Psi-Ops: The Mindgate Conspiracy Walkthrough :
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Walkthrough - FAQ/WalkthroughPsi-Ops: The Mindgate Conspiracy
Xbox
Version 1.0
FAQ/Walkthrough
Created by GameFreak903/Craig S.
Gamefreak903@yahoo.com
This FAQ is copyright Gamefreak903/Craig S. No permission to copy unless
consent of the creator is given. E-mail me and request for permission.
********************************
VERSION HISTORY
Version 0.4 - July 9, 2004 - FAQ submitted and first 7 sections completed.
Version 0.5 - July 11, 2004 - More data added to walkthrough
Version 0.7 - July 14, 2004 - Walkthrough completed and adjustments made
Version 0.8 - July 17, 2004 - Added two additional sections: Fighting Tactics
and Character Skins. Also added easier path for last stage in walkthrough.
Everything up except character skins and the extra missions.
Version 1.0 - July 20 ,2004 - FAQ/Walkthrough Finished
********************************
"Your Mind is the Ultimate Weapon"
TABLE OF CONTENTS
1) Storyline
2) Characters
3) Controls
4) The HUD
5) Inventory: Weapons and Pickups
6) Psi Powers
7) Enemies
8) Fighting Tactics
9) Walkthrough
A1) Welcome to the Movement
B2) Something's Gone Wrong
C3) Unfinished Business
D4) Assembling the Pieces
E5) Fears Don't Lie
F6) Everything We've Worked For
G7) From the Ether and Beyond
H8) The Ultimate Power
10) Special Features
11) Extra Content
12) Gnome Locations\Extra Missions
13) Character Skins
14) Cold "With My Mind" Lyrics
15) FAQ
16) Contact
17) Special Thanks
NOTE: Use the A1 and B2 labels to find a section of the Walkthrough faster by
hitting Ctrl + F to find the label.
********************************
1) Storyline
Many governments worldwide investigated the possibility of using paranormal
abilities. Soon, the biggest nations were establishing PSI-Operations.
However, many lost funding and credibility.
The American PSI Program known as Project Mindgate came under inquiry when an
intensely devoted General used his men for unplanned actions. The public was
outraged at tax dollars spent on "psychics and witch doctors." The government
publicly shut down Mindgate, yet continued a secret PSI agency.
The General fled underground rather than face war crimes. With power and
revenge in his mind, he recruited disfranchised PSI agents from all over the
world. These abandoned men and women no longer saw the world as nation
against nation, but as Psychics against "Mundanes" (Those without PSI
abilities). They began a secret war against the nations, calling their
organization, The Movement.
During a raid on a vital oil refinery, a squad of UN soldiers is taken
prisoner by the movement, one of them being Nick Scryer. You will assume the
role of Nick Scryer to uncover The Movement's hidden objectives and stop them
at all costs.
To plant an agent into the Movement, Mindgate gave Nick facial reconstruction
as well as brainwashing techniques to suppress his true memories. This allows
Nick to pass through the Movemnet's PSI detection equipment.
********************************
2) Characters
((((NICK SCRYER - PSI-OPS SPECIALIST))))
AGE: 34
HEIGHT: 6'
WEIGHT: 210
PSI POWERS: Telekinesis, Remote Viewing, Mind Drain, Mind Control,
Pyrokinesis, and Aura Viewing
BIO
Nick is a seasoned combat veteran assigned to lead a strike team with the UN
Anti-Terror Corps. Nick is captured by The Movement, where he discovers he is
actually an agent for the Mindgate Corporation. Nick is a powerful weapon
against the terrorist movement with his various Psi powers. His memory and
powers have been wiped in order to protect him from the enemy PSI probes. He
must now battle against some of his fellow PSI agents while regaining his
memory and powers.
((((SARA BLAKE))))
AGE: 27
HEIGHT: 5' 7"
WEIGHT: 124
PSI POWERS: Telepathy
BIO
Sara was eventually recruited by Mindgate for her power of Telepathy,
discovered from reactions to her vivid nightmares and voices in her head. She
is an incredibly strong and independent woman. She has now infiltrated The
Movement to gain access to the General by working as a double agent, but she
also has a few plans of her own...
((((THE GENERAL - LEADER OF THE MOVEMENT))))
AGE: 52
HEIGHT: 6' 2"
WEIGHT: 180
PSI POWERS: None
BIO
Placed in charge of PSI programs, he began to see the power of the human
mind. After the end of Mindgate, he became unwilling to lose the power of his
position and escaped underground. Now, re-emerged as The General, he is a
leader of a terrorist group known as The Movement. With PSI agents at his
command, he plans to retrieve the pieces of a mysterious, ancient artifact.
((((JOV LEONOV - MASTER OF MIND CONTROL))))
AGE: 52
HEIGHT: 6' 1"
WEIGHT: 175
PSI SPECIALITY: Master of Mind Control
BIO
Jov was taken into the Soviet government after an accident that left him
blind. It also left him Mind Control powers. After training, he soon became a
dangerous PSI operative. Leonov was recruited into the Movement for his Mind
Control and also began the development of the Meat Puppet Program.
((((EDGAR BARRETT - MASTER OF TELEKINESIS))))
AGE: 37
HEIGHT: 6' 8"
WEIGHT: 385
PSI POWER: Telekinesis
BIO
Barret's position as the head of the class at Mindgate pulled him to the
General's conspiracy and into the terrorist organization. He now launders
money, moves weapons, and runs several businesses as fronts for The Movement.
