~B
FAQ/Walkthrough for C-12: Final Resistance (PlayStation One)
Version 1.03 by Peter Tsai
Not a bad Siphon Filter clone - I only wish it had better controls!
=== COPYRIGHT AND LEGAL STUFF ========================================
Unpublished work Copyright 2001 Peter Tsai
This document is for private and personal use only - it
cannot be reproduced in part or whole in any way without my
consent. In other words, please do not put this FAQ on your
website or magazine without asking me first. More importantly,
do not try to pass this FAQ off as your own - not only is
plagiarism a crime, it is just downright despicable.
"C-12: Final Resistance" is (c) Sony Computer Entertainment Europe
All copyrights and trademarks are acknowledged and respected
that are not specifically mentioned herein.
07/13/2001 - Version 1.0 written. I've written this FAQ mostly from
my hazy memory and also from a whole bunch of scrap
notes (I had to return the game to Blockbuster
immediately after finishing it), so it's very likely
that there are errors in here. Feel free to correct
me, or better yet, write your own FAQ... I've searched
high and low on the web for one, but surprisingly none
were found!
07/14/2001 - Version 1.01 written. Received emails from a few people
asking permission to put this document up on their
website. Well, since they were courteous to ask, I've
included them to the credits list.
08/31/2001 - Version 1.02 written. Corrected the part on getting the
alien keycard from the assassins in the final mission.
Also proofread the document for typographical errors.
11/16/2001 - Version 1.03 written. Added Action Replay codes. This is
perhaps the final update I will make on this FAQ because
as I've mentioned before I no longer have the game.
Please don't email me about being stuck in the game
as I can't help you anymore. (Go look in a gaming
magazine or something. There are already a few, probably
better strategy guides available.) Also, DON'T (note the
emphasis) ask me for cheats because [a] I don't know any,
and [b] it sort of hurts my pride that some people think
I didn't finish the game purely through skill (and with a
bit of luck).
=== TABLE OF CONTENTS ================================================
1. GENERAL INFORMATION
- Tips
- Basic Controls
- Weapon Data
- Item Data
- Enemy Data
=== 1. GENERAL INFORMATION ===========================================
Tips
----
* It is almost NEVER a good idea to rush into battle without surveying
your surroundings. It's like drawing a large bulls-eye on your
back. So don't do it, unless you're the type that actually enjoys
receiving shots from behind.
* Whenever possible, look through your optical implant and try to
take out the enemy from a safe distance, like 35 meters.
* Conserve ammo - use headshots frequently. The only time when you
should be firing like crazy is when you acquire a new weapon
and want to learn its secondary attack as soon as possible.
* Keep in mind that all enemies have a weak spot of some sort. If an
enemy seems impossible to defeat, try a different tactic: change
weapons or focus on another target.
* If you see a health pack on the ground (not dropped by an enemy),
don't take it (i.e. walk over it) unless it's absolutely necessary.
You'll never know whether you might be needing it at a later time.
Same thing applies for ammo clips and shield cells.
Basic Controls
--------------
Directional buttons - Run (in the direction relative to the screen,
not your character).
- Climb ladders.
X button - Fire current weapon's primary attack.
- Hold down button to drag crates and other large objects.
- Activate switches.
- Remove security bolts.
- Use items.
O button - Crouch.
- Clamber onto a crate/ledge.
- Hop off a ladder.
Square button - Fire current weapon's secondary attack. Hold down
to charge attack (for certain weapons).
Triangle button - Hold down button to raise force field.
- Double tap to overload shield cell and emit
EMP shockwave.
L1 button - Cycle through currently available weapons.
L2 button - Hold down button + directional buttons to adjust camera
view.
R1 button - Targets an enemy in front of your character. Hold down
button to keep your focus on it as you move about.
- Hold down button + Left/Right to strafe.
R2 button - Hold down button to see first person view through your
character's optical implant.
Weapon Data
-----------
Note: With the exception of the Energy Blade, you have to gain enough
experience in your weapon's primary attack before the secondary
attack becomes available to you.
Energy Blade
"Very rare. Rescued from a slain elite alien guard."
Ammunition Capacity: Infinite
Pros: No ammunition consumption, high damage, very effective
against some enemies.
Cons: Lack of range for slashing attack, delay time for
firing energy bolt.
Primary Attack: Melee Attacks
Approximate Max Range: 1m
Though it does very good damage, its lack of range makes it
unsuitable for fighting groups of aliens.
Secondary Attack: Blade Beam
Approximate Max Range: 40m
Only available in the final mission. The blade's energy can
be charged up and flung as a bolt of pure energy. A fully
charged bolt does devastating damage. Though no ammunition
is used, there is a long delay between firing consecutive
bolts.
Machine-Gun
"The AG-35 is a machine-gun with integrated grenade launcher."
Ammunition Capacity: 400 bullets / 30 grenades
Pros: Versatile, high bullet capacity, very fast rate of fire.
Cons: Doesn't deal a lot of damage.
Primary Attack: Bullet Fire
Approximate Max Range: 30m
Its fast rate of fire makes it almost impossible to miss a
moving target. The damage it does is not a lot, but that
doesn't matter if you can perform a headshot (which kills
your enemy instantly).
Secondary Attack: Grenade
Approximate Max Range: 16m
Doesn't go very far, and it's too slow to hit moving targets.
Nevertheless it's quite useful against limpet turrets and Alien
Scientists - they hardly move around when they attack. Another
plus point for this attack is that it can damage some shielded
enemies.
Rocket Launcher
"The RV-40 is a rocket launcher that has a target tracking
facility capable of guiding rockets."
Ammunition Capacity: 40 rockets
Pros: High damage, long range, very effective against vehicles.
