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Syndicate Warehouse
As you enter the warehouse, your first priority is to find Chung. No hurry -
he's
dead - but you still need the Datapad he has. To reach Chung, use the consoles
below your starting point to unlock the locked doors (and learn a bit about
Muro's plot). On the second level of the next warehouse, the console that
unlocks
the doors is inside the room across from the stairs on the second level. Once
the
next set of doors are open, enter the lower level of the next warehouse and
access the console inside the third door on the right to unlock the next set of
doors. Jump on the crates to reach the second level in the next warehouse and
you'll find Chung's body.
Stay on the second level and follow the corridors. Get past the guards in the
corridor and on the stairs, and activate the console in the power room to open
the next locked door. Beyond this door, a door will open on your right. Stop the
guard inside from reaching the alarm console on the upper floor by beating him
senseless in this room. Go upstairs into the room across from the stairs to find
the console that opens the next set of locked doors.
In the next area, rescue and speak to the bystander, then head upstairs. Keep
going all the way up, and save the Warehouse Manager. Speak to him, and he will
open the next set of doors for you (as long as you don't attack him). Beyond
these doors is a large warehouse. Hug the wall on your right and take down the
lone guard on this level. Don't try to fight your way out - peek over the edge,
then jump down and run to the door with the green light above it. Open it, and
dash through.
The armored truck is being loaded in this area, and you have less than three
minutes to complete this segment. Dash to your right and enter the stairwell -
ignore the guards chasing and shooting at you, and head for the upper level. You
don't have time to fight guards - just knock them down if they get in your way
and keep going. Cross behind the crates on this level and knock down the guard
in
your way. Enter the next stairwell and kill the guard upstairs. Access the
console, and watch the fun - Konoko will use the crane to stop the armored truck
as it attempts to escape.
Manufacturing Plant
Save your fellow agents in the lobby - they will help Konoko clear this level of
the facility if kept alive. Enter the unlocked door ahead, and help your agents
mop up any stragglers. The console that open the next locked door is in the room
on your left - open it Before going on, you can return to the lobby and clear
out
both rooms on either side of the receptionist desk to net some Ballistic ammo
and
a Hypo.
Continue into the next corridor and chase down the black-clad guard before he
sets of the alarm in the next area. Behind the next door, use the console in the
center of the room - this will open a door above the main lobby. Continue
through
the next two doors and quickly dispatch the guard in the room on your left
before
he can sound the alarm. Use the console here to open the door ahead, which will
lead you back to the lobby.
Take the Plasma Rifle from the guard in the lobby, then go upstairs and enter
the
door ahead. You'll face stiff opposition in the power room ahead - use the
Plasma
Rifle and watch your back - you should score a Scram Cannon here. Keep going and
fight your way to the hallway with the laser defenses. You can slide or roll
under them, or time a quick run through them. If you trigger the turret, you can
dodge by moving side-to-side as you run. Enter the open door at the end of the
hall and drop down into the room below. There's a console behind the stairs that
deactivates the laser defenses in one of the rooms in the hall you just made it
through. Enter this room and get under the lasers to avoid the turrets, and then
activate the console here.
Run the laser gauntlet again, and enter the unlocked door down the stairs in the
room on the other side. Activate the console here, which unlocks the other door
in the laser-defended hall. Enter this door and take out the two guards inside.
Activate the consoles here to gain some info, and open the locked door in the
room at the other end of the laser-defended hall. Cross the gauntlet one final
time, open the door at the end, then turn left and enter the now-unlocked door.
You are now near the facility's Deadly Brain - to destroy it, enter its chamber
downstairs and deactivate the four breaker panels. You'll have to do this three
times, as the Deadly Brain will attempt to circumvent it's own systems in order
to gain access to the outside world. Avoid the laser beams, or you'll trigger
the
defense turrets. Once the Deadly Brain has been defeated, your mission is
complete.
Bio-Research Lab
Konoko must defeat Barabas as the mission starts in order to continue. Barabas
is
using a Wave Motion Cannon. It fires slowly, so knock him down to disarm him,
then keep using throws to keep him on the defensive and, more importantly, away
from his weapon. Barabas can regenerate health, so hit him when he tries to
recharge. Konoko can pick up and use the Wave Motion Cannon, but she can't move
much while holding it. Use it to finish off Barabas - it has two fire modes: A
Grenade mode and its default mode. Once Barabas is down for the count, you'll
receive new mission objectives.
Collect all the items and the Plasma Rifle in the courtyard before entering the
building through the unlocked door. There are teams of enemy Strikers all over
this complex, so don't get caught in a crossfire. Lure enemies to you, and then
finish them off. In the first wing of the lab complex, there is a room on each
floor with a console inside. Defeat the guards in the halls on each level, and
activate these consoles to unlock the doors on each level as well as 1/3 of a
three-way lock on the upper floor. Lab techs in the large rooms will also help
you by giving you items - in one case a Force Shield - so talk to all of them
and
try to save as many as you can. You'll also find information in the consoles as
well. Once the three-way lock is open, enter the door to continue.
Make your way across the roof to the next building, and enter the door on the
right to reach the tower. Once inside, fight your way to the glass observation
area upstairs and battle the guard with the detonation harness. Watch the
cinematic that follows - I won't spoil it here, other than to say it's one of
the
best so far. Once you're in the lobby, talk to the guards, then begin by
clearing
this floor of Strikers. You've reached the last save point in this mission -
from
here on out, you've got to be perfect or you have to start here again. In this
wing, there are three consoles - one on each floor - that open another three-way
lock upstairs. On the ground floor, the console is located in the sunken end of
the level against the wall. Take the back exit from this area, and enter the
room
on the second level, where you'll find the next console. The final console is on
the upper level at the end of the building opposite from the stairwell. Once
it's
unlocked, enter the door with the three-way lock to continue.
Your Scram Cannon will come in handy here - use it to blast the guards that are
on the walkways here. Watch your footing in hand-to-hand battles - if Konoko
falls in the bio-corrosive goo, she's history. Wait for the guards to come to
you
if you can, since it will make it easier for you. Get out of the way fast if you
kill a guard with a detonation harness - he will explode in three seconds after
death, taking Konoko with him if you're not far enough away. Beneath the stairs
on the lower level is a console that opens the door across the acid. Jump across
the platforms and enter the door. Once inside, you'll be ambushed by some guards
-
take them out, and watch as the truck gets away. It's time to head for the
airport to head them off.
Airport Assault
Things are going downhill fast. Muro won't face you here, so you'll have to
battle through all his troops to reach the tarmac and try to stop him. Make your
way past the ticket counters, but watch out for ambushes. Turn left and look for
the console with the white airplane on it - activate it to open the locked door
ahead. Enter the new area, and clear out the bad guys terrorizing the civilians.
Go through the next set of doors, and use the Scram Cannon to take out the guard
on the other side of the ramps. Get down to the bottom of the room, and then go
out onto the tarmac.
There are several guards with Plasma Rifles and Scram Cannons near the jets
outside - take them out and look for a ground crewman who will give Konoko a
Force Shield near the buildings by the fence. Once you've cleared the area,
return to the door that leads to the terminal and follow our compass to a short
rendezvous with Muro.
The two goons Muro leaves behind have a VDG Pistol (stun gun), which makes them
difficult to defeat. Target the one that's using the Projector first, and pick
it
up when he drops it, or Konoko won't last long. Once you have the Projector, the
fight should be quick - grab the Force Shield from one of the rooms here, then
activate the console in the other to pursue Muro.
In the hangar ahead, there are two consoles that need to be activated in order
to
open the doors on the opposite side. Both consoles are located in the glassed-in
offices on either side. The console on your side of the hangar is locked - you
have to cross to the other side, climb the stairs, and activate the console
there
to unlock it. There are several guards in the area, so stay on the move when you
enter. When you activate the first console, two guards toting Plasma Rifles will
enter. Kill them and activate the other console to unlock the doors - leave
through them to complete the mission.
Airport Cargo Hangars
As you enter the cargo hangars, fight off the guards that ambush you near the
entrance and enter the next area. Turn right and duck through the door on your
right, and then go upstairs. Lure the guards to the stairwell and finish them
off, then turn left at the top of the stairs to find a console guarded by a
guard
wearing a detonator harness. Avoid his dying explosion, then activate the
console - this unlocks a door on the lower level across the main room.
