Million Hooters
Million Pixels - Million Hooters
Game Cheats » Nintendo GameCube Cheat Codes » Games Starting with the Letter G » Geist - Strategy Guide (Page 03)

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.

« Previous PageNext Page »