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Game Cheats » Microsoft Xbox Cheat Codes » Games Starting with the Letter E » Enter The Matrix - Strategy Guide (Page 05)

Enter The Matrix - Strategy Guide (Page 05)

Below are the cheat codes, hints and help for Enter The Matrix - Strategy Guide (Page 05).

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

Mission: Malachi and Bane 2

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

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

- The Chateau -

Mission: The Great Hall

Cut Scene, move to next chapter

Mission: Shadows

Run to the far end of the hall, chasing the vampire (yes vampire) that 
is running away. Continue on into the next hallway and watch the cut 
scene. Next level...

Mission: The Attic

After the cut scene, move out of the room you start in, into a larger 
section of the attic. Three vampires will drop from the ceiling. Handle 
them the same way you would handle a normal goon, just know that you 
cannot defeat them until you manage to stab them with the wooden stake. 
The attack with the wooden stake will be automatic once you have dished 
out enough damage. After you have dealt with the three vampires, Vlad 
will emerge from the previous room. Remember your battle with the Agent 
on the airplane. Vlad is just as tricky and just as tough. Use a 
combination of kicks, punches and throws, all in conjunction with the 
focus button. Wall kicks are a particularly useful against Vlad. After 
awhile, he will run away to lick his wounds.

Once you are done here, exit through the double doors into a series of 
secret passages in the chateau. Take on any vampires that you encounter 
and push forward until you get to an open doorway at the end.

Mission: Persephone's Bedroom

Follow the objective arrow through the door on the left in Persephone's 
Bedroom. Run to the back of this closet and stock up on some weapons 
and health. Once you are ready, return to the main bedroom and prepare 
for a fight. Once you reemerge from the closet, you will find that Vlad 
and two vampires are waiting for you. Retreat backwards towards the bed 
in the room so as to ensure that only the vampires come after you. Vlad 
should not start to attack until you come within a certain distance of 
him. Mop the floors with the vampires and move on to Vlad.

Vlad is relatively easy to handle now that he has a life bar and 
already know what to expect from him. Leg sweeps work extra well on 
Vlad, and wall kicks are not to bad either. Whittle away at his health 
and continue to throw everything you got at him. Eventually you will 
have him staggering and ready for the final blow. Once you have plunged 
the stake into his chest, exit Persephone's bedroom into a large 
hallway. Follow the hallway to the final double doors at the end. In 
this next hall, take the elevator to exit the level.

Mission: Merovingian's Office

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

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

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

Mission: Garage Hallway

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

Mission: Return to the Great Hall

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

Mission: The Dungeon

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

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

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

Mission: Cain and Abel

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

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

Mission: Twins In Pursuit

This one is pretty straightforward. Your goal here is to make your 
escape with the Twins in pursuit. Unlike the first driving mission, the 
area you are driving through is small and congested. Keep your foot on 
the gas and use Ghost's support to keep the Twins off your back. Once 
you come to another section of the highway that shows off daylight, 
your almost home free. Be prepared to make a quick turn or a even a U 
turn in order to follow the objective arrow to your exit.

- The Highway -

Mission: Chase Morpheus

This mission is a little easier then the previous one. You now have 
more room to manuever and a better idea of what is on the road ahead. 
Agents will nag you during this mission, but nothing to serious that it 
will slow you down. Use Ghosts support as needed to keep people of your 
tail or to take on cop cars that you pull up next too. Keep driving at 
full speed until a cut scene plays where the agents give up their 
pursuit. Continue moving forward until the level ends

Mission: The Truck

This mission is practically identical to the last. The only difference 
is that there are no agents but far more police cars. Continue using 
Ghost when he is needed, and just keep your foot on the accelerator. 
Eventually you will catch up with the truck and end the level.

