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Game Cheats » Nintendo GameCube Cheat Codes » Games Starting with the Letter B » Beyond Good And Evil - Strategy Guide (Page 03)

Beyond Good And Evil - Strategy Guide (Page 03)

Below are the cheat codes, hints and help for Beyond Good And Evil - Strategy Guide (Page 03).

BOSS: REAPER

Take a picture (CYCLOPEUS PALUSTRIS).  Start by smacking him around a bit.  
He'll retreat to a higher vantage point.  Pull out your Gyrodisk Launcher and 
shoot it in the eye.  If you're not quick enough, it'll fire energy bolts, so 
watch it.  If you get him in the eye, it'll drop down back to your level.  Try 
for another shot in the eye.  He'll throw his arms up to block himself.  At 
that point, rush him and attack with your Daļ-jo.  Repeat this process until 
it falls back into the water and dies.  It will give up PEARL #22.  To get 
to the Pearl, go back to the Factory Entrance from here and hop into your 
hovercraft.  Guide your craft to the right of the two tunnels to get to the 
spot where the Reaper fell.

---

Lower Levels (pt. 2)

From the Elevator Room, head down to the Electrical Closet.  In the first 
room, time your movements to avoid the current from the swinging wires.  Once 
you pass the wires, you'll reach a room with a map on the wall, and a vending 
machine, which you should ransack.  As Pey'j observes, you need to move the 
fan to make contact with the door switch, so hit the blade of the fan with a 
Gyrodisk to turn it to the other side.  Once contact is made, press the 
switch to enter the fuse room.

Once you enter the room, circle round the other side and try to grab the 
Triangle Key, but the key will get sucked into the Guardian it's sitting on.  
Now, these Guardians can be broken down with several hits, but what I suggest 
doing is telling Pey'j to body-slam.  The Guardian will pop up and you can 
knock it around, may I suggest, to the electrical field?  Once they both go 
boom, you can take PA-1 #7.  Also, grab the TRIANGULAR KEY that the Guardian 
drops.

As you approach the triangular lock, five more Guardians will pop up and 
attack.  Knock them into each other to destroy them quickly, then bust up the 
last one however you want.  Once the house is clean, hit the triangle button.  
This will stop the current for a few seconds.  Take both FUSES here, the one 
on this side and on the far side.  Make your way back to the Elevator Room.

Now, place the Fuse to the right of the door.  Now, you need power.  For that, 
just look above.  There's a wire suspended over the electric field to the 
right.  Hit the connector that's weakened to get power.  Now, hit the switch 
to start it up.  Hit the switch one more time to get it moving.  Now, hop 
on and ride up to the upper levels.

---

The Upper Levels

You'll reach the top of the elevator.  Pey'j will hand you an MDisk.  Now, 
to open the next door, stand in front of a button, and press Y to have Pey'j 
push the other one.  You have to press both at roughly the same time, so do 
that so the door opens.  Once you enter the room, you'll be set upon by a 
gaggle of DomZ Sarcophagi.  Since you didn't get a chance the first time, 
take a picture of them now (SARCOPHAGUS DOMZII).  Defeat all the Sarcophagi.  
Now, take all the PA-1's you've given to Pey'j.  Trust me on this one.  Also, 
take most of the food you've given him, too.

Now, climb up the machinery on the back of the room.  At the top, kick open 
the grate and climb through the ducts.  You'll reach the X-Ray Verification 
room.  This is the location of your FIRST PHOTO.  Look down at the cases as 
they pass over the X-Ray machine.  Take a picture of the machine as it shows 
the contents of one of the cases.  Now, take the other exit from this room.  
You'll end up on some ducts.  Drop down to the nearby pipe.  An animal subject 
just ducked out of sight.  Step away and wait a couple of seconds and it'll 
come back.  Get close to him and take the picture of the white rat (RATTUS 
ALBUS).  Now, head back to Pey'j.

Uh-oh.  Bad.  Very bad.  Pey'j has been captured.  Fortunately, there's a new 
tall box here in the Upper Hall.  Push it over to the door with the little 
window in it.  Hop up on the box and look through the window.  Toss a disk at 
the switch on the right side of the room to open this door.  You can use the 
MDisk Reader to read the "For Jade" disk that Pey'j handed you.  Sniffle...
Kick open the nearby grate to gain access to the vents.

---

Shipping Room

You'll soon find yourself crawling around sewers.  Double H will get your 
attention and mention guards all over the area.  Time to go into sneak mode, 
now.  The first section is just a simple traipse through the vents.  Just 
don't make noise and you'll be fine.  When you're crawling under the guards, 
just kick the rats out of your way and don't get bit.  Keep moving and 
eventually, you'll emerge from the vents.

