Geist Walkthrough :
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Walkthrough - FAQ/Walkthrough****************************************************************************** Geist A FAQ/Walkthrough by CyricZ Version 1.0 E-mail: cyricz42 at yahoo.com ****************************************************************************** 1. Introduction 2. FAQ 3. Basics 3A. Controls 3B. Menus/Displays 3C. Hints/Tips 4. Walkthrough 4A. Chapter 1 - Volks Lab 4B. Chapter 2 - Containment 4C. Chapter 3 - Separation 4D. Chapter 4 - Medical 4E. Chapter 5 - Escape! (Part 1) 4F. Chapter 5 - Escape! (Part 2) 4G. Chapter 5 - Escape! (Part 3) 4H. Chapter 6 - Gigi 4I. Chapter 7 - Captured (Part 1) 4J. Chapter 7 - Captured (Part 2) 4K. Chapter 8 - Rourke (Part 1) 4L. Chapter 8 - Rourke (Part 2) 4M. Chapter 9 - Volks 5. Collectibles 5A. Possessed Objects 5B. Ghost Collectibles 5C. Host Collectibles 5D. Text Logs 6. Multiplayer 6A. Modes/Rules of Play 6B. Arenas 6C. Hosts/Objects 6D. Secret Hosts 7. Standard Guide Stuff 7A. Legal 7B. E-mail Guidelines 7C. Credits 7D. Version Updates 7E. The Final Word ****************************************************************************** 1. INTRODUCTION ****************************************************************************** Hello, and welcome to my FAQ/Walkthrough for N-Space and Nintendo's new FPS game, Geist for the Nintendo GameCube! In this walkthrough, you'll learn how to guide scientist John Raimi through his "spiritual" journey, as well as find all the elusive "collectibles" in the game, as well as a few things said on the game's multiplayer. ****************************************************************************** 2. FAQ ****************************************************************************** Q: What is this game? A: Geist is a new FPS developed by N-Space Inc. and published by Nintendo. It's different from most other FPS games in the sense that your character becomes a "spirit" during the course of the game, at which point he'll be able to possess objects, animals, and people, and use them to his advantage as he tries to unravel the story. Q: What is this game rated? A: Geist is rated M for Mature by the ESRB, containing the added notes of Blood and Gore, Partial Nudity, and Violence. The first and third will be visited several times throughout the game. The Partial Nudity is only in one area of the game, where you have to enter a women's shower room and there is one woman showering, but covered in soap bubbles. Q: How many blocks on the Memory Card does this game use? A: This game uses 2 blocks on the card. Q: I missed some collectibles! Can I go back? A: Through the main menu, you can revisit any chapters (and parts of chapters) you've completed, but you have to exit the game you're currently playing before you can do that, meaning you'll go back to your last checkpoint when you start again. Q: How do I poison the soup in Chapter 5? A: You need to possess the Chef (use the oven, then point the fan at him, then fling plates), then, as the Chef, go to the storage room and find Rat Poison, then go to the small cupboard behind the kitchen and find the Soup Mix on the shelf. From there, use the pot of water on the counter near the soldiers. I may put more questions here later. ****************************************************************************** 3. BASICS ****************************************************************************** Most of this stuff is available from your manual, but we all know how much some people hang onto those, much less read them, these days. ============== 3A. Controls = ============== Controls follow the standard console FPS setup, where the Control Stick moves your character forward, backward, and side to side. The C Stick allows your character to look up/down, and turn left/right. This control scheme is changeable through the options. A Button: The basic action/interact button. If a ghost, this will allow you to slip through small specially-marked holes, drain plants for energy, or possess hosts. If you're an object, you can perform your special action. If you're a mobile host, like an animal or human, you can use the A button to interact with your environment, such as talking to people or opening doors. B Button: Used to exit a possession of an object or body. Y Button: Only used as a human with a weapon. If the weapon is down, press Y to raise it. Pressing Y while the weapon is up will reload it. Holding down Y while the weapon is up will lower it. L Button: When a ghost, you can use this button to "jump" and float in midair for a time. When a person or animal, this can be used for a special function, which may also be jumping, incidentally. R Button: Fires equipped weapon (and automatically raises it if it's down). Z Button: Fires secondary weapon if your host is equipped with one. START/PAUSE Button: Access the Pause Menu and skip cinematics after they've been viewed once. Control Pad UP: View current mission objectives. Control Pad LEFT: View current area's map. Control Pad RIGHT: View your current inventory. Control Pad DOWN: View the game stats. ==================== 3B. Menus/Displays = ==================== Main Menu Select Single Player to begin the game. Select Multiplayer to access the MP menu (discussed in its section). Select Options to view the Options menu. --- Control Options (accessed when starting a new game) Style: Shade is the standard style, which uses the Control Stick for movement, and the C Stick for looking. Wraith has the Control Stick use forward and backward movement and turning, and the C Stick use the rest. Advanced Controller Configure: Invert Pitch: Toggling will reverse the Y-axis when looking up/down. Swap Control Sticks: Switch the stick functions. Rumble: Toggles the controller's rumble function. --- Pause Menu (accessed during gameplay) Resume Game: Get back to the action. Options: Access the Options menu. Restart Level: Returns you to the