Esoteria (walkthrough)



 ~  Esoteria Walkthru. ( June 7, 2001. *PC - Action, Version 1.40*)          ~
 ~  By Donald Wood(*doninss*) e-mail:                     ~
 ~                                                                          ~
 ~  *The Walkthru is complete.* I will correct it of course, as             ~
 ~  information becomes available. (I believe items were missed.) I         ~
 ~  will also add to the other sections as more info becomes available.     ~
 ~                                                                          ~
 ~  I wrote this Walkthru because I felt there should be one.               ~
 ~  Although only a few people even know this game exists, I consider it    ~
 ~  well worth playing. "Web sign"(some of it web scat) of this game and    ~
 ~  its developer dries up and blows away almost daily. There is a          ~
 ~  certain historical permanence afforded a game by a Walkthru at          ~
 ~  CJayC's. This is my first attempt at a Walkthru. I consider myself at   ~
 ~  least an average gamer, but as a Walkthru writer I... But if "blood,    ~
 ~  sweat, and tears" count for anything, this is at least an average       ~
 ~  Walkthru. The game probably deserves better, but I'm what it got.       ~
 ~                                                                          ~
 ~  I am also attempting to balance my GameFAQs karma(real world), and...   ~
 ~  I brashly said I would, before I had any idea of what I was saying.     ~


          !!!                       !!!!!                         !!!
          !!!                     !!!!!!!!!                       !!!
          !                     !!!!!!!!!!!!!                     !
          !                    !!!! LEGAL !!!!                    !
      !!!!!!!!!               !!!!!!!!!!!!!!!!!               !!!!!!!!!
      !!!!!!!!!               !!!!!!!!!!!!!!!!!               !!!!!!!!!
!! ! ! ! ! ! This FAQ has been submitted to the following sites. ! ! ! ! ! !!
! ! ! ! ! ! ! ! ! ! ! ! GameFAQS  ! ! ! ! ! ! ! ! ! ! ! ! !
!! ! ! ! ! !  My Esoteria page   ! ! ! ! ! ! ! ! ! ! ! ! ! !
!! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! !!
! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! !
!! !  Copyright: Copyright Donald H. Wood( It MAY be  ! !!
! !  reproduced in any way for personal use. It MAY NOT be reproduced by  ! !
!! ! !  any means for profit. If you would like to contribute to this  ! ! !!
! ! ! FAQ(you will be credited), or post it on your site, please e-mail ! ! !
!! !  me at the address above. Questions, comments, and corrections are  ! !!
! ! ! ! ! ! ! ! ! ! ! ! ! ! !  also welcomed. ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! !
!! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! !!

This guide is not official, and is in no way affiliated with or sanctioned by
Mobeus Designs, JC Research, or any other company. Any existing copyrights or
trademarks apply, and are not covered in the copyright declaration above.

If you are going to quote this walkthrough verbatim, please use quotes ("") and
reference the document itself.

The following sites have permission to post this walkthru:
GameFAQs  (Original submission, and updates.)

                                Version Info

Version 1.00 Complete Walkthru.
Version 1.01 Modified ASCII Art, made minor changes to Walkthru.
Version 1.02 Made minor changes to Walkthru.
Version 1.03 Made more minor changes to Walkthru, corrected the version
             number above. O_o
Version 1.20 Added a credit, added Prequel demo data files, made minor
             grammar corrections, made small addition to Walkthru, added more
!s to
Version 1.21 Made minor corrections to Walkthru. Changed the LEGAL !s.
Version 1.30 Fixed typo in game credits section.(Sorry Hugh.) Added cheats.
             (Thanks Joe.)
Version 1.31 Fixed some spelling errors, typos.
Version 1.32 Typo, slight layout change, new email addy.
Version 1.40 Changed version number system, added disclaimer, and sites with
             permission to publish.
Version 1.41 Added site (Cheats-Corner) to permission list.

  >~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1.0 Contents. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~<

Section 1.1 Specs.
Section 1.2 Intro.
Section 1.3 Controls.
Section 1.4 Enemies.
Section 1.5 Enemy AI Guide.
Section 1.6 Weapons, Upgrades, Items.
Section 1.7 Game Interface.
Section 1.8 Tips, Strategies.
Section 1.9 My Observations.
Section 2.0 Walkthru.
Section 2.1 Data Files, Transmissions, Prequel demo.
Section 2.2 Data Files, Transmissions, Full game.
Section 3.0 Esoterica (Secrets, cool stuff, etc.)
Section 3.1 Cheats.
Section 4.0 Game Credits.
Section 4.1 Credits.

1.1 Specs.

Platform: PC
Genre: Action, Third Person Shooter/Sneaker/Sniper,
with some minor RPG elements.
Publisher: Kirin Entertainment. (R.I.P.?), (My copy. Bandai
may have also published previously?)
Developer: Mobeus Designs Inc. (R.I.P.)
Music: The Media Cafe. (R.I.P.?)
Release date: Scheduled for March 1997. 18 April 1998?

System Requirements (From readme):
Microsoft Windows 95 or Microsoft Windows NT 4.0
with Service Pack 3 installed.
Please note:  Esoteria will NOT run in MS-DOS,
Microsoft Windows 3.1 or Microsoft Windows NT 3.51.
A Pentium processor running at 133 Megahertz
(A Pentium running at 166MHz or higher is recommended).
16MB of RAM (Windows 95).  32M Recommended.
32MB of RAM (Windows NT 4.0).  48M Recommended.
100MB disk space (250MB with music).
A Windows compatible CD-ROM drive.

1.2 Introduction

Demos, Reviews.
The original and "Prequel" demos of this game are still available for
downloading if you haven't played them. You may have to search a bit. The
original takes place in the Military Base area of the full game. The basic
level design is very similar but not completely the same. (In some minor
ways I think it's better.) The enemy placement and objectives are different
It's a field test of Raven's abilities, not just a level from the full game.
(Killing all the enemies, and finding all the items and secrets generates a
code used in a contest being held at Mobeus at the time of release.) It
uses the originally planned control system, which allowed turning the camera
separate from the direction of travel. It also allowed saving anywhere,
which was changed for the Prequel and full game. The Prequel is set in a
level of its own. It is the first level of the game actually, and is not
present in the full game.

If you like the demo/s, you'll like the full game. Some originally planned
levels were cut from the final game, but there is still a decent amount of
play here. Unless you have a 3dfx card, you'll be stuck in 640 X 480 X 256
for the entire game. Graphically it is a bit dated, and the sound effect
delay of the demos was never fixed. The music is good but there isn't
enough of it. There are no patches and no support. (And there are some
bugs.) In spite of this, I still consider it an excellent game. There was
quite a bit of talent at Mobeus and I think it shows.

The game is avail. online at:
It also shows up on Ebay once in while.

The only remaining review of the full game I could find on the web is at Happy
Puppy(TM). It was written by Pablo Garcia. (No longer available, can be viewed
at the Internet Archive WayBack Machine (TM) <

(Early Press.) The Esoterian solar system, in its infancy, was highly
subject to even the most minor of influences. Created out of necessity, the
inhabitants of the dying solar system of Azeria invested nearly 4000 years
of time to create Esoteria more than 5 light years away. After colonization
began on the still forming land masses, plans were put into effect that
would ensure the safety of their future planets from the unknowns of the
universe. Human resources were low, which necessitated the creation of a
new kind of highly mobile fighting unit. The result was a genetically
engineered human killer fitted with cybernetics. This creation, considered
an abomination by some, was single minded in its tasks: Eliminate all
opposition. The moral and ethical implications of this split most of the
Esoterian solar system into two factions. As a result, a militaristic
faction calling themselves the Regime emerged in support of the human
killing machines on Esoteria 1 while a group called the Loyalists fought
against their endeavors from Esoteria 3. The Regime was led by a despotic
individual by the name of Cohen Soldzen. His tyranny resulted in the deaths
of many innocent people. Thus, a civil war erupted between the two
factions, and many bloody battles were waged. Although only one finalized
version of the cybernetic soldier was available for duty, the Regime worked
him night and day to quell the Loyalist opposition. It seemed like a
hopeless battle for the Loyalists, who were nearly helpless against this
stalking assassin. New hope was found when an intricately devised trap
captured the assassin. Loyalist researchers were able to bestow
consciousness and conscience upon their prisoner. Their hope was that the
killer would be able to recognize that fact that it was being exploited by
an asympathetic regime. The researchers could not dream of better results.
Highly intelligent and capable of complex reasoning, the prisoner was able
to see that Cohen Soldzen and his plans to mass produce an artificial army
must no longer continue. This nameless individual was given the code name
Raven, because of the dark skin armor he wore that seemed to make him blend
into the shadows. Raven, already armed with an ARC generator strapped to
his forearm would be a valuable asset to the Loyalists. His catalytic
potential would determine the fate of the Esoterian solar system.

               * Copyright - Chronos Software Group 1996-99 *

(Prequel Readme.) Raven's scores on his field test evaluation were much
higher than anyone could have anticipated. He was able to deactivate all
the security devices and destroy the Crimson Fury with ease. (First demo.)
It was very clear that Raven was suited to the critical mission of
regaining control of Esoteria 3 from Soldzen's Regime who had recently
declared civil war against the Esoterian Unity. In typical megalomaniacal
fashion, Soldzen staged a coup d'etat which killed thousands and placed the
entire planet of Esoteria 3 under his suffocating grip. A small group of
Esoterian Loyalists managed to flee to the winding tunnels of the abandoned
triconium mines. From there, they focus their efforts upon undermining
Soldzen's efforts at manufacturing an army of genetically enhanced and
conscience-free killers.

Raven, a prototype soldier produced by Gyrex Weapons Research, was stolen
by Solzden and unscrupulously used to assassinate opposing political
figures. After several assassinations, an intricate trap was devised by
Gyrex geniuses to capture the evasive assassin. The trap was successful and
Soldzen lost his most powerful soldier. Ethically and morally upstanding
Gyrex bestowed conscience upon Raven and requested his aid in removing the
Regime from Esoteria 3. Raven, feeling morally violated by Soldzen, agreed
to eliminate the one who commanded him to perform all of his heinous
crimes. After the completion of the field test, Raven would be prepared to
infiltrate Esoteria 3.

All that was left to do was to upgrade his ARC weapon and stealth
capabilities. These preparations would take place at a secret Gyrex Corp.
facility upon a small moon orbiting Esoteria 2 called Sehryn. All Gyrex
research facilities have been hidden or fortified since Raven's retrieval
so that the Regime would not be able to obtain critical equipment and
technology necessary to reproduce Eliminator Class Soldiers like Raven.
However, while Raven was undergoing a procedure that would enhance his
cloaking abilities, alarms began to sound and screams of agony filled the

                     * Copyright - Mobeus Designs Inc. *

Nutshell. General Soldzen has threatened to take over the rest of the solar
system. He has control of the Neural Net(and all of the area defenses) in
Micropolis. The Loyalists surely plan on trying to regain control of the
Neural Net. They almost certainly will need Raven's help to succeed, and
Raven is anxious to further follow his newly acquired conscience.

*Raven is the only one of his kind. The side he fights for opposes mass
production of these assassins. They are afraid of him, and stand ready to
"switch him off" at any time. Soldzen on the other hand wants to give Raven
an army of brothers. But the Loyalists have given him a conscience. They
have made him _human_. He fights for more than just a victory for the
Loyalist government. But can he trust the Loyalists? Does he have a choice?*

I recommend copying Intro.avi from the CD to your hardrive, and watching it
on a movie player at normal resolution. In game it may be choppy and
dithered. (ShiKaitek, Section 3.0)

1.3 Controls.

Default Keyboard Actions.

"e" - moves Raven forward.
"d" - moves Raven backwards.
"s" - moves Raven to the right.
"f" - moves Raven to the left.
"Space" - causes Raven to jump. The longer the key is held down,
      the higher the jump.
"a" - crouch.
"q" - toggles item selection forward.
"z" - toggles item selection backwards.
"r" - uses the item that is currently selected.
"m" - detonates any trigger mines that raven may have laid.
"g" - causes Raven to push buttons, open doors, and perform other
      environment interaction.
"x" - Zoom out.
"v" - Zoom in.
"x" & "v" at together - Completely unzoom.
"t" - toggles weapon up
"b" - toggles weapon down
"c" - toggles laser scope

"1" - makes the A.R.C. Blade Raven's weapon
"2" - makes the A.R.C. Raven's weapon
"3" - makes the A.R.C. Spread Raven's weapon
"4" - makes the machine gun Raven's weapon
"5" - makes the Gyrex Cannon Raven's weapon
"6" - makes the missiles Raven's weapon
"7" - makes the homing missiles Raven's weapon
"8" - makes bombs Raven's weapon
"9" - makes trigger bombs Raven's weapon (press "m" to detonate)
"0" - makes V-Bombs Raven's weapon

">" - increases radar view field
"<" - decreases radar view field

"+" - increases the viewport size
"-" - decreases the viewport size
"ESC" - returns view to main interface

Mouse Actions
Forward - makes camera look down
Backward - makes camera look up
Right - makes Raven turn right
Left - makes Raven turn left
Left Button - fires Raven's primary weapon in single shot mode
Right Button - there is no default setting for this button

Press F4 to toggle between low and hi res screen modes.

                     * "Controls." from the Readme file *

1.4 Enemies.

Military Police. (MP1)
Height and weight: 6 ft, 165 lbs.
Basic weapon: Standard issue laser rifle.
Attack mode: These men are highly trained to fight in groups. When they
are found away from the main group, they pose little immediate threat.
Purpose: To keep the general populace under control.
Movement: Runs, jumps.

Military Police. (MP1 red.)
Height and weight: 6 ft, 190 lbs.
Basic weapon: Rapid fire laser rifle.
Attack mode: Same as MP1s, but tougher.
Purpose: Special Ops.
Movement: Runs, jumps.

Military Police ATC 2.
Height and weight: 7 ft, 515 lbs.
Basic weapon: Electron Macro Diffuser.
Attack mode: Seek and destroy.
Purpose: Patrols, and guards items of value.
Movement: Walks.

Military Police ATC 3.
Height and weight: 8 ft, 1100 lbs.
Basic weapon: Homing Plasma Balls
Attack mode: These ATCs are slow, and fire infreqently. Contact with the
Plasma Balls is dangerous, however.
Purpose: Guard against intruders.
Movement: Walks.

Military Police ATC 3b (My designation.)
Height and weight: 8 ft, 1220 lbs.
Basic weapon: Homing Plasma Balls, Time-bombs.
Attack mode: An advanced version of ATC 3s, they fire more frequently and
have much more armor.
Purpose: Guard against intruders.
Movement: Walks.

Construction ATC.
Height and weight: 10 ft, 1515 lbs.
Basic weapon: Electrical pinchers, rapid fire gun.
Attack mode: When the ground is struck by the pinchers, an electrical
charge field radiates through the ground to the opponent.
Purpose: Suit designed as a contruction aid, worn by a humanoid.
Movement: Walks.

Height and weight: 10 ft, 920 lbs.
Basic weapon: Homing missiles.
Attack mode: Flies over targets, and launches multiple Homers until they
are destroyed.
Purpose: Serve as aerial defense units.
Movement: Walks and flies with the aid of an anti-grv. belt and air pockets.

Guardian Cybe.
Height and weight: 11 ft, 2400 lbs.
Basic weapon: Rain-bomb and Gyrex cannon.
Attack mode: Launches bombs toward target which explode and release deadly
bomblet shards. Has cloaking ability.

Purpose: Patrols.
Movement: Fly and walk.

Height and weight: 10 ft, 2150 lbs.
Basic weapon: Machine(rapid fire ARC) gun and Homers.
Attack mode: Variable close and long range attacks.
Purpose: To defend and repel all invaders.
Movement: Walks.

All Terrain ATC.
Height and weight: 15 ft, 3300 lbs.
Basic weapon: High pressure laser cannon.
Attack mode: These gigantic and heavily armored vehicles progect a high
impact blast that is extremely deadly.
Purpose: Military version of an huge ATV, normally used in rough terrain to
find natural resources.
Movement: Walks.

Cave Spiders.
Height and weight: 1.5 ft, 145 lbs.
Basic weapon: Acid spit attack.
Purpose: These dangerous creatures often make their homes in abandoned
mining tunnels.
Movement: Fast walk.

Riot Guard.
Height and weight: Varies.
Basic weapon: Energy baton
Attack mode: These guards can shoot or beat their targets when nearby.
Purpose: Elite Guard.
Movement: Humanoid actions.

Maintainence ATC. (J5)
Height and weight: 3 ft, 200 lbs.
Basic weapon: Unarmed
Purpose: Roams, locating and fixing broken machinery. Often they carry keys
allowing them access to restricted areas.
Movement: Tread driven.

Height and weight: 30 ft length.
Basic weapon: Unarmed.
Purpose: Transport troops to needed areas.
Movement: Flies and hovers.

Scientist. (Non-antagonist.)
Height and weight: 6 ft, 165 lbs.
Purpose: Performs research, will often be able to render aid.
Movement: Stationary.

Carrier. (Non-antagonist.)
Height and weight: 6 ft, 165 lbs.
Purpose: Has knowledge of vital information, protect at all costs.
Movement: Walks.

                  * "Enemies." from the Instruction Manual *

1.5 Enemy AI Guide.

The enemies in Esoteria DO NOT CHEAT. They do not "just know" where Raven
is. They use a very sophisticated detection and tracking system known as
the Team Manager. Raven is initially undetected by all the enemies. Once an
enemy spots Raven, that enemy sends a message to all enemies in his group,
and he also sends a message to his local commander known as the Team
Manager. The Team Manager will then alert all enemies within a dynamic
transmission radius. (The size of the dynamic transmission radius is
determined by the geography of the game area.) Depending on the enemies
type, different things will happen. Sort of like a police dispatch. The
patrolling enemies will then go to where Raven has been spotted. Guarding
enemies will then be on alert status(which means their detection abilities
are enhanced) and wait to see if Raven appears in their area. If he does,
they will immediately begin attacking when they see him. Once no one can
see him, he is lost to all enemies, and the process begins all over again.

Enemy types.
There are two types of antagonists in the game. Patrolmen and Guards. Each
reacts differantly to a Raven sighting.

