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Game Cheats » Sony Playstation One (PSX) » Games Starting with the Letter F » Fear Effect 2: Retro Helix - Strategy Guide (Page 01)

Fear Effect 2: Retro Helix - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for Fear Effect 2: Retro Helix - Strategy Guide (Page 01).

Fear Effect 2: Retro Helix
A walkthrough for the children
    (quoted in the New York Times, 8/2/01!)
by Thomas Wilde

==================
Table of Contents:
==================

- Disclaimer
- Introduction
- Weapons
- General Hints
- F.A.Q.
- Walkthrough
	Part One: The Aqueduct
		- getting into and out of the aqueduct
	Part Two: The Palmetto Maze
		- Rain above the party
	Part Three: The Life of the Party
		- Hana at the party
	Part Four: Elevator Clinch
		- reuniting Rain and Hana
	Part Five: Matchmaker
		- the Wing Chune Building
	Part Six: Weapons of Mass Distraction
		- Rain's clever escape plan
	Part Seven: No One Ever Goes There
		- the Temple of Xi'an: uniting the mercenaries
	Part Eight: Unrest Easily
		- Hana in the Queen's Tomb
	Part Nine: Tests
		- Hana and Glas' first tests
	Part Ten: Demons in the Garden
		- the Elemental Challenges
	Part Eleven: Past Imperfect
		- Glas' flashback
	Part Twelve: Final Exams
		- Hana and Glas in the Tower
	Part Thirteen: Showdown
		- the last boss
- Plot Summary
- Plot Questions
- Codes
- Hana and Rain
- Endings
- Conclusion

===========
DISCLAIMER:
===========

Hana, Rain, Deke, Glas, Mist, Jin, and all other heavily armed
or otherwise bastards are the intellectual property of Kronos
and Eidos Interactive, and their usage in this document does not
comprise a challenge to that copyright.

This walkthrough is copyright 2001 by Thomas Wilde. Please
report any unauthorized usage of or alterations to this
document to talespinner@msc.net. All requests to host or
use this document should be directed to the same address.
Please read the document in its entirety before e-mailing
me for gameplay questions; odds are, if it's not in here,
I can't help you.

This game deserves its Mature ESRB label. As a document
about this game, this walkthrough probably shouldn't be read
by the young or the easily offended; it contains talk of
demons, insectile gynocology, revisionist theology, murder,
and a straight guy talking about straight guys' attempts
to convey lesbian relationships. All in all, it's pretty stupid.

=============
INTRODUCTION:
=============

And I will show you something different from either
Your shadow at morning striding behind you
Or your shadow at evening striding to meet you;
I will show you fear in a handful of dust.
    -- T.S. Eliot, "The Waste Land (1. The Burial of the Dead)"

This document is intended to get you through Fear Effect 2:
Retro Helix with as few problems as possible. This game is
an improvement in almost every way over its predecessor,
with the exception of its slightly-less-interesting plot;
the control is tighter, the puzzles are more intuitive,
the animation is better, combat isn't as intensely difficult,
and there's a touch more replay value. The voice acting is
a lot better than other video games could even dream of
(incidentally, just in case you were looking for some
pointless trivia, Hana's voice is provided by Wendee Lee,
who also played Faye Valentine in the North American dub
of Cowboy Bebop), and the dialogue is just cheesy enough.

Make no mistake, though; FE2 is still out to kick you in the
face and make you like it. It's like six John Woo movies,
the MENSA test, and a punch in the stomach all mixed into
one. You know how in GameFan, they used to talk about the
games that separated the "hardcore" from the "weaksauce" or
the "sausage?" Strange terminology notwithstanding, FE2 is
one of those games. It takes a special blend of hatred,
skill, reflexes, and sheer bloody determination to get all
the way through to the end of this game on Normal. If you
can, Hard isn't that much more difficult.

