want to use the backup generator to power the Skytran.

 Minoko has opened the other set of doors at the maintenance bay, so the
 heroes should go there. It leads to a short corridor with an open air duct
 and a locked door. Drive the Rover into the open air duct, and have it knock
 away the two power leeches sucking on the power cables to restore power to
 the non-working Terminal in the maintenance bay control booth.

 Minoko should tap into the Terminal that has been previously inactive now:

 - Crane (switch) - This activates the crane in the maintenance bay. It will
 pick up a box and then break down, dropping the crate through a grating.

 Drop down through the grating that has been broken by the falling crate.
 In the passageway down there, take the Circuit Board (the module) lying on
 the ground. At the shaft, push the switch to call down the elevator, and
 ride it to return to the backup generator room. Insert the Circuit Board
 into the control panel there. Push the newly lit-up button to move the
 Skytran again, but the second fuse will also blow and stall the damn thing.


[2.7.6] Rear Maintenance Areas (Corridors with the Half-Switches)

 After the second fuse blows, return to the maintenance bay to find the
 massive gates opening. Kill the mutants emerging from there, and go through
 those gates to find a red light. Take the Access Device (keycard) hanging on
 the wall under this red light. Remember the short corridor with the locked
 door? Return there. Insert the Access Device into the slot to open that door.

 Enter the rear maintenance areas, and pass by a Regen Point. A broken
 patch of ground has electrical currents running across it. To open the
 doors ahead, the heroes have to hold both half-switches at the same time,
 but these half-switches are on different routes. Just for convenience,
 put Andre and Minoko on the route with the electrified flooring, and
 put Carter and Amber on the route with the steam-leaking room.

 First, Carter should hold the lever to shut off the electrical currents,
 so Andre and Minoko can cross the broken patch of ground. Andre should
 repair the broken half-switch there. Next, Carter and Amber should go
 through the steam-leaking room and reach the other half-switch. (Non-Amber
 characters can rush through this steam without getting wasted.) Have the
 heroes hold both half-switches simultaneously to open the doors nearby.

 Carter and Amber should continue along their route to another half-switch,
 and Andre and Minoko should continue along their own route, going up the
 stairs to the matching half-switch. Again, the heroes should hold both
 half-switches simultaneously. Doing so will open a gate on Andre and
 Minoko's route, allowing them to reach a Recharge Point.

 When Carter and Amber turn back, the walkway will collapse, allowing
 them to move down to the ground level. Pilot the Flycam through the hole
 in the gate, and have it push the button on the other side to unlock the
 gate, allowing Carter and Amber to push open the gate. The two should
 enter the passageway and ride the elevator up to another corridor. This
 one contains a High Security Lock and a door switch. Carter should open
 the High Security Lock to open the metal door leading up to another
 locked gate. (A Regen Point on the high walkway can be seen past it.)

 As for the door switch, hold it to open the door at the end of the corridor.
 Another hero should drive the Rover through the gap at the bottom of the next
 door. Have it shoot open a loose grating and enter the air duct. Have the
 Rover shoot open another loose grating, and drive it out onto a high ledge,
 where it can push a button to open another gate on Andre and Minoko's route.

 With that gate on their route open, Andre and Minoko can continue up to
 another door switch. Hold this switch to open the door that the Rover has
 passed through earlier. With both doors in this long corridor being held
 open, the heroes can pass through it more freely. Carter should open
 the High Security Lock on Andre and Minoko's side. (It is the second
 High Security Lock in this long corridor.) Doing so opens the way to
 the power coil room.


[2.7.7] Power Coil Room and Dark Corridors

 The door to the power coil room is locked. Pilot the Flycam through the
 open windows above this door. Continue piloting it to the high walkway
 above the power coil room, and have it push a button there. Doing so opens
 a gate at this high walkway and opens the locked door to the power coil
 room. When the heroes step into this room, a power coil will blow open.
 The hole behind it will continue to spawn dog mutants indefinitely.

 With the gate to the high walkway opened, a hero should go up there (via
 one of the earlier doorways that Carter has opened in the long corridor).
 This high walkway contains a Regen Point and a Battery Panel. Charge up
 the Battery Panel to restore power to the elevator button. Pushing this
 button will activate the elevator below the walkway.

 Another hero should go through the power coil room and step on the elevator.
 The hero on the high walkway should then push the button to raise it.
 Arriving at the top, the hero on the elevator should get off, pass by
 a Regen Point, and find a gate slamming open and shut erratically. Kill
 the power leeches sucking on the power cables on the other side to restore
 the gate back to normal. Before exploring the dark corridors, find a side
 corridor that leads to a button and a gate. Push the button to open the
 gate. It is a shortcut to the high walkway, so any heroes still behind
 can pass through it to catch up.

 Now that the heroes are together, they should explore the dark corridors,
 which loop around like a square ring. Kill the mutants who show up here.
 At a back corner of these corridors, drop down through a hole in the floor
 grating to reach the ground level. Kill the two power leeches sucking on
 the generator to restore power to these corridors. Ride the small elevator
 back up through the hole. Continue riding it up to a high passageway.

 Follow the high passageway through a hole in the wall, and walk down along
 the fallen air duct to the top of the power control room. Kill the small
 spider mutants dropping down there. Shoot off the four locks on the hatch,
 and then shoot open the hatch. Drop down through it to get inside the power
 control room.


[2.7.8] Power Control Room

 Horror time. In the power control room, a Lucy clone will open the door
 leading back out to the dark corridors. She will be joined by more Lucy
 clones, and they will all mutate. Kill them.

 After the Lucy mutants are dead, find the three levers at one corner of
 the power control room. Pull them all in quick succession, or have three
 heroes pull them all at the same time. Doing so will overload the circuits
 nearby and blow down a panel, which will bridge the gap below the Terminal.
 Minoko can then stand on this panel to reach the Terminal.

 Minoko should tap into the Terminal in this power control room:

 - Control Room (switch) - Secured device. This opens a panel back at the
 main generator room's control booth, revealing a Terminal.

 Pulling the three levers also restores power to the elevator in the power
 control room. Call it up, ride it down to a short passageway, and ride
 another elevator up to a maintenance room, which contains a Regen Point.
 Kill the power leeches sucking on the circuits to restore power to a button.
 Push this button to open the locked door. It is a shortcut to the junction
 of walkways above the turbines. Kill the new mutants who will appear there.


[2.7.9] Main Generator Room Revisited - Auxiliary Power Controls

 The heroes should return to the main generator room's control booth.
 Kill a Lucy mutant in there, and get to the now-open panel.

 Minoko should tap into the Terminal in this panel:

 - Auxiliary Power Module (switch) - Secured device. This reroutes power
 to the Skytran circuit.

 - Auxiliary Power Module (note) - This talks about how power can be rerouted
 to run the Skytran, and how its automatic recall function can be used.

 After Minoko reroutes the power to the Skytran circuit, power will also
 be restored to the other Terminal in this control booth, the one by the
 diagram on the wall.

 Minoko should tap into the Terminal beside this diagram now:

 - Manual to Autotrack (switch) - This recalls the Skytran. It will stop at
 the boarding platform and then open its doors.

 Now that the Skytran is waiting for the heroes to board it, the heroes
 should return to the Skytran station. Watch out for new mutants who
 will show up at the locker room.

 Massive killing time again. A ton of mutants will attempt to prevent the
 heroes from boarding the Skytran, especially the two double-headed mutants
 who appear right in front of the Skytran. Go kick all their asses. (Minoko
 can return to the Terminal at the station office and control the Cannon
 overlooking the boarding platform to better deal with these mutants.)

 Assuming all the other objectives are completed, the entire team should
 step into the Skytran to complete this Chapter.


------------------------------------------------------------------------------
[2.8] Chapter 8: The Zoo
------------------------------------------------------------------------------


Level Select Equipment:

 Energy Cells: 4
 Rover, Flycam, Pipe Bomb, Sentry Gun, Homing Upgrade,
 Timeshock, Disc Launcher


Story:

   Having some time to spare while riding the Skytran, Carter brings up
 the issue of Lucy again. "Minoko, this sister of yours. How old was she?"

   Minoko looks up from the controls, somewhat irked by the question.
 "About five years older than me. She'd be 25 now. What's your point?
 You can't seriously think there's a relation between my sister and
 those monsters surely?"

   "Not exactly," Carter responds, "Still, it's weird. She must have been
 about the same age as those little girl freaks when you last saw her.
 What was your father's name? I think I'll get Control to do a search."

   "Joseph Molenski. I tried getting at his data file when I was younger,
 but UPA security is too tough. So, if you want to get it for me, that's
 nice. And if it'll shut you up about my family, that'll be even nicer."

   "Control, can you do that search for me?"

   Control answers through his headset, "I'll get--" WHAM! Suddenly,
 the rail breaks, causing the Skytran to crash inside the tunnel!

                                * * *

   An unknown period of time has passed before Carter, Andre, and Amber
 finally awake. Amber, after being straightened out with a solid thump on
 the head from Andre, examines her surroundings. Minoko is nowhere to be
 seen. "Where's Minoko?," she asks.

   "According to the Scanner," Carter answers as he checks his instruments,
 "She's some way off."

                                * * *

   Minoko opens her eyes and sees... dirt? Getting up, she finds herself
 trapped inside a cell with another person. His face concealed by a gas mask,
 the man observes her silently from the other end of the cell.

   "What? Where am I?," Minoko groans, and then turning toward her cellmate,
 she asks, "Who are you?"

   "My name's Fridge," the masked man responds, "What's yours?"

   "Uh, Minoko. What is this, a cage?"

   "Yeah, the cannibals have got us."

   "Cannibals? Oh great. Carter - get me out of here!"


General Hints:

 The eighth Chapter, like the third one, is mostly about finding a way for
 the heroes to join up again. This time, Carter, Andre, and Amber are in one
 group, while Minoko travels on her own. The same strategies apply, though.
 The objects manipulated on one route may affect things on the other route.
 This is also the only place where cannibals appear.

 The team will obtain the Extractor in this Chapter.


Walkthrough:

 The team is split at the beginning, due to somebody dragging Minoko away
 from the rest of the heroes after the Skytran has crashed. Minoko's starting
 point is at a cell within the elephant exhibit in the zoo. Carter, Andre,
 and Amber's starting point is at the tunnel, beside the wrecked Skytran.
 Minoko's first Regen Point is outside near her cell, but nothing can
 waste her while she is imprisoned. The other three heroes' first Regen
 Point is in a small maintenance room at the side of the Skytran tunnel.

 Minoko's cellmate is a friendly scavenger (one of the Earth People) named
 Fridge. Minoko should talk to Fridge. According to him, their captors are
 cannibals. Sounds like a fine bunch of folks.


[2.8.1] Carter, Andre, Amber - Skytran Tunnel to Elephant Exhibit Upper Booths

 Carter, Andre, and Amber should head to the mouth of the Skytran tunnel.
 (Around this point, Control will notify the team about the Extractor he
 has sent down to the Service Lift in the maintenance corridors before
 the zoo.) The doorway near this mouth leads to the small maintenance
 room with the first Regen Point and a Recharge Point.

 If the three heroes look down from the mouth's ledge, they can see a
 structure sticking out below there, near a trolley cable. If they drop
 down onto this structure, it will collapse partially but leave the cable
 intact. The heroes have to ride a trolley across this cable, but first
 they will have to use its controls from the floor below the Skytran tunnel.

 Leave one hero on that structure. The other two should turn back to the
 wrecked Skytran. Go around the side of the Skytran to its front, where some
 fires are burning. Climb down through the hole into the corridor beneath,
 and watch out for mutants who will come out from a grating there. Follow
 the corridor, open the double doors, and enter the trolley control booth.

 Inside this trolley control booth, charge up the Battery Panel to restore
 power to the trolley switch and to open the doors to the loading dock.
 Kill the mutants there. The metal gate between the loading dock and the
 trolley bay is locked from the other side for now.

 Push the trolley switch to activate the lift. The hero who is standing on
 the partially collapsed structure above (by the mouth of the Skytran tunnel)
 should drop down onto the trolley as it passes. Then, recall the trolley,
 so the hero who has dropped down onto it can walk off into the bay and push
 the hand-print switch to open the metal gate. Although the other two heroes
 in the control room can pass through it to catch up, one of them needs to
 remain at the control room to push the trolley switch.

 The heroes who ride the trolley to the other side of the chasm will
 encounter a grating that blocks the trolley's path. Drive the Rover
 through the gap at the bottom of the grating, and have it kill the
 power leeches sucking on the cables to open it. Also kill the other
 mutants who will appear. Get into the control booth at the other end
 of the trolley ride, push the switch there to send the lift back to
 the first loading dock, and pick up any heroes left behind there.

 Once the three heroes have regrouped at the second trolley bay, they should
 head to the Regen Point at a corner of the bay. The other path is blocked
 by a metal gate. Carter should open the High Security Lock to gain access
 to a short corridor, which contains the Service Lift. Open the Service Lift
 and take the Extractor inside. (The heroes are probably low on Energy Cells
 at this point, so they should begin using the Extractor in Extract Mode
 against enemies to create more.)

 Go on through the doorway at the other side of this short corridor.
 (Around this point, Control will mail the team Dr. Molenski's file.
 Apparently, his crime has been using company equipment to conduct personal
 experiments. Furthermore, a person who has hacked into the UPA network
 has also deleted his file. The copy the heroes receive comes from a
 system backup from a month ago.) The three heroes will find a security
 control platform that is inactive, although its Recharge Point still works.

 Beyond the security control platform, there are stairs leading down and
 leading up. Go downstairs to find a small kennel. A hero can pull the
 lever here to raise the two gates of this kennel. The gate at the other
 side will open completely, but the one on the lever's side will be jammed,
 opening partially. (The three heroes can still use the Rover to shoot
 at the dog inside who mutates.) An item (the Power Module) is lying inside
 this kennel, but only Minoko will be able to reach it.

 If Minoko is still locked up, the other three can help free her. Go up the
 stairs to the corridors that loop around like a square ring. The doorways
 there lead to four observation booths, which overlook the elephant exhibit.
 Blow away the cannibals in these square-ring corridors, and then pilot
 the Flycam through the windows of any booth. Find one corner of the elephant
 exhibit that has some open doorways. Pilot the Flycam through these doorways
 to find Minoko's cell, and have it turn the switch to open the cell gate.


[2.8.2] Minoko - Cell to Kennel

 Minoko doesn't have to wait for help from the other three to escape from
 her cell. Fridge, after his conversation with Minoko, will shake the cell
 gate, causing a part of the wall near the top of the gate to break open.
 Pilot the Flycam through this new opening, and have it turn the switch
 at the other side to raise the gate.

 The cell gate is open now, so Minoko and Fridge can leave. (Fridge will
 walk around on his own, so forget about him.) The small room near the cell
 contains Minoko's first Regen Point and a Recharge Point. Minoko should
 walk out to the elephant exhibit, killing a mutant who gets in her way.

 The elephant exhibit is divided into four quadrants, with the corners being
 separated from the central region by pits. The pit that Minoko encounters
 after leaving the cell cannot be crossed, so she should open the red door
 along the sides in the quadrant where she is. In the next room, she should
 go down the stairs to find locked doors. This is a dead end, but when she
 turns back, some debris blocking another red door above will fall down,
 allowing her to go through that red door to the adjacent quadrant.

 In that adjacent quadrant, kill the two ape mutants. Walk along the rubble
 in the pit to cross over to the central region. From there, climb over the
 railing to another quadrant that has a doorway leading to a maintenance
 area with broken flooring and stairs. Drop down into this maintenance area,
 which contains a Recharge Point and a Terminal (inactive).

 Recognize this place? This is the other side of the small kennel. The other
 three heroes should pull the lever on their route to open the kennel gates,
 so Minoko can enter and take the Power Module lying inside the kennel.
 Insert the Power Module into the slot on the control panels facing the
 kennel, and pull the lit-up lever to restore power to the Terminal.

 Minoko should tap into the Terminal by this kennel now:

 - Security Zone 2 (switch) - Secured device. This restores power to the
 security control platform on the other three heroes' route.

 - Security Zone 2 (note) - This talks about how power can be restored to
 the second security zone control room (the control platform on the other
 three's route).


[2.8.3] Carter, Andre, Amber - Elephant Exhibit Booths to Reptile Exhibit

 With power restored to the security control platform, the other three heroes
 should return to it. Push the main button to open the metal gate between
 the trolley bay and the loading dock. Also pull the three levers to open
 the animal cages past the kennel on Minoko's route.

 The metal gate is open, so the three heroes should go through it. At the
 back of the loading dock, push the button to open the metal shutter. Prepare
 to kill a bunch of cannibals and mutants. (The cannibals and the mutants
 will also attack each other.) The spear cannibals can throw deadly explosive
 spears. A dark doorway at the loading dock will also continue to spawn
 dog mutants indefinitely, so don't stick around here for too long.

 Pass through the opened shutter to enter the maintenance area behind the
 reptile exhibit. Go up the steps and follow the corridor to find a broken
 half-switch near a fence. Andre should repair the broken half-switch.


[2.8.4] Minoko - Kennel to Reptile Exhibit to Bird Exhibit

 The other three heroes have opened the animal cages past the kennel, so
 Minoko should head toward them. Kill the two acid mutants, and follow the
 doorway out to another quadrant of the elephant exhibit. Several cannibals
 will blow open a set of doors. Drop down into the pit of this quadrant,
 climb the steps back up to the central region, and kill the cannibals.
 (The other three can actually help by firing down at the cannibals from
 the observation booths.) Beware of the spear cannibals' explosives.

 Proceed through the doors that the cannibals have blown open. Follow the
 corridors to the large cat exhibit, where there are two pens. Go through
 a hole in the fences to enter one of the pens. Two mutants will push open
 a wall and appear, so kill them. Climb up the wooden boxes, and drop down
 into the other pen. Climb onto the fallen beam, and follow it through the
 high broken window at the other side.