All Patrolmen in the game are human. As such they are a little smarter than
the Guards you will run into. On of their main strengths is their ability
to navigate through the world. If it is humanly possible(some jumps are
just too high for them to make) to get to Raven, these dudes will figure
out how to do it.

Another thing is that they always attack in groups. If you see one, and he
sees you too, be assured that more are on the way. If caught by himself, he
will try to pepper Raven with shots in an effort to stall Raven until the
other troops arrive. When fired upon, they are smart enough to dodge. Each
individual Patrolman has a reaction time. This is used to determine if he
can dodge an attack. So some Patrolmen react better than others. Each
individual Patrolman also has a different speed, so some Patrolmen are
faster than others even though they look the same. Because of this, it may
be difficult to learn patterns and timing when dealing with the Patrolmen.
They are pretty much a different fight every time you encounter them.

As their name implies, the Patrolmen comprise the Esoterian Seek and
Destroy Force. Their function is investigate all disturbances and deal with
it accordingly. Once a Raven sighting has been transmitted to the
TeamManager, he immediately orders a squad(or two) of Patrolmen to

The Guards in Esoteria are all mechanical. As such they are of limited
intelligence. The main strengths of the Guards are their firepower and armor.

Guards don't move thru the world very well. At first sign of trouble they
immediately inform the TeamManager. Because of this limitation, the Guards
will not move very far away from their initial position, and they make for
very good sniping opportunities. Some Guards will move a little further
than others but nowhere near as far as the Patrolmen. So don't expect to be
followed to far if being chased by a Guard. He will always return to his
position once he has advanced too far beyond it.

The function of Guards are to guard. If you see one, you can be assured
that he is guarding something precious, or he is guarding a route to
something precious.

Even though there may not be any enemies present, there are cameras
scattered throughout the world. Although they are hard to spot, it is in
your best interest to find and destroy all cameras because they will also
alert the TeamManager of your location.

Raven's Advantages.
Raven is much harder for the enemies to detect when he is crouching. When
entering unexplored areas, try to crouch initially. If you are too close to
an enemy the crouching trick won't work though. Play with this to see what
a safe distance is.

Raven is much faster and can jump higher & farther than most enemies. Once
you've exposed yourself, use Raven's speed and jumping advantages to
attack. Jumping over some enemies and firing while above them is an
effective way to attack.

If a quick get-away is required, you can also use your speed and jumping
advantages to reach safe spots(where the enemy cannot reach). Try to survey
the situation from here and devise a good strategy for proceeding.

Sniping from a safe spot is highly recommended. The more enemies you can
pick off without being seen the better your chance of accomplishing your
missions. If you can go undetected the whole time, you can complete all
your missions without ever fighting an enemy.
(This is VERY hard to accomplish.)

              * "Enemy AI Guide." from the Instruction Manual *

1.6 Weapons, Items.

Several of the weapons you will find in Esoteria are upgradeable. Power
cells are scattered throughout the entire world and are required to upgrade
a weapon. A gold colored power cell is worth 1 unit, while a dark cell is
worth 5. Collecting 25 units will allow you to change a weapon to level 2.
This is accomplished in the Inventory menu in the interface. Click on Power
Cells to see which weapons can be upgraded and which are already upgraded.
Upgrading to level 3 is variable for all weapons. Check the interface for
the exact numbers.

Weapon 1 - A.R.C. Blade: Close combat weapon. This weapon is upgradeable.

Special capacitors with a Coridom dielectric were attached to the ARC unit.
The capacitors store enough energy to generate a crescent energy blade
indefinitely. Limited to close combat, the blade can easily slice through
tesselated Cevant armor worn by the military police.

Weapon 2 - A.R.C.: Shoots a single shot. When upgraded, this weapon does
radius damage.

ARC technology was originally intended for medical purposes, but was
exploited for military use. A lightweight and portable version of the ARC
generator was constructed to be strapped onto the forearm. The effectiveness
of the ARC unit is still undergoing tests. When used with optical boosters,
the portable ARC unit fires tightly packed energy bursts(as opposed to the
distinctive crescent-shape) intended to quickly silence unwary opponents at
a distance. A limitation of this "sniping" ARC is that movement disrupts the
auto-targeting signals relayed to the ARC unit from the optical boosters.

Weapon 3 - A.R.C. Spread: Shoots multiple shots. This weapon is upgradeable.
Individual bullets are not as powerful as A.R.C. for any given charge
level. Higher charge levels produce more bullets. Does radius damage at
higher levels. To fire your shots in a vertical formation, select the Spread
weapon again.

Weapon 4 - Rapid fire gun: Essentially a machine gun. Not upgradeable.

Weapon 5 - Gyrex Cannon: Shoots a single shot. This weapon is upgradeable.
Does massive damage and can blow through weaker enemies and continue on its
course. This weapon is upgradeable.

Weapon 6 - Missile: Shoots a missile. This weapon is upgradeable. Charge
level controls number of missiles fired. Missiles go straight. (Manual aim,
default mouse 2.)

The discovery of the high energy liberating triconium crystal has revived
this ancient weapon. Each missile contains four triconium packed warheads and
can be launched from a missile pack. A missile pack can carry a small arsenal
with enough explosive power to obliterate almost any military target.

Weapon 7 - Homing Missile: This weapon is upgradeable. Charge controls
number of missiles fired. Missiles home in on nearest target, if one is

Weapon 8 - Time Bombs: Throws a bomb. Detonates when it hits an enemy. Also
detonate when it hits a wall twice or after a time delay. If fire button is
held down, bomb detonates when released. Not upgradeable.

Weapon 9 - Trigger Bombs: Drops a trigger bomb. Places it on a surface
(wall, etc.) if close enough. Does not detonate on its own. To detonate all
placed trigger bombs, press "m". Not upgradeable.

Weapon 10 - Volumetric(Cluster) Bombs: Throws a V-bomb. Detonates
when it hits an enemy. Also detonates when it hits a wall twice or after a
time delay. If the fire button is held down, bomb detonates when released.
When a V-Bomb detonates, it creates a cloud of bomblets that hover in the
air. This cloud will attract all homing missiles.

Missile Pack:
A lightweight pack strapped to a person's back used to launch missiles.
A missile pack can carry up to 50 missiles.

Homing Missile Pack:
A lighter version of the missile pack designed to carry up to 25 homing

Weapons Guide.
Most of the weapons in Esoteria have two properties, Charge Meters and

Charge Meters:
Each time you fire a shot, you have the option of firing normally(pressing
the fire button repeatedly) or charging(holding the button and releasing).
The advantage to charged shots is that they inflict more damage on whatever
they hit.

When you shoot, the weapon that you are using has a range of damage that it
can cause. This range is determined by its Level and is represented in the
game by a Charge Meter. For example, a Level 1 ARC can cause anywhere from
50 to 99 points of damage. If you fire normally, you will always cause 50
points of damage. If you fully charge the shot, you will strike with the
full 99 points. If you partially charge, ...

Each time you acquire a weapon, it is at Level 1 which is the base Level.
Level 1 weapons cause the least amount of damage. By collecting Power Cells,
you can Upgrade weapons. So if you have found enough Power Cells, you can
Upgrade your ARC from Level 1 to Level 2.

When firing an Upgraded weapon, you always do more damage than the full
charge of the previous Level... So a normal shot from an Upgraded weapon
is more powerful than a fully charged shot from a previous Level.

Power Cell:
Covered above. Once a weapon is powered up, it remains so indefinitely.
Choose which weapons to upgrade carefully. Once your power cells are used,
they are lost forever. You will discover that some weapons are better to
upgrade than others so be sure to save your game before using your power

Energy Tank:
Stores Raven's health. One energy tank contains 100 hit points. When all the
tanks are depleted, Raven will die. Raven can carry 20 tanks.

Reserve tank:
The contents of this portable energy tank can be transferred to normal
energy tanks. One reserve tank can transfer 100 units of energy.

Health Tank:
Adds 50 health points to Raven's energy tank.

Cloaking Device:
Renders Raven invisible for a short period of time. There are a digital
timer and an audible warning when the effect is about to end. (Timed items
can turned back off when no longer needed by pressing the "use inventory
item" key again.)

Renders Raven impervious to all types of damage for a short period of time.
There are a digital timer and an audible warning when the effect is about
to end.

Robo Scrambler:
Disrupts communication of robots, rendering them either inactive or hostile
toward your enemies for a period of time.

Unlock doors of same or lower security level.

Activator - Universal Esoterian Activator:
This universal activator can be found throughout the Esoteria world. When
it is encountered, the player can interact with the activator by toggling or
shooting the panel. Play the training demo for more details. (Buttons.)

Recharge Station:
Allows Raven to recharge his energy tank(s) to full. Unlimited use. Older
models of the recharge station require a "cooling down" period before it
can be used again.

Data Stations:
In consoles or mounted in wall panels with a screen(DATA READY) Use to
acquire Data files, Maps. May also appear as video monitors.

       * "Weapons, Items." from the Readme files, Instruction Manual *

1.7 Game Interface.

The Game Interface provides you with a quick reference to the state your
health along with information on your current weapon, and item as well as
enemy locations. (By increasing the "view port size"("+" key) to maximum you
switch to a minimal interface.)

The top bar on the left side provides a rough analog indication of current
health(bight yellow). It also shows the number of tanks you have found
(medium yellow if below full health). A numeric value below that shows the
exact amount of health. The third bar is a more precise analog indication of
the health remaining in the current energy tank.

Below the health indicators is the weapon readout. The first bar shows the
currently selected weapon and to the right of that a numeric readout of ammo
remaining. To the right of those is the Charge Meter. It will fill as you
hold the fire button to indicate the relative power of the shot.

Near the middle the currently selected item will shown. Below the item are
numeric readouts indicating the number of these items remaining in inventory
(left side), and the time remaining for timed items(cloak, invincibility).
To the right of the item box is an alpha-numeric readout of the weapon and
ammo inventory.

The radar will show all enemies, cameras and non-antagonist characters.
Everything will appear as red dots. Your position is always in the center.
The field of view is adjustable, with the resolution increasing as the area
shown decreases.

1.8 Tips, Strategies.

Treat Esoteria as the real world. Use the environment around you to your
advantage. Know your environment. Since Esoteria is one gargantuan level
rather than a series of small levels, you may be required to go back to
certain key buildings or places. Look everywhere for hidden power ups.
Search through air ducts, crates, sewer holes, and even garbage cans.

Shoot anything that looks breakable.
Explore alternate routes. There might be multiple ways to infiltrate an area.
Pick up everything and remember the location of things you couldn't pick up.
Collect as many power cells as possible. Power cells are rare so look
carefully for them.
Look to the maps when lost.
Be on the lookout for health recharge stations. They will fill all of your
energy tanks.
Don't stand around in one place too long. Enemy scouts are hunting you down.
Refer to the radar to survey the area for enemies.
Destroy all surveillance cameras, they are small so look closely.
Try to destroy Dropships before the land.
Access all computer terminals. They contain data files and help info. that
give you clues to where, why, and what to do.
Master variable jumping, it can mean the diff. between life and death.
Time bombs can be manually detonated, by holding down the the fire key for at
least one second. This will override the timer so that they detonate when
the key is released.
Strafe to avoid enemy fire.
Hit the space bar to respawn without reloading.
Don't shoot missiles while in tight spaces or next to a wall, due to the
radius damage it can inflict.

When playing Esoteria the first thing you should keep in mind is that this
isn't the standard 3D shooter. It doesn't consist of killing all the bad
dudes, and then exiting the level. There are many diff. objectives depending
on where you are in the game.

Most of your efforts should be concentrated on figuring out how to complete
your mission priorities. This will mostly involve figuring out the game
environment and how to use it to your advantage. The enemies are there to
stop you. What this means is that the challenge of Esoteria is the world and
the missions; NOT the killing of all the enemies.(Which can never happen, see
AI guide) For example...

While playing you can either avoid the enemies or take them head on. It is up
to you to decide, but Raven has definite advantages when using stealth
techniques. The thing to remember is that killing all the enemies is NOT
your objective...

Update messages:
Update messages inform you of in-game situations... Update messages appear in
the top right area of the status bar...

Transmissions and data files:
Transmissions outline your mission and any known obstacles... data files
provide Raven with diff. types of info... Maps are also a type of data
file... Each time you recieve a data file, or transmission you will recieve
an update message... To read data files and transmissions you must press the
escape key.

             * "Tips, Strategies." from the Instruction Manual *

1.9 My observations.

I experianced no hardware issues running in Win95, AMD K6-2 500, VA-503+,
TNT2 M64 32MB. There are some issues with newer systems. Also, the game
seems to load and unload portions of the game world that shouldn't be visible,
to facilitate "One Huge World". Most noticeably the game will stutter
momentarily and enemies will pop onto or off the radar. In a few places,
objects or walls will even appear and disappear within _eyeshot_. The
observed effects of being detected by an enemy or especially a camera may
also be delayed. If you save a situation like this unknowingly, it can be
very baffling later. Save carefully, and often. The game is a bit rough in
places. The "nether-world"(places you wouldn't normally visit or see) is
very close in some parts of the game. The nether-world offers both
destruction and delight.

While you can only save at specific points, the save-points are abundant.
The number and placement of the enemies may vary slightly when loading a
save in a fresh game. (And when entering a new area. Once in great while the
enemy number may even be zero. :]) When you reload a save without reloading
the game, the number(if a spawn-point is involved), and Team Manager state
will reflect the game at time you reload. This can mean a different
situation will be loaded than the one you saved. A save loaded from a new
game will always reflect the Team Manager state at the time you saved. (I
experienced some locking of Win95 after quitting and restarting the game
numerous times while writing the Walkthru. A reboot was required to recover.
Memory leak?)

The print Screen key will take a screen shot. (A bitmap to the Esoteria

(I ran this game in Win95 and can lock the crouch by alt-tabbing out to
windows while holding the crouch key and returning to the game, avoiding
some finger cramp. As far as I can tell there no way to access the game menu
(maps and data files) and return to the game crouched however. You could do
this in the first demo, unfortunately it was changed.

If you are fired at, you have been detected. When standing Raven can be
seen at a great distance. Crouching decreases the distance the enemies can
see you considerably. You can be seen from a greater distance when firing,
so try to snipe around cover or a great distance to remain undetected. Many
enemies will move when hit or near-missed, so moving further out of view
after the shot will minimize the chance of detection. The third person
camera should of course be used to look around corners and over edges
covertly. (The camera will get weird sometimes, usually when close to a wall
or object. Moving away from the obstruction helps sometimes. It also doesn't
handle confined spaces very well. It's a large improvement over the one in
the first demo however. Vertigo, anyone?)

There is no indicator for the zoom setting, so extend the range all the way
out("period" key, the red dots will get closer). Then count the key presses
back in for repeatable settings. The nearer to the edge of the screen a
target dot is, the finer the resolution. This is good for determining the
exact direction of enemies, especially those very close but out of view. The
radar shows 2-d position, but vertical distance affects the overall range.
(Targets far above or below won't register.) The radar is also very useful
for monitoring the effectiveness of radius damage weapons on "blind" shots.

The ARC is mounted on Raven's right forearm. Snipe around the right side of
cover when possible. Using walk mode while crouched will allow you to move
out around cover in very small increments. It also slows the mouse
controlled movements, making precision aiming easier. Sniping from the left
side("offside") with the ARC is not recommended, use concussion weapons
instead if avoiding detection is important. The sniper ARC fires a fully
charged shot immediately, just as the normal ARC does when fully charged.
But it then takes the same amount of time to recharge as the normal ARC does
to fully charge. It cannot be dodged by MPs. The normal ARC can be fired
fairly rapidly, but with less power than a fully charged shot. The ARC Blade
is a decent melee weapon, but very short range. It does have a 360-degree
"arc", so aiming is unnecessary. When ammo is plentiful(usually) the ARC is
usually just as good if not better. The ARC Spread is effective against
dodgers and close groups, but consumes ammo quickly. It is also quite
powerful at a distance that has the multiple shots all making it to a single
target. Ammo is abundant, and comes in containers of 100.

The MG and the Gyrex cannon are mounted on Ravens left shoulder. So they
work on the left side of cover somewhat, and fire over obstacles a little
better than the ARC due to their higher mounting point. The MG is
particularly effective against robotic enemies, but has a relatively short
range. It also has a "stunner" effect. It goes through ammo very quickly,
however. MG ammo is medium scarce, and comes in containers of 200. The Gyrex
cannon is the most powerful weapon in the game. For maximum effect, use the
auto-aim with the Gyrex cannon only on slower targets, unless the attack is
unexpected. If the enemies are dodgers, use it like the missiles. (Radius
damage.) It doesn't work exactly like the true radius damage weapons, but
rather will damage or destroy any enemy within a small radius of where it
contacts an object. Then it will damage the next closest enemy, if within a
small radius of the last enemy, and so on. This weapon shines on _tight_
groups of enemies. It is most effective on the MPs and more lightly armored
robots. Gyrex ammo is scarce, and comes in containers of 5.

The missiles fire from alternately the left and right bottom of Raven's
backpack. When fired very close to an obstruction, the missiles will not
make it clear and will detonate harmlessly in the nether-world. (Except in
the Prequel demo, where the will damage Raven.) When they do detonate in the
real world close to Raven they will damage him. There must also be a certain
amount of clearance behind and to the side to fire them. Normal missiles are
most effective against the more mobile enemies when used as radius damage
weapons, aimed at a surface near the target/s, while overriding the
auto-aim. They are also great for firing from "offside" cover at enemies
that are looking away and then using the travel time to get back behind
cover. Missile ammo is abundant, and comes in containers of 5 and 20.

Homers. The manual aim doesn't seem to affect the homing missiles. You must
be able to see the target(and it must be within the auto-aim "window")
before they will lock on. Avoid firing these in low ceiling areas. Homer
ammo is medium scarce. (Same container size as Missiles.)

Time-bombs are excellent for close range "blind" shots, and can be bounced
around corners and obstacles. They have a decent damage radius. Like
grenades in other games, some practice is necessary to become proficient at
using them. To use them as time-bombs, just tap the fire button. Anything
much longer than a tap will override the timer and they will detonate upon
release of the fire button. Get in the habit of either tapping or holding
down the fire button for at least a second. Time-bombs are medium scarce to
scarce depending on the level, and come in containers of 5.

