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    FAQ/Walkthrough by CyricZ

    Version: 1.1 | Updated: 05/23/05 | Search Guide | Bookmark Guide

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    Beyond Good & Evil (GCN Version)
    A FAQ/Walkthrough by CyricZ
    Version 1.1
    E-mail: cyricz42 at yahoo.com
    Table of Contents
    1. Introduction
    2. FAQ
    3. Basics
       3A. Controls
       3B. Menus/Displays
    4. Hillys: Planet on the Go
       4A. Jade: Freelance Photographer (Combat, Camera, Creeping)
       4B. A Tourist's Guide to Hillys (Locales)
       4C. Humorous Sidekicks (Supporting Cast)
       4D. Incredible Technology (Items)
       4E. Futuristic Craft (Vehicles)
       4F. Dangerous Foes (Enemies)
    5. Walkthrough
       5A. Another Day on Hillys (Opening)
       5B. Pitch Black Mining (Black Isle)
       5C. Like Mos Eisley, Without the Scum and Villainy (The City)
       5D. Nutripils Are Made From People! (Factory)
       5E. Racing Your Way to the Top (Interim)
       5F. Do You Smell Something? (Slaughterhouse)
       5G. Earning Your Wings (Interim)
       5H. Fly Me To the Moon (Finale)
    6. Game Lists
       6A. MDisks
       6B. Pearls
       6C. Animals
       6D. PA-1s
       6E. Meca Impulsers
       6F. MDisk #13: A Mini-Walkthrough
    7. Standard Guide Stuff
       7A. Legal
       7B. E-mail Guidelines
       7C. Credits
       7D. Version Updates
       7E. The Final Word
    Hello, and welcome to my FAQ for Beyond Good & Evil, the version for the 
    Nintendo GameCube.  In this fantastic game from UbiSoft, you take control of 
    photographer-for-hire, Jade, on the planet Hillys, as she uses her 
    investigative integrity to root out the conspiracy and corruption that's 
    plaguing Hillys.  Through camera-work, sneaking around, and kick-butt martial 
    arts, you'll discover the secret of all of Hillys' problems.
    2. FAQ
    Q: What is Beyond Good & Evil?
    A: This game is a new story-driven action game from UbiSoft.
    Q: How many Memory Card blocks does this game require?
    A: The back of the box says 20 blocks.  However, most of your pictures are 
    saved throughout the game, and these have to be stored in your Card, which 
    takes up a lot of blocks.  At the end of the game, with no extra pictures in 
    my photo album, but all other necessary and secondary pictures taken, I 
    ended up with 55 blocks taken up, and that was with just one of the three 
    save files used.
    Q: What is the rating of this game?
    A: This game has been rated T by the ESRB for Violence and Comic Mischief.
    Q: Can you give me a four-digit code for this locked door?
    A: Unfortunately, no.  The four-digit codes are different every single time 
    you play the game.
    Q: What's the deal with Carlson & Peeters?
    A: It's the Hillyan army's code of operation, its Bible, if you will...
    Q: What happens if I run out of energy?
    A: If you or one of your teammates die at all, you'll be replaced not too 
    far back in the area you died in, with half your full complement of hearts.  
    You won't need to worry about saving to preserve having to stay alive.
    Q: I have all the animals on Hillys yet I'm still short one!  Where is it?
    A: In space.
    Q: How do I get MDisk #13?
    A: You have to go online at beyondgoodandevil.com.  Go to "The Darkroom" and 
    register.  From there, you can use your Internet Code as listed in your 
    save file.  Go to the mini-walkthrough I have at the bottom of this guide.
    Q: I swear I'm entering this code right!  What could be wrong?
    A: All the symbols are pretty cut and dry, save one.  The "H" in this game 
    has two horizontal lines.  It makes it look cooler, but it also makes it 
    look a lot like an "M".  If your code doesn't work, check for anything that 
    looks like an "M" and see if it's actually an "H"...
    3. BASICS
    3A. Controls =
    Jade Controls:
    Control Stick: Moves Jade in any direction with respect to the game's camera.  
     Titling the stick further will cause her to move faster, up to a slow jog.
    A Button: Main action button.  Will perform whatever tasked shown under its 
     icon in the upper-left corner of the main screen.  Actions include, but are 
     not limited to, swinging your Daï-jo in combat, pushing buttons, activating 
     vending machines, kicking consoles, and talking to other characters.
    B Button: Evasive manuever.  Without her Daï-jo in hand, Jade will perform a 
     diving roll that can get her over most low obstacles.
    X Button: Use Item.  In the upper-left corner of the main screen is your 
     currently selected inventory item.  Pressing X will use that item, if there's 
     a word next to it describing what you'll do with it (for instance, "Eat" 
     next to a "Starkos" when you're injured, or "Put" next to an MDisk when 
     you're near a player).
    Y Button: Companion action button.  In the upper-right corner of the main 
     screen is the Y Button icon.  Pressing this will let your teammate perform 
     whatever task is shown on that icon.  In battle, this can be an attack that 
     will damage or stun your enemies.  When not in battle, this can use your 
     teammate to press switches for you.
    L Button: Crouch.  Use this to present a smaller profile and make yourself 
     less likely to be seen.  You can walk around like this, as well as roll to 
     quickly get under low obstacles.
    R Button: Run.  Hold down this while moving to run at a sprint.
    Z Button: Look Mode.  After pressing Z, use the Control Stick to look around.  
     If you have your camera, you may use the C-Stick to zoom in and out, and the 
     A Button to take a photo.  If you have a projectile weapon, press X to fire 
     it from this situation.
    C Stick: Use this to control the game's camera around Jade.  Left and Right 
     rotates in those directions, and Up and Down pitches in those directions.
    Control Pad: Left or Right on the pad will allow you scroll through your 
    START Button: Pauses the game and brings up the Pause Menu.
    Vehicle Controls
    Control Stick: Moves your vehicle in any direction.
    A Button: Fires your blaster weapon, or docks your vehicle, if it's near a 
     suitable location.
    B Button: Activates Jump Jets once you purchase them.
    X Button: Use Item, just like with Jade.  There are special items specific to 
     your vehicles.
    Y Button: Enters Compass Mode.  You'll get a view from inside your craft, and 
     you'll also see a compass on the bottom of the screen.  Certain landmarks 
     are programmed into your compass and will point you in their directions.
    L Button: Applies the brakes to your craft.
    R Button: Applies acceleration to your craft.
    Z Button: Look Mode, same as with Jade.
    C Stick: Controls the camera, same as with Jade.
    Control Pad: Scrolls through your inventory, same as with Jade.
    START Button: Pauses the game and brings up the Pause Menu.
    3B. Menus/Displays =
    After you fire up the game, you'll immediately get the language option.  In 
    the American version of this game, the options are English and Spanish.  If 
    you make a mistake and select the wrong language, you have to Reset the game 
    to fix it.
    Start Menu
    New Game: Begin a game from the start.
    Load Game: Check your Memory Card for saved games.
    Options: Brings up the Options Menu.
    Credits: See the people who made the game.
    Options Menu
    In this menu, use the Control Stick to move the cursor, and the X Button to 
    change the option.  Press A to accept the changes and exit, or B to decline 
    the changes.
    Rumble: Toggle the controller's rumble on or off
    Volume: Use the Control Stick to adjust the game's volume.
    Subtitles: Toggle the voice subtitles on or off.  I find this useful when 
     picking up on stuff that might have been missed with voice overlap.
    Mode: Switch the sound between Mono, Stereo, and Surround.
    In-Game Display
    In the upper-left corner of the screen is Jade's status, or the status of the 
    vehicle she's currently piloting.  Coming out horizontally from the portrait 
    is either Jade's current and maximum life (represented by hearts), or the 
    vehicle's current and maximum hull strength (represented by wrenches).  Below 
    the portrait are A and X button icons, and words depicting what they will do 
    in the current situation.
    In the upper-right corner is your teammate's status, also represented by 
    hearts.  If your teammate goes down, it's game over.  Below the teammate's 
    portrait is a Y button icon, depicting what action he can perform.
    Pause Menu
    This is an odd menu to operate.  In order to select something, you need to 
    hold down the Control Stick in the direction of the object on the circular 
    panel, and select with A, or get info on it with X.  Pressing B bumps you back 
    a page, and pressing START drops you out of Pause.
    In the center of the screen is Jade's status (or the status of the vehicle 
    you're currently piloting).
    In the upper-left portion of the circle are your current characters and 
    vehicles.  Pressing A while pointing to one will bring up their status and 
    inventory.  If you're too far away from a character or vehicle, you won't be 
    able to connect.
    In the right half portion of the circle is that character/vehicle's inventory.  
    You can get info on most items here.  Pressing A on anyone's SAC will open 
    it up and give you access to their stored items.  Pressing A on Jade's camera 
    will open up her album, where you can view old pictures taken.  Pressing A on 
    food items or PA-1's will "pick them up", whereby you can move them over to a 
    character and press A.  Moving them to the character who's carrying the item 
    will automatically make them use it.  Moving them to another character will 
    give them that item for storage.
    In the lower-left portion of the circle are the functions.  The first function 
    is viewing your e-mails you've received over the course of the game (when you 
    get mail, you'll get an automatic alert to press START to read it).  The 
    second function is your objectives and maps (more on that in a moment).  The 
    third function is the Options Menu, the same one available at the main menu.
    Objectives & Maps Screen
    From this screen you can view the map for the current area.  Use the C Stick 
    to switch to different floors, and Z Button to zoom in.  While zoomed, you 
    can move the stick around to view the floor more closely.
    On the left side are your objectives and detectors.  If you have any specific 
    objectives, highlight them with the Control Stick to see where they are on the 
    map (represented by red exclamation points).  Press A to view a few more 
    details about them.  As for detectors, highlight the detector to see where 
    they are on the map (don't forget checking different floors with the C Stick), 
    and press A while highlighted to see how many of the object are in the area, 
    and how many on the current floor.  You must buy Animal and Pearl Detectors 
    from Ming-Tzu before you can use them, but you always have an MDisk Reader 
    The vast majority of the game takes place on the planet Hillys.  While a 
    well-settled planet, with a well-established government, Hillys is still 
    largely untamed.  With the constant attacks from the mysterious and malicious 
    alien species, the DomZ, Hillyans really aren't in the mood to explore much.
    Hillys is largely a water planet, so the earliest settlers learned to develop 
    aquatic craft quickly, which became the primary mode of travel for those too 
    poor to afford flight craft.
    Before the DomZ attack, Hillys maintained a good standing army, which were 
    quite overwhelmed when the DomZ struck.  Shortly thereafter, General Kehck 
    formed the Alpha Section special forces unit, specifically designed to counter 
    the threat.  They routinely report advancements against the threat, despite 
    the increase in attacks lately.
    4A. Jade: Freelance Photographer =
    Raised by her "uncle" Pey'j, Jade is quite the lady.  Inquisitive, yet not 
    intrusive.  Witty, yet not wise-cracking.  Sexy, yet not trampy.  Fierce in 
    battle, yet a lamb around her "kids".  Jade is the perfect heroine role-model, 
    and the star of this story.
    Unlike many beings on Hillys, Jade and Pey'j chose to live outside the city 
    and took up residence in a lighthouse some distance away.  There, they 
    maintain a modest orphanage, where they look after kids who were left with 
    no one after the DomZ took their parents.
    To pay the bills, Jade has put her inquisitive nature into photography, and 
    operates as a freelance.  To keep herself in good condition, she routinely 
    practices martial arts, and is deadly with her weapon of choice, the Daï-jo.
    She'll require those and many skills in this adventure, which will turn her 
    very world upside-down.
    Basic controls are described in their section above.  Getting around in this 
    game is pretty simple.  If there's a gap in your path, simply running up to 
    it will automatically make you jump towards the opposite end.  Even if the 
    other ledge is a few feet higher, you can usually grab onto the opposite 
    ledge with no problem.
    Sometimes your exploits will take you to places that are veritable obstacle 
    courses.  For those, you can utilize your B Button evasive manuevers.  A 
    normal tap of B can vault you over any low-standing obstacles, while crouching 
    using L can get you under any that are shoulder-height.  Also, you can use B
    while crouching to roll low and get through high obstacles quickly.
    Jade can also edge herself along thin ledges and through tight squeezes if 
    necessary.  This is done automatically, and there isn't any risk of falling.
    Most interaction is done through switches, which are marked rather obviously 
    with a hand-print.  These will tend to do something good, so always be on a 
    look-out for them.  There are, however, some special switches, that will only 
    operate with the proper key.  Usually, you'll find the key in the same area 
    that you found the locked switch.
    There are also a few situations that will require you to push objects around.  
    Simply move into them to start pushing.  These can give you footholds when 
    you need them or uncover secrets.
    In addition to switches that require keys, there are also those that require 
    four-character code.  Activating them will access a code menu, where you can 
    input any of the 26 English letters or ten numerals.  There is never any 
    guesswork involved.  In some situations, you can find the code to a door in 
    a hidden place.  In others (specifically in dangerous areas), the codes are 
    represented in a barcode format.  Take a picture of these and mail them to 
    the Governor of Hillys, who, if you've done what she asked beforehand, will 
    get her team of hackers on the case to get you the proper code.
    This will be one of the first things you'll have to do.  Combat in this 
    game is relatively simple.  You will only pull out your Daï-jo when faced 
    with enemies.  Press A and hold the Control Stick to attack in that direction.  
    Press B to quickly dodge in the direction you're holding the stick.  
    Experiment with your A Button and Control Stick combinations to attack 
    multiple enemies or with different manuevers.  It's all pretty basic, so 
    there's no need to fuss with specifics.
    Holding down A while not moving will result in Jade charging her Daï-jo.  
    Releasing A once fully-charged will send her into a vertical spinning move 
    that can discourage all around you.  In addition, there is an upgrade 
    available in Ming-Tzu's shop which can power-up your attack.  Once in the 
    air, rapidly press A to launch a barrage of energy shots at your foes.
    Also, once you find the Gyrodisk Launcher, ranged combat is added to your 
    capabilities.  Go into Look mode with Z, take careful aim, and press X to fire 
    your small, yet painful, disks at your enemies.  These can also be used to 
    activate switches from long-range.
    There's one last staff technique.  When you use your teammate's floor slam 
    attack, enemies may get popped up into the air.  When that happens, press A 
    next to an enemy to enter Targeting Mode, which creates a circle in front of 
    you.  Use the Control Stick to aim and press A again to knock your enemy for 
    a loop, preferably into something.
    Once you pick up your Camera in the beginning of the game, the world of 
    futuristic photography is open to you.  Press Z to bring up your Camera.  
    Use the Control Stick to look around through the lens, and the C Stick to 
    zoom in and out.  Press A to take a photo.
    When looking through your lens, you may see circles pop up.  These represent 
    things you can get information on through your camera.  The circles will start 
    out red, then turn green when a good shot is possible.  To make a good shot, 
    you need to be zoomed close enough your object so that it's entirely in your 
    view, and so that it fills as much of the frame as possible.
    There are three major objects you can focus on with your Camera:
    1) Animals.  Your first assignment is to take inventory of all wildlife on 
    Hillys.  Take a picture of any critter, sentient or non-sentient, friendly 
    or predatory, docile or vicious.  When you do so, you'll send them to the 
    Science Center automatically, and receive pay for those pictures.  This is 
    your major source of income in the game.  Also, for every group of eight 
    animals you capture, you'll get a present.  Your first present is a valuable 
    Digital Zoom, which allows you to assume a lot closer to your subjects.  After 
    that, you'll get a Pearl for every eight animals, until the last eight, which 
    will net you an MDisk with all animals documented.
    2) Objectives.  As you get assignments, you'll have to get pictures of a 
    specific subject.  These operate just like animals as far as the circle from 
    red to green goes.  Once you get these pictures, you'll automatically e-mail 
    them to your contact.
    3) Maps.  In certain unknown areas, you can find maps on the wall.  Take a 
    picture of these and you'll convert them into a full map of the area.
    In addition, you can also focus on many inconsequential items.  You can use 
    this if you're trying to look for out-of-the-way switches, or other things 
    sensitive to interaction.  You'll only get small dim circles to indicate 
    their location, as taking a photo isn't necessary at all.
    Your exploits will take you to a few sensitive and occupied areas, which can 
    prove to be very dangerous.  You'll know you've entered one of these areas 
    when Jade, instead of her usual standing around, will be in a hunched over 
    "alert" position.
    The basic idea of these areas is "don't be seen".  The best way to do this is 
    crouch by holding L and moving around that way.  You'll have a low profile, 
    and will also move silently.
    The only thing that can spot you in these areas are your enemies in the Alpha 
    Sections.  They face in one of the four major directions and have about a 90 
    degree radius of view in front of them.  Some enemies stand perfectly still.  
    Others rotate regularly in place.  Still others have patrol routes.  Normally, 
    their visors will be green, when in passive mode.  When they spot something, 
    they will walk towards what they saw and scan the area.  If they don't find 
    anything, they'll resume what they were doing.
