Matrix, The: Path Of Neo - Strategy Guide (Page 02)
Below are the cheat codes, hints and help for Matrix, The: Path Of Neo - Strategy Guide (Page 02).
CHECKPOINT.
You will now be able to execute an Aerial Blow, which is one of the best
attacks there is - especially when you are in trouble. You will be safe from
any attacks while at the same time charging for an (often fatal) attack
yourself. Remember this when low on health.
Follow the corridor until you reach a door to the right. Go through and you
will fall through a hole in the ground. If you approach the iron bars ahead the
homeless person will transform into Mr. Smith, so get away from by running into
the opposite direction. You will slide down a ramp. Go up the stairs you see
to your right and follow the corridor. Something is seriously wrong here...
UPGRADE (and SAVEPOINT).
This will be the first time that you will be able to use Atman principles.
Some of them are really useful - at times. But the annoying thing about them is
that you will lose them after you completed the level.
I will tell you if I found a specific principle particularly useful for a
specific mission.
Moving on.
STUCK IN THE MOMENT...
Follow the rats and head down the stairs. A train will arrive. Talk to the
conductor and he will tell you something about a token. Remember those floating
little somethings earlier on. Go back upstairs and get one. Now you will be
able to enter the train. Talk to the conductor and go through to the last car
You will have to jump across some disappearing platforms on your way there.
My strategy: patience and a bit of focus near the end.
Once you have reached the last car use the phone.
Ok, I have to admit for this next part took me a while to figure out what to
do. Thought it had something to do with those floating guys or with something I
had to do in the car with the emergency cord. But it hasn't. :P
Once you've done a bit more platform jumping and are back in the car in
question go back outside. You hear me. Repeat this until the car is the right
way around and then pull the emergency cord as soon as you hear the
announcement.
Leave the train and walk up the stairs. Hm, soldiers coming your way...the
reason being: to provide you with much needed guns for the next part ahead, so
do not waste any ammo on them, pick their stronger guns up instead. Go up the
stairs and use the door. If you are hurt use the health pack nearby, you will
need every inch of your health meter. Now use the huge doors to get into the
station.
RAILWAY TO HELL
A cutscene and a familiar voice. Unfortunately this time he will not keep out
of this so get ready to take on a huge number of soldier and the Agent at the
same time. Since you are not supposed to win this fight (your aim is to stay
alive for long enough to jump onto the right train) do not attempt to do so.
Buy yourself time by taking out some of the soldiers and do your best to dodge
their bullets and Smith's attacks.
Do not attempt to jump onto any other train then the one with the flatbed car!
Neo won't knee down and get killed in the tunnel. You will know which train to
jump onto when you see it (but don't miss it) it looks completely different
from the previous ones. (It will be coming on the track to the left seen
from your initial starting position).
In my experience the shoot-out will not get out of control if you refrain
from using any guns yourself. Instead be quick to engage each soldier
individually into hand-to-hand combat. The rest of them won't be shooting at
you for the duration of the encounter and instead approach you themselves.
Smith will also not interfere if you do not approach his position by which I
mean do not go any further than the little hut in the middle of the area.
Use the pillars as cover and stay on the side to the left in order to be able
to jump onto the train as quickly as possible once get the instruction to do
so. If a soldier drops a health pick-up remember the locationand only use it
when absolutely necessary.
RUNNING AROUND WON'T HELP YOU THIS TIME. Bullets will deplete your health meter
faster than you can refill it.
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NOTE: Not sure whether this was a glitch or not, but I once almost missed my
train and ran after it into the tunnel. I was able to complete the level anyway
just by jumping around between the tunnel walls and the train itself. Of course
I had to keep up with the train.
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Once the train stopped jump off and use the ladder to go up.
UPGRADE (and SAVEPOINT).
RUN, NEO, RUN!
Run into the street to your left. Avoid obstacles as much as you can and use
your focus ability to jump over anything that bars your way. More and more
Agents will materialize behind you so keep running and don't even consider
fighting. Turn left again and go right around the corner. Watch the explosions.