Trigger-bombs are scarce, and come in containers of 5.

V-bombs. As well as attracting Homers, these will also block Homing Plasma
Balls quite well. *The game may crash when using these, if many homers are
flying*. V-bombs are scarce, and come in containers of 5. (Raven tosses
Time-bombs, he pitches these. Hold the fire button, what an arm!)

ARC scope and Laser aiming dot. For weapons other than the ARC, the point of
impact when using the ARC scope to pre-aim will vary depending on the
distance to the target. The greater the distance the smaller the error.
The cross hair will disappear when looking at some areas of the sky, it will
reappear if close to a target. (Even invisible targets.) When close to the
edge of a corner the laser will show the point of impact. It will be showing
it _thru_ any objects between it and the camera, however. Near the corner of
a wall it will seem to not be showing the point of impact because of this.

Cloaks: Coolest looking cloaks I've seen. Use them wisely. They can be
turned on and off, be efficient when you do use them. (Let them run on out
when they get low on time, to avoid surprises later.) You can carry 10.99
cloaks by turning #10 on and off quickly, allowing you to pick up another.

Robo-scramblers are a gamble, but fun. The robot may either be rendered
harmless or attack your enemies. You must be very close to use one. Set them
while cloaked, on the strongest robot in the room. (Although Raven will not
be targeted, he may still be injured if in the line of fire.)

Invincibility. These are rare, save them for extreme situations.

"All items successfully found". This message appears at certain points in
the game if you have found all the bombs, missiles, power-ups, cells, and
special items(cloaks, etc.) in the section. If you have not, you will
instead see "You are leaving behind x items". Sometimes touching the item
seems to be enough to register it. Usually you will have to take the item.
This means making room in the inventory.

   >~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2.0 Walkthru. ~~~~~~~~~~~~~~~~~~~~~~~~~~~<

Prequel demo.
Military Base.
Communications room, Prison.
Kovach Mountains(Section 3.0) mine complex, CommLink-1.
Research Facility.
CommLinks 2 and 3.

Prequel demo.
Enemies/ MPs, ATC-3s, Guardian Cybe.
Keys/ None.
Power Cells/ 77 this level, 0 total. (There is no way to transfer.)
Power-ups/ MG, Homing missile launcher, Arc Spread.
Objectives/ Shut down the cooling units to destroy the equipment Soldzen
is trying to steal.

You start in a chamber in the floor. The cover slides open. Jump out,
access the data console for a briefing. Then press the button in the corner
to shut down the first of five cooling units. Grab the cloak under the ramp,
and go out the door. Take the lift to the left down to a save-point and a
cell. The next lift will take you down to your first encounter with MP-1s.
The radar shows a couple just around the left corner, very close. You can
strafe out and hammer them with ARC shots while attempting to avoid their
fire. But this will alert the Team Manager to your presence, which will
increase the alert status of all the enemies it's in contact with. And send
any patrollers who can reach you, running toward your position. You're weak,
with only one energy tank, so snipe them around the corner, cautiously.
(Remember, with the ARC scope, Raven can snipe around a corner without
exposure. The scope is on his right forearm.) Careful, these guys will
probably move when they hear a shot. Now, sneak to the opening down the hall
to the right. Peek around the corner with the camera. A cooling unit Raven
must shut down is in there. It's being guarded by MPs, however. (Three
stationary, and one patrolling.) Sneak to the door. (Actually, the enemies
have a tough time seeing through glass. Their goggles, I guess.) Then, from
the cover of the left door jamb, take out first three guards inside. (For
the first shot, position Raven so that the MP near the buttons won't see him
when he turns around at hearing his buddy's "arhg".) There is one more down
in the bottom to the left, ease into the room and snipe him too if you can.
(If you hug the wall and _sneak_ off the end of the ramp slowly, you can
usually drop undetected to the floor below. Then snipe him from the right
edge of the vat.) Once he's dead, push the buttons and gather the goods.
(Ammo, energy tank.) Leave this area and move to the other end of the hall.
There will be two more MPs out in the foyer, but they won't appear until you
almost enter the room. Use the pillars as cover to snipe them if possible.
Move to wall on the left and sneak along it toward the door. As you go,
watch the far hallway for an MP. Snipe him if you get a shot. (The enemy
positions will be somewhat random from here on out.) When you reach the
corner, jump up to the ledge above for health, and then to the walkway above
that for some bombs. Drop back down to the ledge, then floor, and go thru
the glass door to the outside area. Collect the items on the grounds.
(3 cells, and a FP of homers.) When you're done, enter the courtyard and run
to the door. Three patrolling MPs will be triggered as you approach it. When
all the ones you can see are headed away, enter and get to the cover of the
nearest pillar. Pick them off around the right side of the pillar as they
patrol. When they are no longer, grab the cell close, and then the one
behind the railing. The wall near the cell behind the railing has a secret
door. Action key the wall to enter for 2 FPs of homers and 2 dark cells.
Exit the room, jump the railing and enter the surgical theater. Grab the
energy tank from the operating table, then sneak into the lower area of the
cooling unit room. Sneak around the outside wall of the room to the far
corner for a dark cell. Back Raven into the corner. Snipe or shoot the ATC
in the far corner above. It can be sniped undetected, if you move slightly
left first. (This is kind of tough, the "window" is small.) The Plasma Balls
won't harm you if you don't move to the right of the corner.
When you have finished with the ATC, back away from the wall three or four
feet. Toss a bomb up to the next floor to eliminate the MP guarding the
consoles up there. (Alternatively, you can use the cloak upstairs to take
out this ATC and the MPs with it.) Make your way back out to lounge. Ride
the lift up, and save. Around the first corner to the left will be an ATC-3.
Snipe it from cover, then follow the hall it was in to the corner. Snipe the
MP around the corner, then head back to the save-point. Save, then follow the
other hallway around the top of the surgical theater, to the top floor of the
cooling unit room. The last MP is around the corner, down the hall guarding
a set of elevators. Snipe him from cover. Use the three consoles to shut
down this cooling unit, and move to the elevators. Shoot out the two grates
in the left elev. shaft. Use the call button between the elevators, then
take the right elevator up one floor. There will be an MP down the hall when
you exit. Kill him and move down the hall. Around the circular structure are
two more. Bounce a bomb their way, or ARC 'em. Head back, and drop onto the
top of the left elevator. Jump into the duct, and follow it for a cloak and
an energy tank. Use the ledges to jump to the goodie stash above. (2 dark
cells, invincibility, and 2 reserve tanks. You have enough cells to upgrade.
I recommend the ARC.) Ride the elevator up one floor. Use the call button,
then drop to the top of the left elevator. Enter the duct as the elevator
rises. Shoot the crate at the end of the duct. Quickly sneak out and grab
the bombs, and re-enter the duct. Follow the duct back to the elevator, and
go down a floor. Follow the hall around to the door, and use it. Top off
your tanks at the recharge station, and pick up the homers. Go up the ramps
and out the door. Save at the top of the ramp outside, and move to the
building entrance nearby. (You can also work this hallway from the other
end. The two elevators top out at this floor.) Sneak a peek at the Crimson
on the roof around the corner, then peek inside the building. Snipe the MP
if there is one, and sneak to the corner. Peek around it, then snipe or bomb
any MPs you see. Sneak down near the first two rooms. Carefully peek inside
to gauge the position and direction of the MPs inside. Use bombs and sniping
to take out as many as you can without being detected. When you can, enter
the first room for ammo, health, and a secret door in the corner. (3 dark
cells, the MG power-up the Readme file hinted at, and 4 MG ammo. To make the
most efficient use of the MG, grab it first and only 1 ammo.) Select the MG
and clear the next room. (It only takes a short burst for an MP.) Grab the
data files from the consoles and switch off the first panel. Shoot the file
cabinet if you'd like the homing missile Power-up. Clear the last room of
enemies, then grab the data and switch off the second panel. Exit the room,
and enter the door next to the elevators. (Use the recharge station first if
you are low on health.) Grab the 2 cells(one on a ledge near the bottom).
There is also some health at the bottom. Thru the door near the buttons is
the Crimson. Use the save-point, then cloak up and MG the Crimson, turning
off the cloak when you are done. (Note the grates running from one side of
the building to the other. This seems to suggest a passage way. Hmm.) Go
back thru the door and up to the top floor. Follow the hallway back outside
the building. Take the large stair-steps down to the dark cell below, then
come back up. Save, then make your way along the roof and jump up to the
area with a flat skylight. Crouch to move into the short narrow ledge that
runs around the front of the complex for three cells. Drop back down to the
roof and shoot the triangular skylights. Drop down and explore the rooms
below for three dark cells. (Note the opening in the wall in the corner.
This opening isn't visible from below. Hmm.) There's also some ammo in the
green room. Then use the console in the corner to switch off another panel
and deactivate the force field. Out in the hall, take the lift down and grab
the cell and unlock the door. Then go back up, and send the lift back down.
Grab the two cells from the skylit mini-park. (Note the number of floors
that offer a view of this area. Hmm.) Then down the short set of stairs and
sneak thru the hall toward the reception area. Stop short of the windows,
and use the camera to survey the situation. There may be a couple of
patrolling and a few stationary MPs in this section. (One is below.) If
you've been seen, they may all be stationary and facing your last known
position. You can snipe and bomb these guys undetected, or outgun them with
the MG. (Some may also come from other rooms if you are seen.)Once they're
gone, access the three consoles in the cooling unit room to shut it down.
Grab the cell and access the data console, then go down the ramp. Grab the
cell behind the reception desk, and press the button there to be granted
visitor status. Go out the glass door, then enter the one down the walkway.
The first room contains an energy tank and a _file cabinet_. The next, a
data console and a _file cabinet_. The end room has the final panel and a
_file cabinet_. Go back out to the walkway, and thru the door you unlocked
earlier. Ride the lift up, and make your way to the ramps at the end of the
hall. If there is an MP below, take him out. Grab the ARC spread Power-up
off the table, then work your way down to the bottom, killing any MPs that
show up on the way, and save. (Cell.) Now, up the ramps to the top floor.
There'll be more MPs on the way, in the mini-park and the hallway off the
short stairway. Use that MG ammo. Kill the MPs up top, and grab the ammo,
health, and a reserve tank. (Note the view of the mini-park. Hmm.) Go down
the ramps to the second floor, and make your way to the elevators. Ride to
the top(grab a recharge on the way if you need to), and enter the cooling
unit with four buttons. Save, then press them all, then run to the top. Exit
the building and save. You'll notice new enemies on the radar. They guard
the exit Raven must use. There will be some MPs and a Guardian Cybe. He has
big guns and cloaks. He can also fly. You can snipe him from cover. You can
use the homers and invincibility in a head to head. Or, you can cloak up and
leave them all standing there. The tunnel leads to the dropship, of course.
Next stop, Esoteria 3.

Enemies/ None.
Keys/ None.
Power Cells/ 1 this level, 1 total.
Power-ups/ None.
Objectives/ Get thru the fourth door.

Basic instruction in movement, jumping, interacting with the environment.
Weapon familiarization for the ARC. Starts where the Prequel ended.

Enemies/ ATC-2s.
Keys/ level_1, level_2.
Power Cells/ 15 this level, 16 total.
Power-ups/ None.
Objectives/ Infiltrate the HydroPlant and gain access to the transit system.
Use the transit system to enter the Military Base.

If you go through training, you will jump out of a dropship. If not, the
game starts just after you jumped out of the dropship. After you hit the
ground, press the "period" and "comma" keys while noting their effect on the
radar screen. Then move ahead around the blocks to where you can see the
small maintenance ATC. Try to get a feel for the radar zoom increments and
the actual distance to the targets here. When done, head back to where you
dropped into this level. Jump to the top of the blocks and try to snipe an
ATC 2 from there. You are relatively safe here even if they fire at you,
their "Electron Macro Diffusers" aren't very accurate. And there are a
couple of health tanks right here. Next, locate the small maintenance ATC
and snipe it until it explodes, leaving the level-1 key-card. Pick the cell
from the cell-fruit tree, then swim to the bottom of the pool for the energy
tank and health tanks. Exit the pool, grab the key and deactivate the force
field. Go through the gate and dispatch the remaining ATC-2/s. Go up the
ramp and practice some "variable jumping" to reach the *bombs* on the fence
and over the door. There's some ammo under the ramp and health tanks on the
equipment nearby. Sneak into the facility through the tunnel. (Save-point.)
Save your game and go back outside. Practice throwing the time-bombs (High,
low, standing, crouching, over obstacles, bouncing around corners...)
Remember, if you are holding down the fire button, they won't detonate. When
you feel comfortable with them, load your save and sneak back in. Low on the
wall, just around the corner to the right from the save point, is an air
duct. Enter it, make the first turn then stop about halfway down the long
straight stretch. The maintenance. ATC should be along shortly with the
level-2 key. Once you have that, continue down the shaft for some bombs and
a energy tank. (If the maintenance ATC doesn't come along, continue on and
chase it down later when you need the key.) After passing through two open
areas, the next one you see will be the end of the duct. Just outside there
will be one or two ATC 2s guarding a recharge station around the corner to
the right. Use your radar to get an idea of their position and slowly
approach the opening. When close, toss out a time bomb or two to frag the
first one. The other is most likely around the corner. Ease out into the
hallway and bounce a bomb off the wall to take it out. Recharge if needed,
then sneak back toward the large open area(left hallway). There should only
be one ATC 2 that isn't behind a closed door. You can bomb it, or strafe out
and pepper it with the ARC, or use the other hallway to sneak up on it from
behind. Once your done, head upstairs and use the key. The ATC 2 should be
around the corner to the left. Frag or snipe it, then access the data
console and press the two buttons. Grab the cell below the ramp, then go
back the way you came. Practice jumping again to get the goodies on the
beams. (Dark cell, ammo, v-bombs and time-bombs) Then back upstairs yet
again. At the top follow the right wall around to a data console. When it is
accessed, you will have six seconds to get through the door below. (It is
close to the bottom of the ramp.) You have an unlimited number of tries.
Inside you'll find a reserve tank, a cell and two Twenty-Packs(TP) of
standard missiles. From the door go left into the hallway. Near the end of
the first long stretch, on the left side is the capacitor room. Kill the
ATC-2(or two) inside and take what you can from the stuff he was guarding.
(Ammo, health tanks and a cell.) Exit and continue down the hallway to the
diving tank door on the right. Once inside, press either button to gain
access to the tank proper. Explore the tank for a cell, robo-scrambler and a
cloak. Hit the use key at the door to the outside, to drain the airlock and
exit. Make your way to the subway door(next to the secret area door). Take
out the two ATC 2s inside, grab the dark cell behind the subway car, then
board it. If you picked up all the bombs, missiles and cells, you'll see the
"All items successfully found" message on the game interface. Press the down
button once or twice to begin the ride to the Military Base. Stay away from
the back of the car, unless you like running.

Military Base.
Enemies/ ATC 2s, JBKs, MP1s(blue). (Teleporters(spawners), dropships and
cameras are introduced in this level as well.)
Keys/ Level_3.
Power Cells/ 49 this level, 65 total.
Power Ups/ ARC Spread, Standard Missile Launcher.
Objectives/ Reroute 7 circuit boxes, then get to the sewers.

(If you played the first demo, this "level" will be very familiar. It is
where Raven's field test evaluation took place.)

Leave the subway car and save, then follow the tunnel around the first turn.
Sneak across the wide cross tunnel. (Pretty much crouch through this level
unless being attacked, or sure the area is clear of cameras and enemies.)
You will receive a map as you cross. Look it over. (In the tunnel ahead
where you can safely stand up.) Continue to the storage room ahead. Move
into and around the room to collect the ARC spread power-up and a FP of
missiles. Note the health tanks. Observe the MP1-blues and camera to the
southeast and the patrolling ATC 2 at the opposite(north) end of the
grinder. (Long, flat rectangular area suitable for marching troops in parade
formation.) There is a missile launcher at the missile silos, (O_O) so the
first order of business will be to get it. Exit the room and turn right at
the cross tunnel. Get to the left wall, listen for the sound of the ATC
moving away. (You can watch with your camera if you're careful.) Then sneak
up over the top of the slope, and move ahead and left, away from the tunnel
opening ten to fifteen feet. (There are MP1s on the roof of the warehouse
who will move when you fire and possibly see you if you don't move away from
the entrance.) Then snipe the ATC 2 quickly. Try to take him out with one
shot. (Aim ahead and squeeze the trigger as it moves into the cross hair.)
Move ahead to the left of the pillars and turn toward the camera and MPs at
the far end of the grinder. Move up close to the pillar and use it for cover
snipe the MPs that are visible. Then strafe right until you can just see the
camera and snipe it and any MPs that move into your sight. Now head straight
towards where the camera was, hugging the wall when you get to it. As you
move down the wall stop when you are just past the last window of the
storeroom. At that point if you are hugging the wall, you should be able to
snipe another camera through a small gap between the structures on either
side of the tunnel where the surface road passes under the elevated roadway.
(The storeroom is under the elevated roadway.) There will be one to three
MPs remaining around the corner just ahead. (Radar.) If there is one close
to the wall and just around the corner, toss a time bomb out past the corner
and detonate it as it clears the corner. Then strafe right until you can
safely snipe the next one. After sniping the last MP, move back to the wall
and then out to the center line of the road, turn 45 left and head to the
missile silo wall. Put your back to it and strafe left until you can see
where the ATC-2 turns and enters the water treatment area. Zoom in and set
up a shot, then take it out.