He wants a world where the PSI elite rule over all Mundanes. For this reason,
he is assiting the General in his dream for PSI elite.
((((WEI LU- MASTER OF ILLUSION))))
AGE: 24
HEIGHT: 5' 4"
WEIGHT: 110
PSI POWER: Illusion; Created visions and memories in minds of others
BIO
Like Jov, when her powers were discovered the Chinese government raised her.
She grew to be a young woman, and a one-woman army with her power of
illusion. She gained access to the General's knowledge of PSI in exchange for
her powers to be used to aid The Movement by hiding the base of operations
from prying eyes.
((((MARLENA KESSLER - MASTER OF PYROKINESIS))))
AGE: 34
HEIGHT: 5' 7"
WEIGHT: 125
PSI POWER: Pyrokinesis
BIO
Marlena was recruited by Barrett after fleeing from her home. The idea of PSI
elite appealed to her, and she is now a part of The Movement, driven by her
desire for power.
((((NICOLAS WRIGHTSON - MASTER OF REMOTE VIEWING))))
AGE: 41
HEIGHT: 5' 11"
WEIGHT: 111
PSI POWER: Remote Viewing, Ability to Mind Control the weakly willed
BIO
Wrightson once worked with Nick where he used his powers for good use. But as
he took longer and longer trips in RV, he has little sense of reality. He
soon joined with The Movement and spied around the world through RV. He has
become so addicted to RV that he rarely returns to his own body.
((((DR. KIMIKO JONES - SCIENTIST))))
AGE: 28
HEIGHT: 5' 6"
WEIGHT: 115
PSI POWER: None
BIO
Her obsession with her grandfather's research career with ancient relics led
her to the General, that gave her access to artifacts and knowledge only he
could know. She only recently realized that the man she saw as a benefactor
has become an incredible threat to mankind, and she has become his prisoner.
((((THE MINIONS - MEAT PUPPETS))))
BIO
The Movement use these brainwashed humans as their numberless and nameless
armada. Mind controlled and unquestioning, these soldiers overcome their
opponents by incredible number, force, and terror. They are sometimes
programmed to pain immunity, and to lay down their lives willingly. There are
three levels of the Meat Puppets, each more deadly as they raise from MP1 to
MP2 to MP3.
********************************
3) Controls
So, lets go ahead and familiarize you with the controls. After about 30
minutes or so, you'll have no problem tossing Meat Puppets into walls.
Left Thumbstick Player Movement; Press and Hold for Wall Movement
Back Button Inventory
Start Button Pause Menu (Save Game, Load Game, Etc.)
D-Pad Left Remote View (RV)
D-Pad Up Mind Control (MC); Sniper Scope Zoom In
D-Pad Right Aura View (AV)
D-Pad Down Switch Weapons; Sniper Scope Zoom Out
Right Thumbstick Targeting and Camera; TK Object Move; Sniper Scope
White Button Pyrokinesis (PK)
Black Button Mind Drain (MD)
X Button Melee Attack
A Button Jump; Action Activate
B Button Crouch
Y Button Auto Lock-On (Hold to Strafe)
Left Shoulder Button Telekinesis (TK)
Right Shoulder Button Fire Weapon
You can select the controller layout to invert the looking stick Up and Down
or side to side.
********************************
4) The HUD
The HUD on your screen will look a little something like this: (Excuse my
horrible labels)
{TK}----------------------\\ //-----------
----------------------\\
)
)
)
[ 13 / 40 ]
IIIIIIIIIII
IIIII
III
Ok, The bars on the Top Left Are your Health and Psi Meter. The red one is
the Health and the Blue at the bottom is your Psi power. You can find plenty
of pickups that will regenerate your health and Psi power. The bar on the far
right is when you encounter a boss. This displays health of the boss.
In the Bottom right hand corner will be your Rounds (The 13/40). The left is
how many bullets are in the gun and the right is how many clips and ammo you
have in reserve.
Below the Rounds is the picture of your gun. To change your weapon just hit
down on the D-Pad.
Lastly, the little Red ) that appear on your screen is a hit indicator
telling you which direction your being attacked from. If it flashes on the
left then you're being attacked from that direction. Same for right.
********************************
5) Inventory: Weapons and Pickups
The Inventory screen provides information about Objectives, Inventory, and a
Map.
((((Weapons))))
-Fists-
That's right, the one-two punch. Press it once to deliver a KO blow when you
sneak up behind an enemy. You should only have to use this if you got no
other way of attack or if you want a little stealth.
-Silenced Pistol-
This is Nick's secondary weapon that can never be dropped. It can be very
accurate at short range, and with a silencer attached; it's a handy tool for
stealth missions.
-Machine Gun-
The machine gun has a rapid fire with plenty of ammo capacity. It can be
pretty accurate and should be used at medium range for most efficiency.
-Shotgun-
The shotgun is one of the sickest close range weapons you'll find. It may
have a slow rate of fire, but if your at close enough to an enemy, their head
can be blown with one shot.
-Assault Rifle-
The assault rifle has incredible accuracy when shot in bursts. It will do
more damage than the machine gun, but has a slower rate of fire.
-Sniper Rifle-
This is the primary weapon for long hallways and distant enemies. It is
extremely powerful, but you'll usually find just it and no ammo leaving you
with 5 shots. Headshots are incredible affective, except on MP3, which can
take 3 shots to eliminate.
