*********************************************************************** * * * The Complete Run Like Hell Guide Version 1.0 * * * * by * * * * Slothrop37 * * * *********************************************************************** *************************************** Version 1.0 completed December 12, 2002 Writer: Slothrop37 Email: captblicero@yahoo.com *************************************** *********************************Copyright Notice********************** I'm not a big fan of intellectual property so you may distribute this FAQ in anyway you see fit as long as you stick by two simple rules. Do not change ANY of the content. If there is a problem contact me at captblicero@yahoo.com. I'll fix it and submit the latest revision. Two, leave my name on it. I wrote it. That simple. All content is copyright of the original author who goes by the GameFAQs handle, Slothrop37. *************************EndCopyrightNotice**************************** Table of Contents 1. Introduction 2. Controls and Gameplay Mechanics 3. General Gameplay Hints and Tips 4. Bestiary 5. Weapons and Items 6. Walkthrough 7. Acknowledgements *********************************************************************** Section 1 - Introduction *********************************************************************** Run Like Hell can best be described as playing through the game Alien. You're trapped on board a space station with a hoard of invading aliens that you must outwit and outgun in order to survive and hopefully escape. A blend of survival horror and action/adventure, it plays out like most other games in that genre. *********************************************************************** Section 2 - Controls and Gameplay Mechanics *********************************************************************** Start -- Options Screen Select -- Inventory Square -- Reload, switch target Circle -- Alternate (secondary) fire X -- Activate, Operate, Pickup, Fire (primary) Triangle & R1 -- Kick, Rifle Strike R1 -- Lock on *********************************************************************** Section 3 -- General Gameplay Hints and Tips *********************************************************************** There aren't a lot of tips for Run Like Hell as the gameplay is pretty straight forward. Shoot everything that moves. To make my game easier I followed some of the following ideas: 1) Spend all possible ballistic and rifle upgrades early in the game on the rifle. The rifle is pretty much the only ballistic weapon you can count on having ammo for most of the game. Making this your main weapon and upgrading it as much as possible will make most boss encounters a piece of cake. 2) Spend all possible energy upgrades on the pulse rifle. The repeater rifle is certainly powerful, but you don't get much ammo. Because the pulse rifle recharges you can always count on having ammo for it even if you can't face more than a few enemies at a time. 3) Once you get the Assault Rifle, don't bother with anything else. 4) As with all shooting games, keep moving while shooting to make it harder for the enemies to hit you. 5) Explore EVERYWHERE!!! The walkthrough takes you through nearly every path that you can cover in the game and gets you 99% of everything in the game. I finished the game with 111 health packs and more ammo than I could count because I searched everywhere. I'd recommend the same for every gamer. 6) The exclamation mark symbol is used to mark ALL areas that you can interact with. If you get stuck look for one of these symbols. More likely than not you'll find what you need there. *********************************************************************** Section 4 -- Bestiary *********************************************************************** There isn't a lot of variety to the monsters that you'll fight in RLH. With the exception of the bosses which are covered in the walkthrough you'll only encounter three main types of which only two can be fought. Brutes -- The first type that you meet when one decapitates Amanda. You won't end up fighting more than possibly one or two Brutes near the end of the game. Usually they are used as mid-level bosses and you have to find a creative way to trick them or blow them up, usually using robots. Don't try to take these things on yourself. Cutters -- The staple of the game. A direct ripoff of the aliens in the movie Alien. Two razor blades for arms. Pretty straightforward, shoot them and don't get hit. Later in the game these guys can pick up an alien weapon and shoot balls of energy at you that do MAJOR damage. It's pretty easy to dodge those balls if you just lock onto the creature and move left or right. Scouts -- Like scorpion type creatures. They come in a couple of varieties. The first ones you encounter will simply come at you and try to slash you with their tail. Later when you kill them, mini- Scouts spring from their corpses. When these get near you they explode like grenades so shoot them or move quickly when they get near you. Also, later in the game is a variety that shoots poison from it's tail. Again, lock-on and dodge. *********************************************************************** Section 5 -- Weapons and Items *********************************************************************** Rifle -- Your standard weapon that Dag gives you in the beginning of the game. If probably upgraded, it can be your main weapon for 80% of the game. This is a Ballistic weapon that takes Ballistic and Rifle upgrades. Shotgun -- A shotgun. That simple. More powerful than the rifle, but you'll find yourself with a lack of ammo for most of the game. This is a Ballistic weapon that takes Ballistic and Shotgun upgrades. Pulse Rifle -- Energy based weapon that shoots white balls of energy at a fairly decent rate. Its main drawback is that its energy supply is completely drained after three or four enemies and takes a few seconds to recharge. This can be bad if you get rushed by a lot of enemies at once. This is an Energy weapon that takes Energy and Pulse Rifle upgrades. Repeater Rifle -- More powerful energy-based weapon, but as with the shotgun you'll find yourself at a loss for ammo during much of the game. This is an Energy weapon that takes Energy and Repeater Rifle upgrades. Bolt Thrower (Rocket Launcher) -- Your standard rocket launcher. Acquired late in the game, it's as powerful as you would expect it to be. The alternate fire allows you to guide your rockets to their destination. The drawback for this is that much of the game's fighting is done in very close quarters and you're more likely to blow yourself up than kill your enemies if you aren't careful. This