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Game Cheats » Nintendo GameCube Cheat Codes » Games Starting with the Letter G » Geist - Strategy Guide (Page 01)

Geist - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for Geist - Strategy Guide (Page 01).

******************************************************************************
Geist
A FAQ/Walkthrough by CyricZ
Version 1.0
E-mail: cyricz42 at yahoo.com
******************************************************************************

1. Introduction
2. FAQ
3. Basics
   3A. Controls
   3B. Menus/Displays
   3C. Hints/Tips
4. Walkthrough
   4A. Chapter 1 - Volks Lab
   4B. Chapter 2 - Containment
   4C. Chapter 3 - Separation
   4D. Chapter 4 - Medical
   4E. Chapter 5 - Escape! (Part 1)
   4F. Chapter 5 - Escape! (Part 2)
   4G. Chapter 5 - Escape! (Part 3)
   4H. Chapter 6 - Gigi
   4I. Chapter 7 - Captured (Part 1)
   4J. Chapter 7 - Captured (Part 2)
   4K. Chapter 8 - Rourke (Part 1)
   4L. Chapter 8 - Rourke (Part 2)
   4M. Chapter 9 - Volks
5. Collectibles
   5A. Possessed Objects
   5B. Ghost Collectibles
   5C. Host Collectibles
   5D. Text Logs
6. Multiplayer
   6A. Modes/Rules of Play
   6B. Arenas
   6C. Hosts/Objects
   6D. Secret Hosts
7. Standard Guide Stuff
   7A. Legal
   7B. E-mail Guidelines
   7C. Credits
   7D. Version Updates
   7E. The Final Word

******************************************************************************
1. INTRODUCTION
******************************************************************************

Hello, and welcome to my FAQ/Walkthrough for N-Space and Nintendo's new 
FPS game, Geist for the Nintendo GameCube!  In this walkthrough, you'll learn 
how to guide scientist John Raimi through his "spiritual" journey, as well as 
find all the elusive "collectibles" in the game, as well as a few things said 
on the game's multiplayer.

******************************************************************************
2. FAQ
******************************************************************************

Q: What is this game?

A: Geist is a new FPS developed by N-Space Inc. and published by Nintendo.  
 It's different from most other FPS games in the sense that your character 
 becomes a "spirit" during the course of the game, at which point he'll be 
 able to possess objects, animals, and people, and use them to his advantage 
 as he tries to unravel the story.

Q: What is this game rated?

A: Geist is rated M for Mature by the ESRB, containing the added notes of 
 Blood and Gore, Partial Nudity, and Violence.  The first and third will be 
 visited several times throughout the game.  The Partial Nudity is only in 
 one area of the game, where you have to enter a women's shower room and there 
 is one woman showering, but covered in soap bubbles.

Q: How many blocks on the Memory Card does this game use?

A: This game uses 2 blocks on the card.

Q: I missed some collectibles!  Can I go back?

A: Through the main menu, you can revisit any chapters (and parts of chapters) 
 you've completed, but you have to exit the game you're currently playing 
 before you can do that, meaning you'll go back to your last checkpoint when 
 you start again.

Q: How do I poison the soup in Chapter 5?

A: You need to possess the Chef (use the oven, then point the fan at him, then 
 fling plates), then, as the Chef, go to the storage room and find Rat Poison, 
 then go to the small cupboard behind the kitchen and find the Soup Mix on 
 the shelf.  From there, use the pot of water on the counter near the 
 soldiers.

I may put more questions here later.

******************************************************************************
3. BASICS
******************************************************************************

Most of this stuff is available from your manual, but we all know how much 
some people hang onto those, much less read them, these days.

==============
3A. Controls =
==============

Controls follow the standard console FPS setup, where the Control Stick moves 
your character forward, backward, and side to side.  The C Stick allows your 
character to look up/down, and turn left/right.  This control scheme is 
changeable through the options.

