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FAQ/Walkthrough by PTsai

Version: 1.03 | Updated: 11/15/01

FAQ/Walkthrough for C-12: Final Resistance (PlayStation One)
Version 1.03 by Peter Tsai

Not a bad Siphon Filter clone - I only wish it had better controls!

=== COPYRIGHT AND LEGAL STUFF ========================================

Unpublished work Copyright 2001 Peter Tsai

This document is for private and personal use only - it 
cannot be reproduced in part or whole in any way without my 
consent. In other words, please do not put this FAQ on your 
website or magazine without asking me first. More importantly, 
do not try to pass this FAQ off as your own - not only is 
plagiarism a crime, it is just downright despicable.

"C-12: Final Resistance" is (c) Sony Computer Entertainment Europe

All copyrights and trademarks are acknowledged and respected 
that are not specifically mentioned herein.

=== UPDATES ==========================================================

07/13/2001 - Version 1.0 written. I've written this FAQ mostly from 
             my hazy memory and also from a whole bunch of scrap
             notes (I had to return the game to Blockbuster
             immediately after finishing it), so it's very likely
             that there are errors in here. Feel free to correct
             me, or better yet, write your own FAQ... I've searched
             high and low on the web for one, but surprisingly none
             were found!

07/14/2001 - Version 1.01 written. Received emails from a few people
             asking permission to put this document up on their
             website. Well, since they were courteous to ask, I've
             included them to the credits list.

08/31/2001 - Version 1.02 written. Corrected the part on getting the
             alien keycard from the assassins in the final mission.
             Also proofread the document for typographical errors.

11/16/2001 - Version 1.03 written. Added Action Replay codes. This is
             perhaps the final update I will make on this FAQ because
             as I've mentioned before I no longer have the game.
             Please don't email me about being stuck in the game
             as I can't help you anymore. (Go look in a gaming
             magazine or something. There are already a few, probably
             better strategy guides available.) Also, DON'T (note the
             emphasis) ask me for cheats because [a] I don't know any,
             and [b] it sort of hurts my pride that some people think
             I didn't finish the game purely through skill (and with a
             bit of luck).

=== TABLE OF CONTENTS ================================================

	- Tips
	- Basic Controls
	- Weapon Data
	- Item Data
	- Enemy Data

	- Mission 1: Search and Rescue Recon 1
	- Mission 2: Evacuate Resistance Bunker
	- Mission 3: Steal Alien Power Source
	- Mission 4: Rescue Dr Carter
	- Mission 5: Defend 2nd Resistance Bunker
	- Mission 6: Escape Alien Stronghold



=== 1. GENERAL INFORMATION ===========================================


* It is almost NEVER a good idea to rush into battle without surveying
  your surroundings. It's like drawing a large bulls-eye on your 
  back. So don't do it, unless you're the type that actually enjoys 
  receiving shots from behind.

* Whenever possible, look through your optical implant and try to
  take out the enemy from a safe distance, like 35 meters.

* Conserve ammo - use headshots frequently. The only time when you 
  should be firing like crazy is when you acquire a new weapon
  and want to learn its secondary attack as soon as possible.

* Keep in mind that all enemies have a weak spot of some sort. If an 
  enemy seems impossible to defeat, try a different tactic: change 
  weapons or focus on another target.

* If you see a health pack on the ground (not dropped by an enemy), 
  don't take it (i.e. walk over it) unless it's absolutely necessary. 
  You'll never know whether you might be needing it at a later time.
  Same thing applies for ammo clips and shield cells.

	Basic Controls

Directional buttons - Run (in the direction relative to the screen,
                      not your character).
                    - Climb ladders.

X button - Fire current weapon's primary attack.
         - Hold down button to drag crates and other large objects.
         - Activate switches.
         - Remove security bolts.
         - Use items.

O button - Crouch.
         - Clamber onto a crate/ledge.
         - Hop off a ladder.

Square button - Fire current weapon's secondary attack. Hold down
                to charge attack (for certain weapons).

Triangle button - Hold down button to raise force field.
                - Double tap to overload shield cell and emit 
                  EMP shockwave.

L1 button - Cycle through currently available weapons.

L2 button - Hold down button + directional buttons to adjust camera

R1 button - Targets an enemy in front of your character. Hold down
            button to keep your focus on it as you move about.
          - Hold down button + Left/Right to strafe.

R2 button - Hold down button to see first person view through your 
            character's optical implant.

	Weapon Data

Note: With the exception of the Energy Blade, you have to gain enough 
      experience in your weapon's primary attack before the secondary 
      attack becomes available to you.

Energy Blade

	"Very rare. Rescued from a slain elite alien guard."
	Ammunition Capacity: Infinite
	Pros: No ammunition consumption, high damage, very effective
	      against some enemies.
	Cons: Lack of range for slashing attack, delay time for 
	      firing energy bolt.
	Primary Attack: Melee Attacks
	Approximate Max Range: 1m
	Though it does very good damage, its lack of range makes it
	unsuitable for fighting groups of aliens.

	Secondary Attack: Blade Beam
	Approximate Max Range: 40m
	Only available in the final mission. The blade's energy can
	be charged up and flung as a bolt of pure energy. A fully 
	charged bolt does devastating damage. Though no ammunition 
	is used, there is a long delay between firing consecutive 


	"The AG-35 is a machine-gun with integrated grenade launcher."
	Ammunition Capacity: 400 bullets / 30 grenades
	Pros: Versatile, high bullet capacity, very fast rate of fire.
	Cons: Doesn't deal a lot of damage.

	Primary Attack: Bullet Fire
	Approximate Max Range: 30m
	Its fast rate of fire makes it almost impossible to miss a 
	moving target. The damage it does is not a lot, but that 
	doesn't matter if you can perform a headshot (which kills
	your enemy instantly).

	Secondary Attack: Grenade
	Approximate Max Range: 16m
	Doesn't go very far, and it's too slow to hit moving targets. 
	Nevertheless it's quite useful against limpet turrets and Alien 
	Scientists - they hardly move around when they attack. Another
	plus point for this attack is that it can damage some shielded

Rocket Launcher

	"The RV-40 is a rocket launcher that has a target tracking
	 facility capable of guiding rockets."