-Flame Thrower-
This weapon you cannot pick up. However, if you MC someone you can take this
weapon for a spin. It's a short ranged weapon that will light the masses.
-Rocket Launcher-
Like the flamethrower, you won't be able to pick this up either, it's another
MC weapon. This weapon is great for large groups, due to its explosive round
and splash damage.
((((Pick-Ups))))
-Keycards-
Keycards are used to gain access to rooms and elevators throughout the game.
The red keys will be used on elevators and blue keys on doors.
-Hypospray-
This can be picked up from scientists, not placed in your inventory. It will
slightly restore both Psi power and health.
-Field Medical Kit-
Restores a good deal of health
-Field Medical Pack-
Restores only about 25% of health
-PSI Rejuvenator-
Restores a good deal of PSI power
-PSI Vial-
Restores about 25% of PSI power
-PSI-Elixir-
Restores a great deal of PSI power
-Pistol Ammo-
These appear as little boxes with some red on top. These just add ammo to
your handgun.
********************************
6) Psi Powers
As you progress through the game, you'll unlock these powers. Each one can
greatly benefit you in combat an should be used more than your gun in most
cases.
((((Telekinesis - TK))))
Ah yes, the most used power in the game, I'd say. TK is the ability to move
an object or enemy with your mind. TK allows you to:
-Pick up an enemy and object
-Throw an enemy or object
-Suspend and object or enemy in air and shoot at them
-Throw objects for a distraction to sneak past gaurds
The height of where you suspend an object or enemy is determined by how hard
you pull on the L button. If you want something lower, ease off a bit on the
trigger. If you want something really high, drop the object at its highest
and catch it before it falls for more height.
Now we talk about TK surf. TK surf was not intended to be in Psi Ops as an
option of transportation, but it ended up so when the programmers found it.
Enough history, TK Surf is the ability to stand on an object, TK that object,
and suspend yourself in air to move past various hazards. However, you have
to be extremely careful when using this as to not roll the object you are
standing on causing you to take a dive. It takes a few minutes of practice,
but can be fun.
((((Remote Viewing - RV))))
Remote Viewing is the ability to take your mind out of body and see the areas
ahead of you to plan out a strategy or wait for perfect timing. When you use
RV you will be taken in a first-person perspective with the ability to be
unseen and pass through doors to scope out areas.
RV is a great tool for stealth. Its good to see when enemies are looking at
the door you are about to enter, how many enemies await you in the next room,
and how to stealthfully eliminate them. If your screen flashes red while in
RV, someone found you and you better get back in your body to take them out.
Although RV is a useful tool, don't expect flying around the whole map this
way. You are limited on how far you can travel in RV.
((((Mind Drain - MD))))
Mind Drain is the ability to drain PSI power from an opponent. If you
carefully sneak up on an enemy and use Mind Drain, you will acquire about
half a bar worth of PSI power. Not only that, but his head will explode, nice
isn't it?
You can also TK and opponent and place him in front of you with his back
turned if you are in dire need of PSI power. After placing him in front of
you it somewhat registers as an unsuspecting guard and will drain him of his
energy as you would if you snuck up on him. I recommend doing this on the
last guard in the room.
Mind Drain can still be used on dead bodies with heads, but you will get less
Psi power from it. You can't MD a headless body.
((((Mind Control - MC))))
Mind control is the ability to take over an enemies mind and control his/her
actions. This can allow you to force an enemy to jump off a cliff, press a
button for you, or shoot a friend of his in the head. You can only MC someone
that is unaware like in MD.
(((({Pyrokinesis - PK))))
Pyrokinesis is the ability to throw a wave of fire at an enemy or object. PK
only affects enemies or objects on the ground. It is very useful to aim for
an explosive barrel near an enemy or wooden crates. Another great tactic is
to light a guy on fire and throw him at his buddy with TK.
((((Aura View - AV))))
Aura View allows you to see objects or writing not visible in the real world.
Aura View can identify whether an enemy is alert to your presence with a blue
aura for non-alerted enemies and red for an alerted enemy. It also can show
mysterious writing on a board or on the walls that can be clues or codes
needed. It can point out weak spots in the walls to be blown out and
differences in some objects that look very similar.
********************************
7) Enemies
These do not include the bosses that will be seen. When I get to them, I'll
provide strategy.
((((Construction Workers))))
DIFFICULTY: 1/5
RECOMMENDED PSI: Any
RECOMMENDED WEAPON: Any
That's right...the hammer wielding, alarm pressing, village people reject is
slaving away. If they spot you, they love to press the alarm right away. They
also enjoy to occasionally attack with their lovely hammers. However, they
pose no real challenge. A bullet or TK will show them who they're dealing
with. Their main purpose is for MC for a switch occasionally and for beating
the stuffing out of MP3's from behind.
((((Scientists))))
DIFFICULTY: 1/5
RECOMMENDED PSI: Any
RECOMMENDED WEAPON: Any
Just like their friends the construction workers, these little guys enjoy
raising the alarm on you or cowering in fear in the corner. TK or bullets
will shut them up. They are nice for some MD too. Like the CW, they will be
used mainly to press a switch or punch a friend.
((((Meat Puppet 1 - MP1))))
DIFFICULTY: 2/5
RECOMMENDED PSI: Any
RECOMMENDED WEAPON: Any
These are the lower ranked of the meat puppets, and your first enemies.
Usually equipped with machine guns and stupidity, these little guys can be
quite an annoyance when in groups.