    If they do find you, however, they'll go into Alert Mode.  You'll engage 
    them in combat.  I describe Alpha Section Soldiers later on in the Enemies 
    section as to how they fight, but suffice to say you'll have a challenge on 
    your hands.  At this point, you have two options: run or fight.  If you 
    choose to fight, you'll have to destroy all soldiers in the area before you 
    can move on.  If you choose to run, you must find a spot where you can hide 
    from them.  This proves tougher than it first seems, because Alert Mode will 
    result in a lockdown of the immediate area.  In early sneaking areas, you'll 
    have drainage pipes you can hide in, so that's available.
    Sometimes, going into Alert Mode means instant death.  This happens when 
    there are Turrets in the area.  These cannot see on their own, but, if you 
    go into Alert Mode, they'll immediately fire a lethal bolt at the nearest 
    threat, which is you.  Make sure you know the situation before launching on 
    an attack.
    There are also another option besides standard fighting.  The Soldiers all 
    have a weak spot on their backs, in the form of their green breathing tanks.  
    If you can get close and press A to kick them there, they'll be incapacitated 
    as they struggle to breathe.  Another kick will destroy them.  This can also 
    be done with the Gyrodisk Launcher.  Beware, though, as other soldiers will 
    notice their comrades having trouble and will come to their aid.
    4B. A Tourist's Guide to Hillys =
    The following section details several facts about locations on Hillys, as 
    well as several miscellaneous facts.
    The currency of Hillys is Materia, a valuable mineral mined out of the ground.  
    Most citizens (Jade included) have an Easy Unit Card connected with the Bank 
    of Hillys that keeps tabs on how much money they have.  Shopping is a simple 
    matter of presenting your card to the vendor, or to the vending machine you're 
    using, then selecting what you wish to be.
    There are several means with which to acquire more Materia.  Your primary 
    method is by photographing animals.  Each animal is worth a different amount 
    of cash, from 100 to 3000.  Unfortunately, these are all only one-shot deals.
    Other methods include defeating enemies, smashing up shiny blue rocks (pure 
    deposits of Materia), winning bets in games, smashing up floating boxes in 
    the ocean, or kicking open boxes that have crystals in them.  Bottom line is 
    to never overlook opportunities to get more.  All Crystals are worth 5 Units.
    There's also a secondary currency of Hillys, in the form of Pearls.  These 
    perfectly round gems are exceedingly valuable, and there are only 88 of them 
    available to you in the game.  You use these Pearls to purchase special 
    vehicle-related items at Mammago's Garage.
    MDisk Readers
    There are many Readers situated throughout Hillys.  You'll need to use these 
    to scan the several MDisks you'll find throughout your adventure, including 
    the most important one you start your adventure with: Game Save.  Be sure to 
    save your game at Readers when you want to stop the game.  Don't worry about 
    saving before dangerous areas, as dying will just put you back a room or two, 
    or back to the beginning of your combat.
    Home (The Lighthouse)
    Jade and her uncle Pey'j's place of residence is an old lighthouse converted 
    into living space.  It's here that she takes care of any kids that become 
    orphaned due to the DomZ attacks.  Like all structures in populated Hillys, 
    it has its own shielding system.  The actual lighthouse has most of the living 
    space, while a cavern below has been converted into Pey'j's workshop and the 
    hangar for their hovercraft.
    Mammago's Garage
    Yo mon!  If you mama don't go, you go to Mammago's!  This independently-run 
    garage is the favored stop for anyone looking to repair or refurbish their 
    vehicles.  You can purchase repair PODs for your craft here, as well as Meca 
    Impulsers to make them stronger with your Materia.  However, to purchase new 
    parts for your craft, you'll need to pay with Pearls.
    The City
    This is the place where most of the Hillyans live.  Access is through gates 
    at the north and south end of the city.  From there, there are two main 
    places to go.  You can go west to enter the first two of four city races, or 
    you can go east to enter the Pedestrian District.  In the PedDis, you can find 
    many different people and places:
    Newsshop: For a small fee, you can receive all the news as it happens.
    Nouri's Stand: Nouri sells several basic trinkets for your consumption at 
     his stand.
    Akuda Bar: This is where all the seedy folk hang out.  Here you can play some 
     games of skill or chat with your friends.
    Ming-Tzu's Shop: Ming-Tzu sells several unique and useful items in his shop 
     that could greatly benefit.  His prices don't come cheap, though.
    Alpha Section HQ: The Alpha Section controls much of the PedDis.  With the 
     proper connections, you can sneak into some of their areas and reclaim things 
     that rightfully belong to the people.
    Black Isle
    This volcanic island housed one of the largest mines on Hillys, until it was 
    abandoned.  This is the site of your first mission.
    The Factory
    This factory produces Nutripils, which feed the armies of Hillys.  It's also 
    the site of your second mission.
    The Slaughterhouse
    The site of your third mission, this grim complex processes all the animal 
    harvest on Hillys.  To detract from its gruesome nature (or maybe add to it), 
    the third and fourth race courses on Hillys are held in this area.  This is 
    the site of your third mission.
    Other Points of Interest
    Be sure to check your map for places your hovercraft can go (that don't 
    have solid barrier lines).  You can find several caverns that could have 
    booty in them.
    Some of these caverns are home to Looters.  These villains steal some of your 
    cash, then try to make off with it.  Chase them down to their lairs, then 
    take them out to reclaim your money, as well as maybe something more.
    4C. Humorous Sidekicks =
    Your teammates are much like you.  They also have health meters made out of 
    hearts.  Generally, they keep out of major trouble, so you don't always have 
    to be looking out for them.  However, in the tension of combat, they can be 
    overwhelmed just like you.  To that end, it's best to try to keep them alive 
    by lending them food and PA-1's.
    Your "uncle" Pey'j has been watching over you for twenty years, ever since you 
    were separated from your parents.  This porcine being is a genius mechanic, 
    and a good friend to have on your travels.  He starts with his own SAC, just 
    like you, and later on, you'll be able to use his Jet-Boots and a Claw Hammer.  
    His special attack is to jet up with his boots and slam down on the ground.  
    You can use this to get around, or to stun the enemies in the area.  Once he 
    gets the Claw Hammer, he can also open up wire grates for you.
    Double H
    You'll rescue this guy from trouble partway through the game, and he'll tag 
    along for much of the rest of it.  Torture has left his mind scrambled, and 
    since he was left in Army uniform and with the standard issue volume of 
    Carlson-Peeters military code, he's got the notion of the oblivious army 
    hero stuck in his head.
    In combat, Double H can hold himself pretty well.  Instead of Pey'j's drop-
    slam, Double H uses his T-Hammer to slam the ground.  Also, in his armor, he 
    can bust down heavy steel bars.
    4D. Incredible Technology =
    You'll use many kooky and super-futuristic items in your quest.  Here are the 
    more common items you'll use in your adventure that can be stored in the 
    first item:
    This portable U-Store-It is the future's answer to the question "How do you 
    carry so much stuff?"  Your Synthetical Atomic Compressor will take any item 
    and digitize it for later use.  While everyone in the game has their own 
    basic work-horse SAC, Jade has one of those new-fangled ones with its own 
    AI, named Secundo, who periodically provides insight on certain matters.
    Price: 150 Units
    Effect: Eating this synthetic bread will restore one heart of health.
    Price: 300 Units
    Effect: Eating this box of synthetic fruit will fully restore your health.  
     I suggest stocking up on tons of these once you get several hearts.
    Price: 1500 Units
    Effect: Grabbing one of these Physiological Accelerators will add an extra 
     heart to your max total.  Be sure to share at least a couple of these with 
     your comrades.
    Price: 150 Units
    Effect: This mini-robot (Pocket Optimizer Drone) will restore one wrench of 
     hull strength to your vehicle.
    Set of PODs
    Price: 300 Units
    Effect: This set of robots will completely restore your hull strength to the 
     current vehicle.
    Meca Impulser
    Price: 1500 Units
    Effect: This module will add an extra wrench onto the maximum total for your 
    Price: 150 Units
    Effect: Using this nitro canister will momentarily triple your speed.  These 
     are most effectively used during races.
    Price: 1000 Units (Animal)
           3000 Units (Pearl)
    Effect: Buying the Animal and Pearl Detectors from Ming-Tzu will make 
     collecting each a lot easier.  They'll show up on your map when you highlight 
     the detectors.
    Strengthened Super Attack
    Price: 2000 Units
    Effect: When in the air during your Super Attack, rapidly press A to fling 
     out energy shots.
    4E. Futuristic Craft =
    Your vehicles have their own SACs, and any items you get that can be used for 
    them will automatically be transferred next time you board.  Even when 
    switching vehicles, the items will still be properly transferred.
    Your heap isn't pretty, but it can carry you around the waterways, as well as 
    hoist you up on a few beaches.  There are several parts required for it to 
    be able to full explore the area.  You can buy them at Mammago's Garage.
    Speedcraft Motor - 1 Pearl: This is a replacement for your old broken motor.  
     Using R, you can speed up.
    Neutralizing Cannon - 5 Pearls: This powerful cannon will allow you lock-on 
     to three separate targets.  Hold down A to start locking-on, then release 
     to fire.  This can be used to take out targets above the water.
    Jump Jets - 15 Pearls: These illegal modifications to your craft will allow 
     you to jump several feet into the air.  These can be used to bypass the 
     laser cordons surrounding the main area of Hillys.
    Once you find this old, but reliable cruiser, the skies will be open to you, 
    as soon as you can find the first item below.  This ship can connect with 
    your hovercraft.  Pressing B while skimming the waves will drop the craft, 
    allowing you to dock.  You'll have the Neutralizing Cannon already installed.
    Flight Stabilizer - 20 Pearls: Use this to match with the one you find in 
     the workshop, and you can lift-off and explore Hillys from the air.
    Space Engine - 30 Pearls: Once you install this, you can break the atmosphere 
     and head to the stars.
    4F. Dangerous Foes =
    Here are the enemies you'll be up against in your quest.  There are also some 
    bosses that I'll get to in the walkthrough.
    DomZ Sarcophagus
    These insidious foes are used to kidnap, incapacitate, and transport 
    captives.  They are also capable of defending themselves with their arms.  
    A few swats will take care of them, though.
    DomZ Sea Serpent 
    You'll face more than one of these guys while in your hovercraft.  All you 
    have to do is hammer it with your blaster or Neutralizing Cannon and pieces 
    of it will start breaking off one by one.  As you chase them, however, they'll 
    drop mines behind them, so watch for the red lights coming out of them and 
    blast the mines if they get too close.  Keep blasing the serpent until it's 
    down to its last segment.
    Nasty buggers first spotted in the Black Isle mines.  Repeated swats will take 
    them out.  Watch out when they light up, because that means they're about to 
    charge.  If they get you, it'll hurt.  If they get your partner, smack them 
    to get them off.
    These bright blue jellies aren't a major enemy.  Just swat them a few times.
    Hard Jellies
    The mutant variety isn't much worse than the original.  It takes a few more 
    hits and gives up a few more Materia.
    These squat reptilian creatures are cave-bound, generally.  They have two 
    claws to attack with.  They can block your standard hits, so a good tactic 
    is to have your teammate slam the ground, which tosses them in the air for 
    Targeting Mode.  At that point, you can knock them for a loop.
    Alpha Sections Filter Drone
    These aren't really enemies, so much as obstacles.  If you enter a 
    restricted area, they'll tow you out of there.  To get rid of them, buy the 
    Neutralzing Cannon from Mammago's Garage.  Lock-on and one shot will blow them 
    out of the sky, allowing you to proceed.
    They're really almost exactly like a Crochax, except they come into the ocean 
    at night.  You can also find one in the Factory, in the entryway.
    Giant Rat
    More of a nuisance then anything else.  They can still hurt you.  Give them 
    a kick to take them out.
    Alpha Sections Spider Drones
    These are small drones that crawl around on the floor and leap up, glowing 
    red, to attack you.  A couple of blows will destroy them, but they tend to 
    attack in swarms.
    Alpha Sections Cyclopius
    These automated turrets try to shoot you down with constant laserfire.  
    Repeated hits will destroy them.  Oftentimes, your objective is to try to 
    knock them through an electric barrier, which destroys both them and the 
    Alpha Sections Guardian
    These robots are mainly workers to maintain systems.  Of course, if those 
    systems get threatened, they'll be forced to defend them.  The bots can roll 
    up into balls and flash red.  When they do that, they're invulnerable.  So, 
    you can smash them around, but I suggest using your teammate to slam the 
    ground to knock them up into Targeting Mode.  Knock them into each other or 
    into electrical fields to remove the threat entirely.
    Alpha Sections Soldiers
    When fighting Alpha Sections Soldiers, they'll fight with their T-Hammers and 
    energy shields.  When they take a swing, dodge and strike.  Try to get their 
    breathing tank to incapacitate them completely.  If fighting multiple 
    Soldiers, they ones not directly fighting you will toss mines to disrupt you.
    Alpha Sections Small Mines
    These little things light up when you get close, but hammering them with 
    blasterfire will bust them quickly enough.
    Alpha Sections Large Mines
    These are black modules floating in the water, surrounded by a red ring.  You 
    cannot destroy them with your blaster nor with your Neutralizing Cannon.  The 
    only way to destroy them is to either run into them or finding a nearby metal 
    crate.  Shoot the crate and knock it into the mine to destroy it.
    Alpha Sections Surveillance Robots
    These buggers fly around, and are recognized by their green fuel tanks on 
    either side.  Those aren't really your targets, as you can hit any part of 
    them to damage them.  They fire blaster shots at you.  Wait for them to 
    stop, then fire a Gyrodisk to damage them.  Four hits will derail them.
    Slugs with yellow eyes.  These guys aren't a huge threat.  Just pay 
    attention to which one's attacking you.
    5A. Another Day on Hillys =
    We begin with a news report of the war concerning Hillys and the DomZ.  Soon, 
    we see Jade and Fehn, one of her charges, practicing meditation.  Suddenly, 
    the sky turns green and meteors start plummetting to the ground.  Jade runs 
    to the lighthouse and starts up the shield, but it seems her account has run 
    out.  While she tries to figure out what to do, a large meteor crashes in 
    front of the lighthouse, swallowing up her kids.  Several DomZ Sarcophagi 
    emerge from the hole, each holding one of the children.  Jade grabs a burning 
    stick from the ground.
    Now, you must destroy each of the Sarcophagi as they come at you.  You 
    shouldn't have too much trouble here.  If you get too hurt, just eat one of 
    the two Starkoses you're carrying.  Don't be concerned once the game starts 
    slowing down.  It's purely for cinematic effect.  Just keep fighting until 
    all the Sarcophagi are kaput.
    Once they're all dead, you'll be grabbed by a tentacle and sucked down the 
    hole.  Your uncle Pey'j will show up in the nick of time and toss you your 
    Free yourself from the little cage using a Super Attack (charge up A and 
    release).  Once free, run up and strike the Monster in the eye.  It will 
    create a cage around itself.  The Monster attacks in three stages.  The 
    first stage is a constant laser beam from its eye that you'll have to avoid.  
    The second stage is a pair of Sarcophagi, that are easier now that you have 
    the Daï-jo, and the third stage is lights that come up from the ground and 
    become grasping hands.  If Pey'j gets caught by a hand, smack it to free him.  
    Anyway, whenever you get an opening, use a Super Attack to remove the cage 
    and keep smacking it in the eye.  It will eventually go down and you'll get 
    PEARL #1.
    After the fight, the Alpha Section will show up and you can hop into the 
    beam of light to get outside.  There'll be a cutscene here.
    Long story short, you've been given a new job.  The Director of the Hillys 
    Science Center wants photos of every species on the planet.  She'll pay good 
    money for them to get the power back up to the shield and the rest of the 
    The Lighthouse
    You're on the ground floor of the lighthouse right now.  Grab your CAMERA and 
    you'll receive a quick tutorial.  Take a picture of the ADALIA OCTOPUNCTATA 
    right in front of you for your first animal.  Raid the ground floor for a 
    bunch of Starkoses.  While you're here, take a picture of Pablo 
    (HOMO SAPIENS).  This will boost your account to 350, which will automatically 
    be transferred to Optima to get the juice back, and the shield online.  Now, 
    you can safely go outside without getting munched on by Vorax (we'll get a 
    picture of one of them later on).  Kick the barrel between the stove and the 
    fridge and you'll let loose a fly (MUSCA SAPROPHAGIA).
    For now, go upstairs and get a picture of one of the goat kids (CAPRA SAPIENS), 
    as well as the dog (CANIS CANIS).  Also, open the door to the bathroom and 
    grab PA-1 #1.  Head upstairs to the roof.  You'll see a little otter waddling 
    around the upper part of the shield, but you can't get a close enough shot.  
    Instead, just take a picture of a seagull while up here (LARUS ALBUS), and 
    head back down.  If you want, talk to your dog and try to take the Box of 
    K-Bups he has.  He'll go outside to play a little game of tag.  Use B to dive 
    and catch him to get the K-Bups.