Immediately turn right again. A big neo(n)-sign will be pointing you into the
right direction. But first climb the truck in your way using your focus
ability. Use the door (the right one, Neo!) and run up the stairs. Once you
come to an intersection turn left. Go right at the next intersection and stay
close to the wall to the left in order to get immediately into the door which
will open to your left. Once in the apartment smash in the large window and
get outside. Jump down and head through the alley. Do not turn right. Go
through the barriers instead. Then turn right and run up the stairs to your
right. Once you reached the second platform the catwalk in front of you will
crumble. Use a wall-run and focus-jump to get across. Get inside and...face
your destiny.
SAVEPOINT.
From now on you will be able to kick an Agent's ass. But do not overestimate
Neo's newly acquired power (or his health meter). You are after all still 'only
human.'
It is obvious what to do here. At least for those of us who have seen the
movie. Kick butt, Neo. Those guys just killed you.
This fight is quite fun actually. Experiment with your skills, try different
combinations (you might discover new skills, you didn't even no you had). Oh,
and in case you see a security guard: take him out quickly, he could become the
home of an Agent.
Once you have defeated your three attackers the elevator doors will open.
Showdown with Smith, and Neo's big mistake. Anyway, that's the end of Part one.
UPGRADE (and SAVEPOINT).
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9 § 9
SET THEM FREE
Ever wondered what the One does in his free time? Here's your answer.
This part of the game is actually quite enjoyable. Your task: get to the red
pills before the Agents do.
I will give you a walkthrough for each mission, starting with the one I
consider the least difficult and working my way up to the hardest one.
Here we go:
1. The Healer (Agents: 1, plain shoot-out)
NOTE: You might want to choose the Atman principle of HEALING for this mission.
Follow the alley and talk to the two passer-bys. Then head down the street.
There is a short alley to the right. Go in there and you will see a sign: 'Red
pill. Herbal Remedies' Now this is what I call a hint... :P
Approach the door and watch the amusing cutscene. Time to take the healer to
an exit. Go back outside and you will soon find yourself in a shoot-out. Some
Chinese guys will help you so this is an easy fight. Once you are done cleaning
the street go back to the shop and get the healer (unless he has already
started to cross the street). Take him to the alley and...Damn!
Go back to where you came from, but make sure the red pill gets there all
right. Cross the shop and wait for the healer to open the door for you. Now
prepare to shoot some police men coming through the glass ceiling in the next
room. Wait for the healer to open the door and go outside. You'll be shot at
again, so make sure you take everyone out before they can get to the healer.
Once done with those guys a single Agent will appear, but he shouldn't pose
much of a problem for you. Once he is out the mission will be over.
UPDATE (and SAVEPOINT).
2. Skull's Lament (Agents: 2, some shoot-out)
Despite the two Agents this mission is going to be child's play since you are
going to fight alongside a talented Kung Fu fighter.
Take out the police in front of the door and then say hello to an Agent. ...A
dead Agent... Once inside you will have to take on the red pill in a short
fight. Show him what you got and that you are a worthy opponent. Once done with
him another SWAT team will enter the apartment through the windows. They've
brought company. Agents will appear soon afterwards. What to do? Practice your
skills, try to unlock new movements...Simple.
That's it, mission complete.
3. The key (Agents: none, just weirdos.)
Go down the stairs and take on this merry bunch. Take out the boss first
otherwise his monkeys will just keep coming.
Now get the chick and leave through the doorway in order to get upstairs.
CHECKPOINT.
Once through the door you will find yourself confronted with more weirdos. But
NOTE: there is a BONUS OBJECTIVE linked to the rest of this level. NO GUNS.
My advice: take your finger of the shooting button in order not to be tempted
to trigger it. Do not listen to her tempting offer!
Once you have sent every bad guy to rest you are done here. Got a good car,
dude?
UPDATE (and SAVEPOINT).
4. The Librarian (Agents: multiple, some shoot-out)
Note: The Atman principle of HEALING could help.
Things are heating up a bit. Multiple Agents will be attacking you at the same
time while you will be busy protecting a terrified red pill.
Your task: keep those Agents busy enough to keep them away from the red pill.
