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Game Cheats » Microsoft Xbox Cheat Codes » Games Starting with the Letter E » Enter The Matrix - Strategy Guide (Page 02)

Enter The Matrix - Strategy Guide (Page 02)

Below are the cheat codes, hints and help for Enter The Matrix - Strategy Guide (Page 02).

As you exit the tunnel Sparks mentions that the car in front of you is 
being driven by an Agent. Luckily for you there is no fight that 
ensues. Unluckily for you, you have to try to catch up to the speeding 
Agent and save Axel. Keep your foot on the ignition and make sure not 
to veer off into a wall and you should be able to keep a close distance 
to the Agents car. After some time a cut scene plays that shows Axel 
regaining consciousness and "distracting" the Agent long enough for you 
to come to his rescue. As you race off with Axel in hand, you get a 
call from Niobe asking you to pick her up. Just as she is talking to 
you, you see the results of some of her handwork come crashing down 
nearby.

-- Sewers  --
Mission: Abyss
 
Following the cut scene, you find yourself at the wrong end of a SWAT 
team attack. Your goal her is to escape the sewers and find a hard line 
to escape. This next area can be perilous if you fall so stay close to 
the walls. A note from Sparks tells you that if you accidentally walk 
off an edge, hit the focus button and turn towards the ledge quickly. 
With any luck you will grab the edge and pull yourself back up. Also be 
careful when using your focus when you are running on the narrow 
ledges. If you accidentally run up a wall do not jump off it, as the 
jump will send you over the edge to your death.

Now that you are ready to go, circle around the perimeter of the chasm 
and make your way to a ladder. You need to circle around the metal pipe 
so you can climb the ladder to the top. At the top a SWAT team sniper 
greets you. Move in for a quick weapon disarm and pick up his sniper 
rifle. Take aim at the police units that are attacking Ballard on the 
center fixture in the room. With luck, Ballard has already taken out 
one cop, but don't rely on that Use the sniper rifle to take down the 
threat and protect Ballard. From here on in, whenever you come across 
an ally in the sewers you will see their life bar above yours. Take 
special care to not let their life bar hit bottom or it will signal 
lights out for Ghost. Once the threat to Ballard is taken care of, 
follow the ledge and take the next ladder up to the top of the room. 
Again, Ballard is under fire and you are there to aid him. Quickly take 
aim with the sniper rifle and take down the two snipers on top of the 
metal framework in the middle of the room. Scan the lower catwalks 
around Ballard and clean up any other SWAT members that may be left 
over.

Mission: Abyss 2

Follow the catwalks to the center pillar and take the ladder down to 
Ballard's location. As you approach Ballard and the phone, an opposing 
SWAT team once again waylays you. Luckily Ballard gets out in time, but 
you have to take cover from the sniper fire. Quickly pull yourself up 
from the catwalk and take out the cop guarding the phone. Run up to the 
metal fixture and grab the sniper rifle. Shoulder the rifle and take 
aim of the two snipers on the same level as you, one to the left, and 
one to the right.  You can then choose to take the safe route or the 
quick route. If you take the safe route, climb back up the ladder 
inside the metal fixture and take out the sniper above. If you want to 
quick route, run backwards on the catwalk towards the phone. When the 
sniper overhead comes into to view, take up the sniper rifle and take 
him out before he takes you out. Once this is done pick up the phone 
and talk to Sparks.

Apparently you aren't done yet. Instead of jacking you out, Sparks 
loads you into a loading program with a selection of weapons to aid you 
against the SWAT teams in the sewers. He then sends you back in to go 
to the aid of others who are having a hard time finding a way out of 
the sewers. Once you are equipped, Sparks sends you back through the 
phone you just used, this time better armed. Equip the Stun Grenades 
and take aim at the large fan at the end of the walkway. Toss a grenade 
at it in order to blow a hole to allow you access. Follow the pathway 
behind the fan to the next level.

 Mission: Pumped

Follow the arrow to your next objective. You can take a quick look 
through the grates in the passage to prepare you for the rooms you have 
to advance through. Unfortunately there are no cops inside these rooms 
yet, but once you drop down there will be. Continue to the end of the 
tunnel and jump down from your perch into a larger tunnel. From here on 
out you will encounter many barrels filled with oil. These barrels can 
be a quick fix to the SWAT problem, but also be aware that they can 
have the same effect on you. Whenever you see these barrels, use them 
to your advantage. If you do not use them to take out a few SWAT units, 
at least take it out so that they are not used against you when you 
pass them.