I do have to mention one thing here. Eidos has made quite a
big deal out of Hana and Rain's relationship in the months
leading up to this game's release. In the game itself, Hana
and Rain are quietly involved, and neither make a big deal
out of it (it is handled so quietly, in fact, that Next-Gen
magazine's review attempted to convince the reader that there
is actually some *question* as to whether Rain and Hana are
up each other; I find myself wondering if one Mr. Greg Orlando
was playing the same game as I am). While the very inclusion
of Hana and Rain's relationship is completely gratuitous, made
all the more so by the way Hana and Rain both look (there are
lesbians, there are lipstick lesbians, and then there are porn
lesbians; guess which category Hana and Rain fit into), it's
treated in a more intelligent manner than I was expecting.
I'll discuss this more later, because, well, I just don't
know when to leave well enough alone.

Also, so I've mentioned it: I have managed to write this
walkthrough without cheating or, for the most part, looking
at online guides. I did consult Edwin Chow's puzzle guide at
one point (I wish I hadn't, since that puzzle turned out to
be so bloody *simple*), which is available at www.gamefaqs.com,
and Kevin Kaelin's walkthrough--available at www.gameshark.com
--was invaluable when I was dealing with that %$#@ing floor
puzzle in the tower. I'd like to thank both for their help.

Other than that, this guide is brought to you solely by me. I
mention this, because I am quite proud of it. ("Pride... the
cancer within us all..." Oh, shut up.)

...and now, on to business.

=========
CONTROLS:
=========

The standard control setup for FE2, and the one I use, is the
infamous RE-style "tank" scheme, where pressing Up will move
your active character forward, regardless of the camera angle.
As the alternative would be a bad case of "Parasite Eve Syndrome,"
the strange development in which you enter a new room only
to turn around and walk back out, because the direction that
used to have a door now leads out of the room, you may wish
to suck it up and get used to it.

Triangle: 
Your generic "action" button. Any object, console, item, or feature
in the world around your character that can be interacted with
will give rise to the Use prompt. If the object can be used by
itself, such as an unlocked door, a ladder, or an item you can
take, press Triangle to do so. If it cannot be used that way,
your character will say something negative (i.e. Hana: "Uh, *no*.")

You also equip weapons and use items (i.e. the Cellular Phone) with
the Triangle button.

Circle, Square: 
Without an inventory screen to fall back on, you'll have to rely
on your reflexes in the middle of a fight. The Square button calls
up your inventory starting with your weapons, starting with whatever
weapon you are currently holding, and then cycling through the rest.
The Circle button calls up your inventory starting with your "quest
items"--keys, keycards, your cell 'phone, and so on. Later in the
game, those spare seconds could mean life or death, so remember the
distinction.

X: 
When you have a weapon readied, X will fire it.

X is also the button for Quick Draw, but I recommend that you turn
that off in the Options menu before you start playing. It's never
useful, since a character will always Quick Draw a single pistol,
which is sort of the triumph of hope over experience. There are
even a couple of places in the game where an accidental Quick Draw
can either end the game, or make the last five or ten seconds of
your life very, very complicated.

L1: 
180-degree quick turn with the touch of a button. Incredibly useful,
and a button you'll want to learn to reach for early on.

L2: 
Evasion roll. When you hold down L2, you can roll up, down, left,
or right with the press of the relevant direction on the control pad,
or, if you are a strange little creature, the left analogue stick.
This helps against bosses and in the occasional firefight.

R1: 
Hold this down to run.

R2: 
Hold this down to crouch. While crouching, your character will
walk in the time-honored sneaky ninja fashion, and as such will
not alert any human guards in the vicinity. Given how few of
your opponents are human, crouch-walking stops being useful
around the time you enter the Temple of Xian. It's neat, though.

========
WEAPONS:
========

Things need shot in the gritty futuristic dystopia of Fear
Effect 2, and you're here to shoot them. A note or two,
then, on your basic tools for that holy task:

Melee, Smakjack, Knife, Brass Knuckles:

Various characters' hand-to-hand weapons. FE2 isn't shy about
handing out the ammunition, and with the exception of one
optional boss fight, you're never forced into hand-to-hand
combat the way you were in FE. Melee weapons are the only
silent weapons in the game, so you'll be using these for
sneak kills.

