PS2 | Psi-Ops: The Mindgate Conspiracy

Psi-Ops: The Mindgate Conspiracy Walk-Through
04/27/04

OFFICIAL DEVELOPER FAQ:
Publisher: Midway Games
Written by: Brian Eddy and Alex Offerman


Contents:

Level00 (Mission 1) ? 1st floor of lower level of silo ? Game start
Level01 (Mission 2) ? Silo Base
Level02 (Mission 3) ? Barret's shipping compound
Level25 (Mission 4) ? Factory and Train Yard
Level03 (Mission 5) - bldg #1 of Hong Kong Base
Level04 (Mission 6) ? Building #2 of Hong Kong Base
Level05 (Mission 7) ? Ancient Ruins ? start of Jellyfish
Level06 (Mission 8) ? Wrightson labs and excavation
Level50 ? Training Levels


Level00 (Mission 1) ? 1st floor of lower level of silo ? Game start

SegA1		Solitary
Path: Kill the two guards in this area and activate the flashing red switch on the computer 
terminal in the guardroom to deactivate the security lasers on the door.  Then, walk over 
and open the door.  (Cut-scene will play then Nick will be in SegA2.)
Note: If you search the cells that unlock after turning off the security lasers you will  find 
three health power-ups.  There are also health and ammo power-ups in the guardroom.
Hint: Be patient with enemies and observe their patrol routes from a safe location.  
Stealth can help Nick avoid taking unnecessary damage.  Sneak up on enemies by 
approaching them from behind while crouched.  When Nick is close, melee attack them 
for a one-hit knock-out.

SegA2		Cellblock
Path: After cut-scene plays kill the three guards and activate the flashing red switch on 
the central console to unlock the security lasers on the door.  Proceed through door to 
SegA3.
Note: The cells can be opened if the red buttons are hit on the walls.  There is a health 
power-up hidden in the far left cell if looking from the door you entered the room from.  

SegA3		Hallway/Staircase to Generator Room
Path: Kill the guard patrolling this hallway and go through large door on left (SegA4) 
before going down the stairs.  If you go down the stairs, you will find the door to the 
generator room (SegA5) locked until you get the key-card from Sarah in the storage 
room.
Notes: If the security camera sees you, it will cause an extra guard to spawn.  Just to the 
left of the doorway from SegA2, there is a ladder that you can climb down to a ledge.  On 
the ledge across from this one, there is some extra ammo.  Beneath the ammo a shotgun.

SegA4		Hallway/Shower/Meet Twin #1 Room
Path: The storage room where Sarah is waiting for you is through the door on the right 
when entering the hallway, but you need a key-card to open it.  The MP guarding the 
shower room through the window on the left side of the hallway has the key-card.  Kill 
him, pick up the key-card, and then return to the storage room.  FMV will play.  In the 
FMV, Sarah gives you the key-card for the generator room, as well as a shot that will 
allow your memories to start returning, and after the FMV your TK (Telekinesis) powers 
will return and you will enter TK training mode (see Training Level walkthroughs 
towards the end of this document).  After TK training, head back the way to you came, 
into SegA3, down the stairs and open the door to the generator room (SegA5).  The 
second time you come through this segment, after completing your mission to turn off the 
security lasers in the generator room (SegA5), the player will gain RV (Remote Viewing) 
power and go to a training room (see Training Level walkthroughs towards the end of 
this document).
Note: The doors at the far end of the hall have security lasers that you turn off by pulling 
the switches on the generators in the generator room.  In the room where you meet Sarah 
there is a health power-up and two psi power-ups.

SegA5		Generator Room
Path: Kill the three enemies in this room and pull the two switches located on the 
generators.  Security laser doors in A4 will now unlock.  Sarah will contact you with 
telepathy to give you more information.  You should now fight your way back out of 
SegA5, through SegA3 and into SegA4 where you will remember the power of RV 
(Remote Viewing) and enter the RV training segment (see Training Level walkthroughs 
towards the end of this document).  After RV training, go through the doors at the end of 
the hallway in SegA4 (Security lasers were turned off when the switches on the 
generators were pulled) into SegA6.
Note: There is a health power-up and a psi power-up on the catwalk opposite the entrance 
to the room.  Underneath the stairs by the entrance to SegA5, there is some ammo and a 
psi power-up.  There is also a psi power-up when you first enter the segment.