Enter the door you just unlocked and the workers inside will ask for your help.
Activate the nearby console, which will open the main doors leading to the
hangars. Exit through those doors, and take care of the guards outside. One of
them is carrying an SBG mortar, and another is wearing a detonation harness. The
guard in the shack is carrying a Van de Graf pistol - take him out with the SBG
if possible, and activate the console here to enter the hangars. This area is
crawling with Strikers and other guards - get up the ramp and activate the
consoles in the three control rooms. Don't stop to fight - just knock the guards
off the ramps and ledges, and keep going until you've unlocked the main doors.
Once you're outside, you'll face hordes of enemies, whether you stay on the
upper
level, or go down to the ground. There's no way you'll survive a fight with
every
guard, so choose your battles carefully and use stealth whenever possible. Fight
your way to the console that's inside the fence (remember to use your compass to
locate it) on the ground level - it's past the parking lot and on the other side
of the walkway. If you have an SBG, you can lob mortars from above at the guards
near it before going to ground level. Once the console is activated, run to the
end of the area and climb the stairs to enter the door you just unlocked.
Once inside, go down two sets of stairs, and find the rappelling harness in the
far left corner of this set of rooms. Keep going down. When you reach the lower
level, the locked door will open, giving you access to your final challenge of
this mission. Run past all the guards here, and make it up the ramp to the roof.
Keep moving, and battle your way to the center of the walkways above the
transport below. This will trigger a cinematic, and Konoko will rappel down to
the transport below, ending the mission.
TCTF Regional HQ
Syndicate forces have invaded TCTF Regional HQ - Konoko enters through the
garage, and must find a way to reach the upper floors. Stay on the lower level
of
the garage, and enter the door ahead (the one on the left). Keep going once
inside, and grab the Mercury Bow from the body on the floor in the next room.
Help any TCTF troops you find, and they will follow you. This makes this mission
MUCH easier. Search the rooms, and activate the console behind the door with the
symbol on it to open the way to the main stairwell.
On the level just beneath the top of the stairs, find the door marked with the
symbol - you'll have to battle four guards -one of them protected by a Force
Shield - to get to it. Lure them into the stairwell to finish them off, then
activate the console behind the marked door to unlock the door at the top of the
stairs. Enter the door opposite the one with the symbol (it has a yellow stripe
on it) and climb the stairs inside. Shinatama will be kidnapped when you reach
the top of the stairs, giving Konoko new incentive to reach the attackers.
Battle your way up the walkways in the next area, using the Mercury Bow to snipe
enemy guards. Search the rooms, and you'll find a welder in one of them - he
will
give Konoko a laser torch. Check your compass, and walk to the end of the ledge,
where you'll see Konoko's target. Jump onto the elevator, and Konoko will cut
the
cable, riding to the top of the shaft.
Fight your way past the guards on this level and activate the console in the
back
of the room. This opens one of the locked doors - enter it and head up the
stairs. This section is a series of rooms connected by zigzagging walkways and
each of them is loaded with Syndicate troops. The only way to get past them all
is to lure them into rooms singly, or in small groups, or to keep running past
them. Look into the rooms through the glass windows to spot the stairs going up,
and keep going up until you reach the final room. When you get there, instead of
going straight, turn right and run through the doorway in the glass wall to
reach
the roof and trigger a battle with Barabas.
If you stay on the offensive, this will be the last time Konoko faces Barabas.
Keep knocking him down, and don't let him regenerate his health. If he falls off
the roof, Barabas will use his jetpack to fly back up - but watch out for the
explosion when he lands on the roof. Hammer Barabas with simple attacks and
throws to keep him down, and don't let him toss Konoko away, which will allow
him
to regenerate health. You can also use his cannon, as long as you don't have to
move to escape his attacks. Once Barabas is dead, Konoko can pursue Shinatama.
Atmospheric Conversion Center (Exterior)
From your starting point, run straight ahead and veer a bit to the right. You'll
find a Phase Cloak on the ground near the fence ahead. Use it, and cross the
bridge, taking out the guards along the way. Activate the console in the room on
your left once you've crossed the bridge and taken down the guards. Enter the
unlocked doors ahead, and kill the guards along the next section of walkway. At
the end, you'll find some stairs that will take you up a level - go to the
opposite end of this level to find a Force Shield, then turn around and go
through the next unlocked door.
Dodge the machine gun fire from above by hugging the wall beneath the shooter,
and make your way along the ledge until you see the control room ahead. The
agent
in the control room will give Konoko a Phase Stream Projector. Use the console
in
this control room to activate the elevator platform ahead, and step onto it. It
will trigger Konoko's ride down to the lower levels. Run along the walkway and
follow it around to the control room, which unlocks the door on this ledge.
Enter, and defeat the female Striker inside to score a Mercury Bow.
Beyond the next door, get up the stairs ahead and run along the upper level.
There's a console at the end of this ledge that opens the next door - use it,
then drop down and continue. Take down the guards along the next ledge with the
Mercury Bow, then run along the ledge they were on. Along the left side, you'll
come to another elevator control console (inside a control room). Activate it,
then ride the elevator down to the power grid level.
Find the control room nearby to open the locked door ahead. Behind this door, a
technician if fighting with a Syndicate guard - SAVE HIM - he will help Konoko
cross the power grid. You only have a few seconds (a timer starts ticking) once
he disables the grid, so get moving and run across it to the other side. Take
out
the guard that ambushes you, then ignore the closest door and head for the
control room ahead on the left. The console inside unlocks the door to the next
power grid control room - enter, and reset the grid using the console. You have
20 seconds once you reset it, so get moving and cross over.
When you reach the routing station halfway across, jump to it and kill the
guards
on the platform below. Go down the ramp, and use the console below to unlock the
door. When you reach the room with two guards and a female Striker inside,
beware. This is a tough fight, and it's even worse because the female Striker is
using a Phase Stream Projector. Focus on the Phase Stream Projector - use your
Mercury Bow as soon as you enter the room to kill her, then knock down the
remaining guards and use the Phase Stream Projector on them. Konoko will receive
a mysterious surge of energy - a Daodan spike - when you win this battle, and
gain access to the area where Shinatama is being tortured.
Atmospheric Conversion Center (Interior)
Shinatama is being held downstairs, so get out of this room and head down the
stairs. There are three guards in the first room - take them down singly if
possible, and the doors ahead will unlock as reinforcements arrive. Dash into
the
next room and take on the female Strikers inside. Once they are history, you'll
find Shinatama in the far corner of this room. She's guarded by a female Striker
using a Phase Stream Projector, so disarm her quickly. Unfortunately, you can't
save Shinatama. TCTF will set her to self-destruct, and you have 30 seconds to
get upstairs and through the blast doors before she goes critical. Don't stop to
fight - dash up the nearest stairs, turn right, and get through the door ahead
before Shinatama explodes.
Use the console in this control room to interrupt the electricity flow ahead,
then dash across the conduit to reach the other side. Exit through the red door,
then head up the stairs. Activate the console in the room on the top floor to
access the containment area. To get across the platforms here, run behind the
first beam to reach the console in the center of the first platform. Knock down
any droids that get in your way, and activate the console. This stops the beam
for a few seconds - dash over to the next console and repeat the process. Once
you've made it across, open the door on the other side and step through.
This section is a mirror image of the other side, so make your way down to the
control room near the electrical conduit. Activate the console and dash across -
the guards in the control room you're headed towards have a Phase Stream
Projector, so be on your toes when you enter the room, and use the walls in the
room to avoid the Projector's beam.
Once you reach the large area with catwalks around it, make your way to the
second level and activate the console behind the green doors. TCTF troops will
enter from above, and they are NOT your friends. Enter the door they came
through
to access the elevator to the upper floors.
Activate the console in the next control room, once you've defeated the TCTF
agent guarding it, then dash across the conduit. This triggers a cinematic in
which Konoko escapes, but is branded as a rogue agent.
Regional State Building
As Konoko enters, she'll have to take down two security officers. Once the lobby
is clear, enter the unlocked door and lure the security personnel beyond it
inside the room to finish them off. In the next area, enter the door to the
right
of the locked door, and activate the console inside. This unlocks the doors on
the second floor - enter the door on the right side of the upstairs landing.