Missile silos(circuit box #7):
Continue down the wall and enter the missile silo. There shouldn't be a JBK
in the area directly above the MOMCs(Mint on Original Manufacturers Card?)
yet. If there is, it can be sniped from the ledge with a cell on it
(cautiously), or through the windows on the second floor. Bombs(and soon
missiles) are also an option. Go down the ramp into the malfunctioning
missile center. There are a cell and a missile launcher power-up amongst the
MOMCs. After you have them, go to the lift and ride it up. There are two FPs
of missiles and a TP of Homers. Reroute circuit box #7. Grab the cell on the
silo roof and note the cell on the high ledge behind you. Before you grab
it, sneak forward on the silo roof to a point next to the left wall and one
or two feet past the end of the second to last launch hole. Snipe the camera
near the top of the structure off in the distance. (45 degrees right, to the
northeast. It will appear on your radar as a lone dot in that general

Clear elevated road access,
enter the west side, approach Water Treatment:
Exit the silo compound, cross the road and follow the wall around to the
left and into the building with the curving on-ramps. (There may be a shot
at ATC on the second floor of the warehouse on the way, take it out if you
want, but it's not necessary.) Move up to the wide white line ahead. If you
crank the dots on the radar all the way in and back out three, the three
cameras in here will be on it. You want to ease around the wall to the right
until you can shoot a missile into the wall or roof near the single far
camera. (Two or three feet past the end of the white line worked for me.
Move away from the wall just a bit so the missiles can make it away.) That
dot should disappear. Turn around and face the other two dots. Back up about
ten feet and put a missile into the wall above and beyond the elevated
roadway. Those two dots should be gone. It's safe to stand up in here except
a narrow strip(very close to where you are now) on the right side where the
MPs on the roof of the warehouse may be able to see you. You can also see
them. (Long range sniping opportunity, again not necessary.) There's a
couple of health tanks you shouldn't need behind a pillar on ground level.
Head up the far ramp. (The one that curves to the right.) There is another
camera down the elevated road to the north. Locate and snipe it. It's now
safe in here as long as you don't return to the floor. Use the save-point to
the right and grab all the goodies you can. (Ammo, bombs, health tank, two
cells and a dark cell above.) The steep slope is "jump or slide". (If you
are not jumping, you will slide off.) The next steepest slope, though not
nearly as much, is also slippery. Head back down the curving ramp you came
up. Halfway down, jump to the opening in the wall. Crouch time again. Follow
the tunnel around to left for robo-scram, cell and two energy tanks. (You
should have 25 Power Cells, enough for an upgrade, level_2 ARC for me.) Move
now to the ledge that overlooks the west side of the base. Snipe the ATC
down by the tunnel, then drop off the ledge to the grass. Head to the
nearest "4". (Corner of the wall.) There is another ATC in a corner across
the grass to the northeast. (It should be the closest dot on the radar.) Use
a missile to make it go away. Head down the wall toward the HUI3s and turn
left through the gate. Turn left again and move down the inside wall a
couple of feet. Face the wall and strafe right until Ravens right hand gets
to the narrow vertical stripe. Turn around to face the pools. There is a
camera on the far wall(low) just around the corner of the building. Put a
missile close. Move toward the pools and to the door of the main building.

Water Treatment Plant(circuit box #1):
Grab the cell below the porch and then make your way to the north pump
house. Grab the reserve tank on the far side and the cell from the roof.
There's also a health tank. (There is some ammo at the south pump house, and
a close-up view of a spawning cave.) Go back to the main building and go
thru the door. (There shouldn't be any ATCs, if there is use the radar to
fix their positions and bomb them as you go.) Save-point, health tank and an
energy tank inside. Exit and use the small ledges by the door to jump to the
roof. (Reserve tank.) Run off the edge to land on the ledge at the window.
Inside are circuit box #1, bombs and a health tank. Go back out the window
and jump back to the roof. Head over the roof to other side and jump to the
knife edged top of the wall. Run to the end and jump up to the walkway
around the HUI3s. (Cloak, a dark cell and a recharge station.) At the east
end of the walkway, jump to the top of the tunnel entrance for another dark
cell. Drop down the other side for the cell in the corner.

Firing Range(circuit box #2):
Now head into the tunnel. There is a camera around the corner to the right
from the end of the tunnel. You can look around outside, not much to see.
There are some health tanks in the pit. Inside, grab the cell near the door,
then jump thru an opening for three TPs of missiles, four health tanks,
three bombs and some ammo. Two of the missile paks are very close together
and if you can't take both one may fall thru the floor. Now jump to the roof
(or ride the elevator), and push the button to activate the range puzzle.
Shoot the fourth target from the left to lower the pillar next to the hole
at the far end. Then shoot the third one to raise it. Jump from the top of
the pillar into the tunnel, shoot the button on the far wall and save. A
timed jump. It's very important to get a nice long jump. (Back far enough
from the edge, and jump right at the edge.) On the other side push the
button to open the gate, then use circuit box #3. Drop down off the roof and
head back to the road. (You'll be back for the generator.) Take the road
back under the elevated roadway. Sneak time again.

Hangar(circuit box #4):
Follow the road around the corner of the missile silo building. You will see
two or three ATCs under the brown overhang. (Note on the radar that a JBK
has appeared inside the silo building.) Back up to the wall behind you and
snipe them. There are usually three here, the last one may be around the
corner to the left, but will be under the same platform the others were
under. Now follow the center stripe to the first intersection. (At the
park.) Notice the bright yellow marks in sets of three on the center stripe.
There are eight of these between you and the turn. Move forward to the
center of the sixth one. (Third one from the corner.) Use your camera to
look around the corner if you wish, then fire a missile into the wall close
to the camera. (Careful not to hit the corner of the pillar you are firing
around.) Now continue to the corner of the center stripe. Turn right and
locate the other camera on your radar. You should be looking between two
base legs of the hangar. Another missile, another camera gone. It's now safe
at ground level in here, except very near the gate. There are v-bombs in the
far corner. Use the elevator(crouch after pressing the button) at the center
of the hangar. First stop, health tanks, 2 FPs of missiles, a reserve tank
and elevated sniping, but go to the top floor first to save, grab the dark
cell and use circuit box #4. Ride back down to the first floor. Turn half
left at the door of the elevator and sneak out to the landing pad. (Health.)
Move to the red circle closest to the warehouse and put a missile into the
center of the group of MPs, if any are left. (Manual aim.) Now check out the
top of the warehouse. There will probably be an ATC patrolling near the door
and a stationary one at the other end, if you didn't take it out earlier. If
so put a missile into the floor near it. Take out the patrolling one and
then snipe out the window to the right of the door. There's a JBK inside.
Snipe it if it's visible, aim for the floor as close to it as you can if it
isn't. Three or four missiles ought to do the trick. (Lower right hand
corner of the window usually.) If all has gone well, there should now be
only one dot visible on the radar. The JBK in the silo. Grab the two FPs of
missiles and reserve tank, then head back to the landing pad closest to the
park. From the point closest to the park, line up on the light green panels
in the center, step back a few steps and take a running leap to the park.
Try to shoot the green panel out on the way down for a small challenge. Get
the reserve tank from the hole and then the cell behind the park ramp. Use
the recharge station if need be, then follow the right wall around the
perimeter for trigger-bombs a health tank, a cloak and a cell.

Warehouse, Ammo Shed(circuit boxes #5 and #6):
Continue down the wall to some crates. (Northeast corner of the warehouse,
STC point, Old Man Murray.) Jump to the short roof(cell), and follow it to
the end. Drop off to ground level and go through the double overhead doors
just ahead to the left. Get the ammo, FP of missiles and the two bombs, then
ride the conveyor to the tunnel. At the top of the ramp are a save-point,
health tank and some ammo. Go down the wide ramp and thru the large door.
Turn and jump to the duct. Follow the duct to the pillar, then drop to the
ledge. Follow the ledge around the corner for a cell, then backtrack to the
opening in the wall and drop in for the level-3 key. Use circuit box #6 and
exit. Go thru the double overhead doors again and get up to the second
floor. (Save-point.) Crawl under the railing and drop down to the cell. Drop
to the floor and use the data console for a file. Exit thru the door and go
left. Left again at the corner and then jump up to the hexagonal hut ahead.
Inside is a cell. Exit onto the raised platform, turn right and jump to the
ledge, then up to the roof of the ammo shed. Shoot out the grates on the
large vent and drop to the room below. (Cloak, ammo, health tanks.) At the
far end of the room, shoot the false wall and ride the lift up to circuit
box #5. (Bombs, disappearing bombs if you can't take them.) Exit the
building turn right, then left and save.

Generators(Circuit box #3, shutdown switch, sewer entry):
Make your way back to the curving on-ramps from here. (Entrance to the
elevated roadway.) Get up to the roadway and head to the first curve. There
is a camera around the corner in the next curve. Take it out and continue
ahead to where it was. There's a JBK ahead, inside the doorway to the left.
Bombs are good. Take the glassed in elevator down to ground level. (Crouch
and walk on.) Sneak out and snipe the camera in the corner. There are some
health tanks and ammo up on the generators, but they aren't worth the
effort. There's also a health tank in one corner. Head around to the right,
to a long slope. Jump your way to the top and line up a long jump to the
dark cell on the platform below. (Keep going up for the stuff on top of the
generators. They are accessible from the opposite end as well.) At the far
end of the raised floor is an entrance to the sub-floor. Grab the reserve
tank, ammo and the dark cell down there, and go thru the duct at the other
end. In the next room use circuit box #3. (Health.) Call the elevator and
back onto it. Go into the duct near the top for a cloak. Follow the duct to
an area beneath some stairs. The ones to the right can be walked thru. (It
might take a try or two.) Grab the cell above the stairs and ride the
elevator back down. Make your way thru the sub-floor and to the console with
a button. As soon as you press it, turn right, run a step or two then crouch
and head back to the open elevator. You will have gotten a data file, read
it later. Take the elevator back to the top and head to the water treatment
pools. Jump into the one on the right and swim thru the hole in the bottom.
(Ammo, health.) On the other side stop at the corner and watch the moving
green until you feel confident about the timing. Go to the right and work
your way down the right side to the end. (Reserve tank, cell, invincibility,
energy tank.) Now go back through to the other end and a save-point. Grab
the bombs in the second pool on the way.

Enemies/ MPs.
Keys/ None.
Power Cells/ 10 this level, 75 total.
Power-ups/ None.
Objectives/ Negotiate the sewers and gain access to the Communications room,
so you can warn the Loyalists.

There are a couple of cells in the side rooms. Down in the pool find another
cell and a dark cell. Pallet jacks (Joe Kinsella) make a circuit around the
ceiling. (But no pallets, almost never is. Crates, pallet jacks, even
forklifts, but almost never any pallets.) This room isn't nearly as bad as
it may seem. Jump to the platform in the corner, and from there to either
the jack as it passes, or the center of the hole in the wall. From the hole
jump to the right side of the jack after it passes thru you and out of the
wall. From the right fork of the jack you can make a jump to the slope on
the far side. There are a save-point and a cell in one side tunnel, buttons
to open the sewer pipe to the right of that. In the last tunnel is the sewer
pipe. In you go. Follow the pipe to a tall room full of pipes. Jump your way
to the top. There's a save-point halfway up. At the save-point, consider the
enemies above. (Missiles.) Near the top you'll find ammo and a cell. There
will be more MPs in the tunnel. They will hopefully be looking toward the
base where all the commotion was. Take them out, then save. There will be a
cloak, a robo-scram and some health tanks in the side rooms.

Communications room, Prison.
Enemies/ ATC-2s, ATC-3b, JBKs.
Keys/ None.
Power-ups/ None.
Power Cells/ 17 this level, 92 total.
Objectives/ Send the data, escape and meet Drop Ship.

Follow the tunnel to the one way elevator(once you exit, the door is
locked), hit the nearby button to call it down if necessary. Up top there
will be a camera, three or so MPs and an ATC-3b. (My designation, a heavily
armored ATC-3 with Time-bombs in addition to Homing Plasma Balls.) The
camera is in front of the door. If you don't mind parting with a cloak, this
can be a neat place to use a robo-scrambler. You have to be close to the
target to use them, so cloaks and robo-scrams go hand in hand. (Get all the
MPs near the ATC and reload a save first for maximum effect.) The ATC will
be your buddy for a while. If you prefer to hoard cloaks and robo-scrams,
"strafe, jump, and fire" will also work. When it gets quiet again, grab a
few health tanks and ride the lift up. First send the data(and receive a
transmission) from the far console, then return to the button to unlock the
security door. Scattered thru-out the room are ammo, health tanks, 2 cells,
a dark cell, a reserve tank, a robo-scrambler, 3 bombs, and an easy to miss
cloak. When the security door opens, multiple ATC-2s/JBKs will begin
patrolling. Snipe or fight them. Make your way into the room with the MG
power-up, ammo and health. Get the data file from the console and use the
panel to the left to reroute the power in the cellblock. Head up the hall
and into the cellblock. There are usually at least a couple of stationary
ATCs and/or JBKs down below and three or so up on the catwalks or with a
view of the catwalks. There will be a couple or more inside the middle room,
but they won't be a problem until you enter. Clear the floor and walkways,
then from the highest walkway, drop to the narrow ledge around the middle
room. Grab the missiles and dark-cell around back and then go thru the
window. There's health under the ramp and a lift to the main floor up the
ramp. At the top of the lift is ammo, a recharge station and ATCs or JBKs
nearby. Snipe or bomb them, then press the button to deactivate security.
Unlock the two doors, then grab the ammo, robo-scram and TP of missiles in
the anterooms that had force fields. Outside, drop down to the tops of the
prison-cells and make your way to the cell on the corner one. Drop on down
to the floor and get the cell in the corner. Find the prison-cell with a
door and go for a swim. (Cloak.) Below find a bomb-pak, a TP of missiles and
health. Swim up thru the opening and use the elevator. (Health, a cell and 2
TPs of missiles.) Press the button to exit and unlock the door back to the
base. Make your way down to the floor for another cell and use the elevator
to get back up top. Go thru the main door and save. Follow the road to the
base exit. Ride the lift down, then drop off the ledge of no return. At the
end of the hall is a puzzle. Press the center button, then ride the moving
platform to the corner. Switch platforms and ride the next one until it
stops. Shoot the button thru the window to call the last platform.
(Save-point, cell.) Ride the elevator up for the bad news. (Or good.)

Kovach Mountains(Section 3.0) mine complex, CommLink-1.
Enemies/ Cave Spiders, Construction ATCs.
Keys/ None.
Power Cells/ 23 this level, 115 total.
Power-ups/ None.
Objectives/ Negotiate the mine tunnels to gain access to Seneca(Section 3.0)
Communications' CommLink-1 sattelite complex, and free the data packets.

You will need to destroy two magnetic locks in either corner to unlock the
gate. There are JBKs on some of the elevated platforms around the perimeter
and two cameras, one on the road close and one farther out slightly right
and up high. MPs will drop in to keep things busy. (AET1, Section 3.0) There
are two cells on the flat and a recharge station in a tunnel under the road.
Quickly snipe the cameras and JBKs, run and gun until the gate is open, then
go thru it.

Gorge, and caves before the plant:
You will get a map that doesn't help a whole lot. Watch for a slope you can
climb on the right to grab a cell high above the valley. (Nice view of the
patterned flashing lights also.) Go back down and follow the road to a
locked door and a save-point. You will notice a floating black platform
making a loop in the gorge below. At one end of its trip is a button to
lower the force field at the other end. (Health and a cell.) At the opposite
end you will find invincibility, a cloak, an energy tank and a dark cell.
You can jump to it from the top of the slope to the right(hard), or from the
ledge with a save-point in the gorge. (Easier.) Best to wait until the
bridge is extended for the easiest method. Drop off the edge of the roadway
to the grey ledge below, grab a health tank and make your way up the gorge
to the next save-point. Enter the mines and steel yourself for the mutant
arachnids ahead. They hang from the ceilings and drop down to spit acid at
you. Snipe when you can, strafe and shoot when attacked. The first room will
have one to three of these and a couple of health tanks. In the next room
find a cell(trap), ammo and MG ammo. Don't touch the lower "steps" where the
cell is, to avoid being crushed. Make your way up to the ledge at the far
end of this room. Enter the tunnel at the far end of the ledge after
clearing out the bugs. The tunnel leads to a series of descending rooms.
Clear them of spiders as you make your way to the bottom. (You'll find a FP
of Homers on the way down.) At the bottom is a tunnel that leads to a series
of ascending ledges. (Health and ammo.) Use the ledges to ascend as far as
you can. Then jump to the platform the crane is lowering and lifting. Jump
from the platform to the upper ledges. There may be Construction ATCs at the
crane. (Any dots on the radar before you jump to the moving platform are at
crane level.) Two of these at this point can be a pain. Use of invincibility
or a cloak, followed by judicious application of paint-balls(MG) may be in
order. Once clear, grab the cell, FP of missiles and the Gyrex ammo around
the crane(MMBA, Section 3.0) and start up the ramp.

Up top at the plant, will be more CATCs. (Save-point, bombs, trigger-bombs,
health and a cell at ground level.) Jump to the pipe(ammo), shoot out the
grate, then jump to the ledge and follow the tunnel. Shoot the grate above
and enter the room. (V-bombs, recharge station and a locked door.) Jump up
to a window in the recharge room, then from the ledge outside access the
roof. Shoot out the grate to drop into the room. (Energy tank.) Make your
way back to the window ledge, then follow the spiraling catwalk to the top
of the tank. Jump onto the rafters and follow them to the far end. (TP of
Homers you can't pick up.) Drop to the ledge and follow it around to the
duct. There is a cracked floor in the duct, so run down the left side to
grab the energy tank at the end.

Spider Caves:
Down the hole you go for some serious spider killing. Chances are you'll be
attacked as you land, so be prepared. To get to the nearest save-point, go
straight, past the first "t" to a "y" in the tunnels. Bear left to find a
save-point at the next intersection. (There will be about ten spiders to
kill to reach the save-point.) Straight ahead is a dead end, so take the
tunnel to the right. You'll soon come to a fork. The left fork is an obvious
dead end, (VPEE, Section 3.0) the right leads to the exit, and another
save-point. Explore the rest of the tunnels here for 2 v-bombs, a reserve
tank, a TP of missiles, a cell and about ten more spiders. There is also a
trap(collapsing floor) where three stalactites hang near a hole in the roof.
Near the exit is a cloak and another cell. Drop down into the bubbling
spider waste, shoot out the grate on the end of the pipe and collect the
cell, reserve tank, 2 Gyrex ammo and another TP of Homers you can't carry.
(Missed power-up?) Exit the pipe and climb up to the save-point.
(Robo-scram.) The next jump upwards will trigger thirty-some spiders in the
caverns above. (Snipe what you can and missiles placed close will take out
most of the rest.) The next jump yields a cell, the one after a save-point
and the entrance to the caverns.