    Now that you're outside, get a shot of that armadillo nearby (PRIODONTES 
    CAMPESTRIS).  Wait around outside until nighttime, then head down to the 
    tree and take a picture of the fireflies nearby (LAMPYRIS CAMPESTRIS)
    Head over to the nearby drone that Pey'j pointed out earlier.  
    Follow the drone into the hangar, then further into Pey'j's Workshop.  It 
    will drop off an MDisk.  While you're at it, you can get a less than 
    flattering shot of Pey'j (SUS SAPIENS).  Grab the MDisk and toss it into 
    the nearby Reader to view the mission.  Looks pretty shady, eh?
    Secundo will fire up the screen, and you can view the Alpha Section propaganda 
    over and over if you wish, or you can just head out to the hangar.  Pick up 
    the PODs and Boosts on the bench, and take a shot of the fish in the water 
    (DIPNEUSTES TRILINEATUS).  This will give you your eighth animal and the 
    Digital Zoom.  You can go up top, activate the shield, and go to the roof 
    and take a picture of the otter up there now (LUTRA ERECTA) and then head 
    back down to the hangar and help Pey'j push the generator in line with the 
    other one to start up your hovercraft and get movin'.  Hop in and use the 
    Control Stick to guide it out of the hangar.
    Mammago Garage
    You're now in the ocean of Hillys.  The Mammago Garage is more or less 
    straight ahead of you.  Use the Y Button to bring up the compass to get your 
    proper bearing and coast towards it.  Your motor will die before you get 
    there, but the Mammago boys will tow you in.
    Nice music, eh?  Take a picture of any one of the Mammago boys (RHINOCEROS 
    SAPIENS).  Now, head to the next room behind the door.  You can browse if you 
    wish, but what you really need is the SPEEDCRAFT MOTOR in the first room.  
    Spend your Pearl on it, and it will be installed.  I suggest not buying any 
    Meca Impulsers yet.  You'll need the money for other stuff.  Just for future 
    reference, Mammago's is where you'll find MECA IMPULSER #1 and #2.  Once the 
    motor's installed, hop in and head out.
    Yup.  As soon as you float outside, the DomZ launch another attack.  Your 
    main adversary here is that Sea Serpent floating around.  First, take a 
    picture of him (TERATOSAURUS IMPERATOR), then start hammering him with your 
    hovercraft's blaster (A Button).  Use the R Button to use the accelerator to 
    keep up with him, but watch out as he drops mines behind him.  Blast them if 
    they get too close.  Once the Sea Serpent is pwned, he'll drop PEARL #2.
    Now that your motor's fixed, the nearby seas are open to you.  Before we head 
    to Black Isle, let's take a tiny diversion, shall we?  Look towards the city, 
    then a little to the left.  See that beach?  Ride up it and into the cave on 
    the left.
    Looters' Cavern 1
    Head a ways inside this cave and you'll find your first gang of Looters.  
    Yeah, I know it looks like a cop car.  The Looters will nab 100 of your Units 
    and take off.  Your objective now is to tail them all the way through the 
    cavern.  The way these caverns work is that there are several security doors.  
    When you pass an area with a yellow spark, you'll activate it, and the spark 
    will travel all the way to a distant security door, where it will slowly 
    close.  You need to get through that door before that happens.  Once you're 
    through all doors, you'll be in the Looters' Lair, then you can blast the 
    Looters all you want.  Once their ship is destroyed, they'll dump out a bunch 
    of Materia, as well as PEARL #3.
    Now, head out of the Cavern, and head to the east of Mammago Garage, and up 
    onto the beach.  In the back, you'll find another cave.
    Vorax's Lair (Prelude)
    Cruise in, and land at the dock nearby (using A Button).  Hop out and head 
    up to the landing.  Take a photo of the nearby frogs (BUFO ERECTUS).  Also, 
    open the nearby desk and grab PA-1 #2.  Now, that's all you can do in this 
    area, so head back outside.
    Through the City
    Head out of the Cavern and back to the sea.  Now, make your way towards the 
    City, which you have to go through in order to get to Black Isle.  You can't 
    take the other canal, as an Alpha Section Filter Drone is nearby to remove you 
    from the "dangerous" area.
    Inside the city, your objective is to go straight ahead.  If you want, 
    however, you can take a left turn and try your hand at the Hovercraft Races.  
    The way the Races work is simple.  Be in first after three laps.  If you come 
    in first, you'll get 1000 Units and a Pearl.  If you get a new record, you'll 
    get an extra 500 Units.  If you place in one of the top four spots, you'll 
    be able to race in the next race, so you have to start with #1.  When racing 
    simply watch out for little pads in the water to give yourself a boost.  
    That's about all there is to winning.  Winning both races will get you 
    PEARL #8 and PEARL #9.
    Once you're done here, head out the north side of the City.  Black Isle's 
    ahead and to your right.  If you missed out on a picture of the Sea Serpent, 
    head into a little cavern off to the left of Black Isle to find some bones 
    that count.  At any rate, coast into Black Isle to begin your mission.
    5B. Pitch Black Mining =
    Dock your hovercraft, then walk up to Mr. Shady-man.  He'll explain that he 
    wants a picture of two DomZ Pterolimax hidden in the back of the mine.  Time 
    for some spelunking.  Head down the path and you'll find a bunch of beetles 
    and an armadillo, both of which you should have already.  Head towards the 
    gate in the back.  Stand on one of the arrow pads, then press Y to get Pey'j 
    to stand on the other to open the gate.  Proceed through the gate to head 
    down the shaft.
    Ancient Mine (pt. 1)
    In front of you is a fly that you can snap a picture of if you didn't get him 
    back at the lighthouse.  Head over to the broken ladder, where Pey'j will 
    move.  Talk to him and he'll show you his new invention, the Jet-Boots.  Use 
    them by pressing Y and he'll almost make the ladder.  In actuality, there is a 
    use for them.  Go over to the two nearby buttons.  Stand on one, then press Y 
    and Pey'j will slam the other.  You'll be launched to the ledge.
    Now, walk around the path to the two raised ramps.  Press A near the rotator 
    switch on the wall and you'll climb up and spin it, dropping both ramps.  
    Head down the right ramp, and you'll soon see a map.  Take a picture of it 
    to scan it into your camera.  Looking at the map, you can see there's mostly 
    just one floor to this place.  If you missed the fireflies at the Lighthosue, 
    there are more in this area.
    Follow the path down to the weird red jelly thing (LYCOPERDON FUGIFERUS).  
    Have Pey'j slam the ground.  This will toss the pod into the air.  Now, press 
    A and you'll enter Targeting Mode.  Center the target on one of the stacks of 
    explosives and press A again to let the pod fly.  Destroy the explosives on 
    the right to knock the way open to some items, and on the left to open the 
    way forwards.
    In front of you now is an anemone (ANEMONIA MUTABILIS).  After getting the 
    picture, smack it a few times to make it retreat.  Grab the Materia it leaves 
    behind and move on.  Follow the path and you'll see a wire fence.  You can't 
    get past that without some tool, so head on to the right.  There's another 
    red fungus here.  First, knock it into the Materia deposits for some quick 
    cash.  Then, move the explosives along the track, and knock a pod into them.  
    They'll knock the distant ramp down.  Climb the ramp.
    Yowie!  That's a Crochax!  They're nasty buggers.  Just keep smacking him to 
    take him out.  When it opens its maw, it'll light up.  After that, it'll try 
    to grab you.  Hit it before that happens.  Oh, and it's dangerous, but 
    (CROCHAX VELOX) it's an animal, so get a shot when you get an opening.  Once 
    it's dead, move on to the mine cart.  Push the cart over to the far end, then 
    go over to the corner.  Turn the switch there to drop the coal chute.  Climb 
    onto the cart, and then onto chute and enter.
    Secondary Shaft
    You and Pey'j will now be going up against a series of Jellies (CYANEA URTICA) 
    and Hard Jellies (PELAGIA PACHYDERMIS).  Also, there's a tentacle on the wall 
    to photograph (ALICIA SPLENDENS), but it won't attack.  Defeat all the 
    enemies here, including a few more Crochax.  At the end of the path, step on 
    the two buttons just like before and enter the door.
    In this next room, kick open each of the lockers for a few items, including 
    the most important, CUTTING PLIERS for Pey'j.  Also, you can use the MDisk 
    Reader here, as well as raid the vending machine.  To get out, stand next to 
    the wire fence and press Y to get Pey'j on the job.  Follow the path, then, 
    at the map, turn left.  There are two animals here.  The sponge on the floor 
    (SPONGUS GLUANTEUS), and the mollusk further in on the wall (HELIX RUPESTRIS).  
    To get the snail, walk around on the sponge to get its attention, then quickly 
    snap the pic.  It has to be all the way out of its shell.
    Head back out and climb up the shaft to go back to the Jelly room.  Now, 
    head all the way back to the coal chute area.
    Ancient Mine (pt. 2)
    Head back down to the original wire fence you saw, and have Pey'j knock it 
    down.  Raid the vending machine, particularly of PA-1 #3.  You may want to 
    give this one to Pey'j.  To your right is a ledge that only Jade can edge 
    along.  Continue up the ramp to the red fungus.  Pey'j can still slam from 
    there, so knock the pod into the Materia deposit.  Move on up and push the 
    explosives along the track so that you can see them from the pod, then knock 
    the pod into them, lowering the ramp.  Pey'j will climb up, but then be set 
    upon by three Crochax.  Take them all out.
    After they're all history, go back down the ramp that you just lowered.  
    There's a small shaft behind it that doesn't really lead anywhere, but pull 
    out the camera at the end and you'll see some amoeba sticking their heads out 
    from behind rocks (AMOEBA POLYPODIA).  After you're done there, use the 
    buttons near the door the same way you used them before.
    On the other side of the door, press the switch to open the door and let 
    Pey'j through.  Also, while you're here, climb up on the box in the corner and 
    kick the power box.  This will deactivate the lights and cause a blue floating 
    organism to leave its nest (PLANARIA RUPESTRIS).  Once that's filed, have 
    Pey'j cut down the wire fence and head down the passage.
    Main Shaft
    As soon as you enter the area, bring up your Camera and scan the area in front 
    of you for a floating mollusk (NAUTILUS FLUOREUS).  It makes a regular 
    circuit around the area.  Head down the path.  Oops.  Squashed some eggs.  The 
    mamas aren't too happy.  Fight off these Palinuruses (PALINURUS RUPESTRIS).  
    To help, have Pey'j slam the ground, which will knock them into the air so 
    you can target them.  Once the first two are down, head forward and take out 
    several more.  If you're skilled, you can try knocking them into the Materia 
    deposits on the walls for some cash, as well as the ramp.  If you hit the 
    ramp, you can jump over to a ledge with an MDisk Player and a Materia 
    deposit.  Anyway, once you're done, hit the nearby rotator switch to lower a 
    platform.  Climb up and take whatever you need from the vending machine.
    Proceed through this passage, swatting away the anemones.  When you get to 
    the one on the floor, swat it until it closes, then have Pey'j pound it to 
    get it low enough to climb on.  Continue on and cross the odd-looking bridge 
    to reach the central island.  Pey'j will point out your targets over to your 
    right.  Get your camera ready and zoom in on them.  Take the shot when both 
    are sticking their heads up.  Once you get a good shot, press A to send it to 
    Mr. De Castellac.
    Uh-oh.  Your bridge disappeared.  Hmm...  Your subject reveals itself to be 
    more than it appears...
    First, take a picture (PTEROLIMAX GIGANTEA).  It will begin by spinning 
    around in one of the holes and spewing a ball of energy at you.  Avoid the 
    ball and have Pey'j stomp on it.  That will lower it in the hole, allowing you 
    to smack it a few times.  Once you've got it mad.  It will start releasing 
    Jellies, so get them out of your way.  After another round of hits, it will 
    start sending out Crochax.  Then, after another round, it will fly out and 
    try to breathe toxic junk on you from above.  Run around the perimeter of the 
    island to avoid the junk.  Keep dealing hits using the tactic described and 
    it will eventually die.  When dead, it'll drop PEARL #10.
    Back to the Surface
    After the fight, "Mr. De Castellac" will show up.  There really is no man 
    with that name.  The "driver" is actually a man named Hahn, a representative 
    of the IRIS Network.  He spins a story that the Alpha Sections are nothing 
    more than puppets for the DomZ.  He'll give you a ride back to your 
    hovercraft and an opportunity to help in the fight against the DomZ.  You need 
    to go to the Akuda Bar in the City and talk to "Peepers".  He'll also give 
    your pay for the assignment: 3000 Units.
    Now, that you're back in daylight, don't be too hasty to leave.  Head back in 
    the direction of the mine, only take a right, towards the pond, and hop into 
    the machine.  Pass through it and you'll find some little lizards (ASTACUS 
    ERECTUS).  Have Pey'j knock down the wire fence and grab the few items lying 
    around.  Pass through the fence, but don't drop out of the tunnel yet.  Look 
    across the room and you'll see a purple slug crawling around (PAPILIO 
    PILOSUS).  Hop down out of the hole and grab PA-1 #4 up here.  Now, you can 
    leave Black Isle.
    5C. Like Mos Eisley, Without the Scum and Villainy =
    Head back to the City.  Once inside the Main Canal, take a left (east) to 
    enter the Pedestrian District
    The Pedestrian District
    You'll automatically dock and disembark.  The PedDis is a little confusing.  
    First, you can walk down and hear some people jib-jabber.  There's also a 
    soldier nearby.  Past him is the way to the newsstand, where you can subscribe 
    to the local news for 50 Units each publication.  Past that, there is a 
    ramp that leads up to the Akuda Bar, and a ramp that leads down to the town 
    square.  The town square has Nouri's Stand, where you can buy several items.  
    We'll get to that soon.  
    You have a few photo ops out here in the city.  First, head over to the 
    newsstand and take a photo of the eagle guy (AQUILUS SAPIENS).  Then, head 
    into the nearby unmarked door.  You can't get very far, but you can snap a 
    shot of the green bugs crawling around the floor (ARACHNIS VIRIDIS).  Walking 
    around the streets, you should be able to find a walrus man (WALRUS SAPIENS).
    Okay, first, let's do what you came here to do.  Go into the Akuda Bar.  
    The Akuda Bar
    Talk to Mo the bovine bartender about a fabulous treasure, and take his 
    picture (TAURUS SAPIENS).  Also get a shot of either Francis or Rufus the 
    shark guys (CARCHARODON SAPIENS).  Talk to Francis, who's at the Paddle 
    Game table.  He'll want to know if you're up to the challenge for the Paddle 
    The Paddle Game takes some getting used to.  How it's played is that each side 
    has four paddles, and you get a cursor around one at a time.  Use the Control 
    Stick to aim and press A to toss the paddle in that direction.  The winner is 
    the person with no paddles in their side.  It's not easy, so play several 
    practice games until you think you're ready to play for money, or for Francis' 
    lucky pearl.  He plays no harder depending on the situation.  A tactic I like 
    to use is to try to knock a paddle into another to get as many through the 
    hole as possible.  Also, if on the right side, don't try to make a shot 
    through the hole, just knock it to the left side.  Bet the 1000 and beat him 
    to get PEARL #5.
    Now, head upstairs.  Open up Room #1 and talk to the goat man here to get a 
    Ticket with a code on it.  You don't need it now, but you will later.  Room 
    #2 is code-locked.  Step over to the guy at the shell game and look out over 
    the balcony towards the pair hunched over in the corner.  Note the code on 
    the ticket in front of them.  Zoom in on that ticket to see the code, then 
    punch it into the lock on Room #2.  The door will open and you take the items 
    inside, along with PEARL #6.
    Now, talk to the guy running the Shell Game.  Yes, that's Peepers.  You can 
    play the game for money, or you can just give him the password.  When he gets 
    the password, you'll automatically play the game.  Guess right and you'll get 
    the code for Room #3.  Punch it in.  Now, go in the room and push against the 
    locker to enter the secret room of the IRIS Network.
    They'll welcome you, set the stage, and give you your first mission.  You are 
    to infiltrate the Nutripils Factory on the edge of town.  Once there, you're 
    to gain evidence of the situation that's taking place there.
    While you're here, pick up the MDisk Nino leaves for you, and get a picture 
    of Meï (FELIS SAPIENS).  Anyone find it odd how they just let you take 
    pictures of their secret place?  Oh, well.  You also got a City Pass from 
    Hahn.  You're all set in the Bar, so head back outside.  On the way out, Hahn 
    requests that Jade use a code-name for her articles.  She doesn't hesitate 
    in telling them to use "Shauni" as her code-name.
    Now that you've got access to most of the city, it's time to put all those 
    Units you've been saving up to good use.  First, go down to Nouri's Stand and 
    buy PA-1 #5.  Now, go past the guards in the square (who won't stop you now 
    that you have a City Pass) and enter Ming-Tzu's shop.  Take a picture of his 
    eel (KOI KUMONRYU), then talk to him to start your buying spree.  I suggest 
    starting with PA-1 #6, then the two Detectors, then PEARL #15, then your 
    Super Strengthened Attack.  You can hold off on MECA IMPULSER #3 for a bit, 
    especially if you want to go back to Nouri's and buy PEARL #14 for 3000.  If 
    you have money left over, buy the remaining stuff, as well as some boxes of 
    K-Bups from Nouri.