For the record, though, if you *do* need to slug it out
with something, the melee weapons are a lot more powerful
in FE2 than they were in FE. You still shouldn't use them
on anything other on human opponents, though, and you
shouldn't use them on human opponents unless you've
got the element of surprise.

Hana's Melee command is a touch different from the others',
as she has two different attacks. I'm not sure how to get
one, as opposed to the other, but I've seen a roundhouse
kick and a backward flipkick.

.90 Pistol:

When Hana's got these in a cutscene, she's an unstoppable
engine of destruction. When you've got these in gameplay,
they will make you feel woefully inadequate. Even when
you use them both at once, the pistols don't have the
stopping power to put enemies down quickly, or the rate
of fire to make them stop shooting back. You can get
some use out of them in the Temple of Xi'an to conserve
your other weapons' ammunition, and in the Aqueduct,
you can pair the pistols with judicious use of the EMP
and thus stock up on rifle ammunition. Other than that,
though, the pistols are worthless. They're even moreso
after the Temple of Xi'an, when their ammunition supply
dries up.

It's strange, though. In other games, .357, .45, and .50
caliber pistols are treated as though they're antitank
weaponry, but in FE2, a .90 caliber pistol is the weakest
gun in the game. This is indeed a bleak future.

Assault Rifle:

A full-auto death machine, the assault rifle is always a
decent choice. It kills many things with a quickness, and
knocks away what it cannot kill (i.e. the robed priests in
the Temple of Xi'an). Annoyingly, the teleporting demons in
the Garden can shrug off rifle fire, so don't even try it
against them. Against enemies that are close together, you
can simply hold down the X button and your character will
wave it around for you. The assault rifle and shotgun are
your basic bread-and-butter weapons, as well as the easiest
to find ammunition for.

The true value of the assault rifle is that most enemies who
are being shot with it will stop moving and/or shooting back
at you. This paralytic feature makes it *very* useful against
Fixers, skeleton warriors, and gun-wielding humans. It's also
the best weapon against most of the bosses in the game,
particularly the stone golem.

Shotgun:

Ammo is scarce for this at the start of the game, but the
shotgun owns the Temple of Xi'an and the Elemental
Challenges. Resident Evil players will be shocked to find
that the shotgun actually has a respectable punch at range
in FE2, but its slower rate of fire gives gun-wielding
opponents the chance to shoot back. Against enemies who
are going to return fire, use the assault rifle or Uzis,
but against teleporting demons, skeleton warriors, statues,
and other melee-minded opponents, the shotgun is your best
option. It's rare, but you can catch more than one opponent
in the shotgun's blast.

Hand cannons:

Deke carries a couple of sawed-off shotguns which he can dual-
wield. Do it. Deke's ammo capacity is somewhat limited, but
considering how fast the dual shotgun treatment will kill
almost anything that gets in his way, he'll have plenty of
time and space to reload.

Uzis:

Once again, you can't be seen in public unless you've got
one of these in each hand. Uzis hold 15 bullets, and can
throw all of those bullets at an opponent in about two
seconds. The Uzis' problem is that they don't really have
much of a punch; it takes about two clips' worth of Uzi
ammo to drop anything in the Wing Chune, and everything
from the temple mutants on up can shrug off Uzi fire.
For that matter, their rate of fire can actually work
against them, as a lot of creatures can absorb an Uzi
clip, then rush you while you're reloading. Further
hamstringing the Uzis is a lack of ammo for them, as you
simply cannot find any more Uzi ammunition once you've
passed the Palmetto Maze. You'll get a lot of use out
of the Uzis as Rain in the Maze, but after that, they're
worthless.

Arc Taser:

When *I* think "taser," I think "stun gun." When Kronos
thinks "taser," *they* think "electrocuting people from
across the room." Rain gets this out of Jin's Package in
the Palmetto Maze, Hana will get one from the package in
the Wing Chune elevator shaft, and Glas starts with one.
The Arc Taser fires a bolt of electricity which hits your
initial target, then extends out to strike anyone else
within the room. Your direct target will be injured the
fastest, while secondary targets will drop a bit later.
Either way, hold down the X button until everything
involved is dead.