Scout this area, and you'll find another console across the walkways in the
central room. A civilian will also give Konoko info on where to find the files
she's searching for. Activating the console unlocks the third floor - return to
the lobby and go upstairs. Once you enter the third floor rooms, try to lure the
guards into a room to finish them off. Search this level for three consoles -
once activated, they'll give Konoko access to the roof. You'll also find some
items on the ledges behind the outer doors, but watch for the sniper on the roof
when near the central area.
Run up the back stairs and open the doors to the roof. Between the two access
door is another doorway - peek through the windows and you'll see a guard
inside.
He's wielding a Phase Stream Projector, so rush him and disarm him quickly. Once
he's dead, activate the console here to open the basement Data Archives, and
make
your way back downstairs. If Konoko is healthy enough, the fastest route is to
jump through the hole in the roof onto the walkways below, then down to the
lower
level.
Either unlocked door on the lower level of the inner lobby (not the one you
started in) will take you down to the basement. Carefully make your way past the
defenses to reach one of the doors on either side of the room. Once you're in
the
next hallway, enter the center room and fight the two guards inside to reach the
Data Archives (the glowing yellow target on the floor is your destination).
Konoko will be kicked offline by Mukade, who now has her records - Konoko must
find him and retrieve the data discs.
Use the two consoles in this room to unlock the secure red doors you saw earlier
in the hall, and enter them. Make your way up to the middle level. To get past
the turrets that the laser beam will activate, simply dash down the landing,
dodging the turret's fire by moving side to side as you run. Head upstairs, and
repeat the process to reach the unlocked door at the end of the next landing.
Mukade is inside, but he'll escape to the roof. Follow, and make good use of the
Phase Stream Projector you found earlier to take down the two thugs on the roof.
Once they are down and out, follow Mukade by stepping on the yellow target
nearby.
Rooftops
First things first - take out the guard Konoko used to get here, and follow the
rooftop around the corner. Watch for sniper fire from the next rooftop, and
battle the guard below. Use a jump flip to cross to the next rooftop, and take
down the sniper - grab his Mercury Bow and keep going. There's a Phase Cloak and
a Force Shield up here, so look around after making your next jump.
The guards up here are tough, but remember that a fall from the rooftops is as
deadly for them as it is for Konoko - toss them over the edge to make quick work
of them. Once you find some ammo for your Mercury Bow, things will get easier -
don't waste the ammo, though - you'll need it later. When you reach the last
rooftop above the ramps, a Tanker and another guard with a Phase Stream
Projector
will ambush you - use the Mercury Bow on the armed guard, and finish off the
tanker. Jump to the roof on your left to continue.
Battle the two guards on this rooftop, then enter the unlocked door to access
the
elevator and ride it to the top. One of the guards on the roof has a Screaming
Cannon - use your Mercury Bow to kill him quickly. If he gets off a shot, put
another guard in its path before the entity it fires reaches Konoko. Make the
leap to the next rooftop, and then leap to the small platform with stairs
leading
up from it. Explore this building's roof to find some more ammo, and a guard
with
a Mercury Bow.
When you reach the area with TV screens on either side, look for the platform in
the center and cross over to it. Battle the tanker on the stairs, then use the
Mercury Bow on the guards above. Mukade has escaped, but you can use his zip
line
to pursue him by picking up the Zipline Rider on the ledge above the zipline.
Once you have it, stand on the yellow targets and Konoko will ride up to the
next
building.
Keep following the rooftops. If you get outnumbered, back off and toss them over
the side one-by-one. Enter the doors on the final rooftop, and the elevator will
take Konoko up for the battle with Mukade. Mukade has the ability to cloak
himself and become virtually invisible. He will also release an energy pulse
that
will seek out Konoko and do serious damage upon impact. The best way to defeat
him is to stay close and use basic moves. If you let him get away, he will
launch
the energy pulse, and also disappear. When you see him begin to gather energy,
hit him and he won't be able to pull his disappearing act. You can barely see
Mukade when he's cloaked, but look for him behind you if you lose him. Keep him
on the ropes by staying close, and you've got this battle won. Once Mukade is
defeated, Konoko will get the files and head for her father's lab.
Doctor Hasegawa's Lab
This level is actually a dream-like sequence, where Konoko finds out more about
her past, but where she also must fight several opponents including Muro and
even
herself! Muro is the first enemy you'll face, and this battle is fairly
conventional. He has some devastating moves, but isn't too tough if you can
avoid
his combination attacks. Hit him when he's down, and block when he jumps back
up.
A quick follow up should put him down - keep this up and he will disappear in a
flash of light.
Konoko's next challenge is like something out of Alice in Wonderland - she faces
three guards, but she's giant-sized, making them difficult to hit. However, it
takes fewer hits to bring them down. Don't let them corner you, and use throws
to
make quick work of them, then follow Shinatama up the stairs.
In the next room, you'll face two cloaked ninjas. Let them get close to Konoko,
then knock them down to reveal them. Alternate with forward and backward attacks
when they are at close range - this will keep them down. Follow up with leg
sweeps to keep them down. Focus on finishing one of them quickly to even the
odds, then deal with the next one.
Follow Shinatama's image (you can drop down under the ramp she runs up to find
some ammo) and Konoko will face Griffin and two strikers. You must disarm
Griffin, or he'll use the Van de Graff pistol on you repeatedly. Use it to stun
one of the attackers while you fight off the others. There is a Phase Cloak on
the floor in one of the corners - grab it to get an advantage. Make good use of
escape moves here, as well as the Devil Spin Kick and Rising Fury attacks - both
are very effective in group battles.
Once Griffin has been defeated, enter the next area. The laser beams above will
activate the turrets if you trigger them, so don't. Stay low, and toss the Ninja
over the edge for a quick win. Once inside the next room, Konoko will come face
to face with herself for the final battle of this mission.
To defeat the other Konoko, use Rising Fury and your throws, as well as leg
sweeps to keep her on the ground, then hit her while she's down to score two
hits
per attack. Don't let her stay on the move, or she will use the same moves on
you. Don't stay in one place - keep moving to avoid as many of her attacks as
possible, and use any hypos you've saved to keep Konoko alive. You need to stay
on the offensive, and recover quickly from knockdowns - if you can do both, then
you will win. Once the battle is over, Konoko will wake from her dream, intent
on
finding Kerr to get some more answers.
TCTF Science Prison
Konoko can't set off any alarms here, or things will get nasty in a hurry. Your
first challenge once inside the prison is to bypass the laser defenses ahead.
You
can't do this fast, so don't even try. Take your time, sidestepping the first
beam, jumping over the second when it's at its low point, then ducking under the
next one. Repeat this for each group to safely make it through. If you hit a
beam, the turrets ahead will fire Mercury Bow rounds, killing Konoko quickly. If
you feel lucky, you can make a dash for the door ahead, but zigzag if you want
to
have any chance at all.
Once in the next area, Konoko needs to stay on the upper level. Run through the
door on the right, knock down the guard, and run through the door behind him.
There's an alarm console in this room - put Konoko's back to it to keep the
guards from using it, and finish them off from here. Once they are out of
commission, take the stairs in this room down one floor, and activate the
console
behind the red door to unlock the two doors near the alarm console you just
defended. Before continuing, enter the lab and the techs will give you a hypo
and
some ammo.
The next lab is identical, with an alarm console on the second level in the
corridor behind the lab (just like the first one). Whichever level you enter on,
get to that console and stop the guard here from using it. Check the console
inside the lab for some intriguing information, then keep going. On the second
level (near the second alarm console), there's a console behind the blue door
that will unlock the next area.
Take the stairs down to the lower level and enter the next area. There are some
Ninjas here, and they won't run away to trigger the alarm. One of them will use
a
stun gun on you - take it from him and use it to help finish them off. One the
second level beyond this lab, you'll see that one end of the hall is protected
by
laser defenses. Enter the door at the other end of the hall. Kerr is inside -
talk to him, then activate the console here to unlock the door behind the laser
beams and deactivate the beams.
Enter the door you just unlocked. There are three labs on the lower level - get
down the stairs and activate the consoles you'll find inside each of them. Black
Ops troops will zero in on Konoko once each is activated, so stay on the move
and
avoid a pitched battle. Once all three consoles have been activated, enter the
door to Kerr's lab, where Konoko will find out the truth of her existence, and
Kerr will save her life.