Spider Caverns:
Clear out as many bugs as can, then drop down onto the floor of the main
cavern. Snipe any you can from the floor. (Health.) Climb up the ledges at
the end of the floor and work around to the ammo. (More spiders triggered.)
Use the platforms and ledges up here to get to a tunnel with a small cavern
at its end. There are plenty of spiders, a cell and a little health. Back
out in the main cavern, follow the ledge around to the steps and spiraling
web. (Save-point, and a TP of missiles on the way.) Work your way to the top
of the web(2 MG ammo and more spiders), and jump up to the ledge. (Health,

CommLink-1(no more spiders):
Jump to the pipes, then follow them to the cave and save-point. Drop off the
edge for health, 2 Gyrex, a cloak. (If you have ten cloaks and can't pick
this one up, turn one on and then right back off.) and two more TPs of
worthless Homers. (Where's the launcher?) Drop thru the hole in the center,
and climb back up to where you dropped off. Jump across the pit using the
tops and ledges of the pillars. (Health.) Follow the cave to more jumping
and a large fan. (Save-point.) The outside of the fan blows, the inside
sucks. (You in and spits you out in pieces.) Climb up and enter the duct
under the fan. When you can stand up, move to one side and jump forward(away
from the fan) and to the opposite side. You want to land on the sloped edge
of the tunnel. Turn away from the fan and press forward until feel safe.
Follow the duct to an intersection. Turn right and right again for a cell.
All duct paths now lead to the fan or a room with ledges. Climb the ledges
to enter another duct. This duct leads to two vertical cylinders, one with a
cell and one with a weak panel. Shoot the crates for a cell, then go thru
the door. Enter the Comm-plex, and free the data. (Save-point.) Grab the
cell under the dish platform and take the elevator down. First stop, reserve
tank and recharge station. Last stop, a cell and the bridge button. After
extending the bridge, step outside and save.

Research Facility.
Enemies/ MPs, ATC-2s, Construction ATCs.
Keys/ Level_4, level_5.
Power Cells/ 10 this level, 125 total.
Power-ups/ Homing Missile launcher.
Objectives/ Gain entrance to CommLink-2 and 3 area.

Cross the bridge. On the gorge wall to the left is a narrow off-color slope
pointing at the landing. Jump to it, and follow it to the landing. Ride the
platform to the other end to drop the force field, and then return to the
landing for the goodies. Ride the walking ramps up to the road and cross the
bridge again. Follow the road to a huge door. Get the cell over the doorway
to the right, then step inside. (Save-point.) There are some MPs to take
care of in here right off the bat. (Ammo.) One may be guarding a urinal in
the restroom. Be sure to wash your hands. (Health.) Next, take the lift to
the left up to the security check. When you step inside the one-way door
will close behind you, and ID apparatus will extend from the left and right.
If you try to use them, the floor will be electrified(ouch) and an alarm
will sound. Shooting the small junction box above the apparatus to the right
will cut power to the alarm and floor and after the apparatus has retracted,
the door to the next room will open. The room is filled with MPs and ATCs.
(BB, Section 3.0) You can snipe from the door, or Rambo it. (MG works very
well and there's ammo inside.) The cloak robo-scrambler combo is also fun.
(Doesn't always work out though.) Once it's quiet collect the goodies(2 MG
ammo, a cloak, 2 TPs of missiles, and health), save, then head to the
overhead door. There will be MP/s on the other side although they don't show
on the radar yet. Clear the stairwell, then head up to the second floor and
go thru the door. The first room to the right has a save-point, V-bombs, and
a Homer launcher. (Hmm... ) The second has 2 trigger-bombs, and a bunch of
aborting replications. O_o Go back to the stairwell and up to the small
door. There's probably an ATC inside, take it out, and grab the energy tank
it was guarding. Search the two side rooms(the level_4 key, a cell,
invincibility, 2 data files), then go back out to the stairwell and thru the
large door. There will be MPs inside, and a spawner(teleporter) up inside
the hole in the corner. Cross the bridge to the last room. There are ATCs,
the level_5 key, and an elevator. Take out at least the Construction ATC,
and get the key. (The elevator will start down as soon as you touch it.) The
spawner(teleporter) will probably start spewing MPs about now also, so it's
a good time to just leave. There will be some more health tanks on the way
out. Save your game downstairs, and head across the street. There will
probably be at least one CATC and an MP on the ground floor here. (Cloak and
MG ammo inside. :]) Once they are gone, grab the loot they were guarding,
and use recharge station. (Data file, cloak, 2 MG ammo, health.) The lift is
a one way affair, and there are MPs below looking for an ambush target. (The
animated textures on the monitors above the button, look suspiciously like
the Mobeus Designs logo.) You can push the button and jump up and forward as
it starts its trip, if you want to send a few bombs or missiles in ahead,
before you go down. Then drop down and finish off the rest. Search the floor
for goodies, then climb the crates to the rafter beams. (4 FPs of missiles,
health, and a cell.) Up in the rafters pick up the 2 bombs, an energy tank,
and a cell, on your way to the biocore (?) that is down for maintenance.
Wait for a rising grate, then enter and look up. Locate the exit and prepare
to crouch and enter it. (There is a "hole" in the roof that will transport
you to the bottom, (bug?) but don't count on finding it.) Follow the duct up
and drop down to the walkway. Follow it to the top of the door(a cell, and
dark cell), and drop down to the other side. (Save-point.)

CommLinks 2 and 3.
Enemies/ MPs, ATC-3s, ATV.
Keys/ None.
Power Cells/ 36 this level, 161 total.
Power-ups/ Gyrex Cannon.
Objectives/ Clear the data thru Commlink-2 and 3.

Entrance, Transport Hub:
Head down the road through the smooth tunnel and across the bridge. (From
the left side of the bridge you can see structures that you'll never get to
explore. :[) Follow the road to the force field and check out the dark cell
on the other side. You will be lowering the force field later. Or, you could
just grab it now. ;] Head back to the door and step inside. (AET2, Section
3.0) The next door is locked, so go thru the window to the left. There will
be an MP or three around the next corner or two. Just beyond the next door
is a room full of MPs and ATC-3s, and a door to the left and right. If you
go straight and drop off the edge, there is a "cellar door"(cell) that opens
automatically. It leads to an elevator(robo-scram on the left, at the door
to the elevator) then up to a hallway. At the ends of the hallway are
buttons that will unlock one of the doors back at the "y". In the middle is
good place to fight all the enemies. (Ammo, health.) You can easily make it
inside the cellar door with half a cloak. Clear the room then use the two
electronic locks. Jump to the top of the crate in the room with lock
mechanism #2, and grab the Gyrex ammo wait, can't use any more of those.
Exit back to the "y" and grab the health if you need it and the cloak on the
other side. Go up the ramp and through the unlocked door. (Save-point.)
Search the four nearby offices for 2 MG ammo, a map, 3 data files, ammo,
health, and another robo-scram. (You'll have to fix the broken computer,
just press the action key by the box next to the monitor.) Follow the
curving hallway to a lift. Shoot the grate as you ride up. Deactivate the
force field(MG ammo, health, and a recharge station), and take the lift back
down. Ride it up again to enter the hole where the grate was. Grab the
misappropriated goods, and head back to the save point. (A dark cell, 2 FPs
of homers, 3 reserve tanks, 2 Gyrex ammo, and invincibility.) At the end of
the hall that tees off in front of the save-point is an elevator. Down is
the subway(locked), up are the transport shuttles to CommLinks-2 and 3.

Ride up to the first stop and exit. Follow the hallway(2 cloaks beneath one
of the grates) to an anteroom with a crate in the corner. Shoot the grate
above the crate(hurry up, don't be late) to grab more goodies. (A dark cell,
health, V-bombs, and 3 FPs of Homers.) Continue to the cable car. (Cell,
health on the roof behind.) Push the button on the car to start the trip.
Enemies ahead, so crouch if you are taking the cautious approach. There are
some MPs and ATC-3s at the landing, and an ATV guarding the door. If you
drop of the car in a crouch as it clears the edge of the mesa near the light
standards, you will probably go undetected. (Careful, long way down if you
drop too early.) From the far right corner here, you may be able to snipe
the ATC-3s at the satellite dish. (Clear the landing area first.) Once the
outside area is clear, grab the cell on the roof, head to the door of the
CommLink facility. (Save-point.) The door's locked of course so head back to
where the reserve tank is on a slope. The slopes here are "slippery", and
get more slippery when you move on them. The easiest way down to the path
below is to ease off the top in the corner to the left of the reserve tank.
As you slowly slide down this "v" turn to face up the slope to the left.
Just as you fall(not before), press forward and steer toward the wall. You
should land on the path without much of a problem. If you want the health,
run or slide to it, then line up a jump to the path below. (Avoid hitting
any of the slope on the way down.) You can also jump into the "v" and ride
it down as above. To get the reserve tank line Raven's right shoulder up on
it, then tap forward until he starts sliding down the slope. As soon as you
have the tank, head for the "v" in short bursts. If you aren't in the "v" at
the edge, run off in the direction of the wall. Alternatively you can pick
up the tank on Raven's left side and make a jump to the path. Follow the
path to its end and jump off up slope. Grab the TP of missiles next to the
support under the platform and then head back up the slope to the building
entrance. Go up the ramp and use the crates to get to the roof. Shoot out
the grate and drop on in. Take out the MPs, and ATC/s if any are left.
(Health, ammo, trigger-bombs.) Unlock the dish from the console inside,
then clear the data at the dish. Grab the cell behind the dish mount, then
get the invincibility and energy tank from the face of the dish. Exit the
compound thru the now open door, and head back to the cable car. Ride back
down to the main landing, and use the elevator to go up to the top.

Go through the anteroom and sneak out onto the landing. To the right is a
multilevel bay with an MP, a cell, 2 trigger-bombs, A TP of missiles, and a
Gyrex cannon power-up. To the left are eight stalls, one with invincibility.
All eight probably will have ATC-3s taking naps. (Or something.) With a TP
of missiles and the Gyrex cannon right there and all the Homers in this
place, it should be a romp. There are also a couple of ATCs and an MP
visible on the landing across the canyon from here. When you're all done,
head thru the door and up to the control room. There should be some MPs
there to try out the Gyrex cannon on. Also, find some health and a data
file. Now take the shuttle across to the CommLink3 entrance. Grab the cell
under the walkway and go thru the door. Grab the three cells on the way up
to the top. Enter the control room and use the console. Grab the energy tank
between the data buffers and then release the data at the dish. Use the roof
and the lights to get to the stuff on the ledge. (Dark cell and
invincibility.) Take the shuttle back to the main area, then head back to
the save-point near the four offices. The door to the right at the "y" will
now be unlocked. Go thru the door and work your way to the upper level of
the reactor. On the way you'll run into groups of Gyrex cannon fodder(MPs).
Up top take out the ATCs and collect the items they were guarding(2 cells
and trigger-bombs). Recharge your energy tanks and jump over the railing to
one of the reactor core supports. Drop from it down to the narrow catwalk
that encircles the core. (Reserve tank.) Find the access hatch and enter for
a dark cell, and an energy tank. Push the button to unlock the subway door,
and head back to the save-point by the offices. Don't forget to grab the
dark cell that was behind the force field if you didn't get it earlier. Time
to take the subway into "The Biggest Little City" on Esoteria 3.

Enemies/ MPs(red), ATC-3s, Crimson Guards, Guardian Cybes, Riot Guards,
Scientists(Agents, non-combatant) Carrier(non-combatant), Cameras, Dropships,
Spawners(teleporters), Rival. (Boss.)
Keys/ level-6, Level-7, Level-14, Level-15, Level-16
Power Cells/ 179 this level, 340 total.
Power-ups/ Homer Launcher, ARC Spread, Gyrex Cannon, MG.
Objectives/ Gain access to the Centrex Tower, and regain control of the
Neural net.

Entry, Trade building:
Save, then get the Map and data file from the Loyalist at the station.
Switch back into stealth mode in here. There are cameras and spawners.
Exit the station, and take out the ATCs guarding the entrance to the city.
Next, take out the camera and then the MPs above using stealth. (The MPs are
probably best dealt with by using missiles or time-bombs.) Things will be
much more relaxed(for a while at least) if you can take out these first MPs
and camera, undetected. If you are seen, at least one extra group of MPs may
appear. While you can work around them, it will make your movement more
restricted and they can be a pain to get rid of. (Dropship area.) Note, If
you return to the save-point the ATCs will reappear as you leave the
station. If all goes right, there will be seven dots on the radar, three of
the dots are Loyalist agents and the others are cameras. Once you are
successful, look around and then move forward(west) at ground level, and
take the first left. (In the building directly to the left at the top of the
ascending walkways is an open area with a recharging station, a cloak, and
ammo. If you decide to go up now, sneak as you will be passing thru the view
of two cameras.) Hug the left wall and go about two thirds of the way to the
force field, so that you can see the south face of the Trade building(the
building on the right). Take out the camera high up on the wall. Turn around
and go back to the intersection and turn left.(Health.) Move forward to the
"y", and take out the camera at the end of the street to the right. Now take
the left fork down about two thirds of the way to the next intersection,
staying three or four feet from the left wall. (Ammo.) Up high to the right
another camera will be waiting to be sniped. Turn around and go back to the
intersection and take the other fork. Stay to the right and go just past the
corner of the building on the left(northeast corner of the trade building).
Another camera up high to destroy. Make the left, and move to the center of
the next intersection. At the far end of this cross street is the final
camera in this section. (Ammo, MG ammo, and 2 TPs of missiles.) You should
be down to three friendlies on the radar. Just behind you, off the highest
level of the roadway is a small lot with a dark cell, 2 MG ammo, ammo, and a
TP of homers(TP of missiles on the way up). To the west of that, off the
second level of the roadway is another lot with a big hole in the middle.
Save here. (Bombs, health, and an hourglass you don't need yet.) Make your
way around the second level of the roadway past the beginning to the
Loyalist agent south of the Trade Bld. for Data File #15 and MG ammo. (Avoid
the Plaza with an arched entryway at the Trade Bld. for now.) Note the bombs
on the other side of the force field. Leave him, and head to the fountain in
front of the Trade Bld. for some bombs (and more bombs in a blocked alley
nearby). From the fountain head toward the Esoterian Broadcasting Company
Tower(four short "prongs" at the very top) to visit the next Loyalist agent
up a walkway. He has useless information, but there are some health, ammo
and a FP of missiles nearby. Drop back down to the first level roadway and
visit the Loyalist agent by the red doorway for more info and another FP of
missiles. Ready a cloak and head up the ramp. Stop short of the plaza with
the arched entryway. Select your favorite robot weapon, and cloak up. Run
forward toward the archway and send the Crimsons that appear, to the
scrapheaps on E1. On the plaza find bombs, MG ammo, and ammo. Inside on the
first floor you'll find health, a couple of reserve tanks. Inside the door
is the key you need. Problem is it's up on a pedestal and the room has an
"ouchy-floor"(TM Gyrex Corp.). So take the escalator up to the next floor
and look for an alternate path. (Ammo.) A small opening up in a corner near
the ceiling looks promising. Terence "Darkspan" McGhee provides a way up.
Follow the duct to the key, then run off the pedestal and exit the Building.
Save at your favorite spot, then off to see what lies "Behind the Red Door".
Note the two new dots on your radar, though. Take out the crimsons in the
cubby holes on either side of the door, then open it.