She will take some damage, but if you manage to kill the Agents on the lower
level quickly enough they will be distracted from their original target. Just
take them on as they come.
A cutscene will play showing the librarian (-the not very bright librarian)
running away and locking herself in. Follow her and head down the corridor.
There is a health pick-up behind the door just in case you need it. Take out
the police men in the next room and use the door. Head down the corridor and
enter the next room. Pick up what you need and go up the ladder. Now jump down
through the broken window and prepare for a last shoot-out. Run down the stairs
and take on the attackers on the ground before heading upstairs again.
Clear both sides of the room and take on the SWAT members coming through the
broken window. Just when you think you are done an Agent will interfere. Take
him out and the librarian with you.
UPDATE (and SAVEPOINT).
5. The Security Guard (Agents: multiple, some shooting involved)
Note A: Depending on your skills you are strongly advised to use the Atman
principle of HEALING for this mission. You will be busy protecting an innocent
while at the same time being engaged in fierce hand-to-hand combat with an
Agent.
Note B: You will be given a timed bonus objective somewhere in the middle of
this mission. It is not necessary to complete it, but it can easily be done
thanks to a glitch of the game. When you are told to defeat five enemies in
30 seconds simply keep running up the stairs without engaging in any combat.
The game will rate the objective complete.
Follow the guard as quickly as possible. Soon you will encounter SWAT teams
along the way. You can either just ignore them or engage in a fight. Which ever
you choose make sure you keep an eye on your bonus objectives in order to
complete it successfully. Once you reach the top of the stairs you will reach a
CHECKPOINT.
You'll might need a couple of attempts for this part. What makes it really hard
is the fact that there will be other soldiers in this room who will keep
shooting at the red pill while you are engaged in the fight with the Agent.
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Here is what you can do to make it easier for you:
Equip the Atman principle of HEALING and take your finger off the trigger
button! Now engage in the fight with the Agent but keep an eye on your
innocent! If yours or the health of the red pill drop to a dangerous level
retreat from the fight (you won't be able to complete the use of the principle
if disturbed by an attacker) and press the R1 button. Then return into the
action.
RUNNING AROUND IN ORDER TO GAIN HEALTH IS NOT AN OPTION!
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Remember that humans who have not been freed are potential Agents. Each of the
soldiers in the tower can become a potential host for an Agent once you killed
him off. Try to eliminate as many of the soldiers before finishing off an Agent
(unless he poses an immediate threat to your red pill) in order to keep this
fight as short as possible!
Oh and one more thing: Though he will be shooting at you while you are still
fighting the first Agent, make sure you don't kill the innocent by accident.
UPGRADE (and SAVEPOINT).
HIYA, FELLAS
Gee, upgrades. Now it is starting to get fun. If you just started to believe
that kicking the butt of an Agent was child's play, this is going to change
now, at least until you have adjusted to your new opponents. Just make sure you
end any fight with an Agent quickly in order to prevent him from regenerating.
Take out the three Agents as quickly as possible. This is a good opportunity
to get used to their new abilities. You'll might realize that one of their
newly acquired skills is to prevent you from jumping. This can be rather
annoying especially if your intention was to charge for an aerial blow.
Once they are down a SWAT team will try to take you on. Teach them a lesson.
SAVEPOINT.
TAKE THEM TO THEIT EXITS
This part of the game is similar to the red pill missions. This time it is your
allies who could do with a bit of help.
Again, I will give you the walkthroughs in a specific order from easy to hard.
1. Morpheus and Trinity
It is not only most likely that Neo would choose to rescue his lover first, it
is also the easiest mission. (At least in my opinion.) Loads of shoot-out and
a single Agent in a chopper (requires more shooting.)
Start by jumping off the roof and help Trinity and Morpheus to get rid of
their attackers. Now make your way around the corner to the left and keep
shooting until you took out the guy with the grenade launcher. (At the far-end
of the street). But watch it. These grenade launchers cause a hell of a lot
damage even to the One. Now take on the rest of the soldiers and police men and
pick up the grenade launcher which you will need later on.
