Geist - Strategy Guide (Page 03)
Below are the cheat codes, hints and help for Geist - Strategy Guide (Page 03).
- Text Log 6-24: "Children's Books" - The bookshelf in Gigi's room. - Text Log 6-28: "Doll Cabinet" - The cabinet in Gigi's room. - Text Log 6-29: "Wooden Doll House" - Near the window in Gigi's room. - Text Log 6-31: "Gigi's Bed" - Bed in Gigi's room. - Text Log 6-22: "Old Bathtub" - Bathtub in Giselle's bathroom. - Text Log 6-32: "Giselle's Bed" - Canopy bed in Giselle's room. - Text Log 6-39: "Old Toilet" - Toilet in Giselle's bathroom. - Text Log 6-47: "An Antique Vanity" - Vanity in Giselle's bathroom. - Text Log 6-48: "Chair by the Window" - Chairs in Giselle's adjoining sitting room. Head into Gigi's room to hear her story. Got it? Good. Kinda sad, but Volks can't be left to plunder the rift, nor take over the world. Follow Gigi into Giselle's room and slip through the hole in the wall. *CHECKPOINT* Okay, back to the action. You're in an old subway station. There are some Imps and a couple of trucks here. - Text Log 6-44: "Deserted Subway Car" - A subway car at the far end of the room. - Text Log 6-46: "Volks Truck" - The truck with the guy inside. - Object 6-5: "Engine" - Hop in and rapidly press A to get her started. So, fire up the Engine and you'll mow down some of the Imps in the area and frighten off some others. The soldier here is already quite frazzled without you adding to the problem, so take him over. ~SHOTGUN SOLDIER~ (HOST 6-1) Weapon: Shotgun (8 shots) Secondary: Double Shot Special Ability (L): Crouch Notes: Your combat body for this area. You won't have him for too long. The Double Shot is a bit slower, and uses two shells, but it's more powerful. Take out all the Imps in this area, and heal up. Walk up to the subway. - Host Collectible 6-1: Miss these? Since this is your first host in the Chapter, and we're almost done, they're all close together. The first one is on the far side of the locked car. Just walk past the door and around the other side to find it. Watch for Imps in front of you in the first car. In the second car, watch for Imps in front of and behind you. Open the door to the third car and head to the end. MINI-BOSS: TENTACLE CREATURE (PART 2) Hey, look who's back! This is actually pretty easy, because you have the cover of the subway car. Just wait until it gapes open its mouth and hammer it with a double blast. Draining over half of its health will make it run off. - Host Collectible 6-2: From the car you used to hide from this guy, step out, and look down and to your right. It's wedged in a little nook. - Host Collectible 6-3: In the very next car, at the back end, on the left, near the closed door. Continue through the cars, hammering Imps. Once you reach the end: MINI-BOSS: TENTACLE CREATURE (PART 3) Same deal, here. Hide behind the pillars and let him have it. If you can get nice and close once he's opens his mouth, a double blast will knock away a full fourth of his health. Once you empty the health, it'll take off yet again. Head on up the stairs, crossing over at the broken junction, and you'll face a new foe: Spiders. Spiders cannot be harmed while invisible, and only become visible when they attack, either to charge you or spit green stuff at you. Four well-placed shotgun blasts (or two double blasts) will floor a Spider, so take care and aim well. There are a total of four in this room. - Host Collectible 6-4: Head back down the right-hand stairs and you'll find this at the rubble. Hop in the elevator at the far end and ride up. Head through the ghost barrier. *CHECKPOINT* Uh oh. These guys are as fast as you, can see you, and just expunged you from your host. Are we having a bad day? You have to run through this area without croaking, and there are barriers dotted all over the place, so here's the best path through. Head west past the first junction (you start facing west), then turn south at the second junction, then turn west when you hit the wall, then north and float over the gap. Head through the cracked open double door, then continue west, over the entire gap, then turn north, over the next gap. Turn west, then north again down the ramp. Hey, look! It's your body! Oh no! Call Admiral Ackbar, 'cause it's a trap! =================================== 4I. Chapter 7 - Captured (Part 1) = =================================== (Previously