	Ammunition Capacity: 40 rockets
	Pros: High damage, long range, very effective against vehicles.
	Cons: Slow rate of fire, low rocket capacity.

	Primary Attack: Single Straight-Line Rocket
	Approximate Max Range: 40m
	Fires a rocket which travels in a straight path. With the slow 
	firing rate you're more likely to miss the target if it moves
	around a lot.

	Secondary Attack: Multiple Homing Rockets
	Approximate Max Range: 40m
	Fires five guided rockets. Recommended for taking out tanks
	and flyers.
Laser Cannon

	"XK-50 is a classified weapon that was under development by 
	 Rothbart Optics before the alien invasion commenced."
	Ammunition Capacity: 200 laser energy units
	Pros: Charged shot.
	Cons: Fully charged shot consumes 15 units of energy.
	Primary Attack: Rapid Laser Bolts
	Approximate Max Range: 32m
	Does more damage than bullets but less damage than plasma.
	Firing velocity is slower than machine-gun's. (Funny that,
	bullets travelling faster than light.)

	Secondary Attack: Charged Laser Bolt
	Approximate Max Range: 32m
	This is what makes the laser cannon worth having! Though it
	drains a lot of energy, a fully charged bolt can sometimes
	kill the enemy instantly!

Alien Plasma

	"The standard issue weapon of the Alien troops."
	Ammunition Capacity: 300 plasma energy units
	Pros: Long range, heavy damage.
	Cons: Fully charged shot consumes 12 units of energy.
	Primary Attack: Plasma Energy Bolts
	Approximate Max Range: 35m
	If this is the Aliens' regular weapon, then no wonder humans
	are losing. For a rapid fire gun, this deals way too much
	damage! Also, because of its long range, the gun can also be
	used as a sniper.
	Secondary Attack: Wide Plasma Bolt
	Approximate Max Range: Varies (usually less than 30m)
	Fires a series of bolts in a wide arc. Even though it's intended
	for fighting groups, personally I wouldn't recommend it. It
	takes time to charge up, and it doesn't have the range nor
	damage of the regular rapid fire.

Ion Cannon

	"Rare Alien weapon."
	Ammunition Capacity: 250 ion energy units
	Pros: Can't think of any.
	Cons: Fully charged shot consumes 50 units of energy, inferior
	      compared to the other guns.
	Primary Attack: Electrical Beam
	Approximate Max Range: 6m
	Crap range, crap damage. I don't see any practical use at all.
	Secondary Attack: Chained Electrical Discharge
	Approximate Max Range: 35m
	Apparently this is supposed to stun the enemy and pass the
	discharge from target to target, but it never worked when I
	tried it. Oh, and despite the range, it still does crap

	Item Data

Alien Comms Device

	"An alien communications device. Used in the encoding and
	 decoding of alien transmissions."

Alien Health

	"Combine the two alien health packs to restore
	 full health."

Alien Keycard

	"Used to bypass alien keycard sensor."

Armed Explosives

	"Explosives from the demolition site, with the 
	 detonator from Recon 1. Powerful enough to
	 destroy the blockage in front of the outpost."

Battery Pack

	"Portable battery pack."

Black Regulator

	"1 kHz power regulator."

Blue Alien Spore

	"Combines with yellow spore to make corrosive paste.
	 Combines with red spore to make slow-burning, illuminating

Blue Regulator

	"4 kHz power regulator."

Blue Security Bolt

	"Used to activate or deactivate Alien equipment or consoles."

Cyan Security Bolt

	"Used to activate or deactivate Alien equipment or consoles."

Detonation Pack

	"Industrial explosives. Used in research on armour technology.
	 Very powerful."


	"Explosives detonator, obtained from Recon 1."

Entrance Codes

	"The base entrance codes are red, green, blue and yellow."


	"Obtained from the demolition site."

Fuel Can

	"Contains enough fuel to get armoured jeep to 2nd bunker."

Green Regulator

	"5 kHz power regulator."

Green Security Bolt

	"Used to activate or deactivate Alien equipment or consoles."


	"The General's implant is required to disable the lockouts
	 for the bunker's self-destruct."

Magenta Security Bolt

	"Used to activate or deactivate Alien equipment or consoles."

Mall Override Codes

	"The mall computer override codes are: red, green, red, blue."


	"A field medical kit. Contains medical supplies
	 suitable for triage on the battlefield."

Red Alien Spore

	"Combines with blue spore to make slow-burning, illuminating
	 flare. Combines with yellow spore to make 'flash-bang' type

Red Regulator

	"3 kHz power regulator."

Red Security Bolt

	"Used to activate or deactivate Alien equipment or consoles."

Sensor Antenna

	"Used to repair damaged sensors in perimeter of bunker."

Sensor Camera

	"Used to repair damaged sensors in perimeter of bunker."

Sensor Dish

	"Used to repair damaged sensors in perimeter of bunker."


	"Alien shield pack."

Storage Disk

	"Blank storage disk."

Storage Disk

	"Contains preliminary analysis data on the alien comms

Yellow Alien Spore

	"Combines with red spore to make 'flash-bang' type explosive.
	 Combines with blue spore to make corrosive paste."
Yellow Security Bolt

	"Used to activate or deactivate Alien equipment or consoles."

	Enemy Data

Advanced Cyborg

	"The traitorous Major Dan Carter."

Alien Assassin

	"Elite guard unit. Alien warrior with cloaking technology."

Alien Commando

	"Shock trooper, equipped with dual-fire plasma staff."

Alien Energy Mine

	"Triggered by proximity. Launches a plasma capsule that 
	 detonates above ground with a powerful shockwave."

Alien Flyer

	"Troop carrier and bomber."

Alien Leader

	"Equipped with advanced battle armour. Plasma and ion cannons
	 are built into the arms, while shoulder-mounted missile
	 launchers, and a powerful laser weapon are built into the

Alien Limpet Turret

	"Automated alien gun emplacement."

Alien Scientist

	"Armour can channel and redirect energy."