last "checkpoint", and offers to save your collectible progress. Save Menu: Manually saves up to your last "checkpoint". Quit to Main Menu: Returns you to the main menu, and offers to save your progress. --- Options Menu Screen Mode: Switch between 4:3 and 16:9 (widescreen). Brightness: Adjust screen brightness. Rumble: Toggles the controller's rumble function. Subtitles: Toggles whether subtitles appear during cinematics (available only on the title screen options). Music Volume: Changes volume of the background music. Effects Volume: Changes volume of the sound effects. Audio Mode: Change between Mono, Stereo, and Surround sound. Control Options: Access the Control Options above. --- Main Game Display In the lower-left corner of the screen is your health, either as a host or a ghost. Losing all your host's health means you lose that host, and you'll often lose the game if your host is considered "essential". Losing all your spiritual energy as a ghost means you lose the game, as well. If you have a weapon, then you'll also see an ammo meter above your health. In the lower-right corner are your current A and B button actions, which depend on your situation and what you're standing in front of. In the upper-right corners are your L, R, and Z button functions, which will change depending on what you are. Finally, the center of the screen has your crosshair and HUD. If you're in front of an interactible object or being, the HUD will flash a graphic saying what you can do with it (look, talk, operate, possess). If you're armed with a weapon, you'll also have a crosshair, which is green normally, blue if you're looking at a friendly (or an object), and red if you're looking at an enemy. If you're fired upon, you'll also receive red flashes on the screen denoting the origin of the attack: above if in front, below if behind you, and left and right. ================ 3C. Hints/Tips = ================ Remember that, as a ghost, your health steadily decreases. Drain energy from nearby plants to keep your own energy up, and don't be afraid to hop into an object for a second if you're running low for a quick recharge. Possession is a matter of frightening your host in the case of animals and humans. In general, the former is more easy to frighten. However, not every living object in the game needs to be possessed. In fact, there are a ton of people and animals you can't possess, so before you think about possessing someone, check to see if there are objects in the area you can use to frighten him/her. If not, the odds are you won't need that person. Try not to attract suspicion unless you have no other choice. If an armed guard, keep your weapon lowered near your comrades and they won't get suspicious. Avoid dogs, because they get nervous if you're near them, in a host or not. In early areas, don't worry too much if your host gets killed, as there are often "spares" nearby for you to repossess to get through the area. Later on in the game, though, as you possess people with their own "identities", you'll need to keep them alive, so fight smart and watch for health packs. All weapons in single player have unlimited ammo. Seems unrealistic, sure, but it's one less thing to worry about, so all you really need to be concerned with is if you have enough ammo in the current clip. Make sure to reload ****************************************************************************** 4. WALKTHROUGH ****************************************************************************** I will point out all collectibles and text logs as we progress through the walkthrough, so you can use this as a means to go through the game and get everything. All sections are separated as they are in the "Chapter Select" screen on the Main Menu. =========================== 4A. Chapter 1 - Volks Lab = =========================== You are John Raimi, one of the leading minds in biology and chemistry. You are brought in with the CR-2 Agency on a mission to Volks Corporation in Southern France for two purposes, extracting your friend Thomas Bryson from a covert mission, and discovering just what Volks is up to in his secret labs. You'll be airlifted into Volks. Don't worry about hostiles, just yet. Commander Juliao will brief you on controls and the like for a bit, then you'll automatically bust in and find Bryson. He'll tell you about Inventory, and now it's time to retrieve the data. - Text Log 1-1: "Computer Workstation" - Check just about any computer in the lab. - Text Log 1-3: "Mysterious Ooze" - Examine any of the bright blue tubes. - Text Log 1-5: "Large Fan" - Look up at the ceiling of the lab. - Text Log 1-6: "Strange Dead Creature" - Head up the stairs on the north side of the room and check the box. - Text Log 1-7: "Severed Tentacle" - Head up the stairs on the south side of the room and find it on a table. Head on down the stairs at the east side of the room and hit A at the microscope to access it with your PDA. Keep hitting A to examine the object and you'll download the virus data. Head back up the stairs and the alarm will be set off. Follow the grunts out the lab and down the passage. *CHECKPOINT* At the end of the passage, Juliao will tell you about that gun you brought with you, so pull it out with the Y button. Your Auto Mag has 8 shots before needing to reload. It's not particularly powerful, but the bad guys you'll face here are actually exceedingly weak. As you round the corner, Juliao will suggest you crouch, so do so (press L) and make your way around this area, fending off the grunts as best as you can. Their shots won't hurt too much, so take some time to aim so you can drop them in one shot. - Text Log 1-2: "Computer Workstation" - While you run through here, check the desks or the computers near the next set of blue ooze capsules. Continue through the hallways, blasting bad guys and healing as necessary. Medpacks are everywhere, so don't be too stingy with yourself. Once you pass a