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    ==============================================================================Project Eden (PC, PS2) (2001)==============================================================================

     Project Eden Copyright 2001 Core Design

     This document is created by Faididi and Co. ([email protected]) Copying or distributing this, in whole or in part, for profit without the explicit permission of the author is prohibited.

    ------------------------------------------------------------------------------[-] Document Version History------------------------------------------------------------------------------

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

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

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

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

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

    Version 2010 (2010-07-19 Monday) - Corrections made.

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

    [1] Overview [1.0] Game 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

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     [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 Source Information [5.2] Really Small Details

     [5.3] Document 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] Game 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.

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     - 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. However, 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

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     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

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     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.

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    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.

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    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 any nearby computer-controlled teammates 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

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     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

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     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.

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    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.)

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    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

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    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    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 PointNotes: 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.

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     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 ElevatorNotes: 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 StationNotes: 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

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    ------------------------------------------------------------------------------

     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 GunChapter: 1Primary: Rapid Damage: low Reload: fast Cost: lowSecondary: 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: 1Primary: Missile Damage: high Reload: moderate Cost: moderateSecondary: Homing (requires Homing Upgrade in Story Mode) Damage: high Reload: moderate Cost: moderateNotes: 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

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     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 may knock them down, rendering them briefly defenseless.

    Weapon: Disc LauncherChapter: 7Primary: Explode Damage: high Reload: slow Cost: moderateSecondary: Bounce Damage: high Reload: slow Cost: moderateNotes: 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: TimeshockChapter: 6Primary: Beam

     Damage: none Reload: N/A Cost: lowSecondary: Area Damage: none Reload: slow Cost: highNotes: 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

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    Chapter: 8Primary: Extract Damage: very low (against enemies only) Reload: N/A Cost: noneSecondary: Blast Damage: high (against enemies only) Reload: N/A Cost: highNotes: 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 BombChapter: 3Primary: Contact Damage: high Reload: slow Cost: moderateSecondary: 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: 1Primary: Repair Damage: N/A Reload: slow Cost: moderateSecondary: noneNotes: 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

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     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: RoverChapter: 1Shields: lowCost: moderate

    Weapon: laser gun Damage: low Reload: moderateNotes: 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: FlycamChapter: 2Shields: lowCost: lowWeapon: noneNotes: 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 GunChapter: 4Shields: moderateCost: highWeapon: laser cannon Damage: moderate Reload: fast

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    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 CellNotes: 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 SourceNotes: Contains 1 Energy Cell. Comes with a neon green color.

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

    Item: Homing UpgradeNotes: 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 ItemNotes: 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------------------------------------------------------------------------------

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     - 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

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     tap into them once, hacking into them if necessary. UPA Cannons cannot be destroyed, so don't bother attacking them. 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 in the vicinity. 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, the heroes should use the Flycam.

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

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     - 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

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    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."

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    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 by the transport. The first Regen Point is located on the walls near the main gates.

    [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 may 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 nearby skylight? 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.

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     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.

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    [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 that 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.

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     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

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     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.

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     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 nearby explosive tanks 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.

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     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 now go outside to the terrace, where a UPA patrol ship will come to watch over them. ("Stay calm. The situation is under control. There is no danger.") These scientists will be fine, so there is no need to follow them down to the terrace. 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 nearby panel.

     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

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     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 nearby broken panel 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.

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     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 shoul