Alien Tank

	"Laser, plasma and rocket armaments. Main body is very
	 well armoured, but weapon points are more vulnerable to

Alien Trooper

	"Infantry unit, carries plasma cannon."

Attack Droid

	"Combat unit. Shoulder mounted 12mm carbines."


	"Unknown alien species that has been cybernetically altered."

Crab Droid

	"Burrowing alien attack droid."

Cyborg Drone

	"Construction unit, with power welder arm."

Cyborg Sniper

	"Infantry unit. Equipped with powerful sniper rifle."

Cyborg Soldier

	"Infantry unit. Equipped with machine-gun."

Cyborg Soldier

	"Heavy weapon infantry unit. Equipped with rocket launcher."

Ion Beam Defenses

	"Alien security measure designed to prevent prisoners from
	 escaping alive. Triggered on proximity, and very powerful,
	 but takes a short time to recharge after firing."

Mall Turret

	"Mall security turret."



Manual Laser Turret

	"Resistance weapon emplacement. Fires rapid series of laser
	 bolts, but is prone to over-heating."

Probe Droid

	"Search and reconnaissance unit."


	"Unknown alien species that has been cybernetically altered.
	 Behaviour suggests an aversion to light."


War Droid

	"Alien war droid. Not fully constructed, and still tethered to
	 its powering harness."

=== 2. WALKTHROUGH ===================================================

Note: Directions are based on your position in the Internal GPS 
      (which is accessible on the SELECT menu). In other words, the
      top of the map is north, and the bottom is south.

Mission 1: Search and Rescue Recon 1

	Head west. As soon as the two drones bust open the metal doors, 
	run past them and grab the MACHINE-GUN in the room. Switch your 
	weapon to the gun and fire like crazy. Killing them should 
	bring your machine-gun's experience level close to half. Go 
	outside and head north. A flyer will swoop by and bomb a radio 
	mast, closing off the street to your right. Go west and kill 
	the three droids. This should provide you with sufficient 
	experience to learn your machine-gun's Grenade attack. Enter 
	Central Station.

	Kill the drone and the two snipers. Go south and pick up the 
	alien SHIELD cell between the two tracks. There's no power so 
	you can't ride the train yet. Go north and move the crate under 
	the ladder, clamber up, and move across the walkway. The 
	walkway will collapse, causing the above power line to snap. 
	Before you jump off the walkway, switch to first person view
	and shoot the junction box which the wire is still connected 
	to. Kill the drone in the power room and push both switches.
	The power to the railway should now be back on. Head back to 
	Central Station, kill the two drones that just appeared out
	of nowhere, then ride the train.

	Activate your shield and keep it raised so that you won't 
	get harmed by the steam jets. As soon as you get off the train,
	you'll find an injured Resistance soldier in need of a medibox. 
	Head south, kill the two drones and the soldier. Pick up the 
	ALIEN KEYCARD dropped by the soldier and use it to open the 
	door to your south. Don't go out yet; you still have to find the
	medibox for the soldier! Go into the room to your north and
	grab the MEDIBOX that's on one of the beds. Go back to the 
	soldier and use the box on him. As gratitude he'll give you
	a KEYCARD that will open the hospital's supply room, which 
	contains a health pack and a bullet clip. Grab them if you
	need them, then head outside.

	Immediately switch to first person view and destroy the probe
	before it can detect your presence. Run to the save point, and
	from there fire headshots at the two soldiers. Climb up the 
	ladder and from there launch a grenade at the fuel barrels. 
	The explosion will kill the soldier posted there, and if you're
	lucky enough, it will also kill or critically wound the other 
	soldier walking by. Finish off the soldier and enter the 
	construction site to the south.

	Switch to your energy blade and run to the ladder to your left.
	Hack away at the coral until it's clear and climb up. Have your
	shields raised while you're climbing so you won't get shot off.
	Kill the soldiers and crabs guarding the turret, and pick up
	the KEYCARD that one of the Soldiers will drop. Activate the 
	gun turret and start blasting away! Grab the ALIEN KEYCARD left 
	behind by the last soldier and use it to deactivate the 
	force field. Then hack away at the coral-covered door, and use 
	the keycard, freeing the trapped Resistance soldiers. In return
	they will hand you some EXPLOSIVES. Leave the site and head 
	north, killing soldiers and drones that get in your way.
	Enter the underground parking complex.

	Kill the two guards. You've found the missing recon team but
	you still need to deactivate their holding cell. Head down to
	the lower level and kill the lone soldier. Pick up the ALIEN
	KEYCARD and push the button on the wall console. Unfortunately 
	you can't go back the way you came, so take the only other 
	exit out. Avoid being detected by the probes (first person 
	view helps) and using the rubbles clamber back up to the top 
	level. Use the alien keycard on the terminal to free the recon
	team. They will give you the DETONATOR for the explosives.
	Go outside and head to the blockage (near the save point). Use
	the armed explosives to clear a path. Get prepared for your 
	first boss battle!


	There is one thing to note about the boss fights in this 
	game - it is never a good idea to attack head-on with guns 
	ablaze; you're more likely to get yourself killed before 
	you can even put a dent on your enemies.

	So before you waste your entire machine-gun ammo on the tank
	(and realizing the pitiful damage you're dealing), take a look
	at your surroundings. Oh look, to your left - isn't that a gun
	turret up there? As soon as you can, have your shield raised
	and run straight up the stairs, ignoring all enemy fire.
	Once you activate the turret (the control console is on the
        wall, not on the turret), the tank won't stand a chance.
	Hammer away at it until it falls to the ground like a large
	lump of rock. Mission complete!


Mission 2: Evacuate Resistance Bunker

	Though it's not important to keep your soldiers alive, you 
	should as afterwards they will open up a locked room which 
	contains the awesome ROCKET LAUNCHER. Head down the square and 
	eliminate the snipers on the rooftops. Even though you have 
	the two soldiers providing backup fire, don't rely on them too 
	much as they don't have the skill to hit the snipers. If you're 
	out of range or the angle's too awkward, you can enter the 
	buildings and take out the snipers at close range. Oh, and don't 
	forget to grab the supplies lying about. After escorting the 
	soldiers successfully (or not), you would have a KEYCARD that 
	opens the door to the warehouse. If you have a rocket launcher, 
	equip it and then enter.