Morpheus and Trinity will come and help you as soon as you have taken out the
health hazard in form of a grenade launcher. Finish off the rest of the
soldiers which will be coming from the right (seen from the end of the street).
CHECKPOINT.
More SWAT teams, more shooting...kick, punch, shoot....what can I say, it is
routine by now.
Once they are all out a cutscene will show an Agent entering the scene. Time to
get out the grenade launcher. If for some reason you have already wasted its
ammo, or cannot find it in the heat of the moment (...) use any good gun
instead but slow down time in order to cause greater damage. (Same goes for the
use of the grenade launcher.) Once the helicopter goes down you are done here.
Say goodbye to your friends you have more missions to accomplish.
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Low on health?
Retreat behind the corner and recover.
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UPGRADE (and SAVEPOINT).
2. Captain Niobe (Agents: 6; Shooting as usual)
6 Agents, yet I advice you to complete this mission second? Trust me. If you
have come so far you will not have trouble with this bunch. Plus: the next
missions are even harder.
Surprise! Take out all the police men who are giving Niobe a hard time. Then
prepare for company. Three Agents, but they won't give you too much trouble,
plus you'll get some assistance from Niobe.
Once they are out three more Agents will appear and a huge amount of police
men. (Actually it is an endless supply, since you are supposed to stop them
from entering.)
Here is what you have to do. There is a panel on each floor which controls the
entrance on this level. Destroy it in order to stop the police from entering.
If you are having difficulties to figure out which panel I am talking about use
code vision in order to see it. It will appear red.
Do this on every floor and you should get rid of your police problem easily.
But watch out! This Agent really meant it when he said 'crush him'. Prepare to
use a focus jump on each floor (alternatively you could just run along the
walls) to cross the gap and avoid being 'crushed'. Time to take on the real
bad guys and eliminate the Agents.
UPGRADE (and SAVEPOINT).
3. Captain Ballard (Agents 3; lots of shooting)
Some of you might conceive of this mission as easier than the one with Niobe.
The reason I think it might be harder is that Niobe takes better care of
herself and is less likely to be dying on you.
In case Ballard keeps doing it on you: the Atman principle of HEALING could
solve your problem.
Hungry? Ballard is waiting for you in a restaurant, but you won't have much
time for a snack. Once you have stopped playing with those guys on the corridor
proceed to the kitchen. Take out the attackers (all human) using your guns
(anything else might be too slow) and go to the potential exit Ballard is
pointing out. Hear that noise? Right, that's a bomb charging for an explosion.
Withdraw into the kitchen. Use the other exit Ballard is suggesting and prepare
for more shoot-outs. There are some soldiers behind the next corner. Surprise
them.
Proceed to the restaurant by heading through more corridors and more kitchens
killing soldiers along the way and get behind the counter.
CHECKPOINT.
Now keep firing away. But keep an eye on Ballard, he has a tendency to die
during this mission.
Once you have taken out all the enemies (you might want to engage the guys with
the red berets in a hand-to-hand combat - they are worse when they are using
guns.) Agents will appear. Get rid of them quickly and check on Ballard's
health now or then.
UPGRADE (and SAVEPOINT).
4. Captain Roland (Agents: none (as far as I remember); shooting: more than is
good for you)
This mission can drive you nuts but if you want to have a go at it anyway:
Note: The Atman principle of Bullet reflect is useful here.
Why the hell don't they just leave the way Neo came through? Anyway, here is
what you have to do. Make your way to the far end of the warehouse and you will
see a door to your right (not the large opening, I am talking about the door
which is on the right wall.) Soldiers are coming in this way. Use Code vision
and you will get aware of some construction beams which are holding up a
catwalk-like thing above this door. Shoot it using L1. It will come down
blocking the entrance. Now climb up that thing and jump up onto the catwalk
to the right. Take out any police men you encounter and help Roland from above.
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There are multiple explosives in the room use code vision and L1 to shoot them.
But stay away from them yourself!
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Note: It might be possible to use the elevator to get to the control panel of
the crane. Get in and use the L2 button to go up (I overlooked this option
earlier on and used a lot of acrobatic movements to get up there).