A Button: The basic action/interact button.  If a ghost, this will allow you 
 to slip through small specially-marked holes, drain plants for energy, or 
 possess hosts.  If you're an object, you can perform your special action.  
 If you're a mobile host, like an animal or human, you can use the A button 
 to interact with your environment, such as talking to people or opening 
 doors.
B Button: Used to exit a possession of an object or body.
Y Button: Only used as a human with a weapon.  If the weapon is down, press Y 
 to raise it.  Pressing Y while the weapon is up will reload it.  Holding down 
 Y while the weapon is up will lower it.
L Button: When a ghost, you can use this button to "jump" and float in midair 
 for a time.  When a person or animal, this can be used for a special function, 
 which may also be jumping, incidentally.
R Button: Fires equipped weapon (and automatically raises it if it's down).
Z Button: Fires secondary weapon if your host is equipped with one.
START/PAUSE Button: Access the Pause Menu and skip cinematics after they've 
 been viewed once.
Control Pad UP: View current mission objectives.
Control Pad LEFT: View current area's map.
Control Pad RIGHT: View your current inventory.
Control Pad DOWN: View the game stats.

====================
3B. Menus/Displays =
====================

Main Menu

Select Single Player to begin the game.
Select Multiplayer to access the MP menu (discussed in its section).
Select Options to view the Options menu.

---

Control Options (accessed when starting a new game)

Style: Shade is the standard style, which uses the Control Stick for movement, 
 and the C Stick for looking.  Wraith has the Control Stick use forward and 
 backward movement and turning, and the C Stick use the rest.

Advanced Controller Configure:
 Invert Pitch: Toggling will reverse the Y-axis when looking up/down.
 Swap Control Sticks: Switch the stick functions.
 Rumble: Toggles the controller's rumble function.

---

Pause Menu (accessed during gameplay)

Resume Game: Get back to the action.
Options: Access the Options menu.
Restart Level: Returns you to the last "checkpoint", and offers to save your 
 collectible progress.
Save Menu: Manually saves up to your last "checkpoint".
Quit to Main Menu: Returns you to the main menu, and offers to save your 
 progress.

---

Options Menu

Screen Mode: Switch between 4:3 and 16:9 (widescreen).
Brightness: Adjust screen brightness.
Rumble: Toggles the controller's rumble function.
Subtitles: Toggles whether subtitles appear during cinematics (available 
 only on the title screen options).
Music Volume: Changes volume of the background music.
Effects Volume: Changes volume of the sound effects.
Audio Mode: Change between Mono, Stereo, and Surround sound.
Control Options: Access the Control Options above.

---

Main Game Display

In the lower-left corner of the screen is your health, either as a host or 
a ghost.  Losing all your host's health means you lose that host, and you'll 
often lose the game if your host is considered "essential".  Losing all your 
spiritual energy as a ghost means you lose the game, as well.  If you have a 
weapon, then you'll also see an ammo meter above your health.

In the lower-right corner are your current A and B button actions, which 
depend on your situation and what you're standing in front of.

In the upper-right corners are your L, R, and Z button functions, which will 
change depending on what you are.

Finally, the center of the screen has your crosshair and HUD.  If you're in 
front of an interactible object or being, the HUD will flash a graphic saying 
what you can do with it (look, talk, operate, possess).  If you're armed with 
a weapon, you'll also have a crosshair, which is green normally, blue if you're 
looking at a friendly (or an object), and red if you're looking at an enemy.  
If you're fired upon, you'll also receive red flashes on the screen denoting 
the origin of the attack: above if in front, below if behind you, and left 
and right.

================
3C. Hints/Tips =
================

Remember that, as a ghost, your health steadily decreases.  Drain energy from 
nearby plants to keep your own energy up, and don't be afraid to hop into an 
object for a second if you're running low for a quick recharge.

Possession is a matter of frightening your host in the case of animals and 
humans.  In general, the former is more easy to frighten.  However, not every 
living object in the game needs to be possessed.  In fact, there are a ton 
of people and animals you can't possess, so before you think about possessing 
someone, check to see if there are objects in the area you can use to frighten 
him/her.  If not, the odds are you won't need that person.

Try not to attract suspicion unless you have no other choice.  If an armed 
guard, keep your weapon lowered near your comrades and they won't get 
suspicious.  Avoid dogs, because they get nervous if you're near them, in a 
host or not.