broken blue ooze canister, you'll need to speak with Juliao to unlock the next door. Heal yourself and move on. *CHECKPOINT* Aw. Poor red-shirt. MINI-BOSS: TENTACLE CREATURE This odd creature hangs from the ceiling, spitting blue energy at you. Keep moving in your small area and you should have little trouble dodging the blasts. Whenever the creature opens its mouth (and the crosshair turns red) is your cue to shoot. Just keep pounding him with simple shots, and you'll drain its health bar soon enough. As it gets lower, the creature will fire more shots in a row between roaring at you, so stay sharp. - Text Log 1-4: "Mysterious Ooze" - Check the blue stuff in the hole in the floor. - Text Log 1-8: "Dangerous Hole" - Check the hole the creature retreated into. Once the creature takes off, cross the bridge and follow Juliao the rest of the way out. Um. Uh oh. ============================= 4B. Chapter 2 - Containment = ============================= Well, it's safe to say the extraction didn't go as planned. After your little "treatment", you're now placed in a new setting. Listen and follow your instructions. Drain a plant, then possess the Rabbit. ~RABBIT~ (HOST 2-1) Special Ability (L): Hop Notes: Don't get too used to this guy, he's a short-timer. Now, drop out of the rabbit (press B) and uh, huh? *CHECKPOINT* Meet Gigi. She pulled you out of that training simulator. Follow her. - Text Log 2-1: "Containment Unit" - Check the machine Gigi just blew up. - Text Log 2-3: "Computers" - Check the computers in front of the pods. Follow Gigi to the hole in the wall and press A to "slip" through to a sealed room. Walk up to the mirror and Gigi will show you what you look like and tell you about possessing objects. There are a bunch in this room to play with. - Object 2-1: "Trapped Rat" - In the corner of the room, right where you slipped in. You can't do anything in it but look around, though. - Object 2-2: "Mop Bucket" - Near where Gigi stands, press A to play with the handle. - Object 2-3: "Antique Shooting Gallery" To the right of the mirror, press A to practice your sharpshooting. - Object 2-4: "Dynamo" - Near the far wall. Rapidly press A to charge it up and light the bulb. - Object 2-5: "Schwalk Ale" - On the floor in the middle of the room, you can actually roll around with this using the Control Sticks, and press A to shake it up and explode. - Object 2-6: "White Paint Bucket" - On the shelf near the door. Press A repeatedly to make it explode. - Object 2-7: "Blue Paint Bucket" - On the shelf near the door. - Object 2-8: "Yellow Paint Bucket" - On the shelf near the door. - Object 2-9: "Explosive Container" - On the wall opposite the door. Press A to make it explode. The last one is the important one, as it busts open the wall and allows you slip out of this room (after floating up to it by pressing L). In the next room, you'll find your first human target. First, you need to scare him to be able to possess him. Gigi will take the trash can while you take... - Object 2-10: "Phone" - On the wall nearby, press A to make it ring, and then A again to feed a scary garbled message through it. Gigi will back you up on the trash can and freak him out. Now, hop out of the phone (press B) and possess the custodian. ~CUSTODIAN~ (HOST 2-2) Special Ability (L): Sprint Notes: Has limited access to the doors in the area and no real abilities. You're using him as a meat bag. Pick up the phone if you wish to hear someone talking about suspicious people. Guess you better play it cool, eh? Head out of this room, down the hallway, and open the door at the far end. You're now in the PC room. - Host Collectible 2-1: Walk underneath the stairs in this room (from the left side) and follow this small passage all the way to the end. Ignore the scientists, here. Head up the stairs and follow the catwalk past the first door and all the way around to the far door. Go straight ahead to the next door. You'll spook a soldier, but he'll calm down quickly enough. It's time for a body with some more power to it. Remember your containment pod that Gigi trashed? There's another one to that pod's right. Jump out of the custodian, and go into the: - Object 2-11: "Containment CPU" - Next to your containment pod. Press A to make it explode. This makes the guard's aura yellow and he'll investigate, coming close enough to: - Object 2-13: "Trash Can" - Next to the pod you just blew. Press A to make the garbage fly up and burn. The guard is now properly spooked. Hop in. ~ASSAULT RIFLE SOLDIER~ (HOST 2-3) Weapon: Assault Rifle (60 shots) Special Ability (L): Zoom Notes: Your first combat host. Still, keep your gun down until you absolutely need it. No need to raise suspicion. Note the memories you just saw. *CHECKPOINT* Now, you can return to the PC room. Speak to the only remaining scientist there and he'll unlock the computers for you. Head to the computers and look for a flashing red "folder" icon. The furthest left will show you that Bryson is still here, needing to be extracted. The middle will show a map of the facility. The furthest right computer gives you a code to open the locked door on the upper floor. Use the panel next to that door and type in the code to leave this area. Make sure your gun is down so the guard doesn't get suspicious (hold Y for a few seconds to lower it), and move on to the next room: the kennels. While Gigi mentions that dogs can sense when you're in a body, they won't attack you or anything. - Host Collectible 2-2: Hit the switch on the far wall to open the kennels, then turn right and enter the leftmost kennel to find the collectible. - Ghost Collectible 2-1: Drop out of the soldier and enter the slip-hole in southwestern-most kennel. Float all the way to the end of this tunnel to find the teddy bear. Once done here, proceed to the next room. This will be a check-in station to see if you're possessed. You cannot pass through the barrier as just a ghost, and getting too close