If the elevator is not an option at this early stage of the mission:
Head to the other side of the catwalk and jump over to the crane (focus
double-jump). One more double jump and you are on the other side where the
control panel is.
Note: you could have used a different method from the side of the catwalk you
started from, but it is more complicated than this involving wall-running,
double-jumps and wall-to-wall jumping.
Use the L2 button to control the crane. (Confirm the green option which is
already highlighted, then choose either of the other two options.)
Not a very grateful person, is he? Go and help Roland against his attackers.
A cutscene will show a guy with a grenade launcher. Now this is nasty! This is
why I advised you to take this mission last. The damage this guy can cause to
you is a real nightmare.
Here is what to do: Hit the focus button the moment you get back in control and
run up to the glass cabin this guy is hiding in. Do not attempt to attack
him, he is out of reach for now. Instead take out any enemy you can reach
without leaving your position under the window for too long. Why? He cannot
shoot the ground right underneath himself. Use long distance methods such as
bullet reflect or throw objects at enemies. Just take as many out as you can.
A cutscene might or might not play (glitch) which will show Link telling you
to use the crane. If the cutscene does not play you could get lucky and end
this mission just by remaining under the window and staying alive. If it does,
well, I guess you have to leave your cozy, little hideout in the middle of a
shoot-out and get into action. Jump down and run like hell back to the elevator
(the opening I mentioned earlier on). Use it to go up and use the control
panel. Quickly hit the x button and you should be done here. Phew!
UPGRADE (and SAVEPOINT).
YOU COULD HAVE JUST ASKED
If he has to apologize for anything it is for being so ridiculously easy at
this late stage of the game. If you fail to beat him I don't know how you did
manage to get this far. The fight is longer than in the movie and with some
interesting twists, but regarding your skills it is nothing you haven't done
before. Show him who you really are.
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He is good at preventing you from mid-air attacks and you will not be able
to execute an aerial attack against him.
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About the pole-fight: Don't know whether Neo can fall off the poles or not
(but actually I don't think so), but you should try to push the analogue
stick in the right directions. Also try to avoid the burning poles just in case
Neo's coat isn't fireproof.
Here is what you have to do in order to win this part of the fight. Get Seraph
dizzy and then knock him off the poles. It is not possible to hurt him
otherwise. If you managed to throw him into the flames twice the scene will
change to a funny cutscene.
CHECKPOINT.
Note: there are some brushes lying around on the stage, use them wisely.
CHECKPOINT.
The third part is child's play again. Kick is butt, he has asked for it.
UPDATE (and SAVEPOINT).
ME, ME, ME
To be honest, I had been dreading this scene from the beginning of the game,
but when I finally reached it I had to discover: it is not that tough at all.
Your abilities will have grown far enough by now to make this fight almost
something like fair. (Ok, there are hundreds of Agents on one side and one
human being on the other, but hey, who cares...)
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Here is how to kick butt:
Aerial Attacks - Jump, charge and unleash a combo against multiple enemies.
Use attacks in which you throw an enemy against his comrades or blast them
off their feet.
Use weapons like poles to get the Agents of your back
And: if low on health: RUN, dodge, jump. Anything that keeps you out of reach.
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Apart from that it is business as usual. Remember to take the finger off the
focus button while unleashing a combo in order to give the meter a chance to
refill.
Remember the movie? Yes, there is a pole around here. Get it and keep an eye
open for the goodies nearby.
So how to end this fun-but-I-want-to-go-home-now fight? Unlike in the movie you
will get to end this fight with a victory. No flying away, no, you have to
stop those Agents from coming. You'll be told to take down the buildings around
the square by smashing an Agent into it. Get over to the entrance of one of the
buildings and grab a pole (there will be an endless supply of those). Now
keep hammering away.
!NOTE! Keen on a bonus award? Check out the middle of the square (yes, where
all the Smith are gathering) You will find an open case there. Pick it up.
If you are really having a hard time throwing Smith into the building just make
sure you keep the fight in front of the entrance of the building, than you will
take it down eventually. Repeat this method until Smith is cut off and crushed.