Now, edge along the ledge to the next area.  This series of rooms requires 
you to avoid contact, or being seen at all costs.  Here's how they break down, 
room by room:

Room #1: The two guards here will not turn or move, so just stay away from 
 them and you'll be fine.  Proceed to the next room.
Room #2: The guard ahead of you will not move.  The guard to the right is 
 patrolling back and forth.  Stick close to the low wall, and move past when 
 his back is turned.
Room #3: The guard walks back and forth, but only goes past the exit for a 
 short time.  I suggest sneaking up to him and kicking him in his breathing 
 tank, which will incapacitate him.
Room #4: No sneaking here.  It's just Double H.  You have to hit the buttons 
 to remove the flames in succession, because they don't stay down long.  Once 
 Double H is across, have him push the button he's near to remove the beams.
Room #5: One guard that doesn't move, yet he's facing in your direction of 
 approach the whole time.  Climb up on the nearby box and onto the platform 
 above him, then drop down the other side.
Room #6: Two guards.  One rotates in place.  The other is stationary.  If you 
 want PA-1 #8, then sneak behind them when both are facing the same way, and 
 go under the pipe.  The cabinet in the room contains the items.  Otherwise, 
 continue on to the next area.

---

X-Ray Verification

Room #1: In this large room, you must hide behind the shipping crate as it 
 moves.  Stay so that it's between you and the guard on the other side of the 
 belt.  Once you make it to where the belt is higher, you can break cover and 
 head into the area with a bunch of crates.  Don't bother proceeding, as 
 you'll only run into a guard and a code-locked door you can't open.
Closet: Take out all the Rats in the room.  Raid the vending machine.  Open 
 the cabinet.  Empty, eh?  Put one of the Starkoses you just got on the 
 cabinet.  Now, take out your camera.  Moving?  Take a picture when you get 
 green (BLABERA GREGARIA).  Now, if you want, you can climb up the boxes 
 next to the cabinet and use a Gyrodisk to open the vent.  This will get you 
 back to the Upper Hall.  The way forward, however, is to head back into the 
 other room of the closet, bear right, and climb up the boxes leading to... 

---

Nutripils Vat

Room #1: The guard is facing your direction, and he doesn't patrol or turn.  
 Solution?  Hit the switch on the big vat.  That will get his attention.  Go 
 around the vat the other way and past his position.
Room #2: No sneaking required here.  Push the switch and you'll get an MDisk 
 called "Surveillance Camera".  Also, open up the cabinet.  Take Pey'j's 
 Jet-Boots and anything else inside.  Move to the right of the cabinet to 
 find two Cyclopiuses.  Knock one into the electrical field nearby, and the 
 other into the field further back.  Go into the field further back.

---

Computer Room

In this room, take the MDisk in the storage unit (Hillyan Army Database), and 
you can view both disks you recently picked up in the Reader.  Once finished 
there, you can head back down to the Vat room and take the other exit, to...

---

Routing

Room #1: Can't go right due to lasers.  Can't go left due to square lock.  
 Can only go forward.  Roll and duck past beams.  Next, hit the switch.  The 
 far door will open, and beams will activate.  Quickly get past red beams and 
 through the door.
Room #2: Sneaking time.  Duck under the beams and stay ducked.  When the one 
 guard turns his back, duck-roll for the red-lined vent.  Pass through, then 
 climb up to the guard's level.  Stay low, and either kick him to silence him, 
 or just dash straight for the blue elevator.
Room #3: Two guards on a patrol around the room.  They stay relatively close, 
 so get behind the back one and tail them around the room until you get to 
 the door.
Room #4: This is a box-on-belt room like back in X-Ray Verification.  Stay 
 along the box as it moves.  As soon as you're past the blue beams, grab onto 
 the box.  A crane will come and grab it and carry you over to another belt.  
 Get off the box and run along the belt.