- The Power Plant -
Mission: Reactor Foundation

Descend from the air duct and make your way down to the end of the long 
access hallway. Take on four of your garden variety security guards in 
the next room before moving on into the next tunnel. As you reach the 
ledge that overlooks the next area, peak around the corner to spot a 
few security guards lying in wait. Focus jump from your perch, down to 
the ground in order to get the jump on the security officers. They are 
spread out among these pillars so use the pillars for cover as you move 
in and dispose of the whoever you find. Once you are done, climb the 
ladders and the next section of wire framing till you reach an upper 
level of the construction. 

When you come to another set of wire framing, a guard will be lying in 
wait, just to the left of the make shift ladder. Quickly run up to him 
and take him out before he can get the jump on you. Once he is dealt 
with, climb the wire framing to the top of the construction. A sniper 
will have you pinned down in the next section. Keep your back against 
the wooden wall until Ghost is able to turn off the light that is 
shining on your position. Once the light is out, creep across the small 
ledge and climb up the last section of wire framing. From this vantage 
point, make a running focus jump over the gap to your right. A cut 
scene will play with Niobe disposing of the sniper.

After the cut scene, Niobe will be on the bottom floor of the 
construction site. A large number of SWAT and security guards will 
infiltrate this area. Use the pillars and walls as cover so you can get 
in closer to perform the kills. Acquire as much ammo as you can. Follow 
the objective arrow until you come to a ladder. Clear out the area 
around the base of the ladder so that you do not have to worry about 
getting shot at as you climb up the ladder. At the top, turn around and 
make your way across the wooden bridges to the opposite side of the 
construction site. Continue following your objective arrow to an area 
below, at the rear of the construction site. Follow this passage you 
find to exit the level.

Mission: 

This next area is littered with SWAT lying in wait for you. The best 
way to conserve ammo through this section is to get in close and 
perform a focus throw with a weapon equipped. If done correctly, Niobe 
should throw the attacker to the ground and kill them with only the use 
of one to three bullets depending on the gun. Clear this area and climb 
up the ladder at the end. In this next section, an enemy sniper has his 
sight set on you again. Since Ghost is not around to help you this 
time, you have to dodge the sniper fire. Use the stacks of lumber to 
give you support. Focus jump or dodge your way from one lumber pile to 
another to make your way through this section. 

This next area is also covered by a group of snipers. Just keep running 
through this section and take out the guards at the end before moving 
along into the next gauntlet. At the end of this tunnel, you will 
reemerge into yet another maze like section. SWAT has swarmed this area 
and will hide in many places, waiting for you. Move around the lower 
level and use the concrete slabs as cover. Again, a focus throw with a 
gun equipped should be a quick way to get rid of any pesky SWAT units. 
Once you are done clearing the area, climb the black ladder near the 
rear of the site. Kill the officer who fires on you as you get to the 
top of the ladder. Continue climbing until you get to a small wooden 
bridge. Cross this bridge and jump over to the next area to exit the 
level.

Mission: Nuclear Shipping

You start this level in the security office of the shipping dock. 
Easily take care of the two unarmed security guards, and exit into the 
main docking area. Run around the left side (your right) of the 
security office and come up behind the SWAT sniper on the roof of the 
truck. Take him out with some focus and a high powered machine gun. 
Climb up onto the truck and retrieve his sniper rifle. Take out any 
more SWAT you see at long range with the sniper rifle.

Once you feel the area is secure, move in and head towards the doors 
near the rear of the dock area. Through these doors you face two 
choices; speed or kill count. You can easily make it through this room 
by performing a few focus dives and a few quick weapon disarms. If that 
is not your style, take is slow and use the cylinders for cover. The 
sniper rifle is a bonus here, but it may prove to be hard to use in 
close quarter combat. Either way your target is the silver door at the 
far end of the room. Through there you move on to the next level.