Good job! I actually enjoyed this.
UPDATE (and SAVEPOINT).
CAUSE AND EFFECT
Well, it is obvious what to do here, isn't it. Stop the bullets and return them
to their source. Time to start the party. Upstairs you will find a bunch of
weapons on the wall. Take one if you need it and get rid of your attackers. I
can't see any problems here.
Now pick up any weapon you like, and leave through the door to the left (your
only option). Head down the corridor and through the next door. In the next
room you will find a secret passage. Get in there and follow the corridor.
You will see a red cross in a distance. Head towards it and you will be
attacked by two enemies. Take them out and proceed to the cross. Once you have
reached it head right and pick up the open case for a bonus award.
Now go down the corridor to the other side. As soon as you try to open the door
you will be attacked. Engage in a fight but don't expect to finish it all by
yourself. What a voice!
Leave through the door and turn left. You will reach three doors.
SAVEPOINT.
UPSIDE DOWN
This next part of the game is the most confusing one. You will find yourself in
a world which defies the laws of the real world. Use code vision to tell
useable doors from those which are not. You will be able to tell whether you
took the right door when you are sucked into some white light.
Head down the corridor and use the door at the far end. Jump across the gap to
your right and use the corridor to the left (do not walk into the room-like
thing with the movable crate, I am talking about a corridor outside this room!)
Now you will encounter one of those fun-to-be-with :P creatures that live here.
Forget about fighting them without using fire! It is impossible and this is
what makes these ant-like bastards a real nightmare. Jump over to the next
platform and grab one of those torches. These will be your best friend for
the next few minutes. Defeat your attacker with it and then head upstairs. Use
the door to the right and ignore the crate. Two ants will be coming for you.
I hope you still got your torch. In case you haven't: see these burning bowls?
They are here to help you. Punch or kick them in order to cause them to drop to
the ground. Now all you have to do is push those little creatures into the
fire. This can be trickier than it sounds.
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Hard time getting rid of your ant problem? Once the burning bowl fell to the
ground keep jumping across it forth and back. Those little bastards will
try to follow you and burn in hell.
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Once they are dead climb the wall to the right (seen from the closed side of
the room) and walk past the burning bowl. Ignore the stairs to the right
and check out the edge to the left instead. See this hidden stairs leading
down? That's where you are supposed to go. Head down and use the door.
Go down to the fountain and prepare to fight about six of those little
bastards. If you have the time to you could move the crate for the sake of the
game but you won't be able to use it anyway. Fight the ants until you hear the
woman tell you that she has found a way out. Now head to where the gate has
been and use the door to the left.
CHECKPOINT.
Almost out of this madhouse. You could fight these ants, but you might as well
just run up either of the stairs and jump across to the platform with the door.
If you choose the left stairs it will be to your right (just a tiny platform
with nothing but a door.) In the next room use the bowls with the fire to get
rid of your attackers (this could be a tough fight since there are a lot of
them).
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Too many attackers? Head straight for the door.
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See those floating cubes? Use code vision to see a red door on the last one.
Jump across and use the door. I know, it doesn't look like it was the right one
(no white light) but trust me, I've been there.
Now Jump across to the next door and you will have made it. Follow the
seemingly endless corridor and you will end up...back where you started from.
Note: If your focus meter is almost empty and you have the patience to do so
check the left side of the corridor for a focus pick-up somewhere along the
middle of the path.
SAVEPOINT.
PLEASURE AND PAIN
This task is simple. Follow the corridor and take out any enemy you encounter.
Something you are really good at by now, right? Pick up the weapons that
someone has planted for you so nicely and then get the show on the road.
In the first room there is a weird bunch of people waiting for you. Watch your
head they will be coming from the ceiling. However, they are not THAT weird
compared to what you are about to see. In the next corridor, more enemies. Same
goes for the next room. Watch out for the burning vases they can explode (you
might want to use this to your advantage). In the next room the woman will pay
you back, but something is weird about her, isn't it...Take out the rest of the
guys and pick up their guns.
CHECKPOINT.