---

Control Room

Room #1: Duck under the blue beams and the electric field.  Hop off near the 
 Reader.  Edge along the ledge under the window.  Well, that ain't a pretty 
 sight.  Unfortunately, you can't get a shot from here.  Keep moving along 
 the ledge.  At the end, fire a disk at the switch above the field to move a 
 platform over to you.  Get on and hit it again, then duck under the field.  
 Move on through the hole in the wall.
Room #2: The guard here rotates to the left, then to the right.  Just time 
 your movements so you can get by him and through the glass door.  Now, 
 Double H will call out to you (boy, does he get around).  He'll tell you to 
 take your picture.  Line up a good shot, say cheese, and capture PHOTO TWO, 
 the picture of the unhelmeted Alpha Sections.  Continue on the path in front 
 of you.
Room #3: This part has two guards marching mirror patrols.  Get moving as they 
 start marching away from you, up the ramp, and through the door.  Follow the 
 passage.
Room #4: In this room is one guard on a circle patrol.  You'll need to avoid 
 the blue beams by ducking and rolling.  Try not to make too much noise.
Room #5: Crawl down behind the railing all the way down the ramp.  There are 
 two guards here.  One is on a circle patrol, and the other looks in front and 
 behind him.  Follow the circling one, while avoiding the about-facing one, 
 and make your way to the cabinet.  Pick up the SQUARE KEY.  Now, you can 
 leave by just going past the about-facing guard.

---

The Last Rooms

You're back in Routing now.  The square lock in front of you should be 
familiar.  Open the door and proceed to X-Ray Verification.  Use the Reader 
if you wish.  Now, sneak around the corner, avoiding the guard, and get a 
picture of the barcode.  Use the code on the door and you'll enter the last 
area: the Loading Dock.  Take out your Camera and you'll automatically focus 
on the Alpha Sections commander and Pey'j as he's loaded up.  Suddenly, a 
large DomZ creature shows up.  The commander stutteringly reports the 
threats neutralized.  You are seen.  The commander is punished for his 
failure, and the DomZ creature spits out a pod, which you avoid.  The shuttles 
take off for the Slaughterhouse.  You have a more immediate problem...

---

BOSS: DOMZ ROBOT

The pod creature has adapted itself to a nearby cage and two grabber arms, 
which it's using as legs.  Smash one of the legs and Double H will show up, 
ready to work as a team.  Press Y and he'll attack one of the legs.  If the 
two of you attack both legs at the same time, the creature will fall and the 
pod will be exposed.  Hit it with a Gyrodisk to damage it.  Keep doing this, 
avoiding the laser beam and homing shots.  Four disks to the pod will destroy 
it, and you'll get PEARL #20.

---

Leaving the Factory

Leave by the now open door.  Take PA-1 #9 from the cabinet.  Follow the path 
to the elevator, then down to the West Wing.  Drop down from the catwalk and 
proceed back up to the Elevator Room, then back to the Factory Entrance.  
Take out the Vorax and Crochax that have returned.  Have Double H knock down 
the bars blocking the way.  Take everything from the vending machine.  Hope 
you brought that second fuse with you, because it goes right there.  If you 
didn't, you have to go all the way back to the Electrical Closet and get it.  
Anyway, put it back and suddenly Double H will suffer the after-effects of 
being infected by the DomZ.  You need to take him back to IRIS, and you have 
4:30 to do so, so get moving.

Once you get back to IRIS, Double H will be saved.  You'll be thanked for 
your efforts, and given your next assignment at the Slaughterhouse.  The 
people of Hillys have shown their support for IRIS and have been donating 
Pearls.  Enter the secret compartment to get PEARLS #23-27.

================================
5E. Racing Your Way to the Top =
================================

Your next mission is to get to the Slaughterhouse through the races.  If you 
haven't already go to Races 1 and 2 in the City and place in the top four to 
qualify for Race 3.  Before you get moving there, there are a few things to 
do.  

---

City Cleanup

First, head to the fountain square.  There's a Square Key door near here.  
If you haven't already, go talk to the goat-man in Room #1 in the Akuda Bar.  
He'll give you the code to the cabinet inside, which has PEARL #13.

Next, go to Ming-Tzu's and get the latest addition of IRIS, 513.  Yeah, you 
made it, but it's nice to see the results of your handiwork, eh?  Also, buy 
any items from Ming-Tzu that you didn't get a chance to earlier.  If you 
haven't done so already, buy PEARL #46 from Nouri and PEARL #47 from Ming-Tzu.  
Now, go to the Akuda Bar area, and look for a Triangle Door across from its 
entrance.

---

Alpha Sections Underground Quarters

You found another obstacle course under the city.  Move the box with Double 
H's help and crawl through the opening.