	Stop before the broken bridge and look around in first
	person view. You'll see that there's a turret being controlled
	by a soldier. Use your rocket launcher to take out the soldier
	(aim for the soldier, not the turret). As you move towards the 
	bridge, fire a headshot at the rocket soldier just behind you, 
	to your left. Jump down the bridge and kill the two soldiers. 
	Clamber up the rubbles to the turret that was unmanned. An alien
	tank will arrive. Destroy it with the turret and then go back 
	down. Go to the four buttons on the wall and push them so that 
	the colors from left to right corresponds to the entrance code 
	(in your ITEMS menu). The door to the base will open. Enter.
	Destroy all the probes with your rocket launcher and proceed
	further downwards until you come across a corridor filled with
	moving laser tripwires. Move very carefully across without 
	touching any of the laser. As soon as you make it through, the
	door will slam shut behind you. Since there's no going back, 
	just move on to the next room. Climb onto the crate in front of
	you and take a headshot at the closest soldier to your left.
	It's absolutely vital that you kill him with one shot, because
	if you miss he'll retreat into the room behind him and activate
	the gun turret. While you're still on the crate, blast the 
	attack droid to pieces; it won't be able to detect you in your
	elevated position. Don't kill the remaining soldier just yet;
	jump down and try to get into the turret control room without
	alerting him. Activate the turret and start firing. As soon
	as the soldier dies, an alien tank (again) will come crashing
	through one of the hangar gates. You should know the routine by
	now - just take it out with your gun turret. After a brief
	cut scene head through to the other hangar and go into the 
	room with the save point. Make a note of the three-digit number
	on the monitor and enter the elevator adjacent to the room.

	Launch a couple of grenades over the railing to take out the 
	two soldiers below. Destroy the attack droid on the other side,
	then the room should be clear. Head down to the console in 
	front of the room and mess around with the three buttons so 
	that you can get that three-digit number in. (The puzzle's not
	hard at all, so I won't mention anything more). Once you input
	the number, go back up and use the console which controls 
	the satellite dish. After the code's been transmitted, return
	to the hangar and go into the next elevator.

	Take cover behind one of the sickbeds until you see a soldier
	walk by. Just shoot him in the back of the head as soon as you
	have the opportunity. Then head to the Cryolab, avoiding any 
	contact from the attack droids. Of the three buttons which 
	controls the power for the theater bays, push the left and 
	center buttons. This will transfer all power to the third bay.
	Go into the cryochamber and pull out the center cryotube. With
	your shield activated, push the tube all the way out of the 
	Cryolab and towards the Medlab on the other side. Insert the
	tube into bay number 3 and push the button to extract the 
	IMPLANT. Go back to the Cryolab to receive a KEYCARD from the
	Resistance soldier. When you leave the lab, go west until
	you come to a locked door. Unlock the door with the keycard
	and go in.

	In the near-darkness of the room, your optical implant gives 
	you an advantage over the aliens. Using first person view, kill
	the three soldiers before they can get a chance to see you.
	Afterwards go up the ladder, kill the two guards and make your
	way through the laser tripwires to the power room. In the 
	power room, push the two rightmost buttons, then the two 
	leftmost buttons and finally the center button. That should get
	the power back on. Now leave the room via the north exit.

	Turn left and kill the drone. Shoot the two power relays to
	disable the laser field. This will alert a bunch of soldiers
	to the scene. Kill them all. After you've done this Colonel
	Grisham and Dr Carter will show up and tell you to use the 
	implant on the scanner. Do so. You will now have about two
	minutes to get out before the whole base blows! Activate your
	shield and make your way back to the hangar, avoiding any 
	battles. The gate should now be open. Leave. Mission complete!