Mission: Transformer Field

At the start of this mission, equip the UMP. It has a decent size 
magazine, you should have a good supply of ammo for it, and there is a 
whole lot more where that came from. Exiting the door at the end of the 
hallway leads you into the main transformer conduit. This area is a 
section that collects most of the power that is directed through the 
transformer fields. Do a few focus dives to take out the three guards 
here. When the area is cleared, follow the incline up to the top of the 
tower. There you will find a handy weapon that will help you later on 
in the power plant. Now that you have this smoke grenade launcher, 
another SWAT unit will be right on your heels. They will emerge from a 
large docking door near where you entered the transformer field. There 
are only three of them so dispose of them as you wish. Continue on and 
follow the pointer to your next objective. You should come across three 
SWAT units within the next section. They are not too hard to take down, 
just keep on them and continue firing. Once you have reached the end of 
this large passage, the stage will be over

Mission: Transformer Field 2

This mission is either the most boring or the most action packed 
depending on how you look at it. I personally feel that it is 
repetitive and drawn out. But hey, I'm here to give you strategy and 
not my opinion (right?). 

Instead of giving you an in depth walkthrough for this section I'll 
give you some advice. 
-Keep your weapons ready and reloaded at all times
-Always use focus when taking a corner
-Expect to be ambushed everywhere
-Whenever a path branches off from the objective arrow, it normally 
leads to a police officer and a health pick up
-Retreat backwards and not forwards. If you continue moving forward 
with cops in tow, you will only pull them into more cops
-Always regain your life and force meter after taking out a SWAT unit
-Remember how import disarms can be

Mission: Generator Turbine

At the onset of this level, you start perched high above the concrete 
floor below. Across the large room you will see a building that houses 
the main control room for the nuclear power plant. Immediately below 
you, you may notice a SWAT sniper radioing that he has not seen you. 
Equip the gas grenade gun and walk to the edge of the pipe in front of 
you. In first person mode, aim at the main control room with the three 
SWAT units stationed within. Fire off a round of the grenade launcher 
to silence all of the SWAT team units in the room. Quickly equip a 
handgun or a machine gun and take out the sniper below you who is now 
alerted of your presence. 

Once the coast is clear, make your way to the floor of the room and 
enter the bottom level of the control room building. Two more SWAT 
units are in the first control room on the bottom floor. Dispose of 
them and make your way up to the second floor to trigger a cut scene. 
Exit the control building, back into the larger room outside. Follow 
the objective arrow through the following hallways to the exit of the 
level.

Mission: Generator Turbine 2 

After enter the next section of tunnels, you will come to one long 
tunnel that is flanked by small control rooms. The length of this 
hallway holds three groups of three SWAT units. Each SWAT team hides 
near or in the control room of each section. Make sure to focus your 
attacks at the units inside the control rooms first as they are harder 
to take on and will give you more trouble. Once each group is dealt 
with, hold back and refill your status bars before moving on. When this 
tunnel is clear, exit through the final door on the left. 
 
Take this next hallway into the lower passages of generator one. Follow 
these passages, and climb the two ladders on the other side to reach 
the top of the generator. At the top, set the charges to stop the 
generator. Once the fuse blows, two SWAT officers will drop from the 
ceiling and open fire on you. Focus dive back to the catwalk below your 
position. Use the strafe and focus button in conjunction to help you 
dodge the attacks of the officers. Remove the threat before moving on 
to the second generator. 

As you enter the containment room for generator two, two SWAT units 
will ambush you. Stop the officers dead in their tracks. Continue on 
the catwalks to generator room three. Here you will find a single SWAT 
officer in the central area. Take him out and climb down to his 
position. This will then set off an ambush. One officer will come at 
you from the catwalk you just climbed down from, and another two will 
lower from the ceiling in front of you. Neutralize all appropriate 
threats and make your way to generator room 4. 

This area is riddled with walkways and stairs. Find your way through 
the maze and take on the two SWAT units you come across. Exit through 
this door once the room is cleared to exit the level. Now in generator 
room five, make your way up the stairs to the upper catwalk. Remove the 
single SWAT unit guarding the walkway. Just like in a previous room, 
when you make your way down to the central platform, a group of SWAT 
will ambush you. You can avoid this ambush, and the SWAT, by simply 
performing a force jump over the section and down the ladder on the 
end. Make your way to the bottom floor and through the door to exit the 
level.