Room #1: This one's tall.  
 Floor #1: Duck under the blue beams, then hang from the ladder.  Wait until 
  the red beams subside before dropping.
 Floor #2: Hang from the ladder and wait for the beams to move out of the 
  way before dropping.
 Floor #3: Hang from the ladder and drop.
 Floor #4: Carefully crawl around the edge of the room.  Make sure you're 
  behind one of the boxes when the red beams pass or you'll get zapped.
 Floor #5: As you edge along the pipes, time your movements to avoid the 
  disappearing red beams.
 Floor #6: Edge around the left.  There will be red beams in front of you, 
  and a red beam following you around.  You'll have time, but it'll be tight.
 Floor #7-9: Watch when you drop and roll over the red beams if necessary.
 Bottom: Walk around the ceiling to the opening.  Avoid the blue beams and 
  drop down to the floor.
Room #2: Guards here, as well as M5 Turrets.  If you get spotted, you die.  
 No pressure, though.  Just follow closely behind the two rotating guards and 
 climb up the vent when you get to the other side.  Crawl through this vent 
 to the end.  Take a disk shot through the broken window at the switch, then 
 back up and shoot another disk at the switch through the larger opening.  
 Drop down this opening.  Congratulations.  You got PEARLS #67-69.  Don't pat 
 yourself on the back yet, though.  You still have to get out.
Room #3: Relatively easy.  There's one patrolling guard.  Follow him around 
 while crawling.  Once you reach the switch, wait for him to walk away a bit, 
 then hit it.  Crawl through the now open door.
Room #4: This room's just one big lift to get out.  There's a guard on your 
 left as you enter (but it'll be right once the perspective switches).  Now, 
 you have to ride up and avoid the guards stationed along the walls.  There 
 are lights on the walls to precede a guard station, so hide behind the boxes 
 accordingly.  The order is: Right (the very first guard), Left, Right, Right, 
 Back (and this guard hops on the lift, so hide behind the back box), then 
 Right.  Once you reach the top, either let the guard go or kick him for good 
 measure, then crawl into the duct and you'll land in an unmarked house.  
 Deactivate the lasers, take the two Boxes of K-Bups, and get out of there.

---

Alpha Sections Warehouse

Now, head over to near the entrance of the PedDis.  Do some poking around and 
you'll find a steel-barred door.  Have Double H knock it down and enter.  
Proceed over to the elevator and have Double H press the button to lower you.  

Room #1: There is one guard here.  Once you enter the main room, you can 
 go over to the part of the floor where there's no railing, drop down, then 
 climb up to the cabinet for some PODs.  To move forward, simply roll from 
 cover to cover as the guard has his back turned, then through the door.
Room #2: There's both a guard and some Searchlight Drones positioned.  If 
 either spot you, you're toast for the M5 Turrets.  Fortunately, the drones 
 don't sweep over your actual cover, so just time your movements to avoid 
 them.  Move around the guard and enter the door.
Room #3: This room has a pressure plate that opens the door.  When you step 
 off, it will slowly close.  Make your way around the room, avoiding the 
 roving laser, as well as the blue beam, and through the door before it closes.
Room #4: Grab PEARL #42 and the Materia hanging around.  Now, cross this 
 section that was just like the last room, only with two roving lasers instead 
 of one.
Room #5: Once you're through grab PEARL #43 and PEARL #44, as well as the 
 Materia.  Head through the door to the lift.
Escape: Now, just deactivate the grid and we're outta here.  WHOOOOA!  Maybe 
 this wasn't done as cleanly as you'd hoped.  Run for all your worth away 
 from your pursuit.  Be sure to watch for turns in the path, and jump over 
 low beams.  When it seems you can't go forward any more, move in a 
 counter-clockwise fashion as the path goes over your original one.  
 Eventually, you'll reach some boxes.  Climb up them and you'll escape.

Now, we can leave the city.  Go out the south channel.

---

Jumping for Joy

Head straight to Mammago's Garage and buy their JUMP JETS for 15 Pearls.  
With these, you can press B to jump.  Head back into the city.  There are 
some laser cordons running around in the Main Canal.  Hop over them and look 
for a crate back here in these cramped canals.  Blast it open to get 
PEARL #65.

---

Alpha Section Underground Quarters (pt. 2)

Now, enter the west gate in the channel that runs around the city.  We went 
here before for an animal.  Now, we're going to finish it up.  Open the door 
with the square lock and you'll see a Pearl Crochax.  Follow him.  Knock the 
Guardian into one of the electric fields, then press the switch to drop 
another Guardian and bash him into the other field.  Go right, and knock the 
Cyclopius into the field here.  Also, open the cabinet and grab MECA 
IMPULSER #4.  Continue on and push the switch to drop a Guardian to knock 
into the field.  Knock the Cyclopius into the next field, then keep creating 
Guardians to knock into the last two fields.  At the end are three Pearl 
Crochax.  Wrestle their treasures from them to get PEARLS #39-41.  You may 
now leave.