Continue down through the next adjoining rooms and sweep up the un-
expecting units you encounter. Use the rooms as cover and retreat 
backwards if you need to. When you have reached the end of the passage, 
the tunnel leads to the right. Sneak up on the cops in front of you and 
take them out with a little work. Quickly move to the first person mode 
and aim at the barrel at the end of the way. Make sure that you are not 
close enough to be in its blast. Shooting it should bring down at least 
two of the cops in the vicinity. Move in and sweep up the rest. Another 
unit should emerge from further down the corridor. Quickly disarm them 
of their weapons and take out any remaining threats. Follow the passage 
further to the end. There, a small tunnel leads to the left, drop the 
first SWAT member and his friend who emerges from the tunnel behind 
them.

Following this small tunnel leads you into a much larger complex. The 
entry shotgun will be your friend in the next section. Emerging from 
the tunnel into the next passage, you see a cop at the end standing 
next to a barrel. Focus-dive at him with the shotgun and fire one 
round. If you miss with the shotgun blast, it should still be enough to 
blow up the barrel and send the SWAT officer on his way. Around the 
next corner a cop waits patiently for you to stick your head out. Sidle 
up to the wall and peak out, when he shows his face blast him with the 
shotgun.

As you enter the area he was guarding, an officer opens fire on you 
from a walkway above. A shotgun blast should be enough to take him 
down. Be careful to avoid the barrel in the center of the room. Any of 
his shots could miss you and hit the barrel instead. Take a left at 
this intersection and confront yet another guard on the walkway above. 
Back up and take the passage to your right. It winds around a corner 
and leads to another small open area. Take out the cop here with either 
a shotgun blast or by targeting the oil drum next to him. Follow this 
path until you reach a red ladder.

At the top of the ladder you have the task of cleaning up the rest of 
the police officers in the room. First take the one out to your left if 
you had not taken him out before. Run to his position to gain cover for 
a moment. Next, run towards the small overhang with the waist height 
wall. Press against the wall to duck for cover. Let the SWAT team waist 
their ammo on the wall while you wait. When they go to reload, force 
jump from the wall and take out as many as you can with the shotgun. If 
the barrel you came across before is still there, you can use it to 
take out one or two of the officers. Another one lies behind the two 
SWAT members in the small passage they defend. Once the coast is clear, 
follow the small entrance in front of you to a hole in the floor. Drop 
down.

Follow the path that leads you next to the running water. At the end of 
the passage you will come to a fenced area with an officer on the other 
side. Wait for him to turn his back and open fire on him through the 
fence. Turn to your right and climb up on the table there. An officer 
should be firing at you from this position. Quickly jump up to the next 
level and take him out. When you turn the corner where he was, there 
may still be a few SWAT members on the level below you. Jump down and 
disarm them for their precious ammo.

Moving into the next room, you'll notice a lot of large cylinders. At 
the moment there are three cops in the room, one at the far end, and 
two on the stone platforms to your right. Take out the one at the end 
of the room first and then use the cylinders as cover to take out the 
remaining cops. Double back to the far end of the room and flip the red 
switch that is on the machinery. Once this is done it shuts off a steam 
pipe that was blocking your advancement. This action also sends another 
squad of cops into the room. Climb up onto the ledge and get the drop 
on them with a force dive. Three cops should be ahead of you while one 
may have snuck around behind you with a shotgun. Take them out quickly 
and move into the next room. There you will find a red ladder leading 
up to the next level.

This is the other side of the large room that you had fought your way 
into before. The steam that was blocking your advance is still leaking 
so you cannot move back into that room. If your health is low you can 
take a moment to regain it slowly or jump up onto the walkway above and 
pick up a first aid kit. Once you are ready, run to the end of the room 
towards the hole to end the level.

Mission: Ice and Corrupt

Again, your mission here is to keep your friends alive. If they die, 
you loose. Try to do your best to keep the cops attention on you while 
remaining alive in the process.  The good part is that the cops are 
focusing on Ice and Corrupt so you can sneak up on all of them and take 
them out silently with a little neck breaking. Once you have cleared 
the room find the large machinery that is in the center. Climb up on 
the ledge to the left of the machinery and onto the machinery itself. A 
few moments later a cut scene takes place where you find out that the 
machinery had some C4 planted on it. It explodes and collapses into a 
passage below, taking you along with it.

