Psi-Ops: The Mindgate Conspiracy Walkthrough :
This walkthrough for Psi-Ops: The Mindgate Conspiracy [X-BOX] has been posted at 06 Aug 2010 by i love cheatsguru.com and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up i love cheatsguru.com and share this with your freinds. And most important we have 4 other walkthroughs for Psi-Ops: The Mindgate Conspiracy, read them all!
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Walkthrough - FAQ/Walkthrough--------- --- \ - | ------ --- / - \ ------- ------ | | | | | ||--| | | | | | | \ - | | ||--| | | | | | |--- | | ----- | | | | | | | | | |--- | - | |--- | | | | | | | | | | - | |--- | | --- -- | | | | ----- | | | | | -- -- | | | | | || | | | \ - / | | | || | /--- ------ ----\ --- /-- ------ -- -- - THE MINDGATE CONSPIRACY - Psi-Ops: The Mindgate Conspiracy System: X-box Written by: Berserker93 (aka. Berserker or Kevin) Started: June 9, 2004 Email: berserker_kev@yahoo.com This document (c) 2004 Kevin Hall (Berserker) Psi Ops: The Mindgate Conspiracy (c) 2004 Midway Amusement Game, LLC. --------------- Version History --------------- Version 1.0 - (July 12, 2004) Document is complete. I still have a few more things to add before I'm completely finished. Version 1.1 - (July 15, 2004) Added Additional Strategies section (thanks to Jumar and TorandoTK for contributing) and more sites to the Copyright section. Finally added Marlena glitch battle that I meant to add on the first version (thanks to Fantatic). Also added a note about the boss fight glitch in the game. If anybody else has any other additional strategies for some of the boss battles or hard areas that are not already mentioned, then please email me about them (berserker_kev@yahoo.com). Version 1.2 - (August 16, 2004) Added some more additional strategies and some extra content to some of the walkthrough (Mind Drain, Illusion Maze notice, Stone Statue boss MD, use for the blue platform in stage 6). Corrected some errors in the codes section. (thanks to Bandit23, Craven, faqsimile, and TornadoTK) Version 1.3 - (December 21, 2004) Fixed the page margins to make the guide look a bit better. Version 1.4 - (April 11, 2005) Added additional strategies for the Marlena Kessler fight, and for the hotspot a few rooms after the Wrightson fight. (thanks to DreadMerlot) Added an extra note about the canisters during the Marlena fight, (thanks to johnjon and Redrane), and an alternate tip for the room with the blue liquid after the fusion accelerator (thanks to Paco). Added tips for the graveyard, first hotspot after Wrightson, and Marlena (thanks to padda_man100 and Chuck). Maybe by the next update, I will actually finish the characters section. ;p Also, I've added a few codes to make navigation through this walkthrough a bit easier. Anytime you see a code surrounded by "", click edit on your browser and select "Find on page", type in the corresponding code to be taken directly to that section. I added codes to take you to each stage of the game from the list of sections, codes to take you from the walkthrough to each additional strategy, and codes to take you from the walkthrough to each Evil Garden Gnome location. Version 1.5 - (July 29, 2005) Characters section is finally complete and Contact Info was added in the Special Thanks and Copyright section. Title has been centered along with a few other enhancements throughout the guide. A Special note has been added to the unlockables subsection and a note has been added to the elevator ride during the timed area of Chapter 2. Thanks go out to all the readers that emailed me about both of these problems. Also added a location for a Psi Rejuvenator in Chapter 5 (thanks to Darkchief75). One more thing, I would like to give a special thanks to everybody that has emailed me regarding this guide. I have received more emails regarding this guide than any of my others, and I just wanted you guys to know that I appreciate all the comments, contributions, and other emails and if I did not respond to your email then I want to take this opportunity to say thank you! ******** Sections ******** Section I: Introduction Section II: Controls Section III: Items Section IV: Weapons Section V: Characters Section VI: Walkthrough A: Welcome to the Movement B: Something's Gone Wrong C: Unfinished Business D: Assembling the Pieces E: Fears Don't Lie F: Everything We Worked For G: From the Ether and Beyond H: The Ultimate Power Section VII: Additional Strategies Section VIII: Secrets/Cheats Section IX: Copyright & Special Thanks A: Contact Info ---------------------------------------------------------------------------- *********************** Section I: INTRODUCTION *********************** This has got to be one of the most fun and rewarding games I have played in a while. The new concepts that Midway has brought to the usual stealth/action formula are incredible. The different steps that can be taken to get through a situation make each play-through just as exciting as the last. I have been totally hyped about this game ever since I got my hands