to the dog in a host will alert the guards. There's no way around this, so it's time to break cover. Get to a good spot and start blowing away the soldiers. If your soldier croaks, head to the south end of the room to find a new soldier to possess, then clean house. Pass through the barrier and up to the next door. The next room has a dog that immediately senses your presence, so shoot your way through this room, taking out all the guards. Use the explosive crates to your advantage, either shooting them or possessing them. Just be sure to hide your host behind a corner before dispossessing so he doesn't get too hurt. - Host Collectible 2-3: Behind the crates in the south side of this room is another collectible. Head through the southwest door to move on. Shoot the first guard, then hop out and head around the corner. - Object 2-12: "Ammunition Rack" - A rack with four explosive cylinders. Press A for boom time. Use the Ammo Racks to take out the other two guards, then hop back in and proceed, shooting the last guard at the end of the hallway. Heal up and head through the door. *CHECKPOINT* BOSS: CORD At this point, losing your host means losing the game, so just a heads-up. Cord has two attacks, a blaster-type gun, and grenades. He also has a riot shield to fend off any bullet attacks. Watch him as he moves. He always stops before he throws a grenade, and thats when you need to shoot him. If you hit him before he throws, he'll drop the grenade in front of him, then crouch down. Dispossess, and jump into the grenade. Roll it at him and press A to blow it at his feet to hurt him hard. Four shots and three grenades (or a combination thereof) will make him retreat, and you'll win the fight. *CHECKPOINT* - Text Log 2-2: "Plaque" - It's the big thing in the middle of the room. You probably used it for cover. - Object 2-14: "Seraph Statue" - In the room you fight Cord. You can turn the statue with the Control Stick. - Object 2-15: "Grenade" - Cord uses these as you fight. You can move in them, and press A to make them explode. - Host Collectible 2-4: Use the Statue and turn it 180 degrees so it points at the nearest wall. Panels will open up, giving you access to the collectible. All right, now head through the door Cord retreated through, watching out for resistance all along the way. Gun down all the soldiers, and hop into the elevator. Use the button inside to go down a floor. Gun down all the soldiers in this next hallway, and head up to the tram station. - Ghost Collectible 2-2: Hop out of your host and drop all the way down the canyon to the water below. The bear is down here. Use the slip-hole to return to where your host is. Activate the tram call button and four more guards will pop out behind you. Take them out, hop in the tram and pull the lever inside. Take out the two guards on the far side and continue to the end of the passage. Locked door, eh? Open the nearby valve in the pipe. Hop out of the host and through the new slip-hole, ending this chapter. ============================ 4C. Chapter 3 - Separation = ============================ (Previously Found: Object 3-4 "Explosive Crate") You're getting closer now to where you'll find Bryson, but you currently have no host to get around in. First, let's examine the area. - Text Log 3-1: "Dog Fan" - Suspended above the enclosed pen. - Text Log 3-2: "Dog Bed" - Phantom's doggie butt is on it. - Text Log 3-3: "Tools" - In the southwest corner of the room. - Text Log 3-11: "Generator" - In the southwest corner of the room. - Text Log 3-26: "Spool" - The shelves full of cables in this room. - Object 3-1: "Dog Bowl" - In Phantom's pen. Press A to shake it, then A again to make all the food jump out. - Object 3-2: "Security Camera" - On the wall near Phantom's pen, just above the fence. All you can do is look, though. - Object 3-3: "Halogen Lamp" - On a stand in the southeast corner of the room. Pressing A will make it buzz, but to no avail. So, jump into the Dog Bowl and scare Phantom and you'll be able to possess him. ~PHANTOM~ (HOST 3-1) Main Action (A): Bark Special Ability (L): Jump Notes: Phantom isn't supposed to be out of his pen, so if anyone but the first guard catches you, it's back to the beginning. All right. Time to get out of this room. There are two ways through this area. To get all the Collectibles, you'll have to partially go both ways: 1: Climb up on all the shelves in the northeast corner to the vent at the top. It's tricky but doable. Head through the vent system and you'll end up in the room with the next guard you have to scare, which is several paragraphs down. - Host Collectible 3-3: In this upper vent area, you'll end up in a small room before the main vent system. Underneath the pile of broken vents is the collectible. If just going for 100%, you can turn back at this point. 2: The "main" route is to speak to the guard. He'll open the door for you. You'll now have access to a couple of rooms beyond, but beyond the ghost barrier, the guards will stop you and send you back. What to do? - Text Log 3-4: "Rat Hole" - Examine the small hole near the rats. - Text Log 3-5: "Pumping Machine" - It's the big machine right near the barrier. - Host Collectible 3-2: In the room before the barrier, hop into the vent in the southeast corner to find this collectible. Bark at the Rats and you'll scare them. Time to take them for a ride. ~RAT~ (HOST 3-2) Special Ability (L): Squeak Notes: They can fit in tiny spots, but can't climb over a few inches. Enter the nearby rat hole and crawl through the tunnels. - Host Collectible 3-1: In this tunnel, take the right-hand junction all the way to the end to find another collectible. Exiting the tunnel puts you beyond the ghost barrier, but you can't go far in this form, nor can you go very far as a ghost before hitting doors or small vents. What you need to do here is hop into one of the Explosive Containers, wait for one of the guards to get close, and blow him