In this room, apparently the cops in front of you did not just notice 
the machinery that just crashed through the ceiling or that you came 
with it. Instead of taking them head on, turn right and move down this 
side passage. You will find some steps that lead to a ladder. At the 
top of the ladder you will find a small room with a first aid kit and 
some ammo. Move back down the ladder and take a right. This will bring 
you back to the room with the cops in it. You are now behind them and 
should be able to get the drop on them. Take out the cop on top of the 
cylinder first and then the one on the ground next to him. Turn right 
and move into this next small room. Use the shotguns to take out the 
three cops there at close range. If your ammo becomes a problem, 
quickly disarm them and render them harmless. Follow the small passage 
where the two cops were positioned and come to a small room. Take out 
this cop quickly as he is equipped with grenades and not afraid to use 
them. Climb up the ladder he is next to and be on your way to the next 
floor.

At the top of the ladder you are welcomed by the sound of gunfire and 
the life bars of both Ice and Corrupt. Take out the small squad of 
officers in front of you and circle around the center fixture to the 
left. Around the next corner is a place to climb up onto the upper 
ledge. Here you will see Ice and Corrupt on a walkway above. Soon after 
a large contingent of cops will begin to repel from the ceiling. Circle 
around the center machine work and take them out. Be careful not to 
fall or the cops will focus their attention on Ice and Corrupt. 
Continue clearing the upper ledge until you receive the message from 
Sparks to blow out the anchors on the center machine. Equip the shotgun 
and go into first person mode. Aim at the three anchors that are 
attached to the center machine. There are cops that repel from the 
ceiling, ignore them for the time being since they are an endless 
supply. Once you have blown the three anchors, the machine will go out 
of whack and create a large explosion. The blast will open up a hole in 
the wall for your escape. Quickly run and focus jump into opening to 
end the level.

Mission: Waterway

Jump down to the service passage below and quickly run up behind the 
unsuspecting cop patrolling it. Snap his neck and take his weapon. 
Continue down the service passage until you come to a cop who is ready 
for you. Run along the wall to throw off his aim and let off a shot 
with your shotgun just as you flip off the wall next to him. Turn down 
the next passage and climb up the ladder.

This next area leads you across a small bridge. On the opposite side a 
small squad of three cops is hiding in the fog of the sewers. Focus 
dive at them and fire off two shots with your shotgun. This should take 
out the first two cops and have you close enough to take out the 
remaining cop with ease. Move forward to a winding stairway that leads 
you down.  Run down the stairs and make sure not to fall over the edge. 
Follow the passage on the bottom.

The next area you come to is a catwalk over a shallow pool of sewage. 
Drop the two cops that are on the catwalk on continue forward. As you 
reach the opposite end, Sparks will inform you that it is too dark to 
continue on. You have to instead pick up the flashlight that fell into 
the sewage from the cops you just disposed of. Move back across the 
catwalk and take the ladder down to the bottom. The light will be 
noticeable at the bottom as it is attached to a MP5 that was dropped by 
the cops. Pick it up and it will instantly be attached to all your 
weapons. As soon as you pick it up, a group of cops will emerge on the 
walkway above. Before they notice you, you may be lucky enough to lob a 
grenade up onto the catwalk. This may also prove fatal as the grenade 
may bounce off the catwalk and land in your lap. Either way, move 
towards the ladder and avoid the grenade that they drop below to stop 
you. Once it goes off three cops will repel from the walkway and take 
you into their sites. Mop them up with some quick gun work and climb 
back up the ladder. If you had previously been able to lob the grenade 
onto the catwalk, only one police officer will remain in your path, if 
not then you will have to contend with three officers as you get to the 
top of the ladder. Quickly knock out the two and force jump to close 
the distance with the third. Once you are done, move down the passage 
with your new flashlight to light the way.

At the end of this passage you will see a scene that shows some cops 
moving into position to ambush some of your compatriots. Follow them 
and get the jump on them first. Take a right out of the passage and 
stay to the right side of the sewer. Once you see the group at the end, 
jump off the upper ledge and do a force dive towards the group of 
police officers. With any luck you should be able to take out about 
half the group with one single dive. Once you have taken out the cops 
that put their sites on you, run to the gate at the end and take out 
any cops that are chasing Wurm. 