---

The South Sea

Now that you have your Jump Jets, you're free to hop over the laser barriers 
to the south and explore the waters down there.  First thing's first.  Head 
to the northwest of the lighthouse to find a giant flying manta ray (MANTA 
MAGNIFICENS) and south of the lighthouse to find a big blue whale 
(MEGAPTERA BOREALIS).  Also on nearby islands (one near the laser cordon, 
and the other off to the southwest) are Looters' Caverns 3 and 4.  These 
Looters courses are tough and require you to use your Jump Jets effectively.  
Stay sharp and keep practicing and you can have PEARLS #49 and #51, 
respectively.

---

The Slaughterhouse Circuit

Now that we've done all there is to do up to this point, it's time to head 
to the Slaughterhouse Races (your Compass will point you to it).  Before you 
actually tackle your mission, if you want, you can just perform Races 3 and 
4 as normal.  Getting first place in those races will net you PEARLS #71 and 
#72.

However, the point here is to go to Race 3.  About halfway around the track, 
after a hard left turn, Double H will mention the passage.  Just after a 
boost pad on the left wall is a series of red beams.  Get some speed, hop 
over them, and you've left behind the tranquil world of hovercraft racing...

=============================
5F. Do You Smell Something? =
=============================

Your mission here, besides looking for Pey'j, is to obtain further evidence 
of Alpha Section activity.  Once you reach the main complex, you'll find 
you'll have three locations to get to, and that you can take them in any 
order.  First, let's get inside.

---

Slaughterhouse Road

You'll leap out of the racetrack onto a metal path, which will lead you to 
the Slaughterhouse.  While on this path, you'll be under fire from an Alpha 
Sections Giant Spiderbot.  You'll have to avoid explosions, lasers, and flame 
jets as you race along this causeway.  If you hit a ramp that lifts you up, 
hit B to get extra lift, which will definitely carry you any serious 
obstacles.

---

Slaughterhouse Quarter

You'll hop off the road and into water.  Swimming around in the water are 
several eels (ANGUILLA BIFIDA).  There's an Alpha Sections Torpedo Launcher 
above you.  If you get caught in its searchlight, it will toss a torpedo 
that you'll have to shake.  Now, if you explore the area a bit, you'll find, 
underneath an overhang, a passage blocked by a Large Mine.  Go back and find 
a metal crate.  These only get knocked around when you shoot them, so shoot 
it all the way around into the mine blocking your passage.  Alternatively, 
you could get a torpedo to chase you and try to get it to run into the mine, 
which is a lot more exciting.  Anyway, after you pass the mine, you'll find 
another box behind it.  Shoot that ahead and you'll run it into another 
mine.  From here, you can dock nearby.  Raid the Vending Machine there, and 
use the Reader if you wish.  Head towards the gate, and you'll be set upon 
by several DomZ Sarcophagi.  Waste them all, then get between the gate's doors 
and start pushing to open them.  Once they're open, hop back into your 
hovercraft, hop up to the spot where the Reader is using your Jump Jets, 
then coast on through the gate.

---

Exterior Moats

Shoot the crate out of your way and make your way past these rotating Laser 
Turrets.  The high lasers you can coast under, but the low lasers you have 
to jump over.  Once past this mess, you'll get swept away by a fan.  Use its 
momentum to jump over the small minefield in front of you, then head up the 
nearby ramp.  At the top, you'll find fans that can push you off, so keep 
pushing in towards them and avoiding the mines dotted around the area.  Avoid 
the updraft, then move to the next pool, and in-between the two fans, to the 
open passage.  Head through and you'll drop down in a new pool.

The object here is to push three boxes into the large mines blocking your 
way.  The first one is right in front of you.  To get to the others, head 
through one of the two passages right next to each other (they go the same 
way).  Then, in the next room, go up the ramp.  At the top, shoot the box off 
the ledge.  Then, before dropping off, manuever around the outside and shoot 
the other box off, then shoot them both into the mines.  Hop over the smaller 
mines and move on.

---

Slaughterhouse Entrance

This is pretty simple.  First, note the black slug in the corner wreckage 
(TRILOBITES SALTANS), then dock where the frogs are hopping around.  Aim a 
Gyrodisk up into the green room to hit a switch to open the gate.

---

Surveillance Room

Your adventure begins here.  First, dock near the gate and climb up the 
structures to your left.  Double H won't be able to follow.  Once you reach 
the top, you'll find a Surveillance Robot attacking.  Avoid its blaster shots, 
then fire Gyrodisks at it.  Four shots will bust it open.  Once that's toast, 
raid the nearby vending machine.  