Now that's a mean trick. You will have to do the same trip again, but this time
enemies will approach you in a less offensive way. In the first room there is
an enemy hidden in each pillar. This means that if you get too close to a
pillar while fighting an opponent you will have to deal with a second one who
will jump at you. They will also be shooting at you from above which doesn't
exactly make things easier. But the good news is there is an endless supply of
health pick-ups in one of the corners and every dead enemy supplies you with
new ammunition. Once you are done with being shot at and getting your butt
kicked you might want to check out the middle of the room for another secret
case. Pick it up and leave the room.
Prepare for an adrenaline rush because you will be jumped at from inside the
walls. Twice that is. Take those freaks out and watch the cutscene to see
something really freaky.
Now that's not my kind of party. So let's end it. It is business as usual, just
take care not to get near any of those electrocuted gratings. You can, however,
use them to get rid of enemies.
Back on the corridor more enemies will be coming out of the walls. Head to the
next room and do your thing. This guy might look like a boss, but he is not
really that tough. Once you are done with him you'll be back...where you
started from. Last and final door.
SAVEPOINT.
THE ONE AND THE WITCHES
But a nightmare indeed...
Code vision will tell you which one is the real girl. However, even if you
should be unable to save her the game will not end. Do your best to use your
focus ability to stop whatever the witch is hurling at you. She will also
try and use the 'good witch' as a life insurance.
This fight consists of two parts: during the first part she will be throwing
things at you which you are supposed to stop and throw back. Nasty! In
particular when you are out of focus. The damage these projectiles cause is
nerve wracking. Try to throw something back at her and then rush up to her and
give her a good beating until she changes her position. Repeat this over and
over again. Throw back or avoid, run up to her, kick ass.
She will stop this game eventually, this is when it gets really annoying. She
will grab a bo staff which she will use to attack you like a fury. It is
quite likely that you will spend most of this fight dizzy and unable to counter
her attacks. And what really can drive you nuts is the fact that the witch is
able to regenerate her own health. My advice: Use the weapons from the wall for
as long as they last (which isn't very long) and give her all you got. But
watch it, the moment she starts spinning get away from her and DO NOT ATTACK.
You will get dizzy, lose your weapon and get your butt kicked. Instead run away
from her. Not only will you regain some health, this way you will also be able
to attack the moment she stops spinning. Just keep the camera in an angle that
shows you the witch and your escape route. BUT NOTE: While she is chasing after
you she will regain health as well. So once she is down to red you might want
to forget about not attacking while she is spinning and try to slice away. You
might also be well advised to attempt to take the stick off her. She will cause
less damage this way while you'll be causing even more.
Once the witch is dead it is time to go home. Go to the door you came in
through and leave.
UPGRADE (and SAVEPOINT).
SO MANY DOORS
Note: Choosing the Atman principle of HEALING can help here, but it is not
really necessary.
Follow the corridor and you will soon have to fight two agents. Help Morpheus
and then proceed down the next corridor. The two of you will split up so follow
the right branch. Turn right and you will see some Agents throwing TVs onto the
floor. Take them out and run towards the Smith who is attacking the Key Maker.
Ignore the path to the left it is a dead end. Keep following the corridor. At
the next opportunity turn right and immediately right again to reach another
room full of Smith. Make sure you keep them busy enough to keep them from
harming the Key Maker.
Done here follow the Key Maker into the next corridor, but get in front of him
when proceeding forward. The TVs around you will start to explode the moment
you get near them. Use your focus ability to stop them as good as you can and
make sure that if anyone takes damage it is you. Usually the Key Maker will be
wise enough to wait for you to clear the area before he proceeds so in case you
are running out of focus you could might as well just run ahead and take the
damage for him. The next exploding TVs will also contain an Agent and further
down the corridor you will have to deal with three of them jumping at you from
behind the exploding wall. You will come to a dead end ...or maybe not.
SAVEPOINT.