Just TK these guys into some explosive barrels or set them ablaze. Assault
rifles or shotguns can also be effective. They have a weakness to basically
everything, no problem to take out.
((((Meat Puppet 2 - MP2))))
DIFFICULTY: 3/5
RECOMMENDED PSI: TK, PK
RECOMMENDED WEAPON: Assault Rifle
These guys are a bit tougher than their former friends. They have a bit more
armor on them and love to carry around shotguns and assault rifles. You might
catch one or two of them sniping as well. They can occasionally throw
grenades your way too.
Like before, TK and PK are fun to use on them and recommended due to the fact
that they will probably be the fastest to take them out. I chose an assault
rifle to take these guys out because of the accuracy and strength of the gun
that can handle these guys no problem.
((((Meat Puppet 3 - MP3))))
DIFFICULTY: 5/5
RECOMMENDED PSI: MC
RECOMMENDED WEAPON: Shotgun, Assault Rifle
These guys are seriously tough. To start, they have big armor and won't be
taken out by a sniper rifle easy. They also love to carry shotguns,
flamethrowers, rocket launchers, and assault rifles. They can also be caught
sniping too. PK and TK have little effect due to the armor on these guys and
their resistance to TK unless they are on fire, which is a limited time. Add
this to constant grenade tossing and you got one tough enemy.
The key to taking these guys out is to become them. Sneak around them and MC
the first chance you get. You can then use this guy to mop up the rest of the
enemies present. Especially MC any rocket launcher MP3 guys around. These
guys can take you out in no time at all. If you are spotted then an assault
rifle clip to their head is your best chance. Shotgun them if they are
extremely close.
((((UN Zombie Troops))))
DIFFICULTY: 3/5
RECOMMENDED PSI: MD
RECOMMENDED WEAPON: Shotgun
These appear one time only, thankfully. They come out equipped with shotguns
and assault rifles mainly. Bullets have no affect at all; they just get right
back up. They're zombies, duh. Instead just hug them and give em a MD. One MD
session is all it takes. Yet while you MD you got his buddies firing at you.
Not too much of a problem at all really. Shotgun can take out their heads if
you're close enough.
((((Aura Beasts))))
DIFFICULTY: 4/5
RECOMMENDED PSI: PK
RECOMMENDED WEAPON: Machine Gun, Pistol
You can see them flying all around in the aura vision and when they sense
you, they come into the real world. They are mostly annoying because they
like big hugs, which can drain your health immensely. They also enjoy
attacking in groups. Just cause you see one doesn't mean it's all alone.
I highly recommend PK. This will light up some of those beasts and allow you
to fire with your weapon. Any rapid-fire gun is good here because these
things love to charge. The machine gun is very rapid and recommended. The
pistol can take these guys out in two shots.
((((Sentry Turrets))))
DIFFICULTY: 3/5
RECOMMENDED PSI: TK, MC (I'll explain)
RECOMMENDED WEAPON: Assault Rifle
Though they aren't mobile, these things can be quite frightening. They can
mow you down in about 10 seconds time and respond to any movement. How do I
kill them you ask? Simple. Find a box or object and move it in front of you
to act as a shield. This allows you to pass through. If you can't do that,
then MC someone and send them in to attempt to blow up the turret. If all
else fails, use a gun to blow it up. Assault rifle can take it out in about 1
clip at the expense of some health. Explosive barrels are also good to use,
but they usually end up being blown up before you can toss them.
********************************
8) Fighting Tactics
---Stealthy Approach---
If you can recognize an unaware enemy's pattern, then you have an opportunity
to do several options. A stealth kill will take the enemy down with no alarm
raised or shots fired. Sneaking behind an enemy can give you an opportunity
to MD them for some Psi energy. Lastly, an unaware enemy is great for MC,
especially MP3s. Try not to run into a room, guns blazing. This could save
health, ammo, and make the stage easier.
---RV a Strategy---
After receiving RV, it's a great idea to plan ahead. Using RV can help locate
enemies and their patterns of movement in the room ahead. Use RV to find
great places to take cover or explosive barrels to toss. Look around the room
for anything useful to use and then proceed in. Planning ahead can save ammo
and health.
---Explosive Barrel Fun---
Use those explosive barrels, they are there for a reason. TK these into the
enemy or group of enemies for incredible damage. These are most useful on
MP3s. If you have no Psi power, then simply shoot the barrel when one is near
it. Always look for an explosive barrel in a room to toss at an enemy.
---Burst Shots for Accuracy---
Instead of simply holding down the fire button, tap it. Using short burst
shots can greatly increase the chance of hitting a troop. Using the short
bursts can help take out an enemy faster and, if you aim up a little,
increase the chance of some headshots.
---Your Environment and You---
In some rooms you'll find electrical walls, a furnace, or even a gigantic
stone ball. Use these things to assist you. TK a troop into a furnace, press
a switch to electrify some workers, or even toss the gigantic stone ball at a
nearby enemy. These and other things should be used to your advantage. Look
around and see what you can find.
---Your Mind is the Ultimate Weapon---
You should be using your Psi more than your weapon. You're not gonna run
around doing nothing but shooting when you got these cool Psi powers are you?
Only shoot when its necessary or when you only got one troop. PK and TK are
some incredible weapons to use when you know how to use them right. Rely more
on your Psi than your weapon.
---Meat Puppets Live Up to Their Name---
Using MC can save you a lot of trouble. Especially if you MC a MP3 with a
rocket launcher. You have no idea how fun that can be. It saves ammo, health,
and having to deal with the MP you are controlling. Why waste ammo and health
when you can let someone else do it?