When the coast is clear, pick up any ammo you can and use the available 
first aid kit if needed. Return the way you came and continue on past 
the passage you had emerged from. While negotiating the sewers, try to 
stay to the inside of the turn. The outside does not give you an 
appropriate camera angle to see what is around each bend.  Eventually 
you will come to a roadblock of cops. Along the next section, there are 
two cops stationed at every bridge across the sewers. One cop is on the 
left while another is on the right. Take out as many as you can with 
force dives and wall runs before your focus runs out. While it may seem 
tempting to continue pushing forward, retreat and regroup to refill 
your status bars as needed. The small walls one either side of the 
walkways are perfect cover for this. When you have taken out the cops 
on the ledges, you will come across another contingent of cops who are 
waiting for your arrival. Force dive with either the MP5 or the shotgun 
equipped, and take out the four cops on the lower level. Retreat back 
for a second and regain your status bars and reload your weapons. 
Continue on when you are ready and take out the two officers who are 
perched on both sides of the final bridge. If you took heavy gunfire 
there is a first aid kit in the alcove to the left of the final bridge.

Continue down the pipe to the right and focus jump across the gap. In 
the split second that the camera angle changes, you will notice four 
cops below with a health pack at their feet. Keep this in mind. 
Continue down the tube and jump out the end to finish the level.

Mission: Waterway 2

Remembering the group of cops that you just saw, circle around to the 
left and down the pipe to their position. A few well place shotgun 
blasts should take out the police officers, or at least send them 
careening off the side of the platform. Pick up their precious ammo and 
the first aid kit if needed. Return to the previous passage via the 
pipe you came in through.

Now in another canal system of the sewer, drop down to the lower level 
and pick up the M16 you find. Continue on down the path and come across 
yet another SWAT ambush. A force dive coupled with a few shotgun blasts 
should be enough to take down the group. If there are any still alive 
mop them up with some good old-fashioned kung fu.

Once you are done, climb up from the lower level and proceed through 
the open door. Follow this tunnel down a long passage and take the 
right path at the "T" intersection. This will lead you into another 
pipe network that comes out in a room full of SWAT officers. Dispose of 
them, making sure not to accidentally fall over the railing and to your 
death. If you have a sniper rifle, take aim at the two cops below 
before climbing down the ladder. Also take note that if you shoot the 
oil drums that they are hiding behind, it may not be enough to kill 
them. 

At the bottom of the ladder exit the room and line yourself up just to 
the right of the plank. In first person mode take out the guard who 
stands inside the pipe above you. If you are in the mood for some 
dramatics, you can bounce a grenade off the outside wall and fire him 
out of the tube like a human rocket. Once he is disposed of, climb up 
into the tube and advance to the next section.

This area can be tricky, not because of the difficulty with handling 
the guards, but because of the susceptibility of falling to your death. 
If you have a sniper rifle, take out the two opposing guards who stand 
on the small overhang across from the pipe. If not a few shotgun blasts 
should be enough to take them down. As you exit the pipe an energetic 
police officer will advance on you with a shotgun. Take him out with 
the sniper rifle or small arms fire. To cross the small ledge, just 
walk towards it and your character will automatically slide along the 
edge. A cop will open fire on you while you cross it, but it is only 
handgun fire and it should do little more then take away 10% of your 
health. Take him out with the sniper rifle when you get to the other 
side, or perform a dangerous focus dive across the pipe with a weapon 
of your choice.

This is where things can get messy. While the in game tip for crossing 
pipes says to just jump up under a pipe to attach to it, Ghost 
apparently doesn't agree with that idea. Instead you need to take a 
running jump off the ledge and hope that Ghost decides to grab onto the 
pipe before sending you to your grave. Cross the pipe and drop down to 
the open passage beneath you. Cross through the crumbling tunnel (don't 
worry, it wont break), and wreak havoc on the two cops that await you 
on the other side. Turn around and take the ladder on the other end to 
a passage above you. Follow this passage with guns ready and do some 
nifty wall runs to take out any adversaries you come across. Also be 
careful of reinforcements coming up behind you. Jump through the pipe 
at the end and lower yourself down.

Mission: Breathing Room

The next area leads you to a collection of rooms. Take the only 
available doorway and be met by a surprise. The police have set up 
charges that have blown your escape route and they have also snuck up 
behind you for an ambush. As soon as the explosion occurs, go into 
focus and dive to your right. With luck, you should be able to take out 
two officers before you settle on the ground. Get up and Open fire on 
the SWAT unit across from you. Another police officer should be coming 
up behind you near where the explosion happened. Take him out and 
proceed through the open room. Two SWAT units line this room on the 
opposite sides of metal fences. You have two options; take them out 
with your guns, or dive into the manhole in the center of the room. 
 