In early areas, don't worry too much if your host gets killed, as there are 
often "spares" nearby for you to repossess to get through the area.  Later on 
in the game, though, as you possess people with their own "identities", you'll 
need to keep them alive, so fight smart and watch for health packs.

All weapons in single player have unlimited ammo.  Seems unrealistic, sure, 
but it's one less thing to worry about, so all you really need to be concerned 
with is if you have enough ammo in the current clip.  Make sure to reload 

******************************************************************************
4. WALKTHROUGH
******************************************************************************

I will point out all collectibles and text logs as we progress through the 
walkthrough, so you can use this as a means to go through the game and get 
everything.  All sections are separated as they are in the "Chapter Select" 
screen on the Main Menu.

===========================
4A. Chapter 1 - Volks Lab =
===========================

You are John Raimi, one of the leading minds in biology and chemistry.  You 
are brought in with the CR-2 Agency on a mission to Volks Corporation in 
Southern France for two purposes, extracting your friend Thomas Bryson from a 
covert mission, and discovering just what Volks is up to in his secret labs.

You'll be airlifted into Volks.  Don't worry about hostiles, just yet.  
Commander Juliao will brief you on controls and the like for a bit, then 
you'll automatically bust in and find Bryson.  He'll tell you about Inventory, 
and now it's time to retrieve the data.

- Text Log 1-1: "Computer Workstation" - Check just about any computer in the 
   lab.
- Text Log 1-3: "Mysterious Ooze" - Examine any of the bright blue tubes.
- Text Log 1-5: "Large Fan" - Look up at the ceiling of the lab.
- Text Log 1-6: "Strange Dead Creature" - Head up the stairs on the north 
   side of the room and check the box.
- Text Log 1-7: "Severed Tentacle" - Head up the stairs on the south side of 
   the room and find it on a table.

Head on down the stairs at the east side of the room and hit A at the 
microscope to access it with your PDA.  Keep hitting A to examine the object 
and you'll download the virus data.  Head back up the stairs and the alarm 
will be set off.  Follow the grunts out the lab and down the passage.

*CHECKPOINT*

At the end of the passage, Juliao will tell you about that gun you brought 
with you, so pull it out with the Y button.  Your Auto Mag has 8 shots before 
needing to reload.  It's not particularly powerful, but the bad guys you'll 
face here are actually exceedingly weak.  As you round the corner, Juliao 
will suggest you crouch, so do so (press L) and make your way around this 
area, fending off the grunts as best as you can.  Their shots won't hurt too 
much, so take some time to aim so you can drop them in one shot.

- Text Log 1-2: "Computer Workstation" - While you run through here, check the 
   desks or the computers near the next set of blue ooze capsules.

Continue through the hallways, blasting bad guys and healing as necessary.  
Medpacks are everywhere, so don't be too stingy with yourself.  Once you pass 
a broken blue ooze canister, you'll need to speak with Juliao to unlock the 
next door.  Heal yourself and move on.

*CHECKPOINT*

Aw.  Poor red-shirt.

MINI-BOSS: TENTACLE CREATURE
 This odd creature hangs from the ceiling, spitting blue energy at you.  Keep 
 moving in your small area and you should have little trouble dodging the 
 blasts.  Whenever the creature opens its mouth (and the crosshair turns red) 
 is your cue to shoot.  Just keep pounding him with simple shots, and you'll 
 drain its health bar soon enough.  As it gets lower, the creature will fire 
 more shots in a row between roaring at you, so stay sharp.

- Text Log 1-4: "Mysterious Ooze" - Check the blue stuff in the hole in the 
   floor.
- Text Log 1-8: "Dangerous Hole" - Check the hole the creature retreated into.

Once the creature takes off, cross the bridge and follow Juliao the rest of 
the way out.  Um.  Uh oh.

=============================
4B. Chapter 2 - Containment =
=============================

Well, it's safe to say the extraction didn't go as planned.  After your 
little "treatment", you're now placed in a new setting.  Listen and follow 
your instructions.  Drain a plant, then possess the Rabbit.