Got a tactic of your own? E-mail me and I'll post it up along with these
others. My e-mail is at the top or in the contact section.
********************************
9) Walkthrough
NOTE: I will not be spoiling the ending but will be giving the information on
most of the cinemas.
A1)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mission 1 ---- Welcome to the Movement
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You start off with a cinema showing the process of your mind being erased and
facial reconstruction finished. It then fades to the oil refinery you were
placed in and the huge battle that ensued when the Movement attacked. You
along with a few other survivors are taken prisoner and after an attempted
escape on your part you are put in solitary confinement. You suddenly hear a
voice and your cell door is flung open. A young woman hands over her pistol
and tells you to meet her in the Supply Room.
---OBJECTIVE---
Escape from Solitary Confinement and meet the female agent in the Supply
Room.
You start off in the cell. Head towards the corridor crouched as you go. Move
against the wall and check and see when the guard patrolling the hall isn't
looking. Quickly move behind him and stealth kill him by pressing melee
behind him. Head toward the giant door at the end of the corridor (remaining
crouched) and move against the wall next to the door. Position the camera to
see the guard inside and when he is busy on the computer, sneak in and
stealth kill him as well. Hit the button on the computer and grab the medical
kit and pistol ammo.
In the next room you see your fellow UN soldiers being taken past the door.
There's no real way that I have found to take all of these guys out with
stealth, but you are now armed with a machine gun so head in and blast them.
After they are dead, hit the button in the center console. Then head to the
left of the door and hit the red button on the wall to proceed in the cell
and retrieve a field kit. Then head through the door.
Open the door and wait for the guard to be somewhat near the explosive
barrel. Shoot the barrel to take out the guard and the camera. Another guard
should charge in, just mow him down with your machine gun. Head left through
the big door and crouch near the big window on the left wall. When the guard
isn't looking, sneak past and wait for him to turn his back to the door. Head
into the door and stealth kill him. You now have a keycard to get into the
supply room. Head inside the supply room across from where you killed the
guard and grab the field kit. Proceed inside and you'll see the young woman
who tells you her name is Sara Blake and she gives you a keycard for the
generator room. You'll now need to shutdown the generators to get past the
door at the end of the hall. Before you get a chance to move however, one of
your powers is reawakening. Telekinesis is now available. Time for some TK
Training.
((((TELEKINESIS TRAINING))))
For the first area, all you have to do is lift a box. Simple. Next room.
Now you need to use the crates to climb the wall. Lift the steel crates and
stack two on top of each other. Then lift another box and place it next to
the stacked ones. Climb over both to the next room.
You need to pass each crate through the desired wall openings. Pass each
crate through and on the highest, you'll be required to do double TK to lift
it higher. Barrett explains how it works. Next Room
You will now be required to toss the crates at the scientists; One
stationary, one running back and forth, and one running all over the place.
After they are dealt with, you TK the soldier and slam him on the wall. TK
the next soldier and fire at him in the air. Final room.
TK the assault rifle to your position. There are 5 guards you need to
eliminate in this room. TK explosives into the two in front of you and just
toss crates at the rest. Easy, training over.
((((END TRAINING))))
---OBJECTIVE---
Find the compound's generator and shut it down
Collect the Psi vial and Psi rejuvenator in the corner and head back towards
the stairs you saw at the first hallway. Start heading downstairs until about
halfway where you can spot the soldier patrolling the hall at the bottom. TK
him into the back of the room and run down to the bottom. Head through the
door.
You'll get a little vision of the switches and gaurds. Head near the ladder
and throw the explosive barrel at the nearest guard. There will also be a
barrel near the far guard as well. The construction worker will be daring
coming after you up the ladder so toss him around to show him who's boss.
Collect the Psi vial and head down to collect the pistol ammo. Head across
the bridge and look at where you came from, two MPs are right on your tail.
TK them off the platform and continue down to press both switches. Be sure to
pick up the medical kit and Psi rejuvenator near the crates next to the top
of the ladder.
---OBJECTIVE---
Make your way to the silo and use the elevator
Head back towards the stairs to spot an enemy trying to be sneaky by hiding
under the stairs. How smart was he to be next to the explosive. Toss the
explosive at him and continue upstairs. At the top, you'll find a MP waiting
for you so be prepared to take him out. Head through the door to see two MPs
emerge to the hallway, one from the supply room and one from where you got
the keycard. Take them both out and continue to the big metal door at the end
of the hall. When you are right next to it, another power reawakens, remote
vision.
((((REMOTE VISION TRAINING))))
Use RV at the start to move through to the room and spot the terminal. After
the message screen appears, return to your body and move through the hall.
While crouched, move to the last protruding wall on the left. Use RV and move
behind the scientist when he is heading back from looking your way.
RV the door to see when he isn't looking. Right when he starts to turn his
back proceed in, and when he is on the computer, hug the left wall and
proceed through the door.
Take out the soldier first, the scientist will remain at the computer. Just
watch for the solider to move the computer and move in crouched for a stealth
kill. Then take out the scientist.
RV left past the barrel and follow this passage to the terminal. Head that
direction with your guns ready for any soldiers. Hit the switch and
backtrack, then head the other direction to the door hugging the left wall to
the exit.