Now, you have to open the way for Double H, and it's a bit roundabout.  First, 
you should note that there's a switch on the far end of this room.  If you 
want a closer look, cross the floor with the lasers (crouch under them), and 
to the right of the Reader, you'll find the switch.  This opens the main gate, 
but if you just pressed it here, you wouldn't have enough time to run back 
and move your craft under it.  Instead, go back to the side you were 
originally on, and go to the corner so that you can see the switch from behind 
the notched wheel.  Fire a Gyrodisk so that it passes the notched wheel and 
hits the switch, then drop down to the structures below, book it to the 
hovercraft, then under the gate.  Now, you can land on the other side and 
Double H can follow you up.

At this point, your mission can split into one of three paths.  You can do 
them in any order, and they all lead to one of your photos.  There's one right 
here, so we'll do it first.

---

Path #1: Surveillance Room

Dock and climb up to the area we were in before.  There's a door next to that 
Reader, but it's busted.  You'll have to take the long way there.  To the 
left of the Reader are pipes you can climb up on.  Climb up, as high as you 
can, then move to the right.  Hop onto the huge gate you just opened.  Have 
Double H push the button, and the gate will rise with you on it.  On this side 
is the path ahead, but if you want another animal, go to the other side of 
the gate, and climb up to the Ventilation room.  Take out all the Rats, and 
use a Gyrodisk on a switch above the flame to get rid of it, then take the 
shot of the red jelly that's left behind (IGNIS IGNIFERA).  Head back to the 
Surveillance Room and have Double H hit the gate again.  Cross the gate and 
hop up the other side.  Drop down and climb through the broken window.

---

Path #1: Trolley Entrance

Drop down to the floor and tango with this shielded Cyclopius.  You'll have 
to avoid its beam until its shield drops, then knock it into the electric 
field.  Now, there's are bars nearby, so it's time to get Double H over here.  
Head through the electric field and open the nearby cabinet to get MECA 
IMPULSER #5.  Now, proceed to the left and drop down into the next room.  
Take a picture of the map on the wall and head out the door, back to the 
Surveillance Room.  Go over to Double H to get his attention, and go back to 
the Trolley Entrance room.  He'll help you push the box so you can climb back 
up to the place you fought the Cyclopius.  Have him bash down the bars.

Now, head up the ramp and engage the Alpha Sections guard.  Have Double H 
tangle with him while you get him in the tank from behind.  Now, there's an 
animal in this area.  See those bubbles?  Fire a Gyrodisk at the direction 
of the bubbles and your quarry will hop over to the next pile of stuff.  Your 
time to take a picture is when it's hopping in between them.  It's probably 
the toughest shot, but it's doable (TIMOREA SAPONIFERA).  It's best to start 
moving the camera in the direction it's going to hop just after firing the 
disk.  Once done there, hit the switch to get the trolley over to your side.  
Hop inside and hit the switch inside to get moving.

---

Path #1: Central Hall

Raid the vending machine.  Also, have Double H press the switch on the 
machine and get ready to capture the green amoeba as it hops between the 
pipes (AMOEBA SALTANS).  Now, walk down to the lower room and you'll face 
three Guardians.  Knock each one into one of the electrical fields.  If you 
mess up, just press the nearby switch to drop down three more.  Anyway, one 
of the Guardians will drop a TRIANGULAR KEY.  Give this one to Double H.  
Behind the double electrical field is a Reader and PEARL #52.  Behind the 
other field is your exit, which is requires two Traingle Keys.  Have Double 
H press one and you'll press the other.

Now, in this next hallway, remember that Double H has laser-proof armor.  Get 
close to the beams and press Y and he'll head for the switch at the far end.  
Once he presses it, roll over the blue beams.  Do the same thing after 
rounding the corner, and the next one.  At the end, you'll reach the 
observation point.  You can take your photo from here, but it's much more fun 
to take out the bad guys first, especially since you have Double H to help 
you.  Once they're dead, you can raid the lockers.  Anyway, for your shot, 
look out through the window at the spaceship, to see people being loaded into 
a cruiser.  Take a shot of one of those people for PHOTO #1.  Now, head all 
the way back to the Surveillance Room, hop on the hovercraft and head further 
into the Slaughterhouse.

---

Path #2: Interior Moats

Take a left as you enter, and then your first right.  The camera will point 
out a landing spot to you.  Climb up the right side of the area, using your 
accelerator and jump jets.  Dock once you reach the top and enter.