is a Ballistic weapon that takes Ballistic upgrades (although personally I wouldn't waste the chips on it). Sonic Stunner -- Without a doubt the most useless weapon in the whole game. Even the designers knew this was worthless and they take it away from you partway through the game. Basically sends out a sonic pulse that can only kill the Scouts and then its charge never lasts long. If you equip this weapon prepare to go through more health kits than needs be. Not upgradeable. Assault Rifle -- You don't get this until late in the game, but it's certainly the most powerful and best weapon. The primary fire is an unlimited supply of powerful bullets that never needs to be reloaded. The secondary fire is a grenade launcher that does tons of damage. When you get this weapon, USE IT. That's all there is to it. It's a Ballistic weapon that takes Ballistic upgrades and Assault Rifle upgrades. Alien Weapon -- You can get this at one point in the game if you are quite. It's the same weapon the Cutters use later to shoot energy balls at you. Unfortunately it drains your health as you use it, making it pretty worthless. Not upgradeable. Crossbow -- Built near the end of the game. By far the most powerful weapon you'll get, but you only get four shots with it so use them wisely. Not upgradeable. Protein Bars -- Provide a small amount of health 1/2 to 1 bar. Obtained from vending machines. Energy Drinks -- Provide a small amount of health 1/2 to 1 bar. Obtained from vending machines. Small Hypos -- Provide a moderate amount of health, usually at least one bar. Found all over the place. Health Kits -- Provide a good amount of health. At least one bar, sometimes two. Found everywhere. I finished the game with 111 of these. Health is not scarce. Mod chips -- They come in several varieties and are used to modify your weapon: Burst -- Increases the number of shots each time you pull the trigger. Damage -- Increases the damage of the weapon Clip -- Increases the number of rounds you can hold in a clip before needing to reload. They also come as Energy or Ballistic. See the above descriptions to see what type each weapon is. *********************************************************************** Section 6 -- Walkthrough *********************************************************************** ***************************************** Prologue -- Before the Storm (Tutorial) ***************************************** The tutorial is not necessary, and should you choose to skip it, you can go right to Chapter 1. However, I'd recommend playing through it at least your first time because it gets you some extra health items and provides a good background story of the happenings in the ship and the people you'll be interacting with throughout the story. However, the choice is yours. The prologue begins with a cutscene in which Nick goes through two nightmare dream sequences before waking in the bedroom. Once you have control of the character, take a left out of the bedroom and downstairs. Grab the medkit on the table and check the shield regenerator which you can't use right now, then exit the door. You get two comm messages, one from Sam telling you to meet her at the rifle range and one from Amanda to meet her in the hangar to do research. Take a left and head down the hall. There's a cutscene in which you learn about the elevators being down and one miners conspiracy theory about the Neh'Lok. Head down the hall and check the vending machines. Always check every vending machine you come to as it may contain a protein bar or energy drink. Also, note the locked room number 4 at the end of the hall. You'll be coming back. Head south through the main door into the bar. Get a drink from the bartender then head upstairs, walk up to the first Retroid videogame and press X. The point of the game is to hit the X button when the white dot is in the green section. If you win at this game you will receive a Ballistic damage chip. Head south again and talk to Niles' son Jessie by the men's room. Go into the ladies' room and check the far stall for the passcode (X-O-X-O). Remember that locked room 4, go back there now and use that passcode. Inside the room you'll find a small hypo on the kitchen counter and a Ballistic Burst chip in the bedroom. Head back to the lounge where Jessie was and over to the elevator which automatically takes you down. Head left out of the elevator and Niles tells you about the elevator repair. Past Niles you meet Sam at the rifle range. Follow Sam into the VR room. The VR program is optional and completely unnecessary if you even took a cursory look at the manual or the control section of this FAQ, but if you want to do it: VR Walkthrough Use first panel to turn off security field. Use next panel to operate robot. Take the robot past the door to the switch and activate it. Take Nick through the newly opened door, past the locked door to the computer terminal to get the code X-O-Triangle-O-X. Use that code on the locked door and head up the ladder. Grab the rifle and take out the enemies in the room. Go through the entrance and up the lift. Kill the last enemy by locking on with R1 and blasting. Head to "!" to exit. Now show Sam how to shoot in more ways than one. Amanda comes in to break up the party. Head over to her and they'll lead you on your way to the hangar. In the library speak to the scientist and to the robot librarian for a little English humor. Through the door into the cafe and you'll find two miners harassing a scientist. Walk over to the miners and teach them a lesson. Then head over and talk to Dag twice. Follow Sam and Amanda to the elevator and up to the hangar. Cutscene plays as the romance between Sam and Nick builds. Check the trunks in the hangar for some health and then head over to Amanda at the ship. A cutscene plays in which Nick gets a bad feeling about all this. ********************************** Chapter 1 -- Flight Into Darkness ********************************** The chapter starts with a cutscene of the ship returning to the base. You return to find problems at the station. Check the trunk at the far end of the hangar BEFORE checking the computer terminal. On the terminal you see the slaughter at the base and a Brute shows up to put an end to what I thought was a perfectly good love triangle. Nick immediately runs down the hall. At this point you'll have to dodge obstacles. Most of the time it is running left or right but sometimes you have to hit Triangle or X to jump or duck respectively. The patten to avoid obstacles down the hallway is Left-Triangle-Right-X-Right- Center-Triangle-Left-Triangle. Dag shows up to save your sorry butt from the