Inside the force fields, Wu Chang's, Planetarium:
There is a camera directly over the entryway ahead. Inch forward until you
can just see it in sniper mode. (If you can see it in normal mode, it's
probably too late.) After it's taken care of, go back to the Loyalist agent
by the door for an atta'boy. Then move out onto the square, and grab the
bombs, bombs, TP of homers, and Paul Phoenix' lost BoomBox(no Skali Baba
tape though). Might as well save here. Then drop down to ground level(ammo)
and go down the ramp to the intersection. (More ammo, health.) Get rid of
the cameras at both ends of the road. One on the Darkspan billboard, the
other above the Sanguine Drak(Section 3.0) billboard. Sneak back up to the
save-point and go into the tall opening to the left. Around the corner is
another Loyalist agent with good advice. (Hourglass.) As you enter the
library, shoot the light above the hole. Drop into the hole and get the key
from the Loyalist agent, "listen" to his message. (The key won't show up in
the inventory.) Grab the two dark cells, reserve tank, and energy tank from
the secret room. Next, head back outside and around the library to the left.
(Gyrex ammo, health.) Continue around the pillar and down the walkway for a
reserve tank, and an hourglass. Follow the first level road way down to the
intersection and turn right. Sneak on to the next corner and look down the
roadway to the left. Back onto the plaza in front of the Transport Building
before sniping it just to be safe. (Bombs, MG ammo, ammo.) Enter the
Transport Building for a recharge station, Missile launcher power-up, and a
save-point. Access the data consoles left to right for a giggle and a
mention of another key. Exit the building and turn right at the road. At the
end of the alley are some more bombs. (Below is a TP of missiles, a reserve
tank, and even more bombs. Also visible are health and an hourglass.) Go
back to the corner at City Hall and turn right. Continue to the next corner.
Turn left and look slightly up and right for a Crimson. Turn around and go
up the walkway, then use the next walkway up as cover to snipe this guy.
When he's burnt spots on the road, go back down the ramp and turn left. Go
past the intersection, and move onto the base of City Hall. Make your way to
the left side of the entryway, and snipe the Crimson guarding the elevator
from there. Inside you'll find ammo, health, and a TP of missiles. Leave the
Gyrex ammo for later. (Outside to the right of the entrance is another TP of
missiles.) Get Data File #17 from the secretive comedian, and ride the
elevator to the top. (If you run off onto the roof to get the items, the
game may crash to the desktop here, so save at the top and come back down
for the cloak and a reserve tank. The game will also crash if the elevator
comes down on Raven or an enemy.) (2 bombs.) Shoot the false wall for a dark
cell. Follow the catwalk to the control room and save. (Energy tank.) Press
the button for some mixed news. Force fields are down, that's good. A timer
has shown up on the screen, I'd guess that's bad. Ride the elevator back
down and talk to the joker for the punch line. Then reload the save. (Put
off bad things as long as possible is my motto, and the last transmission
mentioned a Restaurant, Wu Chang's wasn't it? Raven must_be hungry by now.)
Back at the top, a small window is. Jump in carefully, it's a long way down.
Nice view. Ease out near the edge. (If you're really careful you can get the
camera outside the building for a less restricted vista. Turn side ways
inside the window near the edge, then back to the wall. Then turn a hair
away from the edge. Toggle walk, and tap the back key until the camera pops
outside. You're safe as long as you don't touch the movement keys.) Find and
snipe the camera to the left of the Sanguine Drak billboard. Next, find the
"red ant" down on the sidewalk. Squish it with the ARC 'till explodes.
There's an item on the roof across the street, but it would be better to go
for it when you return to lower the force fields. So, ride the elevator back
to street level and exit City Hall. Turn left at the road and go thru the
intersection(bombs, health) to the ramp. Back up the ramp and peek over the
edge. Another Crimson, cloak up and quickly take it out. Turn the cloak back
off, and sneak on around the structure clockwise. (MG ammo, health.) There
will be more robots toward the Restaurant. Move onto the short side-road and
using the ramp there for cover, snipe your enemies. Grab the ammo to the
right if you need it, then head up the ramp. Go straight off the edge
dropping to the road below and continue to the corner of the Restaurant.
(2 MG ammo, bombs, ammo below.) Turn the corner and move up to the edge of
the indent in the Restaurant wall. Snipe whatever is in there(bombs,
health), then continue to the next corner of Wu Chang's. Past the corner,
jump your way to the orphaned section of roadway for a reserve tank and a
dark cell. Drop down to ground level and go around the corner. Enter the
Planetarium and save. (FP of missiles, V-bombs, and a recharge station.) Use
the slope next to the recharge station to get up to the main floor of the
Planetarium. Snipe what enemies guarding Wu Chang's you can from here, then
get the rest using the corner of the Restaurant for cover. Now locate and
snipe the camera above the force field. (If you can't see it, move out past
the centerline of the road.) Move about two thirds of the way to the door
and snipe the other camera above the force field to the right of the first
one. Enter Wu Chang's night spot(ammo, MG ammo, bombs, and a TP of homers),
save, then ride the lift down to the foyer. Check your coat, then search the
women's restroom. (Cell, Trigger-bombs) The mens room is occupied, so clear
it out. (Ammo, hourglass) Next follow the hall marked dining, and ride the
elevator down. The kitchen is crawling with robots. Take them out, and
search for supplies. (Cell, robo-scram, TP of missiles, and health.) Take
the hall in the kitchen out to the dance floor. There will Crimsons and/or
ATC-3s looking to dance. There is a camera up high, just inside to the
right. If you are seen in here, MPs will appear and can be hard to get rid
of. So cloak-up(be sure it has enough time left) and take out the camera and
any enemies present. Once your dance card's empty, search the room and then
make your way to the DJ's station and unlock the VIP suites. (Cloak, cell,
and a TP of homers.) Search the karaoke rooms for valuables, then the VIP
suites. (Cell, reserve tank, ammo, and unreachable invincibility; dark cell,
energy tank, MG ammo, health, and a VIP card!) Work your way back to the
dance hall and take the elevator down to the meeting room. Grab the two
cells and get the first key-card from the Loyalist agent. Head back topside,
and go to the Planetarium. Grab the cloak over the entry way if you have
room. While standing on the blue panel in the floor, shoot the blue panels
on the walls. Start at the one just left of the door and go around
counterclockwise. Go thru the door and ride the lift. Follow the halls and
ramps to the jump. (Dark cell, health.) Cross the gap and enter the room for
the level-7 key, and some info on Nigel. Access the computer on the table to
make a few bucks. (On paper.) Drop to the roadway below, leave the Gyrex
Cannon Power-up for ammo later. (Hourglass, and health nearby.) Now head
back to the top of City Hall to turn off the force fields.

Lower force fields, Hospital:
If you want to get the item on the roof, save then line up ravens heels with
the back of the first floor panel. (Max out the screen size to make this
easier.) Press and hold forward and jump at the same time. Might take a try
or two but sooner or later Raven will slip into the window and slide out.
If every little thing was right, he'll land on the roof. (Dark cell.) You
will lose about a hundred and twenty-five health. From the roof you can
reach some cool spots. You can also fall thru the bottom of the world
(reload). When you have finished exploring, hit a recharge station and make
your way back to the top of City Hall. Save your game again and press the
button. Ride the elevator down and get the data file from the Loyalist
agent. The obvious place to find a surgeon would be the hospital, and the
shortest route is easily seen on the map. But the timer appears to be
runnin' on "Tulsa time" and the hourglasses are reasonably abundant, so
there's no _big_ hurry. (You can run for a while, unless you've left some
enemies behind.) Out at the roadway turn left, then right at the first
intersection. (Bombs, health) Follow the road to the front of the
Restaurant, then take the side road between the Planetarium and the building
to the left of it. Around back find 2 ammo, and some health. Continue to the
next corner and take out the camera that appears above and to the right.
(You're shooting it thru the back side of a wall, I believe.) Continue on
around the building out to the main road, and save at the Restaurant or
Planetarium. Next, take the ramps up to the plaza across from the Restaurant
for the hourglass and health. From here, follow the plaza level roadway
around to the right. (Ammo.) _Sneak_ up the ramp, (bombs, MG ammo) and then
to the right corner of the large dark green pillar with a covered
observation deck at the top. There should be some robots around the corner.
(If not circle this building counterclockwise to trigger them. Once in a
great while, none is the number.) Get rid of them without being detected.
Then sneak to the 2 FPs of missiles and health that are behind you. Snipe
any enemies you can see from here in the dead-end alley to the right of the
EBC Tower. (Cell.) There is an hourglass in the small deck below, between
here and the alley if your timer is running down. There may also be robots
at ground level in that same alley. Move to where you can snipe or destroy
them with radius damage weapons, and take them out. (Or reload, chances are
there will be none.) Save when you're finished at the save-point you passed.
(Health.) It should be safe to run again. Turn left at the roadway and go
thru the cross shaped entryway(bombs, ammo) to the elevator. Up top you'll
find a reserve tank, some health, and a Loyalist agent with another cryptic
clue to the Nigel puzzle. Move to the far left end of the wide window, and
scope out the opening in the building across the way. Then jump thru this
window on the opposite side of the room to the roof below. Grab the dark
cell, then jump off the other side of the building to get the dark cell
there. (RyTOn INc?) Jump down to the roadway and make your way back to the
save-point. There's another hourglass in the mens room at Wu Chang's if you
need it. (Leave the item on the uncovered veranda above the next Loyalist
agent until the next two cameras are gone.) Now _sneak_ out and drop down
to the roadway past the save-point, turn right and sneak down the center
line to where it crooks to the right. (About even with the Loyalist agent.)
Snipe the camera at the end of road. Continue along the left side of the
road to the intersection, and snipe the camera on the AMH sign. (Grab the
dark cell above the Loyalist agent now.) Talk to the Loyalist agent for a
little more Nigel knowledge. (Ammo.) Then follow the road to the little
plaza with a diamond sculpture. There will be some bogies in the alley
beyond. So quietly grab the merchandise(Gyrex ammo, health) Save the
hourglass and TP of missiles for a moment. (An item is also visible on a
table in a red room.) Lay missiles into the wall above the enemies in the
alley until they disappear from the radar. Now drop down into the alley,
and back away from the hospital into the corner. Snipe the enemies in the
far corner of the hospital compound, then move ahead just into the alley.
Zoom in and wait for the patrolling Crimson/s to show at the far corner.
Fire when you see the first, and if one turns and walks toward you take it
out quickly. Move ahead to the corner, and take out the enemies around this
corner. Make your way back to the diamond statue and grab the missiles and
hourglass. Drop back into the alley and head to the corner again. Sneak up
the ramp that's close, and follow the road just around the corner of the
hospital. Using the building for cover, snipe the enemies up on the roadway
at the far end of the compound. Peek around the corner past the save-point,
and if it's safe, save. Drop off the road past the save-point. Along the
hospital wall to the right is an indent with an hourglass. Grab it if you
need to, then back up and move to the corner of the compound. There are
probably a couple of enemies guarding the door. Move up and use the ramp as
cover to safely snipe them. The compound should now be clear. Make your way
to the Loyalist agent in the indent of the building wall near the next
triangular pool. He'll give you the scoop on the carrier in the basement and
a way into the building. Grab the hourglass in the other indent if you
haven't already done so, and find the window-washer lift near the front
door. Ride the lift up and enter the hospital. There is a recharge station
in the first room. Also, find 2 ammo, health, and MG ammo. Sneaking time is
over for a bit. Just kill anything that gets in the way. Outside the door
will be MPs, and around the corner ATCs, a cell, and an hourglass. Take the
elevator down, exit and shoot out the grate in the floor. Drop down for a
cell, and then go down the hallway. Bear to the right and jump the railing
at the end of the green benches. The Loyalist here has a cortical-scramble
device and he just happens to be doctor of veterinary medicine. Close enough,
hold still a moment and the timer will go away. (Dark cell and health.) Out
in the hallway turn left and go thru the door. (Cell, 2 ammo.) Unlock the
door to the outside. Shoot out the grate above the other door and jump to
the duct for a dark cell. Shoot out the grate at the other end and the one
above you. Jump up thru the hole to the next floor. Head away from the green
benches you see to find another recharge station. (Cell in the trash can.)
From here head back toward the long row of green benches to find a cell and
a save-point. Unlock this door. Go thru the opening back near the recharge
station and into the curtained room for 3 cells, health, and MG ammo. Exit
and press the button in the corner to unlock the laundry. (Raven never has
to wash _his_ clothes.) Head back to the save-point and use the ledges there
to jump to the next floor. Unlock the door, then go into the narrow hall. Go
thru the door on the right(the laundry) for MG ammo, Gyrex ammo and a TP of
homers. Press the button in the room up the ramp. It deactivates basement
security, where the Carrier is. (A possible bug if you go down and do not
escort him immediately.) Save your game, then come back up here and use the
elevator in the laundry to go UP. (If you go down accidently and hear robots
start moving, reload the game and the save.) There are three reserve tanks,
a dark cell, and a window that offers access to the item in the "red room".
Jump to the sill, then face toward the AMH sign. Run, turn right, jump, then
steer in the air to land on the roof above the AMC sign. 'Luck.
Alternatively, face the inside, line up Raven's heels with the outside edge
of the sill, move to the left of the sill, turn right until the aiming dot
is on the first texel to the left of the gold and dark grey line on the
wall. Press the strafe right key and then jump. Steer in the air and with
the directional keys to... 'Luck (This method is more "repeatable"). Jump
across the street from atop the AMH sign and grab the dark cell from the red
room. (If you make the jump again, you can drop off the back side of the
roof above the AMH sign for an up close look at a teleporter.) Now search
the hospital compound for supplies. (ARC Spread Power-up, dark cell(pool),
homers, ammo, health.) Make your way back inside the hospital and save.

*This can be one of the more challenging parts of the game. There are six
"triggered" drops of ATC-3s and MPs. And a couple of scheduled drops of MPs
only. Although Raven and the carrier are both targets, the majority of the
triggered drop enemies won't even notice Raven, only the Loyalist agents.
(The "Recon" MPs seem to be an exception.) The MP only drops on the other
hand prefer Raven as a target. Staying calm and aiming all your shots is
important. The timing of the group shots with the Gyrex cannon is also
a factor. The carrier will make many short backtracking detours, but will
basically walk from the basement to the ground level door behind City Hall,
with a long detour around the back side of the restaurant. If Raven and/or
the carrier are under fire, the detours will seem to take for ever. So try
to remain undetected as long as possible. A couple of cloaks used
efficiently will make this _much_ easier.*

Take the laundry room elevator down to the basement. Take out the guards and
the carrier will start his walk. Try to avoid hitting the carrier.
(Sometimes the carrier will refuse to start, this seems to happen more often
if he is injured.) Uncloak when you're done. Head out ahead of the carrier
toward the city proper. (There's a cell, ammo, FP of missiles, and health in
here.) He will go left at the door, then up the ramps and clockwise around
the hospital. Use the MG on the two groups of MPs and ATC-3s at the AMH.
There should be plenty of MG ammo ahead. (The first group will be trying in
vain to kill the Loyalist agent who gave you permission to use the window
washer lift.) Take the main road out of the compound. Hit the crouch key as
you approach the intersection. (Sneak from here on out, unless you must run
or you are sure Raven can't be seen.) Select the Gyrex cannon. Around the
corner to the left from the save-point(disabled) will be some MPs, if there
are any on the same level as you use the Gyrex to take them out. Then turn
around and sneak to the next intersection. Take the left and sneak up the
ramp, when around the corner run all the way around the "block" to come up
behind the group of MPs. They should be facing the AMH, so move up to where
you can see the road and ground below. Hang tight, and wait for the carrier.
After a couple of detours he will pass under you at ground level, then he'll
turn around and backtrack to the ramp. He'll trigger a drop of MPs and
ATC-3s to the right of the MPs at about this time, so watch the radar for
the dropship. (If you have no radar, watch the road to the right.) The
dropship will also drop a group of MPs in the alley beside the Planetarium.
As soon as the dropship lands, Gyrex both nearby groups as quickly as you
can.(Cloaking up here when the dropship appears on the radar will greatly
increase your chances of going undetected.) Drops containing ATCs will only
happen once at the trigger spots, so turn back to the left and take out any
subsequent drops of MPs as they come. Fire just before the ship lands for
best results. The carrier will come up a ramp and over close to you then he
will backtrack to the ground level again. (Hopefully there will be no drops
when the carrier is up here. The Gyrex will injure him if he is anywhere
close. In my experience this won't happen.) When he turns around up here,
turn and sneak toward the restaurant. Drop off to ground level and go up the
ramp near Wu Chang's and out onto the plaza(hug the restaurant wall) in
front of it. Gyrex the MPs in the alley, staying as far away from the spawn
cave up in the corner as possible. (Take them out as soon as you can see
part of the group, to avoid the shot being seen by the MPs up in the spawn
cave). Head around the left side of the restaurant. (Clockwise.) Near the
indent in the restaurant wall, the carrier will trigger another drop of MPs
and ATC-3s. Go to the outside of the corner past the indent, and face the
indent. Watch the radar, cloaking up when the dropship appears. Gyrex the
group at the indent, and then the group to the left. The Gyrex will injure
the carrier, but he should be fine if doesn't take much more damage. The
next bunch is two corners ahead to the left, in front of City Hall. Sneak
ahead and get in a stealth Gyrex shot. (Cloak up to be safe, there may be
one Recon dude who won't die.) The carrier is very close to the door to the
hotel, and he's reasonably safe. (There should only be MPs from here on out,
that was the last triggered drop.) It should be very quiet, though. (There
may be an MP or two trying to kill the Loyalist agent in City Hall.) When
the carrier drops off the roadway near the door, stick close and cross your
fingers. (There is a possible bug here, in rare instances the door won't
open. As far as I can see there is no way around this except to reload the
game and the save, then try again. Contact me if this doesn't work, I have
some saves.) Save on the other side of the door, then clean up the city.
Stealth-kill any MPs left alive. (City Hall, the spawn cave, and near the
building with the cross shaped entryway.) They are on alert, so snipe from
afar and/or cover. Fill your ammo inventory while you are at it. When the
city's safe again, head toward Hotel Heck, er Hayek.

Hotel Hayek(Section 3.0):
Save again and head around the corner to the left and up into the parking
garage. (No enemies will appear until you open the door to the hotel.) The
first floor has MG ammo and bombs. The second, a recharge station. On the
third floor is a button that will turn off the "jet stream in the pool".
Hmm, Jacuzzi. No time for leisure, so press the button. Drop down off the
parking garage, and search the grounds for health, a TP of missiles, a
cloak, 3 cells, a robo-scrambler, and an hourglass. As soon as you approach
the door to the hotel it will open, and the lower lobby will fill with MPs
and an ATC-3 or so. (Ammo, 2 V-bombs, health, and an hourglass at the top of
the escalator.) There are a couple of ATC-3Bs and MPs in the upper section
of the lobby guarding the glass elevators. There are no cameras or Spawn
spots in here, so mix and match stealth and confrontation. The data consoles
will provide information about the jet stream and the power for the main
elevator. Take the fancy elevator to right(from the door) up to the only
floor it services, the fifteenth. (MG ammo, hourglass.) Clear this floor,
then drop into the other elevator which is at the twelfth floor.
(Gyrex ammo.) Bushwhack the robots there(4 FPs of homers, health, recharge
station, and an energy tank), then go back down. Enter the hall near this
elevator and follow it up to the pool. (Ammo.) (The hall at the other end of
the upper lobby also leads here, but is guarded, hourglass.) Before diving
in, drop to the second pool of the waterfall for invincibility. Make your
way back up to the pool and dive in. (Cell.) Follow the passage at the
bottom down to the basement. (Dark cell, ammo, and health.) Press the button
to power the main elevator. Follow the hallway back to the lobby and take
the elevator to the first stop, the eleventh floor. (Cell.) Take out the
Crimson just around the corner, and then ride up to the top floor, the
twenty-second. Take out the Guards and go see the Loyalist agent at the bar.
(Save-point, hourglass.) He'll give the second Centrex key, tell you to
avenge poor martyred Nigel. (Fine Esoterian Lager?) Grab the dark cell in
the kitchen and go back down to the twelfth floor. (You can drop thru the
"secret exit" into the pool, but you'll have to come back up to get the
stuff on the roof of the parking garage.) Jump from the observation deck
here out to the roof. (Energy tank #20, ammo, health.) Drop down to the
lower level for a reserve tank and a dark cell. Drop to the ground and save
around the corner. Things will probably look a little strange back toward
the city. Run off the side to explore the water area below. (Sometimes you
may die.) This lake is quite large, try a run across it. There is nothing
down here but a billboard(VAV, part of the city that was cut?) that faces
off into space, and a worms-eye view of the city. Jump thru the back wall of
the garage to set things straight, and head back into the city.