 The children's exhibit contains a few arcade-like cabinets. Watch out for
 an ape mutant who drops down from the ceiling here. Leave the children's
 exhibit to reach the gator exhibit.

 The gator exhibit is easily identified by its shallow pool. Cross the pool
 to find a hole in the wall at the back of the exhibit. Minoko should drive
 the Rover through this hole and use it to take the Keycard lying near the
 skulls inside. Now that she has the Keycard, Minoko should return to the
 elephant exhibit. While crossing back across the pool, beware of four
 cannibals, two of whom are spear cannibals, who will show up. Also watch
 out for another ape mutant who will appear at the children's exhibit.

 Back at the elephant exhibit, insert the Keycard into the slot by the other
 set of double doors to open them. This path goes on to the reptile exhibit.

 Upon entering the reptile exhibit, open the Standard Security Lock behind
 the information desk to gain access to a small UPA station, which contains
 a Regen Point. The reptile exhibit consists of a looping path with displays
 on both sides, but a collapsed ceiling will block off a part of the path,
 forcing Minoko to walk around a bit. She should kill the two cannibals who
 show up at this exhibit, as well as the mutants who come out from a few
 of the displays. At the back of the reptile exhibit, Minoko can find the
 matching half-switch, on the other side of the fence separating the routes.

 The heroes should push the half-switches simultaneously to open the gates
 on their respective routes. Carter, Andre, and Amber should prepare to
 kill cannibals waiting behind the gate on their side. Afterward, they
 should enter the maintenance area behind the monkey exhibit. A tire swing
 is lodged tight, preventing the three heroes from dropping down into the
 monkey exhibit, but they can still pilot the Flycam through this tire swing,
 through the holes in the fences, and down to the other side of the shutter
 on Minoko's route. Have the Flycam push the button to open this shutter.

 Now that the metal shutter on her route is open, Minoko can enter the
 front side of the monkey exhibit. Kill the mutant there, and shoot apart
 the wooden board lodged against the tire swing to set the tire swing free,
 causing it to smash open a wooden barrier. Kill the mutant who comes out
 from this broken wooden barrier, and then step through it to enter the
 maintenance corridor behind the bird exhibit. Open the red doors at the
 end of this corridor and enter the small room, which contains a Regen Point.

 To get into the bird exhibit, shoot open the glass window from the
 maintenance corridor and climb through it. Blow away the two ax cannibals
 and a spear cannibal nearby. Follow the corridor at the other side of the
 bird exhibit to reach the aviary.

 The massive windows of the aviary offer a view of the building ruins outside
 the zoo. In addition to the several mutants who emerge from the aviary, an
 area somewhere near the balconies above will continue to spawn dog mutants
 indefinitely, and these bastards will keep dropping down, so don't stick
 around here for too long.


[2.8.5] Carter, Andre, Amber - Monkey Exhibit to Bird Exhibit Balcony

 Minoko has dislodged the tire swing, so now the other three heroes can drop
 down into the monkey exhibit, where they will find a hole in the ground.
 Drop down through this hole to a maintenance passageway. From this
 passageway, climb up to some more corridors that contain a Regen Point.
 Open the red door to a closet, which contains a Recharge Point.

 Another red door in these corridors leads to a small room that leaks toxic
 gas. Amber should walk through the toxic gas on her own first and close
 the vent, shutting off the toxic gas. Then Andre should repair the broken
 fuse box inside this room to restore power to the lever. Pull the lever
 to restore power to the nearby elevator.

 Call the elevator down, ride it up, and kill the mutants who show up.
 Getting off at the top, the three heroes will be on one of the balconies
 overlooking the aviary. On this balcony, walk over to the collapsed
 ceiling and push the button there to make the elevator on Minoko's
 route automatically move up and down.


[2.8.6] Minoko - Bird Exhibit to Sea Exhibit Glass Corridor

 The other three heroes have activated the elevator that leads from the
 ground level of the aviary up to the sea exhibit, so Minoko should ride
 it, charging past any mutants in the way.

 At the top, before the sea exhibit, open the red door to the UPA station,
 which contains a Regen Point and a Terminal.

 Minoko should tap into the Terminal in this UPA station:

 - Exit (switch) - This opens the sea exhibit exit on the other three
 heroes' route, near the Virtual Jungle.

 - Entrance (switch) - Secured device. This opens the sea exhibit entrance
 on Minoko's route, outside this UPA station.

 After Minoko opens the sea exhibit entrance, she should go on through it
 and enter the glass corridor. The tank outside is drained, so take care
 not to fall through the broken parts of the corridor and get wasted. The
 metal gate at the other end of this glass corridor is locked for now.


[2.8.7] Carter, Andre, Amber - Bird Exhibit Balcony to Sea Exhibit

 Minoko has opened the sea exhibit exit near the Virtual Jungle gates, so
 the other three heroes should go through it to the shark exhibit. Kill the
 cannibals who appear there, and then shoot the fallen beam to make it smash
 through a tank.

 Climb onto this fallen beam and go into the tank. Drop through the broken
 grating at the back there, and follow the maintenance passageway beneath
 back up into an octagonal tank. From this octagonal tank, climb along the
 fallen beam to another tank, and drop through the broken grating there.

 In the maintenance passageway after the tanks from the shark exhibit,
 there is an elevator shaft. Andre should repair the broken wiring on its
 side rail to make the maintenance elevator automatically move up and down.
 Amber should ride it up on her own first, so she can climb through the steam
 and get into a corridor. Amber should turn the valve on the broken pipe to
 shut off the steam, allowing Andre to catch up.

 This corridor connects to the large tank in the sea exhibit. Walk out
 onto the bottom of this large tank and find a damaged portion of the walls.
 Andre should repair the broken power cables there to open the metal gate
 in the glass corridor, on Minoko's route. With that done, the three heroes
 should return to the Virtual Jungle gates. Look out for a few cannibals who
 will show up when returning to the maintenance elevator.


[2.8.8] Minoko - Sea Exhibit Glass Corridor to Fun House to Maintenance Bay

 Andre has repaired the power cables at the tank, opening the metal gate
 in the glass corridor, so Minoko should proceed through it to the aquatic
 exhibit. The tank in the middle of the room there has an acid mutant and
 a hole at the bottom. Kill the acid mutant, and drop through the hole
 to reach a passageway, which contains a Regen Point and a Terminal.

 Minoko should tap into the Terminal in this passageway:

 - Virtual Jungle Lift Doors (switch) - Secured device. This opens the gates
 to the Virtual Jungle.

 - Virtual Jungle (note) - This talks about the Virtual Jungle doors being
 closed off due to the deaths of two UPA operatives (Argent and Ronson). The
 elevator still works, but there are high voltages on the floor of the shaft.

 After opening the Virtual Jungle gates, Minoko should head back up toward
 the glass corridor. A spear cannibal will blow open a door before the glass
 corridor. Kill him, and then step through the door to enter the fun house.

 This fun house is called the Hall of Mirrors, and with good reason.
 Some of the walls here are covered with mirrors or reinforced glass
 windows. Combined, they form plenty of confusing optical tricks.

 From her entry into the fun house, Minoko should walk across the narrow
 corridor with the mirror flooring and then find a corridor that leads
 to a larger room. This larger room consists of four almost symmetrical
 quadrants, with an acid mutant and four cannibals hanging around on one
 side. Kill them. There is a Recharge Point in one of these quadrants.
 The path that leads onward lies in the quadrant opposite of that one.

 The next part is another long narrow corridor with mirror flooring.
 (This corridor actually lies below the one on the other three heroes'
 route.) Continue on to a rising corridor and a small side room, which
 contains Minoko's last Regen Point. (Near this Regen Point is an open
 doorway that connects to the death pit in the large rectangular room
 on the other three heroes' route.)

 Back in the rising corridor, go through the large hole in the wall, and
 drop down through the open hatch. Move through the passageway beneath
 until a wall breaks open. Climb out through the hole to reach a
 maintenance area with several small pits.

 At this maintenance area with the small pits, there are a Recharge Point
 and a white button by one of the corners. A control room can be seen behind
 the reinforced window. See the break in the metal walkway near the Recharge
 Point? Step down there, right inside the break, so the metal walkway is at
 waist level. Now deploy the Flycam from there (so it will start off lower
 than it normally can, in respect to the metal walkway), and pilot it into
 the passageways below the Recharge Point. Continue piloting it up a vertical
 shaft that connects to the control room. Have it push all three buttons in
 this control room. (The rightmost button will explode when it is pushed.)

 Pushing the three buttons in the control room activates the platforms between
 the pits, causing them to rise up and become flush with the rest of the path.
 To open the gate leading to the maintenance bay, Minoko has to push the white
 button near the Recharge Point to move the sliding panel, and then she has to
 push the white button at the other side of the room. By raising the platforms
 into position, she can do this before the sliding panel returns to cover the
 second white button. Unfortunately, the third button in the control room is
 messed up after being pushed, causing the third platform to automatically
 rise up and down, which can ruin Minoko's dash across the room.

 Once the gate is open, walk out to the maintenance bay, and kill the
 cannibals and the mutants there. Afterward, drop down to the passageway.
 At one end is the UPA Elevator. At the other end are some steps that lead
 up to a control panel with a button (inactive). Get over to this button.


[2.8.9] Carter, Andre, Amber - Virtual Jungle to Maintenance Bay

 Minoko has opened the gates to the Virtual Jungle, but the other three
 heroes can't just go there yet, because the elevator that leads up to
 it is busted. The wiring is broken, and electrical currents are running
 across the floor of the shaft.

 Amber should walk across the electrified shaft bottom on her own and reach
 the door at the other side. She should hold the switch by that door to shut
 off the electrical currents on the shaft floor. Now Andre should repair
 the broken wiring on the wall of this shaft to restore power to the
 elevator. Doing so will also close the shaft doors and cause the elevator
 to come down. If Andre doesn't want to get squished, he should stand
 underneath the broken gap in this elevator's floor. (Look up to see it.)

 After the elevator comes down, the doors will open again. The three
 heroes should ride it up to the Virtual Jungle. They may want to
 deploy the Sentry Gun on the elevator now.

 Massive killing time. The Virtual Jungle is a special exhibit that
 displays holographic plants in a circular room. All these cool-looking
 holograms are concealing a bunch of dog mutants and acid mutants,
 though, so keep running around and blow all the mutants to hell.
 (Auto-aiming is not affected by the holograms.)

 When the three heroes are done killing the mutants, they should shoot the
 two holographic projectors on the ceiling to shut off the holograms. After
 doing so, some cannibals will blow a hole through the walls of the Virtual
 Jungle. Kill them, and then go through the hole to enter the fun house.

 Again, this fun house (the Hall of Mirrors) has lots of mirrors and
 reinforced glass windows. The three heroes may want to slowly move
 together to avoid becoming lost or separated.

 From their entry into the fun house, Carter, Andre, and Amber should pass
 by a Regen Point and find a Recharge Point on a pillar not too far away.
 At the back corner beside some of the mirrors, there is a doorway that
 leads on to a corridor with glass flooring. Take care not to fall through
 the hole in this glass flooring. Kill the cannibals who show up at this
 place. To cross the hole, climb over the horizontal column sticking out
 from the walls.

 The next part should be a long narrow corridor with mirror flooring.
 After that, the three heroes should enter a large rectangular room
 with more mirror flooring. (The fallen debris in this room reveals
 that the mirror flooring here is not a death pit.)

 However, the second large rectangular room ahead actually has a death pit
 instead of mirror flooring. (Red graffiti can be seen on the walls here.)
 Pilot the Flycam toward the rope holding the wooden bridge against the
 wall, and have it release the rope, causing the bridge to drop. Cross
 this wooden bridge over to a maintenance passageway.

 In the maintenance passageway after the fun house, shoot apart the
 rubble blocking the UPA green laser door. Walk over to it, and open
 the Standard Security Lock to gain access to the UPA station, which
 contains Carter, Andre, and Amber's last Regen Point. Back out in the
 passageway, climb through the hole in the wall and step out onto the
 large door of the maintenance bay. Kill the cannibals who appear on
 the distant ledges.

 Once things are cleared out at the maintenance bay area, Andre should
 repair the broken fuse box on the wall to restore power to the large
 door, causing it to automatically slide in and out. Doing so will also
 restore power to the control panel at the bottom, where Minoko is.

 Pushing the button on the control panel moves the yellow crane back and
 forth. Minoko should move this crane so it lies as far out as possible
 from underneath the middle beam that spans the maintenance bay.

 The trick here is for the three heroes above to carefully drop onto the
 middle beam first, drop onto the yellow crane next, and then drop onto
 the lift under the yellow crane last. Doing so successfully will let
 them fall safely down to the bottom of the maintenance bay, where they
 can rejoin Minoko. Doing so unsuccessfully will result in some hilarious
 crashing and respawning.

 Because the large door is automatically sliding open and shut, making
 this descent is tougher than it sounds. The best time to drop onto the
 middle beam is to step off the large door as it slides toward the middle
 beam, but be sure to account for the door's forward momentum. For the
 drop to the yellow crane, slowly edge forward to drop down as straightly
 as possible. Do the same thing for the drop onto the lift under the crane.

 Assuming all the other objectives are completed, the entire team should
 step into the UPA Elevator to complete this Chapter.


------------------------------------------------------------------------------
[2.9] Chapter 9: Ground Zero
------------------------------------------------------------------------------


Level Select Equipment:

 Energy Cells: 4
 Rover, Flycam, Pipe Bomb, Sentry Gun, Homing Upgrade,
 Timeshock, Disc Launcher, Extractor


Story:

   As the elevator continues down, Carter brings up the subject again.
 "Look, Minoko, I know you don't want to think it's your father behind
 this, but the evidence all points towards it. He was a genetic scientist.
 He worked at Real Meat."

   "I know," answers Minoko, "But come on, it's a huge coincidence."

   "Uh Minoko, maybe not," Control interrupts through their headsets,
 "Our people have been looking into that security breach. It appears
 someone has been hacking into the system for months. They not only
 deleted that file on Dr. Molenski, but, well, you're not going to
 like this, but it appears the order for your team to be sent on
 this mission was issued by them, not anyone within the UPA!"

   "What?!," Carter exclaims, "You mean we're down here because the freak
 behind all this wants us to be? Minoko, it is your father. Looks like he
 wants a family reunion."

   "He could've just sent her a card," jokes Andre.

   "You need to proceed with extreme caution," Control continues, "We still
 don't know his motives - it could all be a trap."

   "I would think that very likely," Amber adds.


General Hints:

 The ninth Chapter is mostly about helping the scavengers to reach a supply
 truck. All the enemies from this point on will consist of mutants and
 reprogrammed UPA Cannons.

 The team will obtain no new equipment in this Chapter.


Walkthrough:

 The starting point is at the UPA Elevator in a theater hallway. The first
 Regen Point is located in this UPA Elevator. There is a Recharge Point on
 the walls nearby.


[2.9.1] Maintenance Corridors and Locker Room

 Climb over the clutter in the doorway ahead, and drop down through the
 hole in the next room to the maintenance corridors. Kill the two mutants
 near the power regulator. Walk through these corridors to find another
 mutant, plus a scavenger who will mutate. Kill them all. Past the mutating
 scavenger, there are some barrels leaking toxic gas. Amber should walk
 through the toxic gas on her own and open the door to a storage closet.
 She should take the Power Cell lying on a shelf inside this storage closet.

 Insert the Power Cell into the power regulator, and then pull the lever
 to overload a generator, causing it to blow two holes through the nearby
 walls. The room out from where the generator has flown is a maintenance
 room. A vent up there will continue to spawn dog mutants indefinitely,
 so hurry in there and pull a lever along the panels to close the grating,
 preventing the dog mutants from coming down.

 The room where the generator has landed is a locker room, where a locked
 door bars the way ahead. Look for a broken, partially open locker that has
 a hole at its bottom. Drive the Rover into this hole and the air ducts behind
 it. Have the Rover shoot open the loose grating and go out to the other side
 of the locked door, and then have it turn on the electric switch to restore
 power to the button above it. Now pilot the Flycam through the open windows
 of the locked door, and have it push the button to open the door.


[2.9.2] Bank

 The next part is a security station on the rear side of the massive vault
 door, inside a bank. Andre should fix the broken Terminal near the security
 desk. Doing so will also activate the reprogrammed UPA Cannon above this
 security station, so prepare to duck behind a corner for cover.

 Minoko should tap into the Terminal near this security desk now:

 - Cannon (1) (cannon) - This controls the UPA Cannon on the front side of
 the vault door. Use it to shoot open the metal plate on the vault door.

 - Cannon (2) (cannon) - Secured device. This controls the UPA Cannon on
 the back side of the vault door, overlooking the security station where
 the heroes currently are.

 There is a Battery Panel by the vault door. Charge up the Battery Panel
 to restore power to the Terminal and the four switches next to it.

 Minoko should tap into the Terminal near the vault door now:

 - Vaults (camera) - Secured device. This monitors the front side of
 the vault door. Use it to zoom in on the lock mechanisms within the
 door, after shooting open the metal plate with the first Cannon.

 - Safe (note) - This talks about how the vault door has been locked shut
 to keep out unwanted visitors.

 Pushing the four switches slides the lock mechanisms within the vault door
 up and down. To input the correct combination, slide the lock mechanisms
 until their red portions are aligned. Minoko can use the camera to see
 how the lock mechanisms are matching up. (One lock mechanism will remain
 partially concealed by the broken plating. For an easier time, line up
 the other three mechanisms before guessing the proper position of this
 partially concealed mechanism.) Once the correct combination is entered,
 the lights on the switches will turn green, and there will be a beep.
 Pull the lever now to open the vault door.