Mission 3: Steal Alien Power Source

	Kill all the soldiers behind the crates and barrels. Don't go 
	into the building just yet. Continue east until you see the 
	crevice ahead of you. With your shield activated, jump down and
	run south to the two ladders. Climb up the one to the right, go 
	into the building and kill the soldier controlling the gun 
	turret. Run to the opposite building and kill the soldier that 
	was controlling the other turret. With the threat of the turrets
	out of the way, jump back down the crevice and push the moveable
	crate to the immoveable crate (you can tell which is which from 
	the red highlight). Run back south and climb the ladder to your 
	left. Destroy the droid and grab the FUEL CAN that's by the 
	fence door. There's also a moveable crate around here. Drag the 
	crate out. Push the crate into the crevice and then push it all 
	the way to the other crates. This should form a bridge which 
	will come in handy later. Go south, climb ladder to the right, 
	cross the bridge and head back to the building you didn't go 
	into earlier.
	You'll find a few stranded Resistance technicians there. Get 
	the BATTERY PACK next to one of them and go into the repair
	shop to the east. Destroy the two droids and push (yes, push)
	the jeep onto the hydraulic pad. Use the fuel can and battery
	pack on the controls. (You can push the button to lift the
	truck and get the FENCE DOOR KEY, but it's not needed anymore.)
	Push the control on the wall to open the door, but don't go
	out through there. Instead head outside the building through
	the way you came in.
	An alien flyer will arrive. Quickly run across the bridge and
	control one of the gun turrets. You should be pretty safe from 
	the bombings while you're in the building, so don't hesitate 
	to take out the flyer with the turret. Get rid of any remaining
	soldiers and go back to the technicians. They'll get into the
	jeep and ram through the fence, providing you with the way to 
	the next area.
	As soon as you get to the next area, another flyer comes by,
	forcing you to take cover inside a shopping mall. The mall
	used to be a Resistance stronghold, and some of the automated
	defenses are still active. Avoiding the sensors, move along the
	west wall and then climb up the hole with your shield activated.
	Jump down, take cover and destroy the limpet turret. Push the
	crate against the wall and climb into the ventilation shaft.
	Take the left path which leads to the adjacent room. Kill the
	two soldiers and take the YELLOW AND BLUE ALIEN SPORES. Push the
	crate against the wall and climb back up the shaft. This time 
	continue right until you come across a rusted grill. Combine the
	spores to create corrosive paste which will eat through the 
	grate. In the room take the LIFT KEY. Push the crate against the
	nearest wall and enter the other ventilation shaft. In the next 
	room kill the three soldiers and push the button that opens the 
	gate to the center of the mall. Go back to the center of the 
	mall. Use the lift key on the lift (or elevator. Whatever.) 
	which is between the stairs and enter the lift.	Turn left and 
	kill all the soldiers in the room. Pick up the MALL OVERRIDE 
	CODES and head to the other room. The technician there will give 
	you a MASTER KEYCARD. Make your way back to the	room where you 
	got the lift key and use the master keycard on the force field. 
	Go in and quickly enter the override codes on the computer. This
	should open the entrance to the mall which you can now exit.
	Kill the two soldiers. Go to the crane next to the building
	and clear out the coral with your blade. Now head into the 
	building. Go downstairs and receive a mission briefing from Dr 
	Carter. She'll hand you a STAIRCASE KEY which will give you 
	access to the rest of this building. Go upstairs and kill the
	sniper on the opposite building. On the console push the right
	button to move the crane arm. Go to the room in the opposite
	building, kill the drone, take the ALIEN HEALTH PACK and pull
	the crate onto the crane. Climb the crate and clamber up the
	ledge. Climb the ladder, get the other ALIEN HEALTH PACK and
	go back to the crane console. Push the left button. Again, 
	clamber up the crate and ledge and climb the ladder. Kill the 
	drone and proceed upstairs.
	Launch homing rockets at the flyer until it blows up and knocks
	over a radio mast on the roof. Clamber up to the roof and
	kill the snipers. Cross the mast to the other tower block and 
	fall through the pit. Go downstairs to meet the Resistance 
	solder. Live electrical cables obstruct your path, so to shut 
	the power you have to head downstairs to the basement. Kill the
	drone and push the crate over the puddle of water. Clamber over 
	the crate and push the button. The power is now off. Go back
	upstairs and the Resistance soldier will send you across the
	compound wall.

	As soon as you drop in, shoot the soldier in the back of the
	head. Destroy the limpet turret and walk up to the fence gate.
	The guard will open the gate when he sees you and attacks. Kill
	him and pick up the GATE KEY. Open the gate and arrange the two
	crates like this (bird's eye view):
	|         |
	| Crate 1 | >>Stand here<<
	|         |
	        |         |
	        | Crate 2 |
	        |         |
	This way when you pull crate 2, crate 1 will block off the steam
	jets as you move along. Walk to the fence gate and another guard
	will come through. Kill him. Go past the gate, destroy the 
	limpet turret and continue on. Stop immediately when Dr Carter
	warns you about the minefield ahead. Using your implant to 
	detect the mines, carefully make your way across the field. Kill
	soldiers and destroy limpet turrets in your way and eventually 
	you'll come across a cargo droid loading supplies. Go into the 
	building and kill the soldier. Push the button to open the gate
	to the cargo bay. Jump out the window and run for the gate 
	before it closes.
	Kill the soldier and go upstairs. Take the elevator and when you
	come out, kill the two soldiers. Open the door and enter the
	alien power room. Kill the two drones in there and switch on the
	laser on the right side of the room. Push the right block 
	towards the laser to destroy the power source's housing. Pull 
	out the power source and push it down into the conveyer belt
	(not the small conveyer belt; I mean the large one at the back
	of the room). After contacting Dr Carter, two soldiers will
	come out of the armory. Kill them. Enter the armory and grab
	all the goodies inside, including the DETONATION PACK and the
	LASER CANNON. Go back down the elevator and take the corridor 
	to the south. Destroy the two droids with your new laser cannon.
	Use the detonation pack on the main door. Leave.
	Kill all the soldiers and snipers to learn your laser cannon's 
	secondary attack. Continue down the street to the next screen.
	Before you even get a chance to speak with Dr Carter, she gets
	kidnapped by her husband Major Dan Carter, who is has been 
	converted into a cyborg	henchman! Prepare yourself for another
	boss battle!
	      ALIEN TROOPER x 3
	Don't jump down and engage the troopers just yet. Stay where 
	you are - you'll be out of range from their plasma fire and 
	the flyer's bombings. Launch homing missiles at the flyer 
	as it passes by. After you destroy it, fire your remaining
	rockets at the troopers. Only after you use up all your rockets
	should you go on down and fight them at close range. After you 
	kill the last trooper, you're done. Mission complete!