Cons: Slow rate of fire, low rocket capacity.
Primary Attack: Single Straight-Line Rocket
Approximate Max Range: 40m
Fires a rocket which travels in a straight path. With the slow
firing rate you're more likely to miss the target if it moves
around a lot.
Secondary Attack: Multiple Homing Rockets
Approximate Max Range: 40m
Fires five guided rockets. Recommended for taking out tanks
and flyers.
Laser Cannon
"XK-50 is a classified weapon that was under development by
Rothbart Optics before the alien invasion commenced."
Ammunition Capacity: 200 laser energy units
Pros: Charged shot.
Cons: Fully charged shot consumes 15 units of energy.
Primary Attack: Rapid Laser Bolts
Approximate Max Range: 32m
Does more damage than bullets but less damage than plasma.
Firing velocity is slower than machine-gun's. (Funny that,
bullets travelling faster than light.)
Secondary Attack: Charged Laser Bolt
Approximate Max Range: 32m
This is what makes the laser cannon worth having! Though it
drains a lot of energy, a fully charged bolt can sometimes
kill the enemy instantly!
Alien Plasma
"The standard issue weapon of the Alien troops."
Ammunition Capacity: 300 plasma energy units
Pros: Long range, heavy damage.
Cons: Fully charged shot consumes 12 units of energy.
Primary Attack: Plasma Energy Bolts
Approximate Max Range: 35m
If this is the Aliens' regular weapon, then no wonder humans
are losing. For a rapid fire gun, this deals way too much
damage! Also, because of its long range, the gun can also be
used as a sniper.
Secondary Attack: Wide Plasma Bolt
Approximate Max Range: Varies (usually less than 30m)
Fires a series of bolts in a wide arc. Even though it's intended
for fighting groups, personally I wouldn't recommend it. It
takes time to charge up, and it doesn't have the range nor
damage of the regular rapid fire.
Ion Cannon
"Rare Alien weapon."
Ammunition Capacity: 250 ion energy units
Pros: Can't think of any.
Cons: Fully charged shot consumes 50 units of energy, inferior
compared to the other guns.
Primary Attack: Electrical Beam
Approximate Max Range: 6m
Crap range, crap damage. I don't see any practical use at all.
Secondary Attack: Chained Electrical Discharge
Approximate Max Range: 35m
Apparently this is supposed to stun the enemy and pass the
discharge from target to target, but it never worked when I
tried it. Oh, and despite the range, it still does crap
damage.
Item Data
---------
Alien Comms Device
"An alien communications device. Used in the encoding and
decoding of alien transmissions."
Alien Health
"Combine the two alien health packs to restore
full health."
Alien Keycard
"Used to bypass alien keycard sensor."
Armed Explosives
"Explosives from the demolition site, with the
detonator from Recon 1. Powerful enough to
destroy the blockage in front of the outpost."
Battery Pack
"Portable battery pack."
Black Regulator
"1 kHz power regulator."
Blue Alien Spore
"Combines with yellow spore to make corrosive paste.
Combines with red spore to make slow-burning, illuminating
flare."
Blue Regulator
"4 kHz power regulator."
Blue Security Bolt
"Used to activate or deactivate Alien equipment or consoles."
Cyan Security Bolt
"Used to activate or deactivate Alien equipment or consoles."
Detonation Pack
"Industrial explosives. Used in research on armour technology.
Very powerful."
Detonator
"Explosives detonator, obtained from Recon 1."
Entrance Codes
"The base entrance codes are red, green, blue and yellow."
Explosives
"Obtained from the demolition site."
Fuel Can
"Contains enough fuel to get armoured jeep to 2nd bunker."
Green Regulator
"5 kHz power regulator."
Green Security Bolt
"Used to activate or deactivate Alien equipment or consoles."
Implant
"The General's implant is required to disable the lockouts
for the bunker's self-destruct."
Magenta Security Bolt
"Used to activate or deactivate Alien equipment or consoles."
Mall Override Codes
"The mall computer override codes are: red, green, red, blue."
Medibox
"A field medical kit. Contains medical supplies
suitable for triage on the battlefield."
Red Alien Spore
"Combines with blue spore to make slow-burning, illuminating
flare. Combines with yellow spore to make 'flash-bang' type
explosive."
Red Regulator
"3 kHz power regulator."
Red Security Bolt
"Used to activate or deactivate Alien equipment or consoles."
Sensor Antenna
"Used to repair damaged sensors in perimeter of bunker."
Sensor Camera
"Used to repair damaged sensors in perimeter of bunker."
Sensor Dish
"Used to repair damaged sensors in perimeter of bunker."
Shield
"Alien shield pack."
Storage Disk
"Blank storage disk."
Storage Disk
"Contains preliminary analysis data on the alien comms
device."
Yellow Alien Spore
"Combines with red spore to make 'flash-bang' type explosive.
Combines with blue spore to make corrosive paste."
Yellow Security Bolt
"Used to activate or deactivate Alien equipment or consoles."
Enemy Data
----------
Advanced Cyborg
"The traitorous Major Dan Carter."
Alien Assassin
"Elite guard unit. Alien warrior with cloaking technology."
Alien Commando
"Shock trooper, equipped with dual-fire plasma staff."
Alien Energy Mine
"Triggered by proximity. Launches a plasma capsule that
detonates above ground with a powerful shockwave."
Alien Flyer
"Troop carrier and bomber."
Alien Leader
"Equipped with advanced battle armour. Plasma and ion cannons
are built into the arms, while shoulder-mounted missile
launchers, and a powerful laser weapon are built into the
torso."
Alien Limpet Turret
"Automated alien gun emplacement."
Alien Scientist
"Armour can channel and redirect energy."