 Proceed up the stairs to the counters, where a Regen Point can be found.
 (Check out the poster ads for the bank here. 2 percent APR? HAHAHAHA.)
 If the heroes look over the counters, they will see a scavenger leaving
 the bank, locking the front doors. Push the switch at one side of the
 counters to raise the security shutters, and then climb over the counters.
 Shoot open the windows and go outside to the streets.

 On the streets in front of the bank, help the scavenger fight off the
 mutants who appear. If the heroes approach a garage door here, it will
 open to reveal a disc mutant inside. Kill it, too. Go through the hole
 at a corner of the buildings to enter the scavenger dwellings.


[2.9.3] Scavenger Dwellings - Entrance

 As the heroes step into the scavenger dwellings, they will see a few
 mutants chasing some scavengers, but the mutants will be fried by the
 scavengers' electro discharger as they pass through it. Across from
 this electro discharger is the door to a small maintenance room,
 which contains a Recharge Point and a Terminal.

 Minoko should tap into the Terminal in this small maintenance room:

 - Electro Discharger (note) - This talks about the scavengers' discharger.
 Built from scrap parts, it keeps intruders out of the scavenger dwellings.

 The scavengers (or the Earth People, as they like to call themselves)
 survive at ground zero by collecting equipment from ruins and by picking
 up stuff dropped from topside. Luckily, the scavengers are cool with the
 UPA, so the heroes can walk through their electro discharger without fear
 of getting wasted.

 Carter should interview the scavenger leader, who can be found near a
 flaming barrel not far from the electro discharger. According to him,
 the mutants are coming from underground. The scavenger leader can show
 the heroes a path that will take them below ground, but first he makes
 a fair request. He would like the heroes to help him and his fellow
 scavengers reach a supply truck that has fallen down from topside.
 The UPA door in their garage is blocking their way, and apparently
 these doors are so tough that not even industrial saws or dynamite
 can cut through them. Gotta love that UPA technology.

 The scavenger leader will tell Pipe (the man wearing a gas mask nearby)
 to lead the heroes toward the supply truck. Follow him past the water tank
 and through the dwellings. Pipe will open a door leading to the garage, and
 then he will run to a window and point up at the truck, which is stuck on
 a highway. Afterward, he will run to the UPA door which the scavenger leader
 has mentioned. Several other scavengers will also begin to gather nearby,
 waiting for the heroes to open it. The problem is, the lock of the UPA door
 is totally busted, and there is no way to open it from this side. Crap.


[2.9.4] Scavenger Dwellings - Garage and Crusher

 Time to start looking for another way. Climb the stairs up to the high
 walkway. Andre should repair the broken fuse box at the other end of
 this walkway to restore power to the switches. Pull the lever to activate
 the conveyor belt, and push the lit-up button facing the Terminal (inactive)
 to raise the crusher, but the battery housing beside this Terminal will
 blow out its old battery.

 Go back down the stairs and head over to the car jacks. Pushing the buttons
 there will lower the jacks. Lower the middle jack to reach the wrecked
 car resting on it. Take the Battery lying inside this wrecked car's engine
 compartment. Now return to the high walkway. Insert the Battery into the
 battery housing to restore power to the Terminal.

 Minoko should tap into the Terminal on this high walkway now:

 - Mechanical Claw (switch) - Secured device. This activates the crane,
 which will lift up some junk from a bin and then drop it onto the conveyor
 belt, which in turn will drop the junk into the chute under the crusher.

 Now that the junk is in the chute, the heroes can drop down onto it to
 reach the bottom of the chute safely. At the chute bottom, shoot off the
 lock on the grating to open it. Enter the control booth, which contains
 a Regen Point and a lever. Pull the lever to activate the crusher,
 causing it to compress the junk into a small metal block.

 With the junk crushed, the tunnel leading out from the chute bottom will
 be open again. Go into this tunnel, but watch out for the pits and the
 mutant in there. Call down the elevator, and ride it up to a red door
 and a Recharge Point. There is a Regen Point on the corridors behind
 this red door. Beware of a mutant there, too. Past the Regen Point,
 push the button to open the locked door. It is a shortcut to the
 high walkway back at the garage.


[2.9.5] Rotating Bridge Rooms and Pressure Block Room

 The next part is the first rotating bridge room, which has a bridge that
 connects only two of the four doorways at a time. The button used to rotate
 the bridge is inactive, so cross the bridge as it is first, killing any
 mutants who show up, and go to the pressure block room. Drive the Rover
 into the open air duct near one side of the pressure block. There are
 two paths in there. The higher one is a dead end. The lower one leads
 to two power leeches sucking on the power cables. Have the Rover kill
 these power leeches to restore power to the first bridge's control button.

 Back at the first rotating bridge room, a hero other than Amber and Minoko
 should hold the button to rotate the bridge while the others are on it.
 This way, the heroes on the bridge can reach the other two doorways.
 One goes to an empty storage room with an acid mutant. The other goes
 on to the second rotating bridge room.

 The second rotating bridge room is similar in layout to the first one,
 but it has three doorways instead of four. Its control button is covered
 in toxic gas. Amber should walk into the toxic gas and hold the button
 to rotate the bridge, so the other heroes can walk onto it, causing one
 end of the bridge to break off. (The Flycam can also be used to push
 this button, because it is not affected by toxic gas.)

 Amber should release the button now to return the second bridge to its
 original position. The heroes on the bridge should follow the end that
 isn't busted to find a path to one side of the conduit room.


[2.9.6] Conduit Room and Sewer

 The conduit room is divided into two halves by reinforced glass windows.
 The side the heroes are currently in contains a Terminal (inactive) and
 a hand-print switch. The other side contains the matching hand-print switch.
 Leaving Minoko on this side, the other hero should go back out to the
 second rotating bridge room. Seeing how the bridge there is half-busted,
 this hero should simply walk along the outer ledges by the chasm to reach
 the path that connects to the other side of the conduit room. Now that
 there are heroes in both halves of the conduit room, they should hold
 both hand-print switches simultaneously to connect the power conduits.

 Connecting the conduits will restore power to the Terminal and create an
 explosion that knocks open a part of the reinforced window, allowing the
 heroes to climb through it.

 Minoko should tap into the Terminal in this conduit room now:

 - Pressure Block (switch) - This activates the pressure block, which will
 rise up to reveal the sewer behind it.

 Amber should go back through the first rotating bridge room and return to
 the pressure block room. The pressure block has been raised, so she should
 enter the sewer and walk through the toxic gases on her own. Pull the lever
 past the toxic gases to gain access to a maintenance room, which contains
 a Terminal. Also continue through the corridors and push the buttons to
 open two locked doors. One is a shortcut to the corridors near the second
 rotating bridge room, and one is a shortcut to the pressure block room.
 These allow the other heroes to catch up with Amber.

 Minoko should tap into the Terminal in the room Amber has reached earlier:

 - Safety Doors (switch) - Secured device. This opens the doors to the
 UPA station back at the conduit room.

 After Minoko opens the safety doors, the heroes should return to the conduit
 room and get into the UPA station. Prepare to kill the mutants who come out
 from there. The UPA station contains a Regen Point, a Recharge Point, and
 a High Security Lock. Carter should open the High Security Lock to open
 the next door. Kill the acid mutant behind this door, too.

 Proceed through the next corridor and open the door to a garage, killing all
 the mutants in the way. Push the button to open the garage door, and step
 out to the construction yard.


[2.9.7] Construction Yard, Building Ruins, and Conveyor Belt Room

 Past the construction vehicle, walk up along the fallen red girder to see a
 hole in the wall of the nearby building. Pilot the Flycam through this hole
 and into the building. Have it continue down to the first floor and push
 the button to open the garage door of this building.

 Go past the garage door, push open the grating, enter the alleyway, and
 blow away more mutants. Pass by a Regen Point and enter the next building,
 which contains a bunch of broken walls and floors. Walk up along the fallen
 planks and use them as bridges to get across the broken flooring. The heroes
 will eventually cross a plank spanning the alleyway with the Regen Point.
 Drop into another building ahead. Drop down through the hole at the bottom
 in this building to reach a passageway that leads to a conveyor belt room.

 After killing the mutants in the conveyor belt room, the heroes should
 hold both half-switches (one at each side of this room) simultaneously
 to activate the belt, which will bring a cart out from under the metal
 walkway. Take the Battery lying inside this cart. Push the button above
 the stairs at the other end of this room to open the locked door. It
 is a shortcut to the corridors at the rotating bridges area.


[2.9.8] Construction Vehicle, Girders, Highway, and Supply Truck

 Now that the heroes have the Battery (from the conveyor belt room),
 they should return to the construction yard. Insert the Battery into
 the engine bay of the construction vehicle to restore power to it.
 Inside the construction vehicle, pull the left lever first to ram
 its scoop into the ruined walls on the left. Oops. Now pull the right
 lever to smash its scoop into the wall in front. Pull the right lever
 again to completely knock down the wall. Enter the room behind this
 wall to find two scavengers who will mutate. Kill them.

 Open the door at the back of this room, walk through the corridor, and open
 another door to reach a short alleyway. At this alleyway, pilot the Flycam
 upward and have it push the button on the elevator above to send it down.
 Ride the elevator up, and climb onto the ledge. Open the door there, enter
 an empty room, and open another door. Get into the room with two large
 windows and a small side room, which contains a Regen Point.

 After killing the scavenger who turns into an acid mutant, climb through the
 broken windows to the scaffold. Push the button on the scaffold to raise it,
 and then climb onto the girder.

 This girder leads into the upper level of the building ruins through which
 the heroes have passed earlier. Walk along the girders carefully, and kill
 the bird mutants who come down to attack. When approaching the other side
 of the building, a piece of flooring from above will fall down. Climb over
 it and continue across the girders to the highway.

 Drop down along the fallen girder pieces to get onto the highway. Continue
 down this highway to see the supply truck stuck on another portion of the
 highway. The cab of this truck has crashed onto the ground, so drop down
 onto it to reach the ground safely.

 This is the yard outside the scavengers' garage. Look for a door here
 that is jammed by some boards. Shoot the boards to knock down the door.
 Now open the Standard Security Lock past it to open the UPA door, allowing
 the scavengers to join the heroes.

 Now it's time to get the supply truck down. Shoot the red beams holding
 it underneath to make the truck drop. (Be sure to stand back when doing
 so to avoid getting squished. There is nothing in the truck that is of
 use to the heroes.)

 After bringing down the truck, Carter should interview the scavenger leader
 again. According to him, Dr. Molenski was a kind doctor who used to help
 the scavengers. Then fifteen years ago, he took Lucy with him underground
 via the UPA Elevator in the plant nearby, but the two were never seen
 again. Prior to leaving, Dr. Molenski entrusted the Keycard for his office
 in the plant to the scavenger leader. It doesn't seem to matter now, so
 the scavenger leader will hand this Keycard over to Carter and wish him
 and his pals luck on their mighty quest.


[2.9.9] Plant

 A doorway at one corner of the yard leads into the plant. The last
 Regen Point is on the walls not far past this entrance. Inside the
 plant, kill the mutants who show up. Stepping on the floor vent will
 cause it to flip up, throwing any heroes on it toward some toxic gas.

 Amber should walk through the toxic gases and reach the corridors deep
 into the plant. Find and push the button that opens a locked door.
 It is a shortcut to the yard, allowing the other heroes to catch up
 with Amber. Back in the corridors, a ceiling grating will fall open,
 and it will continue to spawn dog mutants indefinitely. Run past these
 mutants and get to the locked gates at the rear end of the corridors.

 Insert the Keycard into the slot to open the locked gates. Go in,
 kill a mutant, and open the double doors to the office. Take the
 Circuit Board lying on the ground. Insert the Circuit Board into
 the computer to restore power to the Terminal.

 Minoko should tap into the Terminal in this office now:

 - Lab Video (video) - This is the video recording of Dr. Molenski's final
 journal entry in the office, made fifteen years ago. He talks about using
 the equipment in a bunker, along with the parts the scavengers have helped
 him find, to build a gene splicer so he can attempt to cure Lucy.

 Hmmm, this looks bad. It seems Dr. Molenski has failed and is now going
 on a psycho death mutant rampage. After the heroes watch the video, the
 doors to the UPA Elevator nearby will open.

 Assuming all the other objectives are completed, the entire team should
 step into the UPA Elevator to complete this Chapter.


------------------------------------------------------------------------------
[2.A] Chapter 10: Underground
------------------------------------------------------------------------------


Level Select Equipment:

 Energy Cells: 4
 Rover, Flycam, Pipe Bomb, Sentry Gun, Homing Upgrade,
 Timeshock, Disc Launcher, Extractor


Story:

   All the evidence so far points to Dr. Molenski as the one being
 responsible for the mutants. Before the heroes can learn why he would
 arrange for Minoko to meet him now, they will have to find Eden Bunker,
 from where the control signal for the mutants originates.


General Hints:

 The tenth Chapter is mostly about finding the secret entrance to
 Eden Bunker. Using the trains is necessary to overcome some of the
 obstacles, and they can also be fun to ride.

 The team will obtain no new equipment in this Chapter.


Walkthrough:

 The starting point is at the UPA Elevator in a warehouse filled with
 cargo containers. The first Regen Point is located in this UPA Elevator.
 There is a Recharge Point on the walls nearby.


[2.A.1] Warehouse

 Walk out through the open container ahead to find several mutants hanging
 around in the warehouse. Kill them all, but watch out for the hook mutants.
 If a hook mutant latches its electric wire onto a hero, that hero will be
 paralyzed and cannot break free until another hero kills the hook mutant.
 When the heroes approach a partially open container further into the
 warehouse, more mutants will come out from it. Kill them, too. Look up
 to see a red container and a yellow container hanging from the ceiling.
 Shoot these two containers to make them fall down.

 Now find the elevator along the walls and ride it up to the high walkway.
 Kill the mutants along this walkway, and follow it to a crane control lever
 (inactive) and a broken fuse box. Open the fence to gain access to the fuse
 box, and kill the power leech sucking on it. Andre should repair the broken
 fuse box to restore power to the crane control lever. Pull the lever to
 make a crane automatically move forward and backward.

 Continue along the high walkway. The two containers that have fallen down
 will form a path to the moving crane, so walk across them. Climb onto the
 container being carried by the moving crane.

 On the moving crane's container, one hero should find and hold a switch to
 raise the container, allowing another hero to climb onto the high container
 being held by a second crane ahead. Kill the spider mutant on this second
 crane's container, and then push the switch there to drop this container.
 With the second crane's container dropped, any heroes left on the first
 crane's container can catch up more easily.

 Drop down onto the walkway at the other side of the second crane's
 container. Go through the opening in the wall to enter the postal sorting
 area. Drop down carefully along the rubble to reach the ground floor, and
 find and open a locked door there. It is a shortcut to the warehouse.


[2.A.2] Postal Sorting Area

 At the postal sorting area, kill all the mutants who show up. The mail
 chutes at the conveyor belts will continue to spawn small spider mutants
 indefinitely. Shoot the chute covers to make them drop, stopping the small
 spider mutants. Take the Power Regulator on the wall between the mail chutes.
 (Around this point, Control will send the team Eden Bunker's file. Some parts
 of the data in this file are deleted, due to the hacker's tampering.)

 Way across from the conveyor belts, there is a train. Open the double
 doors past it and enter the UPA station, which contains a Regen Point,
 a Recharge Point, a Terminal (inactive), and a Battery Panel. Kill the
 ape mutants inside, and then charge up the Battery Panel to restore
 power to the Terminal.

 Minoko should tap into the Terminal in this UPA station now:

 - Depot Gate 1 (switch) - Secured device. This opens the gate in front
 of the train. Prepare to kill the two mutants who come out from there.

 Now comes the fun part. Step into the operator's booth at the train.
 Insert the Power Regulator (from the conveyor belts at the postal sorting
 area) into the slot to restore power to the train. Turning the Gear Selector
 determines whether the train goes forward or backward, and pulling the
 Accelerator Lever drives the train.

 One hero should be at the train controls, while the other three should
 ride in the passenger car in the back. (If they like, the heroes can
 place the Sentry Gun on top of the engine or inside the passenger car
 to turn it into a mobile turret.) When the heroes are ready, they should
 ride the train over to the junction. Kill all the mutants who show up
 along the way.


[2.A.3] Junction and Boarding Platforms

 At the junction, the high control booth contains the levers that adjust the
 position of the rotating platform, which must be used to transfer the train
 onto the different tracks. The control booth is locked from the inside.
 Shoot open the windows of the booth, and then pilot the Flycam through the
 broken windows. Have it push the button from within the booth to unlock the
 door. Now a hero should climb up the stairs and enter the booth. Kill the
 power leech sucking on the fuse box. Also kill the two spider mutants who
 will show up at the junction.

 In the junction control booth, there are four levers. Each can be pulled
 to spin the rotating platform into a position that connects with one of the
 four tracks. Lever 1 connects it to the left tunnel. Lever 2 connects it to
 the postal sorting area (from where the heroes have come). Lever 3 connects
 it to the middle tunnel. Lever 4 connects it to the right tunnel.

 First, pull Lever 2 and drive the train onto the rotating platform.
 Next, pull Lever 3 to let the train connect to the middle tunnel. Then,
 all the heroes should get into the train and ride it through that tunnel.
 Far enough into the middle tunnel, the train's controls will break,
 forcing the train to accelerate forward uncontrollably, ramming through
 a barrier and then crashing to a halt at the collapsed end of the tunnel.

 The train is totally wrecked, so leave it, kill the mutant nearby, and open
 a blue door that leads into a maintenance passageway. Blow away the mutants
 inside, and proceed to the stairs that go down to the lower tracks. Kill a
 hook mutant there.

 Open the double doors to the lower tracks control room, which contains
 a Terminal (inactive) and a Battery Panel. Charge up the Battery Panel
 to restore power to the Terminal.

 Minoko should tap into the Terminal in the lower tracks control room now:

 - Fire Barriers East 1-2 (switch) - Secured device. This opens the gates
 just outside this control room. Get ready to take down the mutants who
 will come in from those opened gates.