Mission 4: Rescue Dr Carter

	Destroy the two droids and pick up the SERVICE DOOR KEY. Use
	the key to unlock the door and enter. After talking to the 
	Resistance soldier, head down to the railway tunnels. Follow
	the tunnel north, and at Junction D turn west. Kill the spider
	and get everything in the room, particularly the SPORES and 
	the BLACK REGULATOR. Leave the room, head back to the junction
	and continue north. In the room to your left, kill the spider
	and get the BLUE REGULATOR and some more SPORES. Continue north
	again and turn west at Junction C. At the end of the tunnel get
	the GREEN REGULATOR next to the web-filled door and kill the
	spider in the room to your left. Inside the room pick up the
	SPORES and the RED REGULATOR. In the other room nearby, kill the
	two spiders and get the BATTERY PACK. Return to Junction C and
	head east. Turn north at Junction B and at Junction A go east.
	Get the POWER ROOM KEYCARD beside the save point and use the
	battery pack and then the keycard on the door. Inside the power
	room get the POINTS ROOM KEYCARD and insert your regulators
	into the appropriate generators (just match their colors). On
	the console push the second button, third button, fourth button 
	and first button to get	the power going. Hop onto the tram and
	ride to the points room. (To operate the tram, highlight on
	one of the two buttons and hold down the X button.) Unlock
	the door to the points room and enter. On the console push
	buttons A and C. Ride the tram back to the Resistance soldier
	and he will open up the track leading to the transport terminal.
	Hop onto that tram and exit.
	Kill the troopers to receive a new weapon, the ALIEN PLASMA. 
	After clearing the room, go upstairs, kill the two troopers and
	go into the doorway to the south. Kill the trooper and the
	soldier. The soldier will drop a RED SECURITY BOLT. Use the
	bolt on the wall console and push the button with the red screen
	to deactivate the scanners on the red conveyer belt. Go to 
	the console where the soldier was and push the button when you
	see a red crate passing by on the conveyer belt. This will skip
	the loading for that crate, leaving it empty. Quickly run out of
	the room and head to the conveyer belt with the red symbol. Wait
	for the empty container to arrive, then jump in. When you get 
	out of the crate, kill all troopers in sight and push the button
	on the console to send down the cargo lift. Push the button
	again and run to the cargo lift before it takes off. You will
	be taken into the ship bound for the Conversion Facility.
	Destroy or avoid all the droids and go south through the
	doorway. Kill the two soldiers and climb up the ladder which is
	close to the entrance you came from. Wait for a crate to arrive,
	then climb onto it. Get off on the tall stack of crates and
	climb onto the crate going in another direction. Keep switching
	from crate to crate until you get to the platform on the 
	south-west corner of the room. Go through the doorway.
	Kill the troopers and droids and get the SPORES inside the huts.
	Use the appropriate spore combination on the rusted fence and
	take out the snipers above you. Make your way across the
	minefield, destroying any crab droids with your plasma. Climb
	the ladder and kill the trooper on the other side of the wall.
	As you approach the crate, two troopers will come out of the
	main gate. Kill them and pick up the CYAN SECURITY BOLT. You
	have a choice here: you can either use the bolt and enter
	through the main gate, or you can use the crate to get into
	the shaft above. Doesn't really matter as both ways lead you
	to the same place. Kill troopers, grab ALIEN KEYCARD. In the
	room with the crate climb up the ladder, activate your shield
	and hurry through the electrified gap. On the other side, push
	button to deactivate force field. Drag the crate over to the wall
	south of the room and clamber up. Go through the doorway, into 
	the pit and kill the two troopers for an ALIEN KEYCARD. Use the
	keycard to deactivate the force field. Kill the two troopers 
	outside and enter the coffin-shaped doorway to the south.
	Make your way to the end on the room and press the button to
	switch off the lasers. Go to the next room. Kill trooper. Go
	to the next room. As with the lasers, go to the end of the
	room and push button to turn off the pressers. Clamber up the
	presser in the center and go into the ventilation shaft. Go right
	which leads you to the alien power room. Kill the two soldiers.
	Drag the good power regulator out the way, then push the damaged
	regulator into the slot. Now go to the control panel. The
	controls are quite simple, the left and right buttons move the
	arm left and right, and the center button swaps the positions of
	two power regulator. Get the damaged regulator to the leftmost
	side and that should shut off the force field outside. Head
	outside and enter the building to the west.
	In the room ahead of you press all three buttons to drain the
	pods. Go into the tunnel in the center pod. Turn right and drop
	out of the shaft. Kill the two troopers and get their ALIEN
	HEALTH PACK and GREEN SECURITY BOLT. Climb the ladder and go
	into the large room that is located in the center of your
	Internal GPS. Drop down to the bottom. You will see two crates
	and two elevators to the south. Push a crate onto each elevator.
	Ride the left elevator up and push the crate under the second
	ladder. Clamber up the crate and climb the ladder. Go into
	the room and kill two troopers. Get the RED SECURITY BOLT. Head
	back to the large room and ride the right elevator. Push crate
	under ladder, climb up, and go into next room. Kill the two
	troopers below you and get the YELLOW SECURITY BOLT. Now make
	your way back to the room where you got the green security 
	bolt and the use all three bolts to open the door. Leave.

	Kill all the troopers with headshots and pick up the RED
	SECURITY BOLT. You can't get to the room with the save point
	yet, as it requires a blue bolt. In one of the alleys there's
	a crate. Drag it out and bring it to the other alley. Push it
	under the fire escape, then climb and get the supplies. Go into
	the shaft. After you fall out of the shaft, kill all the
	troopers and get the ALIEN KEYCARD and the BLUE SECURITY BOLT
	they leave behind. Use the keycard to shut off the force field
	and the bolt to open the door to the save point. As you leave
	the save point, don't forget to take the blue bolt out. Go back
	to the area where you fought the last bunch of troopers and
	use the two bolts to open the door. Enter.
	There are three doors but only the one in front of you can
	be opened. Unfortunately there's a boss waiting for you behind
	that door.

	      MANIPULATOR x 2
	As the door opens, don't go into the room just yet. Switch your
	weapon to the laser cannon and in first person view fire
	charged bolts at the manipulator arms. After you destroy both 
	arms, you can enter the room safely. You can't hurt the
	scientist directly because he's in a protected room, so fire
	a grenade at the storage barrel. The explosion will kill the
	scientist and also blow open the door. Get the ALIEN KEYCARD
	and deactivate the force field. Head onwards into the next room.
	You will find Dr Carter trapped in the center of the alien 
	science lab. Kill the two troopers and get the ALIEN KEYCARD
	and the ION CANNON. Don't use it now; switch to your machine-gun
	instead. Open the door with the keycard, but don't rush in yet.
	There's a scientist hiding behind Dr Carter. Kill him with
	grenades. After that Dr Carter will be freed. As both of you
	leave the facility, Dan Carter makes another appearance and
	you're thrown into yet another boss battle!
	      MANIPULATOR x 2
	This can be very tough if you don't know what you're doing.
	First of all don't even think of attacking the war droid - your
	weapons are practically peashooters to this behemoth. And don't
	waste time attacking one of the manipulators, because the droid
	or the other manipulator will kill you before you can even
	destroy it. "So what the heck should I attack", you ask? Well,
	have you noticed the harness attached to the droid? The harness
	connects to six power nodes on the wall behind the droid. If the
	nodes are destroyed, then there will be no energy powering the
	droid, incapacitating it.
	Run right under the droid and use one of your shield cells to
	generate an EMP shockwave. It has no effect on the droid but
	will stun the two manipulators, providing you with some extra
	time needed to destroy the nodes. In first person view, shoot
	the power nodes with plasma or charged laser (unfortunately
	rockets don't work). If you're fast enough you can destroy three
	of the nodes before the manipulators recover. And if you're
	under heavy fire from the droid, raise your shield and grab the
	nearest shield cell, then run under the droid. While the droid's
	busy performing its long attacks, focus your attack on the
	nodes. Once all six nodes are destroyed, the droid is defeated.
	Mission complete!