Brute and gives you a rifle and some health which is nice of him since he just shot you. Then you meet your first Alien ripoff, the Cutter, who you have to dispatch. Dag tells you more about the alien invasion. Some more Cutters and you find a locked door. Nick goes off to find something to pry the door open with. Through the door down the hall and into the hangar. Cutters will continue to fall out of the ceiling here, just dodge and kill them. Head right and up the ramp into the control room where a dead body holds a Shotgun clip chip and health kit. In the main hangar use the computer panel on the right side to raise the ship platform and find another body with two health kits and a Service keycard. Check the trunk in the far righthand corner and then head through the north door to the next section. One of the walkways in this section holds a body with a health kit. Continue into the next section and take the two health kits off the dead body by the locked door. Time to get the code for that door. Head over to the right side and use the computer terminal to raise the ship platform and unblock your path. Head under the raised pipe and up into the control room. If you consider the leftmost terminal to be terminal one, then the patterns to unlock the doors and what you find inside is as follows: Terminals 1 and 2 on opens Door 2 where you get part of the code. Terminals 1 and 3 on opens Door 1 where you get health (in locker) and code. Terminals 2 and 4 on opens Door 3 where you get a small hypo and more code. All Terminals on opens Door 4 where you get a Ballistic Damage chip and the last of the code. Head back to the locked door and open it with the accumulated code Square-O-O-Square-X. Inside you'll find a crowbar and some protein bars. Now head all the way back to Dag killing Cutters as you go. When you return to him a mini-game starts in which you have to hit the X button as fast as possible in order to get the door open. Don't worry you should have plenty of time. Head through the opened door and through the door to the left. A cutscene commences in which you learn more about the alien invasion and you get a distress call from a scientist in Psi Alpha. Get the shotgun clip chip out of the locker and then over to the door with the "!" to escape the deck. Ride the elevator down to Alpha section and you'll find your first encounter with the biomass. You separate ways and continue on. You start out a fork. To the right is a locked door so head left to a T, then right and enter the first door on your right. You are in med lab where a dead body holds the passcode for the door and a health kit. Use the computer terminal to find another piece of code then kill the Cutters and head directly across the hall to get the blowtorch and blowtorch fuel for use later. Go back to the locked door at the fork and enter the code Triangle-Square-X-Triangle-X to open it. Open the locker inside the room to get two health kits, a shotgun clip and a rifle damage chip. Use the computer to take down the security field which, unfortunately, also releases the Cutters in the room with you. Kill them and then check the left room for two protein bars. Head back out to where you lowered the security field and proceed through the door. A cutscene plays in which a Brute and some Cutters ignore you and go to guard a door. Don't waste your time attacking the Brute. Instead, enter the medlab by where you are standing and get another piece of code. Then down the main corridor and take a right before the Brute to find your way to the grav lab. Head to the control room in here and check the side room for a dead body with the grav lab key and a health kit. Back in the control room, use the computer on the far wall to call up a robot. Use the O button to exit the computer and go into your inventory. Combine the blowtorch and blowtorch fuel and then walk up to the robot and select use item. You now have a blowtorch wielding robot. Go back to the computer terminal and take control on the robot. Drive him over to the Brute who is blocking the door. When you get close use the attack button to blowtorch the Brute then have your robot lead him back to the grav chamber. Once he is in the gravity chamber hit the O button and do a 180 degree turn to use the other computer terminal. When you try to activate the gravity field the computer tells you that you need to reset the wavelengths. If you played the Tutorial this will be familiar to you. If not, the point is to hit the X button when the white dot is in the green zone. Do it quickly and the Brute goes splat. Walk out the back door of the lab and up to the door the Brute was guarding. A scientist comes out to unlock the door. Go into the room he came out of to get another piece of code and then through the door he unlocked (the one the Brute was guarding). Take the only available path to the right. At the end you'll find a locked door and a room with a Cutter and a dead body. The only thing of value in here is the health kits on the shelf. Now make sure your health is at full and get ready for the first boss battle. *************** Boss Battle *************** Head to the locked door and enter the code Triangle-Square-O-Square. Enter the room and the music starts. Not so much a single boss as a swarm of Cutters. There are about two dozen to kill total. There is a health pack in each of the four corners. You are in a pretty small space here so just try to stay as far away from the corners where the Cutters are spawning and gun then down and dodge. It's more an exercise in how fast you can hit the X button, but WATCH YOUR HEALTH. Hit Select to go into the Inventory menu and use health whenever you are low. You should have plenty by this point. After you beat these guys a cutscene plays in which you run like hell get caught by a door and have your butt saved yet again. *********************************** Chapter 2 -- The Road to H.A.V.E.N. *********************************** Cutscene plays in which Nick and the doctor get to know each other. Walk up to her after the scene and Nick questions her about Sam and the formalities continue. At the end check the chambers with the "!" for two health kits then head to the conference room to talk to the scientist. Back to the doctor and Dag calls in. Talk to the doctor and she tells you about the access chamber. She asks you to get a specimen. Before heading down the access ladder check the trunk in that room for a health kit. Down the ladder you'll find yourself in a darkened room. Out the door by the shield regenerator and you'll get to kill your first Scouts. Scouts drop out of the ceiling all the time around here so