~RABBIT~ (HOST 2-1)
 Special Ability (L): Hop
 Notes: Don't get too used to this guy, he's a short-timer.

Now, drop out of the rabbit (press B) and uh, huh?

*CHECKPOINT*

Meet Gigi.  She pulled you out of that training simulator.  Follow her.

- Text Log 2-1: "Containment Unit" - Check the machine Gigi just blew up.
- Text Log 2-3: "Computers" - Check the computers in front of the pods.

Follow Gigi to the hole in the wall and press A to "slip" through to a 
sealed room.  Walk up to the mirror and Gigi will show you what you look like 
and tell you about possessing objects.  There are a bunch in this room to 
play with.

- Object 2-1: "Trapped Rat" - In the corner of the room, right where you 
 slipped in.  You can't do anything in it but look around, though.
- Object 2-2: "Mop Bucket" - Near where Gigi stands, press A to play with the 
 handle.
- Object 2-3: "Antique Shooting Gallery" To the right of the mirror, press A to 
 practice your sharpshooting.
- Object 2-4: "Dynamo" - Near the far wall.  Rapidly press A to charge it up 
 and light the bulb.
- Object 2-5: "Schwalk Ale" - On the floor in the middle of the room, you can 
 actually roll around with this using the Control Sticks, and press A to shake 
 it up and explode.
- Object 2-6: "White Paint Bucket" - On the shelf near the door.  Press A 
 repeatedly to make it explode.
- Object 2-7: "Blue Paint Bucket" - On the shelf near the door.
- Object 2-8: "Yellow Paint Bucket" - On the shelf near the door.
- Object 2-9: "Explosive Container" - On the wall opposite the door.  Press A 
 to make it explode.

The last one is the important one, as it busts open the wall and allows you 
slip out of this room (after floating up to it by pressing L).

In the next room, you'll find your first human target.  First, you need to 
scare him to be able to possess him.  Gigi will take the trash can while you 
take...

- Object 2-10: "Phone" - On the wall nearby, press A to make it ring, and then 
 A again to feed a scary garbled message through it.

Gigi will back you up on the trash can and freak him out.  Now, hop out of the 
phone (press B) and possess the custodian.

~CUSTODIAN~ (HOST 2-2)
 Special Ability (L): Sprint
 Notes: Has limited access to the doors in the area and no real abilities.  
  You're using him as a meat bag.

Pick up the phone if you wish to hear someone talking about suspicious people.  
Guess you better play it cool, eh?  Head out of this room, down the hallway, 
and open the door at the far end.  You're now in the PC room.

- Host Collectible 2-1: Walk underneath the stairs in this room (from the left 
 side) and follow this small passage all the way to the end.

Ignore the scientists, here.  Head up the stairs and follow the catwalk past 
the first door and all the way around to the far door.  Go straight ahead to 
the next door.  You'll spook a soldier, but he'll calm down quickly enough.  
It's time for a body with some more power to it.  Remember your containment 
pod that Gigi trashed?  There's another one to that pod's right.  Jump out of 
the custodian, and go into the:

- Object 2-11: "Containment CPU" - Next to your containment pod.  Press A to 
 make it explode.

This makes the guard's aura yellow and he'll investigate, coming close 
enough to:

- Object 2-13: "Trash Can" - Next to the pod you just blew.  Press A to make 
 the garbage fly up and burn.

The guard is now properly spooked.  Hop in.

~ASSAULT RIFLE SOLDIER~ (HOST 2-3)
 Weapon: Assault Rifle (60 shots)
 Special Ability (L): Zoom
 Notes: Your first combat host.  Still, keep your gun down until you 
  absolutely need it.  No need to raise suspicion.

Note the memories you just saw.

*CHECKPOINT*

Now, you can return to the PC room.  Speak to the only remaining scientist 
there and he'll unlock the computers for you.  Head to the computers and look 
for a flashing red "folder" icon.  The furthest left will show you that Bryson 
is still here, needing to be extracted.  The middle will show a map of the 
facility.  The furthest right computer gives you a code to open the locked door 
on the upper floor.  Use the panel next to that door and type in the code to 
leave this area.