The Arc Taser's big draw is that all enemies hit with it
(usually) stop moving, so it's just the thing when you've
walked through a door and into a mob of guards. Additionally,
it has effectively infinite ammunition, as it'll slowly
recharge after you're done using it. It's your single best
weapon on the 86th Floor. Unfortunately, later enemies can
walk right through it, so ignore it once you've reached the
Temple of Xi'an.

(On Hard Mode, the Taser's effectiveness takes a serious hit.
 Most enemies are now durable enough that it takes the Taser's
 entire charge to drop them. You'll need to take time to let
 the Taser recharge after every fight, or you'll be left in
 a bad situation.)

EMP:

An electromagnetic pulse generator. Hold down the fire button
until its whine stops getting higher and let go. The resulting
flash will stun mechanical enemies for a *very* short period
of time. In general, the EMP is a good "stealth" weapon for
when you see a Fixer around a corner waiting for you, but its
long charge time and short stun time limit its effectiveness.
Later, when Glas gets into mano y mano deathmatches with mecha,
the EMP is your only (slim) chance for survival.

Note that the EMP burst will "hit" all enemies within a
camera angle, regardless of whether you're pointing at them
or not. The targeting crosshair is superfluous.

Sonic Boom:

A strange weapon that Deke and Rain both have later in the
game. It works like the EMP; hold down the button until
the whine gets really high, and let go. The Sonic Boom will
release a pulse which will damage or kill everything within
a certain radius. Like the EMP, the time it takes to fire
limits its effectiveness, but if you have time to get it out
and charge it, it does all right as a "street-sweeper."
Unless you're using the "all weapons" cheat code (see below),
you won't have this anywhere other than the Temple of Xi'an,
in close quarters situations with a lot of temple mutants
gnawing on you. Thus, the Sonic Boom is more of a liability
than anything else. If you've got it, you won't need it;
if you want it, you won't have it.

RL 480:

It's supposed to be a rocket launcher, but it winds up being
more like a shotgun with a contrail. The RL 480 has a nice
rate of fire, but it also has schizophrenic damage; it can
knock insane amounts of health off of bosses, but a human 
opponent or a teleporting demon can handle two or more rockets
before kicking over ("I don't care *how* good your body armor
is, that was an *anti-tank rocket*!"). Furthermore, and more
importantly, the rocket launcher's explosion can hurt you if
you fire it at point-blank range. Seeing as how many of the
enemies in this game are both very fast and have a habit of
charging you, this can wind up being a severe liability.

The RL 480 is still the third best weapon in the game. You
do, however, have to put some thought into using it, or you'll
wind up blowing yourself into next week. It comes into its
own against slow opponents, and can be used to decent advantage
against the flamethrower-wielding morons in Glas' flashback,
but in any other situation, don't use it.

SS 2000:

A flamethrower with remarkably good range. It's very
effective against acrobats and Catseyes, but, as is becoming
a theme here, later opponents aren't terribly bothered by it.
The soldiers in Glas' flashback are particularly irritating
about this, as they need to get tagged three times with it
(five times in Hard Mode) before they die. (Is that MDC armor
they're wearing? Is Stan Liu a big Rifts fan?) Its ammo does
last a long time, though, as you can load your entire ammo
supply into the SS 2000 with the Triangle button.

GL 120:

A grenade launcher. Deke starts with one, though you don't
use Deke much, and Glas has one during his flashback.
Launched grenades travel a fair distance, roll a bit
further, and explode upon contact with an opponent.
Unfortunately, both the blast radius and the grenade itself
are small and weak, making this weapon something of a waste
of time. As if to add insult to injury, you can't find any
more grenades. This, moreso than even the Smakjack or
Brass Knuckles, is a weapon of last resort.

Plasma Wrists:

Rain will have to use these on the 80th Floor, largely due
to a lack of an alternative. The Plasma Wrists fire three-round
bursts at a decent rate, and have infinite ammo. Unfortunately,
their advantages end there, as the three-round bursts in question
are neither powerful nor terribly accurate, particularly against
the acrobats you'll be firing the Wrists at. The Wrists are okay,
but it'd be nice if there were options.