((((END TRAINING))))
Back to the game, RV the door and wait till the MP turns his back behind the
crate for a stealth kill. Repeat with the soldier near the other door. RV
through the next door and wait till both MPs are near the explosive, then
open the door and toss it their way. A MP will make his way down the ladder
so toss him while he climbs. Climb up and grab the Psi rejuvenator. Proceed
through the door and toss and explosive at the MP, then head past the fence
to the other MP In your way and take him out. Now use RV on the door and wait
till the MP isn't looking to get a stealth kill. Repeat this with the
scientist with the door at the other end of the room. After the scientist is
gone, TK the explosive barrel to the MP in the window.
Hit the switch and pick up the medical kit and Psi rejuvenator. Head out the
door but be careful, 3 MPs await you near the opposite door. Throw crates and
whatever you can at the MPs. Now find a steel crate near you. Open the door
and quickly TK hover it in front of you. This is to block the sentry gun from
tearing you to shreds. Keep it suspended then drop it and run. Phew, one
chapter done.
B2)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mission 2 - Something's Gone Wrong
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Before you get a chance to head on through after your chat with Sara, another
power is reawakened, Mind Drain.
((((MIND DRAIN TRAINING))))
Kill the guard in the first room the drain him. Simple.
Sneak up, crouched to the MP and use MD for a nice head pop.
MD the soldier first, Then the scientist will be no problem. Just wait for
the soldier to go to a computer to drain him.
You don't have to be sneaky but you can kill at least two by doing MD and the
mission is complete, or kill them then drain them. Whatever you desire.
((((END TRAINING))))
---OBJECTIVE---
Explore the Movement's compound and locate the rest of your squad
Grab the field pack in front of you then get on the elevator and press the
button. Look ahead on your way up and two MPs will take position to fire at
you. Toss them both towards you to send them flying into the electrical field
below. One more MP awaits you upstairs, crouched. Simply toss him around or
shoot him a couple of times. Grab the field pack and press the switch. Head
back down and you'll notice three MP's are in position waiting for you. TK
the explosives at them or toss them into the electricity. However you see
fit. Head into the unlocked room.
DO NOT GO IN THE GLASS ROOMS! You will be locked inside and lose health in
the process of getting out as well as face a MP at the door. If you get
locked in, toss the steel pipes at the door to break it and head through.
Head to the second glass room and either TK the scientist towards you or
press the button to gas him. Either way get the keycard or TK it towards you.
You can also TK a field pack toward you if needed in the last glass room.
Head through to the next room and RV into the next one. You notice that a
guard is waiting for you. Open the door and TK him against the wall a couple
of times. Head through the door.
Inside you'll initiate a cinema of your friends being turned into MPs. After
being forced to kill your buddy, Sara contacts you and tells to head to the
mainframe room for blueprints.
---OBJECTIVE---
Find your way through the Cryo Storage facility and access the mainframe room
Grab the field pack in the room and head towards the hall. Hug the wall ahead
and crouch down and move to the left. You'll have to move with the MP when he
patrols to the left. Stop and let him bend down, then head on past the glass.
Quickly crouch down and head inside and stealth kill the MP. Quickly move in
on the scientist and stealth kill him as well.
Head to the end of the hall and RV the room on the right. Wait till both
scientists have their back turned and proceed in and stealth kill both of
them. Grab the implant device on the table as well as the Psi rejuvenator and
field pack. Kill the two MPs that charge in the room. It's good fun to toss
one into the furnace behind you. Head back out and RV the next small room.
When the MP faces the other door, head in and stealth kill. If he sees you,
you will lose a lot of health because of his shotgun at that close range.
Head through the next few rooms outside the mainframe where a new objective
is acquired.
---OBJECTIVE---
Obtain the pass code from the door to the Mainframe Room
Head through to the end of the hall to Leonov's Office. A cinema ensues
showing Leonov's quota being questioned by Barrett. He and Leonov leave his
office. Grab the Psi Vial and move behind the box. Use RV and go behind his
desk to look at this computer. On his screen is the passcode needed. It's
different every game so write it down or remember that number. As you try to
head back, 3 MPs will be waiting. Take them out however you see fit and enter
the code on the door panel. Kill the 3 MPs with the explosives scattered
around the room. There's some on the ceiling too, so shoot those to send some
flames their way. Now simply walk up to the blueprints for a message form
Sara.
---OBJECTIVE---
Go through the vent system and meet Sara in the Warhead Storage Room
Use TK on the grate and head in using a box to boost yourself up and over the
two walls. Quickly run into the second indention in the hallway, ignoring the
MPs, and hit the switch to watch the MPs fly into the fans. TK the MP in
front of you into the Fan in the back. Then turn off the switch you hit and
run forward. Turn the fan off, then quickly back on to send two more MPs to
their deaths. Turn it off and run forward. Toss the MPs in front of you
against the far wall and hit the switch on the left. The MPs will fly into
the explosion. Drop down and head through the door then enter the storage on
the right.
---OBJECTIVE---
Plant three bombs to destroy the entire compound
Plant the first bomb in the Implant Ops
Grab all the pistol ammo, Psi rejuvenators, and medical packs, then head out.
Toss the sniper off from the top, then start tossing the 2 MPs on the bridge
off as well as the three that charge at you from the left. After numerous
hilarious screams head across the bridge. If you need some health, ammo, etc.
then take the elevator up to a supply room. You will, however, be confronted
by various MPs going and coming back from the supply room. If not, then head
forward. Look familiar? Kill the scientist on the right immediately so the
alarm isn't raised. Head through to the Implant Ops and kill the scientist
before the alarm is hit. Then move over the circle to plant the first bomb.