 - Fire Barrier East 4 (switch) - Secured device. This opens another
 gate in the tunnels.

 - Fire Barrier East 3 (switch) - Secured device. This opens yet another
 gate in the tunnels.

 After Minoko opens all of the fire barriers, the heroes should open the
 other set of double doors in the room and proceed out to the boarding
 platforms. Slaughter all the mutants there, including the spider mutant
 who drops down when the heroes approach the train at these platforms.


[2.A.4] Train Station

 From the boarding platforms, go to the train station. Carter should open the
 High Security Lock by one of the two UPA green laser doors to gain access
 to the UPA station, which contains a Regen Point and a Recharge Point.
 (This UPA station has been formed out of a side room in the train station.)

 From this UPA station, go through the open doorway to find the main stairs,
 and kill more mutants there. Open the Standard Security Lock to open the
 other UPA green laser door. (This is the station's main entrance.)

 Climb the main stairs up to the second floor, where a side corridor,
 the ticket office, and the control room can be found. The side corridor
 leads to a collapsed dead end, so don't worry about it.

 The ticket office is locked, but ape mutants can be seen inside there.
 Shoot open the ticket counters' windows, and kill those mutants. Afterward,
 stand on the counters and deploy the Rover. Drive it along the counters
 and into the office, taking care not to have it drop onto the floor. Drive
 it over to the shelves at the back of the office. Have it shoot the shelf
 where the Power Regulator lies to make the shelf collapse. Use the Rover
 to take the Power Regulator after it slides down the collapsed shelf.

 Open and go past the double doors to the control room on the train station's
 second floor. Kill the two power leeches sucking on the walls there. (The
 heroes can break the windows for fun.)

 Minoko should tap into the Terminal in the train station control room:

 - Train Recall - Tunnel W3 (switch) - Secured device. This recalls the train
 to the boarding platforms.

 - Train Recall - Tunnel W2 (switch) - Secured device. This recalls the train
 to the boarding platforms.

 - Train Recall - Tunnel W1 (switch) - Secured device. This recalls the train
 to the boarding platforms.

 - Train Recall System (note) - This talks about how the recall circuits
 can be used to automatically bring the train back to the boarding platforms.

 - Eden Bunker (camera) - This monitors the main entrance of Eden Bunker.
 Mutants can be seen loitering around the entrance, and the front doors
 can also be seen closing up. What the hell is going on there?

 The recall circuits are basically convenient means of bringing the train
 outside back to the boarding platforms. Using them isn't necessary, but
 they can make travel faster in the event the train is left somewhere else
 in the tunnels when the heroes get wasted and teleport back to the Regen
 Point in the UPA station.


[2.A.5] Junction Revisited and Eden Bunker Main Entrance

 Now that the heroes have the Power Regulator (from the ticket office), they
 should go down to the train. Again, go into the operator's booth and insert
 the Power Regulator into the open slot. This train is of the same model as
 the first one, and its controls are the same. (This train also will not be
 destroyed, so the heroes can ride around in it as much as they like.)

 All fire barriers around this station should be opened by now, so drive the
 train along the only way out from the station now. This path will take it
 back, via the right tunnel this time, to the junction through which the
 heroes have passed earlier. Beware of new mutants who will appear there.

 At the junction, get into the control booth again. Pull Lever 4 and drive
 the train onto the rotating platform. Then pull Lever 1 to let the train
 connect to the left tunnel, which leads to the other set of tracks at the
 boarding platforms.

 Continue driving the train along this other set of tracks, ramming through a
 barrier along the way, before arriving at the main entrance of Eden Bunker.

 Massive killing time. Wipe out all the mutants in front of the main entrance.
 They include dog mutants, disc mutants, and even one Lucy mutant. According
 to what Control has said earlier, this main entrance is the only listed
 entrance in Eden Bunker's file that has not been deleted. It is obviously
 a trap set by the bad guys, so the heroes are to find another way into
 the place. Get back onto the train and drive onward.


[2.A.6] Maintenance Areas and Upper Walkways

 Not too far into the tunnel past Eden Bunker's main entrance, there is a
 Standard Security Lock. Open the Standard Security Lock to gain access to
 a small UPA station, which contains a Regen Point and a Recharge Point.
 Kill the power leeches sucking on the walls there for fun.

 Minoko should tap into the Terminal in this small UPA station:

 - Fire Barrier West 2 (switch) - Secured device. This opens a gate further
 down the tunnel.

 - Train Recall - Tunnel W3 (switch) - Secured device. This recalls the train
 to the tracks in front of Eden Bunker's main entrance, if it is left on the
 tracks further ahead.

 After Minoko opens the fire barrier, the heroes should continue riding the
 train ahead. Around this point, Control will notify the team about a secret
 entrance to Eden Bunker that he has just discovered. This secret entrance is
 located within the sewage reprocessing plant toward the end of the tracks.

 The train stop outside this sewage reprocessing plant is watched by two
 reprogrammed UPA Cannons. The train itself doesn't provide much cover,
 so drive the train forward at full speed and don't stop. (If all the heroes
 get wasted, leaving the train below the reprogrammed Cannons, use the recall
 circuit via the Terminal in the small UPA station to bring back the train.)

 If the heroes make it past the reprogrammed Cannons, they will soon come
 to the collapsed end of the track. Small spider mutants will drop down from
 the ceiling here, so kill them all. After that, step through the large hole
 in the wall to enter the adjacent corridor. Follow this corridor over to
 some thin partitions, behind which is a Standard Security Lock. Open the
 Standard Security Lock to gain access to another small UPA station, which
 contains a Regen Point.

 The next room is a large one that has two sets of stairs leading to the
 high walkway, along with lots of mutants, including a hook mutant. The
 rear corridors of this room are empty. Climb the stairs up to the high
 walkway. Open the Standard Security Lock to open the UPA door leading
 out to some upper walkways.

 These upper walkways are directly above the last parts of the train tracks.
 The two reprogrammed UPA Cannons are still down there, and several mutants
 can be found at the tracks as well. Luckily, the fencing will keep the
 heroes out of the Cannons' sights, although there is a gap at one corner
 of the upper walkways that allows the heroes to shoot down at the mutants.


[2.A.7] Sewage Reprocessing Plant - Upper Floors (Elevator Shaft and Garage)

 When the heroes are ready, they should cross the narrow bridge over to the
 other side of the upper walkways. Enter the room ahead. This room is on
 the upper floors of the sewage reprocessing plant. Kill the power leeches
 sucking on the panels to restore power to the Recharge Point. Do not shoot
 the explosive tanks behind the fences here, otherwise the resulting blast
 will tear open the air ducts, allowing dog mutants to come out from them.

 From this room, enter the stairwell, which lies next to an open elevator
 shaft. The stairwell has doorways that lead to the second floor elevator
 stop, the first floor elevator stop, and the large room on the ground level.

 In the large room on the ground level, the heroes can pull the lever to raise
 the shutter. It is a shortcut to the train stop outside the room. If the
 heroes do so now, they should watch out for the reprogrammed UPA Cannons
 and the mutants there. At the back of this room, find a corridor that leads
 down to the basement elevator stop, where a Recharge Point can also be found.

 Time for some elevator action. There are two open-frame elevators in the
 shaft. When one elevator goes up, the other goes down. The buttons at the
 three elevator stops (basement, first floor, and second floor) can be pushed
 to call the first elevator to whatever floors the buttons belong. This first
 elevator also has two buttons (on the panel at a corner) that can be pushed
 to make it move up and down. The trick is to manipulate the elevators so
 Minoko can get across them to the hallway at the opposite side of the shaft.

 For the easiest way to do this, push the first floor button, so the two
 elevators will line up at the first floor level of the shaft. This allows
 Minoko to easily step across from the first elevator to the second one.
 Then, another hero should push the button at the basement stop, thus
 lowering the first elevator and raising the second elevator. This allows
 Minoko to get into the hallway at the opposite side of the shaft. (If there
 are not enough heroes nearby, Minoko can also use the Flycam to push the
 buttons.) While riding the elevators, watch out for small spider mutants
 who will drop down.

 The hallway after the elevator shaft splits into two paths. The stairs
 leading up goes to a security station. Kill the advanced dog mutant and
 the power leeches in there.

 Minoko should tap into the Terminal in this security station:

 - Cannon (1) (cannon) - Secured device. This controls one of the
 two UPA Cannons overlooking the train stop outside the sewage plant.

 - Cannon (2) (cannon) - Secured device. This controls the other of the
 two UPA Cannons overlooking the train stop outside the sewage plant.

 Back out in the hallway, the stairs leading down goes to the high walkway
 of a garage. Kill the mutant who rides up the elevator at the end of this
 walkway. Ride the same elevator down, and kill the mutants on the ground
 level, including the small spider mutants coming out from an open vent of
 a large tank. (The heroes can place the Sentry Gun in front of this vent
 to take care of these small spider mutants.)

 At one corner of the garage, there are a Regen Point and a lever. Pull the
 lever to open the garage door. It is a shortcut to the train stop outside
 the room. Providing Minoko has converted the UPA Cannons there back to
 normal, any heroes still behind can now safely pass through the train stop
 to get into the garage.


[2.A.8] Sewage Reprocessing Plant - Sewers

 In the garage, the heroes should climb down the spiral staircase to reach
 the sewers. The first tunnel they enter contains a few mutants, mostly
 small spider mutants who drop down from the ceiling. (The narrow confines
 of these sewers make the Disc Launcher in Bounce Mode quite effective.)

 The first tunnel branches off to a side tunnel that leads to a lever.
 This lever will break when the heroes try to use it, causing the gate
 nearby to remain shut. Time to look for another way.

 Go back out to the first tunnel and continue along it to find a wider
 tunnel. Amber should walk into the steam and hold the lever to open
 a large gate. The other three heroes should kill the mutant who comes
 out and then proceed into this large gate.

 The low room the three heroes will reach next has a falling stream
 of water. Kill the acid mutant there, and drop down into the room.
 Continue up into the pipe ahead.

 This high pipe runs through the room that lies on the other side of the
 gate with the busted lever. Pilot the Flycam through the cracked openings
 of this pipe. Have it pull the small lever to open the gate. Now Amber can
 pass through this opened gate and pull the large lever to open the grating
 in the high pipe, allowing the three heroes up there to proceed through it.

 There are two ways to reach the vat room at the end of the plant. The main
 way is through the opened gate, where Amber is. The optional way is through
 the high pipe, and as there are already some heroes up there, they might
 as well continue through it. Go on through the open grating to find an acid
 mutant and a lever. Pull this lever to lower a bridge across the gap ahead.
 Kill the two ape mutants who come down on it, and then cross the bridge.
 The tunnels ahead branch into two paths, with one that slopes down, and
 with one that has a hole in the floor. Small spider mutants will appear
 throughout these tunnels, but no matter which path the heroes take, they
 will eventually come to find two pipes located side by side. Go through
 either of these pipes to enter a vat. Until the compressor here is raised,
 the heroes cannot exit through the vat.

 Back in the room with the high pipe, where the gate with the busted lever
 has been opened, continue through the corridor and kill the mutants who
 show up. In the rectangular room, shoot the boiler. Doing so will blow open
 a hole in the wall and cause the broken pipes there to periodically release
 steam. Any heroes besides Amber here can wait for the steam to stop before
 running into the next corridor. Kill an acid mutant there, and find the
 large pump in a room to the back. Take the Ignition Capacitor from this
 pump to overload it. Doing so causes the pump to explode in a few moments,
 blowing a hole through the wall. Go through this hole to reach the vat room.


[2.A.9] Sewage Reprocessing Plant - Vat Room

 Massive killing time. Two large vats can be found in the vat room. Tons of
 mutants are waiting there, including a few hook mutants. Blow them to hell.

 When the vat room is cleared, pull the lever by the door of the unbroken vat
 to open it. Doing so will also raise the compressor in this vat, allowing
 any heroes inside to exit. Afterward, climb up the spiral staircase at
 the back of the vat room to reach the observation deck, which contains
 a Regen Point and a Recharge Point.

 Under the observation deck, there is a pump engine. Insert the Ignition
 Capacitor (from the exploding pump in the sewers) into this engine to
 restore power to it. Then, one hero other than Andre should hold the
 pump button to keep the fans turning inside the broken vat.

 Andre should enter the broken vat through the hole in its wall. Because
 the pump is being activated, the fans inside will be slowly spinning.
 Although there are toxic gases at the bottom of this vat, Andre can climb
 onto the fans without harm. He should climb up along the fans as they spin.
 After reaching the top walkway, Andre should repair the broken fuse box.
 This will restore the fans to normal, allowing them to turn at full speed.
 To get out of this vat now, Andre should walk around the fuse box to the
 gate. Turn the valve on the door and then push it open. The walkway outside
 leads back to the observation deck.

 With the fans restored to normal, the pump will work properly. While a hero
 is still holding the button on the pump engine, another hero should turn
 the valve near the hole in the broken vat's wall to drain out the sludge
 and to disperse the toxic gases inside.

 When the sludge is drained, a secret door at the bottom of the broken vat
 will be revealed. Wow. Drop down into the vat, and turn the valve on the
 door to open it. Enter the secret corridor to find a Terminal.

 Minoko should tap into the Terminal in this secret corridor:

 - Security Door (switch) - Secured device. This opens the door to the
 elevator that leads down to Eden Bunker.

 After Minoko opens the locked door, the heroes should go past it to reach
 an open-frame elevator. This is the secret entrance.

 Assuming all the other objectives are completed, the entire team should
 step into the open-frame elevator to complete this Chapter.


------------------------------------------------------------------------------
[2.B] Chapter 11: Eden
------------------------------------------------------------------------------


Level Select Equipment:

 Energy Cells: 4
 Rover, Flycam, Pipe Bomb, Sentry Gun, Homing Upgrade,
 Timeshock, Disc Launcher, Extractor


Story:

   "This is it then," Carter says as the elevator descends deeper and deeper
 into the earth, "Hopefully Dr. Molenski doesn't know about this entrance,
 so we'll be able to catch him by surprise."

   "Don't kill him unless you have to," Minoko reminds him, "I want to talk
 to him."

   "Well you better hope it's not me who finds him first then," replies
 Andre as he pulls out his Pulse Gun.

   Amber checks her weapons and agrees with the angry engineer.
 "Andre is right, Minoko. The time for talking has passed."

   "The control signal is very strong now," Control speaks through their
 headsets, "Its source is marked on your Scanners."

   The elevator finally arrives at the bunker.


General Hints:

 The eleventh Chapter is mostly about discovering Project Eden and learning
 how Dr. Molenski figures into it. There are several locations that will
 continue to spawn mutants indefinitely, but a few of them can be shut off
 eventually. Due to the bunker's age, many service points within it look
 different from the familiar UPA service points, but they function the
 same. The Recharge Points are still marked by a lightning bolt symbol,
 but they are blue instead of yellow. The Terminals are still marked by
 a small information icon, but they are red instead of light blue.

 The team will obtain no new equipment in this Chapter.


Walkthrough:

 The starting point is at the open-frame elevator in the north supply shaft.
 The first Regen Point is located in this elevator. As the heroes arrive
 at the bottom, they should kill the mutant immediately in front of them.
 So much for sneaking into the place.


[2.B.1] North Supply Shaft to Seesaw

 Push the switch on the door to open it, and kill more dog mutants in the
 corridor on the other side. The next room is guarded by a reprogrammed
 UPA Cannon, along with more dog mutants. All the corridors leading deeper
 into the bunker from here have collapsed, so don't bother going into them.

 The heroes can use the black vertical display as cover from the Cannon's
 shots. (Shooting it causes it to partially break and to slightly tip.)
 While ducking behind it, look back along the walls to see the door to a
 security room, which contains a Recharge Point and a Terminal. Run over
 to this door, open it, get inside, and then close the door to make sure
 the Cannon can't fire into the security room.

 Minoko should tap into the Terminal in this security room:

 - North Hall 01 (cannon) - Secured device. This controls the UPA Cannon
 overlooking the place just outside this room.

 - North Supply Shaft (cannon) - This controls the UPA Cannon overlooking
 the secret entrance, from where the heroes have entered the bunker. Use it
 to shoot the hook holding the dangling girder, causing it to drop down onto
 another girder, which in turn will form a path leading up to a loose metal
 panel. Shoot open the metal panel to reveal a hole in the wall.

 Now that the girder has fallen and the metal panel is shot open, the heroes
 can walk up along this girder to go through the hole in the wall. The room
 they will enter has a large gap in its floor. Look down through the gap to
 see one of the missing technicians being watched by a dog mutant. Shoot the
 bookshelf leaning over the gap to make it fall down, allowing the heroes to
 drop down onto it to reach the corridor below safely. The technician will
 mutate when approached, so kill him as well as the other mutant.

 The corridor below the gap is the area on the other side of the rubble
 that the heroes may have seen earlier (near the first reprogrammed Cannon).
 Continue on to the next room, where a mutant will blow a hole through the
 walls and cause a piece of the ceiling to fall down, forming a seesaw.

 At least two heroes should climb onto the end of the seesaw that is farther
 away from the hole in the wall. Their weight will cause the other end of
 the seesaw to rise up, jamming itself into a notch in the wall.

 Now that the seesaw is locked in place, the heroes can use it to reach the
 high corridor that has electrical currents running across it. Amber should
 walk through this electrified corridor on her own first. She should push
 the loose wire aside to divert the electricity to a small side corridor.
 (This small side corridor connects to the upper walkways of the earlier
 corridors. Nothing special is there.)

 After Amber diverts the electrical currents away from the high corridor,
 the rest of the heroes can catch up with her. Proceed to the end of the
 high corridor, and look through the reinforced glass door to see something
 creepy. Carter should open the High Security Lock to gain access to the
 mainframe room.