on the Xbox magazine demo. This is my third walkthrough that I have done (my other walkthroughs are listed at the bottom), and I am proud to say that I have had the most fun doing this walkthrough out of all of them. This walkthrough may contain spoilers so be sure to use it as a last resort if this is your first time through the game. I have tried a little something different with this walkthrough than my previous walkthroughs (read the beginning of the walkthrough section) and would like some feedback as to how the readers feel about this. Please let me know if you like it. :) Please contact me if you have any questions, comments, advice, or suggestions. My email address is berserker_kev@yahoo.com. ---------------------------------------------------------------------------- ******************** Section II: CONTROLS ******************** (default controller setup) --------------------------------------------------- |Left analog |Move | --------------------------------------------------- |D-pad up |Mind control (MC)/Zoom in | --------------------------------------------------- |D-pad down |Weapon switch/Zoom out | --------------------------------------------------- |D-pad left |Remote viewing (RV) | --------------------------------------------------- |D-pad right |Aura View (AV) | --------------------------------------------------- |Right analog |Move camera/Move objects (w/TK) | --------------------------------------------------- |Start |Displays pause menu/Skips Cutscene | --------------------------------------------------- |Back |Inventory menu | --------------------------------------------------- |L |Telekinesis (TK)* | --------------------------------------------------- |R |Fire weapon | --------------------------------------------------- |Y |Lock-on/Strafe | --------------------------------------------------- |A |Jump/Climb/Use/Open doors | --------------------------------------------------- |X |Melee Attack | --------------------------------------------------- |B |Crouch | --------------------------------------------------- |Black |Mind drain (MD) | --------------------------------------------------- |White |Pyrokinesis (PK)/Free Aim (TK surf) | --------------------------------------------------- |L3 |Wall mode | --------------------------------------------------- |R3 |Sniper Mode (only with Sniper Rifle)| --------------------------------------------------- * = Pressure Sensitive ========== Life Meter ========== The life meter represents the number of hits Nick can take before he dies. The life meter can be replenished by collecting First Aid Kits or Packs. Hyposprays will also replenish a bit of the life meter. ========= Psi Meter ========= Below the life meter is the psi meter. This represents the amount of psi that Nick has remaining to perform psi abilities. Every psi ability will take away a different amount from the psi meter depending on which psi ability is used. The psi meter can be replenished by finding psi power-ups, hyposprays, or by performing a mind drain on a conscious or unconscious enemy. ============= Psi Abilities ============= ---------------- Telekinesis (TK) ---------------- Whenever an area is targeted and the target turns yellow or red, that object can most likely be manipulated by TK. Hold down on the TK (L) button to lift the object and use the right analog to move or throw it. The harder the TK button is pressed, the higher the object will go. Nick can actually be on top of an object while it is being moved with TK; this is called TK Surfing. (see Advanced Controls for TK Surfing) ---------------- Pyrokinesis (PK) ---------------- Sends a flame wall toward an enemy or object, engulfing every flammable object in its path into flames. Burning objects can be moved and thrown with Telekinesis. ----------------- Mind Control (MC) ----------------- Mind Control can only be performed when a conscious enemy is targeted and the target turns red. Once a Mind Control is performed the player will have total control over the enemy. This will work on every enemy except for Aura Beasts and Bosses. ------------------- Remote Viewing (RV) ------------------- Remote Viewing is an out-of-body first-person viewing that can be used to get the layout of a room or see the locations and actions of enemies before entering. --------------- Mind Drain (MD) --------------- Mind Drain can only be performed on fallen enemies or from behind an enemy. Performing a mind drain will refill the psi meter. A conscious enemy will yield a greater psi recharge. Mind drain recharge percentages: Dead enemy - (15%) Live enemy on ground - (25%) Sneaking up on live enemy (stealth drain) - (75%) Live enemy on ground and waiting a few seconds - (75%) (Note: In order to get a 75% recharge while the enemy is on the ground, wait until the enemy tries to get up. If done correctly, the enemy will hover in the air as if a stealth drain has been executed.) (Thanks to Craven) -------------- Aura View (AV) -------------- Aura View is used to see things that are normally invisible to the