---

Path #2: North Wing

Room #1: In front of you is a pipe you can squeeze by.  Turn left.
Room #2: Look out in front of you and fire a disk at the switch to move the 
 platform and take out the guard.  Get on the platform and hit the switch 
 again, the avoid the electric fields.
Room #3: Four guards and an M5 Turret here.  The mist on the floor is your 
 cover.  Make sure you know which way each guard is facing before making a 
 move over clear territory.
Room #4: Kick the power box before the beams, then get around the beams and 
 grab the FUSE.  Place it next to the elevator to get it moving.
Room #5: There are two Cyclopiuses here.  Knock them into each electric 
 field.  One field guards a cabinet with food.  The other is the way forward.  
 Before going that way, instead head to the nearby catwalks to find a door 
 without a field.  Sneak past the guards, mines, and the Surveillance Module 
 here to reach PA-1 #10.  After that, head back to the other room and pass the 
 other field you destroyed.  To the left is a Pearl behind some beams, and to 
 the right is your way forward.  Avoid the mines.
Room #6: This is a tough room.  Wait for the guard nearest you to start 
 walking away, then follow him.  The other moving guard should be moving 
 away by the time you get to the end, so hide behind him.  Duck into the hole 
 as the first guard starts moving back, then get PEARL #70 in the hidden room.
 You can leave by deactivating the red beams.  Now, go back around and do the 
 same thing, only this time follow the second moving guard all the way and 
 duck out of the way at the end.  Go through the door on the right to move 
 ahead.
Room #7: In the left half of this room, push the box out of the way of the 
 hole.  You need a FUSE in the right half of this room, and to get it, kick 
 the power box in this half, then scoot through the hole, and over the beams 
 to grab it.  This will deactivate the electric field in front of the 
 elevator.  Press the switch inside to move on.
Room #8: The guard doesn't move, so carefully move up the ramp, avoiding the 
 mines, and sneak behind him.  Silence him, then enter the door behind.  Take 
 all the stuff in this room, including PA-1 #11.  Head back out and down the 
 ramp and through the door.
Room #9: Crawl through the hole in the wall.  When you reach the next area, 
 wait until the guard steps on the platform near the switch, then fire at the 
 switch, which will move the guard into the field.  Zzap.  Hop on the 
 platform, hit the switch and duck under the field, then move on.
Room #10: Two guards circling, and another at the far end about-facing.  You 
 know the drill.  Follow one around the circle, and avoid being seen by the 
 about-facer at the end.  Put the Fuse you have into the slot.

You're now back in Room #1.  Double H will be here (having taken the short 
way).  Head down the path here.

---

Path #2: Central Hall

Hop up and face the three Alpha Section Soldiers here.  After they're gone, 
go up the ramp and zoom in and take PHOTO #2, which are the Hillyans being 
loaded onto a conveyor belt, with their heads sticking out of the cases.

Head back to the North Wing, deactivate the lasers and head back to the 
moats.

---

Path #3: Interior Moats

Head to the northwest corner of the map in here.  There are Large Mines 
blocking the way in, so shoot some boxes into them.  Try your best to get 
through the field of small mines inside, then dock, and raid the vending 
machine.  Head inside.

---

Path #3: East Wing

Room #1: Have Double H smash down the bars, and he'll also get a guard.  Go 
 around to the left and climb up the ladder (if you want, you can have Double 
 H deactivate the field nearby and access the Reader).  Kick open the vent and 
 move forward.
Room #2: Wait until the guard is facing away, then disk him in the back.  
 Hit the switch with a disk so you can get through the door quickly.
Room #3: Open the cabinet for some Boosts.  Continue along the path.
Room #4: You're on a catwalk above a decent-sized room.  The way down is 
 further ahead.  Hop down when the nearest guard has his back turned, then 
 make your way around to the right side of the room.  Use the tanks as cover 
 as you avoid the next two guards to get through the door.
Room #5: Hang a right.  Push the box onto the elevator.  Push the button to 
 ride it down.  Now, kick the power box and grab the FUSE.  The reason you 
 used the box was so that you can climb out now.  Do so.  Now, if you don't 
 want a Pearl, run up the ramps, use the Fuse, and head on to Room #8.  
 Otherwise, hop into the blue light-a-vator.
Room #6: You have one circling patroller and one about-facer.  Follow the 
 patroller when the other's facing away, then head through the other door.  
Room #7: PEARL #48 awaits.  Through the other door is rotating guard.  Pass 
 him and hit the button to lower the red beams.  Then, insert the Fuse and 
 hit the button.  Crawl through the hole.
Room #8: Cranes in this room.  Grab onto a box they put in the middle of the 
 room.  When the next crane grabs it, it'll go over a belt.  Drop off when it 
 starts shaking you, then explore this lower area for stuff, including 
 PA-1 #12.  Now, leave by removing the red beams.  From here, just crawl out 
 of the ducts, and hang a right to leave the crane room.  Head through the 
 door.
Room #9: Kick the box to deactivate the current, then drop down to find 
 Double H.  Move carefully past the minefield, then down to find some slugs 
 who don't really like you in their territory.  Fend them off.  Once they're 
 all toast, climb up the pipes near the Power Box.  Have Double H whack it, 
 then keep climbing.
Room #10: Two guys standing still, while there's another pacing behind them.  
 Follow the pacer, then duck into the shadows about halfway.  Wait for him 
 to go back past the other way, then move on.