    Also, say the password to Ming-Tzu and he'll open up the back storeroom.  Take 
    IRIS Editions 511 and 512 with you.  Also, talk to Ming-Tzu and have him sign 
    you up for IRIS Flash.  You can go to the nearby Reader and look at the two 
    issues of IRIS you just got.  Well, you're all set here.
    Now for some fun.  Head outside and to an unmarked door off to your left.  
    Enter and you'll find a locker with a POD, and a crate with Materia in it.  
    Now, push the locker out of the way to open a passage.  Crouch through it to 
    enter the "protected district".
    Crawl under the first beams, then roll (with B) over the next set, then roll 
    again over the set after that.  You're now in a processing area with lots of 
    conveyor belts.  The objective is to get on the belts and look for safe 
    ledges to jump from.  Head down the passage to your right, then ride down 
    the first belt.  Jump to the next one running parallel, then to the one below 
    running perpendicular.  Run against this third belt to reach the next ledge, 
    then hop off to solid ground.
    You're now in the main room.  Here's how it breaks down.
    Belt #1: Go with it a short ways to the nearby ledge.
    Belt #2: Go with it (watch out for canisters) to the ledge.
    Belt #3: Go with it, rolling over the first beams, and ducking under the next 
     set.  The ledge is shortly after it.
    Belt #4: Go with it, duck, then roll.  Ledge is on your right.
    Belt #5: Go with it, duck, roll, pass that ledge, then duck again.  Ledge is 
     on your right.
    Belt #6: Go with it, roll, duck, roll, ledge is on your right.
    Belt #7: Go against it.  Run down, and duck to the side ledges to let the 
     canisters pass.  Drop down from the last ledge.
    Belt #8: Go against it.  Go to the ledge right next to you and wait for a 
     canister to pass, then do a ducking roll, then a normal roll to the next 
     ledge on your left.
    Belt #9: Go with it, roll over the beams on the right.
    Now, to reap your rewards, which are a couple boxes of Materia, and 
    PEARL #16.  Hop on the belt to get carried back to the beginning, where Pey'j 
    has been patiently waiting.
    Okay.  That's all there is to do in the city.  Let's head back out the south 
    gate to Mammago's Garage.  Buy the Neutralizing Cannon from them with five 
    of your hard-won Pearls.  Now, you can target enemies above the water-line 
    by locking onto them.
    As soon as you leave the Garage, there'll be another DomZ attack.  This 
    time by DomZ Fighters.  You can either just weather this storm or try locking 
    onto them with your new Cannon.  Don't fire on the civilian ships, though.  
    At any rate, soon the attack will cease.
    Now, go back to the Vorax Lair, which is east of the Garage.
    Vorax's Lair (revisited)
    Land and have Pey'j knock down the wire fence.  As you pass through, Pey'j 
    will mention the Pearl Crochax fleeing the scene.  Chase after him.  Soon as 
    you enter the main cave, you'll be set upon by a bunch of Palinuruses.  Have 
    Pey'j knock them for a loop, then toss them into the ramps to knock them 
    down.  You can also try tossing them into the Materia deposits, but it's 
    tough.  Anyway, cross the ramp, and you'll face off against some Jellies and 
    Hard Jellies.  Once they're all kaput, use the red fungus to knock into the 
    ramps and the Materia deposits.  Cross the left set of ramps and use another 
    red fungus on the ramps ahead of you.  Once they're down, go back the other 
    way to the right ramps, all the way to the three Crochax.  The last one has 
    PEARL #12 in its clutches, so liberate it.  Now, you can leave.
    More Ocean Exploring
    Now that you have the Neutralizing Cannon, you can head up the eastern 
    canal.  Use it to take out the Filter Drone hovering over the area.  Now, you 
    can freely head up the beach to the east, and into the cave.
    This cave is Looters' Cavern 2.  This one has a lot more lasers than the 
    last one, including a few that move.  Remember you can always try again if 
    you fail, it'll just cost you another 100 Units every time.  Completion will 
    give you PEARL #18.
    Now, head north.  Take out another Filter Drone, then enter the large gate 
    on the west wall.  Land your craft, and get a shot of the slugs on the ground 
    (MACROPODIA OMNIVORA).  You can't do anything else here for now, so it's 
    back to the surface.
    Now, head in the direction of Black Isle.  Look past it, past the laser 
    cordon.  There's a whale leaping out of the water.  Try to get a good shot 
    as it's breaking the surface.  Snap as soon as you get a green (MEGAPTERA 
    PURPUREA).  Also, check the sky around the Factory for a flying manta ray 
    Okay, now, it's time to head to the Factory.  Use the Neutralizing Cannon 
    to bust down the Filter Drone in front of it, and enter through the back 
    door (yes, this is the back door).
    5D. Nutripils Are Made From People! =
    First, land and take out your Camera.  Grab a shot of the Vorax floating 
    around (VORAX NOCTURNUS).  Next, climb up and take it out, along with the 
    Crochax in the area.  Ignore the steel bars, and climb up to the other door, 
    with red barcode light.  Take a picture of that code and send it to the 
    governor, who'll give you the code for the door.  Open it up and enter.
    Lower Levels
    Have Pey'j weaken the grate so you can bust it open with a kick.  Take a 
    picture of the Giant Rats wandering around (RATTUS GIGANTEA), then start 
    making them extinct by kicking them.  Roll over the red beams, then duck 
    under the next set, then roll over the third set.  Push the nearby button to 
    deactivate the beams so Pey'j can join you.  Now, the two of you need to 
    push the nearby box into the little gulley, then into the electric beam so 
    you can climb over them.
    As you enter, you'll notice evidence of a Reaper in the area.  Take a look 
    at the elevator and ask Pey'j if he can get it running.  He'll fix most of 
    it, but it still needs electricity and a fuse.  You may be tempted to go 
    straight to the Electrical Room, but you won't get far just yet.  The place 
    you need to go first is the Laboratory, which is to the right of the 
    You'll end up in the West Wing.  Pey'j will mention the service elevator, but 
    don't bother yet.  Instead, walk all the way around the middle to the other 
    door, leading to the actual Laboratory.  In here, take the two stasis tubes 
    and push them to either side of the electric field to divert the current.  
    Pass through, and take out the Rats on the floor.  Try to avoid getting 
    squeamish at the dead cow.  Take a close look at its nose.  The tiny worm on 
    it is another animal (AEDES RAYMANIS).  Open the cabinet at the far end of 
    the room to get PEARL #19.
    Now, head back to the West Wing.  Open the Service Elevator.  Eep!  Take out 
    all the Spider Drones, trying to hit the ones that are currently attacking 
    you.  Once they're all out of commission, hop in the elevator and press Y to 
    have Pey'j work it for you.  Ride up to the top and walk across the catwalk 
    to the electric barrier.  When you arrive a Cyclopius will attack.  Avoid 
    its beam and try to knock it into the electric barrier, where both will be 
    destroyed.  Head through the door straight ahead of you.
    The door will slam shut behind you, and you'll witness a frightening scene.  
    You'll see a man in an army outfit being tortured by what appears to be a 
    DomZ device.  Take a picture of him and publish it.  Then, take a picture of 
    the red barcode on the locker to get the code from the Governor.  Use it to 
    open the locker and get the GYRODISK LAUNCHER.  Press Z to go into Aiming 
    Mode and fire at the DomZ device to release the prisoner.  It's Double H, but 
    he doesn't recognize his own code-name.  He does seem determined to help, 
    though.  Start by grabbing PEARL #21 from the torture device.
    Now, Double H is clad in thick Hillyan Army Armor.  Go over to the steel 
    bars and press Y and he'll barrel them down, but get a little carried away 
    with it.  Go outside the bars and you'll find him hanging.  Don't worry.  
    He'll be fine.  Edge along the wall and cross the gap over to the Reader, then 
    go to the right of the Reader and you'll be back in the Elevator Room.  Head 
    over to the middle of the room.
    Take a picture (CYCLOPEUS PALUSTRIS).  Start by smacking him around a bit.  
    He'll retreat to a higher vantage point.  Pull out your Gyrodisk Launcher and 
    shoot it in the eye.  If you're not quick enough, it'll fire energy bolts, so 
    watch it.  If you get him in the eye, it'll drop down back to your level.  Try 
    for another shot in the eye.  He'll throw his arms up to block himself.  At 
    that point, rush him and attack with your Daï-jo.  Repeat this process until 
    it falls back into the water and dies.  It will give up PEARL #22.  To get 
    to the Pearl, go back to the Factory Entrance from here and hop into your 
    hovercraft.  Guide your craft to the right of the two tunnels to get to the 
    spot where the Reaper fell.
    Lower Levels (pt. 2)
    From the Elevator Room, head down to the Electrical Closet.  In the first 
    room, time your movements to avoid the current from the swinging wires.  Once 
    you pass the wires, you'll reach a room with a map on the wall, and a vending 
    machine, which you should ransack.  As Pey'j observes, you need to move the 
    fan to make contact with the door switch, so hit the blade of the fan with a 
    Gyrodisk to turn it to the other side.  Once contact is made, press the 
    switch to enter the fuse room.
    Once you enter the room, circle round the other side and try to grab the 
    Triangle Key, but the key will get sucked into the Guardian it's sitting on.  
    Now, these Guardians can be broken down with several hits, but what I suggest 
    doing is telling Pey'j to body-slam.  The Guardian will pop up and you can 
    knock it around, may I suggest, to the electrical field?  Once they both go 
    boom, you can take PA-1 #7.  Also, grab the TRIANGULAR KEY that the Guardian 
    As you approach the triangular lock, five more Guardians will pop up and 
    attack.  Knock them into each other to destroy them quickly, then bust up the 
    last one however you want.  Once the house is clean, hit the triangle button.  
    This will stop the current for a few seconds.  Take both FUSES here, the one 
    on this side and on the far side.  Make your way back to the Elevator Room.
    Now, place the Fuse to the right of the door.  Now, you need power.  For that, 
    just look above.  There's a wire suspended over the electric field to the 
    right.  Hit the connector that's weakened to get power.  Now, hit the switch 
    to start it up.  Hit the switch one more time to get it moving.  Now, hop 
    on and ride up to the upper levels.
    The Upper Levels
    You'll reach the top of the elevator.  Pey'j will hand you an MDisk.  Now, 
    to open the next door, stand in front of a button, and press Y to have Pey'j 
    push the other one.  You have to press both at roughly the same time, so do 
    that so the door opens.  Once you enter the room, you'll be set upon by a 
    gaggle of DomZ Sarcophagi.  Since you didn't get a chance the first time, 
    take a picture of them now (SARCOPHAGUS DOMZII).  Defeat all the Sarcophagi.  
    Now, take all the PA-1's you've given to Pey'j.  Trust me on this one.  Also, 
    take most of the food you've given him, too.
    Now, climb up the machinery on the back of the room.  At the top, kick open 
    the grate and climb through the ducts.  You'll reach the X-Ray Verification 
    room.  This is the location of your FIRST PHOTO.  Look down at the cases as 
    they pass over the X-Ray machine.  Take a picture of the machine as it shows 
    the contents of one of the cases.  Now, take the other exit from this room.  
    You'll end up on some ducts.  Drop down to the nearby pipe.  An animal subject 
    just ducked out of sight.  Step away and wait a couple of seconds and it'll 
    come back.  Get close to him and take the picture of the white rat (RATTUS 
    ALBUS).  Now, head back to Pey'j.
    Uh-oh.  Bad.  Very bad.  Pey'j has been captured.  Fortunately, there's a new 
    tall box here in the Upper Hall.  Push it over to the door with the little 
    window in it.  Hop up on the box and look through the window.  Toss a disk at 
    the switch on the right side of the room to open this door.  You can use the 
    MDisk Reader to read the "For Jade" disk that Pey'j handed you.  Sniffle...
    Kick open the nearby grate to gain access to the vents.
    Shipping Room
    You'll soon find yourself crawling around sewers.  Double H will get your 
    attention and mention guards all over the area.  Time to go into sneak mode, 
    now.  The first section is just a simple traipse through the vents.  Just 
    don't make noise and you'll be fine.  When you're crawling under the guards, 
    just kick the rats out of your way and don't get bit.  Keep moving and 
    eventually, you'll emerge from the vents.
    Now, edge along the ledge to the next area.  This series of rooms requires 
    you to avoid contact, or being seen at all costs.  Here's how they break down, 
    room by room:
    Room #1: The two guards here will not turn or move, so just stay away from 
     them and you'll be fine.  Proceed to the next room.
    Room #2: The guard ahead of you will not move.  The guard to the right is 
     patrolling back and forth.  Stick close to the low wall, and move past when 
     his back is turned.
    Room #3: The guard walks back and forth, but only goes past the exit for a 
     short time.  I suggest sneaking up to him and kicking him in his breathing 
     tank, which will incapacitate him.
    Room #4: No sneaking here.  It's just Double H.  You have to hit the buttons 
     to remove the flames in succession, because they don't stay down long.  Once 
     Double H is across, have him push the button he's near to remove the beams.
    Room #5: One guard that doesn't move, yet he's facing in your direction of 
     approach the whole time.  Climb up on the nearby box and onto the platform 
     above him, then drop down the other side.
    Room #6: Two guards.  One rotates in place.  The other is stationary.  If you 
     want PA-1 #8, then sneak behind them when both are facing the same way, and 
     go under the pipe.  The cabinet in the room contains the items.  Otherwise, 
     continue on to the next area.
    X-Ray Verification
    Room #1: In this large room, you must hide behind the shipping crate as it 
     moves.  Stay so that it's between you and the guard on the other side of the 
     belt.  Once you make it to where the belt is higher, you can break cover and 
     head into the area with a bunch of crates.  Don't bother proceeding, as 
     you'll only run into a guard and a code-locked door you can't open.
    Closet: Take out all the Rats in the room.  Raid the vending machine.  Open 
     the cabinet.  Empty, eh?  Put one of the Starkoses you just got on the 
     cabinet.  Now, take out your camera.  Moving?  Take a picture when you get 
     green (BLABERA GREGARIA).  Now, if you want, you can climb up the boxes 
     next to the cabinet and use a Gyrodisk to open the vent.  This will get you 
     back to the Upper Hall.  The way forward, however, is to head back into the 
     other room of the closet, bear right, and climb up the boxes leading to... 
    Nutripils Vat
    Room #1: The guard is facing your direction, and he doesn't patrol or turn.  
     Solution?  Hit the switch on the big vat.  That will get his attention.  Go 
     around the vat the other way and past his position.
    Room #2: No sneaking required here.  Push the switch and you'll get an MDisk 
     called "Surveillance Camera".  Also, open up the cabinet.  Take Pey'j's 
     Jet-Boots and anything else inside.  Move to the right of the cabinet to 
     find two Cyclopiuses.  Knock one into the electrical field nearby, and the 
     other into the field further back.  Go into the field further back.
    Computer Room
    In this room, take the MDisk in the storage unit (Hillyan Army Database), and 
    you can view both disks you recently picked up in the Reader.  Once finished 
    there, you can head back down to the Vat room and take the other exit, to...
    Room #1: Can't go right due to lasers.  Can't go left due to square lock.  
     Can only go forward.  Roll and duck past beams.  Next, hit the switch.  The 
     far door will open, and beams will activate.  Quickly get past red beams and 
     through the door.
    Room #2: Sneaking time.  Duck under the beams and stay ducked.  When the one 
     guard turns his back, duck-roll for the red-lined vent.  Pass through, then 
     climb up to the guard's level.  Stay low, and either kick him to silence him, 
     or just dash straight for the blue elevator.
    Room #3: Two guards on a patrol around the room.  They stay relatively close, 
     so get behind the back one and tail them around the room until you get to 
     the door.
    Room #4: This is a box-on-belt room like back in X-Ray Verification.  Stay 
     along the box as it moves.  As soon as you're past the blue beams, grab onto 
     the box.  A crane will come and grab it and carry you over to another belt.  
     Get off the box and run along the belt.
    Control Room
    Room #1: Duck under the blue beams and the electric field.  Hop off near the 
     Reader.  Edge along the ledge under the window.  Well, that ain't a pretty 
     sight.  Unfortunately, you can't get a shot from here.  Keep moving along 
     the ledge.  At the end, fire a disk at the switch above the field to move a 
     platform over to you.  Get on and hit it again, then duck under the field.  
     Move on through the hole in the wall.
    Room #2: The guard here rotates to the left, then to the right.  Just time 
     your movements so you can get by him and through the glass door.  Now, 
     Double H will call out to you (boy, does he get around).  He'll tell you to 
     take your picture.  Line up a good shot, say cheese, and capture PHOTO TWO, 
     the picture of the unhelmeted Alpha Sections.  Continue on the path in front 
     of you.