to kingdom come. Do this for both guards and you can return to the Rat, back along the hole, and back to Phantom, who can now pass through this room unchallenged. - Text Log 3-6: "Cracked Wall" - Just past the ghost barrier, examine a crack on the southeast wall with one pipe visible. - Text Log 3-27: "Cover Crate" - The last two (non-explosive) crates near the slip-hole. - Text Log 3-7: "Floor Grate Pipes" - In the room beyond the slip-hole, check the floor near the door. - Text Log 3-8: "Cracked Wall Steam" - In the room beyond the slip-hole, check the exposed wall in the southeast corner. - Text Log 3-9: "Hall Air Vent" - In the room beyond the slip-hole, check the vent while in Phantom or a Rat. - Text Log 3-28: "Spark Lights" - In the room beyond the slip-hole, check the light in the ceiling. - Text Log 3-37: "Control Room" - The sign on the wall near the door. Enter the vent and you'll end up in the Steam Room. The guard won't send you back to your pen, so you're safe here. - Text Log 3-10: "Steam Shelves" - Either of the two shelves here. - Text Log 3-29: "Power Box" - Near the fire extinguisher. - Object 3-5: "Ladder" - On the wall near the guard. Press A to make it tip over. - Object 3-6: "Fire Extinguisher" - On the wall opposite where the guard starts. Press A to spray it in a wild manner. - Object 3-7: "Pressure Gauge" - On the pipes in the middle of the room. Repeatedly tap to raise the gauge and make steam shoot out. All right, to frighten the guard, here, you'll need to use the Ladder first, then the Fire Extinguisher, then the Pressure Gauge. He's ready to go, now. This is the same type of Assault Rifle Soldier as before, so I won't run a new Host section. Exit the room (finally, someone who can use a door). You'll find you're in the Explosive Container hall from before. Turn right and head through the next two doors. - Object 3-8: "Fire Sprinkler" - It's easy to miss, but in this next room is a sprinkler on the ceiling. Press A to drench a guard. You won't do any better than annoy them, though. In this next room, the green door in front of you is inaccessible to anyone but an Engineer, so turn right and down the red-lit hallways. At the fork, turn right again and fall out of your soldier and through the slip-hole. Well, you've found the engineer. Now, it's time to get him. Explore this room, thoroughly. - Text Log 3-12: "Lab Equipment" - The computers in the back of the room. - Text Log 3-13: "Coffee Mug" - A coffee cup, sitting near the Laptop. - Text Log 3-17: "Burned Fuse" - One of the two bad fuses on the workbench. - Text Log 3-30: "Pool" - Hop into the water near the robot arms and look down. - Object 3-9: "Robot Arms" - The suspended yellow arms. Press A to use the arms to spray someone. - Object 3-10: "Laptop" - The computer near the robot arms. Press A with someone nearby and you'll create a "virus" of sorts. - Object 3-11: "Computer Monitor" - Monitors in the back of the room. Press A to fiddle with the desktop. It doesn't scare, though. - Object 3-14: "Fuse" - The only good fuse on the desk. All you can do with it is roll it. Okay, so hop in the Robot Arms and spray the Engineer and he'll rush over to the Laptop to try to fix them. Hop in the Laptop and you'll take over and really rile him up. Now, you can possess him. ~ENGINEER~ (HOST 3-3) Special Ability (L): Sprint Inventory: Engineering All-Purpose Multi-Tool Notes: After possessing him, he'll be afraid of the robot arms and won't go near them. He's able to access green-lined doors. Okay, head to the next room and push the lift button. Awww. It bwoke. Open the nearby gate and you can access the Fuse Room. - Text Log 3-14: "Essence Vat" - A vat near the west wall. - Text Log 3-31: "Encased Coils" - A power box on the north wall near the fuse box. - Ghost Collectible 3-2: Possess the Explosive Container in this room and blow it to reveal a slip-hole. You'll end up inside a large stone head and you'll find another bear. - Text Log 3-15: "Big Head" - Either look out the eyeholes once inside it, or check it from the outside once you ride up the lift, later. Examining the fuse box will show a damaged fuse. There's one back in the Hydroponics Room, but you can't get close enough in this body. Solution? Dispossess and possess the Fuse. Roll it as far through the room as you can, then repossess the Engineer and pick it up (he can get close enough). Now, carry it back to the Fuse Box and you'll have fixed the lift. Hop in, push the button, and we're on our way. Use the panel beside the green door and you'll activate the retinal scanner. Now, we're back in the red hallway. Run all the way down through the door, and back to the first green-lined door. Pass through it. Watch as Rourke chews out Cord. Watch thingies do stuff. The thing you need to pay attention to is that catalyst laser. - Text Log 3-16: "Control Panel" - Any of the computers in the Control Room. - Text Log 3-38: "Reactor Room" - The sign on the door on the left. - Object 3-12: "Catalyst Laser" - The big laser pointing into the rift. Possess the laser and you can move it around. Aim it at each of the four blue cylinders surrounding the rift. After zapping one, a techie will try to wrest control from you. Fight him and shoot all four cylinders and you'll mess up their game. Bryson is safe for now. Now, you have to try to make the rift collapse by getting to the Reactor Room. Jump back into your Engineer and head through the marked door. *CHECKPOINT* - Text Log 3-18: "Mop Bucket" - The two buckets in the room ahead. - Object 3-13: "Gun Camera" - The gun turret in the ceiling. Activate the gun turret with the nearby console and possess it. Gun down all the boys in blue in this area. There will be a soldier in green left behind the box nearby and he'll be freaked out. Possess him. ~GRENADE SOLDIER~ (HOST 3-4) Weapon: Assault Rifle (30 shots) Secondary: Grenade Launcher Special Ability (L): Crouch Notes: Nice of this guy to position