be prepared and kill them quick. Directly across the hall from where you exit is a busted elevator that you'll need to fix to exit this level. For now head right and you'll see a scientist activate a security field and then show the versatility of a Cutter's blades. In this area you'll find a locked door. Nothing you can do for the moment so head back down the other way. Take the first door on the left. It's a lab and behind the table is a corpse with a Ballistic burst chip and health kit. The side room along with holding a Cutter contains two small hypos, a health kit on a shelf and a dead body with the passcode for the power room. Back to the main corridor, grab the health off the dead body and head northeast to the next door on the left. The first door leads to a room with a laser, but no power, no laser, so head to the second door and use the passcode Square-X-Triangle-X on the door. In the power room you'll find an elevator circuit card on the desk and a dead body with the passcode to the main generator room. Head back to the generator room (the locked door by the security field) and use the code X-Square-Square-Triangle to open it. Head inside and at the ramp to the control room you'll find a body that tells you to reset the individual circuits before resetting the main power. Head down the tunnels on the right and left and throw each switch with an "!" by it. Now head to the control room, get the two health kits from the trunk and throw the main power switch. Things don't go smoothly so you'll need to reset the overheated generator on the left side. Head back down that side tunnel, reset the switch, then head back to the main control room to reactivate the main power and you're back in business. Head all the way back down the main corridor to where the room with the laser was. Hit the laser button three times to blast a hole in the locked room. Enter that room and grab the two health kits and elevator power coupling. Head back to the elevator and it should work now. At the bottom Dag tries to kill you again and then asks you to follow him to the security room. But first we're going to explore. Head to the right and you'll find an open room with a trunk that holds a Ballistic damage chip. Now head in the door that Dag went in and to the far left is a room with lots of stuff (Shotgun, Shield Upgrade and Ballistic Damage Chip). All the other doors are locked so head into the security room and have a talk with Dag. Niles phones in from the Recreation Room. Head to the elevator you took down and it's off to save Niles. After exiting the elevator watch the Star Trek Klingon reference (rip-off) then head to find a dead body with a repeater rifle clip and health kit. Head right and through the only open door at the end of the hall. At the end Dag opens the door and you meet a Brute who wants to play Santa. You need to play the Grinch. Head to the door at the back right to restore power to the theater lights. The door at the back left holds a dead body with a health kit and Ballistic Damage chip along with the passcode to the back props room. Head back into the main room, up the stairs and use the controls to shine a little light on the Brute. Head back around the stage where he was guarding and fight some Scouts to save Niles. Niles says Jessie left so it's off to save Jessie. Niles give you some helpful stuff. Check the room he came out of for some more and check the room to the far right using the passcode X-X-Square-X-Triangle to open it to get to a Shotgun, Shotgun Damage chip and Shotgun Clip Chip. Back to the main room, kill a hoard of Scouts and Niles opens the door. At the end of the hallway is a dead body with two health kits. The right is a locked door, so enter the door on the left, in the room, up the stairs and behind the bar you'll find a note from Jessie. You'll get a passcode to the locked door on the right (Square-Triangle-Square- X-X). Go back and use it now. You'll find a body with a health kit and Shotgun clip chip. Enter the elevator. After entering the elevator, head to the left. In the first room, check the first side V.R. room for Shotgun, Shield Upgrade and Shotgun damage chip. Enter the lounge next and the women's bathroom holds a dead body with a health kit and Repeater Rifle Clip Chip. There's also a dead body in the main room with the Service keycard and two health kits. Finding nothing else, head back where you left Niles. You can see where the Scouts are coming from. Make sure health is full cuz it's time for the second boss battle. *********************************** Boss Battle -- Scout Creator *********************************** If you've been building up the rifle as recommended this battle is fairly easy. Kill all the Scouts that come at you in order for the Boss to open up in order to create more. You can only damage him when he puts his arms down to create the other ones. Watch out because he'll attack you at that time also, so be prepared to dodge. Mainly blast the Scouts as fast as possible in order to get him to open up and then blast him. Once the boss is dead, head into the side room for the reunion. Time now to get back to the main task of catching a Cutter. Head to the north through the biomass covered door, into the main room. To the right side is a door to the kitchen. For now head to the north end of the main room. A Cutter will come out. Lead him to the freezer in the kitchen. Cutscene kicks in where you get the Cutter and take him to the doctor. You also notice the biogrowth is spreading. ************************************** Chapter 3 -- The Hunter and the Hunted ************************************** Niles gives you his sonic stunner, which is practically useless. Thanks Niles! Head to the main room and the doctor gives you a lecture on the Cutter. Talk to Dag and see a message from the commander. Time for another rescue. Finally, talk to the scientist to hear someone who's just a bit too interested in the aliens. Check the chambers again for health then head to the access ladder and down to a control room. Follow Dag down the hall. *BOOM* Guess you're not going that way. Head back to the first room and a passage has opened up. Head through into a med lab where a dead body has two health kits and a computer on the wall gives a partial code. Head through the only available door into a sea of bio-growth and out into another lab. Check the locker for a Shotgun Damage chip and a health kit. Use the code Square-X- Triangle-O on the door. Ignore the gas and head through the room. You'll hook up with Dag on the other side and you can take the elevator down to H.A.V.E.N. Like the last time explore the other rooms before