---OBJECTIVE---
Plant the second bomb in the mainframe room
Head into the next room and watch for the new MP on the left through the
glass. Just toss him into the explosives and take out the remaining MP In the
room on the right. For some reason, they have a super hero scientist that can
see through walls in the room where you got the implant device. He raises the
alarm sometimes for no reason! Quickly run in, take him out, and continue on.
There's a lot of health in this room too. Head to the Mainframe Room and take
out the MP and scientist before the alarm is hit. Step over and plant the
second bomb.
---OBJECTIVE---
Plant the final bomb in the Cryo Storage facility
Backtrack to that huge room you passed a couple of times. Step over the
circle and plant the final bomb. A cinema ensues, and Leonov has been waiting
for you. He opens the cryo storage rooms and your first boss battle occurs.
!!!!BOSS BATTLE!!!!
JOV LEONOV
DIFFICULTY: 2/5
This fight is not terribly difficult. To start, you will have infinite
numbers of MPs heading your way from the cryo storage, so don't even try
killing all of them. Leonov will send a beam out at one of the, which makes
them, a ticking time bomb. Oh joy. TK whoever he starts controlling and toss
the time bomb at one of the cryo rooms. Repeat this with each cryo room until
all 8 are destroyed. If you need some Psi energy, there are some elixirs on
the left and right sides as well as some health.
For the second part, Leonov comes down to fight with a MP. Toss the MP his
way and keep tossing the steel crate at his head. Keep moving, because Leonov
will toss fireballs at you as well as a wheel of fire that moves out and
covers a large area. He can take over your mind and make your controls
reversed. Don't STOP ATTACKING AT THIS POINT! Adjust to the control quickly
and keep tossing and dodging. The key to this fight is to keep moving and
tossing the crate. After a while, he will be done with.
!!!!END BOSS!!!!
A cinema ensues of Leonov taking your mind over. He makes you pull your
pistol to your head. Just as you are about to pull the trigger, your bomb
explodes and Leonov is killed instantly as you fire a shot, just barely
missing your head. It's only a matter of time before the other two bombs go.
Time to run. You have three minutes to escape and get to the landing pad.
Lets run.
---OBJECTIVE---
Race back to the silo before the remaining bombs explode
Do not stop running for anything. Grab the Psi Elixer and Health if needed
and head through the door. Follow the hallway to the end to the room on the
right. A MP2 awaits you here behind a computer. TK him into the wall a couple
of times and keep running. Head through the next door and toss the MP into
the wall, which electrifies him. Keep going until you reach another MP2 near
the elevator. Toss him around and head out the door. As you exit the other
two bombs explode and throws you out into the silo.
---OBJECTIVE---
Reach the landing pad to escape the compound before the final bomb explodes
Turn around and hit the green switch nearest the door on the wall to start
the elevator. Tons of MPs are shooting at you. Toss each one around with TK.
A scientist falls on the elevator, MD him for some Psi power. Turn and face
the wall...trust me. Look up and an opening is at the top. When the elevator
reaches its highest you'll be able to jump on. You need to jump quickly cause
the elevator is gonna go. Once you are up there, TK the MP2 around and TK the
MP2 that's shooting at you from the top of the stairs. Run up the stairs and
TK the debris out of your way. Continue on watching out for falling debris as
you go. Head through the two hallways and kill the MP waiting in the next
room. Head downstairs and turn right to find the landing pad.
The General is waiting and after a brief encounter and stupid laugh, he
leaves. Sara arrives shortly after and at the last second you and her escape
following a huge explosion and the destruction of the base. Mission Complete.
C3)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mission 3 - Unfinished Business
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You arrive via chopper and land at the heliport to find Barrett carrying some
mysterious box with Mindgate stenciled on the side as well as, Luna 1. Sara
heads on in and you are left to move into the base using stealth.
---OBJECTIVE---
Meet Sara on the other side of the assembly hall
If you head behind the crate on your left you'll find a sniper rifle and
medical kit. If you want to be loud and fight a lot, then snipe out the
snipers and blast away. However, If you want to be sneaky then follow these
instructions. After the two searchlights pass over the chopper, run to the
right and hide behind the boxes. As soon as the searchlights pass over twice
again, then run under the tower to the right. Watch for the searchlights to
pass over the wooden crate in front of you twice, then bolt for the door on
the right.
RV the door and wait for the guard to stop near the crates. Head in and
stealth kill him. Then use TK on the remaining two MP2s on the staircase.
Grab the Psi rejuvenator and medical kit then head up. In the next room,
don't fire at the troops below you. Simply crouch and sneak past to the door
on the other side, where Sara is waiting for you. She gives you a keycard and
details about the General fleeing underground after Mindgate went down.
---OBJECTIVE---
Go to the Communications Room and contact Mindgate
Grab the sniper rifle and pick off the sniper across on the other roof. Climb
down the ladder and another power is reawakened, Mind Control.
((((MIND CONTROL TRAINING))))
Simply MC the troop in front of you and unlock the door.
MC the troop next to the computer in this next room and have him shoot the
explosive barrel to take out the other troop.
MC the nearest troop and have him take out the other two with some headshots.
Remain hidden and don't get shot during this.
Using MC, you have to get 5 kills. Shoot barrels, MC a troop with a good gun,
whatever you want to get those kills is good.