himself so that you can possess him without risk of killing him. You'll enjoy using those grenades. Now, you can open the door to the next room. - Text Log 3-32: "Creaky Boards" - Examine the boards just past this door. The guard standing across from you is FAR too jumpy. Put him out of his misery now and it'll be time for a fight. Move slowly down the stairwell, always looking further ahead and letting your grenades be your greeting. - Ghost Collectible 3-1: About halfway down this stairwell, look towards the center of the room. The bear should be floating in the midst of the stairwell. - Text Log 3-19: "Stair Pipes" - Pipes at the bottom of the stairs. Once the place is cleaned out (the music will stop), dispossess the guard, and retrieve the Engineer. Bring him all the way down to the door at the bottom and you'll head on through to the Decon Room. - Text Log 3-20: "Decontamination" - The shower above you. - Text Log 3-33: "Decontamination Drain" - The drain below you. Open the doors and take the hazard suit in the case. ~HAZMAT ENGINEER~ (HOST 3-5) Weapon: Rivet Gun Special Ability (L): Crouch Notes: Not a combat unit, of course. The Rivet Gun is mostly for the puzzles that are to follow. Good luck. Okay, head through the door and you'll meet another engineer. He'll tell you to help him with the riveting that needs to be done in the area. - Text Log 3-21: "Ground Fog" - The fog in the early part of the area. - Text Log 3-34: "Work Lamps" - The lights in the area. - Text Log 3-35: "Gate Sign" - The signs flanking the gate past the riveting challenge. What you have to do here is examine a panel with holes in it. Once you do that, you'll be given an example of where you have to rivet (and in what order). You just have to match that order. You can look at the order several times by hitting B to back out. What I find works best is to assign each hole a number. They're easier to remember than a spot on a panel. Anyway, the first panel has two rivets in six holes. The second panel has four rivets for seven holes, and the third panel has six rivets for nine holes. Finish that, and you can move on to the next area. - Host Collectible 3-4: The collectible is in the lockers at the end of this room. To get it, you have to rivet ALL nine remaining panels in this area, after the gate. Once you do that, the locker will be openable. You'll be detoxed, here, as you enter the Reactor Room. In this room are four of a new type of guard. Cord is in the locked room at the other end, and there are two gun cameras in the area. - Text Log 3-22: "Computer System" - Check any of the monitors attached to large machines. - Text Log 3-23: "Ooze Tanks" - Check the tanks near the door you entered. Okay, move your Engineer relatively out of harm's way (in a corner or something), and possess the nearby Pressure Gauge. Setting it off will scare the guards here, so take one (any one). ~HEAVY GUARD~ (HOST 3-6) Weapon: Heavy Machine Gun Special Ability (L): Sprint Notes: This guy will only be used for this battle. He's pretty tough, though. You'll need to keep your Engineer alive throughout all this, so keep that in mind. Start taking shots at your fellow guards. Once you kill one guard, Cord will notice. BOSS: CORD (REMATCH) Not only do you have Cord to worry about, but the other guards left alive, and two gun cameras. Of course, you can use these things to your advantage. Do as much damage to the other guards and Cord as you can with the guard you have, then once your host dies, take control of one of the gun cameras and continue to batter at Cord. If you lose that gun, go to the other one. Just keep hammering him and he should go down pretty quickly. If you're left with no other choice, you'll have to try to use your Engineer's rivet gun, but I don't recommend it. Once Cord is nailed to the floor, take his keycard. Now, you can open the door to the control room by using the slot next to it. Use the lever on the wall to shut down the reactor. - Text Log 3-36: "Reactor Control" - The monitors in the control room. - Text Log 3-24: "Holographic Projection" - The hologram in the middle of the room after you pulled the lever. Okay. Time to blow this taco stand. Dispossess your poor host and hop through the grating that just opened up. Glide down this tunnel. You'll hit a cutscene, shortly, in which something unprecedented happens. Nothing you can do about it right now. Just continue down the tunnel. - Text Log 3-25: "Ruins" - Look out the window at the end of the tunnel. Slip through the hole at the end of the tunnel to finish this chapter. ========================= 4D. Chapter 4 - Medical = ========================= All right. You've prevented Bryson from being separated, as well as preventing any future separations. Now, you have to find Bryson and get him out of here, perhaps finding your body along the way. Having witnessed the cutscene, you'll materialize in a shattered passageway. - Ghost Collectible 4-1: Float straight past the hole to the next part of the passageway. You'll find the teddy bear at the end. Drop down the hole and slip through the rocks. You'll speak to Gigi for a moment, then disturb a nest of bats. - Object 4-1: "Floodlight" - A light on the wall in the cave. - Object 4-2: "Floodlight" - A light on the floor in the cave. Possess the light on the floor first, then power it on. Then, possess the light on the wall, aim it at the hanging bats across the room, power it on, and make it explode. You'll disrupt the sonar of the bats with your sound and they'll flap around scared. Possess one of them. ~BAT~ (HOST 4-1) Basic Action (A): Flap Wings Notes: You can fly! You can fly! Flapping pushes you forward, so aim in the right direction before you let 'er rip. Fly upwards towards the cave network, then across to the man-made structures. There's a custodian standing there, so flap your little self into his hair to fluster him. Do it once more after he moves and he'll be yellow. He'll