    Room #3: This part has two guards marching mirror patrols.  Get moving as they 
     start marching away from you, up the ramp, and through the door.  Follow the 
    Room #4: In this room is one guard on a circle patrol.  You'll need to avoid 
     the blue beams by ducking and rolling.  Try not to make too much noise.
    Room #5: Crawl down behind the railing all the way down the ramp.  There are 
     two guards here.  One is on a circle patrol, and the other looks in front and 
     behind him.  Follow the circling one, while avoiding the about-facing one, 
     and make your way to the cabinet.  Pick up the SQUARE KEY.  Now, you can 
     leave by just going past the about-facing guard.
    The Last Rooms
    You're back in Routing now.  The square lock in front of you should be 
    familiar.  Open the door and proceed to X-Ray Verification.  Use the Reader 
    if you wish.  Now, sneak around the corner, avoiding the guard, and get a 
    picture of the barcode.  Use the code on the door and you'll enter the last 
    area: the Loading Dock.  Take out your Camera and you'll automatically focus 
    on the Alpha Sections commander and Pey'j as he's loaded up.  Suddenly, a 
    large DomZ creature shows up.  The commander stutteringly reports the 
    threats neutralized.  You are seen.  The commander is punished for his 
    failure, and the DomZ creature spits out a pod, which you avoid.  The shuttles 
    take off for the Slaughterhouse.  You have a more immediate problem...
    The pod creature has adapted itself to a nearby cage and two grabber arms, 
    which it's using as legs.  Smash one of the legs and Double H will show up, 
    ready to work as a team.  Press Y and he'll attack one of the legs.  If the 
    two of you attack both legs at the same time, the creature will fall and the 
    pod will be exposed.  Hit it with a Gyrodisk to damage it.  Keep doing this, 
    avoiding the laser beam and homing shots.  Four disks to the pod will destroy 
    it, and you'll get PEARL #20.
    Leaving the Factory
    Leave by the now open door.  Take PA-1 #9 from the cabinet.  Follow the path 
    to the elevator, then down to the West Wing.  Drop down from the catwalk and 
    proceed back up to the Elevator Room, then back to the Factory Entrance.  
    Take out the Vorax and Crochax that have returned.  Have Double H knock down 
    the bars blocking the way.  Take everything from the vending machine.  Hope 
    you brought that second fuse with you, because it goes right there.  If you 
    didn't, you have to go all the way back to the Electrical Closet and get it.  
    Anyway, put it back and suddenly Double H will suffer the after-effects of 
    being infected by the DomZ.  You need to take him back to IRIS, and you have 
    4:30 to do so, so get moving.
    Once you get back to IRIS, Double H will be saved.  You'll be thanked for 
    your efforts, and given your next assignment at the Slaughterhouse.  The 
    people of Hillys have shown their support for IRIS and have been donating 
    Pearls.  Enter the secret compartment to get PEARLS #23-27.
    5E. Racing Your Way to the Top =
    Your next mission is to get to the Slaughterhouse through the races.  If you 
    haven't already go to Races 1 and 2 in the City and place in the top four to 
    qualify for Race 3.  Before you get moving there, there are a few things to 
    City Cleanup
    First, head to the fountain square.  There's a Square Key door near here.  
    If you haven't already, go talk to the goat-man in Room #1 in the Akuda Bar.  
    He'll give you the code to the cabinet inside, which has PEARL #13.
    Next, go to Ming-Tzu's and get the latest addition of IRIS, 513.  Yeah, you 
    made it, but it's nice to see the results of your handiwork, eh?  Also, buy 
    any items from Ming-Tzu that you didn't get a chance to earlier.  If you 
    haven't done so already, buy PEARL #46 from Nouri and PEARL #47 from Ming-Tzu.  
    Now, go to the Akuda Bar area, and look for a Triangle Door across from its 
    Alpha Sections Underground Quarters
    You found another obstacle course under the city.  Move the box with Double 
    H's help and crawl through the opening.
    Room #1: This one's tall.  
     Floor #1: Duck under the blue beams, then hang from the ladder.  Wait until 
      the red beams subside before dropping.
     Floor #2: Hang from the ladder and wait for the beams to move out of the 
      way before dropping.
     Floor #3: Hang from the ladder and drop.
     Floor #4: Carefully crawl around the edge of the room.  Make sure you're 
      behind one of the boxes when the red beams pass or you'll get zapped.
     Floor #5: As you edge along the pipes, time your movements to avoid the 
      disappearing red beams.
     Floor #6: Edge around the left.  There will be red beams in front of you, 
      and a red beam following you around.  You'll have time, but it'll be tight.
     Floor #7-9: Watch when you drop and roll over the red beams if necessary.
     Bottom: Walk around the ceiling to the opening.  Avoid the blue beams and 
      drop down to the floor.
    Room #2: Guards here, as well as M5 Turrets.  If you get spotted, you die.  
     No pressure, though.  Just follow closely behind the two rotating guards and 
     climb up the vent when you get to the other side.  Crawl through this vent 
     to the end.  Take a disk shot through the broken window at the switch, then 
     back up and shoot another disk at the switch through the larger opening.  
     Drop down this opening.  Congratulations.  You got PEARLS #67-69.  Don't pat 
     yourself on the back yet, though.  You still have to get out.
    Room #3: Relatively easy.  There's one patrolling guard.  Follow him around 
     while crawling.  Once you reach the switch, wait for him to walk away a bit, 
     then hit it.  Crawl through the now open door.
    Room #4: This room's just one big lift to get out.  There's a guard on your 
     left as you enter (but it'll be right once the perspective switches).  Now, 
     you have to ride up and avoid the guards stationed along the walls.  There 
     are lights on the walls to precede a guard station, so hide behind the boxes 
     accordingly.  The order is: Right (the very first guard), Left, Right, Right, 
     Back (and this guard hops on the lift, so hide behind the back box), then 
     Right.  Once you reach the top, either let the guard go or kick him for good 
     measure, then crawl into the duct and you'll land in an unmarked house.  
     Deactivate the lasers, take the two Boxes of K-Bups, and get out of there.
    Alpha Sections Warehouse
    Now, head over to near the entrance of the PedDis.  Do some poking around and 
    you'll find a steel-barred door.  Have Double H knock it down and enter.  
    Proceed over to the elevator and have Double H press the button to lower you.  
    Room #1: There is one guard here.  Once you enter the main room, you can 
     go over to the part of the floor where there's no railing, drop down, then 
     climb up to the cabinet for some PODs.  To move forward, simply roll from 
     cover to cover as the guard has his back turned, then through the door.
    Room #2: There's both a guard and some Searchlight Drones positioned.  If 
     either spot you, you're toast for the M5 Turrets.  Fortunately, the drones 
     don't sweep over your actual cover, so just time your movements to avoid 
     them.  Move around the guard and enter the door.
    Room #3: This room has a pressure plate that opens the door.  When you step 
     off, it will slowly close.  Make your way around the room, avoiding the 
     roving laser, as well as the blue beam, and through the door before it closes.
    Room #4: Grab PEARL #42 and the Materia hanging around.  Now, cross this 
     section that was just like the last room, only with two roving lasers instead 
     of one.
    Room #5: Once you're through grab PEARL #43 and PEARL #44, as well as the 
     Materia.  Head through the door to the lift.
    Escape: Now, just deactivate the grid and we're outta here.  WHOOOOA!  Maybe 
     this wasn't done as cleanly as you'd hoped.  Run for all your worth away 
     from your pursuit.  Be sure to watch for turns in the path, and jump over 
     low beams.  When it seems you can't go forward any more, move in a 
     counter-clockwise fashion as the path goes over your original one.  
     Eventually, you'll reach some boxes.  Climb up them and you'll escape.
    Now, we can leave the city.  Go out the south channel.
    Jumping for Joy
    Head straight to Mammago's Garage and buy their JUMP JETS for 15 Pearls.  
    With these, you can press B to jump.  Head back into the city.  There are 
    some laser cordons running around in the Main Canal.  Hop over them and look 
    for a crate back here in these cramped canals.  Blast it open to get 
    PEARL #65.
    Alpha Section Underground Quarters (pt. 2)
    Now, enter the west gate in the channel that runs around the city.  We went 
    here before for an animal.  Now, we're going to finish it up.  Open the door 
    with the square lock and you'll see a Pearl Crochax.  Follow him.  Knock the 
    Guardian into one of the electric fields, then press the switch to drop 
    another Guardian and bash him into the other field.  Go right, and knock the 
    Cyclopius into the field here.  Also, open the cabinet and grab MECA 
    IMPULSER #4.  Continue on and push the switch to drop a Guardian to knock 
    into the field.  Knock the Cyclopius into the next field, then keep creating 
    Guardians to knock into the last two fields.  At the end are three Pearl 
    Crochax.  Wrestle their treasures from them to get PEARLS #39-41.  You may 
    now leave.
    The South Sea
    Now that you have your Jump Jets, you're free to hop over the laser barriers 
    to the south and explore the waters down there.  First thing's first.  Head 
    to the northwest of the lighthouse to find a giant flying manta ray (MANTA 
    MAGNIFICENS) and south of the lighthouse to find a big blue whale 
    (MEGAPTERA BOREALIS).  Also on nearby islands (one near the laser cordon, 
    and the other off to the southwest) are Looters' Caverns 3 and 4.  These 
    Looters courses are tough and require you to use your Jump Jets effectively.  
    Stay sharp and keep practicing and you can have PEARLS #49 and #51, 
    The Slaughterhouse Circuit
    Now that we've done all there is to do up to this point, it's time to head 
    to the Slaughterhouse Races (your Compass will point you to it).  Before you 
    actually tackle your mission, if you want, you can just perform Races 3 and 
    4 as normal.  Getting first place in those races will net you PEARLS #71 and 
    However, the point here is to go to Race 3.  About halfway around the track, 
    after a hard left turn, Double H will mention the passage.  Just after a 
    boost pad on the left wall is a series of red beams.  Get some speed, hop 
    over them, and you've left behind the tranquil world of hovercraft racing...
    5F. Do You Smell Something? =
    Your mission here, besides looking for Pey'j, is to obtain further evidence 
    of Alpha Section activity.  Once you reach the main complex, you'll find 
    you'll have three locations to get to, and that you can take them in any 
    order.  First, let's get inside.
    Slaughterhouse Road
    You'll leap out of the racetrack onto a metal path, which will lead you to 
    the Slaughterhouse.  While on this path, you'll be under fire from an Alpha 
    Sections Giant Spiderbot.  You'll have to avoid explosions, lasers, and flame 
    jets as you race along this causeway.  If you hit a ramp that lifts you up, 
    hit B to get extra lift, which will definitely carry you any serious 
    Slaughterhouse Quarter
    You'll hop off the road and into water.  Swimming around in the water are 
    several eels (ANGUILLA BIFIDA).  There's an Alpha Sections Torpedo Launcher 
    above you.  If you get caught in its searchlight, it will toss a torpedo 
    that you'll have to shake.  Now, if you explore the area a bit, you'll find, 
    underneath an overhang, a passage blocked by a Large Mine.  Go back and find 
    a metal crate.  These only get knocked around when you shoot them, so shoot 
    it all the way around into the mine blocking your passage.  Alternatively, 
    you could get a torpedo to chase you and try to get it to run into the mine, 
    which is a lot more exciting.  Anyway, after you pass the mine, you'll find 
    another box behind it.  Shoot that ahead and you'll run it into another 
    mine.  From here, you can dock nearby.  Raid the Vending Machine there, and 
    use the Reader if you wish.  Head towards the gate, and you'll be set upon 
    by several DomZ Sarcophagi.  Waste them all, then get between the gate's doors 
    and start pushing to open them.  Once they're open, hop back into your 
    hovercraft, hop up to the spot where the Reader is using your Jump Jets, 
    then coast on through the gate.
    Exterior Moats
    Shoot the crate out of your way and make your way past these rotating Laser 
    Turrets.  The high lasers you can coast under, but the low lasers you have 
    to jump over.  Once past this mess, you'll get swept away by a fan.  Use its 
    momentum to jump over the small minefield in front of you, then head up the 
    nearby ramp.  At the top, you'll find fans that can push you off, so keep 
    pushing in towards them and avoiding the mines dotted around the area.  Avoid 
    the updraft, then move to the next pool, and in-between the two fans, to the 
    open passage.  Head through and you'll drop down in a new pool.
    The object here is to push three boxes into the large mines blocking your 
    way.  The first one is right in front of you.  To get to the others, head 
    through one of the two passages right next to each other (they go the same 
    way).  Then, in the next room, go up the ramp.  At the top, shoot the box off 
    the ledge.  Then, before dropping off, manuever around the outside and shoot 
    the other box off, then shoot them both into the mines.  Hop over the smaller 
    mines and move on.
    Slaughterhouse Entrance
    This is pretty simple.  First, note the black slug in the corner wreckage 
    (TRILOBITES SALTANS), then dock where the frogs are hopping around.  Aim a 
    Gyrodisk up into the green room to hit a switch to open the gate.
    Surveillance Room
    Your adventure begins here.  First, dock near the gate and climb up the 
    structures to your left.  Double H won't be able to follow.  Once you reach 
    the top, you'll find a Surveillance Robot attacking.  Avoid its blaster shots, 
    then fire Gyrodisks at it.  Four shots will bust it open.  Once that's toast, 
    raid the nearby vending machine.  
    Now, you have to open the way for Double H, and it's a bit roundabout.  First, 
    you should note that there's a switch on the far end of this room.  If you 
    want a closer look, cross the floor with the lasers (crouch under them), and 
    to the right of the Reader, you'll find the switch.  This opens the main gate, 
    but if you just pressed it here, you wouldn't have enough time to run back 
    and move your craft under it.  Instead, go back to the side you were 
    originally on, and go to the corner so that you can see the switch from behind 
    the notched wheel.  Fire a Gyrodisk so that it passes the notched wheel and 
    hits the switch, then drop down to the structures below, book it to the 
    hovercraft, then under the gate.  Now, you can land on the other side and 
    Double H can follow you up.
    At this point, your mission can split into one of three paths.  You can do 
    them in any order, and they all lead to one of your photos.  There's one right 
    here, so we'll do it first.
    Path #1: Surveillance Room
    Dock and climb up to the area we were in before.  There's a door next to that 
    Reader, but it's busted.  You'll have to take the long way there.  To the 
    left of the Reader are pipes you can climb up on.  Climb up, as high as you 
    can, then move to the right.  Hop onto the huge gate you just opened.  Have 
    Double H push the button, and the gate will rise with you on it.  On this side 
    is the path ahead, but if you want another animal, go to the other side of 
    the gate, and climb up to the Ventilation room.  Take out all the Rats, and 
    use a Gyrodisk on a switch above the flame to get rid of it, then take the 
    shot of the red jelly that's left behind (IGNIS IGNIFERA).  Head back to the 
    Surveillance Room and have Double H hit the gate again.  Cross the gate and 
    hop up the other side.  Drop down and climb through the broken window.
    Path #1: Trolley Entrance
    Drop down to the floor and tango with this shielded Cyclopius.  You'll have 
    to avoid its beam until its shield drops, then knock it into the electric 
    field.  Now, there's are bars nearby, so it's time to get Double H over here.  
    Head through the electric field and open the nearby cabinet to get MECA 
    IMPULSER #5.  Now, proceed to the left and drop down into the next room.  
    Take a picture of the map on the wall and head out the door, back to the 
    Surveillance Room.  Go over to Double H to get his attention, and go back to 
    the Trolley Entrance room.  He'll help you push the box so you can climb back 
    up to the place you fought the Cyclopius.  Have him bash down the bars.
    Now, head up the ramp and engage the Alpha Sections guard.  Have Double H 
    tangle with him while you get him in the tank from behind.  Now, there's an 
    animal in this area.  See those bubbles?  Fire a Gyrodisk at the direction 
    of the bubbles and your quarry will hop over to the next pile of stuff.  Your 
    time to take a picture is when it's hopping in between them.  It's probably 
    the toughest shot, but it's doable (TIMOREA SAPONIFERA).  It's best to start 
    moving the camera in the direction it's going to hop just after firing the 
    disk.  Once done there, hit the switch to get the trolley over to your side.  
    Hop inside and hit the switch inside to get moving.
    Path #1: Central Hall
    Raid the vending machine.  Also, have Double H press the switch on the 
    machine and get ready to capture the green amoeba as it hops between the 
    pipes (AMOEBA SALTANS).  Now, walk down to the lower room and you'll face 
    three Guardians.  Knock each one into one of the electrical fields.  If you 
    mess up, just press the nearby switch to drop down three more.  Anyway, one 
    of the Guardians will drop a TRIANGULAR KEY.  Give this one to Double H.  
    Behind the double electrical field is a Reader and PEARL #52.  Behind the 
    other field is your exit, which is requires two Traingle Keys.  Have Double 
    H press one and you'll press the other.
    Now, in this next hallway, remember that Double H has laser-proof armor.  Get 
    close to the beams and press Y and he'll head for the switch at the far end.  