Alien Tank
"Laser, plasma and rocket armaments. Main body is very
well armoured, but weapon points are more vulnerable to
attack."
Alien Trooper
"Infantry unit, carries plasma cannon."
Attack Droid
"Combat unit. Shoulder mounted 12mm carbines."
Brute
"Unknown alien species that has been cybernetically altered."
Crab Droid
"Burrowing alien attack droid."
Cyborg Drone
"Construction unit, with power welder arm."
Cyborg Sniper
"Infantry unit. Equipped with powerful sniper rifle."
Cyborg Soldier
"Infantry unit. Equipped with machine-gun."
Cyborg Soldier
"Heavy weapon infantry unit. Equipped with rocket launcher."
Ion Beam Defenses
"Alien security measure designed to prevent prisoners from
escaping alive. Triggered on proximity, and very powerful,
but takes a short time to recharge after firing."
Mall Turret
"Mall security turret."
Manipulator
"Manipulator."
Manual Laser Turret
"Resistance weapon emplacement. Fires rapid series of laser
bolts, but is prone to over-heating."
Probe Droid
"Search and reconnaissance unit."
Spider
"Unknown alien species that has been cybernetically altered.
Behaviour suggests an aversion to light."
Termite
"Termite."
War Droid
"Alien war droid. Not fully constructed, and still tethered to
its powering harness."
Note: Directions are based on your position in the Internal GPS
(which is accessible on the SELECT menu). In other words, the
top of the map is north, and the bottom is south.
Mission 1: Search and Rescue Recon 1
------------------------------------
Head west. As soon as the two drones bust open the metal doors,
run past them and grab the MACHINE-GUN in the room. Switch your
weapon to the gun and fire like crazy. Killing them should
bring your machine-gun's experience level close to half. Go
outside and head north. A flyer will swoop by and bomb a radio
mast, closing off the street to your right. Go west and kill
the three droids. This should provide you with sufficient
experience to learn your machine-gun's Grenade attack. Enter
Central Station.
Kill the drone and the two snipers. Go south and pick up the
alien SHIELD cell between the two tracks. There's no power so
you can't ride the train yet. Go north and move the crate under
the ladder, clamber up, and move across the walkway. The
walkway will collapse, causing the above power line to snap.
Before you jump off the walkway, switch to first person view
and shoot the junction box which the wire is still connected
to. Kill the drone in the power room and push both switches.
The power to the railway should now be back on. Head back to
Central Station, kill the two drones that just appeared out
of nowhere, then ride the train.
Activate your shield and keep it raised so that you won't
get harmed by the steam jets. As soon as you get off the train,
you'll find an injured Resistance soldier in need of a medibox.
Head south, kill the two drones and the soldier. Pick up the
ALIEN KEYCARD dropped by the soldier and use it to open the
door to your south. Don't go out yet; you still have to find the
medibox for the soldier! Go into the room to your north and
grab the MEDIBOX that's on one of the beds. Go back to the
soldier and use the box on him. As gratitude he'll give you
a KEYCARD that will open the hospital's supply room, which
contains a health pack and a bullet clip. Grab them if you
need them, then head outside.
Immediately switch to first person view and destroy the probe
before it can detect your presence. Run to the save point, and
from there fire headshots at the two soldiers. Climb up the
ladder and from there launch a grenade at the fuel barrels.
The explosion will kill the soldier posted there, and if you're
lucky enough, it will also kill or critically wound the other
soldier walking by. Finish off the soldier and enter the
construction site to the south.
Switch to your energy blade and run to the ladder to your left.
Hack away at the coral until it's clear and climb up. Have your
shields raised while you're climbing so you won't get shot off.
Kill the soldiers and crabs guarding the turret, and pick up
the KEYCARD that one of the Soldiers will drop. Activate the
gun turret and start blasting away! Grab the ALIEN KEYCARD left
behind by the last soldier and use it to deactivate the
force field. Then hack away at the coral-covered door, and use
the keycard, freeing the trapped Resistance soldiers. In return
they will hand you some EXPLOSIVES. Leave the site and head
north, killing soldiers and drones that get in your way.
Enter the underground parking complex.
Kill the two guards. You've found the missing recon team but
you still need to deactivate their holding cell. Head down to
the lower level and kill the lone soldier. Pick up the ALIEN
KEYCARD and push the button on the wall console. Unfortunately
you can't go back the way you came, so take the only other
exit out. Avoid being detected by the probes (first person
view helps) and using the rubbles clamber back up to the top
level. Use the alien keycard on the terminal to free the recon
team. They will give you the DETONATOR for the explosives.
Go outside and head to the blockage (near the save point). Use
the armed explosives to clear a path. Get prepared for your
first boss battle!
There is one thing to note about the boss fights in this
game - it is never a good idea to attack head-on with guns
ablaze; you're more likely to get yourself killed before
you can even put a dent on your enemies.
So before you waste your entire machine-gun ammo on the tank
(and realizing the pitiful damage you're dealing), take a look
at your surroundings. Oh look, to your left - isn't that a gun
turret up there? As soon as you can, have your shield raised
and run straight up the stairs, ignoring all enemy fire.
Once you activate the turret (the control console is on the
wall, not on the turret), the tank won't stand a chance.
Hammer away at it until it falls to the ground like a large
lump of rock. Mission complete!
Though it's not important to keep your soldiers alive, you
should as afterwards they will open up a locked room which
contains the awesome ROCKET LAUNCHER. Head down the square and
eliminate the snipers on the rooftops. Even though you have
the two soldiers providing backup fire, don't rely on them too
much as they don't have the skill to hit the snipers. If you're
out of range or the angle's too awkward, you can enter the
buildings and take out the snipers at close range. Oh, and don't
forget to grab the supplies lying about. After escorting the
soldiers successfully (or not), you would have a KEYCARD that
opens the door to the warehouse. If you have a rocket launcher,
equip it and then enter.