Make sure your gun is down so the guard doesn't get suspicious (hold Y for a 
few seconds to lower it), and move on to the next room: the kennels.  While 
Gigi mentions that dogs can sense when you're in a body, they won't attack 
you or anything.

- Host Collectible 2-2: Hit the switch on the far wall to open the kennels, 
   then turn right and enter the leftmost kennel to find the collectible.
- Ghost Collectible 2-1: Drop out of the soldier and enter the slip-hole in 
   southwestern-most kennel.  Float all the way to the end of this tunnel to 
   find the teddy bear.

Once done here, proceed to the next room.  This will be a check-in station to 
see if you're possessed.  You cannot pass through the barrier as just a 
ghost, and getting too close to the dog in a host will alert the guards.  
There's no way around this, so it's time to break cover.  Get to a good spot 
and start blowing away the soldiers.  If your soldier croaks, head to the south 
end of the room to find a new soldier to possess, then clean house.  Pass 
through the barrier and up to the next door.  The next room has a dog that 
immediately senses your presence, so shoot your way through this room, taking 
out all the guards.  Use the explosive crates to your advantage, either 
shooting them or possessing them.  Just be sure to hide your host behind a 
corner before dispossessing so he doesn't get too hurt.

- Host Collectible 2-3: Behind the crates in the south side of this room is 
   another collectible.

Head through the southwest door to move on.  Shoot the first guard, then hop 
out and head around the corner.

- Object 2-12: "Ammunition Rack" - A rack with four explosive cylinders.  
   Press A for boom time.

Use the Ammo Racks to take out the other two guards, then hop back in and 
proceed, shooting the last guard at the end of the hallway.  Heal up and head 
through the door.

*CHECKPOINT*

BOSS: CORD
 At this point, losing your host means losing the game, so just a heads-up.  
 Cord has two attacks, a blaster-type gun, and grenades.  He also has a riot 
 shield to fend off any bullet attacks.  Watch him as he moves.  He always 
 stops before he throws a grenade, and thats when you need to shoot him.  If 
 you hit him before he throws, he'll drop the grenade in front of him, then 
 crouch down.  Dispossess, and jump into the grenade.  Roll it at him and 
 press A to blow it at his feet to hurt him hard.  Four shots and three 
 grenades (or a combination thereof) will make him retreat, and you'll win the 
 fight.

*CHECKPOINT*

- Text Log 2-2: "Plaque" - It's the big thing in the middle of the room.  You 
   probably used it for cover.
- Object 2-14: "Seraph Statue" - In the room you fight Cord.  You can turn the 
   statue with the Control Stick.
- Object 2-15: "Grenade" - Cord uses these as you fight.  You can move in them, 
   and press A to make them explode.
- Host Collectible 2-4: Use the Statue and turn it 180 degrees so it points 
   at the nearest wall.  Panels will open up, giving you access to the 
   collectible.

All right, now head through the door Cord retreated through, watching out for 
resistance all along the way.  Gun down all the soldiers, and hop into the 
elevator.  Use the button inside to go down a floor.  Gun down all the soldiers 
in this next hallway, and head up to the tram station.

- Ghost Collectible 2-2: Hop out of your host and drop all the way down the 
   canyon to the water below.  The bear is down here.  Use the slip-hole to 
   return to where your host is.

Activate the tram call button and four more guards will pop out behind you.  
Take them out, hop in the tram and pull the lever inside.  Take out the two 
guards on the far side and continue to the end of the passage.  Locked door, 
eh?  Open the nearby valve in the pipe.  Hop out of the host and through the 
new slip-hole, ending this chapter.

============================
4C. Chapter 3 - Separation =
============================

(Previously Found: Object 3-4 "Explosive Crate")

You're getting closer now to where you'll find Bryson, but you currently have 
no host to get around in.  First, let's examine the area.