Mission: Core Control

This level can be a very long and very arduous one if you do not have 
the proper equipment. Assuming that you have a sniper rifle, this 
section should be a lot easier. This level will take you from the 
catwalks that circle around the reactor room, and eventually the 
catwalks that circle the main reactor tower. Make sure to keep your 
focus bar full, and to keep your feet on the catwalk. A fall from the 
walkway will certainly be fatal.

If you have a sniper rifle, target the first unsuspecting guard on the 
catwalk across from you. With him silenced, continue down the walkway 
to your right. After not too long, a single guard will come at you, 
running up the walkway. Dispose of him quickly and focus your attention 
on the officer on the central walkway system. Use the sniper rifle and 
the use of focus to take out your attackers as necessary. Further down 
the walkway, two guards will emerge from the door on your right. A 
focus dive and a few well-placed shots will remove the threat.

Continue on through the rest of this section, manually targeting the 
units in the center of the reactor. The rest of this section should be 
easy as you progress forward. Once you have cleared a small section, 
regain your status bars and move on. Once you have reached the central 
walkways, you should have already cleared out most of the threats that 
were there. Make your way to the top of the central walkway to exit the 
level.

Mission: Agent Escape

Don't worry, this level isn't as hard as it sounds. First off, the 
level is small. Secondly, Sparks has injected Niobe with adrenaline. 
This will allow you infinite focus for the length of the level. Use it 
and don't be afraid of loosing it.

The level starts with an Agent firing at you from above. Quickly duck 
into the air duct and make your way to the end. Fall through the grate 
at the end and fall to the floor below. You will now be surrounded by 
five SWAT units. Use the unlimited focus you have to destroy them with 
little struggle. Once the group is down, make your way to the end of 
the passage. Half way down the hallway, an Agent will come up behind 
you. Continue moving forward and jump into the lift.

Follow this lift to the next level above you. Move towards the door to 
access the next section. A pair of guards flank the room from security 
booths above. Ignore them and focus run to the end of the room. Make 
your way to the window at the end to exit the level. That infinite 
focus really didn't seem necessary now did it?


- Tea House -

Mission: Tea House

Time yet again for another one on one fight. Your opponent here is The 
Oracle's guardian, Seraph. He has challenged you to a fight to "test 
your resolve", as he puts it. Handle this fight in the same way that 
you handled the fight with The Agent and Cujo. Use your focus button 
and do not let up with your attacks. Make sure to conserve focus power 
when you manage to knock Seraph to the ground. This is an all out 
battle so do not hesitate to deplete your focus meter entirely. Once 
you have depleted the focus meter, dance around Seraph by using the 
counter button. You should be able to spin away from most of Seraph's 
attacks long enough for you to regain your focus meter. 

The counter button is your friend in this fight. If you have been 
practicing your timing then you should be able to counter every throw 
and a few regular attacks he throws at you. Not only will this save you 
some focus points, but it will also make you feel really cool in the 
process. For an added challenge, try to finish this fight with only 
using counters. It is tough but doable. Once you have depleted Ghost's 
life meter to below 25% he will stop the fight. Just like Ballard said 
when he fought Seraph earlier in the game "You just stopped because you 
were about to get your ass whooped" 

An interesting note here is that if you happen to loose to Seraph in 
your fight, the story will actually skip ahead to the final chapter. In 
the process, you will skip the next chapter that involves a midnight 
stroll through china town with a few hundred Agent Smith clones in tow. 
I suggest that you reset the game and challenge Seraph again until you 
are able to defeat him. The choice is yours, but on your first play 
through you should experience the entire story of the game.