This next section of pipes leads you to yet another sewer tunnel. Load 
up the shotgun and be ready for a big battle. Your target here is a 
SWAT officer who is equipped with grenades. As you enter the tunnel he 
will step out from the right side of a stone pillar in front of you. 
Take him out with a focus dive and land on the opposite side of the 
pillar. Knock out the swat officers that were covering him and circle 
back around the pillar. There are three officers remaining and a few 
oil barrels to help you get the job done. Be careful of the sniper in 
the fenced off room to the rear of the other police officers. When you 
are done, pick up the sniper rifle and the health pack if you need it. 
Continue up the stairs and into the next area of the sewers.

At the top of the stairs you will hear the SWAT team preparing for your 
arrival. Pop you head up at the top of the stairs and let them open 
fire on you. Quickly run back into the stairway and ready yourself with 
the first person view. As the cops approach at the top of the stairs, 
take them out one at a time. When you have taken out the two or three 
who took the bait, continue through the next passage. You'll come under 
fire from a sniper down the way. Push forward and keep him pinned down 
with machine gun fire. Once you are close enough you can disarm him and 
gain some more precious sniper rifle ammo. At the end of this path two 
police officers will try to get the jump on you. Take them out quickly 
with two easy shotgun blasts to the chest and move through the passage 
to the right.

This next passage is similar in appearance as the last one. Have a 
grenade ready and lob it at the SWAT team that repels from the ceiling. 
Use the focus in conjunction with the throw to improve your aim. If the 
grenade misses or you prefer another option, advance on them with a 
shotgun and take them out at close range. After that you again have two 
options. There are two cops down the end of the passage that have you 
out flanked. You can either get to an angle where you can take them out 
with the sniper rifle, one at a time, or you can climb up onto the duct 
work and get the drop on them from above. Either way, proceed into the 
next room with caution. As you round the next corner you are fired upon 
by a group of SWAT below you. Force dive into the center of the group 
and take as many out as possible. Mop up the rest and pick up the first 
aid kit if you need it. Climb up onto the machinery at the far end of 
the room and continue onward.

At the next bridge, force dive down the corridor to your left. There 
are four officers waiting for you there with guns ready. Lay waste to 
them and climb through the two holes in the floor to exit to the next 
level.

Mission: Malachi and Bane

You start this level at the end of a drainage pipe that leads into a 
large room. Before running over the red walkway in front of you, take 
out the sniper rifle and take a head count in the room. There are two 
cops below you and a sniper just above you to the right. First take out 
one of the cops below you, and then take out the sniper across the way. 
Finally focus your aim on the final cop before crossing the bridge. 
Climb the ladder and run over to the fallen sniper if you need the 
ammo. Turn around and run back to the opposite side of the piping and 
follow the ledge along the perimeter of the room. Around the next 
corner you will come in close to a SWAT team sniper. Take him out 
before he can pump you full of metal. Quickly set your focus on a 
sniper on the far end of the room. Take him down before jumping onto 
the pipe that goes across the room. 

As you are traversing the pipe, two cops will come along the platform 
below you. Quickly equip the sniper rifle and go into first person 
mode. This will hang your character upside down on the pipe and allow 
you to take out the cops before they notice you. When they are down for 
the count, drop down to the platform on the end. Take the ladder down 
to the lower level. You can double back to the first section of the 
lower floor and collect any ammo that you feel you need. You will need 
to contend with two more police officers, but they are no problem when 
you equip the sniper rifle.

Continue back to the far end of the room and drop down into the canal. 
Run up into the blocked off drainage pipe to get some M16 ammo. 
Continue along the lower level and force jump up onto the large open 
pipe in the middle of the room. Follow this pipe and drop down into 
another section of the sewers below.

Before you take a step out of this small room, make sure your focus and 
health meters are 100%. When your ready advance into the room with your 
weapon of choice. This section is set up a little differently than the 
previous sections. The passage is lined with pillars that not only 
block your view, but also provide cover for the SWAT team hiding behind 
them. Storm into the room and force dive at the first cop you see. 
Before you land on the ground at the end of your jump, you should 
already have another officer in your field of vision to attack. Keep 
sweeping this small room to clear it before advancing down the next 
corridor. 

At this time, if you have any grenades, use them on the officers that 
are hiding in the small alcoves of the next passage. If not, advance on 
them and take out the two cops that are grouped together first. Before 
he has a chance to fully react, take out the last cop in the corridor 
and move on. You'll come to yet another small room that resembles the 
one you just had a shoot out in. Take a quick left and force dive at 
the first cop you see. There should be three officers lined up in a 
row. Take down the first two quickly and be careful of the last. The 
final officer in the room has a sniper rifle. Take him head on or use 
the pillars as cover so you can get in close. Once he is down, advance 
through the next section of piping to your next level.