[2.B.2] Mainframe Room

 In the mainframe room, the super computers can be seen being gas-cooled
 behind the large windows. A man in his mid-to-late thirties can also be
 seen frozen within a powerful time dilation field. This, of course, is
 Dr. Molenski. He has apparently been trapped within the field for several
 years, and his last action seems to be reaching for the computer in front
 of him. This computer is missing a disk of some sort, so the heroes will
 have to go find it before they can free Dr. Molenski.

 Go through the corridor ahead that leads out of the mainframe room. Shoot
 the lock above the glass doors to open them, and fight off the mutants who
 appear. The corridor outside splits off to the left and the right. The left
 path leads to a dead end (due to collapsed rubble), but several dog mutants
 will tear up the ground there, flinging tiles up into the air. Kill them.
 The right path goes to the communications room, but it is guarded by a
 reprogrammed UPA Cannon, and it also has a vat that will continue to spawn
 dog mutants indefinitely.

 Drop down through the large gap in the floor before the communications room.
 Walk through the corridor down there, passing by a Regen Point and a Recharge
 Point, to reach the locked gate leading to the central silo. Drive the Rover
 up the fallen plank in this corridor, and have it turn on the electric switch
 on top of some rubble to restore power to the Terminal by the gate.

 Minoko should tap into the Terminal by the locked gate now:

 - Silo Door 1 (switch) - Secured device. This opens Gate C1 at the central
 silo (the gate near this Terminal).

 - Silo Door 2 (switch) - Secured device. This opens Gate C2 at the central
 silo.

 After Minoko opens Gate C1 and Gate C2, the heroes should step into the
 central silo.


[2.B.3] Central Silo

 The silo is a large room with four gates. Upon entering it, holographic
 plants will appear, concealing a few mutants. Kill them. The heroes can
 easily become lost within the holograms, so to get their bearings, they
 should look upward at the "sky" to see markers indicating where the gates
 are located. The one through which they have entered is Gate C1, and their
 destination is Gate C2. Before going there, the heroes should stop by the
 center of the silo.

 Horror time. Minoko's sister, Lucy, can be found sitting by a tree at the
 middle of the silo. Like Dr. Molenski, Lucy is frozen within a time dilation
 field, except she is surrounded on all sides by the holographic plant life.
 This, ladies and gentlemen, is Project Eden. But if Dr. Molenski and Lucy
 are both frozen, who the hell is controlling the mutants? Start finding out
 by going to Gate C2.


[2.B.4] East Hall

 Gate C2 leads on to the recreation area, but the corridors here are
 watched by reprogrammed UPA Cannons. At the beginning of these corridors,
 there is a set of locked double doors. Pilot the Flycam through the opening
 at the top of these doors, and have it push the switch on the other side of
 the doors to open them.

 The heroes will enter a large maintenance room, which contains a Regen
 Point, a Terminal (inactive), and a manually operated elevator (inactive).
 Andre should repair the broken circuit panel to restore power to the
 Terminal and the elevator.

 Minoko should tap into the Terminal in this large maintenance room now:

 - East Hall Observation (camera) - This monitors a room at the recreation
 area. Mutants can be seen wandering around the place. An opening can also
 be seen in the ceiling of a security room, just below this camera.

 Step onto the manually operated elevator. One hero should hold the lever
 on it to raise it, while the other three should get ready to blow away
 the mutants who will appear at the top. From up there, the heroes can
 run onto the platforms that are swinging back and forth. Continue across
 these swinging platforms to the other end, taking care not to fall off.

 At the end of the swinging platforms, step onto the right side of the upper
 walkways. Now run forward along this side, dodging the Cannon shots, and
 drop down into the hole to reach the east hall security room, which contains
 a Recharge Point and a Terminal. (This hole is the one seen earlier via the
 east hall observation camera.) Kill the double-headed mutant in there.

 Minoko should tap into the Terminal in the east hall security room:

 - East Hall 03 (cannon) - Secured device. This controls the UPA Cannon
 overlooking the long hallway connecting to the sick bay.

 - East Hall 01 (cannon) - This controls the UPA Cannon overlooking the
 corridor connecting to the large maintenance room, through where the heroes
 have passed earlier.

 - East Hall 02 (cannon) - This controls the UPA Cannon overlooking the
 area just outside this security room.

 Minoko should use the Cannons to kill off the mutants in the area. With the
 Cannons converted back to normal, any heroes still behind can safely walk
 through the corridors in this area to catch up.

 Across from the east hall security room, there is a long hallway. While
 Minoko remains tapped into the East Hall 03 Cannon that looks into this
 hallway, the other three heroes should proceed into it. Three double-headed
 mutants will pop up there, with two in the middle and one near the shelves
 at the back. Use the Cannon to take them out more easily.

 After the three double-headed mutants, climb the stairs up to the next
 hallway. Dog mutants will keep coming out from the hole in a wall around
 here, so don't stick around for too long. At the top of the stairs,
 another double-headed mutant will appear. Kill it.


[2.B.5] Sick Bay and Dr. Molenski's Office

 The security door to the sick bay is locked. Pilot the Flycam through the
 window of the dispensary, and have it push the button near the window on
 the other side to open the security door.

 There is a Regen Point just beyond the security door. The hallway past
 it splits left to an empty room and right to the quarantine cells. Head
 to the quarantine cells, and kill the shockwave mutants there. In addition
 to their ramming and tail attacks, these mutants can perform shockwave
 attacks that will knock the heroes flat on their asses. Kill them quickly.
 The last surviving technician is trapped within one of the quarantine
 cells, where he will be pounding on the reinforced glass.

 Go to the rear side of the dispensary. Kill the double-headed mutant
 who shows up there. If the heroes look down at the desk, they will see
 a clipboard with a numeric code, 8159. On the control panel, there are
 four switches and a Terminal.

 Minoko should tap into the Terminal at the dispensary:

 - Quarantine Cell 01 (camera) - Secured device. This monitors the interior
 of the cell where the technician is trapped. Use it to zoom in on the
 scribbling on the floor to see a numeric code, 7562.

 The four switches near the Terminal are used to enter the digits of the
 codes that unlock the quarantine cells. (Due to the lag when holding a
 switch, be sure to release the switch one number before the desired one
 to let the digit cycle properly.) If the heroes enter the code on the
 clipboard (8159), they will open the wrong cell and release a mutant.
 If the heroes enter the code on the floor of the technician's cell (7562),
 they will open the correct cell.

 After opening his cell, talk to the technician. According to him, someone
 referred to as "she" has killed Peterson (another technician) to scare him
 into doing "her" repairs. He will also give the heroes a Keycard. Almost
 expectedly, he turns into a mutant, so the heroes will have no choice
 but to kill him. So much for rescuing the technicians. HAHAHAHA.

 Insert the Keycard into the slot on the circuit panels at the back of the
 sick bay. Doing so will lower the circuit panels, revealing a secret one-way
 passageway to Dr. Molenski's office.

 Horror time. Dr. Molenski's office contains a Regen Point and a Terminal.
 Hanging on the walls here are his credentials and a photo of Lucy and Minoko
 (taken when they were still children). But the freaky part is the diminutive
 robot crouched silently by the corner. Children's blocks are scattered about
 near it, and a crudely drawn picture of "Daddy" is stuck onto the walls.
 A teddy bear also lies by the robot. Oh. Holy. Crap.

 Minoko should tap into the Terminal in this office:

 - Medic (switch) - This opens a secret compartment behind the photo and
 opens the door leading to the defense terminal.

 Take Molenski's Disk from the secret compartment, and then go out through
 the door to the defense terminal, where a square ring of consoles can be
 found. Kill the mutant there.


[2.B.6] Defense Terminal, Wide Hallway, and Detox Area

 Continue past the defense terminal, through the broken glass doors, to
 reach the wide hallway. If the heroes approach the locker in this hallway,
 a mutant will come out from it. Kill it.

 Go through the doorway opposite of the electrified pool of water to
 enter a meeting room. Open another door ahead and enter a security room.
 Drive the Rover behind the row of toppled computers, and have it take
 the Component lying behind these computers. Now go back. Dog mutants
 will blow a hole through a wall in the meeting room. This hole will
 continue to spawn dog mutants indefinitely, so leave quickly.

 With the Component in hand, return to the defense terminal. Insert the
 Component into the opening on one of the consoles. Next, Andre should
 repair the broken circuit panel nearby to restore power to the button
 located on a corner of the ring of consoles. Amber should climb onto the
 cabinet lying above the consoles, and then another hero should push the
 button to raise the display screens, which will also raise the cabinet.
 This allows Amber to reach the passageway above the ceiling, from where
 she can walk out to the upper ledges of the wide hallway. Electrical
 currents are running across these upper ledges.

 Amber should walk along the electrified upper ledges. At the other end,
 she should hold the lever to shut off the electrical currents in the
 pool of water. (Simply pushing the loose wire there will not divert the
 electrical currents.) After the other three heroes cross the pool, Amber
 should release the lever and catch up with them. Because electricity is
 flowing through the pool again, the dog mutants coming in from the meeting
 room will be fried when they try to chase the heroes across the pool.

 Beyond the pool of water is the detox area, where the shower room is.
 The ducts above the showers are ablaze, shooting flames downward. Amber
 should walk through the fires on her own and open a black door leading to
 a maintenance room. In there, Amber should turn the valve to restore water
 pressure to the pipes. Now the other heroes should go to the shower stall
 with a fire burning above it, and they should hold the lever on the pipe
 there to spray water against the fire. Keep spraying until all the flames
 in the ducts are extinguished.

 Between the shower room and the maintenance room is the detox scanner.
 Only one person can step into it at a time, and it will check that person
 for any radioactive contamination. Amber cannot pass it, because she
 emits an unacceptable amount of radiation. (It's 5 percent over the limit.)
 The other three should go on through the detox scanner without her.

 On the other side of the detox scanner, there are a Regen Point and
 a Terminal.

 Minoko should tap into the Terminal past the detox scanner:

 - Maintenance Note (note) - This talks about how a waste spill from
 the sewage reprocessing plant above has permanently damaged the central
 ventilation unit.

 - Camera (switch) - This opens the gate to the central ventilation unit.
 Prepare to kill the several mutants who will come out from there.


[2.B.7] Central Ventilation Unit and Recreation Area

 The central ventilation unit is a large room with a massive rotating pipe.
 Climb up the stairs to reach the inside of the pipe. Walk along its unbroken
 portions, taking care not to fall off. The large fan passing through this
 pipe can push the heroes back, and the bright hot fog can reduce visibility.
 Before going through all the way, look for a break somewhere in the middle of
 the pipe that leads out to a walkway. (The heroes may have to wait for this
 break to move down before they can climb through it.) On the walkway, get
 to the control panel. Pull the lever on it to shut off the fans inside the
 ventilation unit. Now the heroes can continue through the rest of the pipes
 and drop into an octagonal observation room. Kill the acid mutant there.

 The octagonal observation room contains a Recharge Point and a Terminal.
 Open the black door. It is a shortcut to the corridor connecting to the
 central ventilation unit.

 Minoko should tap into the Terminal in this octagonal observation room:

 - No.5 East Entrance Door (switch) - This opens Gate C5, which is at the
 end of the wide hallway. This allows Amber to go past it.

 Back at the octagonal observation room, follow the short corridor to an
 elevator shaft. Andre should fix the broken elevator switch to make the
 doors automatically open and close. The floor of the elevator has broken
 off, so it can't be crossed. Instead, shoot the control panel in the
 elevator to make the elevator fall down.

 After Gate C5 is opened and the elevator is dropped, Amber can proceed
 to catch up. She should leave the detox area and go past Gate C5 at the
 end of the wide hallway. In the next room, a pit blocks her path to the
 elevator doors. She should kill the bird mutant and any dog mutants who
 show up, climb the stairs up, shoot open the metal panels, and enter
 the maintenance passageway. From there, she can follow the pipes and
 drop down onto the top of the fallen elevator, from where she can reach
 the octagonal observation room where her buddies are waiting.

 Now that the heroes have regrouped at the octagonal observation room, they
 should shoot open the large window overlooking the east hall. Amber should
 walk along the electrified balcony on her own first. At the central pillar
 within the hole in the wall, Amber should hold the lever to divert the
 electricity to the other half of the balcony. Now the other three heroes
 should walk along the first half of the balcony and stop within the hole
 in the wall. Then Amber should release the lever to transfer the electricity
 back to the first half of the balcony, so all the heroes can walk along the
 second half.

 From the balcony, the heroes will enter a room with broken pool tables.
 Open the double doors, and go out to the hallway. (This is the other side
 of the rubble in the corridor that has had its floor torn up by dog mutants
 earlier.) Pass by a Regen Point, and step on the collapsing flooring.
 Kill the dog mutants and the bird mutants there, and climb out of the
 pit, continuing down the same hallway.

 Past the collapsed flooring, open the door to the security room, go inside,
 and then close the door to keep out the dog mutants. The recreation room
 nearby has a vat that will continue to spawn dog mutants indefinitely
 (for now).

 Minoko should tap into the Terminal in this security room:

 - Recreation Room (cannon) - This controls the UPA Cannon overlooking the
 recreation room. Shoot open the doors of the eight smaller vats to shut off
 the main vat. Some of the smaller vats contain Lucy mutants.

 - Central Communications Room (cannon) - This controls the UPA Cannon
 overlooking the communications room. Again, shoot open the doors of the
 eight smaller vats to shut off the main vat. Some of the smaller vats
 contain Lucy mutants.

 The stairs from the security room lead up to the upper walkways of the
 communications room. The hole in the wall at the recreation room leads
 back to the east hall. Taking either of these paths is not necessary.
 Instead, return to the pit beneath the collapsed flooring. Climb the
 broken sides up to the ground level of the communications room. From
 there, head back to the mainframe room.


[2.B.8] Mainframe Room Revisited and Gene Splicing Chamber

 At last, the heroes have acquired the missing disk and have returned
 to the mainframe room. Insert Molenski's Disk into the computer in
 front of Dr. Molenski. Doing so will open up the panels in front of
 the super computers, revealing a Terminal.

 Minoko should tap into the Terminal in front of these super computers:

 - Time Field Shutdown (switch) - This shuts off the time dilation field
 that is trapping Dr. Molenski.

 But just as Dr. Molenski is freed, Minoko will be teleported to a gene
 splicing chamber. The truth is finally revealed: Lucy is the one controlling
 the mutants. Speaking to her trapped sister, Lucy explains her plan of
 luring the heroes down so she can capture Minoko and then transfer her
 own mind into Minoko's body. (The Lucy mutants the heroes have faced before
 are her earlier attempts at creating suitable replacement bodies, but their
 genetic differences have been too great.) Despite Minoko groaning out a lot,
 she is in no real danger.

 Inside the gene splicing chamber, Minoko should shoot open the access panel
 to find a Terminal.

 Minoko should tap into the Terminal in the gene splicing chamber:

 - Central Mainframe Terminal (camera) - Secured device. This monitors the
 exterior of the gene splicing chamber.

 - Cannon (1) (cannon) - Secured device. This controls the UPA Cannon
 overlooking a set of padlocked doors. Use it to shoot off the padlock.

 - Cannon (2) (cannon) - Secured device. This controls the UPA Cannon
 overlooking the laser grid room. Use it to shoot the cabinet on the
 ground, the fan unit on the wall, and the base of the nearby pillar.

 - Hologram Cutout (switch) - Secured device. This shuts off the holographic
 plants at the central silo, vastly improving visibility there.

 Back at the mainframe room, Carter should interview Dr. Molenski. According
 to him, Lucy has been connected to the research computers to keep her mind
 alive. Unfortunately, the computers in the bunker are all networked, and
 she has gained the ability to control the gene splicer. Upon hearing that
 Minoko is in trouble, Dr. Molenski will immediately agree to help. Follow
 him out of the mainframe room.

 At the corridors outside the mainframe room, Carter should interview
 Dr. Molenski again. According to him, he has always wanted to find Minoko,
 after curing Lucy first. Follow him down the pit, through the corridor, and
 into the central silo. The holograms there should be shut off, so following
 Dr. Molenski will be easy. He will run along the outer edges of the silo,
 heading toward and opening Gate C3.

 The corridor past Gate C3 contains the last Regen Point, a Recharge Point,
 and a Terminal. Follow Dr. Molenski to a set of locked double doors. Minoko
 should have shot off the lock from the other side with the UPA Cannon, so
 open these doors.

 Dr. Molenski will stop again at a reinforced glass door, so the heroes
 will have to find a way around it. One corridor here will collapse when
 approached, so that path is no good. Instead, find another set of locked
 doors. Shoot off the padlock, and then go past the doors to enter the
 laser grid room.

 The laser grid room normally requires some effort to cross. Minoko should
 have shot the cabinet on the ground, the fan unit on the wall, and the
 base of the nearby pillar with the UPA Cannon. These objects will block
 off some of the laser beams when they fall, with the pillar also knocking
 down a second pillar. Use the Flycam to open the lock of the storage locker,
 causing its door to swing open and to deflect a laser beam. Now, climb
 onto the rubble behind the storage locker, drop over the closest laser
 beam beside it, climb onto the fallen pillars, and then go to the stairs
 leading down. However, for a much easier time, Amber can just walk straight
 through the laser beams on her own.

 After going down the stairs at the back of the laser grid room, kill the
 spider mutant in the next room. Shoot off the padlock of another set of
 locked doors, and go past them to reach the room with the gene splicing
 chamber. Only Dr. Molenski knows the code to override the chamber, so
 continue past the chamber for now. Move to the other side of the reinforced
 glass door. Push the button there to open it.

 With the reinforced glass door opened, Dr. Molenski can catch up with
 the heroes. He will enter the code to override the chamber and free Minoko.
 Minoko should talk to Dr. Molenski now. After the little family reunion,
 the heroes should follow Dr. Molenski back down to Gate C3. It's time to
 "sort out" Minoko's homicidal sister.