- Skyscraper -

Mission: Vertigo

Time to put on your running shoes. After the last cut scene, you find 
yourself inside a skyscraper that is under construction. An interesting 
twist in the story has you being pursued by a gaggle of Agent Smith 
clones. While you may be feeling a little confident about fighting an 
Agent after your last encounter, do not get any ideas here. Agents are 
tough, but Smith is tougher. Next to all of your weapon disarms will be 
countered, and most of your attacks will be blocked or dodged. Smith 
also has the regular habit of an Agent to carry a high caliber handgun 
in his breast pocket. For most of the next few levels, you will be 
dodging and receiving gunfire from this delightful weapon. Just 
remember these words of advice " Run, Run, Run, Run, Run, Jump, Run, 
Dodge, Run, Run, Side Step, and Climb." If for whatever reason you feel 
that the words "shoot" or "firearm" should be used to describe your 
actions, then you have obviously adopted the wrong strategy for this 
level. There are dozens upon dozens of Smith coming after you, and if 
you are lucky you can take out two or three. So just heed my advice and 
get moving.

This level starts you in front of an elevator inside a skyscraper. 
Quickly turn to your left and make your way through the construction. 
Seconds later an Agent Smith will emerge from the elevator and open 
fire on you. Ignore him and move further through the construction. In 
front of you, you will see an opening in the hallway, make your way for 
this opening. As you approach it a Smith will break through the wall. 
Once again, ignore him and continue moving forward. In this section you 
have to climb up on the piles of lumber and jump into the next room. 
Navigate your way around the framework and into the next room.

At the next corner, make a left and you will be met with a Smith 
closing on you. Instead of taking him head on, focus dive through the 
window next to you and enter the door. At the top of this flight of 
stairs, you can take a moment to catch your breath and refill your 
status meters. Once you are ready, move out onto the outer scaffolding 
surrounding the building. Run down the scaffolding and around the next 
corner. Ignore the Smith that opens fire on you from inside the next 
room (I hope that this is becoming a habit for you). Follow the 
scaffolding around the perimeter of this room and onto the next 
section.


At the next corner you will see a wooden sign that reads "Caution." 
Instead of making a right here, run at the sign and focus jump through 
it. Hold the focus button down the entire time in order to make it to 
the next section of scaffolding. This will save you some time and just 
look cool in the process. Further ahead a Smith will fall from above 
you and collapse the plank you are on. Now on the scaffolding below 
you, quickly jump into the room to your right and through the window on 
the other side. Traverse this next section of turns and down the next 
slope. From here on out, you just have to keep following the 
scaffolding and avoiding any contact with the Smiths. Be careful not to 
get into hand-to-hand combat here as it can lead to you getting knocked 
off the side of your building and to your death. Once you have 
completed this obstacle course you will come to the end of an upward 
slope and make an automatic jump into the office in front of you.

Inside a Smith will open fire on you from a neighboring room. Break 
through the two large doors in front of you and to the opposite end of 
the meeting room. As you run, Smith will fire at you through the sheet 
rock walls. Continue dodging his bullets. Eventually Smith will make 
his way to the far end of the room and barge through the wall. Run at 
him and focus dodge past him. Hurry and dash to the elevator behind him 
in the next room to finish the level.

- China Town -

Mission: Smiths Trap

You now find yourself in China Town (to Sparks surprise). Unfortunately 
you are far from being out of the woods. Run through the door in front 
of you. In this room you will find a group of women using sewing 
machines. Ignore them since a Smith will emerge shortly from the room 
you just came from. Follow the objective arrow down the stairs on onto 
the street below. Take a quick right, avoiding the Smiths down the 
street to your left. Follow this next section of alleys until you come 
to an intersection. While the arrow tells you to go straight, take a 
left at Wo Ping Avenue to avoid having to backtrack and be cornered by 
a Smith. Move through this next section of streets with hopefully few 
encounters from any Smiths. Following the objective arrow, you will 
eventually come to a white door. Run through it and on to the alley in 
front of you.