Mission: Malachi and Bane 2

This mission starts with the sound of sniper fire. Quickly climb up the 
ladder to your left and equip the sniper rifle. At the top, take out 
the sniper at close range and then set your aim on the one across the 
way. Quickly go into first person view with the sniper rifle and take 
out the two cops that are attacking Malachi on the bridge. Once these 
cops are down, the real battle starts. You now have to protect Malachi, 
Bane, and Ballard on the center walkway from the advancement of the 
SWAT team. There are three points to focus on. The far right piping, 
the boxes to the left end of the walkway, and the bridge that leads to 
the north wall near the center of the walkway. Sweep these three areas 
and take out any cops you can with the sniper rifle. Use your focus 
ability to slow down the action and improve your aim. Remember that if 
one of the rebels dies on the walkway, the mission starts over.

Once you have cleared the room, an Agent will appear and send you 
running. Unfortunately for you he corners you in a dead end. 
Fortunately for you the key maker opens up a secret door in the wall 
and helps you escape.


- The Chateau -

Mission: Great Hall
 
After your discussion with the key maker, and the rude interruption 
from the brothers Cain and Abel, you find yourself in a chateau that 
belongs to a man by the name of The Merovingian. You can take your time 
and view the great hall or just push on through the door to your left. 
At the end of this hallway you will automatically break a chair and 
pick up a sharpened piece of wood from the pile. Proceed into the next 
hall and take on the lone adversary who is playing the piano. After a 
short time you will realize that you are not fighting normal humans 
here. Actually it would appear that you are fighting something that 
isn't human. In order to defeat these new enemies you have to your 
newfound wooden stake and stab them in the heart. Continue through the 
next hallway to the next level.

This section of the game from here on out can be a challenge or a 
breeze. Since the main amount of fighting that you are going to be 
involved in is hand-to-hand, you can avoid fights all together. This 
section of the game is split up into many short missions that are 
sometimes as small as one room. If you're not in the mood to fight you 
can just make it to the next objective and leave your enemies in the 
dust.

On the other hand, if you stay and fight you will notice that you 
cannot rely on firearms as much as you have come to in the past. 
Instead it is better to take on these enemies with hand-to-hand combat. 
Continue pummeling them until they begin to stagger, then move in for 
the kill. Ghost will perform an automatic attack with the stake to put 
the bad guy down for good. Apparently you have come across a group of 
Vampires who are remnants of a previous version of The Matrix. Most of 
them have now held up in the castle that you now find yourself in. Be a 
friend, reach out and touch someone. Namely with your fists.

Mission: West Wing

This next area takes you through a grand dining room. Run through the 
large doors on the far end of the room into the kitchen. Knock down the 
first attacker before setting your focus on the one with the shotgun. 
Once you have disarmed him of his weapon, dispose of the enemies as you 
see fit. Take the back entrance out of the kitchen and make your way 
into the pool hall. As soon as you enter the room, you are shot at from 
your right side. Quickly dodge around the counter and disarm your 
assailant. Two more attackers will enter the room at this point. Go 
medieval on all their butts and show them who is the boss. Exit the 
room through the elevator.

Mission: Atrium

 As you exit the elevator take the door at the right end of the room. 
Follow the next hallway until you come to a large atrium. As soon as 
you enter the atrium a vampire opens fire on you. Use your focus and 
strafe around vampire, slowly getting closer. As soon as you are close 
enough to move in, perform a few focus dodges and disarm the beast. 
Commence the butt kicking. His compatriot will try to sneak up on you 
from behind. Take out one and then move on to the other. When you are 
done, exit the opposite end of the atrium. Take this next hallway to a 
small library. Take down the vampire who emerges from the secret 
passage or simply run into the passage to end the mission.

Mission: Secret Passage

Good carpentry is so hard to find these days. As you head for the white 
door in front of you, the old floor will give out and send you falling 
to yet another secret passage. Run to the end of this passage and make 
your way up the wall using the wood planks as a ladder. At the top an 
angry vampire will break through the wall and come after you. If you 
want to have some fun with him, try knocking him off the ledge that you 
just climbed up from. When you are done with him, climb the next 
section of planks and jump into the attic. When you fall into the attic 
you will knock over a pot of oil and start a fire. A few vamps will 
join you in the now burning room to keep you company. Stay clear of the 
perimeter of the room if you don't want to risk catching on fire. Not 
after to long, the fire will cause an explosion and create your escape 
from the attic. Jump through the hole to end the level.