Nigel's key:
Nigel, flashing white lights. Make your way to City Hall, and up the ramps
to the walkway around the building across from it. Follow the flashing white
lights to the door, and go inside. Save on the way. (2 TPs of homers,
hourglass, dark cell on the slope to the left of the door.) One tough
jumping puzzle. Standing on the first pillar will raise it and the last one.
Standing on the second pillar will raise it and the next one. (The third
pillar will remain up.) The first one is easy, run out on the receding
platform to the middle of the third "panel", then run off toward the first
pillar just before Raven falls off.(Hit the back key in the air and release
it just after he lands. After it rises run off to land on the next pillar.
(Back key again.) Then turn around and run off to land back on the first.
After letting the last pillar rise completely, make a running jump to the
third, stabilize and quickly jump to the last pillar and then up to the
Loyalist agent who will give you a remote for Nigel's locker. (Dark cell.)
Now make your way to the Transport building. (Save.) Ride the elevator up
and see the Loyalist spy for some old news. (Dark cell, TP of missiles,
hourglass.) Continue up to the top floor(hourglass) and board the metro
shuttle. Hit the button and take the tour. (Watch your head.) Inside the
personal health center, jump thru the window(MG ammo, hourglass) and go up
the hall around the corner for a dark cell, the third key, and an energy
tank you can't use. (I always want more.) Hop back on the metro and push the
button. Run off onto the catwalk to the right as it leaves. Follow the
catwalk around for a dark cell. Drop off on the fountain side and make your
way up to the fountain plaza. Check the other two areas between the sections
of this building for a FP of homers, ammo and an hourglass. Save your game
at the fountain and head to the Centrex Tower door.

Centrex Tower, lower section:
After you go thru the door, look thru the windows just inside to see maps of
the levels here. Also, notice the recharge station, and cell. You are on
level 1W. There are three cameras and a bunch of ATC-3s waiting for you in
this first room. One camera is on the far wall. The other two are just
around the corner to the right. The ATCs are behind the pillars ahead.
You'll receive a transmission detailing your last adversary. Take out the
cameras and ATCs, then grab the cell and homers. Remember there's a recharge
station close, back outside. There'll be more ATCs and perhaps a Crimson or
two on the next level. Clear the room and grab the level-14 key(Lost
Levels), bombs, ammo, and health. Take the same ramp on up to 3W for a cell.
Cloak up at the door and open it. (AET3, Section 3.0) Run in and drop thru
the opening in the middle. Locate the long tunnel _without_ a side hallway
(the hall leads to an elevator) near the entrance, and run to the end of it.
Grab the cell and recharge if need be. Access the console near the "blast
windows to open them. Back in the hallway take out the ATCs. Recharge and
ease out into the main room to snipe and missile the Crimsons. Watch your
health and recharge when necessary. The V-bombs work great for cover but the
game may crash if things get too hectic. The Crimson's missile launchers are
mounted low just like Raven's. Use this to have them firing into the floor
while you manually aim yours into the ceiling above them. Take the elevator
to the top when you've killed all you can from the lower floor. Finish off
the stragglers with the MG. (Save-point.) DON'T use either door to access
the third floor outside areas. If you do all the enemies in here will
regenerate. Collect all the loot inside and press the four buttons to unlock
the elevator to the next level. (Health, 4 bombs, 2 Gyrex ammo, ammo, 2
cells, TP of missiles, 2 V-bombs, TP of homers, FP of homers, FP of
missiles, and Trigger-bombs.) Enter the tunnel on the bottom floor that has
the elevator, and follow it for Gyrex ammo and a dark cell. Go thru the
window to access 1E for a dark cell, bombs, health and ammo. Go up the ramp
to 2S for a FP of missiles, Trigger-bombs, ammo, and health. Go up the same
ramp to 3E for 2 cells, MG ammo, V-bombs, and a short fight with some
ATC-3s. Go back down to the 1E or 1W and go thru the window to get back
inside. Recharge, and save your game. (Head back into the city to replenish
any ammo you can't max out in here.) Ride the elevator up to the next phase
of the Regime's Security measures. (Cell.)

Middle level, Theater:
Avoid the save-point until you've peeked around the beverage machines. One
has a very refreshing drink by the way. (DeWan's section 3.0) Expect at
least one ATV, and a Guardian Cybe out in the open area. Both are tough
skinned, and well weaponed. Both also like to move, and the G.C. will
probably march over close to the entrance. There is also a camera up high.
When the area is clear, save and collect the stuff. (Cell, 2 MG ammo, 3
bombs, 2 Gyrex ammo, V-bombs, level-15 key, and a bunch of health.) Use the
key to open the glass door. ("Klear Bear Caught Napping"?) The room will
fill with Crimsons when the door opens. Take them out. (I like the cloak
robo-scram combo.) When the coast is klear, save and search the room.
("Conan Clan" banners?, a FP of missiles, health, ammo, bombs, MG ammo, and
a cell.) Ride a lift up to the theater lounge, and more patrolling Crimsons.
(2 cells in the rafters on the way up, 2 MG ammo, bombs, V-bombs, ammo
health, and a save-point in the lounge.) Take one of the ramps up to the
hallway off the main seating area. Inside, in the seating area are more
Crimsons, and a Guardian Cybe. When it's safe, search the seats for 3 bombs,
2 MG ammo, 2 V-bombs, and 2 FPs of missiles. Go thru the opening to the
right of the stage, and on up to the balcony. The button in the control
booth raises and lowers the stage curtain. Follow the hall up out the booth
to an observation area above the main seating area. Beyond is a short hall
that leads to overlook behind the stage. (Gyrex ammo.) Take out the Crimsons
below if you haven't already. Run across the rafters over the stage for the
level-16 key and a cell. (The console has a message.) Drop down the stage
for a dark cell, then make your way back down to the lounge. Fill up on ammo
and health, then save and enter the elevator.

*Up above is Rival, thru whom the neural net is now routed. He has cloaking
ability, temporary invincibility, every weapon Raven has. And he can fly.
With him are three elite Riot Guards(that will regenerate), whose batons
will "subdue" Raven rendering most of his weapons inoperable. (He will still
have the ARC blade.) Dropships will also supply Crimsons and MPs when Raven
is detected. Your cloaks only work against the normal enemies, Rival can
detect and target you.*

Ride the lift up, and move out onto the circular moving walkway.
(Dark cell.) Check out all the ammo cached here. (3 each of TPs of homers,
TPs of missiles, ammo, MG ammo, and Gyrex ammo) Jump up to the circular
platform and collect the 5 cells. Rival and his guards are waiting patiently
above. There are four recharge stations on the walls up there also. Cloaks,
invincibility, and heavy weapons are in order. Take out the riot guards
early, and then hammer Rival and stay alive. He has a lot of hit points, so
it will take awhile. Rival will tend to get stuck, especially if he follows
you below the top level. Saving and reloading usually frees him up. No
enemies will follow past the elevator. When his health gets low, he will
give up and quit attacking. He will still use his cloak and invincibility
temporarily, but it's over for him if you can survive the other enemies.
That's it, cut scene and back to the desktop. The final cut scene (as does
the intro) looks better at normal resolution on a movie player. (At least on
my machine.)

Alternatively, you can lure Rival and his entourage down to a corner in one
of the ammo cache alcoves, and then reload your last save. At the top of the
elevator step out to trigger him and his guards, then retire to the elevator
and wait for them to run to where you were. Then sneak up on them and snipe
around a corner. A stealth-kill on Rival takes about seventy-five shots.
(Level 3 ARC.)

   >~~~~~~~~~~~~~~~~~~~~~~~~~~End Walkthrough~~~~~~~~~~~~~~~~~~~~~~~~~~~~<

2.1 Data Files, Prequel demo.

* These are here because Joe Kinsella told me his video card wouldn't
display them legibly. Too late for him(sorry Joe), but they're here.
They were a bit of a pain, BTW. Waahh. ;] *

Urgent, Read me. (Cloaking Lab.)
To: Raven
From: Dr. Jenka Rense
Subject: Sub-mission Briefing

If you are reading this, then the Regime has not yet been able to locate
this secret laboratory. The enemy has somehow broken through our defenses,
and are headed towards this facility. Their objective is most likely to be
the re-acquisition of Soldzen's most prized possesion: You. I presume they
also have a secondary objective: To obtain vital equipment needed to produce
viable clones of yourself. The eqipment here must not fall into the enemy's
hands, so you must destroy it all. All of the incubators and cloning
eqipment are cooled by a liquid system. The green bubbling liquid you see in
this room cools the cloaking enhancer you just came out of. To alter its
flow rate, use the panel on the right. If the liquid turns red, then you
will know that all systems cooled by it will soon be destroyed. due to
overheating. Five cooling centers are located in this facility, and all of
their flowrates must be altered.

I must end this now, before they tear the building apart looking for me.
This particular lab is very well hidden, so you should be OK. A shuttle
awaits you at gate 1 of the docking station. When you have completed your
mission, take it to Esoteria 3. All of these preparations have been for your
mission there. Please remove the Regime from Esoteria 3!

Journal Entry. (Reception area cooling unit.)
Personal Journal Entry of T. Begard:

I must have checked the backup cooling system more than ten times today!
Some special specimen or something came in late last night and Dr. Rense
has me doing all sorts of equipment checks. Seems like they're going to be
performing some heavy duty experiments today. I asked around, but no one
knows whats going on. Well, I'm ptretty sure the backup cooling system will
work just fine, as long as no one messes with it. I had better make one last
check on the insulation chambers and then report to Dr. Rense.

Letter to Dr. Rense. (Top floor offices.)
To: Jenka Rense
From: Commander Celias
Subject: RE Test Results

We are extremely relieved to hear that Raven has decided to cooperate with
us. To be quite honest, all of our attempts at retaking Esoteria 3 have
failed miserably. His fortifications have proven to be quite an obstacle to
overcome. The field test results of Raven's performance give us some hope.
As you already know, Raven's mission on Esoteria 3 will be to relay vital
information to the loyalist refugees located deep within the Triconium
mines. I am not at liberty to reveal to you the nature of the information,
but without it, the loyalists will most definately perish. Please make haste
with Raven's preparations. I understand that the last step will be the
enhancement of his cloaking abilities. This will greatly aid him with this
mission. Be sure to inform me of any problems or delays.

ARC Info. file. (Top floor offices.)
Research Note:

ARC - (Actuated Razor Crescent) The ARC was originally designed for medical
use. Microscopic energy busrts from an ARC generator when channeled through
electrodes implanted in the skin could very selectively destroy cancerous
growths. Military weaons researchers discovered that these crscent shaped
energy bursts yielded a high quantity of thermal and kinetic energy without
the consumption of large amounts of energy fuel. The devastating effects the
ARC could achieve became evident when a large scale version was tested at an
underground firing range located at the Biocore of Esoteria 3. Silently, a
small cavern was quickly carved out of the dense rock as a steady stream of
crescents was haurled toward the rock face from the conducting device of the
generator. Plans for a lightweight and portable version went into effect and
resultd in a low profile version that could be strapped to the arm. Not as
powerful as the Triconium powered rifle, it is nonetheless a formidable
weapon suitable for assassins who have a need for a silent, lightweight, and
lethal weapon.

Personal Journal Entry. (Top floor offices.)
Ever since Gyrex began implementing high security features at this facility,
I've noticed some very strange things. I was in the courtyard sitting on the
bench beside the plenary tree having lunch when I noticed Dr. Rense and a
group of unknown individuals sitting in the adjacent lounge talking. I
remembered that I was supposed to deliver the results of the stress limit
tests on the new cybernetic arm prosthetic so I grabbed the reports from my
bag and ran to the lounge only to find it completely empty. I ran down all
the hallways looking for Dr. Rense, but strangely, he disappeared. He
couldn't have gotten too far, but he was nowhere to be seen. I sat in the
lounge to catch my breath. I could have been hearing things, but I could
have sworn that I heard his voice coming from somewhere close by. I'm not
the only one to notice this. Bgard has also noticed that Dr. Rense has the
habit of disappearing into thin air at times. I have a feeling that there's
more to this facility than meets the eye.

2.2 Data Files, Full game.

Transmission. (As you land at the start of the game.)
To: Raven
From: Master Control
Subject: Infiltrate Transit

Pay close attention to what you are about to be told. Mission failure will
not be tolerated and will result in an immediate power down of your neural
net. We have determined that this HydroPlant installation provides the best
means by which you may infiltrate the Regime's heavily fortified military
base. This installation lies on the edge of Esoteria's partially formed
land crust and should be relatively unguarded. Your task is to relay a vital
transmission to the Loyalist's secret headquarters. Seneca Comm. Satellite,
which is censoring all interplanetary transmissions, prevents us from
sending the transmission directly, so it is up to you to utilize the enemy's
own communication system to relay this data. Their main communications relay
is located deep within the mountain range and will be difficult to locate.

A transit system leads from the HydroPlant to the interior of the military
base. We will be tracking your position at all times. Intelligence gatherers
are currently attempting to decrypt area maps and schematics to aid you in
pinpointing the exact location of the communications relay. When you reach
the military base, we will contact you with further instructions.

Data File. (HydroPlant, console to the left,
just as you enter the underground facility.)
To: Raven
From: Master Control
Subject: Secrets

Finding secrets such as this one will give you extra weapon ammo and other
goodies. They are not necessary to complete the game. There are other types
of secrets that you will need to uncover in order to proceed in an area, but
there will usually be a clue somewhere. Look around carefully.

Data File. (HydroPlant, diving tank control room.)
To: Raven
From: CPU
Subject: HydroPlant Info

Ever since the triconium generators came into existence, the need for
alternate power sources diminished. The HydroPlant facility remains online
in case of an unlikely emergency power shortage.

The diving tank was originally created to allow marine biologists to
acclimate to the unusually dense properties of Esoterian water. Since the
regime came and declared martial law, this facility has not been used.

Transmission. (Start of Military Base level.)
To: Raven
From: Master Control
Subject: Shut Down Defenses

We had originally expected that you would be able to infiltrate the
communications control room with ease by using the underground sewer tunnels
that run thru the base interior. However, we have just finished decrypting
the sewer maps and we seem to have a small problem on our hands. The sewers
have an intricate defense system designed to keep vermin and other intruders
out of the military base interior. You must deactivate their security
measure before you may complete your task.

To do so, seven (7) circuit breaker boxes, which are scattered thru-out the
military base, must be found and rerouted to the main generator supply with
the router keys you have in your possession. After finding all the boxes,
make your way to the main generator and disable the main power output to the
sewers. You will then be able to pass thru the underground unharmed.

Because of this unanticipated turn of events, your mission has become more
difficult. You must succeed or thousands will perish.

Attachments: Base Map - We are uploading this now. It may take a moment.
Please continue.

Maintenance Requisition. (Military Base, Warehouse, Ammo Shed.)
To: Generator control
From: Maintenance Crew 4
Subject: Repairs needed

Repairs to energy conduit in third series generator. Power fluctuations
resulted in automatic shutdown of generator output. Defects in coil
alignment are suspect. Report to generator alpha, located east of the water
refinery and north of the heliport hangar.

Transmission. (Military Base, after shutting down the generators.)
To: Raven
From: Master Control
Subject: Send Message

Congratulations on successfully shutting down the generator. The chaos and
confusion you have caused should make navigating the base interior a bit
easier. Don't think about relaxing though. Guards inside are aware of an
intruder and have implemented security measures. Finding and getting to the
communications room will not be easy or straightforward. Make your way to
the underground sewers immediately. Time is quickly running short and the
base is on red alert status, so you must attempt to utilize your stealth
abilities to avoid encountering the enemy.

Transmisssion. (Communications Room, just before the Prison.)
To: Raven
From: Master Control
Subject: Meet dropship

We have just detected that the data has been transmitted to the Loyalists.
Your mission is complete. We have arranged for your retrieval outside the
military base's main gate. This gate has not been used for sometime since
the underground transit system was implemented. Make your way thru the
maximum security prison which will lead you back to the military base which
is still in a state of disorder. Follow the elevated road to its end where
the main exit is located. Exit the base and await the dropship.

Data File. (Inside Prison.)
To: Security Council
from: Doma Kluy
Subject: Prison Security
As per your request, here is the information on how we are able to maintain
tight security here in the maximum security prison.

All prisoners are confined to specially designed cells. Each cell is
submerged in a high saline solution tank. To discourage all attempts to
break out, burst of extremely high voltage electricity are discharged into
the tank. In effect, a prisoner cannot leave his cell without a high risk of
electrocution. In addition to cell design, force fields and ATC guards are
positioned at strategic locations thru out the facility.

I hope this information helps you in deciding wether or not to increase our
budget this upcoming year.

Transmission. (As you leave the Military Base to meet the dropship.)
To: Raven
From: Master Control
Subject: Release Message

The Regime has caught onto you and have blocked your transmission at the
commlink tower array! Now we have a serious problem. If they decode the
transmission, they'll know that someone is trying to warn the Loyalists of
their planned strategic strike. They will surely make an immediate move to
destroy their headquarters. But we still have a chance.

The commlink tower array is composed of three large satellite dishes
positioned high in the mountains. Our tranmission is being held up in part
by each of these three satellites. Raven, you must travel to the Kovach
mountain range checkpoints and manually release the blocked transmission at
the three commlink satellite dish relays. We will upload area maps to you as
they become available.

I fully understand that although you are powerful, you were designed to
stalk and kill, not to take on an entire army. But if there is to be any
hope of peace for Esoteria, you must succeed. The dropship is currently
seeking cover from enemy fire. Waste no time!

Data file. (Research Facility, Clone lab side.)
To: Colonel Kazan
From: Dr. Yamo
Subject: Progress Report

I am very sorry to report that we have not been able to successfully clone
the Raven project specimen. Without the advanced equipment from the Gyrex
Corp., we cannot stabilize the DNA templates we have. Unless you can obtain
a cryostatic incubator and control unit from Gyrex, I recommend that we
abandon this futile effort. I suppose that would be impossible though, since
Gyrex is located on Esoteria 1, our oppositions home planet. We have
thoroughly examined all the equipment at the Gyrex Corp. branch here on
Esoteria 3, but since they deal only with alternative fuel research, we did
not find any useful equipment. Please inform me as to how we should deal
with this matter.