((((END TRAINING))))
Now head inside the building in front of you for Assault Rifles, Health, or
Psi rejuvenator. MC one of the guards and get him to kill the other MPs and
hit the switch to open the gate as well. Head inside and MC the sniper on the
roof quickly. Have him lower the ladder for you, then make him do a dive off
the building for one less problem. Climb up the ladder, stopping before you
climb all the way to sneak up behind the other sniper for a stealth kill. Now
MC the worker through the glass and have him go punch a MP in the next room.
After he is dead from bullets, shoot or stand on the glass and drop down.
Grab the medical kit and Psi rejuvenator. Kill any remaining MPs and hit the
button.
You soon discover that Mindgate has been destroyed by the Movement and you
are to retrieve Luna 1.
---OBJECTIVE---
Meet Sara in Edgar Barrett's private office
Kill the investigating MP2 and grab the keycard he dropped. Head right
through the double doors in front of you. Easy objective wasn't it? You find
Sara opening the safe where Luna 1 was being stored. She also reveals that
the other reason she is at the Movement was for her sister she means to find.
With that, she tells you where to find Barrett at.
---OBJECTIVE---
Go through the Shipping Docks and find Barrett in the factory office on the
upper floor
Leave the office and return to the area where you got MC. Kill the MP2 by
tossing him into the nearby explosive and grab his keycard. Head through the
garage door to go to the Shipping Docks.
MC the nearby MP2 and kill anyone near with him. Heading further down, MC
another of the MPs to do your dirty work. After you eliminate anyone else
that is left, head up the stairs and activate the switch. Grab the medical
kit and pistol ammo a well as the two Psi vials that are outside the fence.
Then hop over the crate.
Using your pistol eliminate the construction worker and take out the MP2 on
the ground. Hop on the Box the crane is attached to and MC the sniper. Have
him hit the switch and enjoy the ride. TK the sniper when he comes out to
attack, then go through the door at the top. You see the General yelling at
Barrett for his loss of Luna 1. Barrett becomes so angry that he TK implodes
his friendly little MP guards...how thoughtful, because he left behind a
keycard for you. Grab the keycard.
---OBJECTIVE---
Go back through the Shipping Docks and the Assembly Hall to access the Train
Yard from the Landing Pad
Carefully drop down the stacked crates and take out the awaiting MP2. Proceed
through the rest of the docks all the way to the exit. RV the door to find an
MP and MP2 waiting around for you. The MP2 will turn his back to you in front
of the door. When this happens open the door and stealth kill or MD him. DO
the same to the MP behind the crate. Climb the ladder to find more MP2s
waiting on you in the Assembly Hall. MC one of them and kill the other, then
jump off the walkway with him. Now MC one of the MPs and kill the other MP
down there and blow him up as well. Watch out for the MP sniper that appears
moments later on the walkway.
Carefully drop down and head for the door on the right. When the searchlights
pass over, dash for the door on the right and you'll have a complete mission.
You'll find Sara in the next room. She's acting a little...weird. She convinces
you that if you are caught, Luna 1 is in danger of being taken, so she holds
on to it. But why was she so eager to get it off your hands?
D4)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mission 4 - Assembling the Pieces
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
---OBJECTIVE---
Gain access to the factory and confront Barrett
There are 3 MPs in this are, two in the tower, and one patrolling the left.
There are also 3 MP2s, one in the metal cart in front and two on the other
side of the area. MC one of the MP snipers and eliminate the other sniper
first, then as many of the others as you can. If you don't kill them all,
finish them yourself with some TK or whatever you desire. Grab a Psi
rejuvenator and field kits if need be on the towers, then hit the switch near
the red flashing light.
MC the any of the MP or MP2s and finish as many off as you can. Also, if you
want, use one to attempt to damage the sentry turret. You can finish the
turret off from afar with assault rifle or sniper rifle. When it and all MPs
are finished, grab any health and Psi vials if needed, then proceed through.
MC the construction worker and press the switch to open the door. Then kill
him anyway you want. RV the next door and MC the MP2 when he isn't looking.
Use him to move down the center and eliminate as many of the 3 MP2s as you
can. Finish them off as well as the MP2 on the other side and proceed up the
ladder.
When you get up the ladder, hit the button to electrify the construction
workers on the wall. Then watch out for the two MP2s on the walkways above.
TK them to you and give them some MD treatment. Head through the door.
Hit the button and MC one of the MP2s. Kill the MP2 and the construction
worker then move the MP2 into one of the crushers. This breaks it. Get the
idea? Move an object or dead body into one of the crushers and it will break,
letting you safely cross. Repeat this for all four of the crushers to the
other side and head through to the door to the stairs to the roof.
The most important thing is to take care of the two snipers one the roof. MC
one, or another of the MP2s on the ground and take them out. There are
multiple explosives on the roof to take out the two MP2s on the ground. After
they are dealt with, continue through the door, which leads to where you
first saw Barrett here. Two MP2s will charge in, but with explosive barrels
nearby, they will be no problem. Head where they charged from and climb the
ladder. Grab the medical kit and Psi vial, then head through the door.
You encounter Barrett who greets you with a good TK across the room. He also
argues about how Mindgate didn't even care about what happened to it's
beloved agents, as long as they did what they were told. Sara enters the room
with a mysterious smirk on her face as she grasps Luna 1. She thanks you for
the lovely gift and says to watch who you trust as she walks away. Weird, she
seemed different. After you refuse Barrett's offer to join the Movement, the
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