    Once he presses it, roll over the blue beams.  Do the same thing after 
    rounding the corner, and the next one.  At the end, you'll reach the 
    observation point.  You can take your photo from here, but it's much more fun 
    to take out the bad guys first, especially since you have Double H to help 
    you.  Once they're dead, you can raid the lockers.  Anyway, for your shot, 
    look out through the window at the spaceship, to see people being loaded into 
    a cruiser.  Take a shot of one of those people for PHOTO #1.  Now, head all 
    the way back to the Surveillance Room, hop on the hovercraft and head further 
    into the Slaughterhouse.
    Path #2: Interior Moats
    Take a left as you enter, and then your first right.  The camera will point 
    out a landing spot to you.  Climb up the right side of the area, using your 
    accelerator and jump jets.  Dock once you reach the top and enter.
    Path #2: North Wing
    Room #1: In front of you is a pipe you can squeeze by.  Turn left.
    Room #2: Look out in front of you and fire a disk at the switch to move the 
     platform and take out the guard.  Get on the platform and hit the switch 
     again, the avoid the electric fields.
    Room #3: Four guards and an M5 Turret here.  The mist on the floor is your 
     cover.  Make sure you know which way each guard is facing before making a 
     move over clear territory.
    Room #4: Kick the power box before the beams, then get around the beams and 
     grab the FUSE.  Place it next to the elevator to get it moving.
    Room #5: There are two Cyclopiuses here.  Knock them into each electric 
     field.  One field guards a cabinet with food.  The other is the way forward.  
     Before going that way, instead head to the nearby catwalks to find a door 
     without a field.  Sneak past the guards, mines, and the Surveillance Module 
     here to reach PA-1 #10.  After that, head back to the other room and pass the 
     other field you destroyed.  To the left is a Pearl behind some beams, and to 
     the right is your way forward.  Avoid the mines.
    Room #6: This is a tough room.  Wait for the guard nearest you to start 
     walking away, then follow him.  The other moving guard should be moving 
     away by the time you get to the end, so hide behind him.  Duck into the hole 
     as the first guard starts moving back, then get PEARL #70 in the hidden room.
     You can leave by deactivating the red beams.  Now, go back around and do the 
     same thing, only this time follow the second moving guard all the way and 
     duck out of the way at the end.  Go through the door on the right to move 
    Room #7: In the left half of this room, push the box out of the way of the 
     hole.  You need a FUSE in the right half of this room, and to get it, kick 
     the power box in this half, then scoot through the hole, and over the beams 
     to grab it.  This will deactivate the electric field in front of the 
     elevator.  Press the switch inside to move on.
    Room #8: The guard doesn't move, so carefully move up the ramp, avoiding the 
     mines, and sneak behind him.  Silence him, then enter the door behind.  Take 
     all the stuff in this room, including PA-1 #11.  Head back out and down the 
     ramp and through the door.
    Room #9: Crawl through the hole in the wall.  When you reach the next area, 
     wait until the guard steps on the platform near the switch, then fire at the 
     switch, which will move the guard into the field.  Zzap.  Hop on the 
     platform, hit the switch and duck under the field, then move on.
    Room #10: Two guards circling, and another at the far end about-facing.  You 
     know the drill.  Follow one around the circle, and avoid being seen by the 
     about-facer at the end.  Put the Fuse you have into the slot.
    You're now back in Room #1.  Double H will be here (having taken the short 
    way).  Head down the path here.
    Path #2: Central Hall
    Hop up and face the three Alpha Section Soldiers here.  After they're gone, 
    go up the ramp and zoom in and take PHOTO #2, which are the Hillyans being 
    loaded onto a conveyor belt, with their heads sticking out of the cases.
    Head back to the North Wing, deactivate the lasers and head back to the 
    Path #3: Interior Moats
    Head to the northwest corner of the map in here.  There are Large Mines 
    blocking the way in, so shoot some boxes into them.  Try your best to get 
    through the field of small mines inside, then dock, and raid the vending 
    machine.  Head inside.
    Path #3: East Wing
    Room #1: Have Double H smash down the bars, and he'll also get a guard.  Go 
     around to the left and climb up the ladder (if you want, you can have Double 
     H deactivate the field nearby and access the Reader).  Kick open the vent and 
     move forward.
    Room #2: Wait until the guard is facing away, then disk him in the back.  
     Hit the switch with a disk so you can get through the door quickly.
    Room #3: Open the cabinet for some Boosts.  Continue along the path.
    Room #4: You're on a catwalk above a decent-sized room.  The way down is 
     further ahead.  Hop down when the nearest guard has his back turned, then 
     make your way around to the right side of the room.  Use the tanks as cover 
     as you avoid the next two guards to get through the door.
    Room #5: Hang a right.  Push the box onto the elevator.  Push the button to 
     ride it down.  Now, kick the power box and grab the FUSE.  The reason you 
     used the box was so that you can climb out now.  Do so.  Now, if you don't 
     want a Pearl, run up the ramps, use the Fuse, and head on to Room #8.  
     Otherwise, hop into the blue light-a-vator.
    Room #6: You have one circling patroller and one about-facer.  Follow the 
     patroller when the other's facing away, then head through the other door.  
    Room #7: PEARL #48 awaits.  Through the other door is rotating guard.  Pass 
     him and hit the button to lower the red beams.  Then, insert the Fuse and 
     hit the button.  Crawl through the hole.
    Room #8: Cranes in this room.  Grab onto a box they put in the middle of the 
     room.  When the next crane grabs it, it'll go over a belt.  Drop off when it 
     starts shaking you, then explore this lower area for stuff, including 
     PA-1 #12.  Now, leave by removing the red beams.  From here, just crawl out 
     of the ducts, and hang a right to leave the crane room.  Head through the 
    Room #9: Kick the box to deactivate the current, then drop down to find 
     Double H.  Move carefully past the minefield, then down to find some slugs 
     who don't really like you in their territory.  Fend them off.  Once they're 
     all toast, climb up the pipes near the Power Box.  Have Double H whack it, 
     then keep climbing.
    Room #10: Two guys standing still, while there's another pacing behind them.  
     Follow the pacer, then duck into the shadows about halfway.  Wait for him 
     to go back past the other way, then move on.
    Path #3: Central Hall
    As you step into the main area, fire a disk at the guard to sabotage his 
    breathing tank and eliminate him as a threat.  Deactivate the lasers and 
    move on.  There's another guard up ahead.  Slap him with a disk, too.  After 
    that, you'll come upon an area with two guards.  Toss a disk at one of them.  
    The other will notice the problem and come to help his buddy.  Hit that one, 
    too and they'll both be out of commission.  Now, hop over the blue beams and 
    finish them off.  Take the FUSE here, and aim your camera out in the distance, 
    at the DomZ Sarcophagi encased in the glass.  Take PHOTO #3 and send it to 
    IRIS to publish your story.  Now, roll back over the beams and place your 
    Fuse in the nearby slot.  Deactivate the lasers, hop on the lift, and 
    activate it to ride back to the East Wing.  From there, you can go back to 
    the Interior Moats.
    All Done?
    Once you've taken all three photos, head back to the Surveillance Room.  
    Instead of messing around with the gate, just head around to the left and 
    you can bust through a mesh screen.  Head back to the Slaughterhouse Entrance, 
    and take a picture of the barcode.  Enter the code to open the gate.  Head 
    back to the Exterior Moats, and hang a left to the tunnel with lights.  This 
    will take you back to the races.  Now, it's time to head back to IRIS and 
    5G. Earning Your Wings =
    As soon as you hit the surface of Hillys, you'll get the alert for another 
    DomZ attack.
    This Sea Serpent doesn't keep to the water like the first one.  It will hover 
    above it as well.  Well, it's a good thing you have the Neutralizing Cannon.  
    Keep locking on and firing at it.  It will run past the laser cordons, so 
    make sure you hop them.  Really, the lasers are a greater danger than the 
    Serpent.  Once you turn the Serpent into chum, you'll get PEARL #50.
    Head back to the City, to the IRIS Network's Den.  You'll finally meet the 
    Governor of Hillys face-to-face.  She'll give you a STAR KEY.  While you're 
    all talking, you'll get a very interesting transmission on the Den's radio.  
    Your mission now is to get to the moon.  For that, you'll need a spaceship.  
    After the talking's done, head into the back room and collect PEARLS #53-64.
    Before you leave the Akuda Bar, talk to Francis and get ready to engage him 
    in some serious playing.  If you win the bet, you can get PEARL #45.  Go to 
    Ming-Tzu's and buy PEARL #66 from him, and pick up IRIS 514 from the back 
    Now, it's time for ten more Pearls.
    Alpha Sections HQ
    Go to the star switch in the fountain area and deactivate the lasers.  Hit the 
    switch to bring down the elevator, then hop in and have Double H hit the 
    switch to send you up.
    All right.  There are M5 Turrets and guards EVERYWHERE, so listen up:
    Outside Part #1: Scoot around the front with impunity, under the overhang and 
     along the wall.  Then, head behind the guard and climb up the ladder to the 
     next level.  Wait for the patroller to turn and head away, then follow him 
     until you reach the shadowy corner.  Wait for him to pass back, then hop up 
     onto the ladder behind him.  Grab the next level but don't climb up until the 
     nearest guard is walking away from you.  Scoot behind him and under the pipe.  
     Wait for the next guard to walk away, then get past him.  Climb up the 
     ladder, then crawl across the pipes to the far wall.  This is, for lack of a 
     better term, the "continue" spot, where you'll go back to if you die from 
     here on.
    Outside Part #2: Wait until the rotating guard is turned away, then hop down 
     to the roof then, hop over to hang from the ledge.  Wait again until he's 
     turned away, then climb up and move around behind him.  Climb up the boxes 
     in the back and up to the nearby building.
    Outside Part #3: Now you're edging along the outside of a building.  The guard 
     inside is circling around the room, and he CAN see you through the windows if 
     you let him, so wait until he's looking away before moving.  Go all the way 
     around the outside of the house, then duck in through the doorway.  Avoid 
     the guard, and press the switch to open the door.
    East District
    Grab PEARLS #29-38 here.  Leave by the door with the square switch.  Use the 
    roll to hop over the pipes and go to the next room.
    Uh-oh.  General Kehck doesn't look too pleased to see you.  RUN!!!
    Run down towards the screen, then left, then towards the screen onto the 
    rooftops (feel like The Matrix?)  Don't mind the slowdown, just keep moving.  
    Follow the rooftops, leap the gap, then run across some more, avoiding more 
    laserfire. When the rooftops end, head up away from the camera.  Roll over a 
    collapsed pipe and you'll leap out towards Double H and the way out of this 
    Well, that was fun, wasn't it?
    Baby Beluga
    Now, it's time to find your spaceship.  If you haven't already, look at the 
    "For Jade" MDisk you were given by Pey'j before he got captured.  Now, look 
    at Pey'j's Jet-Boots in the inventory with X.  Use the C-Stick to rotate 
    them.  Codes?  Go back to the Lighthouse.  Now, you'll need to find two 
    consoles to put those codes into.  One console is upstairs in the kids' 
    sleeping room behind a bulletin board.  The other is down in the hangar, 
    behind another bulletin board.  Put the left shoe's code in the console 
    upstairs, and the right shoe's code in the one in the hangar.  This reveals a 
    button in front of the lower console.  Press it.  Ooooo...  Pretty.  Head up 
    to the desk and grab the MDisk, which has the Beluga Check-Up on it, as well 
    as the FLIGHT STABILIZER.  You can place one of the stabilizers in one of the 
    wings of the ship, but you'll need to find another.  The boys at Mammago can 
    help with that.  Head out to the Garage and pick up the other FLIGHT 
    STABILIZER for 20 Pearls.
    Heading back to the Lighthouse, you'll see something rather disturbing.  
    Quickly land and dock.  Run up to the lighthouse and begin searching.  Go 
    upstairs and into the kids' room, where the first console is.  After the 
    cutscene, re-type in the code on the console, then head outside.
    Surviellance Robots have been deployed to stop you.  You have to take them 
    all out using your Gyrodisks.  Once all four are down, head back down to the 
    hangar and hit the button again to open the way to the ship once more.  Place 
    the second stabilizer and hop in.
    Now, the way this ship works is very similar to the hovercraft, only you can 
    go up and down, too.  B is used to connect from the hovercraft to the ship, 
    or to drop it off if you're in the water.  You still have the blaster and the 
    Neutralizing Cannon, and you're going to need them, seeing how as soon as you 
    leave in the ship, there's another attack.
    Now you can attack these flying monstrosities on your own terms.  Tail the 
    Serpent, hammering it with Cannon and blaster shots.  Watch for the spread 
    laser attack it uses to fend you off.  Once you sink this slug, you'll get 
    PEARL #73.
    Volcano's Treasure
    Even though you have the power of flight, there aren't too many extra places 
    to go.  However, there's one place you may remember hearing about.  Head to 
    Black Isle, into the volcano crater.  Dip into the water and press B to drop 
    off the hovercraft, then head inside.
    Dock the hovercraft, then open up the nearby cabinet for MECA IMPULSER #6.  
    Also, on the wall is the last animal on Hillys (AURELIA MAGNIFICENS).  Yes, 
    your Animal Detector now shows nothing, even though you're short an animal.  
    He's out in space.  Anyway, to the task at hand.  Head through and climb up 
    the shaft.  When you see the ramps, hop across to the left and edge around.  
    Go up to the red fungus and press Y for Double H.  Knock the pod into the 
    ramps so he can join you.
    Proceed into the main cave.  You'll face your first three Pearl Crochax here, 
    PEARLS #77-79.  Once they're kaput, go left and face another for PEARL #74.  
    At the end of this run is a red fungus.  Knock the pod into the distant 
    ramps, then make your way back, taking out two more for PEARLS #75 and #76.  
    Now, take the right path and knock your way past the amoebae, then you'll go 
    against four more for PEARLS #80-83.  Move on, down the ramps, and to the 
    final area, where you'll face the final five Crochax for PEARLS #84-88.
    You should at least have 30 Pearls in hand by now.  If not, look in the Pearl 
    list section later on.  In any case, getting all 88 Pearls will automatically 
    give you MDisk #14, the Pearl Game.  You can leave the Volcano now.
    Power to the Engines, Mr. Scott
    Cruise on back to the Mammago Garage and land your ship there.  Buy their 
    Stellar Motor for 30 Pearls.  Now, hop back on, and get ready to head to the 
    outer limits.  Fly up to the ceiling until you get the prompt to press X, then 
    do so.
    5H. Fly Me To the Moon =
    I feel so insignificant.  'Course, I ALWAYS feel insignificant...
    Your final animal is before you.  Yes, in that big block of space ice.  Hammer 
    it repeatedly with blasterfire, avoid the ice chunks, and you'll free the 
    space whale (MEGAPTERA ANAEROBIA).  If you got them all, you'll get MDisk #8, 
    which is the publication of all the animal pictures you've snapped.  Anyway, 
    fly straight to the moon once you're done.
    There's only one structure here.  Fly towards the transmitter and up its 
    docking bay.
    Transmitter Entrance
    There are a few things to do, but for now, just ransack the vending machine, 
    including PA-1 #13, and use the Reader if you wish.  Head for the nearby 
    two-button elevator.  Command Double H to stand on a button while you stand 
    on the other and we'll head down into danger.  DANGER, I say!
    DomZ Base
    Room #1: Follow the light beam.  At the end, look to the left for a little 
     green glow, and pick up the MIRROR.  Go back and to the right a bit to find a 
     pedestal to put it on.  It will rise up once you do that.  Now, go to the 
     mirror that the light's bouncing off of, press A next to it, and rotate it 
     until hit hits the new mirror.  Now, go to the new mirror, and rotate it to 
     the left until it hits a sensor back near the elevator.  Grab the MIRROR in 
     the little pocket you opened, then go back to the second mirror pole and 
     rotate it back to the right until it hits the sensor nearby to open the way 
    Room #2: Place the loose mirror on the pedestal right in front of you.  Now, 
     you can either rotate it to the right a short way, or go further to a nearby 
     sensor, if you want some Materia.  Otherwise, aim the light beam down the 
     passageway until you get a *ting* sound and follow the beam.
    Room #3: You can't manually turn these mirrors, but the panels on each side 
     suggest turning them with your Gyrodisks.  Stand behind each mirror and hit 
     them on the right panel (to turn them left) until they hit another mirror.  
     The last mirror will point the beam down a long passage.
    Run to the end of this long hallway.  Ah, there's Pey'j.  You now have to 
    lower all the walls surrounding him using the light.  Take the first mirror 
    and point it to the left so it hits the mirror directly to its left, then 
    continue so on around the outer ring.  Once you make a complete ring, the 
    outer wall will disappear.  Now, just move the first mirror (the first one 
    that gets hit by the light beam) to the right until it hits another sensor.  
    You'll automatically hit them all and lower the second wall.  Now, move it to 
    the right a little more again and you'll lower the third wall.  Have Double H 
    break Pey'j's pod.