Battle the guard who tried to kill Konoko, and then activate the console in this
room. Check your compass and leave the room. Turn right and enter the door the
console unlocked, and make your way upstairs. There are several guards here -
use
the walls and computers in the room to dodge their fire, and take them
downstairs
to finish them off one at a time. When it's clear, activate the console behind
the desk upstairs to unlock the next door.
Watch the laser beams in the sloping corridor ahead to get their pattern down.
Wait until the upper beam is at your end, then follow it, jumping over the lower
beams as you go. When you reach the center of the corridor, the other set of
beams will deactivate and two guards - one with a Screaming Cannon - will
attack.
Disarm the one with the Screaming Cannon, then use it on them. Other guards will
appear, the but the Screaming Cannon will finish them off.
Beyond the next door are the acid vats Konoko is going to try to escape through.
Before she can do that, you need to activate the consoles in the rooms beside
the
vats. Don't fall in - fire the Screaming Cannon into the room several times, and
let it do the dirty work for you. Jump to avoid the tanks, and enter the rooms
to
find and activate the consoles. Once the consoles have been activated, Konoko
will use the crane to get past the grinders, and dive into the acid, where she
hopes the Chrysalis will protect her.
TCTF Regional HQ (Redux)
From Griffin's office, go out into the hall and turn left. Shoot out the window
behind the turret and step out onto the roof. Kill the guard on the roof and use
his Mercury Bow to kill the other guard patrolling here. As an alternative, you
can stay inside and enter the rooms near the laser beams to deactivate the beams
so that you can pass. In either case, you need to enter both rooms in the lobby
with glass doors that lead out to the roof, and activate the consoles inside.
There are stairs in one of the rooms down the hall (behind the door that doesn't
have the backwards "D" on it). Take them down and fight your way out onto the
catwalks outside. Konoko can jump down to the lower catwalks if she's healthy,
so
make your way down to the lower level and enter one of the unlocked doors in the
corners. There are stairs behind one of them - avoid the laser beams, and go
down
the stairs to continue.
When you reach the next corridor, three Black Ops guards will ambush Konoko -
get
out of the hall and into the room directly across from the room you just left.
This will make it easier to take them down as they enter the room. Leave this
room and enter the double doors across the hall. Activate the console inside to
unlock the door at the end of the hall, and enter it. These stairs lead down to
the basement, but as you might expect, there are three consoles on the floors
below that must be activated in order to give Konoko access to the basement.
Go down one level, and run straight ahead (after you dispatch the guard in front
of you) until you reach the wall ahead, then open the door on the left to reach
the first console. Once you've activated it, return to the stairwell and go down
another flight. The console on this level is located in the same place as the
upper level. Activate it, and go down another level. You'll find the final
console in the same location on this floor - activate it to gain access to the
basement.
Once in the basement, Konoko will be confronted by Griffin, who has wired what's
left of Shinatama into an assault console. Konoko must deactivate her in order
to
reach Griffin, who is hiding behind a force shield. Crossing a laser beam will
activate one or more turrets - there are Screaming Cannon, Plasma, and Van de
Graff turrets in this room, and any one of them will be enough to finish Konoko
off. The four terminals in the corners of the room are the only things that will
block the laser beams, giving Konoko time to deactivate them.
The first segment is fairly simple - just follow the beams as they move away to
reach each console. Konoko can jump-flip across the gap to reach the other side.
Once all four consoles have been deactivated, Level 2 security will be activated
and the turrets will start shooting. Get moving, and don't stop for long at each
console. Once Level 2 is bypassed, take your time to complete the next segment -
you won't have to dodge any fire unless you trigger it, so make sure you avoid
hitting any of the beams.
Once the third segment is complete, Shinatama will break loose from the machine
and Griffin will kill her. You've got a decision to make at this point: Should
Griffin die or not? You can choose either outcome - both choices will have an
effect on the final battle with Muro. To take the easier path, choose to follow
the hint your diary gives you - mercy will be rewarded. Of course, it's also
very
satisfying to blow Griffin away, although it will make things tougher for you
later.
Syndicate Mountain Compound
Konoko's transformation is nearly complete, and she's more powerful now than
ever
before. Her first task is to cross the compound and find the entrance to the
compound. Grab the Phase Cloak that's behind the crates near your starting
point,
then head straight across the compound. Veer right a bit, and you'll pass the
helicopter on the right. When you see the guards ahead (near the door), attack
one of them, then dash inside. There's an alarm console in the room on the right
-
get to it, and defend it from the three guards.
Grab the Force Shield near the alarm panel (behind the counter), then search the
room on the right for a hypo. Behind the other door is a corridor - avoid the
laser beams and search all the rooms (the first contains ammo). Once the guards
here have been neutralized, enter the unlocked door at the end of the corridor.
Take your time in this area - it's crawling with several Strikers and other
guards. Lure them into one of the chambers and finish them (the Van de Graff
pistol one of them drops will come in handy). These corridors form a "U"; cross
to the right side of the "U," then enter the door on the right. Activate the
console in the room ahead, then jump onto the machines here to find some ammo
and
a hypo.
Cross to the other side of the "U" and take out the Striker with the Mercury
Bow.
Enter the unlocked door, and make your way into the next room, where you'll find
another console. Activate it, then you'll see a short cinematic of more troops
arriving below. Konoko's destination here is the truck below (look for the
flashing yellow target). However, you'll have to kill the truck driver to get
the
keys. Use the Mercury Bow to snipe as many guards as you can, then you can
either
drop down below, or use the stairs on the other side of the "U." Battle your way
to the truck, and pick up the keys from the driver. Konoko will drive the truck
through the doors ahead.
The female Striker you'll face once Konoko is out of the truck is wielding a
Screaming Cannon - take it from her, and head up the stairs behind her. When you
reach the unlocked door above, enter it and avoid the Plasma fire from the guard
ahead and above. Stay under the central walkway - there are Ninjas and
Commstrikers in the area. Make your way to the open door on the right side of
the
walkway, and activate the console. This will unlock several of the doors along
one side of the walkways. There are rooms on either side of each level of
walkways - you need to discover the clues that the consoles hold, by exploring
each level and activating them. Not all consoles are accessible, but those that
are will yield vital clues. Use the doors on each walkway to shield you from
enemy attacks, and keep moving.
Drop down to the walkway just above the floor; activating all three consoles in
the open rooms (including the one on this level) will give Konoko enough
information to figure out what Muro is up to, but is also opens a door on the
lowest level, releasing several Strikers. Get past them, and enter the door they
came through. Be careful here - one slip from the walkway behind the door and
Konoko is history.
There are stairwells at both ends of this room; they are the safest place to
battle the Strikers between you and the top level of the walkways. Head for them
as you make it to each level, and keep going up. When you finally reach the top,
activate the console in the center of the walkways to destroy Muro's carefully
laid plans. Jump onto the center platform, and it will raise you for the final
battle with Muro.
There are actually two endings to the game. If you chose not to kill Griffin, he
will arrive with reinforcements, and help you fight Muro. Muro is Daodan
enhanced, but he's not invulnerable. Focus on keeping him down, but be sure that
you activate all the hypos you have to enhance Konoko's Daodan abilities. Stay
after Muro - Griffin will take care of the other guards. Muro has some
devastating attacks, but if you keep him on the defensive, he'll go down
eventually.
If you chose to kill Griffin, then you'll have to face Muro in his final
Chrysalis form. His evil nature has mutated him into a massive killing monster,
with greatly enhanced abilities. To defeat him, you need to attack when his
Daodan abilities are recharging - when he's not glowing red, he's vulnerable. Be
sure to use all your hypos to enhance Konoko's abilities, then use the central
pillar here to avoid Muro. He has a special attack that will bring Konoko back
to
him, but you can avoid it by keeping the pillar between Konoko and him until he
spends his energy. While he's recovering, rush in and pound him as much as
possible. Keep repeating this, and you'll eventually bring him down.
Konoko has defeated Muro, but the Chrysalis survives. Humanity has a future, but
what form will it take? Konoko doesn't have the answers, but thanks to her, at
least there's a chance for survival.