Mission 5: Defend 2nd Resistance Bunker

	Explore the base, and restock on any ammo you used in that last
	battle. Pick up the SENSOR CAMERA, DISH AND ANTENNA, then leave
	through the sealed door to the west. In Area P you will see
	a heavy firefight between some alien commandos and Resistance
	soldiers. Don't bother helping them; the commandos in this room
	respawn (i.e. there's an infinite amount of them). Run up the
	stairs, climb onto a moving crate to get to the other side, and
	use the sensor dish to fix the sensor in this room. After you've 
	done that run north to Area Q. You can help the soldiers here;
	kill the three commandos with headshots and go to the room to
	the west (where the commandos came from). Pull the crate under
	the broken sensor, clamber up and use the sensor camera. Go up
	to the roof and use your blade to clear out the	coral growth on
	the turret. Continue north to Area R. Go up the stairs, and as
	you approach the large hole in the wall, an alien flyer will
	arrive. Go to the turret room to the north and from there fire
	homing missiles at the flyer until it blows. Afterwards go
	outside through the hole in the wall and climb the ladder and
	enter the shaft. Use the antenna on the sensor to fix it. Go
	back to the roof in Area Q where you cleared out the coral
	growth and fire homing rockets at the flyer. After you destroy
	it, head back to the sealed door. Go to the room where you got
	the sensor parts to meet with Dr Carter. She'll give you the
	INTERNAL LAB KEYCARD and tell you to retrieve the analysis 
	data for her. Enter the sealed doorway to the south.
	Go to the destroyed bridge and help the soldiers by killing
	the two commandos on the other side. Go down the bridge and 
	get the RED ALIEN SPORE at the bottom. Head east. Go to the 
	south corridor and pick up the BLUE ALIEN SPORE before
	fighting the spider. Pull the crate out of the elevator and
	enter the elevator.
	Clear the area of commandos and close the bulkheads. In the room
	with the big hole in the ground, get the blank STORAGE DISK. On
	closing all the bulkheads the Resistance soldier will help you
	open the lab at the end of the corridor. Go inside and fight the
	brute with your energy blade. After you kill it, use the keycard
	to unlock the door. Use the disk on the computer to receive the
	ALIEN COMMS DEVICE and the STORAGE DISK now containing data.
	Make your way back to the sealed door.
	Toxic fumes are pouring through the ventilation! There isn't
	enough time to stand still and listen to Colonel Grisham's
	transmissions, so hurry and seal all the vents by pushing
	crates up against them. There are a total of four vents, one
	in the room where you got the sensor parts, one in the room with
	the lift, and two in the room with the large computers. After
	you seal them all, the colonel will tell you to meet him and 
	Carter at the generator room. Go there and hand over the 
	disk and the comms device. Now go to Area Q and enter the
	small room at the back. Pick up the RED AND BLUE REGULATORS and
	pull out the GREEN AND TWO BLACK REGULATORS from the power
	boxes. Insert the red regulator into the left box, the black
	regulator into the center box, and the green regulator in the
	right box to reconfigure the substation to 20 kHz. The perimeter 
	force field will now be active, but there appears to be people
	trapped outside. Go outside to rescue them. But as soon as you
	approach, alien commandos come up from behind and ambush you.
	You're knocked unconscious and taken to the alien heartland.
	Um, mission complete?

Mission 6: Escape Alien Stronghold

	"God in heaven! What have they done to you!" During your time in
	captivity the aliens have tinkered with your body - you are now
	more cyborg than human. Colonel Grisham frees you from your
	cell, but loses his life in doing so. Pick up the MACHINE-GUN
	he leaves behind and use it to kill the commandos that killed
	Grisham. Retrieve your ENERGY BLADE which one of them will drop.
	With your new cyborg body, you now have the ability to unleash
	the Blade Beam attack. But for now stick to your machine-gun.
	Kill the scientist with grenades, pick up the SHIELD and leave
	the room.
	As you cross the bridge, you'll see a scene where a Resistance
	soldier gets fried by the aliens' defenses. After it's over,
	keep going until you come to a large room with three control
	panels in the center, lots of droids and two scientists. Before
	you enter the room first destroy the droids then go in and
	launch grenades at the scientists. Get the SHIELD and YELLOW
	SECURITY BOLT they leave behind, then go up the ramp and go 
	through the doorway to the north. Destroy the four limpet 
	turrets and kill the assassins below you. The assassins respawn
	but if you kill enough of them one will drop an ALIEN KEYCARD.
         (Correction: The keycard will only appear if you kill at
                      least two assassins with headshots. Sorry to
                      all the people who spent hours on this part.)
	Jump down, get the keycard and quickly run to the other side of
	the room. Use the keycard to deactivate the force field and then
	remove the BLUE SECURITY BOLT from the control panel. Go up the
	ramp and head to the south room. In the room remove the MAGENTA
	SECURITY BOLT from the panel and then kill the commandos in the
	next room while their backs are still turned. Continue on south
	and you will arrive at the room where that soldier got fried.
	While	you're still on the ramp, kill all the commandos and droids
	below you. Go down the ramp and remove the RED SECURITY BOLT
	from the control panel. This will shut off the defenses in the
	room, so you can safely pick up the LASER CANNON and ALIEN
	PLASMA. Now go up the other ramp opposite the one you came in
	and kill the commando in the room. Remove the GREEN SECURITY
	BOLT from the panel. Go down the ramp and take the small tunnel
	to the east. In the tunnel you'll see a locked door with
	a green control panel. Use your green bolt to open the door
	and pick up the ROCKET LAUNCHER inside. Remember to remove the
	bolt when you leave the room. The tunnel leads back to the room
	with the three control panels in the center. Use the yellow, red
	and blue bolts on the panels and a force field bridge will
	appear. Before you cross I suggest you save your game because
	Dan Carter is waiting for you in the room beyond that bridge!