heading into the security room. You'll pick up several health kits. In the security room you get another message from the commander and a mysterious S.O.S. Dag gives you the H.A.V.E.N. passkey which lets you in two of the three previously locked rooms inside H.A.V.E.N, one of which has a locker with the Repeater Rifle, Repeater Rifle clip, Shotgun clip and Rifle Dmg. Chip. Head out and into the elevator. Things go from bad to worse and you have to use the ladder to escape. Niles phones in to try to help you figure out where you are. To the left is a dead body with two health kits and a Repeater Rifle Clip Chip. To the right a dead body with two health kits and a Shotgun Clip Chip. Down the center passageway there is a dead body with 4 energy drinks and Rifle Damage chip. Take the door to the right about halfway down the passage. Down this passage you'll find a locked door on the left and an open one on the right before the security field. Inside that room is a dead body that holds the passcode and there's some hypos on the shelves. Go unlock the other door with the passcode X-O-Square- Triangle-O. In the room you'll find health, a shotgun, and shotgun clip on the shelves and a computer terminal in the corner to lower the security field. Do so. Head through the opened door and through the straightforward box maze. There are five trunks and two dead bodies in the maze to get items off of. Make sure to check the second dead body for the required Service Card key. Enter the circular room and out the other door, down the hallway to the third boss battle. ******************************** Boss Battle -- Uber Cutter ******************************** Again, easy, if you've been working on the rifle. Shoot and dodge the Uber-Cutter until you wear his health down about a third. He'll then jump up on one of two pedestals and pods will drop from the ceiling. Watch for their shadows on the ground to avoid them and keep moving. Kill the Scouts they create and then lock onto the Cutter again. Move left or right to dodge his fireballs and then when he hops down open fire. Don't bother shooting him when he's on the platform as he's invincible at that time. There are trunks and bodies in the four corners of the room for needed health and the passcode necessary to leave the room. When the Cutter is dead use the passcode X-Triangle-Square-O to leave the room, use the shield regenerator and grab the environmental suit. Then exit to the outside of the station. Part of the ground is electrified and you don't want to be on it when it's blue. Go from bump to bump on your way to the access door which is shown to you in the opening cutscene. When you turn on the grav boots and starting walking up the wall, make sure to check the two dead bodies in that area, one of which has the passcode for the access door and the other which has two health kits and a rifle damage chip. Enter the access door with the code X-X-Square-Triangle-O and take the elevator that appears. Use the computer and you get a distress message from Sam. Take the next two doors south and climb down the ladder into the sludge. There's only one good ladder so take it through the tunnel and then repeat the process in the next pit. Check the dead body outside the door for three health kits and then take the walkway around to the left. Ignore the biomass door for now and take the door at the end of the hall. Down the ladder, through the pit and up the ladder to find a body with a Ballistic Damage chip, 3 health kits, a repeater rifle clip and a Shotgun Damage chip. Back the way you came and now enter the door covered in biomass. Through the door and you a cutscene with advanced alien life. Quickly check the body in the room for the Energy Burst chip and then health kit. Then exit out the door. Do NOT fight the Scouts as they just keep coming. A cutscene with Sam plays and you find yourself in a reactor room with a very large Scout and smaller ones that now shoot poison at you. Kill them and head north. There's one trunk with three health kits and a Repeater Rifle Damage chip which you should open before heading up the available staircase into the control room. Out the north control room door and into a maze of cubicles. The way through is pretty straightforward, just make sure to check the desks for health and other items. At the end you'll reach a checkpoint. Now's a good time to recharge your shield and get your health at max for the next boss battle. ********************************* Boss Battle -- Uber-Cutter ********************************* Again, equip the rifle and blast this one. The best method once he gravitates to the center of the room is just to circle strafe him. Try to stay locked on to him and ignore the Scouts that come out. If you do lock onto a Scout by accident quickly kill it and focus back on the Cutter, running in a circle to avoid his shots. There are two dead bodies in the corners which have health as usual. After you kill the Cutter a cutscene plays in which you meet Craig and worry more about Sam. ************************** Chapter Four -- Into Death ************************** Cutscene with Craig and the doctor gives more theories about the biogrowth and asks you to get another sample. Exit the room and Craig becomes your buddy suddenly. Head with Craig back through the office maze and Dag calls in with a status update. Continue to head back and when you get to the control room you'll see the virus has been spreading rapidly. You'll need to drain the tanks manually, so head down to the main floor. The tank you need to drain is in the center of the room, but you'll have to head all the way south and get the control wheel first before you can drain it. Once you get it from behind the busted tank, head back to the main tank, go into your inventory and select "Use Item" on the control wheel. This gets you access to the main tank. Grab the stuff out of the locker and head down the elevator. Check to the left for a trunk with a Shotgun Damage chip, then head right to take the next elevator down. A cutscene ensues where a miner gets diced. Kill the Cutter and head around the ring to the next elevator. Raid the dead body for two health kits as you pass. At the bottom the security field blocks your path so head around to the right. As you approach the dead body a cutscene plays where an Amalgamator calls off a Cutter. Curiouser and curiouser, huh? Check the dead body for a the security code, nitrogen blaster and health kit, then head back and click on the security field to lower it. Open the small which activates an energy bridge. Take the energy bridge across the gap and the next security field lowers