As you enter the warehouse, your first priority is to find Chung. No hurry -
he's
dead - but you still need the Datapad he has. To reach Chung, use the consoles
below your starting point to unlock the locked doors (and learn a bit about
Muro's plot). On the second level of the next warehouse, the console that
unlocks
the doors is inside the room across from the stairs on the second level. Once
the
next set of doors are open, enter the lower level of the next warehouse and
access the console inside the third door on the right to unlock the next set of
doors. Jump on the crates to reach the second level in the next warehouse and
you'll find Chung's body.
Stay on the second level and follow the corridors. Get past the guards in the
corridor and on the stairs, and activate the console in the power room to open
the next locked door. Beyond this door, a door will open on your right. Stop the
guard inside from reaching the alarm console on the upper floor by beating him
senseless in this room. Go upstairs into the room across from the stairs to find
the console that opens the next set of locked doors.
In the next area, rescue and speak to the bystander, then head upstairs. Keep
going all the way up, and save the Warehouse Manager. Speak to him, and he will
open the next set of doors for you (as long as you don't attack him). Beyond
these doors is a large warehouse. Hug the wall on your right and take down the
lone guard on this level. Don't try to fight your way out - peek over the edge,
then jump down and run to the door with the green light above it. Open it, and
dash through.
The armored truck is being loaded in this area, and you have less than three
minutes to complete this segment. Dash to your right and enter the stairwell -
ignore the guards chasing and shooting at you, and head for the upper level. You
don't have time to fight guards - just knock them down if they get in your way
and keep going. Cross behind the crates on this level and knock down the guard
in
your way. Enter the next stairwell and kill the guard upstairs. Access the
console, and watch the fun - Konoko will use the crane to stop the armored truck
as it attempts to escape.
Manufacturing Plant
Save your fellow agents in the lobby - they will help Konoko clear this level of
the facility if kept alive. Enter the unlocked door ahead, and help your agents
mop up any stragglers. The console that open the next locked door is in the room
on your left - open it Before going on, you can return to the lobby and clear
out
both rooms on either side of the receptionist desk to net some Ballistic ammo
and
a Hypo.
Continue into the next corridor and chase down the black-clad guard before he
sets of the alarm in the next area. Behind the next door, use the console in the
center of the room - this will open a door above the main lobby. Continue
through
the next two doors and quickly dispatch the guard in the room on your left
before
he can sound the alarm. Use the console here to open the door ahead, which will
lead you back to the lobby.
Take the Plasma Rifle from the guard in the lobby, then go upstairs and enter
the
door ahead. You'll face stiff opposition in the power room ahead - use the
Plasma
Rifle and watch your back - you should score a Scram Cannon here. Keep going and
fight your way to the hallway with the laser defenses. You can slide or roll
under them, or time a quick run through them. If you trigger the turret, you can
dodge by moving side-to-side as you run. Enter the open door at the end of the
hall and drop down into the room below. There's a console behind the stairs that
deactivates the laser defenses in one of the rooms in the hall you just made it
through. Enter this room and get under the lasers to avoid the turrets, and then
activate the console here.
Run the laser gauntlet again, and enter the unlocked door down the stairs in the
room on the other side. Activate the console here, which unlocks the other door
in the laser-defended hall. Enter this door and take out the two guards inside.
Activate the consoles here to gain some info, and open the locked door in the
room at the other end of the laser-defended hall. Cross the gauntlet one final
time, open the door at the end, then turn left and enter the now-unlocked door.
You are now near the facility's Deadly Brain - to destroy it, enter its chamber
downstairs and deactivate the four breaker panels. You'll have to do this three
times, as the Deadly Brain will attempt to circumvent it's own systems in order
to gain access to the outside world. Avoid the laser beams, or you'll trigger
the
defense turrets. Once the Deadly Brain has been defeated, your mission is
complete.
Bio-Research Lab
Konoko must defeat Barabas as the mission starts in order to continue. Barabas
is
using a Wave Motion Cannon. It fires slowly, so knock him down to disarm him,
then keep using throws to keep him on the defensive and, more importantly, away
from his weapon. Barabas can regenerate health, so hit him when he tries to
recharge. Konoko can pick up and use the Wave Motion Cannon, but she can't move
much while holding it. Use it to finish off Barabas - it has two fire modes: A
Grenade mode and its default mode. Once Barabas is down for the count, you'll
receive new mission objectives.
Collect all the items and the Plasma Rifle in the courtyard before entering the
building through the unlocked door. There are teams of enemy Strikers all over
this complex, so don't get caught in a crossfire. Lure enemies to you, and then
finish them off. In the first wing of the lab complex, there is a room on each
floor with a console inside. Defeat the guards in the halls on each level, and
activate these consoles to unlock the doors on each level as well as 1/3 of a
three-way lock on the upper floor. Lab techs in the large rooms will also help
you by giving you items - in one case a Force Shield - so talk to all of them
and
try to save as many as you can. You'll also find information in the consoles as
well. Once the three-way lock is open, enter the door to continue.
Make your way across the roof to the next building, and enter the door on the
right to reach the tower. Once inside, fight your way to the glass observation
area upstairs and battle the guard with the detonation harness. Watch the
cinematic that follows - I won't spoil it here, other than to say it's one of
the
best so far. Once you're in the lobby, talk to the guards, then begin by
clearing
this floor of Strikers. You've reached the last save point in this mission -
from
here on out, you've got to be perfect or you have to start here again. In this
wing, there are three consoles - one on each floor - that open another three-way
lock upstairs. On the ground floor, the console is located in the sunken end of
the level against the wall. Take the back exit from this area, and enter the
room
on the second level, where you'll find the next console. The final console is on
the upper level at the end of the building opposite from the stairwell. Once
it's
unlocked, enter the door with the three-way lock to continue.
Your Scram Cannon will come in handy here - use it to blast the guards that are
on the walkways here. Watch your footing in hand-to-hand battles - if Konoko
falls in the bio-corrosive goo, she's history. Wait for the guards to come to
you
if you can, since it will make it easier for you. Get out of the way fast if you
kill a guard with a detonation harness - he will explode in three seconds after
death, taking Konoko with him if you're not far enough away. Beneath the stairs
on the lower level is a console that opens the door across the acid. Jump across
the platforms and enter the door. Once inside, you'll be ambushed by some guards
-
take them out, and watch as the truck gets away. It's time to head for the
airport to head them off.
Airport Assault
Things are going downhill fast. Muro won't face you here, so you'll have to
battle through all his troops to reach the tarmac and try to stop him. Make your
way past the ticket counters, but watch out for ambushes. Turn left and look for
the console with the white airplane on it - activate it to open the locked door
ahead. Enter the new area, and clear out the bad guys terrorizing the civilians.
Go through the next set of doors, and use the Scram Cannon to take out the guard
on the other side of the ramps. Get down to the bottom of the room, and then go
out onto the tarmac.
There are several guards with Plasma Rifles and Scram Cannons near the jets
outside - take them out and look for a ground crewman who will give Konoko a
Force Shield near the buildings by the fence. Once you've cleared the area,
return to the door that leads to the terminal and follow our compass to a short
rendezvous with Muro.
The two goons Muro leaves behind have a VDG Pistol (stun gun), which makes them
difficult to defeat. Target the one that's using the Projector first, and pick
it
up when he drops it, or Konoko won't last long. Once you have the Projector, the
fight should be quick - grab the Force Shield from one of the rooms here, then
activate the console in the other to pursue Muro.
In the hangar ahead, there are two consoles that need to be activated in order
to
open the doors on the opposite side. Both consoles are located in the glassed-in
offices on either side. The console on your side of the hangar is locked - you
have to cross to the other side, climb the stairs, and activate the console
there
to unlock it. There are several guards in the area, so stay on the move when you
enter. When you activate the first console, two guards toting Plasma Rifles will
enter. Kill them and activate the other console to unlock the doors - leave
through them to complete the mission.
Airport Cargo Hangars
As you enter the cargo hangars, fight off the guards that ambush you near the
entrance and enter the next area. Turn right and duck through the door on your
right, and then go upstairs. Lure the guards to the stairwell and finish them
off, then turn left at the top of the stairs to find a console guarded by a
guard
wearing a detonator harness. Avoid his dying explosion, then activate the
console - this unlocks a door on the lower level across the main room.
