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Esoteria (walkthrough)

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Pomoć - Walkthroughs | Autor Miloš Vučić | 26 avgust 2005
Esoteria 

     /~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
 /
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~\

 ~  Esoteria Walkthru. ( June 7, 2001. *PC - Action, Version 1.40*)          ~
 ~  By Donald Wood(*doninss*) e-mail: doninss@yahoo.com                     ~
 ~                                                                          ~
 ~  *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(doninss@yahoo.com). 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.)
IGN 
Cheats.de 
DLH.net 
Cheats-Corner 

                                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
             Legal.
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.




                                    =(o)=
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~
  >~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 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:
http://www.fogwarepublishing.com/indvidual_products/games/game_esoteria.htm
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) <
http://web.archive.org/web/20001205013200/http://happypuppy.com/win/reviews/eso
teria1.html>)


Back-story.
```````````
(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
air.

                     * Copyright - Mobeus Designs Inc. *
                       ```````````````````````````````


Story.
``````
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.

(Configurable.)
"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

(Non-configurable.)
"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

SCREEN RESOLUTION
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.

Crimson.
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.

JBK
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.

Dropship.
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.
~~~~~~~~~~~~~~~~~~~~

Basics.
```````
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.

Patrolmen:
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
"investigate."

Guards:
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.

Cameras:
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.
~~~~~~~~~~~~~~~~~~~~

Weapons.
````````
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
available.

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
missiles.


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

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, ...

Upgrades:
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.


Items.
``````
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
cells.

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.)

Invincibility:
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.

Keycard:
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.)

Health:
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.

Weapons:
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.

Item:
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.

Radar:
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.
~~~~~~~~~~~~~~~~~~~~~

General.
````````
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.

Saves.
``````
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?)

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

(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.

Stealth.
````````
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?)

Radar.
``````
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.

Weapons.
````````
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.
Experiment.

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.


                                    =(o)=
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~
   >~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2.0 Walkthru. ~~~~~~~~~~~~~~~~~~~~~~~~~~~<
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~

"Levels."
`````````
Prequel demo.
Training.
HydroPlant.
Military Base.
Sewers.
Communications room, Prison.
Kovach Mountains(Section 3.0) mine complex, CommLink-1.
Research Facility.
CommLinks 2 and 3.
Micropolis.

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.


Training.
`````````
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.


HydroPlant.
```````````
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.)

Beginning:
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
vicinity.)

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.


Sewers.
```````
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.

Gate:
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.

Plant:
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,
ammo.)

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.

CommLink2:
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.

CommLink3:
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.


Micropolis.
```````````
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 o