Stop before the broken bridge and look around in first
person view. You'll see that there's a turret being controlled
by a soldier. Use your rocket launcher to take out the soldier
(aim for the soldier, not the turret). As you move towards the
bridge, fire a headshot at the rocket soldier just behind you,
to your left. Jump down the bridge and kill the two soldiers.
Clamber up the rubbles to the turret that was unmanned. An alien
tank will arrive. Destroy it with the turret and then go back
down. Go to the four buttons on the wall and push them so that
the colors from left to right corresponds to the entrance code
(in your ITEMS menu). The door to the base will open. Enter.
Destroy all the probes with your rocket launcher and proceed
further downwards until you come across a corridor filled with
moving laser tripwires. Move very carefully across without
touching any of the laser. As soon as you make it through, the
door will slam shut behind you. Since there's no going back,
just move on to the next room. Climb onto the crate in front of
you and take a headshot at the closest soldier to your left.
It's absolutely vital that you kill him with one shot, because
if you miss he'll retreat into the room behind him and activate
the gun turret. While you're still on the crate, blast the
attack droid to pieces; it won't be able to detect you in your
elevated position. Don't kill the remaining soldier just yet;
jump down and try to get into the turret control room without
alerting him. Activate the turret and start firing. As soon
as the soldier dies, an alien tank (again) will come crashing
through one of the hangar gates. You should know the routine by
now - just take it out with your gun turret. After a brief
cut scene head through to the other hangar and go into the
room with the save point. Make a note of the three-digit number
on the monitor and enter the elevator adjacent to the room.
Launch a couple of grenades over the railing to take out the
two soldiers below. Destroy the attack droid on the other side,
then the room should be clear. Head down to the console in
front of the room and mess around with the three buttons so
that you can get that three-digit number in. (The puzzle's not
hard at all, so I won't mention anything more). Once you input
the number, go back up and use the console which controls
the satellite dish. After the code's been transmitted, return
to the hangar and go into the next elevator.
Take cover behind one of the sickbeds until you see a soldier
walk by. Just shoot him in the back of the head as soon as you
have the opportunity. Then head to the Cryolab, avoiding any
contact from the attack droids. Of the three buttons which
controls the power for the theater bays, push the left and
center buttons. This will transfer all power to the third bay.
Go into the cryochamber and pull out the center cryotube. With
your shield activated, push the tube all the way out of the
Cryolab and towards the Medlab on the other side. Insert the
tube into bay number 3 and push the button to extract the
IMPLANT. Go back to the Cryolab to receive a KEYCARD from the
Resistance soldier. When you leave the lab, go west until
you come to a locked door. Unlock the door with the keycard
and go in.
In the near-darkness of the room, your optical implant gives
you an advantage over the aliens. Using first person view, kill
the three soldiers before they can get a chance to see you.
Afterwards go up the ladder, kill the two guards and make your
way through the laser tripwires to the power room. In the
power room, push the two rightmost buttons, then the two
leftmost buttons and finally the center button. That should get
the power back on. Now leave the room via the north exit.
Turn left and kill the drone. Shoot the two power relays to
disable the laser field. This will alert a bunch of soldiers
to the scene. Kill them all. After you've done this Colonel
Grisham and Dr Carter will show up and tell you to use the
implant on the scanner. Do so. You will now have about two
minutes to get out before the whole base blows! Activate your
shield and make your way back to the hangar, avoiding any
battles. The gate should now be open. Leave. Mission complete!
Mission 3: Steal Alien Power Source
-----------------------------------
Kill all the soldiers behind the crates and barrels. Don't go
into the building just yet. Continue east until you see the
crevice ahead of you. With your shield activated, jump down and
run south to the two ladders. Climb up the one to the right, go
into the building and kill the soldier controlling the gun
turret. Run to the opposite building and kill the soldier that
was controlling the other turret. With the threat of the turrets
out of the way, jump back down the crevice and push the moveable
crate to the immoveable crate (you can tell which is which from
the red highlight). Run back south and climb the ladder to your
left. Destroy the droid and grab the FUEL CAN that's by the
fence door. There's also a moveable crate around here. Drag the
crate out. Push the crate into the crevice and then push it all
the way to the other crates. This should form a bridge which
will come in handy later. Go south, climb ladder to the right,
cross the bridge and head back to the building you didn't go
into earlier.
You'll find a few stranded Resistance technicians there. Get
the BATTERY PACK next to one of them and go into the repair
shop to the east. Destroy the two droids and push (yes, push)
the jeep onto the hydraulic pad. Use the fuel can and battery
pack on the controls. (You can push the button to lift the
truck and get the FENCE DOOR KEY, but it's not needed anymore.)
Push the control on the wall to open the door, but don't go
out through there. Instead head outside the building through
the way you came in.
An alien flyer will arrive. Quickly run across the bridge and
control one of the gun turrets. You should be pretty safe from
the bombings while you're in the building, so don't hesitate
to take out the flyer with the turret. Get rid of any remaining
soldiers and go back to the technicians. They'll get into the
jeep and ram through the fence, providing you with the way to
the next area.
As soon as you get to the next area, another flyer comes by,
forcing you to take cover inside a shopping mall. The mall
used to be a Resistance stronghold, and some of the automated
defenses are still active. Avoiding the sensors, move along the
west wall and then climb up the hole with your shield activated.
Jump down, take cover and destroy the limpet turret. Push the
crate against the wall and climb into the ventilation shaft.