Mission: Secret Passage 2

Jump across onto the balcony in front of you. Pick up the health if you 
need it and move onto the next balcony. A vamp will drop from above you 
for a challenge. Wipe the floor with him and take on the next attacker 
on the next balcony. Continue on through the open door you find. Inside 
you will need to be careful because this enemy comes equipped with a 
UMP. Quickly close the distance between you and him and take his gun 
away. Show him what he gets for playing with firearms and move on down 
the hall. 

The next room that you come to has two vampires. The first one will try 
to distract you while the other one will fire at you with a UMP. Take 
him down first and disarm him. You can use this weapon to soften them 
up but you still need to use the old-fashioned "steak through the 
heart" routine to put them down for good. Move along the corridor to 
the next room. Again, you are attacked by two enemies, but this time 
the do not have firearms. Relieve them of their lives and continue 
moving through the chateau. In this final room you can simply pass the 
two remaining vampires and run out the open doorway to end the level.

Mission: Merovingian's Office

Run down the stairs and through the open doorway. In the next room a 
lonely vampire will come crashing through the door, eager to play with 
you. Show him your "You're dead now" trick and enter Merovingian's 
office. Pick up the phone and talk to Sparks. Ghost will automatically 
pick up the old fashioned crossbow from the table as well. When you are 
done talking to Sparks another vampire will burst into the room looking 
for some actions. Guess these guys don't know how to knock. Conserve 
the crossbow for an up coming boss battle. Remove the vampire from the 
equation and through the previously locked door he opened.

In the next room a vampire who feels that kicking a door in is an 
acceptable way of opening them once again greets you. *On a side note, 
The Merovingian must spend a small fortune each week just replaces 
broken doors and locks in his chateau* Anyway, silliness aside, show 
this one who's boss and move on down the hall. The next room you enter 
is an older style theatre. Since no movie is currently playing, go up 
to search the projector to see what is wrong. Just as you go to search 
the projector the projection engineer shows himself from behind the 
movie screen. Show him your distaste for a movie theatre without a 
movie. Just as you put the projection engineer out of his misery, the 
usher comes in to check everyone for their ticket stubs. Seeing how you 
broke into the movie illegally, he feels that the best punishment in 
order is death. Try reasoning with him, and if that doesn't work, show 
him what the after life must be like. Enter the doors that they had 
left open and exit through the backdoor to exit the level.

*Sorry, I got bored of saying "take them out" or "take them down" so I 
decided to have fun with this last paragraph. Moving along...*

Mission: Garage Hallway

This level starts with a vampire taunting you. Quickly run up behind 
him and stab him through his back to shut him up. His friend will then 
emerge, not so pleased with your action. Give him a similar butt 
kicking and exit through the last door on the right to end this quick 
mission.

Mission: Return to the Great Hall

This is perhaps the most pointless "level" in the entire game. Simply 
take three steps and enter the open door in front of you to exit the 
level. If somehow you got lost on the way, Sparks will give you the 
brilliant advice "Try the open door." Don't hurt yourself on this one 
kids, its a roller coaster.

Mission: The Dungeon

After an "interesting" encounter with Persephone, you will find 
yourself in the Dungeon of the chateau. This level bares a stark 
resemblance to what I would image Martha Stewart's basement would look 
like. Follow the path open to you until you reach an old wine cellar. 
The gate that comes crashing down behind you does well to letting you 
know that you are expected. Two vampires will emerge from the far end 
of the cellar and try to stop your progress. Remind them why you are 
called "The biggest, most badest, MOFO on the planet." Well, they don't 
call you that yet, but give them a beating so bad that they will start 
to. Once these drones are dealt with, take a second to refill your 
focus and life bar before jumping down into the pit of the next room.

This next room is where The Merovingian puts on his doll shows. Either 
that or he hosts his fights to the death. It is one of those, I forget. 
From the looks of your opponent in the center of the pit, it would 
appear that the doll show theory is out. The name of your new friend is 
Cujo. Just like the dog that liked the taste of human flesh, this Cujo 
is equally evil. Take an all out approach to this one. Throw on your 
focus and don't stop attacking. Cujo has better strength and speed then 
just about any opponent you've faced so far (expect of course if you 
avoided my advice and took on an Agent early on in the game). Just 
continue to be relentless and don't stop even if your focus meter gives 
out. Eventually Cujo will perform a counter attack that won't hurt you 
but it will give him enough time to gain the high ground. After Cujo 
has performed this move, he will jump up onto the upper edge of the pit 
and fire at you with a shotgun. Avoid his aim by moving closer to the 
edge of the pit he is closest to. 