- Text Log 3-1: "Dog Fan" - Suspended above the enclosed pen.
- Text Log 3-2: "Dog Bed" - Phantom's doggie butt is on it.
- Text Log 3-3: "Tools" - In the southwest corner of the room.
- Text Log 3-11: "Generator" - In the southwest corner of the room.
- Text Log 3-26: "Spool" - The shelves full of cables in this room.
- Object 3-1: "Dog Bowl" - In Phantom's pen.  Press A to shake it, then A 
   again to make all the food jump out.
- Object 3-2: "Security Camera" - On the wall near Phantom's pen, just above 
   the fence.  All you can do is look, though.
- Object 3-3: "Halogen Lamp" - On a stand in the southeast corner of the 
   room.  Pressing A will make it buzz, but to no avail.

So, jump into the Dog Bowl and scare Phantom and you'll be able to possess him.

~PHANTOM~ (HOST 3-1)
 Main Action (A): Bark
 Special Ability (L): Jump
 Notes: Phantom isn't supposed to be out of his pen, so if anyone but the 
  first guard catches you, it's back to the beginning.

All right.  Time to get out of this room.  There are two ways through this 
area.  To get all the Collectibles, you'll have to partially go both ways:

1: Climb up on all the shelves in the northeast corner to the vent at the 
top.  It's tricky but doable.  Head through the vent system and you'll end 
up in the room with the next guard you have to scare, which is several 
paragraphs down.

- Host Collectible 3-3: In this upper vent area, you'll end up in a small 
   room before the main vent system.  Underneath the pile of broken vents is 
   the collectible.  If just going for 100%, you can turn back at this point.

2: The "main" route is to speak to the guard.  He'll open the door for you.  
You'll now have access to a couple of rooms beyond, but beyond the ghost 
barrier, the guards will stop you and send you back.  What to do?

- Text Log 3-4: "Rat Hole" - Examine the small hole near the rats.
- Text Log 3-5: "Pumping Machine" - It's the big machine right near the 
   barrier.
- Host Collectible 3-2: In the room before the barrier, hop into the vent in 
   the southeast corner to find this collectible.

Bark at the Rats and you'll scare them.  Time to take them for a ride.

~RAT~ (HOST 3-2)
 Special Ability (L): Squeak
 Notes: They can fit in tiny spots, but can't climb over a few inches.

Enter the nearby rat hole and crawl through the tunnels.

- Host Collectible 3-1: In this tunnel, take the right-hand junction all the 
 way to the end to find another collectible.

Exiting the tunnel puts you beyond the ghost barrier, but you can't go far in 
this form, nor can you go very far as a ghost before hitting doors or small 
vents.  What you need to do here is hop into one of the Explosive Containers, 
wait for one of the guards to get close, and blow him to kingdom come.  Do 
this for both guards and you can return to the Rat, back along the hole, and 
back to Phantom, who can now pass through this room unchallenged.

- Text Log 3-6: "Cracked Wall" - Just past the ghost barrier, examine a crack 
   on the southeast wall with one pipe visible.
- Text Log 3-27: "Cover Crate" - The last two (non-explosive) crates near the 
   slip-hole.
- Text Log 3-7: "Floor Grate Pipes" - In the room beyond the slip-hole, check 
   the floor near the door.
- Text Log 3-8: "Cracked Wall Steam" - In the room beyond the slip-hole, check 
   the exposed wall in the southeast corner.
- Text Log 3-9: "Hall Air Vent" - In the room beyond the slip-hole, check the 
   vent while in Phantom or a Rat.
- Text Log 3-28: "Spark Lights" - In the room beyond the slip-hole, check the 
   light in the ceiling.
- Text Log 3-37: "Control Room" - The sign on the wall near the door.

Enter the vent and you'll end up in the Steam Room.  The guard won't send you 
back to your pen, so you're safe here.

- Text Log 3-10: "Steam Shelves" - Either of the two shelves here.
- Text Log 3-29: "Power Box" - Near the fire extinguisher.
- Object 3-5: "Ladder" - On the wall near the guard.  Press A to make it tip 
   over.
- Object 3-6: "Fire Extinguisher" - On the wall opposite where the guard 
   starts.  Press A to spray it in a wild manner.
- Object 3-7: "Pressure Gauge" - On the pipes in the middle of the room.  
   Repeatedly tap to raise the gauge and make steam shoot out.