[2.B.9] Central Silo Revisited (Final Battle)

 Minoko should tap into the Terminal before Gate C3:

 - Override Units (switch) - This opens the four override units around Lucy.
 This will also cause all the gates leading into the central silo to close
 automatically, turning them into one-way doors.

 Push the button near Gate C3 to open it, and step out toward Lucy.
 Hey, what's that coming out from Gate C4?

 Lucy has sent out her demon mutant in a last desperate attempt to keep
 the heroes away. It is also backed up by some other mutants. The demon
 mutant has only a pounding attack, but if the heroes touch it, chances
 are they will get wasted immediately. This is the final battle, so go
 nuts with the weapons. (A hero using the Extractor in Blast Mode will
 need about twenty Energy Cells to kill the demon mutant.)

 After all the mutants are dead, go toward Lucy. The heroes should hold
 the four override units simultaneously, for several moments, to shut off
 Lucy's time dilation field. As soon as the field is deactivated, Lucy's
 body and the wooden seat on which she rests will rapidly age and deform.

 Shoot Lucy to complete this Chapter.


------------------------------------------------------------------------------
[2.C] Epilogue: End of Eden
------------------------------------------------------------------------------

   "Molenski! Get out of the way!," shouts Carter as he tries to aim at Lucy.
 His teammates are holding their fire, waiting for their leader's move.

   "No!," pleads the doctor, "Don't kill her.... Don't kill her. It's okay,
 it's over." He kneels down before Lucy and draws a black, cube-shaped object
 out from the electronics wired to the back of her head.

   "What are you planning now Molenski?," asks Carter, still suspicious
 of the doctor's motives.

   "Oh, you'll see. Just hang on - I need to collect something from my
 old lab."

   "Well," Carter says as Dr. Molenski leaves the silo, "Looks like you're
 going to be a family again, Minoko."

   "Mmm. I don't think so," she replies, "I prefer being an orphan."

   "No kidding!," Andre breathes with relief, "And I thought my family
 was weird."

   Amber nods in agreement.

                                * * *

   Dr. Molenski eventually returns, carrying the small robot the heroes
 have seen earlier. Placing it down in front of them, he inserts the object
 into its head. The next moment, Lucy awakens, her mind transferred into
 the robot. She looks at Carter's squad, but Minoko turns her head away.
 Lucy stands up, and Dr. Molenski holds her hand.

   "Oh, how cute," Amber remarks at this sight.

   Dr. Molenski also hands Lucy the teddy bear. He does not bother asking
 how the toy has found its way into his office. With silent understanding
 from the heroes, Dr. Molenski and his giggling daughter begin on their
 way out of the bunker, waving good-bye. After a moment's hesitation, Minoko
 manages to smile and wave back, too. When she and her teammates return
 to headquarters, they are going to have one hell of a report to write.


------------------------------------------------------------------------------
[2.D] Staff Credits
------------------------------------------------------------------------------

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[2.D.1] Core Design
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Original Concept and Script
 Gavin Rummery

Programming
 Gavin Rummery, Phil Callaghan, Ray Tran, Duncan Hopkins

Additional Programming
 Neil Duffin

Level Design and Graphic Artists
 Heather Gibson, Neil "Oldman" Boyd, Caroline Evans, John Lilley

Additional Death Matches
 Peter Barnard

Rover Race
 Joby Wood

Human Animation and Models
 Stuart Atkinson

Enemy Animation and Models
 Joss Charmet

FMV / Cut Scene Sequences
 Peter Barnard

Additional Artwork
 Mark Donald, Damon Godley

Music and SFX
 Martin Iveson

Producer
 Andy Watt

Voice-Over Casting and Production
 All in the Game Ltd.

QA (UK)
 Dave Ward, Nick Connolly, Hayos Fatunmbi, Paul Field, Benjamin Twose,
 Stuart Abrahart, Richard Apperley, Jason Churchman, James Shipley,
 Steven Wakeman, B.J. Samuel Kil

Special Thanks
 Mike Schmitt, Andrew Thompson, Andy Ward

Executive Producers
 Jeremy Heath-Smith, Adrian Smith

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[2.D.2] Eidos Interactive
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Producer
 Mike Schmitt

QA Manager
 Brian King

Test Lead
 Beau Teora

Assistant Lead
 Colby McCracken

Testers
 Ryan Natale, Alex Strayer, Stephen Cavoretto, Matt Ranalli, Andy Tully,
 Brian Falls, Jesse Andrews, Jeffery Lowe, James Cabot, Dan Franklin

VP Product Development
 Nick Earl

VP Marketing
 Paul Baldwin

Marketing Director
 Sean Amann

Product Manager
 Matt Gorman

PR Manager
 Michelle Seebach

PR Specialist
 Kjell Vistad

Special Thanks
 Rob Dyer, Dave Cox, Mike Kelley, Michael Minson, Greg Wu, Kevin Weston,
 Christian Chaterjee, Kim Pendleton, Li Shen, Frankie Palmer, Randy Stukes,
 Kevin Gill


==============================================================================
[3] Strategies - Arena Mode
==============================================================================


------------------------------------------------------------------------------
[3.0] Playing Arena Mode
------------------------------------------------------------------------------

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[3.0.1] Game Modes
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Death Match Mode
 The heroes get some combat training by using each other for target practice.
 Have a few friendly free-for-all matches of blasting the hell out of each
 other. Funny stories are just waiting to happen here.

Team Mode
 The heroes hone their team coordination skills. They have to retrieve the
 opposing team's Component (the Flag) and then return it to the post at their
 own fort. There are two teams: Blue and Red. The members of each team will
 appear on the Scanner (if it is enabled) as dots of their respective colors.
 The HUD colors will also match the team colors. (The background color of the
 HUDs is changed to yellow to provide better contrast for Red Team members.)

Racing Mode
 The heroes practice operating Rovers. Each character races his or her own
 Rover against the others through a lengthy obstacle course filled with traps,
 zippers, and other neat things. In this Mode, the Resource Menu is disabled,
 and the HUD color for every character is gray.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[3.0.2] Arena Mode Differences
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 - Regen Points and Recharge Points replenish a character's Shield Energy
 and Weapon Energy, respectively, much more rapidly.

 - Regen Points do not tag the characters, although they will still recharge
 a character's Shield Energy if it is not full. If the characters get wasted
 in Death Match Mode, they will be respawned at the special Regen Point
 in one of the starting points. (It is randomly determined each time.)
 If the characters get wasted in Team Mode, they will be respawned at their
 own team's starting point, and they will lose any Components they have
 been carrying. While being respawned, a character will also have his
 or her Weapon Energy fully recharged.

 - All characters can tap into Terminals, and all characters are vulnerable
 to environmental hazards.

 - Every character has his or her own set of weapons and devices. Amber
 can equip all the special weapons, and she remains the only character
 who can use the Missile Launcher (providing it is enabled on the
 Setup Options Screen). Because Amber still has a Shield Energy capacity
 that is one-third greater than the standard amount, that gives her a
 big advantage.

 - Proximity Mode is not available for Pipe Bombs.

 - In Death Match Mode, devices will be automatically destroyed at the
 starting points, and all devices and other characters are shown as enemies
 (red dots that beep) on the Scanner.

 - Interaction with most of the environment is simplified. Many elevators
 are automatically activated by stepping onto them, and there are target
 switches that are activated when they are shot. (The Timeshock and the
 Extractor cannot be used to activate target switches.)

 - In Death Match Mode and Team Mode, the character of any Player who quits
 will be automatically reverted and will not return until that Player joins
 in again. In Racing Mode, the Rover of any Player who quits will remain
 inactive in the Arena. (If another Player destroys this Rover, it will
 be listed as belonging to "Unknown.")

 - Players who join in after a match begins will be assigned characters
 in the following order: Carter, Minoko, Andre, and then Amber.
 In the PC version, for the 8 Player matches, the additional characters
 are Parker, Ashley, Bryant, and Cyclops, who for gameplay purposes are
 equivalents of the original heroes.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[3.0.3] Setup Options Screen
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Time Limit - The temporal duration of a match. The match ends when
 the Time Limit is reached, assuming the Kills/Flags/Laps Limit has
 not been reached first. The default setting is No Limit, but this
 may be changed to 3, 4, 5, 6, 7, 8, 9, 10, 15, 20, 30, or 60 minutes.

Kills (Death Match Mode) - The amount of Kills needed to win a match.
 The match ends when this is reached, assuming the Time Limit has not
 been reached first. The default setting is No Limit, but this may be
 changed to 1, 2, 3, 4, 5, 10, 15, 20, or 25 Kills.

Flags (Team Mode) - The amount of captured Flags needed to win a match.
 The match ends when this is reached, assuming the Time Limit has not
 been reached first. The default setting is No Limit, but this may be
 changed to 1, 2, 3, 4, 5, 10, 15, 20, or 25 Flags.

Laps (Racing Mode) - The amount of completed Laps needed to win a match.
 The match ends when this is reached, assuming the Time Limit has not
 been reached first. The default setting is No Limit, but this may be
 changed to 1, 2, 3, 4, or 5 Laps.

Scanner - Whether the Scanners are enabled or not. The default setting
 is On, but this may be changed to Off.

Initial Items - The equipment with which every character begins. The weapons
 and devices are: Pulse Gun, Timeshock, Disc Launcher, Extractor, Pipe Bomb,
 Flycam, Rover, Sentry Gun, and Missile Launcher (Amber only). At least one
 item must be enabled before the match can begin.


------------------------------------------------------------------------------
[3.1] Arena 1: Crossfire (Death Match)(4P)
------------------------------------------------------------------------------


Story:

 Crossfire is a relatively simple Arena designed for standard UPA combat
 training. It resembles an octagonal tower with three floors. Despite
 what it looks like at first, it is not completely symmetrical, and the
 quadrants differ slightly from one another.


General Hints:

 The starting points are at the outer corners of the first floor. All of
 them exit out to two paths: one that leads out to the first floor of the
 central octagonal chamber, and a sloped one that leads up to the second
 floor walkways.

 The first floor of the central octagonal chamber has two moving barriers
 that slide back and forth, crossing each other's paths perpendicularly
 without colliding. They can be used as cover. There is also a Recharge
 Point on the moving barrier with the wide overhanging ledge. The characters
 can stand on that ledge to ride the barrier across the room.

 Regen Points and Recharge Points are located along the walls of the first
 floor of the central octagonal chamber. Death pits, the sides of which
 are marked with caution paint, can be found near these moving barriers.
 If opponents are running near the pits, try knocking them into the pits
 with explosive weapons.

 Shoot the target switches located at the second floor to flip down the
 floor panels there, causing any characters standing on them to drop down.

 On the first floor of the central octagonal chamber, there is an elevator
 that leads up to the second floor. On the second floor, there are more
 elevators that lead up to the third floor. Step on the floor switches
 to activate the extendible bridges connecting to the central booth.

 Tap into the Terminal in the central booth on the third floor:

 - Cannon (cannon) - This controls the UPA Cannon overlooking the central
 octagonal chamber. Use it to shoot opponents running along the walkways.
 (The user can actually shoot himself or herself with this Cannon.)


------------------------------------------------------------------------------
[3.2] Arena 2: Gangland (Death Match)(8P)
------------------------------------------------------------------------------


Story:

 Gangland is a modified version of the Death Head HQ (office complex) found
 in the fifth Chapter. There is very little with which to interact here.

 The PC version has this Arena.


General Hints:

 The starting points are located at the office entrance, in front of the
 receptionist's counter at the main office floor, Office 22B (where it
 is still a rainy night), the common room, the long corridor, the storage
 rooms at the quarters, the high metal walkways, and the newly featured
 top central room.

 The security room and the area with the pool of water have been replaced
 by conveyor belts and the top central room, which connects the high metal
 walkways to the security corridor.

 The corridor between the office entrance and the main office floor contains
 a Recharge Point. The long corridor between the common room and the quarters
 has another Recharge Point. The storage room next to the security corridor
 contains a Regen Point.


------------------------------------------------------------------------------
[3.3] Arena 3: Hangar (Death Match)(4P)
------------------------------------------------------------------------------


Story:

 The Hangar is used to house a UPA transport ship. It is equipped with all
 the necessary facilities to help technicians maintain the craft, keeping
 it ready for any mission where it may be required. Today, however, the UPA
 has allowed the characters to use it for some training. The authorities
 have even been nice enough to leave in the transport. The Hangar and the
 ship are reinforced, so everyone can go around shooting as much as they
 like without fear of wrecking the place. This is one of the coolest Arenas,
 because it contains plenty of interactive objects, most of which are found
 on or within the transport.


General Hints:

 The starting points are at the various entrances to the Hangar. One is
 located at one side of the observation deck. One is located below the
 observation deck. The other two are located along the bottom corridors.

 There is a Regen Point on the pillar in front of the transport on the first
 floor. There is a Recharge Point at the middle of the long central bottom
 corridor.

 Some elevators are one-way only. They have panels that will close at the
 top to prevent characters from taking them back down. One such elevator
 leads up to the observation deck. Other elevators can be raised or lowered
 by shooting the target switches on them.

 On the observation deck, push the button to raise the blast screen. However,
 anyone shooting this screen from the other side will cause it to flip back
 down. The Crew Status Monitor found near the button indicates if there
 is any character or device inside the transport. (One light is for the
 passenger compartment, and one light is for the cargo hold.)

 There is a partially open cargo container lying behind the transport.
 A character can shoot through the window in this container to attack
 opponents who are at the loading ramp of the transport.

 Two rigs, with one on either side of the transport, slide back and forth
 along the upper walkways. They can block characters who are trying to
 step onto the wings of the transport.

 This transport is different from the one that appears in the sixth Chapter,
 but it still allows the characters to see what UPA transports are typically
 like up close. Parts of the ship can be shot at to make wacky things happen.

 Shoot the target switch mysteriously floating in front of the cockpit to
 open or close the canopy. Push the button inside the cockpit to close the
 canopy. (There is a glitch where any character except Amber can crouch-run
 under the canopy when it is closed and then suddenly climb out through it.)

 Behind the cockpit is the passenger compartment, where various warning
 displays and switches can be found. The Radar indicates if there is any
 character or device around the transport. (The red light is for the front
 of the transport, and the blue light is for the back. Neither light will
 blink if all the opponents are at the sides of the transport or at the
 starting points.) The Cargo Breach Alert will flash and beep if any
 character or device is in the cargo hold. Push the button next to the
 Cargo Breach Alert to activate the jet engines, which make a lot of noise.

 Tap into the Terminal at the back of the passenger compartment:

 - Cannon (1) (cannon) - This controls the UPA Cannon hanging from the
 transport's tail fin. Use it to shoot opponents on top of the transport.

 - Cannon (2) (cannon) - This controls the UPA Cannon under the transport's
 nose. Use it to shoot opponents below the front half of the transport.

 - Camera (camera) - This monitors the loading ramp of the cargo hold.
 Use it to see if opponents are sneaking into the transport through there.

 The Terminal actually rests on a lift at the rear side of the passenger
 compartment. Push the arrow button next to this Terminal to raise the entire
 lift up to the top of the transport. The lift can also be raised by shooting
 the Up Arrow Panel outside on the ship, on the port side, toward the stern.

 On top of the transport, shoot the emergency hatch to make it open, allowing
 the characters to drop through it into the passenger compartment. Also shoot
 the ventilation panels to make both of them flip up and release some steam.
 Any characters standing on the panels when they flip up will be thrown off
 from the transport.

 The cargo hold lies below the passenger compartment. The small elevator
 at a corner of this hold leads up to the passenger compartment. Shoot the
 yellow target switches on either side of the loading ramp to open it. Shoot
 the red target switch inside the cargo hold to close the loading ramp.

 There is a secret in the tail fin of the transport. Ride up the elevators
 found at the ends of the upper walkways, and step over onto the tail wings.
 Shoot the target switch on the tail fin to open it, revealing a Recharge
 Point and a special launch switch (bomb icon) inside. Push the launch switch
 to fire four missiles: two on either side of the observation deck, and
 two on either side of the middle pillar on the first floor (where the
 Regen Point is). Anyone caught in the blasts will get wasted.

 If the characters look out the open gate behind the transport, they can
 see ships occasionally flying past the buildings.


------------------------------------------------------------------------------
[3.4] Arena 4: Labyrinth (Death Match)(8P)
------------------------------------------------------------------------------


Story:

 The Labyrinth is a confusing maze full of twisting corridors and traps.
 It is an advanced testing ground that allows operatives to sharpen their
 technical skills.


General Hints:

 The starting points are scattered around the corners of the various floors.
 In the PC version, four more starting points are added throughout the place,
 along with new passageways that connect them to the rooms.

 At the upper level of the round chamber, shoot the target switches on the
 middle pillar to rotate the walkways 90 degrees between two positions.
 While standing on the junction of these rotating walkways, shoot a distant
 target switch to extend a bridge. Cross this bridge to reach a Recharge
 Point and a one-way slope leading down to the bottom level of the round
 chamber, where there is a Regen Point. The bottom level here branches off
 to three other areas: the trap floor corridor, the glass wall maze, and
 one of the two crushing wall traps.

 In the trap floor corridor (which is marked with caution paint), shoot the
 target switch on the ceiling to make the floor flip down, dropping anyone
 on it into a death pit. There is a Recharge Point near this trap floor.

 The glass wall maze's lower level consists of reinforced glass barriers that
 allow the characters to see but not shoot at each other. On the upper level,
 there is a gap that allows characters there to shoot down at opponents.
 There is also a mirror on one side of the upper level, and there is a
 one-way slope that leads down to the glass wall maze's lower level.

 At the building ruins' upper level, drop down from a wooden plank to find
 a Recharge Point, and then drop further down from there, through a hole
 in the floor or the ledge of the broken walls, to reach the bottom level.

 On the yellow arrow maze's lower level, follow the yellow arrows to reach
 the central dead end, which has a Terminal.