Enter the door you just unlocked and the workers inside will ask for your help.
Activate the nearby console, which will open the main doors leading to the
hangars. Exit through those doors, and take care of the guards outside. One of
them is carrying an SBG mortar, and another is wearing a detonation harness. The
guard in the shack is carrying a Van de Graf pistol - take him out with the SBG
if possible, and activate the console here to enter the hangars. This area is
crawling with Strikers and other guards - get up the ramp and activate the
consoles in the three control rooms. Don't stop to fight - just knock the guards
off the ramps and ledges, and keep going until you've unlocked the main doors.
Once you're outside, you'll face hordes of enemies, whether you stay on the
upper
level, or go down to the ground. There's no way you'll survive a fight with
every
guard, so choose your battles carefully and use stealth whenever possible. Fight
your way to the console that's inside the fence (remember to use your compass to
locate it) on the ground level - it's past the parking lot and on the other side
of the walkway. If you have an SBG, you can lob mortars from above at the guards
near it before going to ground level. Once the console is activated, run to the
end of the area and climb the stairs to enter the door you just unlocked.
Once inside, go down two sets of stairs, and find the rappelling harness in the
far left corner of this set of rooms. Keep going down. When you reach the lower
level, the locked door will open, giving you access to your final challenge of
this mission. Run past all the guards here, and make it up the ramp to the roof.
Keep moving, and battle your way to the center of the walkways above the
transport below. This will trigger a cinematic, and Konoko will rappel down to
the transport below, ending the mission.
TCTF Regional HQ
Syndicate forces have invaded TCTF Regional HQ - Konoko enters through the
garage, and must find a way to reach the upper floors. Stay on the lower level
of
the garage, and enter the door ahead (the one on the left). Keep going once
inside, and grab the Mercury Bow from the body on the floor in the next room.
Help any TCTF troops you find, and they will follow you. This makes this mission
MUCH easier. Search the rooms, and activate the console behind the door with the
symbol on it to open the way to the main stairwell.
On the level just beneath the top of the stairs, find the door marked with the
symbol - you'll have to battle four guards -one of them protected by a Force
Shield - to get to it. Lure them into the stairwell to finish them off, then
activate the console behind the marked door to unlock the door at the top of the
stairs. Enter the door opposite the one with the symbol (it has a yellow stripe
on it) and climb the stairs inside. Shinatama will be kidnapped when you reach
the top of the stairs, giving Konoko new incentive to reach the attackers.
Battle your way up the walkways in the next area, using the Mercury Bow to snipe
enemy guards. Search the rooms, and you'll find a welder in one of them - he
will
give Konoko a laser torch. Check your compass, and walk to the end of the ledge,
where you'll see Konoko's target. Jump onto the elevator, and Konoko will cut
the
cable, riding to the top of the shaft.
Fight your way past the guards on this level and activate the console in the
back
of the room. This opens one of the locked doors - enter it and head up the
stairs. This section is a series of rooms connected by zigzagging walkways and
each of them is loaded with Syndicate troops. The only way to get past them all
is to lure them into rooms singly, or in small groups, or to keep running past
them. Look into the rooms through the glass windows to spot the stairs going up,
and keep going up until you reach the final room. When you get there, instead of
going straight, turn right and run through the doorway in the glass wall to
reach
the roof and trigger a battle with Barabas.
If you stay on the offensive, this will be the last time Konoko faces Barabas.
Keep knocking him down, and don't let him regenerate his health. If he falls off
the roof, Barabas will use his jetpack to fly back up - but watch out for the
explosion when he lands on the roof. Hammer Barabas with simple attacks and
throws to keep him down, and don't let him toss Konoko away, which will allow
him
to regenerate health. You can also use his cannon, as long as you don't have to
move to escape his attacks. Once Barabas is dead, Konoko can pursue Shinatama.
Atmospheric Conversion Center (Exterior)
From your starting point, run straight ahead and veer a bit to the right. You'll
find a Phase Cloak on the ground near the fence ahead. Use it, and cross the
bridge, taking out the guards along the way. Activate the console in the room on
your left once you've crossed the bridge and taken down the guards. Enter the
unlocked doors ahead, and kill the guards along the next section of walkway. At
the end, you'll find some stairs that will take you up a level - go to the
opposite end of this level to find a Force Shield, then turn around and go
through the next unlocked door.
Dodge the machine gun fire from above by hugging the wall beneath the shooter,
and make your way along the ledge until you see the control room ahead. The
agent
in the control room will give Konoko a Phase Stream Projector. Use the console
in
this control room to activate the elevator platform ahead, and step onto it. It
will trigger Konoko's ride down to the lower levels. Run along the walkway and
follow it around to the control room, which unlocks the door on this ledge.
Enter, and defeat the female Striker inside to score a Mercury Bow.
Beyond the next door, get up the stairs ahead and run along the upper level.
There's a console at the end of this ledge that opens the next door - use it,
then drop down and continue. Take down the guards along the next ledge with the
Mercury Bow, then run along the ledge they were on. Along the left side, you'll
come to another elevator control console (inside a control room). Activate it,
then ride the elevator down to the power grid level.
Find the control room nearby to open the locked door ahead. Behind this door, a
technician if fighting with a Syndicate guard - SAVE HIM - he will help Konoko
cross the power grid. You only have a few seconds (a timer starts ticking) once
he disables the grid, so get moving and run across it to the other side. Take
out
the guard that ambushes you, then ignore the closest door and head for the
control room ahead on the left. The console inside unlocks the door to the next
power grid control room - enter, and reset the grid using the console. You have
20 seconds once you reset it, so get moving and cross over.
When you reach the routing station halfway across, jump to it and kill the
guards
on the platform below. Go down the ramp, and use the console below to unlock the
door. When you reach the room with two guards and a female Striker inside,
beware. This is a tough fight, and it's even worse because the female Striker is
using a Phase Stream Projector. Focus on the Phase Stream Projector - use your
Mercury Bow as soon as you enter the room to kill her, then knock down the
remaining guards and use the Phase Stream Projector on them. Konoko will receive
a mysterious surge of energy - a Daodan spike - when you win this battle, and
gain access to the area where Shinatama is being tortured.
Atmospheric Conversion Center (Interior)
Shinatama is being held downstairs, so get out of this room and head down the
stairs. There are three guards in the first room - take them down singly if
possible, and the doors ahead will unlock as reinforcements arrive. Dash into
the
next room and take on the female Strikers inside. Once they are history, you'll
find Shinatama in the far corner of this room. She's guarded by a female Striker
using a Phase Stream Projector, so disarm her quickly. Unfortunately, you can't
save Shinatama. TCTF will set her to self-destruct, and you have 30 seconds to
get upstairs and through the blast doors before she goes critical. Don't stop to
fight - dash up the nearest stairs, turn right, and get through the door ahead
before Shinatama explodes.
Use the console in this control room to interrupt the electricity flow ahead,
then dash across the conduit to reach the other side. Exit through the red door,
then head up the stairs. Activate the console in the room on the top floor to
access the containment area. To get across the platforms here, run behind the
first beam to reach the console in the center of the first platform. Knock down
any droids that get in your way, and activate the console. This stops the beam
for a few seconds - dash over to the next console and repeat the process. Once
you've made it across, open the door on the other side and step through.
This section is a mirror image of the other side, so make your way down to the
control room near the electrical conduit. Activate the console and dash across -
the guards in the control room you're headed towards have a Phase Stream
Projector, so be on your toes when you enter the room, and use the walls in the
room to avoid the Projector's beam.
Once you reach the large area with catwalks around it, make your way to the
second level and activate the console behind the green doors. TCTF troops will
enter from above, and they are NOT your friends. Enter the door they came
through
to access the elevator to the upper floors.
Activate the console in the next control room, once you've defeated the TCTF
agent guarding it, then dash across the conduit. This triggers a cinematic in
which Konoko escapes, but is branded as a rogue agent.
Regional State Building
As Konoko enters, she'll have to take down two security officers. Once the lobby
is clear, enter the unlocked door and lure the security personnel beyond it
inside the room to finish them off. In the next area, enter the door to the
right
of the locked door, and activate the console inside. This unlocks the doors on
the second floor - enter the door on the right side of the upstairs landing.