automatically and you're on the next elevator. The elevator breaks so take the walkway around to the left, killing Scouts and checking trunks as you go. Down the next elevator and go all the way around the walkway to check the dead body before stepping into the small glass room to take the lift down. At the bottom you're attacked by Scouts, kill them and check the trunks to the left and right before heading out to the center ring where Craig is. Take the ladder down and you'll find the control room. Dag calls in. He's trapped by a Brute so you'll need to rescue him. Check the locker then take the right control room elevator down. Head right and find a locker with a Lower Maintenance Section Card, three chemical tanks, three detonators and a Rifle Damage chip. There's a cutscene where an Amalgamator calls a bunch of Scouts to attack. After dispatching them head back to the elevators and take the left one down. Go into your inventory and combine ALL THREE tanks and detonators, then walk over to the control panel and bring up a robot. Exit the panel and arm the robot with a bomb by going into your inventory and selecting "Use Item" on the explosive when standing by the robot. Take control of the robot again and put it into the elevator down to the main floor. Drive it over to the Brute and hit the "O" button to detonate and kill it. If you mess it up call up another robot and repeat the process until you kill the Brute. You have three tries until you are out of bombs. Now head down the elevator yourself to the main floor. Check the broken robot to the left for some items and head over to the door the Brute was guarding to meet up with Dag. After the cutscene, check the trunk in the room then head back to the elevator where you meet a nasty new breed of Cutter. Take the elevator up and head right. When you get to the membrane Dag shoots it. Equip your Nitrogen Blaster, lock on and freeze it. Dag and you throw it on the conveyor belt and head back to Craig. After the cutscene check the locker for some health, then out on the ring an up the ladder. Off the ring and follow Dag to the elevator. He takes one for the team so you'll have to go on alone. This is where the game gets its name. There's no point fighting, just run back across the electric walkway, directly to the elevator then around and to the next elevator. Enemies will just keep coming so ignore them and just go for those elevators. After the second one Dag eliminates a good deal of the resistance. ************************************ Chapter Five -- What Dreams May Come ************************************ Nick is back in the doctor's quarters and he finds out Niles has gone to H.A.V.E.N. After you exit the room walk over to the doctor and she tells you more about the aliens. Once her speech has ended talk to the doctor and the scientist. After their speeches, Niles shows up and tells you that helps has arrived. Check those chambers again for a ton of health, then head down the access way as usual. You find yourself in a destroyed room. Head out the main door and you'll find some biogrowth. Head through the only available passsage in the biogrowth. You'll come to a green laser. You do NOT want to get hit with that. Check the trunk beside the laser. As soon as the laser shuts off head down the passage it's pointing down and dodge left at the end. You're now in a long hallway of that the beam is traveling down. The safest places in this hall are at the small alcoves or the membrane looking portals that enemies come out of. Time your runs to these places when the laser is off. Make sure to check the small alcove to the right at the end of the hallway for a body with some health, then head through the door. A short distance beyond, on the left is an elevator down to H.A.V.E.N. Nick makes it to H.A.V.E.N. and contacts the rescuers to find the defensive shield is up and must be lowered. Niles tells you how to find a hacker to take the shields down. The commander also calls in to tell you about being held in central command. Check the three rooms inside H.A.V.E.N. for weapon mods and health, then head out the main door, left, down the corridor, through the door and room and into the biogrowth. Partway in you see an alien go for his weapon. If you can kill him before he gets to it you can pick it up. At the end, take the left and when you come to the T, check left for an alcove with a body, then head right to the access ladder to the next section. You find yourself back where you started the tutorial. Go in Room 1 and check the desk for a microchip memory and the bedroom for weapon mods and health. Go to Room 3. Check the desk for the rec room passcode, the living room for a Ballistic Mod chip and the bathroom for health. Check the bedroom in Room 4 for health. Head to Section III on the map and use the code Square-O-X-Triangle-Triangle to enter. Check the body by the bar for health, then continue on. Check the body in the center of the lobby for more health, then through the next door. You run into a crate barricade, so head up the ramp and into the room. This is Dag's old room. Up in the lounge, on the wall, you'll find the rocket launcher. Grab it and some rockets and head back into the hall. Press R1 to aim down the hall and press "O" to alternate fire down the hall. Guide the rocket down the hall, around the U turn and down the other hall into the explosive canister. The crate barricade should be gone now. If you missed, try again. If you run out of rockets, go back in Dag's room and pick some more up. With the crate blockade gone you can now go down the hall and into Room 2. In the bedroom you'll find a body with a maintenance keycard. Head all the way back to where you started the level and outside Rooms 3 and 4 you'll find the maintenance hatch. After you come out of the hatch, head down the hall and take the door. You'll enter a room with a cage in the middle. There's a door to your right that you need to enter. Inside check the locker for a mod chip, pick the power cell up from the console and activate the computer to enable the first bridge. Cross that bridge to the center cage. In the cage you'll find a computer where you need to use the power cell to activate the next bridge. Cross the bridge and check the two rooms for another power cell and some health. Back to the cage and use the new power cell to activate the last bridge. Cross the bridge, check the three rooms for a partial code and some ammo, then take the lift down. Run to the control room on the other side. You don't have the code so exit the south door, equip your rocket launcher, aim down the hall and alternate fire. Guide the rocket into the