 Tap into the Terminal at the center of the yellow arrow maze's lower level:

 - Cannon (1) (cannon) - This controls the UPA Cannon overlooking the glass
 wall maze.

 - Cannon (2) (cannon) - This controls the UPA Cannon overlooking the
 building ruins.

 - Cannon (3) (cannon) - This controls the UPA Cannon overlooking the round
 chamber, from above the rotating walkways.

 The yellow arrow maze's upper level is formed by a reinforced glass floor,
 allowing characters from above and below to see each other. At one side of
 this upper level, there is a booth with a Terminal and a button. Push the
 button to seal off the entire yellow arrow maze and to slide open the glass
 floor. The room will reset itself to its initial status after a while.

 Tap into the Terminal at the booth of the yellow arrow maze's upper level:

 - Cannon (4) (cannon) - This controls the UPA Cannon overlooking the yellow
 arrow maze's upper level. Use it to shoot any opponents trapped below when
 the room is sealed off and the glass floor is opened up.


------------------------------------------------------------------------------
[3.5] Arena 5: Revolver (Death Match)(4P)
------------------------------------------------------------------------------


Story:

 Revolver is a simple Arena. It consists of three floors in four symmetrical
 quadrants. At its center is the namesake of this Arena, a rotating chamber
 that allows passage to different quadrants every time it spins.


General Hints:

 The starting points are at the corner passageways at the outer ends of the
 quadrants. These passageways allow the characters to move between the first
 and the second floors.

 The rotating chamber periodically spins in a counterclockwise direction.
 There is a Recharge Point on its first floor, where the open doorways are
 arranged at a 90-degree angle. There is a Regen Point on its second floor,
 where the open doorways are arranged opposite of each other, at a 180-degree
 angle. There is a gap on its third floor that allows the characters to drop
 down to the second floor.

 To reach the third floor, ride the elevators found at the rear sides of
 the second floor, behind the walls with the windows in them.

 On the third floor, shoot the bridges (marked by caution paint) to flip
 them down.

 The warning panels light up to indicate if there is anyone in a quadrant,
 but the sensors won't detect characters who are within or next to the
 rotating chamber.


------------------------------------------------------------------------------
[3.6] Arena 6: Section 17 (Death Match)(8P)
------------------------------------------------------------------------------


Story:

 Section 17 is the uppermost floors of a high-rise building, but this is no
 typical skyscraper interior, because of the oddly placed corners, walkways,
 and automatic doors.

 The PC version has this Arena.


General Hints:

 The starting points are scattered across the various floors.

 There are many elevators and automatic doors. The grating doors are one-way
 automatic doors.

 Near the Regen Point in the large room-like alcove on the middle levels,
 push the red button behind the one-way grating door to make the two grating
 walkways outside flip vertically, dropping anyone on them into a death pit.
 These grating walkways are under the large skylight. There is a Recharge
 Point at the lower one.

 The lowest level runs around the death pit below the skylight. Near the
 mirror at a corner, push the red button to call down the elevator, which
 leads to automatic doors on two higher levels. The wider side path goes
 to another elevator that leads to a one-way door.

 If the characters look up through the skylight, they can see ships flying
 through the air. If they look out the windows, they can see vehicles with
 lights moving past the buildings in the distance.


------------------------------------------------------------------------------
[3.7] Arena 7: Trouble At Mill (Death Match)(8P)
------------------------------------------------------------------------------


Story:

 The Mill is an old refinery that has been converted into an Arena.
 It is filled with explosive materials, hot steam, and other fun objects.
 Life for operatives will literally be a blast here.


General Hints:

 The starting points are in the octagonal chambers. There is a Recharge Point
 in each of them. Step on the floor switches to lower the chambers down to
 the first floor. In the PC version, four more starting points in the form
 of small side rooms are added throughout the peripheral lower corridors,
 between the octagonal chambers.

 Shoot the explosive barrels to make them go BOOM! Be sure to stand back.

 Shoot the steam vent covers to open them, making them release hot steam.
 Shoot the covers again to close them.

 Turn the valves found on the first floor to ignite flames that will reach
 up through the gratings to the second floor.

 The rollers will push any characters who step onto them along in one
 direction. Some rollers can have their directions reversed by shooting
 the target switches nearby. For other rollers, push the buttons on the
 second floor to convert the rollers into death pits. Shoot the target
 switches over these rollers to reset them to their initial status.

 On the third floor, shoot the long narrow gratings to make them fall over
 and form bridges to the central elevator. (Hitting them again will reset
 their positions.) Shoot the target switches on the central pillar to make
 the elevator descend to the inner first floor.

 On the inner first floor, there are Recharge Points on the central pillar.
 Shoot the floor panels between the caution stripes to make them flip down,
 dropping anyone on them into a death pit. Shoot the target switches around
 the room to ignite the vents at the corners. Push the buttons to open the
 one-way gates leading back out to the peripheral lower corridors.


------------------------------------------------------------------------------
[3.8] Arena 8: Warehouse (Death Match)(4P)
------------------------------------------------------------------------------


Story:

 The Warehouse is an Arena that is low in interactivity yet complex in
 terrain. It features many walkways and floors, but other than the old-style
 Recharge Points, there is little else with which to interact here.


General Hints:

 The starting points are on different sides of the various floors.

 The buildings and their many walkways are found above ground. The reinforced
 glass on parts of the sides of the walkways provide cover. There is a Regen
 Point below one of these walkways. Some walls are actually automatic doors
 that will open when approached.

 Ride the elevators to get to the rooftops quickly. One elevator leads up
 to a plank. Cross the plank to reach a high girder, and drop down at the
 other end of the girder to return to the buildings.

 The basements are found below ground. The large basement contains a Regen
 Point, a Recharge Point, and a mirror.

 More Recharge Points are spread throughout the place.


------------------------------------------------------------------------------
[3.9] Arena 9: Flag Arena (Team)(8P)
------------------------------------------------------------------------------


Story:

 The Flag Arena is the UPA's standard Arena for flag games. It is completely
 symmetrical, with the teams' forts positioned at opposite ends.


General Hints:

 The starting points are at the lower rear ends of the forts. The
 flag posts are in the energy towers in front of the starting points.

 Obtaining the Components (the Flags) takes quite a bit of work. First,
 the characters have to enter the opposing fort and get into the side booths
 with the hatch buttons, either via the corridors from below or by dropping
 through the ceiling holes. Push the buttons inside both booths to open the
 UPA hatch outside in the middle of the ground. (The wires leading to this
 UPA hatch will be lit when a button is pressed.)

 When the UPA hatch is open, drop through it to the opposing fort's
 bottom level, where a Regen Point and a Terminal can be found.

 Tap into the Terminal at the bottom level of the opposing fort:

 Camera (switch) - This lowers the energy tower on the fort's upper levels.

 Ride the automatic elevators at the sides of the bottom level to return to
 the upper levels. With the energy tower lowered, the characters can take
 the opposing Component from it. Now they just have to make it back to their
 own fort, without getting wasted, and insert the Component into their own
 flag post (their own energy tower) when it is still raised to score a point.

 Once lowered, an energy tower will not rise until the character who has
 taken its Component scores a point or gets wasted. The characters cannot
 lower their own energy towers, and they cannot take their own Components.

 The UPA hatches close and their switches are reset every time the characters
 pass through them.

 Inside another set of side booths, find and push the buttons to flip down
 the metal walkways. This makes entering the fort from the upper levels more
 difficult. Also step on the spring traps in these same side booths to get
 launched up to the top of the booths.

 Shoot the U-shaped panels on the high walkways to make them flip up. Any
 characters standing on the panels when they flip up will be thrown off.
 (These panels can actually be used to launch Sentry Guns through the air.
 Sentry Guns aren't damaged by falling from extreme heights, so flinging
 them over to the other fort is a great way to surprise opponents. The
 same method can also be used by the characters to send their Sentry Guns
 back to their own forts quickly, in case they have to hurry back to defend
 their own Components.)

 To travel across the electrified wires, ride the platforms that slide back
 and forth along them.

 Shoot the rotating floor in the high circular room to make it stop or move
 again in a clockwise direction. (In the PC version, the middle dividing
 barriers on either side of this room are fences instead of solid walls.)
 This room contains two Recharge Points and two Terminals. Any characters
 who are connected to the UPA Cannons when the rotating floor is made to
 move again will immediately get wasted.

 Tap into the Terminal closer to the Blue Fort in the high circular room:

 - Cannon (1) (cannon) - This controls the UPA Cannon overlooking the side
 of the Blue Fort, near the U-shaped panel.

 - Cannon (2) (cannon) - This controls the UPA Cannon overlooking the side
 of the Blue Fort, near the starting point.

 Tap into the Terminal closer to the Red Fort in the high circular room:

 - Cannon (3) (cannon) - This controls the UPA Cannon overlooking the side
 of the Red Fort, near the U-shaped panel.

 - Cannon (4) (cannon) - This controls the UPA Cannon overlooking the side
 of the Red Fort, near the starting point.

 In the PC version, two new rooms, each containing one Regen Point and two
 Recharge Points, are added at the upper rear ends of the forts, directly
 above the starting points.


------------------------------------------------------------------------------
[3.A] Arena 10: Ruins (Team)(8P)
------------------------------------------------------------------------------


Story:

 The Ruins is a special seaside Arena for flag games. It takes the form of
 dilapidated brick buildings similar to those found in the levels beneath
 the city. This Arena has a maze-like layout, complete with breakable floors
 and walls.


General Hints:

 The starting points are at the short towers, on opposite sides of the main
 bulk of buildings within the middle. The flag posts are on the ground level,
 between the towers and the reinforced corridors in front of these towers.

 Both Components (the Flags) are located together at the same place, on the
 upper levels of the ruins. To get up there, climb through the buildings.
 Shoot the weakened sections of the walls to create holes or to cause them
 to fall over, forming new paths.

 Taking one Component will raise a barrier over the other one. A barrier
 will not lower until the opponent who has taken the other Component scores
 a point or gets wasted. The characters cannot take their own Components.

 There is a Regen Point behind the door that can be opened with a lever,
 on the ground level in the middle of the ruins. In the same building,
 an elevator leads to the upper floors. One room here that has three
 metal panels that can be knocked down also contains a Terminal.

 Tap into the Terminal in the room with the three metal panels:

 - Cannon (1) (cannon) - This controls the UPA Cannon across from the
 open ruins.

 Near the Red Tower's reinforced corridor, there is a metal panel that can be
 knocked down to form a bridge into a room with a fireplace and a Regen Point.
 In the same building, climb up to the top floor with the broken bar windows
 to find a Terminal.

 Tap into the Terminal in the room with the broken bar windows:

 - Cannon (2) (cannon) - This controls the UPA Cannon over the open ruins.

 At the highest levels of the ruins, shoot apart the wooden beam lodging the
 wrecking ball in place. Doing so will cause the ball to swing down, knocking
 over the wall in its way, if that wall hasn't already fallen. Another wall
 at the end of the highest levels can be knocked down to form a ramp to the
 Components.

 If the characters look closely along certain surfaces at the highest levels
 of the ruins and at the ground level outside the door that can be opened
 with a lever, they can see a windy sea breeze blowing to the east.


------------------------------------------------------------------------------
[3.B] Arena 11: Rover Racing (Racing)(8P)
------------------------------------------------------------------------------


Story:

 This obstacle course is specifically designed to train operatives in working
 with the UPA Rover. It is made to resemble a real-world environment, filled
 with many obstacles and interactive objects, but its designer has also put
 in a few silly objects to make life more interesting for the operatives.


General Hints:

 Racing Mode plays rather differently from the other Modes. First, it focuses
 on racing. Although kills are recorded, they do not factor into winning a
 match. Second, the Resource Menu is disabled here. The characters are always
 locked into controlling their Rovers. Third, although the Players still
 need to choose from the various heroes, all the Rovers here are actually
 controlled by generic characters, whose color is gray.

 If a Player quits, his or her Rover will remain on the course. If a Rover
 has not passed the first checkpoint yet, it will be reverted right back to
 where it is if it gets wasted. Otherwise, it will be reverted back to the
 last checkpoint it has passed. The Rovers cannot shoot until they pass the
 first checkpoint (to prevent them from blasting each other at the beginning
 of the race).

 Racing Mode retains much of the interactivity found in the other Modes.
 The Rovers can shoot open gratings. They can drive over zippers to gain
 speed boosts. They can also push the Cannon switches to temporarily slide
 back the dome-like covers positioned ahead. Doing so allows the UPA Cannons
 behind these covers to shoot at any Rovers in their lines of sight. This
 is a great way to slow down opponents who are in front, but the Cannons
 do not differentiate between the Rovers, and they can attack the same Rover
 that has opened their covers if it wanders within their sights.


Walkthrough:

 The starting gates open at four seconds. (Any characters joining in
 later also have to wait for four seconds before their gates open.)
 Follow the arrow left to the start-finish line.


[3.B.1] Start-Finish Line and Slope

 Checkpoint 1 is at the start-finish line. Reach it to open the gate to
 the slope on the other side. Drive onto the zipper on the right side
 of this slope for a speed boost. Follow the turn right to see a barrier
 blocking off the corridor. Drive through the hole in the wall.


[3.B.2] Winding High Path

 Checkpoint 2 is at the hole in the wall. Follow the orange arrows up onto
 the winding high path, which runs up around the room. The Rovers can kill
 the power leeches sucking on the walls here for fun. There is a Cannon
 switch near the beginning of this path. (This UPA Cannon overlooks the
 area before the two wooden planks and the ledge before the swinging bridges.
 The switch remains activated for about 26 seconds.) At the top of the path,
 follow the arrow right to enter the high pipe. Shoot the circular grating
 to make it spin, allowing passage through it.


[3.B.3] Zipper Ramp and Buzz Saw Corridor

 Checkpoint 3 is at the end of the high pipe. Drop down from there to the
 corridor. (This is the other side of the barrier seen earlier.) Turn right
 and line up with the zipper ramp, which automatically rises and lowers.
 Drive onto the zipper ramp when it rises to get boosted onto the path ahead.
 Up there, another barrier can be seen. Without touching the fires spread out
 around the place, turn left and drive up the two wooden planks to the right.

 At the top of the wooden planks, drive through the glass window and land
 in the buzz saw corridor. Wait for the buzz saws to rise up before passing
 between them. (Touching the buzz saws will result in damage.) Drop through
 the hole at the end of this corridor to reach the conveyor belt room.


[3.B.4] Conveyor Belt Room

 Checkpoint 4 is at the crate just before the conveyor belt. This belt leads
 to a furnace, so drive off to the side before getting fried. Follow the
 arrow into an air duct. Shoot the rectangular grating to make it flip up,
 allowing passage through it.


[3.B.5] Cluttered Room

 Checkpoint 5 is at the end of the air duct. There is a Cannon switch here.
 (This UPA Cannon overlooks the cluttered room just ahead. The switch remains
 activated for about 14 seconds.) Shoot the rectangular grating to make it
 flip up, allowing passage through it.

 The cluttered room has wooden planks and other junk scattered all over
 the floor. If the Cannon here is activated, duck behind the junk for cover.
 Otherwise, feel free to drive right over the planks. At the back corner,
 drive onto the elevator, and then push the button to activate the elevator.


[3.B.6] Twin Pipes

 Checkpoint 6 is at the entrances of the twin pipes, after the elevator ride.
 Both pipes lead to the same place and contain the same turns, so go through
 either one. Drive across the wooden planks bridging across the corridor, and
 continue into the second half of the twin pipes. Push the buttons at the end
 of the pipes to open the gates. To delay any opponents catching up from the
 rear, push the buttons past these gates to close them again.


[3.B.7] Four Gates and High Narrow Path

 Checkpoint 7 is at the exits of the twin pipes. Up ahead, the four gates
 automatically open and close in a repeating pattern: first the leftmost
 gate, second the rightmost gate, third the second-from-the-left gate, and
 fourth the second-from-the-right gate. Go through the gates when they open,
 keeping this pattern in mind. After the four gates, drive along the high
 narrow path.


[3.B.8] Swinging Bridges

 Checkpoint 8 is at the ledge before the two swinging bridges. Drive onto
 the swinging bridges to cross over to the other side, taking care not to
 fall off.


[3.B.9] Triple Conveyor Belts and Grating Room

 Checkpoint 9 is at the gate leading to the triple conveyor belts. These
 belts periodically alternate their directions, affecting the speeds of
 any Rovers moving along them.

 In the grating room, collapsing structures will damage portions of the
 floor grating. Be sure to drop down to the underside eventually, because
 the way onward is cut off at the top. Below the grating floor, find and
 shoot the loose grating piece to make it drop and form a ramp. Another
 piece further to the back has fallen and can already be used as a ramp.
 Drive up either of these two grating pieces to return to the top, reaching
 the other side of the collapsed structures.

 After the grating room, follow the turn right. There is a Cannon switch
 before the zipper. (This UPA Cannon overlooks the slope shortly after
 the start-finish line. The switch remains activated for about 26 seconds.)
 Drive onto the zipper for a speed boost toward the start-finish line.


==============================================================================
[4] Miscellaneous Information
==============================================================================


------------------------------------------------------------------------------
[4.1] Cheats Menu
------------------------------------------------------------------------------

 To access the Cheats Menu in the PC version, add the "-cheat" parameter
 to the command line and then run the game. To access the Cheats Menu in
 the PS2 version, on the Resource Menu, hold Select while rotating the
 Left Stick clockwise three times, beginning from Left. The Cheats Icon
 (small triangular symbol) should appear near the bottom right corner
 of the Resource Menu, below the Datalog Icon. Click on it.

 Access to the Cheats Menu is retained until the game is reset, although
 the cheats themselves are reset to the default ("Off") settings whenever
 a new Chapter is loaded. The cheats' settings are recorded when saving.
 If the game is reset and a Save File with cheats toggled on is loaded,
 those cheats will take effect, even if the code for accessing the
 Cheats Menu has not been entered yet.