    Time to move on.  Beyond this scene is a Reader, and a map on the wall.  That 
    wall also has a gap on the left side, so slide past it.  Hop into the blue 
    light-a-vator to ride up.  To your left is Materia.  To your right is a couple 
    of Alpha Sections soldiers.  You can try to sneak past them, or just waste 
    them.  Anyway, head down the next blue light-a-vator and you'll reach an odd 
    square structure.  Walk around the right side to find an entrance.
    The Great Crypt
    There's a small light-a-vator maze, but it's no big deal.  At the first fork 
    in the road, just keep going straight, and you'll be on the fast track to the 
    green light-a-vator.  Ride it down and you'll reach a vantage point.  
    Interesting sight, and even more interesting dialogue.  Take your picture, 
    and retrace your steps back to the Cloister, then head back towards the 
    He's Alive?
    Just as you pass back into the DomZ Base, you'll get a message.  Once the 
    cutscene's over, head back through the DomZ Base all the way back up to the 
    Transmitter Entrance.  Once you reach the ship, look to the right for a 
    switch.  Don't bother hitting it, but climb up above it.  Have Double H hit 
    it to bring a box over to you.  Then, have him hit it again to bring you over 
    on top of the Beluga.  Now, look out over to the transmitter door for a 
    switch.  Fire a disk at it to get a box over to you.  Then fire again and 
    quickly hop onto the box.  Find the rotator switch over on this side to lower 
    the ramp.  Now, call your teammates over and have them stand on the buttons.  
    Go through the open door and dodge past the laser cannon.  It's only a 
    threat to you, just so you know.  Enter the nearby tram car.
    Radio Transmitter Room
    Take a picture of the barcode and send it to the governor.  Use the code.  
    Watch the cutscene.  Uh-oh.  Time to get movin'.  Run back to the tram car, 
    then back down the hallway to the ship.  Make sure your guys are following 
    you, and not getting hung up anywhere.  Once you board the ship, the 
    Transmitter will blow, and General Kehck will want a piece of you...
    You'll be caught in a tractor beam and pulled along while the Spiderbot guns 
    for you.  What you have to do is destroy any blinking lights that pop up on 
    the ship.  This battle is taken in several stages.
    Stage #1: Eight blinking lights.  Kehck doesn't fight back.
    Stage #2: The bot fires a composite beam that shoots out in several 
     directions, then contracts.  Shoot the three lights on the beam aperture.
    Stage #3: Constant twin lasers are fired from all four legs.  Destroy the 
     three blinking lights on each of the legs.
    Stage #4: Composite beam again, plus he releases two mines every few seconds.  
     Avoid the mines and hit the three lights on the beam aperture.
    Stage #5: An electric field is created between two of the legs.  Avoid it and 
     fire at the four lights.  Go around the outside of the legs to reach the 
     other side of the bot.
    Stage #6: Composite beam + mines again.  Shoot at the four lights, not the 
    Stage #7: Electric field again, plus laser beams.  Hit each set of three 
     lights to stop the beams.
    Stage #8: Four mines at once, now, plus eight laser beams, plus the 
     composite beam.  Owie.  Fire at the three lights on the beam aperture to 
     sink Kehck.
    You've brought him to the ground, but you still need to disengage the tractor 
    beam.  Now, I'm assuming that what the game WANTS you to do is drop into the 
    water, and use the torpedos being fired upon you to get rid of the mines in 
    your way, but it's far simpler just to blast them from the ship, so do that, 
    then drop to the water.
    Proceed inside.  Watch out for the electric wire hanging down.  When you 
    reach the next room, take out the three Alpha Sections Soldiers here.  Once 
    they're toast, ride up the blue light-a-vator.  You'll find what's left of 
    Kehck and the switch to turn off the tractor beam.  Head back down.  Be sure 
    to SAVE YOUR GAME at the Reader here, because you won't get another chance.  
    Now, hop back into the craft, then ride up into the Beluga.
    Rise Hillyans
    Now, they'll send a whole bunch of Alpha Sections Fighters after you.  There's 
    a ton, but you only need to down about fifteen before the cavalry shows up in 
    the form of Hillyan Fighters.  They'll keep them busy, so land on the pad in 
    front of the DomZ Base.  Get everyone on the triple elevator to drop down to 
    The Great Crypt.
    Like Kehck before him, the battle with the Priest plays out in several 
    Stage #1: A whole bunch of Sarcophagi.  Fortunately, you can pwn them in one 
     hit now.
    Stage #2: The Priest fires a laser, and then several homing shots.  Fire 
     disks at him between attacks.  Three disks will end this stage.
    Stage #3: The Priest now creates a wall of Materia, and creates Pey'j clones 
     to attack you.  Hit Y so Double H can knock them into the air, then knock 
     the clones into each of Materia wall.  The clones will turn into Sarcophagi 
     when they hit, so you'll have to clean that up.  When you get an opening, 
     aim a clone through a hole in the wall and hit the Priest.
    Stage #4: Double H gets scooped up now.  The platform rises until it's tiny.  
     Now, what you have to do here is wait for the Priest to appear and quickly 
     attack in that direction.  Don't go in any other direction other than the 
     way he is, or he'll bite you.  Go on like this for a bit.  When the Priest 
     appears above you, move in the direction to the side of his tail (either way) 
     to avoid his attack.  Once you hit him enough times (it's not that many in 
     succession), this stage will be over.
    Stage #5: Now, the Priest will create clones of Double H.  You fight them 
     just as you fight Alpha Sections Soldiers, only the clones take one hit, and 
     then they turn into Sarcophagi.  Take them all out, avoiding the Priest's 
     incoming fire.
    Stage #6: Now it gets interesting.  Your perceptions are weakened, and your 
     controls are now reversed.  Fight off the Sarcophagi here to get used to 
     the situation.
    Stage #7: This is the same thing as Stage #4, with the Simon Says routine, 
     only controls are reversed, so if he's to your left, you hit right, and so 
     on.  You still have to avoid his above attack by dodging to the side.  After 
     about nine of these in succession, the Priest will give up the ghost.
    Congratulations!  You've saved Hillys from the threat of the DomZ!  Now, the 
    question remains.  Will there be a sequel?  It sure looks like the story 
    could continue from the looks of the ending, not to mention the fact that 
    we haven't been fully explained as to what Jade is (not that we HAVE to be, 
    mind you).
    And now, some white space...
    This white space was brought to you by a grant from the Not-Spoiling Last 
    Boss Foundation.  Now, you're quite free to read these info sections ahead.
    6A. MDisks =
    The following are the MDisks available in the game, and how to get them.
    1. Game Save - You start with this.  It's used to save the game.
    2. Mr. De Castellac - You'll find this down in Pey'j's Workshop after chasing 
     the drone down there.
    3. The Pearl and the Currents - This is found in the IRIS Network HQ.
    4. For Jade - This is given to you by Pey'j automatically in the Factory.
    5. Surveillance Camera - In the Factory, in the upper levels room called 
     "Nutripils Vat", you'll find this in a recorder.
    6. Hillyan Army Database - In the Factory, in the upper levels room called 
     "Computer Room", you'll find this in storage.
    7. Beluga Checkup - You'll find this on Pey'j's secret desk after entering 
     the codes and revealing the Beluga.
    8. Animal Species - You'll automatically receive this after snapping a 
     picture of the fifty-sixth and final animal.
    9. IRIS 511 - Say the password to Ming-Tzu to get into the back storeroom to 
     find this.
    10. IRIS 512 - Same as 511.
    11. IRIS 513 - Same as above, only you can only get this after the Factory.
    12. IRIS 514 - Same as above, only you can only get this after the 
    13. Disk Game - See the section at the bottom of the guide for info on how 
     to get this secret disk.  The short story is that you have to go online to 
     get the code.
    14. Pearl Game - Get this for collecting all the Pearls on Hillys.  The rules 
     are simple.  Use the Control Stick for the left pearl and the C-Stick for the 
     right pearl.  Avoid any obstacles for as long as you can.
    6B. Pearls =
    The following are each of the Pearls, in numerical order, and how to get 
    1. DomZ Lighthouse Monster - You get this at the beginning of the game, after 
     defeating said monster.
    2. DomZ Sea Serpent - You'll find this after your first fight with a Sea 
    3. Looters' Booty - This is the prize for completing Looters' Cavern 1, which 
     is on the beach just to the left of the City's south entrance.
    4. Science Center: Film of Animals 2 - You get this after snapping a picture 
     of your sixteenth animal.
    5. Victory in the Disk Game - Beat Francis at his own game at the Akuda Bar.
    6. Rufus' Booty - In the Akuda Bar, go up to the second floor balcony, then 
     zoom over to Rufus and Seven's table.  Get a good look at the code on the 
     table, then punch it in on the lock on Room #2.
    7. Science Center: Film of Animals 3 - You get this after snapping a picture 
     of your twenty-fourth animal.
    8. Race 1 Victory - Place first in Race 1, in the western part of the City.
    9. Race 2 Victory - Place first in Race 2, in the western part of the City.
    10. DomZ Pterolimax - Reward for defeating the Pterolimax in the Black Isle 
    11. Science Center: Film of Animals 4 - You get this after snapping a 
     picture of your thirty-second animal.
    12. Pearl Crochax - This is found in the Vorax's Lair, just east of the 
     Mammago Garage.  You'll need Cutting Pliers to get through the wire fence. 
    13. Taken Back from the Alpha Sections - Once you get the Square Key from the 
     Factory, go back to fountain square and open the square-locked door in the 
     City.  There's a locked cabinet in this shed with the Pearl.  To get the 
     code, go to Room #1 in the Akuda Bar and speak to the goat-man there.
    14. Bought from Nouri - This is the first Pearl you can buy from Nouri for 
     3000 Units.
    15. Bought from Ming-Tzu - This is the first Pearl you buy from Ming-Tzu for 
     3999 Units.
    16. Taken Back from the Alpha Sections - This is the prize for completing 
     the obstacle course in the City, which is behind a door near Ming-Tzu's Shop.  
     You'll need a City Pass to get there.
    17. Science Center: Film of Animals 5 - You get this after snapping a 
     picture of your fortieth animal.
    18. Looters' Booty - This is the prize for completing Looters' Cavern 2, 
     which is on the beach in the east canal around the city.  You need the 
     Neutralizing Cannon to access the area.
    19. Taken Back from the Alpha Sections - This Pearl is in the Factory, in 
     the lower levels, specifically in the cold storage room in the laboratory.
    20. DomZ Robot at the Factory - The boss at the end of the Factory.
    21. DomZ Torture Machine - Found in the Factory, after freeing Double H from 
     the Torture Machine.
    22. Reaper - Found in the Factory after defeating the Reaper.  Go down to the 
     water to retrieve it.
    24. Hillyans' Donations (Collected from IRIS) -
    25.  These five Pearls are your reward after the Factory mission.  You can 
    26.  pick them up at IRIS.
    28. Science Center: Film of Animals 6 - You get this after snapping a 
     picture of your forty-eighth animal.
    32. Taken Back from the Alpha Sections -
    33.  These ten Pearls are in the Alpha Sections HQ, which you can get to from 
    34.  the City by using the Star Key you get from the Governor after the 
    35.  Slaughterhouse mission.
    39. Taken Back from the Alpha Sections -
    40.  These three Pearls are held by Crochax in the Alpha Section Underground 
    41.  Quarters in the eastern canal near the City.
    42. Alpha Section HQ -
    43.  These three Pearls are found behind the barred door in the City, near 
    44.  the entrance to the PedDis, after sneaking through the Warehouse.
    45. Victory in the Disk Game - After the Slaughterhouse mission, challenge 
     Francis in the Akuda Bar for his new pearl.  He's tougher this time.
    46. Bought from Nouri - After leaving the City and coming back after joining 
     IRIS, Nouri will have another Pearl up for sale.
    47. Bought from Ming-Tzu - After leaving the City and coming back after 
     joining IRIS, Ming-Tzu will have another Pearl up for sale.
    48. Taken Back from the Alpha Sections - In the Slaughterhouse in the East 
     Wing.  This is near the blue light-a-vator.
    49. Looters' Booty - This is the prize for completing Looters' Cavern 3, 
     which is on the south side of the southern laser cordon, to the east of the 
     Lighthouse.  You need Jump Jets.
    50. DomZ Sea Serpent - You'll find this after your second fight with a Sea 
     Serpent, which is after the Slaughterhouse mission.
    51. Looters' Booty - This is the prize for completing Looters' Cavern 4, 
     which is in the southwest portion of the map, to the west of the 
     Slaughterhouse entrance.  You need Jump Jets.
    52. Taken Back from the Alpha Sections - In the Slaughterhouse, go through the 
     Trolley Entrance to get to the Central Hall.  Knock the Guardian robots into 
     the dual electrical field and find this Pearl behind it.
    57. Hillyans' Donations (Collected from IRIS) -
    58.  You'll find these twelve Pearls in the back room of the Iris Den after 
    59.  the Slaughterhouse mission.
    65. Taken Back from the Alpha Sections - After getting the Jump Jets.  Go to 
     the Main Canal in the city and find some laser cordons to jump over.  
     Navigate this cramped canal to find a crate with the Pearl in it.
    66. Bought from Ming-Tzu - You can buy this at Ming-Tzu's shop after the 
     Slaughterhouse mission for 3999 Pearls.
    67. Taken Back from the Alpha Sections -
    68.  These three Pearls are behind the Triangle door in the City, near the 
    69.  Akuda Bar.  There's an obstacle course to get to them, though.
    70. Taken Back from the Alpha Sections - This Pearl is in the Slaughterhouse, 
     in the North Wing.  It's visible through a doorway covered by red beams.  To 
     get to it, use the hole from the room opposite it.  Don't get caught by the 
    71. Race 3 Victory - Place first in Race 3, out by the Slaughterhouse.
    72. Race 4 Victory - Place first in Race 4, out by the Slaughterhouse.
    73. DomZ Sea Serpent - You'll find this after your third fight with a Sea 
     Serpent, which is after you get the Beluga to fly.
    80. Volcano Crochax -
    81.  After getting the Beluga off the ground, go to the Black Isle volcano 
    82.  crater and land in it.  Take out all the Crochax here for a total of 
    83.  fifteen Pearls.
    6C. Animals =
    The following are each of the animals you need to document, and how to find 
     them.  I've arranged them roughly in the order you should be able to find 
     them.  For most of them, you'll need the Digital Zoom.  Just get shots of 
     the first eight guys to get the Zoom quickly.
    1. Adalia Octopunctata
     Looks Like: A flying beetle
     Found: There's one flying around the inside of the lighthouse.  Easy 
      pickings.  It should be your first photo.
     Pay: 150 Units
    2. Homo Sapiens
     Looks Like: A human
     Found: Several of your kids, as well as several city dwellers.
     Pay: 200 Units
    3. Capra Sapiens
     Looks Like: A goat person
     Found: Two of your kids.  Look for the horns.
     Pay: 350 Units
    4. Canis Canis
     Looks Like: A white shaggy dog
     Found: The lighthouse, usually asleep upstairs.
     Pay: 100 Units
    5. Larus Albus
     Looks Like: A seagull
     Found: The lighthouse, as well as a lot of places out in the ocean.
     Pay: 400 Units
    6. Priodontes Campestris
     Looks Like: An orange armadillo
     Found: The lighthouse, outside in the field.  Don't get too close or it 
      will burrow.
     Pay: 150 Units
    7. Sus Sapiens
     Looks Like: Uncle Pey'j
     Found: Well, he generally tags along with you for a while...
     Pay: 600 Units
    8. Musca Saprophagia
     Looks Like: A green fly
     Found: Kick the barrel near the fridge in the Lighthouse to scare up one.  
      There are also several in the mines.
     Pay: 150 Units
    9. Lampyris Campestris
     Looks Like: A firefly
     Found: At nighttime, you can find them hanging out by the tree near the 
      Lighthouse.  They also float around the mines.
     Pay: 300 Units
    10. Dipneustus Trilineatus
     Looks Like: A thin fish
     Found: In the hangar of the lighthouse.
     Pay: 400 Units
    11. Lutra Erecta
     Looks Like: A wobbly otter
     Found: On the roof of the lighthouse.  Activate the shield to get a good 
      view, and you need the Digital Zoom.
     Pay: 1000 Units
    12. Rhinoceros Sapiens
     Looks Like: A rhino person
     Found: They're the Mammago Boys, mon!
     Pay: 300 Units
    13. Teratosaurus Imperator
     Looks Like: A DomZ Sea Serpent
     Found: You'll fight a few of these through the course of the game.  If you 
      keep forgetting to take a picture, go to a small cave to the left of Black 
      Isle to find some bones of one, which are just as good.
     Pay: 2000 Units
    14. Rascax Caeruleus
     Looks Like: A blue dolphin-type fish
     Found: You can find blue scorpion fish most anywhere in the water.  Pey'j 
      will point them out when you first see them.  They're friendly, so don't 
      worry about missing any photo ops.
     Pay: 300 Units
    15. Bufo Erectus
     Looks Like: A green frog
     Found: Several places, but you can start with the Vorax Lair, just to the 
      east of Mammago Garage.