All right, to frighten the guard, here, you'll need to use the Ladder first, 
then the Fire Extinguisher, then the Pressure Gauge.  He's ready to go, now.  
This is the same type of Assault Rifle Soldier as before, so I won't run a 
new Host section.  Exit the room (finally, someone who can use a door).  You'll 
find you're in the Explosive Container hall from before.  Turn right and head 
through the next two doors.  

- Object 3-8: "Fire Sprinkler" - It's easy to miss, but in this next room is 
   a sprinkler on the ceiling.  Press A to drench a guard.  You won't do any 
   better than annoy them, though.

In this next room, the green door in front of you is inaccessible to anyone but 
an Engineer, so turn right and down the red-lit hallways.  At the fork, turn 
right again and fall out of your soldier and through the slip-hole.

Well, you've found the engineer.  Now, it's time to get him.  Explore this 
room, thoroughly.

- Text Log 3-12: "Lab Equipment" - The computers in the back of the room.
- Text Log 3-13: "Coffee Mug" - A coffee cup, sitting near the Laptop.
- Text Log 3-17: "Burned Fuse" - One of the two bad fuses on the workbench.
- Text Log 3-30: "Pool" - Hop into the water near the robot arms and look 
   down.
- Object 3-9: "Robot Arms" - The suspended yellow arms.  Press A to use the 
   arms to spray someone.
- Object 3-10: "Laptop" - The computer near the robot arms.  Press A with 
   someone nearby and you'll create a "virus" of sorts.
- Object 3-11: "Computer Monitor" - Monitors in the back of the room.  Press A 
   to fiddle with the desktop.  It doesn't scare, though.
- Object 3-14: "Fuse" - The only good fuse on the desk.  All you can do with 
   it is roll it.

Okay, so hop in the Robot Arms and spray the Engineer and he'll rush over to 
the Laptop to try to fix them.  Hop in the Laptop and you'll take over and 
really rile him up.  Now, you can possess him.

~ENGINEER~ (HOST 3-3)
 Special Ability (L): Sprint
 Inventory: Engineering All-Purpose Multi-Tool
 Notes: After possessing him, he'll be afraid of the robot arms and won't go 
  near them.  He's able to access green-lined doors.

Okay, head to the next room and push the lift button.  Awww.  It bwoke.  Open 
the nearby gate and you can access the Fuse Room.

- Text Log 3-14: "Essence Vat" - A vat near the west wall.
- Text Log 3-31: "Encased Coils" - A power box on the north wall near the 
   fuse box.
- Ghost Collectible 3-2: Possess the Explosive Container in this room and 
   blow it to reveal a slip-hole.  You'll end up inside a large stone head 
   and you'll find another bear.
- Text Log 3-15: "Big Head" - Either look out the eyeholes once inside it, or 
   check it from the outside once you ride up the lift, later.

Examining the fuse box will show a damaged fuse.  There's one back in the 
Hydroponics Room, but you can't get close enough in this body.  Solution?  
Dispossess and possess the Fuse.  Roll it as far through the room as you can, 
then repossess the Engineer and pick it up (he can get close enough).  Now, 
carry it back to the Fuse Box and you'll have fixed the lift.  Hop in, push the 
button, and we're on our way.

Use the panel beside the green door and you'll activate the retinal scanner.  
Now, we're back in the red hallway.  Run all the way down through the door, and 
back to the first green-lined door.  Pass through it.  Watch as Rourke chews 
out Cord.  Watch thingies do stuff.  The thing you need to pay attention to 
is that catalyst laser.

- Text Log 3-16: "Control Panel" - Any of the computers in the Control Room.
- Text Log 3-38: "Reactor Room" - The sign on the door on the left.
- Object 3-12: "Catalyst Laser" - The big laser pointing into the rift.