Found: Host 7-2: Heavy Guard) (Previously Found: Object 7-1: Missile) (Previously Found: Object 7-2: Grenade) (Previously Found: Object 7-3: Electrical Box) Well, caught again, eh? And, once again, you're in a simulation. Now, instead of being given the basic runaround, you'll be going through a simulation of how the Spec Ops will take over the Paris Summit. All right. First thing's first. Hop in the Sniper guy in front of you. ~VOLKS SOLDIER~ (HOST 7-1) Weapon: Sniper Rifle (5 shots) Secondary: Infrared Scope Special Ability (L): Zoom Function (Two Stage) Notes: The infrared lights up targets as green. Pushing the L Button down partially goes to the first stage of zoom, and all the way goes to full zoom. Don't really need to explain it, do I? Start pecking at the targets. First are three soldiers in front of the building. More are progressively added as you move through the simulator. Your voice-over gives you a warning about snipers, so watch the buildings carefully, even at 90 degrees to your right or left. Once you taken out all your enemies, you will be told about the dignitary leaving his vehicle. Shoot down the unarmed man in the group of men, and you'll finish this part. There are also two Health Packs on the pillars near you if you need them. *CHECKPOINT* For the next simulator, you have to keep anyone from exiting the building. You have two hosts to use, a Heavy Guard on the upper balcony, or, right in front of you: ~VOLKS SOLDIER~ (HOST 7-3) Weapon: Rocket Launcher (6 shots) Special Ability (L): Jump Notes: Slow rate of fire, but he's really good at cleaning out groups. I suggest starting with the Launcher guy, but really, either soldier can complete this mission. Using the Launcher just makes groups easier. Be sure to aim at the ground, not your enemy, because the former is easier to hit. The first wave has only six guys. The second wave has ten. The last wave has eleven, and they're quite spread out. *CHECKPOINT* You've now been placed in an office setting. There's only one host here, and you have to keep him alive until the end stairwell. ~SUMMIT AGENT~ (HOST 7-4) Weapon: Sub-Machine Gun (80 shots) Special Ability (L): Sprint Notes: Pretty light, but you're not here for the long haul. Okay, ready? I'm gonna give you the quickest way through. Gun down the first two guys immediately, then head straight through the door. Take the third left (that's past the doorway, and then the hallway) around the corner, then duck into the first door on your left. Pass straight through this room, and head left again. Open the door and run straight ahead to the end. Of course, during all this time, you'll be facing plenty of bad guys, but keep your head down and just mow down the ones in your way and you should make it. Slip through the hole at the bottom, then possess the Electrical Box and press A to shut down the elevator. Slip through the other hole in this room and possess this new Agent. Now, gun down the guy near you, pass through the door, and run straight ahead. Turn right at the end of the room, then run straight until you get to the next hallway. Run straight ahead to the barricade, then slip through the door to the left of the barricade and that's it. You'll take a lot of fire, but if you move fast, it should be over quickly. Now, you need to get to the dignitary. First, shoot the elevator cables from the nearby window, then dispossess and glide down to the dignitary, who doesn't appear to count as a host. Run straight to the elevator shaft and whee! All right, this last mission has you needing to possess the last dignitary, not kill him. This particular Agent has Grenades, which you can use on locked doors to break them down. In this area, it'll be a good idea to move slowly and eliminate everyone, since busting down doors will take valuable time. Looking at the map, you're at the east-most area, and your target is in the southeastern-most room. You'll pretty much need to loop around the entire area to make it to the dignitary. At the last door, back away, blast it open, then dispossess, and possess the dignitary to finish. ~DIGNITARY~ (HOST 7-5) Notes: I seem to have picked this guy up AFTER finishing the simulator. Doesn't matter really. All you use them for is dropping them down a hole. =================================== 4J. Chapter 7 - Captured (Part 2) = =================================== Geez. Back here again, eh? No Gigi to back you up, either. You're going to need to intercept Volks' plan, and the first thing to do, is see this Spec Ops conference. - Text Log 7-14: "Ladder" - In the Maintenance Room next door. - Text Log 7-15: "Dead Soldier 1" - The first dead guy in front of you. - Text Log 7-16: "Dead Soldier 2" - The second dead guy in front of you. - Text Log 7-17: "Stack of Paint Cans" - On the shelf in the north end of the Maintenance Room. - Text Log 7-18: "Old Rusty Motor" - In the northeast corner of the Maintenance Room. - Text Log 7-19: "Stack of Boards" - In the southwest corner of the Maintenance Room. Quite obviously quivering in the nearby Maintenance Room is an Engineer. Hop in him to get some legs. Now, head up the stairs to the long corridor above. To the far west is a dead end. To the east are three doors. Two are nearby, one leading to the Power Room, the other to the Weapons Lab. The last one leads ahead and out of here. - Text Log 7-6: "Large Metal Door" - The door at the east end of this corridor. - Text Log 7-20: "Containment Room Trapdoor" - The trapdoor at the west end of this corridor. - Text Log 7-21: "Weapons Lab Room Sign" - The sign on the north door a ways down the corridor. - Text Log 7-34: "Power Room Sign" - The sign on the south door a ways down the corridor. - Ghost Collectible 7-2: At the west end of the corridor, near the trapdoor, behind a console. Okay, head into the Weapons Lab and you'll witness a conversation between three scientists. Apparently, my weapon can beat your weapon. Anyway, your new objective is to get the power up and running again. - Text Log 7-7: "Scientific Tool Array" - The big robot arms in the middle of the room. These must be examined before the power's back on. - Text Log 7-22: "Weapons Lab Boxes" - Any of the boxes stacked up in this room. - Text Log 7-24: "Supply Cabinet" - In the northwest corner of the room. - Text Log 7-25: "Sticky Note" - On a PC in the southeast corner of the room. - Text Log 7-26: "Sticky Note" - On a PC in the southwest corner of the room. - Text Log 7-31: "Lab Equipment" - One of the microwave-like mechanisms on the lab benches. - Text Log 7-32: "Microscope" - Any of the microscopes on the lab benches. - Text Log 7-33: "Lab Manuals" - A white book in the central lab table. Head back up to the long corridor, then to the Power Room door. The left-hand door leads to the unpowered elevator. The right-hand door leads to a staircase leading down. From here, you'll enter another Decon Room like back in Chapter 3. - Text Log 7-1: "Unpowered Equipment" - Examine any of the elevator buttons before turning the power back on. - Text Log 7-35: "Hazmat Filter" - The showerhead at the top of the Decon Room (you may need to float to it). - Text Log 7-36: "Hazmat Sign" - The sign next to the door leading to the hazardous area. - Text Log 7-39: "Fuse Box" - Check the box on your right after exiting the staircase. - Ghost Collectible 7-1: Near the bottom of the staircase, dispossess and float across the black support beams in the corners of the room. The third is next to a duct that has the bear. Grab the Hazard Suit and head on into the subway tunnel. - Text Log 7-37: "Vent Shaft" - Either of the two vents in the tunnel spewing green gas. - Text Log 7-38: "Map of the Subway" - On the wall near the rubble-filled doorway. Well, looks like we'll be testing the Rivet Gun's combat capabilities. In the tunnel are a total of three Imps and four Spiders. It'll be tough with a lousy weapon, but they can be killed. Follow the tunnel to the end, then open the only working door. - Host Collectible 7-3: At the end of the subway tunnel, look behind the pillar to the right of the Power Room door. *CHECKPOINT* Head on through to the generator room. Ride up the elevator to find the Power Room technician. He'll tell you that you need to start six relay switches in the proper order, and in the proper amount of time, before you can power up the generator. The six switches are on the walls of this room, so head down and look for the one with the flashing blue light, then hit it, and look for the next one with the light, and so on. Although you don't have a lot of time, it shouldn't be difficult at all. Once finished, head back up to the guy. Oh, ick. - Text