naked eye. Aura View will detect body heat, invisible enemies, invisible mines, secret messages, and weak walls. ================= Advanced Controls ================= ---------- TK Surfing ---------- Nick can use his TK ability to lift a crate or any movable object up in the air while he is on top. To perform this stand on top of a crate or movable object, target it so that the target turns yellow, and then use TK to surf. This can be used to reach far off areas. There is nearly no limit to where Nick can go while TK surfing. ------------------------- Free Aim while TK surfing ------------------------- When Nick is TK surfing on an object, while still holding the TK (L) button, press the PK (white) button and this will allow him to freely aim at other objects or enemies. While free aim is activated Nick cannot move the object that he is on. Press PK again to cancel free aim and continue surfing. ---------- Multi-lift ---------- While lifting an object with TK, let go of the TK (L) button, and then quickly press and hold down the button again to lift the object higher. Nick can be on top of an object while multi-lifting. Targeting the object and holding down the lock-on (Y) button while multi-lifting can help to make it easier. Holding a direction with the right analog while multi-lifting can make the process easier as well, but this eats up the Psi gauge quicker. ---------------------------------------------------------------------------- ****************** Section III: ITEMS ****************** ================ Health Power-ups ================ ~~~~~~~~~~~~~~~~~ Field Medical Kit ~~~~~~~~~~~~~~~~~ Restores 50% of life meter. ~~~~~~~~~~~~~~~~~~ Field Medical Pack ~~~~~~~~~~~~~~~~~~ Restores 25% of life meter. ============= Psi Power-ups ============= ~~~~~~~~~~ Psi Elixir ~~~~~~~~~~ Restores 100% of psi meter. Usually these are only available during boss fights. ~~~~~~~~~~~~~~~ Psi Rejuvenator ~~~~~~~~~~~~~~~ Restores 50% of psi meter. ~~~~~~~~ Psi Vial ~~~~~~~~ Restores 25% of psi meter. ===================== Health & Psi power-up ===================== ~~~~~~~~~ Hypospray ~~~~~~~~~ Restores some of your life and psi meter. These can only be obtained from the labcoat workers and they cannot be stored in inventory. Hyposprays are used automatically once collected. ============== Weapon pickups ============== ----------- Pistol Ammo ----------- Adds 12 bullets to your supply of pistol ammo. -------- Grenades -------- These can be picked up with TK and tossed back at the enemy. These can also be used freely while Mind Controlling an enemy. Press down on the D-pad while you MC an enemy. ---------- Other Ammo ---------- Ammo for Primary Weapons can be obtained by running over a dropped weapon. ---------------------------------------------------------------------------- ******************* Section IV: WEAPONS ******************* ============== Primary Weapon ============== (Only one primary weapon can be carried at a time.) ------------- Assault Rifle ------------- Fires out a rapid stream of bullets and works well for long range attacks. Tapping the fire button instead of simply holding it will result in more precise aiming. ----------- Machine Gun ----------- Has a faster rate of fire than the assault rifle, but is better used at medium range. The machine gun can also holds more ammo than the Assault Rifle. ------- Shotgun ------- The most powerful gun that Nick can use, but ammo is sometimes hard to come by and it doesn't hold as much as the other guns. The closer Nick is to an enemy, the more damage the shotgun will do. ------------ Sniper Rifle ------------ Best for taking out enemies at great distances. Press in on the right analog to enter Sniper mode and use the d-pad to zoom in and out (up and down). ================ Secondary Weapon ================ ---------------- Silenced Handgun ---------------- The handgun will remain in your inventory and cannot be replaced. It is best for stealth situations or minor task. ============== Special Weapon ============== These can only be used while Mind Controlling (MC) an enemy using each particular weapon. ------------- Flame Thrower ------------- Short range weapon but very powerful. --------------- Rocket Launcher --------------- Fires an explosive round that inflicts a large amount of damage on the area targeted. ---------------------------------------------------------------------------- ********************* Section V: CHARACTERS ********************* (info taken from www.psiopsgame.com and from instruction booklet) ----------- Nick Scryer ----------- (Psi-Ops Specialist) Age: 34 Height: 6' Weight: 210 lb. Psi Power: Proficient in Telekinesis, Remote Viewing, Mind Drain, Mind Control, Pyrokinesis, and Aura Viewing. At times, he is struck by erratic glimpses of the future. Biography: Lt. Nick Scryer is a seasoned combat veteran assigned to lead a strike team with the UN Anti-Terror Corps. Nick gets "planter" and captured in an operation against the terrorist organization known as "The Movement". Once inside, Nick discovers