==============
GENERAL HINTS:
==============

-- Unless you're using a Game Shark, the very few cheats in FE2
   can only be used once you've won the game, on your second
   and later playthroughs.

-- Save. Save often, save repeatedly, and save every time you
   get something done. This game will kill you just to watch
   you die, and the only way to heal your wounds is to have
   a Rush Moment.

   The lone exception is when you're running on red, and you
   know just one more attack will kill you. If you were in
   better condition on your last save, you might want to keep
   on going; the alternative is saddling yourself with having
   to keep restarting with a close-to-death character, right
   when he's about to head into a serious fight. Next time,
   you can tread more carefully on your way to the next save
   point, and hopefully save when you're in better condition.

-- After any firefight, get into the habit of tapping
   Square, Triangle. This will call up your current weapon on
   your inventory screen and reload it. This is particularly
   vital with the shotgun and pistols. Just don't do it twice
   in a row, without thinking, or you may switch weapons. There's
   nothing quite so infuriating as shooting at a group of people
   and realizing that the reason you're taking hits is because
   you're brandishing the EMP at humans.

-- Practice movement until you can do it smoothly and
   intuitively. There are a lot of times in FE2 where something
   --a monster, an explosion, what-have-you--will be hot on
   your heels and you'll need to outrun it. Get into the
   habit early on of going straight down hallways without
   bouncing off of the walls or running "against" them, and
   you'll be better off when you have to race death.
   
-- Whenever you switch characters, you'll receive a Rush
   Moment, returning your health meter to green. You'll also
   switch arsenals and quest items, so try to take a moment to
   examine your inventory. Many times, a new character will
   have a new item that you should take into account, such as
   Glas' Grappling Hook or Rain's Sniper Scope.
   
-- Resident Evil players may be curious about the "running
   away" dynamic in FE2. In FE, running away was usually a
   bad idea and a good way to get killed, as both mediocre
   hit detection and narrow hallways were working against
   you. In FE2, on the other hand, simply evading opponents
   and leaving the room is much easier and incidentally, a
   really good idea. Granted, you'll probably want to drop
   anything that shoots at you, since you aren't going to
   be outrunning a bullet anytime soon, but most anything
   else is fair game. A couple of disclaimers do apply to
   this, however:
      -- if you leave enemies alive in a given room that
         you have to come back to later, those enemies
         will still be there, as well as event-triggered
         ones. For example, in the atrium at the Queen's
         Tomb, if you leave the guardian statues alive,
         they'll still be there when you come back through
         to use the lily-butterfly-moon door, as will
         two story-triggered skeleton warriors. In other
         words, if a room has a locked door or a puzzle
         you can't solve, clean it out before you leave.
      -- holster your weapons. Otherwise, your character
         will execute the "disarm-arm" animation upon
         trying to open a door, and you can get hit
         while you're doing it.
      -- Fixers, technicians, Maze guards, temple mutants,
         teleporting demons, and flashback soldiers all
         carry ammunition that you can loot from their
         corpses. If you encounter a single opponent
         in a room without any backup, he's probably
         got something you want. In addition, if there
         is a guard or monster already in a room when you
         enter, you may wish to punch his, her, or its
         ticket, as it probably has a quest item (i.e.
         keycards) that you need.

-- Sneak kills are good. This is when you crouch-walk up
   behind someone and your targeting crosshair turns red.
   This means that whatever you do to that enemy will be
   fatal, and if you do it silently with a melee weapon,
   you won't alert any other guards in the vicinity. Sneak
   kills restore your character's confidence, raising you
   back towards Green condition on your Heart Monitor, and
   the enemy drops about half again as much ammunition.

   Unfortunately, you won't get the opportunity for sneak
   kills very often. For one thing, sneak kills are only
   possible against human opponents, and for another, the
   soldiers in Glas' flashback will all notice you trying
   to sneak up on you regardless of whatever else you do,
   with a lone exception. The guards in the Palmetto Maze,
   on the other hand, are much dumber.