Scout this area, and you'll find another console across the walkways in the
central room. A civilian will also give Konoko info on where to find the files
she's searching for. Activating the console unlocks the third floor - return to
the lobby and go upstairs. Once you enter the third floor rooms, try to lure the
guards into a room to finish them off. Search this level for three consoles -
once activated, they'll give Konoko access to the roof. You'll also find some
items on the ledges behind the outer doors, but watch for the sniper on the roof
when near the central area.
Run up the back stairs and open the doors to the roof. Between the two access
door is another doorway - peek through the windows and you'll see a guard
inside.
He's wielding a Phase Stream Projector, so rush him and disarm him quickly. Once
he's dead, activate the console here to open the basement Data Archives, and
make
your way back downstairs. If Konoko is healthy enough, the fastest route is to
jump through the hole in the roof onto the walkways below, then down to the
lower
level.
Either unlocked door on the lower level of the inner lobby (not the one you
started in) will take you down to the basement. Carefully make your way past the
defenses to reach one of the doors on either side of the room. Once you're in
the
next hallway, enter the center room and fight the two guards inside to reach the
Data Archives (the glowing yellow target on the floor is your destination).
Konoko will be kicked offline by Mukade, who now has her records - Konoko must
find him and retrieve the data discs.
Use the two consoles in this room to unlock the secure red doors you saw earlier
in the hall, and enter them. Make your way up to the middle level. To get past
the turrets that the laser beam will activate, simply dash down the landing,
dodging the turret's fire by moving side to side as you run. Head upstairs, and
repeat the process to reach the unlocked door at the end of the next landing.
Mukade is inside, but he'll escape to the roof. Follow, and make good use of the
Phase Stream Projector you found earlier to take down the two thugs on the roof.
Once they are down and out, follow Mukade by stepping on the yellow target
nearby.
Rooftops
First things first - take out the guard Konoko used to get here, and follow the
rooftop around the corner. Watch for sniper fire from the next rooftop, and
battle the guard below. Use a jump flip to cross to the next rooftop, and take
down the sniper - grab his Mercury Bow and keep going. There's a Phase Cloak and
a Force Shield up here, so look around after making your next jump.
The guards up here are tough, but remember that a fall from the rooftops is as
deadly for them as it is for Konoko - toss them over the edge to make quick work
of them. Once you find some ammo for your Mercury Bow, things will get easier -
don't waste the ammo, though - you'll need it later. When you reach the last
rooftop above the ramps, a Tanker and another guard with a Phase Stream
Projector
will ambush you - use the Mercury Bow on the armed guard, and finish off the
tanker. Jump to the roof on your left to continue.
Battle the two guards on this rooftop, then enter the unlocked door to access
the
elevator and ride it to the top. One of the guards on the roof has a Screaming
Cannon - use your Mercury Bow to kill him quickly. If he gets off a shot, put
another guard in its path before the entity it fires reaches Konoko. Make the
leap to the next rooftop, and then leap to the small platform with stairs
leading
up from it. Explore this building's roof to find some more ammo, and a guard
with
a Mercury Bow.
When you reach the area with TV screens on either side, look for the platform in
the center and cross over to it. Battle the tanker on the stairs, then use the
Mercury Bow on the guards above. Mukade has escaped, but you can use his zip
line
to pursue him by picking up the Zipline Rider on the ledge above the zipline.
Once you have it, stand on the yellow targets and Konoko will ride up to the
next
building.
Keep following the rooftops. If you get outnumbered, back off and toss them over
the side one-by-one. Enter the doors on the final rooftop, and the elevator will
take Konoko up for the battle with Mukade. Mukade has the ability to cloak
himself and become virtually invisible. He will also release an energy pulse
that
will seek out Konoko and do serious damage upon impact. The best way to defeat
him is to stay close and use basic moves. If you let him get away, he will
launch
the energy pulse, and also disappear. When you see him begin to gather energy,
hit him and he won't be able to pull his disappearing act. You can barely see
Mukade when he's cloaked, but look for him behind you if you lose him. Keep him
on the ropes by staying close, and you've got this battle won. Once Mukade is
defeated, Konoko will get the files and head for her father's lab.
Doctor Hasegawa's Lab
This level is actually a dream-like sequence, where Konoko finds out more about
her past, but where she also must fight several opponents including Muro and
even
herself! Muro is the first enemy you'll face, and this battle is fairly
conventional. He has some devastating moves, but isn't too tough if you can
avoid
his combination attacks. Hit him when he's down, and block when he jumps back
up.
A quick follow up should put him down - keep this up and he will disappear in a
flash of light.
Konoko's next challenge is like something out of Alice in Wonderland - she faces
three guards, but she's giant-sized, making them difficult to hit. However, it
takes fewer hits to bring them down. Don't let them corner you, and use throws
to
make quick work of them, then follow Shinatama up the stairs.
In the next room, you'll face two cloaked ninjas. Let them get close to Konoko,
then knock them down to reveal them. Alternate with forward and backward attacks
when they are at close range - this will keep them down. Follow up with leg
sweeps to keep them down. Focus on finishing one of them quickly to even the
odds, then deal with the next one.
Follow Shinatama's image (you can drop down under the ramp she runs up to find
some ammo) and Konoko will face Griffin and two strikers. You must disarm
Griffin, or he'll use the Van de Graff pistol on you repeatedly. Use it to stun
one of the attackers while you fight off the others. There is a Phase Cloak on
the floor in one of the corners - grab it to get an advantage. Make good use of
escape moves here, as well as the Devil Spin Kick and Rising Fury attacks - both
are very effective in group battles.
Once Griffin has been defeated, enter the next area. The laser beams above will
activate the turrets if you trigger them, so don't. Stay low, and toss the Ninja
over the edge for a quick win. Once inside the next room, Konoko will come face
to face with herself for the final battle of this mission.
To defeat the other Konoko, use Rising Fury and your throws, as well as leg
sweeps to keep her on the ground, then hit her while she's down to score two
hits
per attack. Don't let her stay on the move, or she will use the same moves on
you. Don't stay in one place - keep moving to avoid as many of her attacks as
possible, and use any hypos you've saved to keep Konoko alive. You need to stay
on the offensive, and recover quickly from knockdowns - if you can do both, then
you will win. Once the battle is over, Konoko will wake from her dream, intent
on
finding Kerr to get some more answers.
TCTF Science Prison
Konoko can't set off any alarms here, or things will get nasty in a hurry. Your
first challenge once inside the prison is to bypass the laser defenses ahead.
You
can't do this fast, so don't even try. Take your time, sidestepping the first
beam, jumping over the second when it's at its low point, then ducking under the
next one. Repeat this for each group to safely make it through. If you hit a
beam, the turrets ahead will fire Mercury Bow rounds, killing Konoko quickly. If
you feel lucky, you can make a dash for the door ahead, but zigzag if you want
to
have any chance at all.
Once in the next area, Konoko needs to stay on the upper level. Run through the
door on the right, knock down the guard, and run through the door behind him.
There's an alarm console in this room - put Konoko's back to it to keep the
guards from using it, and finish them off from here. Once they are out of
commission, take the stairs in this room down one floor, and activate the
console
behind the red door to unlock the two doors near the alarm console you just
defended. Before continuing, enter the lab and the techs will give you a hypo
and
some ammo.
The next lab is identical, with an alarm console on the second level in the
corridor behind the lab (just like the first one). Whichever level you enter on,
get to that console and stop the guard here from using it. Check the console
inside the lab for some intriguing information, then keep going. On the second
level (near the second alarm console), there's a console behind the blue door
that will unlock the next area.
Take the stairs down to the lower level and enter the next area. There are some
Ninjas here, and they won't run away to trigger the alarm. One of them will use
a
stun gun on you - take it from him and use it to help finish them off. One the
second level beyond this lab, you'll see that one end of the hall is protected
by
laser defenses. Enter the door at the other end of the hall. Kerr is inside -
talk to him, then activate the console here to unlock the door behind the laser
beams and deactivate the beams.
Enter the door you just unlocked. There are three labs on the lower level - get
down the stairs and activate the consoles you'll find inside each of them. Black
Ops troops will zero in on Konoko once each is activated, so stay on the move
and
avoid a pitched battle. Once all three consoles have been activated, enter the
door to Kerr's lab, where Konoko will find out the truth of her existence, and
Kerr will save her life.