he is actually an agent for a secret government organization known as Mindgate. Trained in the use of his Psi abilities, Nick is a powerful weapon against worldwide terrorist threats that wield their own brand of Psi powers. But to successfully infiltrate "The Movement", Nick also learns his memories and powers have been temporarily wiped to get him past the enemy's Psi probes. He must now escape his captors and battle against the powerful Psi agents of "The Movement". He must discover his true past, as well as his link to the mysterious leader of the terrorists, the General. ---------- Sara Blake ---------- (Special Agent) Age: 27 Height: 5' 7" Weight: 124 lb. Psi Power: The power of Telepathy. Biography: At the height of funding for Project Mindgate, many people were tested and studied by the government for their potential Psi abilities. Orphaned at age 15, Sara Blake was taken in by the state and trained to develop her Telepathic gifts to eventually become a Psi operative fighting the enemies of democracy. After Project Mindgate, Sara secretly continues her work and infiltrates the General's terrorist organization. Her true mission is to spy on The Movement from within, but Sara has another motive. ----------- The General ----------- (Leader of "The Movement") Age: 52 Height: 6' 2" Weight: 180 lb. Psi Power: None that are known of at this time. Biography: A distinguished military record brought William Kreiger into the underground realm of government Black Ops programs. Placed in charge of the government's Psi program, code named "Project Mindgate", he began to understand the true power of the human mind. However, the end of the Cold War also brought an end to Project Mindgate. Unwilling to lose the power of his position, Krieger overstepped his authority and used the agency to further his ambitions. Indicted for war crimes by his own country, he escaped trial and fled underground. Now re-emerging as the General, he has become the enigmatic leader of the terrorist organization known as "The Movement". Backed with a growing army led by a group of powerful rogue Psi-Agents from around the world, his goal is to retrieve and control the pieces of a mysterious ancient artifact. The General's insane lust for domination leads him t believe this artifact has the potential to bestow upon him the ultimate power of a god. ---------- Jov Leonov ---------- (Master of Mind Control) Age: 52 Height: 6' 1" Weight: 175 lb. Psi Power: Mind Control, using others to do his dirty work. Biography: Jov Leonov, originally a native of Mongolia, was taken in by the Soviet government when an accident left him blind at an early age, but also left him with powerful Mind Control abilities. Raised and groomed to be the perfect Soviet spy, he soon became a deadly Psi operative. Following the end of the Cold War, Leonov became involved with the terrorist organization known as the "The Movement". Recruited for his expertise in Mind Control, the cold and calculating Leonov began development on a secret project known only as the "Meat Pupper Program". Leonov is always flanked by one of his "victims", using their eyes for his vision through Mind Control. He remains calm and controlled when his meticulous plans are operating smoothly. However, he can become unstable and irrational when all does not go according to his plan. ------------ Edgar Barret ------------ (Master of Telekinesis) Age: 37 Height: 6' 8" Weight: 385 lb. Psi Power: Telekinesis, allowing him to move whatever he wants. Biography: Edgar Barret led a downtrodden life until the emergence of his Psi abilities allowed him to attain money, power, and status. His Telekinesis allowed him to climb the ranks of Project Mindgate, becoming the number one operative. At that point, Barret's lust for power pulled him into the General's conspiracy and later into the madman's underground terrorist organization. Barret now secretly runs several high profile businesses as fronts for The Movement. He launders money, moves weapon, and uses his influence to allow the General to operate in more than a dozen smaller nations across the globe. His lust for power has fueled his belief in the idea of a "Psi elite". He foresees a world in which the powerful Psi few will rule over a world of "Mundanes". It is for this goal that he begins his quest to help the General attain an ancient power - a power that will allow them to rule the world. ------ Wei Lu ------ (Master of Illusion) Age: 24 Height: 5' 4" Weight: 110 lb. Psi Power: Illusion, the ability to create false visions and memories in the minds of others. Biography: When her Psi powers were detected, Wei Lu was taken from her family and raised to be a perfect intelligence Agent by the Chinese government. She became a one-woman killing machine that used her ability to implant false visions and beliefs into the minds of others as a means to carry out the will of the state. However, Wei Lu grew to be a young woman driven by introspection in a world where the line between reality and fantasy are easily blurred. She