Log 7-5: "Body Parts" - What's left of the guy. Hit the power switch near the guy, then the second one nearby that's flashing, then the third one, and you'll discover who killed your cohort. MINI-BOSS: TENTACLE BEAST (ROUND 4) Yes, once more into the breach, and this time you have a lousy weapon. Also, for this final battle with Mr. TB, he'll pop around in different holes in the ceiling, so keep sharp when he ducks into his hole, because he's moving. Other than that, it's the same deal. Avoid his shots and shoot him in the mouth. Once he's drained of health, it'll be the last you see of him. Hit the three power switches again to turn the power back on for good this time, and head out of the Power Room. *CHECKPOINT* Now, head all the way back to the Weapons Lab. The Subway Tunnel has more Imps and Spiders, and you'll need to deposit your suit in the Decon Room. After that, you can take the elevator up, if you wish, then head to the lab. The scientists have gone back to work, now, and if you want to survive what's up ahead (beyond that large metal door in the corridor), you'll need something special. *CHECKPOINT* Walk on down to the bottom of the room. - Object 7-4: "Scientific Tool Array" - Hop in press A to go postal on the scientists. Having somewhat freaked the scientists, they've all retreated to their respective rooms. Each scientist (as they boasted before) has a new weapon you can use to make life easier. Here's how they break down: 1. This is the only door with a slip-hole in the southwest corner. 2. This door is on the southeast corner. Knock on it, and the scientist will open it, but bar your way. Dispossess and float through him. 3. This is the door on the north wall. The scientist will open the small window to respond to your knock, and you need to slip through it. What you'll need to do is scare a scientist completely using the Object in his room, then walk up to the rack by the door and collect your new weapon. You can possess and control all three Scientists, but can only take one with you on your journey. Here are all the Objects and Logs for these rooms: - Text Log 7-2: "Hydra Beam Gun" - On the rack in the north room. - Text Log 7-3: "Imp Flamethrower" - On the rack in the southwest room. - Text Log 7-4: "Tentacle Cannon" - On the rack in the southeast room. - Text Log 7-23: "Password-Protected Computer" - Any PC in a lab room without a sticky note. - Text Log 7-27: "Sticky Note" - On several computers, such as the one in the upper area of the southwest lab room. - Text Log 7-28: "Weapons Lab Computer" - A few turned on computers in the lab, such as on the south wall of the main room (talks about virus scanners). - Text Log 7-29: "Weapons Lab Computer" - A few turned on computers in the lab, such as in the southeast corner of the main room (talks about "jargon"). - Text Log 7-30: "Weapons Lab Computer" - The computer in the southwest corner of the main lab (talks about movie reviews). - Text Log 7-40: "Lab Whiteboard" - In any of the lab rooms. - Text Log 7-41: "Empty Lab Tank" - The tank in the north lab room. - Text Log 7-42: "Lab Tank with Hydra" - In the southwest lab room, in the tank. - Text Log 7-43: "Lab Tank with Tentacle" - In the southeast lab room, in the tank. - Object 7-5: "Filing Cabinet" - In the southwest lab room. Press A to open the cabinet, and again to start flinging files. - Object 7-6: "Severed Tentacle" - In the southeast lab room. Press A twice to slap with it. Slap at a beaker, and then the scientist. - Object 7-7: "Microscope" - In the north lab room. Press A to release the slide, again to shake it, and once the scientist comes over, press A again to mess with the culture. ~PYRO RESEARCH SCIENTIST~ (HOST 7-6) Weapon: Imp Flamethrower Special Ability (L): Sprint Notes: The flamethrower has limited range, but its constant stream gives it good power. ~EXPLOSIVE RESEARCH SCIENTIST~ (HOST 7-7) Weapon: Tentacle Monster Gun Special Ability (L): Sprint Notes: The cannon has a low rate of fire, but a spread explosion and decent stopping power. ~ELECTRICAL RESEARCH SCIENTIST~ (HOST 7-8) Weapon: Hydra Beam Gun Special Ability (L): Sprint Notes: One shot alone has little power, but the beam gun's multiple shots do add up. So, pick whichever one you want. My personal favorite is the Hydra Beam Gun, but that's just me. Once you pick your scientist, run