tanks which opens the door and gets the rest of the code. Go to the control panel and use the code Triangle-Square-O-X-Triangle. This lowers the security field, so kill the Cutters and you'll rescue Jinx. Once the cutscene ends check the rooms the Cutters came out. You'll find one with a hole blasted in the wall. Enter and you'll find a control panel. Use it and take the lift up. Enter the cage and use the control panel in it to move the bridge twice and you'll exit the door where you entered. The security field in front of the biogrowth is gone, so enter it. Niles tells you that creatures are converging on your position, so make sure your health is at maximum and run straight for H.A.V.E.N. ******************************** Boss Battle -- Uber-Cutter ******************************** You almost make it to H.A.V.E.N. when you get attacked by a boss Cutter. This one has several tricks up his sleeve. He likes to spin and he likes to emit a green pulse wave. Same general rule applies as all the others. Equip your Rifle, stay as far away from him as possible and blast him. At this point your rifle should be pretty powerful so it shouldn't take long. Once he is dead, you'll find yourself in H.A.V.E.N. Inside the security room Jinx takes the shields down and the rescuers come aboard to help. KER-SPLAT. So much for that idea. *********************************** Chapter Six -- Revelations *********************************** With the rescuers gone, so is hope. When you exit the room talk to the doctor, Niles, Jinx and the scientist. Then head back and talk to Niles again. When the lights go out go to where the Amalgamator was. Then back to talk to Niles again. Time to leave, kids. Check the chambers one last time then head to the access ladder room. The doctor a quick change then down the hatch. Go straight and enter H.A.V.E.N.'s security room. After the speeches follow Niles to the storage room to get the welder, Shield Upgrade, Ballistic Burst chip and Energy Damage chip then head back to Jinx in the security room. Time to find a way into the control center. Exit. H.A.V.E.N. and take a left. Use the arc welder on the membrane to open a path and then again on the next membrane. The arc welder then shorts out. We've been through here before (down the hall, take a left, left at the T and then take the access ladder to your quarters). You come out by Rooms 1 and 2. Remember this, you'll be coming back. Head left, down the ramp and down the hall to the bar. Grab the health off the bar and continue to the next room. The biogrowth has completely taken over this section. Halfway through, by the hanging bodies you find five health kits and then exit to the area where you destroyed the crates earlier. Check the bedroom in Room 1 (Dag's room) and the desk in Room 2 to assemble most of the code. Then head all the way back to the original Room 2 where you entered the level. Enter that Room 2 and use the code O-Triangle-Square-O-X on the computer in that room to get the code to central command. Then use the access ladder to go down to the biogrowth and back to H.A.V.E.N. At H.A.V.E.N. Jinx gives you a message from Sam who is trapped in the command center. After the message head down the access elevator shaft in front of you. At the bottom, check right and left for mod chips and then straight through the biogrowth to meet Niles who takes you down to the next section. This section is hard to explain, so I'll use cardinal directions. To the east is a locker with wires and a trunk with health. Now go to the north and you'll find a dead body with a passcode, a trunk with some health and locked door to the control room. Use the code Square-O- Trinagle-O. Inside you'll find a locker with a power recharger and two health kits. In your inventory combine the power recharger with the wires and head back to the center circle. Go to the disabled bridge to the west. Use the recharger on the bridge and the wires short out. Cross to the west, check the trunk and head to the west control room. Fight off the tiny Scouts and destroy the crates, then head across the bridge to the dead body. The body holds more wires and some other items. Again, combine the wires and power recharger and head back to Niles to activate the next bridge. Head across and into the next control room. Use the power recharger on the green "!" and head over to the ladder. Kill all the Scouts and the path opens. Down the ladder you go. Check the desks for health then up the ramp and all the way around to the door to the south. The first door to your right has a body with an Armalpha keycard and Assault Rifle. Equip the Assault Rifle. It is now your new best friend. Continue south. Through the next room checking the desks for health and southwest into the hallway. On the automap, Section III is the armory. Go inside to find weapons and an environmental suit and continue heading southwest to the next room which is an exercise room. The door to the north leads to a broken bridge so take the one to the west. Check the second door on your right for some ammo and the best damn quote in the game, then head on to the west. Through the dormitory, down the hall (check the locker room to your left) and through the next dormitory. Niles shows up as you exit the door to the north. Head all the way around and you'll find a dead body with a passcode and the command center keycard. Just before this body you'll find a door to the generator room. Inside the room use the control panel and watch Nick run like hell. You are still controlling him so make sure to move right and left to avoid the crates and Scouts. Use "X" to dodge the Brute. Back in the dormitory a Predator-style alien shows up. You can't lock on to him so try to aim Nick at him as best as possible and keep firing. Run ALL the way back to Section I where you started the level and take the north door and use the code O-Square-O-X-Triangle to access Section VIII. Use the control panel then head to Section IX and use the control panel there to activate the bridge. You'll find yourself at the main node. Use the eastern door to access the command center and then down the stairs to command. Make sure your health is at full cuz it's time for another boss battle. ****************************** Boss Battle -- Big Bad Bull ****************************** It's time to play matador with the Assault Rifle. Lock on to the creature and blast away. When he charges you take the left off and dodge to the left or right, then lock on again and blast away. Repeat until he's dead. To complicate matters there are Scouts that show up to shoot poison at you. They can almost be completely avoided if you keep moving