At the next corner you will see a wooden sign that reads "Caution." 
Instead of making a right here, run at the sign and focus jump through 
it. Hold the focus button down the entire time in order to make it to 
the next section of scaffolding. This will save you some time and just 
look cool in the process. Further ahead a Smith will fall from above 
you and collapse the plank you are on. Now on the scaffolding below 
you, quickly jump into the room to your right and through the window on 
the other side. Traverse this next section of turns and down the next 
slope. From here on out, you just have to keep following the 
scaffolding and avoiding any contact with the Smiths. Be careful not to 
get into hand-to-hand combat here as it can lead to you getting knocked 
off the side of your building and to your death. Once you have 
completed this obstacle course you will come to the end of an upward 
slope and make an automatic jump into the office in front of you.

Inside a Smith will open fire on you from a neighboring room. Break 
through the two large doors in front of you and to the opposite end of 
the meeting room. As you run, Smith will fire at you through the sheet 
rock walls. Continue dodging his bullets. Eventually Smith will make 
his way to the far end of the room and barge through the wall. Run at 
him and focus dodge past him. Hurry and dash to the elevator behind him 
in the next room to finish the level.

- China Town -

Mission: Smiths Trap

You now find yourself in China Town (to Sparks surprise). Unfortunately 
you are far from being out of the woods. Run through the door in front 
of you. In this room you will find a group of women using sewing 
machines. Ignore them since a Smith will emerge shortly from the room 
you just came from. Follow the objective arrow down the stairs on onto 
the street below. Take a quick right, avoiding the Smiths down the 
street to your left. Follow this next section of alleys until you come 
to an intersection. While the arrow tells you to go straight, take a 
left at Wo Ping Avenue to avoid having to backtrack and be cornered by 
a Smith. Move through this next section of streets with hopefully few 
encounters from any Smiths. Following the objective arrow, you will 
eventually come to a white door. Run through it and on to the alley in 
front of you.

At the end of this street you will see the truck, where you started the 
level out on top of, to your right. If you had decided to have just 
turned right at the start of the level, you would have avoided all this 
running. Either way, turn left at this T intersection and to the end of 
the street. Run up the fire escape to the building on the left side of 
the dead end. Burst through the doors in the room above to exit to the 
next level.


Mission: Hard Line Pursuit

Run down the stairs in front of you. When you come to the first turn, 
you can make the turn or fall down the hole in the floor to the ground 
level. You will take some damage in the fall, but avoid a Smith. Make 
your choice and kick the door in to get to the street. Make a right out 
of the building and then a quick left on the street ahead. Avoid the 
cop and run down the long street in front of you. You will encounter 
another cop around a small curve in the road. Use your focus to deliver 
a quick punch kick combo and leave him on the ground long enough for 
you to make your getaway. 

This next corner leads to some bad news. The hard line that you were 
running to has just been blown sky high in front of you. Advance down 
the street towards the SWAT team set up in front of you. Do not bother 
with shooting at the cops. Keep running at them and eventually their 
SWAT vehicle will explode behind them, killing them in the process. 
Pick up the first aid kit if you were caught in the blast and climb up 
the ladder next to the vehicle. At the top of this ladder you will find 
a grenade launcher on the roof. It can be used to slow down Smith, but 
it won't keep him down for good. Run to the end of the roof and focus 
jump past the Smith who climbs up to greet you. Hit the street running 
and make your way to the end.

Take a left and keep running forward to avoid the Smith on the roof to 
your left. At the end of the alley, make a slight right hand turn and 
run down the side of the canal. Do not turn to face the Smith behind 
you. If you do happen to get into a fight and get knocked into the 
water, it will be lights out. Run to the end of the building to your 
right and focus jump on to the top of the boxes that are next to the 
fence. Run through this next section, Smith free, to exit to the next 
level.


Mission: The Virus Spreads

You are almost home free. Keep your chin up, and your feet moving. Run 
up the flight of stairs to the butchery on the second floor. Run 
towards the elderly couple and the door behind them. Just as you are 
about to run past them, go into to focus and run to the end of the 
room. This should let you run right under the Smith who comes crashing 
down from the sky roof above. Exit the door and make a right. Run 
across the rooftop and focus jump off the end. Make sure to land on dry 
ground. Keep running and jump over the short wall in front of you. Take 
this next street to its far end. Run down the small alley to your left 
and take another left when you come to the waterfront.