back up to the corridor and through the large door at the east end. The soldier there will make sure you've got something good with you. Now, note the fighting that's going on out here. I suggest not getting involved. Why? Because if you hit one of the soldiers, they'll start shooting at you, in addition to the demons. Wait until one side wins. If it's the demons, then clean up the rest. If it's the soldiers, then just move on nonchalantly to the far end of this large room and through the door. Continue on through the next corridor, use the retinal scanner, and watch the next fight draw to a close. This is the Main Hub room, which leads to the other main areas in the facility. - Text Log 7-8: "Locked Double Doors" - The doors on the east wall. - Text Log 7-10: "Command Room Directions" - Sign on the south door. - Text Log 7-11: "Conference Room Directions" - Sign on the east door. - Text Log 7-12: "Containment Room Directions" - Sign on the west door. - Text Log 7-13: "Security Room Directions" - Sign on the north door. - Host Collectible 7-1: - Hop up the rubble on the south side of this room to the upper catwalk. Walk around clockwise and you'll find this in the west part of the hub. There's only way to go: slip through the north door. Pick any soldier in this room. They're all pretty perturbed. ~VOLKS SOLDIER~ (HOST 7-9) Weapon: Sub Machine Gun (80 shots) Special Ability (L): Sprint Notes: Simple soldier. Nothing big here. - Host Collectible 7-4: Look in the alcove in the southwest corner of the room. Let this room get cleaned out, the head through the far door. At the bottom of the ramp, kill the Spider and tap the two red folders on the computer screens to open the way to the Command Center. Head back into the Main Hub and into your Scientist. Now, go south towards the Command Center. Use the retinal scanner to open the way into the next room. - Text Log 7-9: "Malfunctioning Equipment" - Check the retinal scanner on the south side of the door. Head down either of the stairs to tango with two Spiders and about six Imps. Leave by the door on the lower floor. Follow the path all the way down, killing Spiders along the way. - Host Collectible 7-2: On the path on the way down is this collectible. At the bottom of this path, you'll meet an old friend. BOSS: HYDRA (REMATCH) The Hydra now has a bunch of junk objects for a shell, and you'll need to remove them. It does nothing but roll around throughout the grid-like arena, and it will try to track you down, so try to stay out of its sight. There are two ways to damage it. First is with that weapon in your hands. The second way is either shooting or possessing Explosive Containers in the area. The latter is probably the smartest. Wait for it to get close to one, then jump out and use the time-sense to get to the Container first, then blow it. Either way, this battle will last a while. Once you finish your opponent, leave this area using the slip-hole in the southwest corner. You'll now be in the Conference Room. Watch Volks' moving speech. ================================= 4K. Chapter 8 - Rourke (Part 1) = ================================= (Previously Found: Object 8-4: Catalyst Laser) (Previously Found: Object 8-5: Computer Monitor) All right. Now, you know you have to stop Volks (and whatever has control of him), and to do that, you'll need to take possession of one of the two people who have access to the helipad. Volks is out, leaving you with the option of Rourke. Okay, believe me when I tell you there is NOTHING of interesting in the Conference Room. Float down to the stage, then down to either side of it to find a passage underneath. Follow it all the way to a slip-hole. In this next area, follow the path away from the door, down to the only door with a slip-hole. Inside, you'll find Rourke and his secretary. - Text Log 8-1: "Desk" - The secretary's desk in the corner near the bed. - Object 8-1: "Bed" - The bed near Rourke's desk. Press A for a classic type of scare. One of the best, in my opinion. The bed only spooks the secretary, so take what you can get. ~BETH WATSON~ (HOST 8-1) Special Ability (L): Sprint Notes: Well, it's not Rourke, but at least you can open doors, now. Now, you can explore most of this place. Head for the door across from you with the guard near it. This is the check-in area, but you can't go