This part is going to get tough even if you have been working on your skills
properly. Here is the best advice I can give you: Stay alive and don't try to
get in control of the situation. It is not possible. You are NOT SUPPOSED TO
WIN. What you are supposed to do is keep yourself and Morpheus alive for long
enough to escape via the route the Key Maker will open for you. The catch:
He will open a door in an unknown location and will only keep it open for a
couple of seconds. My advice here: Stay close to a door downstairs (I know the
first couple of times he will open the doors upstairs, but you have to be
really lucky to get there in time) and wait for him to open this door. That's
easier than it sounds since you will be under constant attack from multiple
Agents who will also cause the Key Maker to run away.
First go upstairs and get Morpheus, then give them all you got and keep an eye
on the doors.
Note: sometimes when you just missed him the Key Maker will mention his next
location, for example: 'on the other side', if you have been close to the doors
which are facing each other. I advise you to choose these as your waiting
location since your chances are higher of getting a foot in the door.
Once you managed to get into the door the Key Maker will take you to another
door...
OUT OF THE FRYING PAN...
It's really not that hard. Actually it is a lot easier than what you've just
been through. Just take Smith on as he comes for the Key Maker. Morpheus should
be doing fine, just make sure you help him out if he gets into real trouble.
After a bit of Kung Fu and flag staff hurling the Key Maker will manage to
open the door, but the result is not quite what he expected. Use the grenade
launcher he just handed you to get rid of some of the Smith, but apart from
that it is business as usual. Nothing to worry about. Once you hear the Key
Maker calling for you you could just run to the door and get in. !BUT NOTE!
A Bonus Objective will have been added to your list. Survive three waves of
Smith before exiting level...Pretty obvious what to do here, right?. At least
if you call yourself the One! Four or five Smith will attack you at the same
time. Try to engage in hand-to-hand combat as quickly as possible otherwise
they will be shooting holes into you that even a regenerating health meter
cannot compensate for. I have to admit that these Agents are harder than the
Agents Neo had to deal with so far. For some reason you will have a hard time
hitting or getting hold of them. You will have to use the whole repertoire of
your skills just to get some kicks and punches placed into the right position.
Use the flag staff as a weapon this will make it easier for you. Also use
your focus ability wisely, it is your only chance to place a couple of hits.
Once you have defeated a wave you will be told so, and a new one will come.
Don't listen to Morpheus who won't want you to enjoy yourself. Once you have
completed the challenge you can leave.
UPGRADE (and SAVEPOINT).
###§#9##### #######§############## ####
# PART THREE - THE MATRIX REVOLUTIONS #
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9 § 9
Unfortunately you are in for a huge disappointment. If you figured that you
still had one third of the game head of you, well, you are wrong. The game will
jump straight to the final battle between Neo and Agent Smith. Shame on you
Atari, Shiny, Warner Bros. etc. and even more shame on you for making the end
fight something of a...joke. It is not only far to easy, it is just plainly
boring. Well, at least I will do my duty as a FAQ writer and give you a full
walkthrough.
After a long cutscene you will finally face Agent Smith. This first part of the
fight is simple (as is the rest of it) just do your usual thing. The only
annoying thing is that the moment one of you gets too close to the other Smith
they will grab him and throw him back into the action. This will also happen
if you are in the middle of a combo, which means that it will break the chain
and you will have to start a new one.
After a little while and a certain amount of damage Smith will raise high into
the air and continue the showdown in the sky.
CHECKPOINT.
This part is rather unexciting. Just make sure you avoid Smith when he charges
at you, and apart from that use the triangle button and charging to deal
greater damage. Note that it is also possible to charge simultaneously which
means that any of you could be taking the damage. The good news you will not
have to worry about your focus meter any more it will refill quickly and
fully!. If you want to deal really huge damage stun Smith with a couple of
punches and then charge for an Aerial Killing Blow, this will give him a good
beating. But note that this only works if he is nearby.
Sooner or later Neo will send Smith into a building.
CHECKPOINT.
This part consists of plain hand-to-hand combat. Show Smith what you have
learned while walking the path of the One and you should end this part quickly.
Back outside....
CHECKPOINT.
Just do what you did the last time. Smash him into the nearby buildings and
use charging to kick his butt. A couple of punches on a roof, a bit of avoiding
here and there and you should soon find yourself back on the ground with him.
CHECKPOINT.
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