	BOSS: ADVANCED CYBORG x 1 (Major Dan Carter)
	Carter himself is behind an invulnerable force field. No weapons
	that you have can harm him. But if you look carefully, he has
	a harness attached to him just like the war droid. That would
	mean his energy is being supplied to him from a power node.
	Kill the two commandos and pick up the ALIEN KEYCARD. Use the
	keycard on the control panel on the left wall. This will
	deactivate the force field to the button on the right wall. Push
	the button, then quickly switch to first person view and aim at
	the exposed power node above Carter. Fire rockets/plasma/charged
	laser/whatever at the node before the hatch closes. If the hatch
	does close, you'll have to push the button again and deal with
	more commandos. Once you destroy the node, Carter will also be
	destroyed. After you kill him, enter the elevator that was
	behind him.

	Kill the commandos, go straight down the corridor and enter the
	elevator in front of you (the doors on the left and right
	corridors require security bolts). Kill the commando and two
	brutes and pick up the RED SECURITY BOLT. Use the bolt to open
	the door. Now drag the crate over so that it is right under the
	door. Remove the red bolt. The door will try to close but the
	crate will keep it open. Use the red bolt on the inner door and
	enter. First kill the spider and termites in the room, then
	clamber your way up the pylon to the highest level, go through 
	the hole, drop down and remove the YELLOW SECURITY BOLT. Climb
	the pylon again, but this time go through the hole on the second
	level. This will lead you to another room. Kill all the
	assassins to get the ION CANNON, then open the door with your
	yellow bolt. Go in and remove another YELLOW SECURITY BOLT from
	the panel. As you leave the room, take out the bolt, so you now
	have two yellow bolts. Return to the place where you blocked
	the door, remove the red bolt and then take the elevator back
	up. Take the south corridor, use the red bolt to open the door,
	kill the two scientists in the room, and grab all the supplies
	you need. As you leave the room, you don't have to remove the
	bolt - you won't be needing it anymore. Head to the opposite
	corridor, and use your two yellow bolts to open the door to the
	control room. In the center of the room you will see a large
	console with four buttons and a bunch of monitors. What you have
	to do is adjust the controls so that it overloads the two
	atmosphere processors. Here is a breakdown of the controls:
	          |                       |
	          | (The large monitor    |
	          | screen in the middle) |
	          |                       |
	   [Button 1][Button 2][Button 3][Button 4]
	The large monitor shows the amount of power for a selected
	section. Look at the screen in first person view to see the 
	name of the section currently displayed. Buttons 1 and 2 cycle
	through the selections, and holding down buttons 3 and 4 will 
	raise or lower the power for the currently displayed section.
	First of all, lower the power for all the sections to zero.
	Then switch the screen to the Atmosphere Processor 1 section
	and raise the power until the bar becomes red (but don't fill
	the bar up completely!). Now switch to Atmosphere Processor 2
	and do the same thing. The processors will overload and destroy
	all the computers in the room. Leave the room.
	Switch to your energy blade and kill the brutes. Push the crate
	to the north, clamber up and remove the MAGENTA SECURITY BOLT.
	Push the crate to the east enter the door. Destroy limpet
	turrets and scientists in the room. Remove another MAGENTA
	SECURITY BOLT. Leave the room. Kill the two commandos. Grab
	everything in the room - you'll definitely need them for the
	final battle. Use the two magenta bolts to open the door, 
	prepare yourself (saving is recommended), then enter.
	Like Dan Carter, the alien leader is enveloped with a strong
	force field which protects him from gunfire. The four nodes
	in the center of the room provide the power for his shield.
	Unfortunately, because the leader's weapons are so powerful,
	you won't have much opportunity to destroy all the nodes, let
	alone even one.
	Fortunately, the leader does have a weakness - your energy
	First of all get rid of the commandos. After you kill both of
	them the leader will start attacking. Charge towards the leader
	and slash like crazy. Once you get his health to around 50%,
	he'll start flying, keeping his distance from you. Don't worry,
	you've destroyed all his armaments, so he's unable to attack at
	all. You can now focus your attention on the four shield nodes.
	Use plasma to destroy the nodes, then switch to the machine-gun
	and fire away at the leader. After he's dead you've finished
	the game. Mission complete! ("Our work is still unfinished."
	Hmm, do I sense a sequel?)

=== 3. ACTION REPLAY CODES ===========================================

The following codes were taken from Action Replay's official site
(www.codejunkies.com). I didn't make these codes and I don't own an
Action Replay, so please don't email me if they do not work.

	Stop Timer                          800F2B68 0073
	Infinite Rocket Launcher Ammo       800F30A8 0028
	Infinite Ammo Secondary Fire        800F30A6 001C
	Infinite Machine Gun Ammo           800F30A4 0189
	Infinite Shield                     800F309C 03E8
	Infinite Health                     800F3090 03E8

=== 4. CREDITS =======================================================

My thanks goes out to:
- SCEE, for making this game.
- www.codejunkies.com, for the Action Replay codes.
- you, for reading this walkthrough.
(Short list, I know.)

This document can only appear on the following sites:
- GameFAQs.com (www.gamefaqs.com), most recent version found here
- Cheat Code Central (www.cheatcc.com)
- Playstation cheat.net (www.psxcodez.com)
- Neoseeker (www.neoseeker.com)

For corrections, suggestions or anything else, you can 
email me at "email_me@tabomail.com", or just post a message 
in the C-12 board at GameFAQs.com. I don't check my email frequently,
so I apologize in advance if you do not receive a prompt reply
from me.

If you're going to email me, please:

       * Use English. I don't care if it's stilted or rife with
         grammatical errors, just as long as it's understandable.

       * Include a valid email address in your message... that is,
         if you wish to get a reply from me.

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