Take the left path which leads to the adjacent room. Kill the
two soldiers and take the YELLOW AND BLUE ALIEN SPORES. Push the
crate against the wall and climb back up the shaft. This time
continue right until you come across a rusted grill. Combine the
spores to create corrosive paste which will eat through the
grate. In the room take the LIFT KEY. Push the crate against the
nearest wall and enter the other ventilation shaft. In the next
room kill the three soldiers and push the button that opens the
gate to the center of the mall. Go back to the center of the
mall. Use the lift key on the lift (or elevator. Whatever.)
which is between the stairs and enter the lift. Turn left and
kill all the soldiers in the room. Pick up the MALL OVERRIDE
CODES and head to the other room. The technician there will give
you a MASTER KEYCARD. Make your way back to the room where you
got the lift key and use the master keycard on the force field.
Go in and quickly enter the override codes on the computer. This
should open the entrance to the mall which you can now exit.
Kill the two soldiers. Go to the crane next to the building
and clear out the coral with your blade. Now head into the
building. Go downstairs and receive a mission briefing from Dr
Carter. She'll hand you a STAIRCASE KEY which will give you
access to the rest of this building. Go upstairs and kill the
sniper on the opposite building. On the console push the right
button to move the crane arm. Go to the room in the opposite
building, kill the drone, take the ALIEN HEALTH PACK and pull
the crate onto the crane. Climb the crate and clamber up the
ledge. Climb the ladder, get the other ALIEN HEALTH PACK and
go back to the crane console. Push the left button. Again,
clamber up the crate and ledge and climb the ladder. Kill the
drone and proceed upstairs.
Launch homing rockets at the flyer until it blows up and knocks
over a radio mast on the roof. Clamber up to the roof and
kill the snipers. Cross the mast to the other tower block and
fall through the pit. Go downstairs to meet the Resistance
solder. Live electrical cables obstruct your path, so to shut
the power you have to head downstairs to the basement. Kill the
drone and push the crate over the puddle of water. Clamber over
the crate and push the button. The power is now off. Go back
upstairs and the Resistance soldier will send you across the
compound wall.
As soon as you drop in, shoot the soldier in the back of the
head. Destroy the limpet turret and walk up to the fence gate.
The guard will open the gate when he sees you and attacks. Kill
him and pick up the GATE KEY. Open the gate and arrange the two
crates like this (bird's eye view):
This way when you pull crate 2, crate 1 will block off the steam
jets as you move along. Walk to the fence gate and another guard
will come through. Kill him. Go past the gate, destroy the
limpet turret and continue on. Stop immediately when Dr Carter
warns you about the minefield ahead. Using your implant to
detect the mines, carefully make your way across the field. Kill
soldiers and destroy limpet turrets in your way and eventually
you'll come across a cargo droid loading supplies. Go into the
building and kill the soldier. Push the button to open the gate
to the cargo bay. Jump out the window and run for the gate
before it closes.
Kill the soldier and go upstairs. Take the elevator and when you
come out, kill the two soldiers. Open the door and enter the
alien power room. Kill the two drones in there and switch on the
laser on the right side of the room. Push the right block
towards the laser to destroy the power source's housing. Pull
out the power source and push it down into the conveyer belt
(not the small conveyer belt; I mean the large one at the back
of the room). After contacting Dr Carter, two soldiers will
come out of the armory. Kill them. Enter the armory and grab
all the goodies inside, including the DETONATION PACK and the
LASER CANNON. Go back down the elevator and take the corridor
to the south. Destroy the two droids with your new laser cannon.
Use the detonation pack on the main door. Leave.
Kill all the soldiers and snipers to learn your laser cannon's
secondary attack. Continue down the street to the next screen.
Before you even get a chance to speak with Dr Carter, she gets
kidnapped by her husband Major Dan Carter, who is has been
converted into a cyborg henchman! Prepare yourself for another
boss battle!
Don't jump down and engage the troopers just yet. Stay where
you are - you'll be out of range from their plasma fire and
the flyer's bombings. Launch homing missiles at the flyer
as it passes by. After you destroy it, fire your remaining
rockets at the troopers. Only after you use up all your rockets
should you go on down and fight them at close range. After you
kill the last trooper, you're done. Mission complete!
Mission 4: Rescue Dr Carter
---------------------------
Destroy the two droids and pick up the SERVICE DOOR KEY. Use
the key to unlock the door and enter. After talking to the
Resistance soldier, head down to the railway tunnels. Follow
the tunnel north, and at Junction D turn west. Kill the spider
and get everything in the room, particularly the SPORES and
the BLACK REGULATOR. Leave the room, head back to the junction
and continue north. In the room to your left, kill the spider
and get the BLUE REGULATOR and some more SPORES. Continue north
again and turn west at Junction C. At the end of the tunnel get
the GREEN REGULATOR next to the web-filled door and kill the
spider in the room to your left. Inside the room pick up the
SPORES and the RED REGULATOR. In the other room nearby, kill the
two spiders and get the BATTERY PACK. Return to Junction C and
head east. Turn north at Junction B and at Junction A go east.
Get the POWER ROOM KEYCARD beside the save point and use the
battery pack and then the keycard on the door. Inside the power
room get the POINTS ROOM KEYCARD and insert your regulators
into the appropriate generators (just match their colors). On
the console push the second button, third button, fourth button
and first button to get the power going. Hop onto the tram and
ride to the points room. (To operate the tram, highlight on
one of the two buttons and hold down the X button.) Unlock
the door to the points room and enter. On the console push
buttons A and C. Ride the tram back to the Resistance soldier
and he will open up the track leading to the transport terminal.
Hop onto that tram and exit.
Kill the troopers to receive a new weapon, the ALIEN PLASMA.