======
F.A.Q.
======

Yes, that's right. As counterintuitive as it might seem, it's
time to write a FAQ for a FAQ. Certain questions are coming up
with enough frequency to demand their own section.

Q. What's the nude code?

A. A wishful thought in your fevered brain.

Q. What's the No Fear code?

A. There isn't one, as far as I know. You don't really need
one, either.

Q. Are Hana and Rain really lesbians?

A. Gently pushing aside the thorny issue of sexual identity,
Hana and Rain are unquestionably romantically involved with
each other. I now bow out of this particular idiot discussion.

Q. Can you send me a copy of your FAQ?

A. ...no. How'd you get my address if you can't find the FAQ?

Q. I can't find the second bomb in the Aqueduct!

A. Remember the hallway where Hana fixed the Fixer? Remember
those doors further down that hallway, the ones that have been
locked up until now? That isn't an inconvenient camera angle;
those are two separate doors, and Rain has just unlocked them
for you. You need to enter them both and defuse both bombs.

Q. ...how do I defuse the bombs?

A. ...

Walk up to the bomb. You should get the Use prompt. Press the
Triangle button. Now, for my help, I demand you do the highly
public Dance of Idiot Joy.

Q. How do I survive the first room behind the waterfall in the
Palmetto Maze? Three guards are waiting for me, and I can't
shoot them all fast enough.

A. Rain got an Arc Taser out of Jin's Package. Immediately
upon entering the room, crouch, aim the Taser towards the
nearest guard, and fire. The Taser arc will shoot from guard
to guard, and will eventually kill the lot of them. Be very
careful in Hard Mode, however, as killing the guards will
require the entire charge from the Arc Taser.

Q. In the Queen's Tomb, the ghost isn't waiting for me in
the room past the Wall boss.

A. You need to go straight through the hole in the wall
after you destroy the boss. If you don't, the ghost won't
show up, and you can't progress any further. That ought
to teach you to try and *save*, heretic. What were you
thinking?

Q. I can't get through the Elemental Challenges. The demons
keep slicing me up.

A. Unfortunately, that's exactly what they're meant to do.
The demons are, as one might expect from the legions of Hell,
hard to kill and harder to avoid. You aren't doing anything
wrong, per se, except that you're getting hit too often. I
recommend that you keep a separate save file at the beginning
of the Challenges, so you can start over from scratch if you
hit an impasse.

Q. How do you walk through the golden platforms in the Gold
Challenge?

A. As has been the case in platformers since time immemorial,
you need to watch the pattern and run with it. There are two
big problems with the golden platforms' pattern. One is that
you'll need to skip back and forth from the middle to the
upper right-hand several times while you're waiting for the
bridge piece at the top middle to fill in. The second is that
the top middle piece fills in twice during the pattern, and
the first time is a trap.

Q. Hana keeps spitting out the water from the Goblet.

A. That's because it's salt water. You need to use the water
wheel in the Water Garden, right near the save point, to
purify the lake water in the Water Challenge. Once you've
done that, refill the Goblet and drink it in the Fire Challenge.

Q. I can't get back to the main hallway from the Water Garden.

A. One thing that's worth mentioning is that the demons'
teleportation is triggered by your arrival; to wit, they
will teleport in as fast as you run in. Therefore, you can
get through tricky areas, like the Water Garden, by cautiously
walking--*not running*--in and plugging the demons one by one
with shotgun fire.

Q. I keep getting killed by the fans in Glas' flashback! Help!

A. The fans are fairly easy to get through. Wait for them to
slowly grind to a stop, but be careful to note the difference
between the fans' stopping on their own and the fans' stopping
because of the pauses in the background animation. When they
do stop, walk cautiously up to the fan in the dead middle of
the grid and Use it.

Q. I keep getting killed by the *mechs* in Glas' flashback! Help!

A. Glas gets an EMP upon entering the level. You'll have to use
it to stun the mechs, then run like hell.

The exception is the first mech you encounter, in the hangar
near the start of the level. You have a very narrow window of
opportunity with which to shoot the mech; simply fire, and don't
bother aiming for anything specific.