Journal Entry. (Research Facility, Clone lab side.)
Molecular Cloning Journal

Name: Dr. Yamo
Date: 5.14.26 A.E.
Subject: Final Analysis

So far, we have been successful in nurturing the infant clones into a fully
grown, adult state. However, we have yet to overcome the problem of the
artificial genome spontaneously degrading after several replications. Our
carefully controlled conditions eliminate random mutations as the cause. We
are forced to conclude that our equipment is not sophisticated enough to
control DNA replication at a molecular level.

Safety Hazard. (Research Facility, storage side.)
To: Lab Maintenance
from: Dr Hoju
Subject: Unstable isotope

The 18 tons of radioactive Triconium isotope is becoming very unstable.
Cleanup crews are beginning to develop symptoms of radiation sickness. This
instability will increase if placed near a biocore, as anticipated.

Recommend that this stockpile be replaced with fresh isotope.

Personal Journal Entry. (CommLink2 and 3; Entrance, Transport Hub; Offices.)
I feel a little guilty about stealing supplies from the storeroom. After
all, the regime gave me this great office and computer to use. But, come on,
could they pay me a little less? I'm making peanuts here. Good thing I met
that Loyalist agent awhile back. He's been buying the stuff I steal for a
pretty good price. I have to be really careful that no one finds my secret
stash in the elevator shaft down the hall. I think that was a pretty smart
place to hide it. No one would ever think of checking there. Haha, I'm so
sneaky. I even loosen my video cable everytime I leave the office so that
anyone who tries to use my computer thinks it's broken. If anyone ever reads
this, I'd be dead. Well I'm going to the storeroom to get some weapon power

News Broadcast. (CommLink2 and 3; Entrance, Transport Hub; Offices.)
...and many residents are expressing anger in the recent decision to place
the housing district under quarantine. The 24 hour quarantine was instated
because of a virion outbreak in the vicinity of the residential district.
Officials insure that the quarantine will be lifted when the virion has been
eradicated and presents no danger to the residents.

In other news, high officials within Esoteria 1's government are conducting
a massive interrogation upon all personnel working at gyrex Corporation
headquarters. It seems an incubator tube and control unit were mysteriously
stolen from a high security section of the building. It was first reported
missing yesterday, but seems it has been missing for more than a week.
Public demonstrations of outrage were staged outside Azerian memorial
building to show dissatisfaction at how security was handled. Spokesman
Pogley assured the public that a single incubator tube is not enough to mass
produce organic matter. Pogley refrained from making any references to
genetically enhanced soldiers in his speech...

Operations Update. (CommLink2 and 3; Entrance, Transport Hub; Offices.)
To: Regime Tactical Op.
From: Commander Dak
Subject: Quarantine update

In order to maintain complete control over Micropolis, the residential
district has been placed under quarantine. The general public has been
informed that a highly contagious virion outbreak has occurred that has
already claimed the lives of several hundred. Shortly after acquiring
control of central defense, several squads of MP-1s were dispatched to
isolate persons still within the residential district. Since then no one
has entered or left the area. Those found attempting to enter the area have
been informed of the quarantine and have been relocated to the Hayek Hotel.
All incoming interplanetary communications channels remain censored by

Flight Log. (CommLink2 and 3; Commlink3, control room.)

Subject: Flight Log 06.25.14 A.E.

06.25.14 A.E.

Flight        Arrival        Departure        Cargo
394a                         01.20            Bio-hazard

122r                         23.00            Rejected clone

444g          08.34                           Cryon suspension
                                              capsule containing
                                              test subject 12

Transmission. (CommLink 2 and 3, Upon releasing all data.)
To: Raven
From: Master Control
Subject: Secure neural net

Job well done, Raven. The Loyalists will now be able to relocate their
hidden base and remain safe for a while longer. You've greatly exceeded my
expectations. I had originally planned on using you only for the
transmission, but now it seems that you are capable of much more. I am going
to put you on a mission that was aborted because the logistics heavily
favored the Regime. With you on it, who knows what may happen. Your new
objective is to infiltrate Centrex Tower and regain control over the neural
net. The net controls all of the city's defenses which is the main reason we
are having trouble retaking Micropolis. Centrex is heavily fortified and
will be extremly difficult to break into. You will need three special
keycards to open the front gate. Three of our spies have managed to secure
one of these keycards and are currently in hiding. You must locate these
spies retrieve the keycards. We are sure of the location of only one spy. He
is hiding out in Wu Chang's underground restaurant. We have not been able to
reach any of our contacts in the city... I'm sorry I cannot give you any
more information. You should be able to find help from any one of our
numerous agents in the city.

An underground subway station is located on the bottom floor of checkpoint
3. Find it and take the train to the city. We will contact you if we receive
any information that will help you. Good luck.

Data File 15. (Micropolis, Station.)
I'm relieved to find that you have made it to Micropolis unscathed. I am one
of the many loyalist secret agents that are gathering intelligence here in
the city. All of our agents are dressed similar to myself. Be on the lookout
for these individuals. Some of them may tell you important information
concerning the location of the keycards you will need to enter the Centrex
Tower. Others will hand you data files if they feel it is dangerous to be
caught talking to you. Either way, be sure to take the information they give
you into careful consideration.

The city is under martial law. The enemy will be lurking around every
corner. Fight only if necessary and use your stealth abilities to sneak by
patrols. Please hurry. We're all counting on you.

Data File 16. (Micropolis, S.E. of the fountain.)
You've got a long way to go, my friend. I hope this information will help
you. The Regime has set up force field barriers thru-out the city in order
to keep intruders out of key sectors. It seems to be working really well. So
far two Loyalist strike teams have tried infiltrating the city and have been
decimated by ATCs while attempting to navigate the maze created by the
fields. I know that one of our operatives has discovered a way to turn these
fields off, but I have no idea where he is right now. I would suggest that
you try to make your way around the force fields for now. I'm sure that you
will run into him somewhere along the way.

Data File 17. (Micropolis, City Hall, force fields up.)
Those damn force fields are messing up everything. Thought I was being smart
when I traced their power lines to this building, but it looks like you need
a special kind of key to deactivate them. You wouldn't happen to know
anything about this key would you? What I wouldn't pay to see our Loyalist
elite squads running thru the streets down here kicking some Regime ass with
the force fields gone. Well, I'm stumped, but at least you know what that
switch up there does now. If you manage to shut off the fields, come back to
me. I know a little secret. Haha.

Data File 18. (Micropolis, City Hall, force fields down.)
Whoa! You did it! Hey, it looks like the Regime is sweeping the neural net
looking for your command signal. It's only a matter of time before they
pinpoint the exact frequency and, when that happens, they'll shut you down.
Remember? You were designed to take orders thru the net. If Loyalist master
control wanted to, they could turn you off at the flick of a switch. You
need to find frequency scrambler items which will buy you more time.
Remember, you will need to constantly change your frequencies, or they will
eventually power you down. If you could find a cortical or vertebral
scramble implant, you could dispense with finding frequency scrambler items,
but that would require someone with advanced surgical skills to implant.

Data File 19. (Micropolis, Wu Chang's.)
Phew. Am I glad you're finally here. Here, take this keycard 1 from me.
Holding this thing has almost gotten me killed twice already. I've been
hiding in down here a few days and have no idea what's going on outside.
However, this much I do know. Now, you will need the other two parts of the
keycard to gain access to the Centrex Tower. Another part is in the
possession of an operative stationed within the Azerian Memorial hospital.
However, last I checked, the force fields kept anyone from getting in or out
of there. Have you figured a way around them yet?

Data File 20. (Micropolis, Hotel Hayek.)
The Regime will pay for what they did to Nigel. I will see personally to
that. Nigel? He was in charge of protecting the third keycard but he was
captured and tortured to death when he wouldn't tell them where he hid the
keycard. So now that the keycard is lost somewhere in this huge city. I
really don't know what to tell you except to scour the city and search for
any clues as to where the keycard is hidden. Maybe some other agents in the
city know something about it. Here, take this keycard 2 and find the last
part. I suggest you use the secret exit in top floor kitchen to escape.

Data File 21. (Micropolis, Outside the hospital.)
Okay, listen up. We have a guy on the bottom floor of the hospital who's
waiting to take you to the location of another Centrex Tower keycard. But
there are some Regime dogs harassing him. Help him out, and then he'll take
you where you need to go. The only way into the hospital is by taking the
window-washing lift around the corner to the top of the building. From
there, make your way down to the ground floor. Once the agent starts moving,
follow him. The Regime will target both of you as the enemy, so you have to
keep him alive if you want the keycard. Let him die and all is lost.

3.0 Esoterica (Secrets, Eggs, etc.)

*_I_ found no official secrets, like were in the demos(message on the game
interface), but that doesn't mean there are none. So mainly these are
beneficial bugs, and what I consider cool stuff.*

ShiKaiTek: Shi Kai Wang. (Conceptual Artist.)

Kovach Mountains: Robert Kovach. (Associate Producer, A Lead World
Designer, Art Director, and Interface Designer.)

Seneca: I believe this to be a referance a wolf sponsored by Mitri
Vanichtheeranont. (Enemy AI, 3-d Artist, Cinematic Animation.)

MMBA(on the crane): Pronounced emmemba, inside joke at Mobeus between Andy
Chang and Andrew J. Collins. (Graphic Artists.) Saturday Night Live, Eddie
Murphy, Buckwheat skit, do _you_ emmemba that?

AET1(Avoidable Enemy Trigger 1): All the enemies are triggered when you
touch the road, to avoid them don't touch it. Jump from the ledge over the
road to the ground below.

VPEE(Very Practical Easter Egg): The obvious dead end here is actually an
entrance to the nether-world. Crouch and advance to the end of the tunnel,
at the very tip you will pop thru a hole. (Careful, or you'll be 3F, Free
Falling Forever) Cool nether-world view, including an unexpected sniping
advantage, a potential arachnid apocalypse, if you will. As you trigger
groups of spiders, return here for additional bites.

Beneficial Bug: In the security check room, after the apparatus retracts
back into the wall, jump to the small space above the left one. (It could
take a few tries) Carefully sneak forward into the nether-world. You should
be able to snipe or missile-kill all the enemies in this room from here and
the other side. You can jump into the room from here but the area will
probably not load. So drop back into the ID room and use the door, or go out
the door and re-enter to fix things.

AET2: Avoid touching the road in front of the door to have no enemies in the
first and last sections of this level.

Sanguine Drak: The "other game" at Mobeus that apparently died with the
company. Info. on this unfinished game is fast disappearing from the
Internet. The only genre I could find associated with S.D. was "Arcade

Hotel Hayek: Adam "Studman" Hayek. (Lead Programmer.) A picture of the Hotel
Hayek on Earth can be found here:

AET3: Avoid opening the doors on 3W and 3E altogether by entering thru the
window on 1E. No Crimsons or ATC-3s will appear.

DeWan's: Geoffrey DeWan. (Programmer.)

3.1 Cheats.

These codes work with the "Prequel" demo, and the Full Version of the game.

While playing the game, Press "Enter" to bring up the command line.
Then type in the desired code, and press "Enter" to enable the cheat.

Code           Effect

.GOD           God Mode
.HEALTH        Gives 100 Health
.WEAPONS       Gives All Weapons
.ITEMS         Gives All Items
.SPEED         Run Very Fast
.SWIM          Swim Mode
.WIN           Shows Ending
.FRAMERATE     Shows Framerate
.NOTIME        Turns Off Time Limits (?)
.SAVE          Unknown (?)
.COMMANDS      Shows Commands

Make sure you type in the "period" before the code.


4.0 Thanks to. (Credits)

GameFAQs for a place to publish this alongside really good FAQS and walkthrus.

The Team at Mobeus Designs for "takin a shot". It didn't work out for them,
but _I'm_ glad they tried.

Joe Kinsella(Another "regular" at Interplay's MDK2 Board). For bringing my
attention to Esoteria long after I had given up hope of it ever being

Joe Kinsella, for the "Easter Egg" in the "Spider Caves".

Joe Kinsella, for the bug at the elevator in City Hall.

Joe Kinsella, for the cheats.

Andy "Andy" Chang for the story behind MMBA.

Robert "Rob" Kovach for answering my e-mail about the game, and forwarding
it to other members of the original team.

My wife Marion, for "bearing with" my hi-jacking of the family computer for

4.1 Game Credits.

Cris Lai

Associate Producer:
Robert Kovach
Geoffrey Y. Leu

Lead Programmer:
Adam "Studman" Hayek

Art Director:
Robert Kovach

Story Writer:
Geoffrey Y. Leu

Geoffrey DeWan
Francois Klier
Terrance "darkspan" McGhee
Michael Saladino
Jennifer Tsou
Darian Woodford

Enemy AI:
Terrance "darkspan" McGhee
Mitri Vanichtheeranont

Low level Graphic Engine:
Michael Saladino

Conceptual Artist:
Shi Kai Wang

Interface Design:
Robert Kovach

3-d Artists:
Hugh Suh
Mitri Vanichtheeranont

Graphic Artists:
Andy "Andy" Chang
Andrew J. Collins
Hoang Pham

Cinematic Animation:
Hugh Suh
Mitri Vanichtheeranont

Lead World designers:
Robert Kovach
Cris Lai
Geoffrey Y. Leu

World Designers:
Elliott Hsu
Dion McGhee
Shi Kai Wang
James Yu

Sound Coordinator:
Hugh Suh

Project Manager:
Joan S. Looi

Administrative Assistant:
Dion McGhee

Francois Klier
Geoffrey Y. Leu
Joan S. Looi
Terrance McGhee
Michael Saladino

Manual Design:
Elliott Hsu
Shi Kai Wang
James Yu

Public Relations:
Joan S. Looi

Playtester Coordinator:
Dion McGhee

Mobeus designs would specially like to thank:
Alan Yong, Lucy Yong, Henry Leyong, Jon Seidefeld, Yaz Shehab, Camille
Goudeseune, Dennis Defensor

Soundtrack and Interactive Music by THE MEDIA CAFE.
Music Composition:
David L. Berk

Sound Design and Effects:
David Musial

Additional Sound Effects:
Richard Adrian

Sound Recording Engineering:
David Musial
Yaz Shehab

Digital Audio Engineering
Richard Adrian

Music Produced by
David Berk
David Musial
Yaz Shehab

Music Software Design
Camille Goudeseune

Music Executive Producer
Yaz Shehab

The Media Cafe would like to thank:
Jeff Babson, Rasha Ehard, Adam Hayek, Michel Goudeseune, Michael Saladino,
David Schilling, Saverio Samarelli, Robert Wohler

Lead Playtesters
Don Anderson, Oliver Bonemme, Wayne Francis, Tibor Thumay

Ed Smith, Tom Watson, David Yong, Richard Baelio, John Clover

And to all our family and friends, thank you for your patience and support:
Jon D. Berry, Best Brains Studios, Kim Bui, The Buffet and its restockers,
Roy & Nancy Chang, David & Diana Collins, Dalai Lama, Hien Duong, God,
Ben Hayek, Michael & Monica Hayek, Samantha Hayek, Mom & Dad Hsu,
Nick Huang, Serena Huang, George Hurtado, Eunha Kim, Jen Klier,
George & Carol Kovach, Thahn & Phuong Lai, Cindy Lee, George & Angel Leu,
Shiung Lo, Shigeru Miyamoto, Oreo, Van Thi Pham, Ska community,
Skali Baba & the Forty Ounce Horns, Prof. Rob Springfield, The Suh family,
Rich Trad, Shu-Yi Tsou, Tao-SHan & Ching-Yin Tsou, Nobuo Uematsu,
Vera, Lek, & Alan Vanichtheeranont, Shi Kai Wang, Ben Weasel, The Wolf Pack,
Jeniene & Jasmine Woodford, Lucy Yong, Yu family, and all the people who
believed in us.

The Bottom.

I played the demo of this a game a few years back and eagerly awaited the
game. I played nothing but PC demos that winter. The Esoteria demos were two
of my favorites. (I found all the secrets in the first, and got my code ;])
But the purchase of a Playstation changed my gaming habits completely. I did
play most of the full versions of the PC demos I had really liked although
many were played on consoles, some, _years_ later. I kept checking on
Esoteria, but the Mobeus site drifted into disrepair, and finally a for sale
sign appeared if I remember right. I e-mailed Bandai(who had bought the
publishing rights) and someone nice there told me it was on indefinite hold,
and probably would never be published. I moved on, although I replayed the
demos now and then. By mere chance a regular poster (Joe Kinsella) at
Interplay's MDK2 board mentioned purchasing it on E-bay. I picked it up from
a software clearing house. It was a gaming windfall. A completely unexpected
game that I already knew I would like. While the game was still in the mail,
I decided to write a Walkthru. I'd been itching to try writing one for a
while. I now know that I am not well equipped to write a game Walkthru
efficiently. It has been months, and it's not done. I don't get to play other
games or watch TV or spend hours at LUE. But I said I'd write a walkthru,
and I have, sort of. (I'm still far from satisfied with it, but I've run out
of time.) And, when I played I got stuck now and then as I usually do. I
could find _no_ Walkthru. I found only one forum with a couple of old
messages. (There have been no more posts there in over a month except my own
answer to my original question.) When I started this Walkthru, I was the
only person to ever complete the game as far as I could tell, although at
the forum I located there were a couple of possibles. E-mail me if you read
this and have finished. (Joe has since finished the game, before I could
finish the Walkthru. o_O ) A Walkthru for no one perhaps, but it's here and
I learned a lot. (Still plenty to learn, perhaps next year.) This also has
become one of three games I not only enjoyed a lot, but know _quite_ well.
This game was almost everything I expected from playing the demos. I did
miss the levels that were cut. But only because I knew they're missing,
having seen early screen shots of some of the areas. I also expected more
patrolling MPs. There were quite few in both demos. They added another
dimension to the stealth element, and contributed much to the _immersion_
factor. There were a some patrolling robots, so I shouldn't complain. The
bugs and rough finish turned out to be pluses for me. I've always been one
to look for non-standard play in action games. So I had a blast with _most_
of the bugs in this one. All in all, I'm happy. I'd buy a sequel. But I'm
also very glad to be finished. We're talking months, here. (Yeah, I'm slow.)
        If anyone asks for a demo Walkthru, I may do one though.(NY)




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