After clearing the room, go upstairs, kill the two troopers and
go into the doorway to the south. Kill the trooper and the
soldier. The soldier will drop a RED SECURITY BOLT. Use the
bolt on the wall console and push the button with the red screen
to deactivate the scanners on the red conveyer belt. Go to
the console where the soldier was and push the button when you
see a red crate passing by on the conveyer belt. This will skip
the loading for that crate, leaving it empty. Quickly run out of
the room and head to the conveyer belt with the red symbol. Wait
for the empty container to arrive, then jump in. When you get
out of the crate, kill all troopers in sight and push the button
on the console to send down the cargo lift. Push the button
again and run to the cargo lift before it takes off. You will
be taken into the ship bound for the Conversion Facility.
Destroy or avoid all the droids and go south through the
doorway. Kill the two soldiers and climb up the ladder which is
close to the entrance you came from. Wait for a crate to arrive,
then climb onto it. Get off on the tall stack of crates and
climb onto the crate going in another direction. Keep switching
from crate to crate until you get to the platform on the
south-west corner of the room. Go through the doorway.
Kill the troopers and droids and get the SPORES inside the huts.
Use the appropriate spore combination on the rusted fence and
take out the snipers above you. Make your way across the
minefield, destroying any crab droids with your plasma. Climb
the ladder and kill the trooper on the other side of the wall.
As you approach the crate, two troopers will come out of the
main gate. Kill them and pick up the CYAN SECURITY BOLT. You
have a choice here: you can either use the bolt and enter
through the main gate, or you can use the crate to get into
the shaft above. Doesn't really matter as both ways lead you
to the same place. Kill troopers, grab ALIEN KEYCARD. In the
room with the crate climb up the ladder, activate your shield
and hurry through the electrified gap. On the other side, push
button to deactivate force field. Drag the crate over to the wall
south of the room and clamber up. Go through the doorway, into
the pit and kill the two troopers for an ALIEN KEYCARD. Use the
keycard to deactivate the force field. Kill the two troopers
outside and enter the coffin-shaped doorway to the south.
Make your way to the end on the room and press the button to
switch off the lasers. Go to the next room. Kill trooper. Go
to the next room. As with the lasers, go to the end of the
room and push button to turn off the pressers. Clamber up the
presser in the center and go into the ventilation shaft. Go right
which leads you to the alien power room. Kill the two soldiers.
Drag the good power regulator out the way, then push the damaged
regulator into the slot. Now go to the control panel. The
controls are quite simple, the left and right buttons move the
arm left and right, and the center button swaps the positions of
two power regulator. Get the damaged regulator to the leftmost
side and that should shut off the force field outside. Head
outside and enter the building to the west.
In the room ahead of you press all three buttons to drain the
pods. Go into the tunnel in the center pod. Turn right and drop
out of the shaft. Kill the two troopers and get their ALIEN
HEALTH PACK and GREEN SECURITY BOLT. Climb the ladder and go
into the large room that is located in the center of your
Internal GPS. Drop down to the bottom. You will see two crates
and two elevators to the south. Push a crate onto each elevator.
Ride the left elevator up and push the crate under the second
ladder. Clamber up the crate and climb the ladder. Go into
the room and kill two troopers. Get the RED SECURITY BOLT. Head
back to the large room and ride the right elevator. Push crate
under ladder, climb up, and go into next room. Kill the two
troopers below you and get the YELLOW SECURITY BOLT. Now make
your way back to the room where you got the green security
bolt and the use all three bolts to open the door. Leave.
Kill all the troopers with headshots and pick up the RED
SECURITY BOLT. You can't get to the room with the save point
yet, as it requires a blue bolt. In one of the alleys there's
a crate. Drag it out and bring it to the other alley. Push it
under the fire escape, then climb and get the supplies. Go into
the shaft. After you fall out of the shaft, kill all the
troopers and get the ALIEN KEYCARD and the BLUE SECURITY BOLT
they leave behind. Use the keycard to shut off the force field
and the bolt to open the door to the save point. As you leave
the save point, don't forget to take the blue bolt out. Go back
to the area where you fought the last bunch of troopers and
use the two bolts to open the door. Enter.
There are three doors but only the one in front of you can
be opened. Unfortunately there's a boss waiting for you behind
that door.
As the door opens, don't go into the room just yet. Switch your
weapon to the laser cannon and in first person view fire
charged bolts at the manipulator arms. After you destroy both
arms, you can enter the room safely. You can't hurt the
scientist directly because he's in a protected room, so fire
a grenade at the storage barrel. The explosion will kill the
scientist and also blow open the door. Get the ALIEN KEYCARD
and deactivate the force field. Head onwards into the next room.
You will find Dr Carter trapped in the center of the alien
science lab. Kill the two troopers and get the ALIEN KEYCARD
and the ION CANNON. Don't use it now; switch to your machine-gun
instead. Open the door with the keycard, but don't rush in yet.
There's a scientist hiding behind Dr Carter. Kill him with
grenades. After that Dr Carter will be freed. As both of you
leave the facility, Dan Carter makes another appearance and
you're thrown into yet another boss battle!
This can be very tough if you don't know what you're doing.
First of all don't even think of attacking the war droid - your
weapons are practically peashooters to this behemoth. And don't
waste time attacking one of the manipulators, because the droid
or the other manipulator will kill you before you can even
destroy it. "So what the heck should I attack", you ask? Well,
have you noticed the harness attached to the droid? The harness
connects to six power nodes on the wall behind the droid. If the
nodes are destroyed, then there will be no energy powering the
droid, incapacitating it.