Follow the canal until you come to an open door to your left. Run in 
and take the exit on the opposite end of this room. Follow the 
objective arrow to the street in front of you. Take a right when you 
get to the street and avoid the Smith to your left. If you have some 
spare ammo you want to use, run down the street backwards and fire at 
Smith to keep him busy while you make your get away. At the end of this 
street, take the door on the left to exit the level.

Mission: The Church

Your last sanctuary could not come from a more welcoming place. You 
have one more group of rooftops to cross before you can get to the hard 
line and jack out. Start the level by running up the stairs. Climb this 
series of stairwells, making sure to stay one step ahead of the Smith 
who is coming up behind you. At the top, run to the far wall and take a 
left, make another quick left and around the corner. Climb this last 
set of stairs to the roof. Make a quick right and then focus jump to 
the rooftop ahead of you. Run around the left side of the building and 
focus jump again to the next rooftop. Take either side of this rooftop 
and then focus jump from the top of this rooftop, down onto the next 
one. If you have some focus to waste, use it and take the time to 
notice all the Smiths swarming around you from the sides. Keep pushing 
forward and traverse the small rooms that line the next two rooftops. 
Jump across the small plank and burst through the red door at the end. 
Run through the next room and make your way up the stairway at the end. 
If you happen to run down this flight of stairs, you'll be met with two 
unhappy Agent Smiths. At the top of the stairs, run across the rooftop 
and do not stop to let your pursuers to catch up. Run to the end and up 
the stairs to end the level. Watch the cut scene and catch your breath, 
you just survived another day in The Matrix.

Mission: Tunnels of the Real

This level is simple and straightforward. The pipes that are inside 
these tunnels are mostly window dressing. You can barrel through them 
with little to no loss of life or speed. Your main concern in this 
level is the sentinels and making sure that you keep moving forward. 
Niobe has the controls of the guns and the ship for this mission. Keep 
moving forward and subdue any sentinels that get in your way. If a 
sentinel happens to attach to your hull, slam into a pipe or the outer 
wall of the tunnel to scrape them off your ship. This level is quickly 
over, taking no more then three minutes to finish.

 Mission: The Rabbit Hole

Just like the previous mission, this level is simple and 
straightforward. This time though, the tunnels are smaller and more 
diverse. Keep the Logos at full speed and outrun many of the sentinels 
on your tail. After a few minutes, a sentinel-tracking bomb will be 
fired at your ship. Your goal here is to outrun the bomb before it can 
latch on and detonate on your hull. Barrel through the tunnels at top 
speed to spread the distance between you and the bomb before it can 
explode. The game ends with a cut scene depicting the Logos, alone and 
stranded in the tunnels of the real.

=======================================================================
HACKING
=======================================================================


 Unlocking Hacking Game
To unlock the Hacking mini game in Enter the Matrix, simply 
start a new game from the main menu. Once you have finally 
entered the gaming world, you can quit back to the main 
screen. Back at the main screen you will find the hacking 
menu now sits below Options on the main menu. Select the 
Hacking option and then select which save file you wish to 
hack.

Quick Dos prompt Tutorial
This is just a quick run down of how to access and use the 
menu in the hacking game. Seeing how the hacking OS 
(Operating System) is very similar to DOS, you do not have 
the use of a mouse or easily accessible on screen menus. 
Instead you must enter keyboard commands at the prompt 
screen in order access the different menus and folders. 

When you are in the hacking system, you will first see the 
command  (A:\>) followed by a blinking indicator. This 
indicator shows you that you may now enter commands into the 
prompt. From this point on you may now enter different 
commands in order to delve farther into the hacking system.

*Note that the commands inside the () are the commands you 
enter.

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