far in it. - Text Log 8-11: "Locker" - The lockers in this room. - Text Log 8-12: "Check-In Area" - The desk without a guard. - Text Log 8-13: "Check-In Area" - The desk with a guard. - Text Log 8-14: "Monitor" - The monitors above the desk without a guard. - Text Log 8-15: "Monitor" - The monitors above the desk with a guard. - Host Collectible 8-1: Behind the staff check-in desk is this collectible. Head out the only other door in the place and down the stairs to Level 2A. The dog trainer we saw so many Chapters ago is down here looking for her rat. - Text Log 8-9: "Shelf" - These are the shelves behind the fence down here. You'll need to dispossess to look at them. Continue past her and take the right door at the end of the hallway to the Storage Room. - Text Log 8-5: "Locker" - Any of the lockers down here. - Text Log 8-7: "Shelf" - The shelves in the fenced area in this room. - Text Log 8-8: "Shelf" - The shelves in the room with the rats. - Text Log 8-10: "Dog Food" - The bags of dog food in the rat room. - Object 8-2: "Rattrap" - Any of the traps in this room. Shake with A. If you get a rat, press A to trap them. - Host Collectible 8-2: Behind one of the vents down here is a collectible. As you can see, Juliet is down here, the only white mouse. Using the Rattrap will scare all the rats in the room. *CHECKPOINT* Now, your objective is to get Juliet through this maze of traps back to her trainer. It seems easy until you realize these little furballs have a natural attraction to the baited traps, meaning that, unlike the "fear repellant" some other hosts have, rats are actually DRAWN to them, so you need to steer them away. Alternatively, take one of the brown rats and use him as a punching bag. Have him trip any three traps that are in your way the most and he'll die, but you'll have cleared the way for Juliet. ~JULIET~ (HOST 8-3) Special Ability (L): Squeak Notes: Just like any other rat, small enough to fit through holes and has a natural attraction to a baited trap. Once you get Juliet through the mess of traps, take her through the hole. You'll notice that the trainer has now moved, so continue past where she was and further up the hole near the stairs so you can climb all the way to the top. Next, you'll have to get through two doors, and you can only do that when a guard is walking through it, so be patient. Eventually, you'll reach the check-in room, and find the trainer. She'll take you to her room. Okay, now that you're in a cage, there's nothing much else to do, so hop out. - Text Log 8-2: "Cage" - The cages piled up in the room. - Text Log 8-3: "Wash Area" - The hoses in the back area. - Text Log 8-4: "Shelf" - The shelf in the trainer's room. - Text Log 8-6: "Table" - The table Juliet's cage is on. I think you need to be in the trainer for this to work. - Object 8-3: "Work Light" - Near the parrot cage. Press A to make it explode. Take over the Work Light and blow it up. This will freak out the Parrot and partially scare the trainer. Now, hop into the Parrot. ~EDGAR~ (HOST 8-2) Notes: All he can do is speak, but then, that's all you need. Have Edgar face the trainer and talk to her twice. That'll spook her good. Hop in her, now. ~KIERA WELLS~ (HOST 8-4) Inventory: Cage Key and Dog Biscuits Special Ability (L): Sprint Notes: Use the Biscuits with the R Button. Have Phantom heel with the Z Button. Okay, now for the most tedious part of the game. You have to open up the cage and lure Phantom (A Button) twice with the biscuits. Once you get him on your leash, you need to go to the Control Room and bring him to Rourke. *CHECKPOINT* So, keep tossing biscuits in front of Phantom to get him to move forward. Don't worry about the "ammo" count, you have an infinite number. Bring Phantom all the way to the Check-In Station, and then down the paths all the way to the Control Room. Once you reach Rourke, he'll freak and start shooting you. Press A to release Phantom, who will go up to Rourke. He'll turn red, and finally, you can possess him. ~COMMANDER ROURKE~ (HOST 8-6) Special Ability (L): Sprint Notes: For the moment, Rourke's defenseless, despite his supreme control over everyone. - Text Log 8-16: "Control Panel" - Any of the panels in this area. - Ghost Collectible 8-1: Enter the slip-hole near the Catalyst Laser. The bear's on one of the pieces of wreckage. You'll