Battle the guard who tried to kill Konoko, and then activate the console in this
room. Check your compass and leave the room. Turn right and enter the door the
console unlocked, and make your way upstairs. There are several guards here -
use
the walls and computers in the room to dodge their fire, and take them
downstairs
to finish them off one at a time. When it's clear, activate the console behind
the desk upstairs to unlock the next door.
Watch the laser beams in the sloping corridor ahead to get their pattern down.
Wait until the upper beam is at your end, then follow it, jumping over the lower
beams as you go. When you reach the center of the corridor, the other set of
beams will deactivate and two guards - one with a Screaming Cannon - will
attack.
Disarm the one with the Screaming Cannon, then use it on them. Other guards will
appear, the but the Screaming Cannon will finish them off.
Beyond the next door are the acid vats Konoko is going to try to escape through.
Before she can do that, you need to activate the consoles in the rooms beside
the
vats. Don't fall in - fire the Screaming Cannon into the room several times, and
let it do the dirty work for you. Jump to avoid the tanks, and enter the rooms
to
find and activate the consoles. Once the consoles have been activated, Konoko
will use the crane to get past the grinders, and dive into the acid, where she
hopes the Chrysalis will protect her.
TCTF Regional HQ (Redux)
From Griffin's office, go out into the hall and turn left. Shoot out the window
behind the turret and step out onto the roof. Kill the guard on the roof and use
his Mercury Bow to kill the other guard patrolling here. As an alternative, you
can stay inside and enter the rooms near the laser beams to deactivate the beams
so that you can pass. In either case, you need to enter both rooms in the lobby
with glass doors that lead out to the roof, and activate the consoles inside.
There are stairs in one of the rooms down the hall (behind the door that doesn't
have the backwards "D" on it). Take them down and fight your way out onto the
catwalks outside. Konoko can jump down to the lower catwalks if she's healthy,
so
make your way down to the lower level and enter one of the unlocked doors in the
corners. There are stairs behind one of them - avoid the laser beams, and go
down
the stairs to continue.
When you reach the next corridor, three Black Ops guards will ambush Konoko -
get
out of the hall and into the room directly across from the room you just left.
This will make it easier to take them down as they enter the room. Leave this
room and enter the double doors across the hall. Activate the console inside to
unlock the door at the end of the hall, and enter it. These stairs lead down to
the basement, but as you might expect, there are three consoles on the floors
below that must be activated in order to give Konoko access to the basement.
Go down one level, and run straight ahead (after you dispatch the guard in front
of you) until you reach the wall ahead, then open the door on the left to reach
the first console. Once you've activated it, return to the stairwell and go down
another flight. The console on this level is located in the same place as the
upper level. Activate it, and go down another level. You'll find the final
console in the same location on this floor - activate it to gain access to the
basement.
Once in the basement, Konoko will be confronted by Griffin, who has wired what's
left of Shinatama into an assault console. Konoko must deactivate her in order
to
reach Griffin, who is hiding behind a force shield. Crossing a laser beam will
activate one or more turrets - there are Screaming Cannon, Plasma, and Van de
Graff turrets in this room, and any one of them will be enough to finish Konoko
off. The four terminals in the corners of the room are the only things that will
block the laser beams, giving Konoko time to deactivate them.
The first segment is fairly simple - just follow the beams as they move away to
reach each console. Konoko can jump-flip across the gap to reach the other side.
Once all four consoles have been deactivated, Level 2 security will be activated
and the turrets will start shooting. Get moving, and don't stop for long at each
console. Once Level 2 is bypassed, take your time to complete the next segment -
you won't have to dodge any fire unless you trigger it, so make sure you avoid
hitting any of the beams.
Once the third segment is complete, Shinatama will break loose from the machine
and Griffin will kill her. You've got a decision to make at this point: Should
Griffin die or not? You can choose either outcome - both choices will have an
effect on the final battle with Muro. To take the easier path, choose to follow
the hint your diary gives you - mercy will be rewarded. Of course, it's also
very
satisfying to blow Griffin away, although it will make things tougher for you
later.
Syndicate Mountain Compound
Konoko's transformation is nearly complete, and she's more powerful now than
ever
before. Her first task is to cross the compound and find the entrance to the
compound. Grab the Phase Cloak that's behind the crates near your starting
point,
then head straight across the compound. Veer right a bit, and you'll pass the
helicopter on the right. When you see the guards ahead (near the door), attack
one of them, then dash inside. There's an alarm console in the room on the right
-
get to it, and defend it from the three guards.
Grab the Force Shield near the alarm panel (behind the counter), then search the
room on the right for a hypo. Behind the other door is a corridor - avoid the
laser beams and search all the rooms (the first contains ammo). Once the guards
here have been neutralized, enter the unlocked door at the end of the corridor.
Take your time in this area - it's crawling with several Strikers and other
guards. Lure them into one of the chambers and finish them (the Van de Graff
pistol one of them drops will come in handy). These corridors form a "U"; cross
to the right side of the "U," then enter the door on the right. Activate the
console in the room ahead, then jump onto the machines here to find some ammo
and
a hypo.
Cross to the other side of the "U" and take out the Striker with the Mercury
Bow.
Enter the unlocked door, and make your way into the next room, where you'll find
another console. Activate it, then you'll see a short cinematic of more troops
arriving below. Konoko's destination here is the truck below (look for the
flashing yellow target). However, you'll have to kill the truck driver to get
the
keys. Use the Mercury Bow to snipe as many guards as you can, then you can
either
drop down below, or use the stairs on the other side of the "U." Battle your way
to the truck, and pick up the keys from the driver. Konoko will drive the truck
through the doors ahead.
The female Striker you'll face once Konoko is out of the truck is wielding a
Screaming Cannon - take it from her, and head up the stairs behind her. When you
reach the unlocked door above, enter it and avoid the Plasma fire from the guard
ahead and above. Stay under the central walkway - there are Ninjas and
Commstrikers in the area. Make your way to the open door on the right side of
the
walkway, and activate the console. This will unlock several of the doors along
one side of the walkways. There are rooms on either side of each level of
walkways - you need to discover the clues that the consoles hold, by exploring
each level and activating them. Not all consoles are accessible, but those that
are will yield vital clues. Use the doors on each walkway to shield you from
enemy attacks, and keep moving.
Drop down to the walkway just above the floor; activating all three consoles in
the open rooms (including the one on this level) will give Konoko enough
information to figure out what Muro is up to, but is also opens a door on the
lowest level, releasing several Strikers. Get past them, and enter the door they
came through. Be careful here - one slip from the walkway behind the door and
Konoko is history.
There are stairwells at both ends of this room; they are the safest place to
battle the Strikers between you and the top level of the walkways. Head for them
as you make it to each level, and keep going up. When you finally reach the top,
activate the console in the center of the walkways to destroy Muro's carefully
laid plans. Jump onto the center platform, and it will raise you for the final
battle with Muro.
There are actually two endings to the game. If you chose not to kill Griffin, he
will arrive with reinforcements, and help you fight Muro. Muro is Daodan
enhanced, but he's not invulnerable. Focus on keeping him down, but be sure that
you activate all the hypos you have to enhance Konoko's Daodan abilities. Stay
after Muro - Griffin will take care of the other guards. Muro has some
devastating attacks, but if you keep him on the defensive, he'll go down
eventually.
If you chose to kill Griffin, then you'll have to face Muro in his final
Chrysalis form. His evil nature has mutated him into a massive killing monster,
with greatly enhanced abilities. To defeat him, you need to attack when his
Daodan abilities are recharging - when he's not glowing red, he's vulnerable. Be
sure to use all your hypos to enhance Konoko's abilities, then use the central
pillar here to avoid Muro. He has a special attack that will bring Konoko back
to
him, but you can avoid it by keeping the pillar between Konoko and him until he
spends his energy. While he's recovering, rush in and pound him as much as
possible. Keep repeating this, and you'll eventually bring him down.
Konoko has defeated Muro, but the Chrysalis survives. Humanity has a future, but
what form will it take? Konoko doesn't have the answers, but thanks to her, at
least there's a chance for survival.