Run right under the droid and use one of your shield cells to
generate an EMP shockwave. It has no effect on the droid but
will stun the two manipulators, providing you with some extra
time needed to destroy the nodes. In first person view, shoot
the power nodes with plasma or charged laser (unfortunately
rockets don't work). If you're fast enough you can destroy three
of the nodes before the manipulators recover. And if you're
under heavy fire from the droid, raise your shield and grab the
nearest shield cell, then run under the droid. While the droid's
busy performing its long attacks, focus your attack on the
nodes. Once all six nodes are destroyed, the droid is defeated.
Mission complete!
Explore the base, and restock on any ammo you used in that last
battle. Pick up the SENSOR CAMERA, DISH AND ANTENNA, then leave
through the sealed door to the west. In Area P you will see
a heavy firefight between some alien commandos and Resistance
soldiers. Don't bother helping them; the commandos in this room
respawn (i.e. there's an infinite amount of them). Run up the
stairs, climb onto a moving crate to get to the other side, and
use the sensor dish to fix the sensor in this room. After you've
done that run north to Area Q. You can help the soldiers here;
kill the three commandos with headshots and go to the room to
the west (where the commandos came from). Pull the crate under
the broken sensor, clamber up and use the sensor camera. Go up
to the roof and use your blade to clear out the coral growth on
the turret. Continue north to Area R. Go up the stairs, and as
you approach the large hole in the wall, an alien flyer will
arrive. Go to the turret room to the north and from there fire
homing missiles at the flyer until it blows. Afterwards go
outside through the hole in the wall and climb the ladder and
enter the shaft. Use the antenna on the sensor to fix it. Go
back to the roof in Area Q where you cleared out the coral
growth and fire homing rockets at the flyer. After you destroy
it, head back to the sealed door. Go to the room where you got
the sensor parts to meet with Dr Carter. She'll give you the
INTERNAL LAB KEYCARD and tell you to retrieve the analysis
data for her. Enter the sealed doorway to the south.
Go to the destroyed bridge and help the soldiers by killing
the two commandos on the other side. Go down the bridge and
get the RED ALIEN SPORE at the bottom. Head east. Go to the
south corridor and pick up the BLUE ALIEN SPORE before
fighting the spider. Pull the crate out of the elevator and
enter the elevator.
Clear the area of commandos and close the bulkheads. In the room
with the big hole in the ground, get the blank STORAGE DISK. On
closing all the bulkheads the Resistance soldier will help you
open the lab at the end of the corridor. Go inside and fight the
brute with your energy blade. After you kill it, use the keycard
to unlock the door. Use the disk on the computer to receive the
ALIEN COMMS DEVICE and the STORAGE DISK now containing data.
Make your way back to the sealed door.
Toxic fumes are pouring through the ventilation! There isn't
enough time to stand still and listen to Colonel Grisham's
transmissions, so hurry and seal all the vents by pushing
crates up against them. There are a total of four vents, one
in the room where you got the sensor parts, one in the room with
the lift, and two in the room with the large computers. After
you seal them all, the colonel will tell you to meet him and
Carter at the generator room. Go there and hand over the
disk and the comms device. Now go to Area Q and enter the
small room at the back. Pick up the RED AND BLUE REGULATORS and
pull out the GREEN AND TWO BLACK REGULATORS from the power
boxes. Insert the red regulator into the left box, the black
regulator into the center box, and the green regulator in the
right box to reconfigure the substation to 20 kHz. The perimeter
force field will now be active, but there appears to be people
trapped outside. Go outside to rescue them. But as soon as you
approach, alien commandos come up from behind and ambush you.
You're knocked unconscious and taken to the alien heartland.
Um, mission complete?
"God in heaven! What have they done to you!" During your time in
captivity the aliens have tinkered with your body - you are now
more cyborg than human. Colonel Grisham frees you from your
cell, but loses his life in doing so. Pick up the MACHINE-GUN
he leaves behind and use it to kill the commandos that killed
Grisham. Retrieve your ENERGY BLADE which one of them will drop.
With your new cyborg body, you now have the ability to unleash
the Blade Beam attack. But for now stick to your machine-gun.
Kill the scientist with grenades, pick up the SHIELD and leave
the room.
As you cross the bridge, you'll see a scene where a Resistance
soldier gets fried by the aliens' defenses. After it's over,
keep going until you come to a large room with three control
panels in the center, lots of droids and two scientists. Before
you enter the room first destroy the droids then go in and
launch grenades at the scientists. Get the SHIELD and YELLOW
SECURITY BOLT they leave behind, then go up the ramp and go
through the doorway to the north. Destroy the four limpet
turrets and kill the assassins below you. The assassins respawn
but if you kill enough of them one will drop an ALIEN KEYCARD.
(Correction: The keycard will only appear if you kill at
least two assassins with headshots. Sorry to
all the people who spent hours on this part.)
Jump down, get the keycard and quickly run to the other side of
the room. Use the keycard to deactivate the force field and then
remove the BLUE SECURITY BOLT from the control panel. Go up the
ramp and head to the south room. In the room remove the MAGENTA
SECURITY BOLT from the panel and then kill the commandos in the
next room while their backs are still turned. Continue on south
and you will arrive at the room where that soldier got fried.
While you're still on the ramp, kill all the commandos and droids
below you. Go down the ramp and remove the RED SECURITY BOLT
from the control panel. This will shut off the defenses in the
room, so you can safely pick up the LASER CANNON and ALIEN
PLASMA. Now go up the other ramp opposite the one you came in
and kill the commando in the room. Remove the GREEN SECURITY
BOLT from the panel. Go down the ramp and take the small tunnel
to the east. In the tunnel you'll see a locked door with
a green control panel. Use your green bolt to open the door
and pick up the ROCKET LAUNCHER inside. Remember to remove the
bolt when you leave the room. The tunnel leads back to the room
with the three control panels in the center. Use the yellow, red
and blue bolts on the panels and a force field bridge will
appear. Before you cross I suggest you save your game because
Dan Carter is waiting for you in the room beyond that bridge!