Possess the laser and you can move it around.  Aim it at each of the four blue 
cylinders surrounding the rift.  After zapping one, a techie will try to 
wrest control from you.  Fight him and shoot all four cylinders and you'll 
mess up their game.  Bryson is safe for now.  Now, you have to try to make the 
rift collapse by getting to the Reactor Room.  Jump back into your Engineer 
and head through the marked door.

*CHECKPOINT*

- Text Log 3-18: "Mop Bucket" - The two buckets in the room ahead.
- Object 3-13: "Gun Camera" - The gun turret in the ceiling.

Activate the gun turret with the nearby console and possess it.  Gun down all 
the boys in blue in this area.  There will be a soldier in green left behind 
the box nearby and he'll be freaked out.  Possess him.

~GRENADE SOLDIER~ (HOST 3-4)
 Weapon: Assault Rifle (30 shots)
 Secondary: Grenade Launcher
 Special Ability (L): Crouch
 Notes: Nice of this guy to position himself so that you can possess him 
  without risk of killing him.  You'll enjoy using those grenades.

Now, you can open the door to the next room.

- Text Log 3-32: "Creaky Boards" - Examine the boards just past this door.

The guard standing across from you is FAR too jumpy.  Put him out of his 
misery now and it'll be time for a fight.  Move slowly down the stairwell, 
always looking further ahead and letting your grenades be your greeting.

- Ghost Collectible 3-1: About halfway down this stairwell, look towards the 
 center of the room.  The bear should be floating in the midst of the 
 stairwell.
- Text Log 3-19: "Stair Pipes" - Pipes at the bottom of the stairs.

Once the place is cleaned out (the music will stop), dispossess the guard, 
and retrieve the Engineer.  Bring him all the way down to the door at the 
bottom and you'll head on through to the Decon Room.

- Text Log 3-20: "Decontamination" - The shower above you.
- Text Log 3-33: "Decontamination Drain" - The drain below you.

Open the doors and take the hazard suit in the case.

~HAZMAT ENGINEER~ (HOST 3-5)
 Weapon: Rivet Gun 
 Special Ability (L): Crouch
 Notes: Not a combat unit, of course.  The Rivet Gun is mostly for the puzzles 
  that are to follow.  Good luck.

Okay, head through the door and you'll meet another engineer.  He'll tell you 
to help him with the riveting that needs to be done in the area.

- Text Log 3-21: "Ground Fog" - The fog in the early part of the area.
- Text Log 3-34: "Work Lamps" - The lights in the area.
- Text Log 3-35: "Gate Sign" - The signs flanking the gate past the 
 riveting challenge.

What you have to do here is examine a panel with holes in it.  Once you do 
that, you'll be given an example of where you have to rivet (and in what 
order).  You just have to match that order.  You can look at the order 
several times by hitting B to back out.  What I find works best is to assign 
each hole a number.  They're easier to remember than a spot on a panel.  
Anyway, the first panel has two rivets in six holes.  The second panel has 
four rivets for seven holes, and the third panel has six rivets for nine 
holes.  Finish that, and you can move on to the next area.

- Host Collectible 3-4: The collectible is in the lockers at the end of this 
 room.  To get it, you have to rivet ALL nine remaining panels in this area, 
 after the gate.  Once you do that, the locker will be openable.

You'll be detoxed, here, as you enter the Reactor Room.  In this room are 
four of a new type of guard.  Cord is in the locked room at the other end, and 
there are two gun cameras in the area.

- Text Log 3-22: "Computer System" - Check any of the monitors attached to 
 large machines.
- Text Log 3-23: "Ooze Tanks" - Check the tanks near the door you entered.

Okay, move your Engineer relatively out of harm's way (in a corner or 
something), and possess the nearby Pressure Gauge.  Setting it off will scare 
the guards here, so take one (any one).

~HEAVY GUARD~ (HOST 3-6)
 Weapon: Heavy Machine Gun
 Special Ability (L): Sprint
 Notes: This guy will only be used for this battle.  He's pretty tough, 
  though.

You'll need to keep your Engineer alive throughout all this, so keep that 
in mind.  Start taking shots at your fellow guards.  Once you kill one guard, 
Cord will notice.

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