need to float onto a piece of rubble, then float over from there. All right. Now that that's taken care of, head back to that door you appeared near when you started this chapter and head on through. Hop in the elevator. ================================= 4L. Chapter 8 - Rourke (Part 2) = ================================= Now that you're in Rourke's body, it's time to get to your own body, which shouldn't be too far from Volks. Get ready for some ACTION. - Host Collectible 8-3: Run around the outside of the elevator to the right and you'll find it. Head out the door and a guard will speak to you about "your" new custom armor. Sounds promising. Follow him down the corridor and to the end. Enter the room. - Text Log 8-17: "Mysterious Armor" - Examine any of the suits in the racks. - Text Log 8-18: "Trashcan" - Either of the trashcans in here. - Text Log 8-19: "Lockers" - The lockers along the walls. - Text Log 8-20: "Armor Status Monitor" - Any of the green monitors in here. Pick up the armor on the wall. Aw, yeah. ~COMMANDER ROURKE~ (HOST 8-7) Weapon: Custom Spirit Hunter Gun (120 shots) Secondary: Anti-Spirit Grenade Launcher Special Ability (L): Boost, press and you'll activate the boost, and you'll have "ghost speed" for about five seconds. Takes time to charge back up afterwards. Notes: You'll be using this equipment for a good long time, so get used to it. Make liberal use of the boost in combat situations to minimize damage. The grenades you use are both concussive and anti-spirit, so they'll work on both humans and otherwise. They also fire pretty rapidly. Okay, leave this room and head to the main security room behind the next door. - Text Log 8-21: "Crashed Computer" - Any of the computers with the Blue Screen of Death. - Text Log 8-23: "Security Screens" - Any of the large monitors on the walls. - Text Log 8-24: "Office Chair" - The chairs in this room. - Text Log 8-25: "Log Files" - Any of the yellow folders on the desks. - Text Log 8-26: "Security Screens" - Any of the computers not displaying blue. You can't leave by the other door without disposing of all the guards in this room, so do so. It's not easy, as the five of them are well-positioned to receive even a surprise attack, so go into boost immediately after the first kill and work your way around as quickly as possible. Once all five are down, leave by the door. Crane Room: Now, you'll be under fire for most of the rest of this area. What I suggest is to leave Rourke at the entrance and scout the room as a ghost so you'll know what to expect. In this next room, there are four guards on the left side, one on the back set of crates, and another by the far door. Take them all out as efficiently as possible. - Text Log 8-22: "Storage Containers" - Singular crates in this room. - Text Log 8-27: "Mysterious Ooze" - The ooze running through the pipes. - Text Log 8-28: "Overhead Crane" - The crane hanging in this room. - Ghost Collectible 8-2: On the further set of the two piles of crates. Body Storage Room 1: In this room, the guards will mostly rush you, so boost and shoot them to take them out before they get you, the let it charge while waiting for more to come. There are six guards in this room, and one of them has grenades that can really hurt you. Exit by the other door once finished. - Text Log 8-29: "Locked Screens" - Computers in this room. - Text Log 8-30: "Body Storage" - The central containers moving bodies. Storage Room: There's a guard behind the crates in front of you, another on the right side of the room, a third on the second set of crates, a fourth in front of the far door, and a grenade soldier in the middle of the room. Waste them all, and move on. Garage: A very open room. Two guards across the room from you, another to your right, and a grenade soldier on the lower floor. Do your best. - Text Log 8-31: "Vehicle Lift" - The unoccupied lift in this room. - Text Log 8-32: "Volks Truck" - The truck on the lift in this room. - Host Collectible 8-4: Right next to the truck in this room. Body Storage Room 2: Once again, let them come to you and take cover. There are six normal guards, here. Leave by the far door. *CHECKPOINT* Okay, this is where it gets difficult. You'll now have to take out those Elite Guards that hounded you in Chapter 6. They can boost as you can, use the same AS Grenades to throw