cower next to a manhole cover. - Object 4-3: "Manhole Cover" - Near where the custodian ends up. Press A to flip it. Use the cover to turn the custodian red, and then possess him. Y'know, this MAY be the same custodian as before. He's had a rough night, eh? - Text Log 4-17: "Sign" - The sign on the door leading out of this room. - Ghost Collectbile 4-2: Possess the Manhole Cover near the door and flip it to create a slip-hole. Slip through to find the room with the bear. Head through the door and you're inside, now. Now, what's this joker doing? Talk to him to get him to move away. Before you do anything scandalous, let's check that rack of clothes nearby. Looks like one of the uniforms is that doctor's we saw in the cutscene. Explore this area some more. Note that you can only go so far in the hallway. There's really nothing of import in the custodian's room off to the side. - Text Log 4-1: "Dirty Clothes" - The hamper near the exit of the Laundry Room. - Text Log 4-2: "Washing Machine" - The three working washing machines in the far end of the room. - Text Log 4-6: "Junk" - Shelves in the Custodian's room. - Text Log 4-7: "Boxes" - Boxes in the Custodian's room. - Text Log 4-18: "Sign" - Outside the Laundry Room from the corridor. All right. You know you want to, so look through the hole, and now live every young man's fantasy and slip through the hole into the women's shower room. - Text Log 4-3: "Towel Rack" - The towels near the mirror. - Text Log 4-4: "Paper Towels" - The dispenser near the sink or the lockers. - Text Log 4-5: "Trash Can" - Any of the trash cans in the locker room. - Text Log 4-13: "Shower Bag" - The small bag next to the mirror. - Text Log 4-14: "Clothes Hamper" - Around the corner from the Towel Rack. - Text Log 4-15: "Soap" - Near the sinks. - Object 4-4: "Showerhead" - Any of the showerheads in the shower room. Press A to activate them. - Object 4-7: "Bathroom Mirror" - The big mirror on the wall just outside the shower room. Press A to break it, then A again for a chilling reflection. Okay then. Hop into the showerhead near Bubble Girl (yes, that is her name), and let 'er rip. She'll run off and it's just you and the lady doctor. Fire up three more showerheads and she'll FINALLY get miffed enough to leave the room. Now, hop in the mirror and you'll see one of the better scares in the game. Anna's good and freaked now, so hop in. ~ANNA RICHARDSON~ (HOST 4-2) Special Ability (L): Sprint Notes: Anna's not much in just a towel. She'll have a natural fear of men in this situation. - Host Collectible 4-3: Open the locker across from the other girl in the shower to find this one easily. Now, checking Anna's open locker, you'll see that the custodian picked up her clothes for cleaning. Head back to the Laundry Room and whoa! That's one host you won't be using again. Grab the uniform off the wall. ~ANNA RICHARDSON~ (HOST 4-3) Special Ability (L): Sprint Notes: No longer afraid of men in her snappy work uniform, Anna's ready to walk confidently through her workplace. Certainly things are going pear-shaped, now. - Text Log 4-8: "Sign" - This sign is near the ceiling near the Dead Guard shown below. - Text Log 4-9: "Lamp" - This lamp is in the floor in the corridor. - Text Log 4-40: "Dead Bubble Girl" - Your showermate is now down for the count right where she stood. - Text Log 4-41: "Dead Janitor" - The dead custodian near the uniforms. - Text Log 4-42: "Dead Pervert" - The soldier is now found outside the locker room, apparently determined for one last peep. - Text Log 4-46: "Dead Guard" - He died as he lived, in the corridor. Well, now that we've searched the place and found no one alive, proceed straight down the hallway all the way to the end. There are doors on either side of you, and a locked one at the end. First, take the door on your right. Quickly grab the Fire Extinguisher on the wall to your right. It will be your only weapon for a while. It has an infinite charge in it, but if you use it for too long, it will need a while to charge back up. Quickly douse the two beasts called Imps that are in this area to kill them. Also, spray out the fire. - Text Log 4-43: "Dead Med Tech" - On the floor in this room. - Text Log 4-49: "PC" - In the far corner of this room where the fire is. - Text Log 4-52: "PC" - In the other corner of this room. - Text Log 4-53: "PC" - Closer to the door in this room. Head across the hall to the other door. Kill the Imps and fire here as well. - Text Log 4-44: "Dead Guard" - On the floor in this room. - Text Log 4-48: "PC" - In the corner with the fire. - Text Log 4-50: "PC" - In the corner near the door. - Text Log 4-51: "PC" - In the corner opposite the fire. All right. This place is (more or less) clear. Head back along the hallway and turn right at the next door and you'll enter the construction area. *CHECKPOINT* - Text Log 4-10: "Statue" - Either of the busts of Volks in this room. - Text Log 4-11: "Construction Area" - Any of the lifts in this room. - Text Log 4-19: "Sign" - On the door leading to the Morgue. All right. Can't go left. Elevator's locked down. You can go right, but you won't get far without the Morgue Key. Try slipping through the locked door at the far end. - Object 4-5: "Keypad Lock" - On the other side of the door leading to the Surgery wing. Possess and press A to get the guard's attention so he'll enter the proper code. Once you get the code, go back through the door and enter it using Anna. Pass on through the door to the Surgery Wing. Now, you can bypass the barrier and move on. - Text Log 4-20: "Sign" - Past the Keypad Lock and further down the corridor, leading to the Surgery area. - Text Log 4-21: "Sign" - In the same area is the sign for the ICU. You can't pass by those guards, so you'll head down to the Surgery area. Go all the way down the hall to the end and you'll find the room Bryson's in. Imps will pop up here and take the nearby guards out. Once they're gone, enter