SegA6		Hallway and Security
Path: The first segment of hallway has two enemies to kill.  Players will be able to try RV 
power for the first time here.  Behind the next door is another set of enemies to kill.  Note 
that in this second segment there is a ladder up to a catwalk where another enemy is 
located along with a Psi power-up.  Through the door and into the next section you will 
find two more enemies and two doors.  One of the doors (leads to SegA7) is locked, but 
you can continue through the other door to the next hallway section.  The next hallway 
has one guard that patrols over a bridge.  Through the door at the end of this segment is a 
lab-coat enemy in a small control room looking out into SegA7.  Kill the lab-coat and 
pick up the keycard he drops.  Hit the red button on the console to unlock the large doors 
to SegA7 and return to the previously locked door into SegA7.  On the way back to the 
door into SegA7, you will encounter three more enemies.
Note: There is a health power-up and a psi power-up in the room looking out into SegA7.  
There is a bonus gnome over the fenced area opposite the door to segment A7.

SegA7		Dock (Turret)
Path: Destroy the turret and guard that are in this room.  Use the key that you picked up 
from the dead lab-coat in SegA6 to proceed through the far door to SegA8.
Hint: You can shoot out the turret or use TK to destroy it with the guard in this room.  
There is a health power-up in the corner.

SegA8		Silo
Path: None.
Level ends and End Mission Stats Screen appears.

Level01 (Mission 2) ? Silo Base

SegA7		Dock (Turret) (RV only)
Path: None.  Player starts in SegA8.
This room can only be seen if the player uses RV (Remote Viewing)

SegA8		Silo (Starting Point for Level)
Path: Nick will receive a telepathic message from Sarah as the elevator goes up.  Proceed 
up the elevator and open the door right next to the elevator platform to SegC1.
Note: Elevator is already moving up when level starts.  The controls for the elevator are 
on the panel next to the door on each floor.

SegC1		Dock and Heaters
Path: On entering this area, player will remember MD (Mind Drain) and go to Training 
Mode (see Training Level walkthroughs towards the end of this document).  After RV 
training proceed up the moving platform to the heater area of SegC1.  Defeat the three 
enemies here and activate the flashing red switch on the right most computer console.  
This will unlock the door that leads to SegC2.  Defeat the enemies that spawn after 
unlocking the door.  Proceed through the now unlocked door to SegC2
Note: There is a health power-up near the beginning of this segment and a health power-
up up the elevator platform near the heaters.

SegC2		Gas Chambers
Path: In this segment there is a row of three gas chamber rooms on the right side.  In the 
center gas chamber is a lab-coat enemy.  Kill him and grab the key card he drops that 
opens the door to SegC3.  Proceed through the door at the end of the hall, down the 
bridge where you will use the keycard and into SegC3.  The room after the bridge will 
have a shotgun MP (MP is the standard enemy in the game; it is short for Meat Puppet).
Note: If Nick enters any of the gas chambers the door will shut behind him and the 
chamber will flood with deadly gas.  Two MPs will also spawn outside of the gas 
chamber.  To escape the gas chamber TK throw an enemy or large object into the glass 
door of the chamber to break the glass.  Nick can also trap enemies in the gas chambers 
by activating the switches next to the gas chamber doors.  There is a psi-vial power-up in 
the center chamber and a health power-up in the end chamber.
 
SegC3		Implant Labs
Path: FMV of Sander's transformed into an MP plays here.  Just continue on after the 
movie through the opposite door.
Note: There is a health power-up on the wall and psi power-up in the corner of this room.