Cujo will now sick his dogs on you. Not literally, but you will have to 
fight three regular goons before Cujo will hop back into the fray. 
Remember to keep your back to the wall nearest to Cujo. If you venture 
out into the middle of the pit he will fire at you with the shotgun. 
Let the three vampires come to you and dispose of them quickly. Once 
Cujo jumps back down into the pit, continue your relentless assault on 
him. Eventually you will drain his life away to zero. Just like any 
other vampire though, Cujo must be taken out with a steak to the heart. 
You can use the crossbow to aid in the process or you can perform a 
simple leg sweep to set you up for the dead. Once he is done for, climb 
out of the pit and exit through the hole he entered from.

Mission: Cain and Abel

While you are not the typical "Knight in Shining Armor" you are just 
about to save the damsel in distress.  Follow the dungeon tunnels until 
you come to a cut scene. Open the door and pick up Niobe. Now is the 
time to get her out of there. Make a break for it. 

As you exit the torture room, you come across Cain and Abel. They 
apparently don't like that you are taking their prisoner away. Convince 
them to let the both of you go. The problem is that both Cain and Abel 
do not appear to be staying down for the count. Sparks suggest that you 
knock them into the prisoner's cells. Take his advice and knock each of 
them into the bars of a prisoner's cell. The prisoners will then grab 
their captors and hold them while you make a break for it. Before long, 
Ghost throws down a grenade to keep them from chasing after you. After 
the cut scene with the key maker, you head into the garage and right 
into trouble.

Mission: Twins In Pursuit

It would appear that you have picked up two new friends. They are both 
very interested in playing a little game of "hide the bullet" with you. 
While some people may have different ways of playing the game, their 
way entails shooting a lot of bullets at you from a moving car. This 
mission puts you in the passenger's seat (window), providing cover for 
Niobe and yourself as you escape to freedom. Unlike the previous car 
chase, your goal here is to free up a path in front of you instead of 
focusing on your pursuers. 

The highway you find yourself on is narrow and congested with cars. 
Keep a steady eye on the road in front of you. If you feel that a car 
is going to get in your way and slow you down, take it out of the 
equation. You can also use this strategy to slow down the twins. Take 
out a car that is in front of them to create a momentary flaming 
roadblock.  Keep at it, switching between clearing a path and keeping 
the twins off your back and you should be able to get through the 
mission.

In the end I will admit that this is perhaps the hardest and most 
poorly designed missions in the game. Niobe apparently forgets how to 
drive, and the twins are undefeatable. This level ends up relying more 
on luck rather then skill and preparation. While I do not suggest you 
use any codes on your first play through, I would understand the use of 
the infinite life cheat just this once.


- Zen Garden -

Mission: Trinity and Ghost

Take some time to relax, contemplate, and kick some Trinity butt. Both 
Ghost and Trinity have a relationship going way back. It would seem 
that both of them expect different things from this relationship. While 
they refer to each other as brother and sister, it is not a bloodline 
relationship. They were "born" on the same day in the meaning that they 
were freed from their tubes on the same date. But enough about birth 
dates and the creepy thought that Ghost could be in love with his real 
sister, you're in for the fight of your life.

Just like Cujo before her, Trinity is now the hardest opponent that you 
have faced in the game thus far. Think of this as "Agent Training" 
since the fight with Trinity resembles the struggles you face when 
fighting an Agent. She is fast, strong, and she can counter many of 
your moves. When you view it closer, the fight with Trinity is not that 
hard. You need to keep at it and constantly use the counter button to 
spin around behind Trinity. Keep your finger on the counter button and 
use it to counter any of her throws. Whatever the outcome, this battle 
is for bragging rights only. If you win or loose, the story goes on 
with little difference.

- The Freeway -

Mission: Chase Morpheus

After a group of lengthy cut scenes, and some interesting plot twists 
(Smith anyone?), you are asked to contact the crew of the 
Nebuchadnezzar. After you jack in and give a quick call to Link, the 
new operator on the Nebuchadnezzar, you are told to follow the sirens 
to find Morpheus.

Unlike the previous car chase this one is less tricky, but more (how do 
you say?) Agenty. Your goal here is to catch up to Morpheus on the 
highway and find out why they have not checked in with Zion. It would 
appear that he is busy at the moment, fighting a few Agents and being 
chased by a large contingent of police. Make your way through the chaos 
and get to Morpheus.

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