Max Energy - Restore the hero's Shield Energy and Weapon Energy completely.

Turn Invulnerability On/Off - Toggle on and off infinite Shield Energy
 for the hero. If the hero gets hit, his or her icon will not even flash
 red on the teammates' HUDs. The hero's Shield Energy can still be replenished
 by Regen Points if it is not already full.
   If this is turned on when the hero deploys a device, that device will also
 be invulnerable. The device will remain so until it is reverted, even if
 the Invulnerability Option is turned off for the hero after the device is
 deployed.
   Turning on the Invulnerability Option is not recommended, because if
 the heroes fall into death pits that should normally waste them, they
 may become stuck.

Turn Team Invulnerability On - Turn on invulnerability for all the heroes.

Turn Team Invulnerability Off - Turn off invulnerability for all the heroes.

Turn Infinite Weapon Energy On/Off - Toggle on and off infinite Weapon Energy
 for the hero. If the hero has zero Weapon Energy, he or she can continue to
 use weapons and devices. The hero's Weapon Energy can still be replenished
 by Recharge Points if it is not already full. However, charging Battery
 Panels still costs Weapon Energy.
   If this is turned on when the hero deploys the Flycam, it can fly around
 without cost to its Energy. The Flycam can do so until it is reverted,
 even if the Infinite Weapon Energy Option is turned off for the hero
 after the Flycam is deployed.

All Weapons - In Story Mode, gain all the weapons and devices, including
 the Homing Upgrade. In Arena Mode, using this has no effect.

Access All Levels - Gain access to all Chapters on the Level Select Screen.

Skip Level (Story Mode only) - Finish the current Chapter. If this is used
 in the last Chapter, the game will proceed to the Epilogue.


------------------------------------------------------------------------------
[4.2] Glitches
------------------------------------------------------------------------------

Look Through Walls and Doors
 To look through a wall or door, switch to the first person view, and then
 crouch while moving forward against the wall or door. Due to the way the
 camera is positioned, the Player's current hero will be able to see through
 to the other side.

Bad View
 In the PC version, when loading a different Level, sometimes the view will
 begin in null space. This can be fixed by switching views or characters.

Override Window Failing to Appear When Hacking
 When Minoko attempts to hack into a secured device, sometimes the Follow
 Status Window appears instead of the Override Window. This can be fixed
 by disconnecting from the Terminal and then tapping into it again.

Bad New Datalog Entry Icon
 When loading a Save File, sometimes the New Datalog Entry Icon will continue
 to flash, even if all new entries have been viewed.

Surviving at Zero Shield Energy
 In the PC version, sometimes the heroes won't get wasted when their
 Shield Energy is reduced to zero. However, Quick Saving will cause
 them to keel over, as though the game is checking their status and
 "correcting" this problem.

Bad Apparent Falling Damage
 Sometimes when Amber falls from extreme heights, her Shield Energy will
 not appear to be completely drained, although she will still get wasted.

Bad Death Pits
 There has been one instance of a hero not getting wasted after falling into
 a death pit. (In this instance, Amber fell into the pit under the beam in
 the building after descending through the scaffolding in the fourth Chapter.
 She apparently slid along the sides of the pit as though they were slopes,
 and she landed without harm but became stuck.)

Bad Switch
 In the fifth Chapter, one of the UPA extendible vertical supports found
 within the church can sometimes only be lowered and then raised once.
 If this happens and the heroes have not moved the wooden beam over
 this vertical support, the heroes will become stuck, because they
 won't be able to obtain one of the batteries.

Failing to Respawn
 There has been one instance of a hero not respawning after getting wasted.
 (In this instance, Minoko got wasted near the end of the fifth Chapter. She
 remained in the reversion beam, failing to respawn at the last Regen Point.)

Failing to Retain the Homing Upgrade
 Sometimes Amber won't keep the Homing Upgrade after she obtains it and
 then finishes a Chapter. This can be fixed by using the Level Select Screen.

Mislabeled Key Items
 In the PS2 version, some key items are incorrectly labeled on the Resource
 Menu at certain points of the game. For example, the Security Card in the
 fifth Chapter may be labeled as "Undef" after Carter takes it out from the
 slot near the last Regen Point. Or, the Data Device in the sixth Chapter
 may be labeled as "What the hell is that??" (actually Minoko's first line
 in that Chapter's opening) after it is taken back out from various slots.
 Sometimes junk data can be really, really funny.

Taking Items via the Rover with the Wrong Hero
 In the eighth Chapter, if Minoko deploys the Rover at the gator exhibit and
 then another hero taps into the Rover and uses it to take the Keycard, the
 heroes will become stuck. Because key items cannot be directly transferred
 between the heroes, Minoko will never be able to obtain the Keycard and use
 it to open the locked door on her route.


==============================================================================
[5] Reference
==============================================================================


------------------------------------------------------------------------------
[5.1] Game Information
------------------------------------------------------------------------------

Developer: Core Design
Producer: Eidos

Genre: action adventure

Languages: English, French, German, Italian, Spanish

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[5.1.1] North American Version (PC)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Name: Project Eden
Code: PEDENPUS

Publisher: Eidos
Release Date: 2001

Players: 4 (Story), 8 (Arena)

Save: Hard Drive (120 to 300 KB)
Save File Name: Project Eden ##.ESG
Game File Icon: dark skyscrapers against a reddish sky

Disc Type: CD
Disc Label: PROJECTEDEN
Size: 530 MB

UPC: 788687113618

Minimum Requirements:
 - 300 MHz Intel Pentium II or equivalent
 - Windows 98/ME/XP
 - 64 MB RAM
 - DirectX 8 compliant 3D accelerator card with 12 MB VRAM
 - DirectX 8 compliant sound card
 - 8X CD-ROM drive
 - 10 MB uncompressed hard drive space
 - Keyboard and mouse

Cover Art:

 The city lies sprawling outward as well as upward. The upper levels
 are lined with high-tech buildings, their rooftops dotted by lights
 and decorated with gardens. The lower levels consist of dilapidated
 skyscrapers with filthy, broken walls. A bright light shines forth
 from the bottom of the massive shaft between the buildings, with
 abstract circular lines drawn above it. The heroes' faces are displayed
 on four large black-and-white TV screens placed around this shaft.

Disc Art:

 The top of the disc is the same as the cover art, except the heroes' faces
 are not shown on the four large screens. The screens are turned off.

Inner Cover Details:

 The UPA - Urban Protection Agency

 An elite security organization that handles the more
 serious disturbances that take place within the city. When
 called upon, the UPA deploys 4-member teams comprised of
 highly trained individuals skilled in a variety of disciplines.

 Your team has been activated in order to investigate problems
 at the 'Real Meat' factory, in which all the equipment has
 started to simultaneously malfunction. Technicians sent to
 repair the machinery have gone missing without explanation.
 Prepare for the descent...

 - Switch control between members of your team at any time during play.
 Carter, the experienced squad leader. Minoko, the tech specialist.
 Andre, the skilled engineer. And Amber, the goliath-like Cyborg.

 - Unique weapons and equipment increase your chances for success and
 survival. The Timeshock device can slow time around your opponents,
 the Extractor drains energy from hostile enemies, and the Disc Launcher
 can bounce exploding projectiles onto targets out of sight with
 laser trajectory guidance.

 - Control remotely operated equipment such as mini-rovers to reach
 inaccessible areas, hover-cameras to scout treacherous paths ahead,
 and gun emplacements to aid you in intense gunfire situations.

 - Mission intensity will likely exhaust your internal energy banks.
 Power-cell equipment may be replenished by tapping into still live
 energy sources below the city depths such as power-points, batteries
 and old generators.

Case Details:

 From the creators of Tomb Raider 1 & 2!

 Something is wrong in the Garden of Eden.

 Due to severe overpopulation, Earth's surface is covered with towering
 mega-cities. As civilization climbs high into the sky, it buries beneath
 it a wretched underworld occupied by criminals, the deranged and the
 deformed. Now, amidst reports of violence and atrocity in lower levels,
 a technical repair team has gone missing.

 - Lead 4 specialists in innovative squad-based play into an
 abyss of vast caverns, snake-like tunnels, and luring dead-ends.

 - 11 chilling mission-based levels will test your exploration,
 puzzle-solving and survival skills.

 - Morphing enemies challenge you constantly, mutating as quickly as
 you learn how to destroy them.

 - Descend into the darkness alone in single player mode or with up to
 4 others cooperatively in multiplayer or head-to-head in Deathmatch.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[5.1.2] North American Version (PS2)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Name: Project Eden
Code: SLUS-20164

Publisher: Eidos
Release Date: 2001-10-25

Players: 4

Save: Memory Card (120 to 300 KB)
Save File Name: PROJECT EDEN
Save File Icon: a model of topside
Copy Animation: none
Delete Animation: none

Disc Type: DVD
Disc Label: PROJECT_EDEN
Size: 1.58 GB (see sound files)

UPC: 788687500357

Cover Art:

 This is the same as the PC version.

Disc Art:

 This is the same as the PC version.

Case Details:

 This is the same as the PC version, except the apostrophe is missing
 in "Earth's" and the last feature listing reads as follows:

 - Descend into the darkness alone in single player mode or with up to
 4 others in cooperative multiplayer.


------------------------------------------------------------------------------
[5.2] Really Small Details For Which Amber Will Kick Your Ass
------------------------------------------------------------------------------

5-Player Mode?
 This is a quotation from the back of the game's case: "Descend into the
 darkness alone in single player mode or with up to 4 others." Whoops.
 You can play with up to only three others in Story Mode, unless there
 is a magical way to add a fifth Player.

Halt... or Follow, It's Really Up to You
 In Story Mode, if there are no computer-controlled teammates within range,
 pressing the All Follow Me Button will make the Player's current hero issue
 a "halt" command. But in Arena Mode, pressing it will make the character
 issue a "follow me" command.

Speed Streaks
 The appearances of the sparks from the Pulse Gun in Charge Mode depend
 on how much charge they have. With low charge, the sparks look like bright
 spheres of energy. With high charge, the sparks come with light trails,
 making them resemble Amber's missiles.

Mean Beams
 Ever take a close look at the different beams of the Timeshock and the
 Extractor? The beam from the Timeshock in Beam Mode is wavy and makes that
 eerie Regen Point noise. The beam from the Extractor in Extract Mode has
 small energy particles being drawn back into the weapon. The beam from the
 Extractor in Blast Mode comes with a zigzagging lightning bolt. (Sometimes
 this bolt doesn't appear. To fix this, simply release the Action Button and
 press it again.)

Torches That Suck... Up Weapon Energy
 For some reason, if the heroes turn on their torches, they will be able
 to continue to tap into a Recharge Point or use Energy Cells, even if
 their Weapon Energies are seemingly full.

Shiny UPA Equipment
 In the PC version, the glossy surfaces of all that UPA equipment are
 actually reflective. When the torches are casting the heroes' shadows,
 the heroes can draw their weapons and wave them side to side to reflect
 their torches' light at different angles.

Super Reticle
 Sure, you know how the Targeting Reticle changes shape whenever it
 highlights a target. You may even know how it squeezes tighter whenever
 the Action Button is pressed. But do you know that it also transforms
 into the big red cursor that is used to navigate the Resource Menu and
 the System Menu? The Targeting Reticle's three pips change colors and
 combine together so smoothly you don't even notice it. And when the
 Resource Menu appears, the cursor normally starts off highlighting the
 weapon mode labels to make switching weapon modes quick and easy. However,
 if there is a new entry in the Datalog, the cursor starts off highlighting
 the Datalog Icon instead.

Retracting Barrels
 The heroes, as you may already know, revert from their combat stances to
 their normal stances when they stop using their weapons. Interestingly
 enough, so do the UPA Cannons, figuratively speaking. After they stop
 firing for a while, the UPA Cannons will retract their barrels.

Everybody Back to Normal
 Tired of waiting for the heroes to revert to their normal stances after
 firing? If they toggle their torches, switch weapon modes, or equip a
 different weapon, they will immediately return to their normal stances.

Mood Go Up, Mood Go Down
 The heroes' expressions actually change with their angle of view, except
 for Amber. Carter, Andre, and Minoko's brows rise when they look up, and
 their brows lower when they look down.

Human Reflexes Are Overrated
 Being a cyborg, Amber does not share certain motions found with her
 teammates. She does not naturally waver about while standing in place
 (therefore making her view completely still in the first person view),
 and she doesn't hunch down when she is using weapons.

Blink Hard
 Seriously, non-mutant people never die in this game. Defeated Death Heads
 and cannibals will continue to blink when they are lying "dead" on the
 ground, just like the heroes when they get wasted.

Knocking Up Rats
 Rats, unlike the other creatures in the game, can always be knocked back
 by explosive shots, even when they are dead.

No Ladders Required
 For characters who do so much climbing and exploration, the heroes actually
 never climb a single ladder in the game, although a broken ladder can still
 be seen in the seventh Chapter, at the fan shaft.

Now I'm Going Back to Work Without Washing My Hands
 So, you think the UPA has all these high standards and snobby attitudes?
 Well, take a look again at the opening, and you will reject all those
 beliefs. Apparently, Andre does not wash his hands after using the toilet.
 After the man flushes, he walks right past the sinks. The next thing you
 know, he is standing in Control's office, offering to take off his pants.

Ghostly Gates
 Various gates and fences are slightly translucent in the PS2 version.
 In the fifth Chapter, the metal gate blocking the way to the main stairs
 inside the church is one example of this problem.

Fire Those Painters
 In the tenth Chapter, not everything looks quite right at the train station,
 where the two UPA green laser doors are located. On the walls inside this
 station, adjacent to one of those laser doors, there is an enlarged image
 of a High Security Lock. Either the developer has screwed up that texture,
 or some UPA technicians have a really strange taste in interior decoration.

Shake It Up
 In the tenth Chapter, the pump at the sewage reprocessing plant that is
 used to drain the vat has a rather realistic rumbling effect. The vibration
 it creates in the room actually decreases with distance from the pump.

Mysterious Mirrors
 The mirrors in the world of Project Eden look surprisingly clean, given
 how many of the mirrors that the heroes come across have been neglected
 for years and should be coated with dust or grime. Weapon projectiles
 also don't appear in their reflections in the PS2 version.

Weird Regen Point
 In the tenth Chapter, the yellow elevator that marks the ending point
 contains a Regen Point just like any UPA Elevator. However, due to
 its open-frame design, the heroes can see the back of the Regen Point
 or, more accurately, through it, because its rear side is invisible.

The Horror of the Turning Head
 In the eleventh Chapter, when the heroes find Dr. Molenski inside the time
 dilation field, he is supposed to remain frozen. However, due to an aspect
 of the game that makes non-Player characters look at the heroes, Dr. Molenski
 can still turn his head to face the heroes while he is within the field.
 To see this happen, just walk behind him, and watch the scary fun ensue.

What Are Your Credentials?
 In the eleventh Chapter, Dr. Molenski's credentials can be seen in his
 office. How is that possible? From what Minoko remembers, the doctor
 has escaped from his home with Lucy as soon as the UPA enforcers entered
 his apartment. He wouldn't have had any time to take all those diplomas
 with him, let alone that large photo of Lucy and Minoko.

Extra Weapons and Weapon Modes
 On the Project Eden disc, there are files (in the "Text" folder) that
 contain the labels used in the game's interfaces. Some labels are for
 things not found in the final versions of the game, including a Dual Pulse,
 a Stun Mode for the Pulse Gun, and a Detonate Mode for the Pipe Bombs.

Krezzy Comparisons
 Project Eden is one of the very few true cooperative 4-Player games in
 existence, but how does it match up to the rest of its kind? Just for fun,
 let's compare it to some other cooperative 4-Player games.
 PE = Core's Project Eden
 MU = Ozark Softscape's M.U.L.E.
 KE = Kemco's Knife Edge: Nose Gunner
 TG = Snowblind's Top Gear Overdrive
 A  = Metro3D's Armada
 BF = Digital Anvil's Brute Force

 Game                                                PE  MU  KE  TG  A   BF
 Needs serious Player cooperation to properly finish  x   x   x       x
 Contains a cool story with a real plot               x       x
 Contains kick-ass weapons                            x       x
 Has heroes who kill mutants                          x                   x
 Has heroes who kill aliens                                   x       x   x
 Has some heroes who are aliens themselves                x               x
 Has heroes who kill terrifying cosmic horrors                x
 Has heroes who don't kill anyone, except themselves              x
 Has heroes who would like to kill their in-laws          x
 Has at least one hero who is robotic in some way     x   x           x   x
 Has heroes who ride vehicles                         x   x   x   x   x
 Has heroes who ride cool vehicles                            x   x
 Has heroes who can paint their own vehicles                      x
 Has heroes who go into space at some point or other      x   x   x   x   x
 Has heroes who share weapons and ammo                        x
 Has heroes who share weapons but not ammo            x
 Has heroes who share ammo but not weapons                                x
 Has heroes who share neither weapons nor ammo                        x
 Has heroes who earn money                                x       x   x
 Has heroes who do not share money...                     x       x   x
 ... but they can trade resources with each other     x   x           x   x
 Has heroes who can keep respawning                   x           x       x
 Has heroes who can blow each other up                            x       x
 Is funny when everyone gets wasted at the same time  x   x   x   x   x   x
 Winner                                                        Tie


------------------------------------------------------------------------------
[5.3] Guide Credits
------------------------------------------------------------------------------

Core (www.core-design.com) (www.projectedengame.com)
 For developing Project Eden.

Eidos (www.eidos.com)
 For producing Project Eden.

Spherelanders
 For playing through the game and figuring out the best tactics.
 Extra thanks to Alexander Y. Ng for actually writing this guide.


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[6] Contact Information
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 mail: faididi@yahoo.com


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