soon came to the attention of The Movement, and it was here that she found a place to explore these ideas. She gained access to the General's knowledge of Psi in exchange for her stunning power, which she uses to hide the operations of The Movement from prying eyes. --------------- Marlena Kessler --------------- (Master of Pyrokinesis) Age: 34 Height: 5' 7" Weight: 125 lb. Psi Power: Pyrokinesis, the ability to create and control fire, explosions, and heat. Biography: Marlena Kessler grew up in a divided Germany. When her powers manifested themselves during puberty she was quickly inducted in the Soviet Psi-Ops program. However, Marlena took the first opportunity she could to flee to the west, leaving behind her family and past. Marlena was later recruited into The Movement by Edgar Barret. His rhetoric of a Psi elite appealed to her sense of justice. Now her righteous attitudes about the Mundanes have led her to become a bitter and arrogant woman, driven by a desire for power. ----------------- Nicolas Wrightson ----------------- (Master of Remote Viewing) Age: 41 Height: 5' 11" Weight: 111 lb. Psi Power: Remote Viewing, the ability to send one's mind out-of-body and spy anywhere in the world. He also has the ability to Mind Control weak willed individuals. Biography: Wrightson once worked alongside Nick at Mindgate where he put his Remote Viewing talents to good use. But as he began to take longer and longer trips into the ether of RV his sense of reality began to unravel. When Project Mindgate ended, Wrightson was seduced into joining the Movement. It was here that Wrightson became the General's eyes and ears across the globe, spying on the world through the ether of RV. He has since withdrawn completely from the real world. It is an addiction, a fix that he needs to survive, and so strong that he refuses to return to his true body. Few within the Movement truly understand how deranged Wrightson has become, and even fewer are aware of the location of his real body that grows more sickly and wretched in its hidden sanctuary, murmuring incoherently about strange things and entities. ---------------- Dr. Kimiko Jones ---------------- (Scientist) Age: 28 Height: 5' 6" Weight: 115 lb. Biography: Kimiko became a scientist in order to follow in the footsteps of her grandfather, who left a distinguished research career to delve into the secret world of the occult. She soon discovered that her grandfather was in fact researching ancient relics for the American government. Relics that were somehow linked to the world of Psi power. Her obsession with her grandfather's past and her own research brought her to the attention of the General, who allowed her access to certain artifacts and knowledge that only he possessed. Making great strides in her research, Kimiko has blinded herself to the General's true purpose, and has only recently begun to realize that the man who she once saw as a benefactor may in fact be mankind's greatest threat. -------- Labcoats -------- The Movement requires expert knowledge to create and maintain their army as well as study the Monolith's power. These men are the worker bees of the organization, dedicated to helping the General bring about a revolution of power. ----------- The Minions ----------- (Meat Puppets) The Movement uses brainwashed humans as their nameless, numberless minions. Mind controlled and unquestioning, these "Super Soldiers" overcome their enemies by sheer number, force, and terror. They can be programmed to be immune to pain, to lay down their lives without question, or to kill with no remorse. There are three levels of Meat Puppet warriors, each one more powerful, cunning, and deadly. --- MP1 --- The most numerous, these MP's are made up of people that have been quickly brainwashed. They are often "new recruits" who have only recently been kidnapped and has the very lowest form of "programming" in the meat lockers. These soldiers use numbers and superior firepower to defeat their enemy. --- MP2 --- These soldiers are a step above the common Meat Puppet. Longer reprogramming time has allowed them to be more accurately programmed and controlled. They have higher abilities of reason and independent thought which make them harder to outsmart and defeat. --- MP3 --- The highest form of the Meat Puppet, these soldiers are also the least numerous. Combining individual thought, cunning training and a lack of fear, these super soldiers are a lack of fear, these super soldiers are deadly and efficient. These MP's can also be quickly trained via downloadable programs to perform a variety of tasks, from simple demolitions to difficult piloting skills. ---------------------------------------------------------------------------- *********************** Section VI: WALKTHROUGH *********************** ============================================================================ READ THIS FIRST! >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Berserker's explanation of his walkthrough |
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