     Pay: 450 Units
    16. Lycoperdon Fugiferus
     Looks Like: A fungus with a red blob that pops up when your teammate slams 
      the ground.
     Found: A few places, but the first time to find them is in the Black Isle 
     Pay: 400 Units
    17. Anemonia Mutabilis
     Looks Like: A purple anemone with bright blue fronds.
     Found: Black Isle mines
     Pay: 500 Units
    18. Crochax Velox
     Looks Like: A winged-worm with nasty teeth.
     Found: Many caves, but first in the Black Isle mines.
     Pay: 1000 Units
    19. Cyanea Urtica
     Looks Like: A bright blue jellyfish.
     Found: Black Isle mines, in the Secondary Shaft.
     Pay: 700 Units
    20. Pelagia Pachydermis
     Looks Like: A darker jellyfish with spikes and skin.
     Found: Black Isle mines, in the Secondary Shaft.
     Pay: 800 Units
    21. Alicia Splendens
     Looks Like: A large tentacle with bright blue fronds.
     Found: Black Isle mines, in the Secondary Shaft.
     Pay: 300 Units
    22. Spongus Gluanteus
     Looks Like: A bunch of blue goop on the floor.
     Found: Black Isle mines.  From the Secondary Shaft, go to where you get the 
      Cutting Pliers.  On the way out, turn left at the map on the wall.  It's on 
      the floor.
     Pay: 500 Units
    23. Helix Rupestris
     Looks Like: A red creature inside a spiral shell.
     Found: The same place as the Spongus Gluanteus (above).  It's on the back 
      wall.  To get it out of its shell, walk around on the sponge for a bit, then 
      quickly snap up the camera to get the shot.  It must be all the way out of 
      its shell, not just the eyes.
     Pay: 500 Units
    24. Amoeba Polypodia
     Looks Like: A small blue amoeba
     Found: Black Isle mines, in the Ancient Mine.  After taking out the three 
      Crochax threatening Pey'j, go down the ramp you just lowered.  Behind it is 
      a small shaft leading to the little guys.  Get a pic as they poke their 
      heads out.
     Pay: 750 Units
    25. Planaria Rupestris
     Looks Like: A blue floating organism.
     Found: Black Isle mines, in the Ancient Mine.  After taking out the three 
      Crochax threatening Pey'j, you'll be launched to the other side of a door.  
      On a box in the corner is a power box.  Kick it and the creature will come 
      out and float around.
     Pay: 500 Units
    26. Nautilus Fluoreus
     Looks Like: A mollusk in a spiral shell floating around.
     Found: Black Isle mines, in the Main Shaft.  It leisurely floats around the 
      first area with its kids.
     Pay: 500 Units
    27. Palinurus Rupestris
     Looks Like: A short, rotund, reptilian biped with two claws.
     Found: Several caves, but first in the Black Isle mines, in the Main Shaft.  
      You'll know them, as you just crushed their eggs...
     Pay: 900 Units
    28. Pterolimax Gigantea
     Looks Like: The boss of the Black Isle mines.
     Found: At the end of the Black Isle mines.
     Pay: 3000 Units
    29. Astacus Erectus
     Looks Like: A small brown lizard.
     Found: The Black Isle mines, on the surface.  Hop into the machine near the 
     Pay: 400 Units
    30. Papilio Pilosus
     Looks Like: A purple slug.
     Found: The Black Isle mines.  In the area with the Astacus Erectus, knock 
      down the wire fence behind them.  Follow the tunnel, and, at the end, look 
      out across the room to see it crawling around.
     Pay: 300 Units
    31. Aquilus Sapiens
     Looks Like: An eagle person.
     Found: The City.  He's the guys at the newsstand.
     Pay: 300 Units
    32. Arachnis Viridis
     Looks Like: A green crawling bug.
     Found: The City.  Head into the unmarked door near the newsstand.  Look 
      beyond the red lasers.
     Pay: 350 Units
    33: Walrus Sapiens
     Looks Like: A walrus person.
     Found: The City, walking around the Pedestrian District, also Ming-Tzu.
     Pay: 300 Units
    34: Taurus Sapiens
     Looks Like: A cow person.
     Found: The City, tending the bar at the Akuda Bar.
     Pay: 350 Units
    35: Carcharodon Sapiens
     Looks Like: A shark person.
     Found: The City, in the Akuda Bar, either the one playing the Paddle Game, or 
      Rufus over at the table.
     Pay: 400 Units
    36: Felis Sapiens
     Looks Like: A cat person.
     Found: The City, in the IRIS Network HQ, is where Meï spends most of her 
     Pay: 400 Units
    37: Koi Kumonryu
     Looks Like: A small eel.
     Found: The City, in Ming-Tzu's Shop, swimming around in his fishtank.
     Pay: 300 Units
    38. Macropodia Omnivora
     Looks Like: A small pink slug.
     Found: The Alpha Sections Underground Quarters.  Use the entrance from the 
      eastern canal.  You need the Neutralizing Cannon to bust down the Filter 
      Drones and enter the area.
     Pay: 400 Units
    39. Megaptera Purpurea
     Looks Like: A red whale.
     Found: Past the northern laser cordon past Black Isle.  Get a shot as it 
      breaks the surface.  It appears only after you join IRIS.
     Pay: 2200 Units
    40. Manta Cyanea
     Looks Like: A flying manta ray.
     Found: Flying around the Factory.  It appears only after you join IRIS.
     Pay: 700 Units
    41. Vorax Nocturnus
     Looks Like: A floating fish-like being.
     Found: In the entryway to the Factory.
     Pay: 500 Units
    42. Rattus Giganteus
     Looks Like: A brown rat.
     Found: In the Factory, all over the place.
     Pay: 200 Units
    43. Aedes Raymanis
     Looks Like: A tiny worm.
     Found: In the Factory, in the Laboratory room, on the nose of a dead cow.
     Pay: 800 Units
    44. Cyclopeus Palustris
     Looks Like: A bipedal, one-eyed, very ill-tempered green thing.
     Found: In the Factory, after rescuing Double H, you'll find this guy, more 
      commonly known as a Reaper.
     Pay: 3500 Units
    45. Sarcophagus DomZii
     Looks Like: A floating green being with two arms and a blue center.
     Found: The first time you can get a picture of these guys is in the Factory, 
      once you reach the Upper Hall.  
     Pay: 900 Units
    46. Rattus Albus
     Looks Like: A white rat.
     Found: In the Factory, in the upper levels.  While you're crawling around 
      on the pipes in the beginning part, you'll see him behind one of the grates.  
      He'll spook easily, so wait until he comes and sneak up on him.
     Pay: 750 Units
    47. Blabera Gregaria
     Looks Like: Tiny bugs.
     Found: In the Factory, in the Closet on the upper levels.  Open the cabinet.  
      Place a food item in the cabinet and take a picture once you get a green 
      circle, as it gets carried away.
     Pay: 700 Units
    48. Manta Magnificens
     Looks Like: A really big red manta.
     Found: In the west ocean, to the northwest of the lighthouse.  Once you get 
      the Jump Jets you can find it.
     Pay: 850 Units
    49. Megaptera Borealis
     Looks Like: A big blue whale.
     Found: In the south ocean, just swimming around.  You'll need the Jump Jets 
      to get close enough, though.
     Pay: 2000 Units
    50. Anguilla Bifida
     Looks Like: A thin black eel.
     Found: In the Slaughterhouse Quarter, underneath the Torpedo Launcher.
     Pay: 600 Units
    51. Trilobites Saltans
     Looks Like: A slug with yellow eyes
     Found: In the Slaughterhouse Entrance area, crawling around in the corner in 
      front of the huge gate.  You'll also fight a bunch of them in the East Wing.
     Pay: 1100 Units
    52. Ignis Ignifera
     Looks Like: A red jelly-blob.
     Found: In the Slaughterhouse Ventilation Room.  Go to the Surveillance Room, 
      and ride the huge gate up with Double H's help.  Go to the other side you 
      climb up on to reach the room.  Kill all the Rats in your way and Gyrodisk 
      the switch above the flame to uncover him.
     Pay: 700 Units
    53. Timorea Saponifera
     Looks Like: A blue bug trailing bubbles.
     Found: In the Slaughterhouse Trolley Entrance.  You can't miss the blue 
      bubbles, but it's tough to get a good shot.  Step back, fire a disk at the 
      pile of stuff it's hiding behind.  It'll hop over to the other pile.  You 
      need to take the picture as it's travelling from one pile to the other.  
      It's best to move the camera into its "traffic lane" just after firing the 
     Pay: 800 Units
    54. Amoeba Saltans
     Looks Like: A green blob
     Found: In the Slaughterhouse Central Hall, accessed from the Trolley.  Just 
      as you step off the trolley, you can push the switch in front of you.  The 
      amoeba will hop from one pipe to the other.  Have Double H push the switch 
      so that you can get in a good position to take the shot.
     Pay: 500 Units
    55. Aurelia Magnificens
     Looks Like: A blue blob on the wall
     Found: Volcano's Treasure, which you can get to after getting the Beluga to 
      fly.  Once you land and dock your hovercraft, the bugger should be very easy 
      to find.
     Pay: 500 Units
    56. Megaptera Anaerobia
     Looks Like: A big space whale
     Found: In outer space.  Halfway between Hillys and the moon, shoot the big 
      chunk of space ice repeatedly to free the whale.
     Pay: 800 Units
    6D. PA-1s =
    Here's a list of all the PA-1s I've found, roughly in the order you should 
    be able to find them:
    1. Lighthouse - In the upstairs bathroom.
    2. Vorax Lair - This area is east of the Mammago Garage.  You'll find it in 
     the cabinet in the entry landing area.
    3. Black Isle Main Shaft - In the vending machine, just after your second 
     wire fence (although it's the first one you see).
    4. Black Isle Surface - After getting the Cutting Pliers, you can cut the 
     fence up here (it's through a machine next to a pond).  Drop down to the 
     cabinet below.
    5. The City - Bought from Nouri's Stand for 1500 Units.
    6. The City - Bought from Ming-Tzu's Shop for 1500 Units.
    7. The Factory - In the Electrical Closet, near the big power generator, 
     behind the electrical field (knock a Guardian into it).
    8. The Factory - In Room #6 of the Shipping Room (sneaking area).  There are 
     two guards.  One who stands still and one who rotates.  Slip by both of them 
     and under a pipe, or just fight them.  The PA-1 is in a cabinet behind the 
     stationary one.
    9. The Factory - Just after fighting the DomZ Robot at the end of the 
    10. The Slaughterhouse - In the North Wing.  There's a room with two 
     Cyclopiuses.  There's also a door not guarded by an electric field.  This 
     door leads to an area where you can sneak by guards, mines, and modules to 
     reach the PA-1.
    11. The Slaughterhouse - In the North Wing.  Soon after riding down an 
     elevator (you recently got a Fuse), you'll find a guard at the top of a ramp 
     with mines on it.  Behind that guard is the door to the room with the PA-1.
    12. The Slaughterhouse - In the East Wing.  You'll find a room with cranes 
     moving boxes.  Grab onto a box to be carried into an area with the PA-1.
    13. Selene - On the moon, once you get inside the Transmitter Base, you'll 
     find this in a nearby vending machine.
    6E. Meca Impulsers =
    Here's a list of all the Meca Impulsers I've found, roughly in the order you 
    should be able to find them:
    1. Mammago Garage - In the first vending machine.
    2. Mammago Garage - In the second vending machine.
    3. The City - Ming-Tzu's Shop
    4. Alpha Section Underground Quarters - This one is accessible once you get 
     the Square Key.  Enter the gate on the west side of the channel that runs 
     around the outside of the city.  The Impulser is in a cabinet here.
    5. Slaughterhouse - This is in the Trolley Entrance room, which is just off 
     the Surveillance Room.  You either need Double H to push a box so you can 
     get to it, or climb up through the broken window above the busted door.  It's 
     in a cabinet in that room.
    6. Volcano's Treasure - After getting the Beluga to fly, go into Black Isle's 
     crater.  There's a cabinet with the Impulser just inside.
    6F. MDisk #13: A Mini-Walkthrough =
    Okay.  Here's how it goes.  First of all, you need to have a pretty high 
    "score".  You're scored based on time, pearls, animals, etc.  You shouldn't 
    even attempt this until your score is high enough.  I'd say you're in good 
    shape once you beat Francis a second time at his Disk Game.
    Now, go to http://www.beyondgoodevil.com/us.  On the main site, click on 
    "Access the Darkroom".  You'll need to register for ubi.com at this point, 
    if you haven't done so already.  It's free, and you can choose for them not 
    to send you stuff.  Once that's done, go to the Darkroom proper.  Now, you 
    need to enter your Internet Code.  To find this out, go to the game on your 
    system and go to the Load Screen.  You'll see the Internet Code on the 
    bottom of the screen.  Enter this sixteen-character code.  You'll get your 
    score and ranking, and if you're high enough, click on "Mission", and you'll 
    be given your secret IRIS Network mission.  You can enter your e-mail if you 
    want to just be able to access the mission at any time, or just click on 
    "Start the Mission".
    What you have to do is hack into an account by guessing the password.  You 
    have to guess the letters in the password.  It's just like Hangman.  Type in 
    a letter, and if it's right, it will appear in the dashes on the password.  
    If it's wrong, the "hacker tracing program" will begin.  If you get four 
    wrong, you're done and will have to start over by clicking on the mission 
    start link again.  If you get it right, though, the other window will change 
    and will show you a four-character code.
    Here is a list of all the possible passwords, arranged by their number of 
    spaces (thanks go out to Jesper Rasmussen):
    N E W S
    P E Y J
    J A D E
    D O M Z
    Z O O M
    M U S C A
    H E L I X
    V O R A X
    A N C E L
    A K U D A
    A L P H A
    R A Y M A N
    C A M E R A
    G U E R R E
    S E C R E T
    H I L L Y S
    P R E U V E
    D O U B L E H
    S E C T I O N
    A Q U I L U S
    P A P I L I O
    A N I M A U X
    U B I S O F T
    T I M O R E A
    D E F E N S E
    C R O C H A X
    A N G U I L L A
    A N E M O N I A
    N A U T I L U S
    L E N T I L L E
    D A R K R O O M
    R E P O R T E R
    C R E A T U R E S
    R E B E L L I O N
    C Y C L O P E U S
    I N F O R M A T I O N
    C O N S P I R A T I O N
    G O U V E R N E M E N T
    P H O T O G R A P H I E
    This four-character code is used in the Akuda Bar, on the cabinet next to the 
    Disk Game.  This will give you MDisk #13 - The Disk Game.
    This just isn't the normal game.  Oh no no no.  There are Options now:
    Variable Power: Turn this on and you can set how hard you wish to throw your 
    disk by how long you hold down the A Button.
    Pallet Swap: Turn this on and there will be a blue cursor around the nearest 
    disk you're pointing at.  Press X and you'll swap to that disk.
    Player 1: Set Player 1 as a human or computer with variable difficulty.
    Player 2: Same as Player 1.
    So, have fun with it.  The game keeps track of how long a round lasts so you 
    can time yourself.
    7A. Legal =
    This FAQ was made 100% by me, and is Copyright © 2004 Scott "CyricZ" 
    Zdankiewicz.  You may not take it in whole or in part and claim it as your 
    own.  You may not alter it in any way, even if you ask me first, and that 
    includes putting it in HTML format.  Please don’t post this on your site 
    unless you have express consent by me.  I’ve put a lot of time into this.  
    Give me some credit...
    Currently, the following sites have permission to post my FAQ:
    I'm not going to allow people with small personal sites to post this FAQ.  
    They may post the link on GameFAQs with all the Prince of Persia guides, but, 
    trying to keep updates, well, updated, I'll only allow large committed sites 
    that I trust.
    7B. E-mail Guidelines =
    If you wish to e-mail me, be sure to follow these guidelines...
    - Make ABSOLUTELY sure I haven't already answered your question in the guide.
    - Make sure it has something to do with Beyond Good & Evil.  I don't want 
    spam, chain letters, offers for friendship.  Compliment me on the FAQ all you 
    want, though...
    - Make sure you say Beyond Good & Evil at one point in your e-mail.  I have 
    more than one FAQ, and asking a generic question such as "How do I beat the 
    last boss?" doesn't tell me much.
    - Spell correctly and use proper grammar, please.  If I can't understand 
    your e-mail, it'll go to the junk pile...
    7C. Credits =
    CJayC, Al Amaloo, and IGN for having this on their sites.
    UbiSoft for this awesome story-driven game.
    Jill Rebryna and Alex Garcia, for some info on animalia that I didn't pick up.
    7D. Version Updates =
    Version 1.0 - 1/15/04 - Well, from start to finish, there you have it.  Unless 
     people find PA-1's that I haven't, or Meca Impuslers, I'd say that's about a 
    Version 1.1 - 5/23/05 - Hi!  Missed me?  Some new locations of animals 
     (earlier, easier), and some other minor adjustments.
    7E. The Final Word =

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