---

Path #3: Central Hall

As you step into the main area, fire a disk at the guard to sabotage his 
breathing tank and eliminate him as a threat.  Deactivate the lasers and 
move on.  There's another guard up ahead.  Slap him with a disk, too.  After 
that, you'll come upon an area with two guards.  Toss a disk at one of them.  
The other will notice the problem and come to help his buddy.  Hit that one, 
too and they'll both be out of commission.  Now, hop over the blue beams and 
finish them off.  Take the FUSE here, and aim your camera out in the distance, 
at the DomZ Sarcophagi encased in the glass.  Take PHOTO #3 and send it to 
IRIS to publish your story.  Now, roll back over the beams and place your 
Fuse in the nearby slot.  Deactivate the lasers, hop on the lift, and 
activate it to ride back to the East Wing.  From there, you can go back to 
the Interior Moats.

---

All Done?

Once you've taken all three photos, head back to the Surveillance Room.  
Instead of messing around with the gate, just head around to the left and 
you can bust through a mesh screen.  Head back to the Slaughterhouse Entrance, 
and take a picture of the barcode.  Enter the code to open the gate.  Head 
back to the Exterior Moats, and hang a left to the tunnel with lights.  This 
will take you back to the races.  Now, it's time to head back to IRIS and 
regroup.

========================
5G. Earning Your Wings =
========================

As soon as you hit the surface of Hillys, you'll get the alert for another 
DomZ attack.

---

MINI-BOSS: DOMZ SEA SERPENT #2

This Sea Serpent doesn't keep to the water like the first one.  It will hover 
above it as well.  Well, it's a good thing you have the Neutralizing Cannon.  
Keep locking on and firing at it.  It will run past the laser cordons, so 
make sure you hop them.  Really, the lasers are a greater danger than the 
Serpent.  Once you turn the Serpent into chum, you'll get PEARL #50.

---

Regrouping

Head back to the City, to the IRIS Network's Den.  You'll finally meet the 
Governor of Hillys face-to-face.  She'll give you a STAR KEY.  While you're 
all talking, you'll get a very interesting transmission on the Den's radio.  
Your mission now is to get to the moon.  For that, you'll need a spaceship.  
After the talking's done, head into the back room and collect PEARLS #53-64.

Before you leave the Akuda Bar, talk to Francis and get ready to engage him 
in some serious playing.  If you win the bet, you can get PEARL #45.  Go to 
Ming-Tzu's and buy PEARL #66 from him, and pick up IRIS 514 from the back 
room.

Now, it's time for ten more Pearls.

---

Alpha Sections HQ

Go to the star switch in the fountain area and deactivate the lasers.  Hit the 
switch to bring down the elevator, then hop in and have Double H hit the 
switch to send you up.

All right.  There are M5 Turrets and guards EVERYWHERE, so listen up:

Outside Part #1: Scoot around the front with impunity, under the overhang and 
 along the wall.  Then, head behind the guard and climb up the ladder to the 
 next level.  Wait for the patroller to turn and head away, then follow him 
 until you reach the shadowy corner.  Wait for him to pass back, then hop up 
 onto the ladder behind him.  Grab the next level but don't climb up until the 
 nearest guard is walking away from you.  Scoot behind him and under the pipe.  
 Wait for the next guard to walk away, then get past him.  Climb up the 
 ladder, then crawl across the pipes to the far wall.  This is, for lack of a 
 better term, the "continue" spot, where you'll go back to if you die from 
 here on.
Outside Part #2: Wait until the rotating guard is turned away, then hop down 
 to the roof then, hop over to hang from the ledge.  Wait again until he's 
 turned away, then climb up and move around behind him.  Climb up the boxes 
 in the back and up to the nearby building.
Outside Part #3: Now you're edging along the outside of a building.  The guard 
 inside is circling around the room, and he CAN see you through the windows if 
 you let him, so wait until he's looking away before moving.  Go all the way 
 around the outside of the house, then duck in through the doorway.  Avoid 
 the guard, and press the switch to open the door.

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