around the circle as you fight the boss. The boss will always continue to charge at you and the Scouts can't keep up with your pace. When the boss is dead Niles lets you into the command center and as the chapter title states there are several revelations. ************************************** Chapter Seven -- Echoes in the Night ************************************** After the doctor's speech, head to the security room to talk to Jinx and Jessie, then to the hallway to meet with the doctor. Time to get the hell out of this can. Exit H.A.V.E.N. and you'll end up in the hangar. After a cutscene Nick decides to blow the station up. Before leaving the room check the trunks and grab an environmental suit next to the northeast door. Head out this door, through the biogrowth and over to Section III. Sam calls in to annoy you. You find yourself in another box maze. There is a fireball throwing Cutter who goes invisible after you damage him some. Check ALL the nooks and crannies in this room for trunks. You need these three items: Robot arms, titanium tube and propellant. Combine the robot arms and titanium tube to make a crossbow, then the propellant to make a gun. Equip it, lock on to the Brute guarding the door and one shot blasts him to hell. My recommendation is to save the three Crossbow explosives left for the last boss battle. It's up to you, but it makes things much easier. Either way, exit and take the lift up. The next section is a long walkway. The key to killing the Brutes is to aim at a tank and wait for the Brute to walk by it before shooting it. I would recommend blowing up any tanks you don't need from a safe distance to avoid accidentally blowing yourself up when you are killing Scouts. After the last Brute, enter the doorway, put your suit in the locker and head down the ladder. At the bottom open the door of the transport and ride it to the end. Make sure to point yourself facing the back of the tram to kill the Scouts who decide to drop in. At the end of the ride, enter the reactor. You find a Jaxn'trep body in front of you with a videocard that tells you how to disable the reactor. I would ignore the Scouts for the time being and just place a Jaxn'trep explosive by each of the eight stations with a "!" by them. Then use a control panel next to an elevator next to an elevator on the center column to bring the lift down. Ride the lift up, then along the walkway to ride another lift up to the second level. Place another Jaxn'trep explosive by each of the four "!". Now ride the elevators back down to the main floor. Kill all the Scouts you ignored earlier. DO NOT ENTER THE CONTROL ROOM YET!! To make the upcoming boss battle much simplier on yourself go around the center column and destroy all four power cell stations that grow with a faint blue. You will know it is destroyed when it turns black and looks totally broken. The helpfulness of doing this NOW cannot be stressed enough. Now enter the control room and try to use the control panel. Niles shows up. **************************** Boss Battle -- Niles Alien **************************** Well, if you didn't destroy the power cells as I recommended above now would be a good time to do it as Niles has a shield that protects him and if you take it down he just goes over to one of the power stations and recharges it. Once the power stations are destroyed, just blast away on Niles with the Assault Rifle. When he blasts the purple laser at you simply run to the right or left to avoid it then lock back on and blast him again. When you take his health down about a third he switches tactics and starts lobbing the white energy balls at you. Stay locked on to him and move left and right to avoid him. Try not to get to close to him as he may shoot purple pulses at you which bounce off the way and can be a real pain to avoid. Now when you get him down between halfway and a third health left he starts turning invisible on and off. When he turns invisible and runs just follow him around. Do NOT bother shooting him when he's invisible because you can't hit him. Lock on when he goes visible again and with the Assault Rifle upgraded you should take him down in no time. When he finally dies you set the reactor to meltdown. You now have 25 minutes to exit, but don't worry the game doesn't actually have a time so you don't blow up if you take too long. Head back to the transporter you rode to get here and get on. A Brute derails the train about halfway back and you'll have to do the rest on foot. Run past the transport and keep running. Kill only those enemies who impede your path. When you get to the end of the tracks take the ladder up. Run back across the walkway, down the elevator and back through the box maze. Again, I didn't bother killing anything that didn't get in my way. If you take the outer edge of the box maze you'll have to fight the least monsters. As you exit out of the box maze you encounter the last boss battle of the game. ********************************* Boss Battle -- Super Scout ********************************* This boss really only has the rolling trick that he uses. Don't worry about shooting him when he goes into a ball and rolls around, just concentrate on dodging at that point. If you have the Crossbow explosives left lock onto him with that when he comes out of the ball. The three remaining explosives will take 80% of his health then finish him off with the Assault Rifle. If you don't have any Crossbow Explosives left, just blast him with the Assault Rifle when he's not in the ball. There are two bodies in the room with health if you are running low. When the boss is dead, just sit back and watch the ending. You've earned it, though I wouldn't classify it as happy. You can also watch the credits if you want to hear more Breaking Benjamin, but there's nothing special when they finish nor are there outtakes, etc. That's it. Hope this helped. *********************************************************************** Section 7 -- Acknowledgments *********************************************************************** Me, myself and I for completing the guide. My fiancee for providing the hours of entertaining commentary as I tried to complete this game, including the never to be forgotten "You KNOW this music sucks. You KNOW it." GameFAQs for hosting my guides and for providing all the guides that I've needed to complete so many games. Lance Henriksen, one of the coolest actors in Hollywood today, for doing the incredible voice acting of Capt. Nicholas Connor. And you the reader for reading it. Any suggestions, corrections or desired additions can be sent to me at captblicero@yahoo.com Thanks again.