Q. I keep getting blown up by the mech while *in* a mech in Glas'
flashback! Help!

A. Ah, yes, the "Australian problem." In short, I'm not at all
sure why this is an issue, as I never had a problem with the
other mech. It's simply a question of pointing and holding down
the trigger until the other mech explodes. It seems that there
might be a bug or something in the PAL version, as British and
Australian readers are writing in to mention that the mech is
apparently unkillable in their copies of the game, but, unlike
in the American version, the mech can be evaded with relative
ease. Someone here is a mech-loving hippie bastard, and, in a
not entirely unexpected turn of events, it's *not me*.

Q. How do I beat the demons in the Tower?

A. I've found that those particular versions of the teleporting
demon are too durable for just any firearm. The rocket launcher
appears to be your best bet, as I've had no luck whatsoever with
lesser weapons. Both Glas and Hana should've picked one up at
some point in the Temple of Xi'an.

Q. How do I beat the last boss?

A. A comprehensive strategy awaits you, below.

============
WALKTHROUGH:
============

====================================== Part One: The Aqueduct

We start with a series of cutscenes, reintroducing us to our
antiheroes from FE. Deke's in a bad way, Glas is a suicidal
alcoholic, and Hana's... being Hana (she's exhibiting the
writers' "Eszterhasian sex-is-death phobia," to quote David
Smith's review on psx.ign.com, and that's such a great line
when applied to a video game that I have to repeat it here;
I would've said "euthanatos-eros complex," but that's me).

In Hana's sub, Jin, who FE players will remember, know,
and probably loathe, tells Hana about your goals. While
your mission objectives will be restated as you advance
through the Wing Chune, try to remember the images Jin
shows you. It'll save you a bit of frustration later if you,
say, remember what the genetics computer lab looks like.
Afterwards, you'll meet Rain and be dropped off in a hallway.
Follow Rain.

(There's a keypad on the wall in this first hallway, but you
 can't use it until your second time through the game. See
 the Codes section, below, for more on this.)

When you catch up, Rain will tell you what you have to do:
start up a nearby generator. Go out the left door.

Head down the hallway. One side door can't be opened for a
while yet; another leads to a small room with a red grating
on the floor. Ignore both of them for now.

Keep moving down the hallway until you hear clanking and
Hana's heart monitor starts up. Draw a weapon. (By the way,
take a moment to admire Hana's Croftpack (tm). Look at all
that *stuff* she's got in there!) Go around the corner to
make your first wary acquaintance with the Fixers. In this
situation, I recommend using the shotgun to blow them away
one by one. You'll net pistol ammo from the wreckage, as
you will from most Fixers.

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Enemy: Fixers

Fixers can be extraordinarily dangerous, although they're
manageable with practice. The EMP can come in handy against
mobs of them, letting you get the drop on the lot, and
assault rifle fire paralyzes them until they explode.

Note that green Fixers have a gatling gun, blue Fixers
drop from the ceiling, and red Fixers roll moderately
powerful grenades at you. Red Fixers are also the most
durable, and are thus the greatest threat.

(Hard Mode Fixers are virtually identical to their Normal
 Mode counterparts, albeit a little tougher.)
============================================================

There's a locked door in the center of this room. Note that
the keycard reader next to it is yellow; this is what those
of us in the trade call a "visual cue." You can't get it
open yet, so don't worry about it. There's an EMP hidden in
the dark alcove to the right of the door, if you're into
that sort of thing.

However, to advance the plot, head down the hallway to the
left of the door. Move forward to the twisted grating, and
after the cutscene, Take the Metal Hook.

Go back up the ramp, past the save point, and into the
unlocked door in the hallway. Use the Metal Hook on the
grating to receive the Yellow Keycard. Go back to the yellow
door where you fought the Fixers, and Use the Keycard on the
keycard reader. You'll be let into the generator room. Climb
down the ladder and Use the generator lever. Rain will radio
and tell you to return to the main hall.

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