the area and examine Bryson. - Text Log 4-16: "Bryson" - He still needs his counteragent for the virus. Now, return to the hallway and douse the fire. Grab the nearby Extinguisher if you didn't get one, yet. Proceed all the way down this hall to hear the Imps take over. In the next hall, douse the Imps. - Text Log 4-47: "Dead Guard" - Check any of the three guards that have just been killed by the Imps. Go through the door those guards did such a good job of guarding, then through the next one. You're now in ICU, where there's a Med Tech preventing you from getting the Morgue Key, as well as some failed Spectral Operatives on beds nearby (and one in a cell). - Object 4-6: "Heart Monitor" - Lying next to the patients' beds. Press A rapidly to fake a flatline. ~FAILED OP~ (HOST 4-4) Notes: All you can do with the guy up and about is to bang on the window to get the Med Tech's attention. So, you have two options. Either possess the Failed Op and pound on the glass, or possess the Heart Monitor. The latter gives you a bit more time. Either way, it'll get the Med Tech moving and you'll be able to repossess Anna and have her grab the Morgue Key. Now, retreat all the way back to the main construction room, cleaning out any Imps in your way as you go. First, go back to the bloody corridor near the locker room. Head left and down to the small offices and now open the door at the very back to access a new office. - Text Log 4-54: "PC" - In the southwest corner of the room. - Text Log 4-55: "PC" - On the south wall of the room. - Text Log 4-56: "PC" - In the northwest corner of the room. - Host Collectible 4-1: Right in the middle of this room. Also, you can play with the phone, if you want to hear some goofy messages (obviously an Easter Egg left by the dev crew). Head for the doors to the Morgue. Make your way down the stairs, cleaning out fires and Imps as you go. Head in the first side door to reach the Morgue Office. - Text Log 4-12: "Fax Machine" - In the Morgue Office. - Text Log 4-22: "Gurney" - These are the beds just outside the office. - Text Log 4-23: "Box" - On the floor to the right of the fax machine. - Text Log 4-24: "Box" - On the desk to the left of the fax machine. - Text Log 4-25: "Box" - Wooden boxes to the right of the sink. - Text Log 4-26: "Cabinet" - Cabinet above the fax machine. - Text Log 4-27: "Files" - Above the table on the left side of the room. - Text Log 4-28: "File Cabinet" - Filing cabinets on the floor. - Text Log 4-29: "Tub" - On the table to the left of the sink. - Text Log 4-30: "Monitors" - Piled up on the left side of the room. - Host Collectible 4-2: Right in front of you on the floor. Geez. Text jackpot, eh? Anyhoo, head back out and continue down the hallway and into the morgue itself, dousing fires and Imps alike. - Text Log 4-31: "Fuse Box" - On the wall just outside the Morgue. - Text Log 4-32: "Sink" - On the walls in the Morgue. - Text Log 4-33: "Corpse" - The corpse on the open slab. - Text Log 4-34: "Table" - The embalming tables next to each other. - Text Log 4-35: "Table" - The autopsy table in the center of the room. - Text Log 4-36: "Preservatives" - A canister next to the freezer door. - Text Log 4-37: "Bin" - A biowaste bin near the tables. - Text Log 4-38: "Cabinet" - The glass cabinets in the corner of the room. - Text Log 4-39: "Box" - Boxes under the cabinet on the far wall. - Host Collectible 4-4: Inside the fridge. This one appears to respawn every time you play as an odd glitch. Phew. Okay, unlock the freezer using the Morgue Key and grab the Serum. Make your from the Morgue ALL the way back to the Surgery room where Bryson is (watching out for Imps in the corridor before the Surgery room). Use the Serum on him. *CHECKPOINT* All right, Bryson's up, we're ready to get out of here, AND we got a hot new look for Anna. ~ANNA RICHARDSON~ (HOST 4-5) Weapon: Submachine Gun (80 Shots) Secondary: Grenades Special Ability (L): Crouch Notes: Combat ready, Anna is now a force be reckoned with. - Text Log 4-45: "Dead Pantsless Guard" - He's behind Bryson. Okay, time to retrace your steps back to the big construction room. The alert has been sounded, so your way back will be infested by both Volks guards and Imps. Just before the keypad lock is a barrier that you need to use a grenade to remove. In the construction room, watch for the one guard that's on top of the construction lift in the center of the room, as well as the several dotted around the place. As usual, you'll know you're done with the situation when the music stops. Hop in the elevator, wait for Bryson, and press the button to head on up. Once you reach the top, Bryson will get wise to the whole plot, before being swallowed by a Creature (a relative of the previous one?) BOSS: HYDRA Sporting a snail-like shell, this creature sits in the center of the room, hiding behind its claws as its spits energy at you. Fire at its head constantly, trying to get shots in as it bobs around. Be careful when it starts firing multiple blasts one after another. Back up against the wall to maximize your dodging chances. Sometimes, it will crawl into its shell. At that point, throw a grenade into the hole when the claws aren't guarding it and you'll cause major damage. Later, it will hide in its shell and then start rolling around the arena. Watch for whether it's rolling in the outer or inner part of the circle so you can avoid it, then toss a grenade in when it stops. Late in the battle, it will fire a constant beam that you'll have to run away from to keep from getting hit. Keep pounding at it, and you'll drain its health. This is a long and tough battle, but keep at it. Once you drive off the Hydra, it will spit out Bryson and you'll have completed this chapter. ================================== 4E. Chapter 5 - Escape! (Part 1) = ================================== (Previously Found: Object 5-3: "White Paint Bucket") |
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