BOSS: ADVANCED CYBORG x 1 (Major Dan Carter)
ALIEN COMMANDO x 2
Carter himself is behind an invulnerable force field. No weapons
that you have can harm him. But if you look carefully, he has
a harness attached to him just like the war droid. That would
mean his energy is being supplied to him from a power node.
Kill the two commandos and pick up the ALIEN KEYCARD. Use the
keycard on the control panel on the left wall. This will
deactivate the force field to the button on the right wall. Push
the button, then quickly switch to first person view and aim at
the exposed power node above Carter. Fire rockets/plasma/charged
laser/whatever at the node before the hatch closes. If the hatch
does close, you'll have to push the button again and deal with
more commandos. Once you destroy the node, Carter will also be
destroyed. After you kill him, enter the elevator that was
behind him.
Kill the commandos, go straight down the corridor and enter the
elevator in front of you (the doors on the left and right
corridors require security bolts). Kill the commando and two
brutes and pick up the RED SECURITY BOLT. Use the bolt to open
the door. Now drag the crate over so that it is right under the
door. Remove the red bolt. The door will try to close but the
crate will keep it open. Use the red bolt on the inner door and
enter. First kill the spider and termites in the room, then
clamber your way up the pylon to the highest level, go through
the hole, drop down and remove the YELLOW SECURITY BOLT. Climb
the pylon again, but this time go through the hole on the second
level. This will lead you to another room. Kill all the
assassins to get the ION CANNON, then open the door with your
yellow bolt. Go in and remove another YELLOW SECURITY BOLT from
the panel. As you leave the room, take out the bolt, so you now
have two yellow bolts. Return to the place where you blocked
the door, remove the red bolt and then take the elevator back
up. Take the south corridor, use the red bolt to open the door,
kill the two scientists in the room, and grab all the supplies
you need. As you leave the room, you don't have to remove the
bolt - you won't be needing it anymore. Head to the opposite
corridor, and use your two yellow bolts to open the door to the
control room. In the center of the room you will see a large
console with four buttons and a bunch of monitors. What you have
to do is adjust the controls so that it overloads the two
atmosphere processors. Here is a breakdown of the controls:
-------------------------
| |
| (The large monitor |
| screen in the middle) |
| |
-------------------------
[Button 1][Button 2][Button 3][Button 4]
The large monitor shows the amount of power for a selected
section. Look at the screen in first person view to see the
name of the section currently displayed. Buttons 1 and 2 cycle
through the selections, and holding down buttons 3 and 4 will
raise or lower the power for the currently displayed section.
First of all, lower the power for all the sections to zero.
Then switch the screen to the Atmosphere Processor 1 section
and raise the power until the bar becomes red (but don't fill
the bar up completely!). Now switch to Atmosphere Processor 2
and do the same thing. The processors will overload and destroy
all the computers in the room. Leave the room.
Switch to your energy blade and kill the brutes. Push the crate
to the north, clamber up and remove the MAGENTA SECURITY BOLT.
Push the crate to the east enter the door. Destroy limpet
turrets and scientists in the room. Remove another MAGENTA
SECURITY BOLT. Leave the room. Kill the two commandos. Grab
everything in the room - you'll definitely need them for the
final battle. Use the two magenta bolts to open the door,
prepare yourself (saving is recommended), then enter.
Like Dan Carter, the alien leader is enveloped with a strong
force field which protects him from gunfire. The four nodes
in the center of the room provide the power for his shield.
Unfortunately, because the leader's weapons are so powerful,
you won't have much opportunity to destroy all the nodes, let
alone even one.
Fortunately, the leader does have a weakness - your energy
blade.
First of all get rid of the commandos. After you kill both of
them the leader will start attacking. Charge towards the leader
and slash like crazy. Once you get his health to around 50%,
he'll start flying, keeping his distance from you. Don't worry,
you've destroyed all his armaments, so he's unable to attack at
all. You can now focus your attention on the four shield nodes.
Use plasma to destroy the nodes, then switch to the machine-gun
and fire away at the leader. After he's dead you've finished
the game. Mission complete! ("Our work is still unfinished."
Hmm, do I sense a sequel?)
The following codes were taken from Action Replay's official site
(www.codejunkies.com). I didn't make these codes and I don't own an
Action Replay, so please don't email me if they do not work.
Stop Timer 800F2B68 0073
Infinite Rocket Launcher Ammo 800F30A8 0028
Infinite Ammo Secondary Fire 800F30A6 001C
Infinite Machine Gun Ammo 800F30A4 0189
Infinite Shield 800F309C 03E8
Infinite Health 800F3090 03E8
My thanks goes out to:
- SCEE, for making this game.
- www.codejunkies.com, for the Action Replay codes.
- you, for reading this walkthrough.
(Short list, I know.)
This document can only appear on the following sites:
- GameFAQs.com (www.gamefaqs.com), most recent version found here
- Cheat Code Central (www.cheatcc.com)
- Playstation cheat.net (www.psxcodez.com)
- Neoseeker (www.neoseeker.com)
For corrections, suggestions or anything else, you can
email me at "email_me@tabomail.com", or just post a message
in the C-12 board at GameFAQs.com. I don't check my email frequently,
so I apologize in advance if you do not receive a prompt reply
from me.
If you're going to email me, please:
* Use English. I don't care if it's stilted or rife with
grammatical errors, just as long as it's understandable.
* Include a valid email address in your message... that is,
if you wish to get a reply from me.