you out of Rourke, and they can just shoot you. For the most part, though, they'll try to knock you out of Rourke first, then shoot you with their AS guns. There are four guys on the ground floor to begin with, then four on the second floor (go up either of the southern ramps). To get to the top floor, head to the northern ramps and take out the three elites on the ramps, then go up either ramp to the top floor, to take out another three. *CHECKPOINT* Your body will congratulate (hey, thank you very much) and then head off through the door marked as the helipad. Follow him. *CHECKPOINT* The thing in your body will dispossess, then possess a crane at the top of area and prepare to drop the big metal something-or-other on your body. You liked that body, so dispossess, and FINALLY grab your body. ~JOHN RAIMI~ (HOST 8-5) Weapon: Custom Spirit Hunter Gun (120 shots) Secondary: Anti-Spirit Grenade Launcher Special Ability (L): Boost Notes: Yup. Just the same as Rourke. You'll be in this body for the rest of the game (thankfully), but you can still dispossess if you feel the need. - Text Log 8-33: "Water Tower" - In the corners of this area. - Object 8-6: "AC Unit" - Around this area. Does NOTHING other than leave your body vulnerable to be killed, but there it is. You'll probably die trying to pick it up. BOSS: ROURKE Two birds with one stone, eh? The Wraith uses Rourke's boost quite well, so this will be a very tough fight. Your best bet is to just shoot Rourke with the primary fire. If he starts boosting, boost as well and move away from him, because he's trying to get into an advantageous position. Use Explosive Containers if you think it will help (don't possess, just shoot) and don't forget the Health Packs near the doors. BOSS: WRAITH Once Rourke dies for good, the Wraith will pop out. It moves very fast, like any other ghost, so you'll need to boost to get a good bead on it. The only thing that will harm it are your AS Grenades, so use those. The only way the Wraith attacks is by possession. Either it will possess containers and blow them up, or possess you and try to drag you into a hazard (like whirling fan blades). To push him out, you need to tap A rapidly or risk damage. Lay down a constant field of AS Grenades and it will more than likely get caught in several. Keep your health up, and it will go down, eventually. After sending the Wraith to the beyond, you'll notice helicopters flying overhead. You'll automatically head for the far door and end this chapter. ======================= 4M. Chapter 9 - Volks = ======================= (Previously Found: Object 9-2: Electrical Box) (Previously Found: Object 9-3: Ammunition Rack) (Previously Found: Object 9-4: Helicopter Gun Turret) (Previously Found: Object 9-5: Missile) Time for the final crunch. Rourke may be dead, and you may have your body back, but Volks is still at large, and the Spec Ops are getting ready to lift off to their mission at the Paris Summit. You'll immediately start facing an airborne helicopter, holding a cargo of Spec Ops. - Object 9-1: "Missile Turret" - On the far end of the helipad. Aim and shoot with A. Causes heavy damage. BOSS: HELICOPTERS The first chopper is easy. Simply hop into the Missile Turret and blow it to kingdom come. The second chopper will destroy the turret, but at least you won't have to worry about it flying off. Hide behind the capsules in the center of the pad, and peck away at it with your gun. The boost will help, too. Activate it, then jump out and let the chopper have it and you'll knock off a good amount of health. Sooner or later, it will go down. *CHECKPOINT* BOSS: SPEC OPS The chopper will crash, but the ghosts will be loose. The only thing that works is AS Grenades, so let them fly. Three direct hits should kill each ghost. You'll start by facing one at a time, then soon you'll be getting more than one. In addition to possessing you and dragging you into the fire, they'll also try to blow Ammunition Racks or use the Helicopter Gun Turret on you. Take out all twelve ghosts to win. *CHECKPOINT* Immediately after finishing off the last of the ghosts, four guards will rush out to challenge you, so blast them. Heal up if there's a Pack left, then head through the doors. There are three more guards over here, so waste them.
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