SegC4		Hallway
Path: In room on right side of hallway are two enemies.  The lab-coat enemy in this room 
will pull alarm if he sees you, which will cause more enemies to spawn.  To turn off the 
alarm once it is on, just go up to it and hit the X button.  To exit this area, you will first 
have to visit the morgue (far right doorway; SegC5) and get the implant device to exit 
through the far left doorway.
Note:  The wall of spinning cogs in the room on the right is electrified.  TK throw an 
enemy into the wall for a quick kill.  There is a shotgun hidden behind some crates in the 
room on the left side of the hall.

SegC5		Morgue
Path: Two lab-coats will attempt to hit alarm, which will spawn more enemies.  Kill them 
and pick up implant device that is on the tray in the far right corner of the room.  The 
implant device is needed to open the door to segment C6.  When you pick up the device 
two MPs will spawn and come into the morgue.  Kill them and return back through the 
doorway into the hall, take the door directly in front of you and kill the shotgun MP in 
this room, then use the implant device to open the door on the right to enter C6. 
Note: Throw enemies into the furnace using TK. There are two health power-ups in this 
room and one psi power-up.

SegC6		Freezers Jov Leonov Boss Room
Path: This room is empty of enemies first time through.  Continue straight ahead to door 
on far left side of the room.  Later, this room will be the location of the first boss battle in 
the game with an enemy named Jov Leonov.

SegC7		Hallway
Path: Approach the first door on the right and Sarah will contact you via telepathy to tell 
you that only Jov has the password to get through door into the Mainframe room in this 
hallway.  Proceed through the far door into another hallway to the locked door at the end 
of it.  FMV will play with Barret and Jov.  After the FMV use RV (Remote Viewing) to 
look into Jov's office (SegC11) and get code from the display on Jov's desk.  After you 
RV into Jov's office, three MPs will attack Nick from the hallway that he just came from.  
Kill them and return to the Main Frame room door in the previous hallway and enter the 
code into the keypad (currently programmer art).
Note:  There is a psi power-up at the end of the hall by the door to Jov's Office (C11).

SegC11	Jov Office
Note: RV (Remote Viewing) room only.  Player must RV into this room from SegC7 in 
order to get the password to enter SegC8.  The password is randomly generated so that it 
will be different every time.

SegC8		Main Frame Room
Path: Kill the three enemies in here and then go to the terminals on the far wall.  When 
Nick approaches the center console, another telepathy scene with Sara will play and tell 
the player to leave through the vent/duct on the wall just to the left of the computer 
terminals.  Player must rip the shutter-door off of the vent using TK.  Player will then 
have to move (TK) a box under the vent/duct to be able to jump up and reach it.  When 
the player enters the vent/duct he will now be in segment C10.
Note: There are explosive tanks stacked up in the rafters above the two enemies in the 
back of the room.  TK these tanks and drop them on enemies for a quick kill.  There is a 
health power-up on the lockers when you first enter the room.  There is a health power-up 
and a Psi power-up in the water down the ladder in the middle of the room.

SegC10	Vent/Duct
Path: TK crate to the opposite wall so that Nick can climb on the crate and jump up to the 
ledge that leads to the fan halls. There will be one enemy patrolling this area.  Kill him 
and walk down the first hallway of fans.  As Nick starts walking down this hall, two MPs 
will attack him from behind.  Nick can eliminate these enemies by activating the first red 
switch on the right, which turns on the fan behind him.  TK throw the MPs into the fan.  
Continue walking down the hall.  Do not walk all the way to the end of this hall or the fan 
will suck Nick in and kill him.  Turn off the fan by activating the second red switch in the 
middle of the hallway.  When you turn the fan off for the first time enemies will spawn 
and come down the hall.  Quickly turn the fan back on and watch the MPs get sucked into 
it, or kill them by other means.  Turn off switch again to safely walk down hall.  More 
enemies will come from the second fan hallway.  Activate the switch nearby to turn on 
the fan blowing them into a wall to their deaths.  Again, turn off the switch to walk safely 
down the second fan hallway.  At the end of the hall Nick will see boxes at the other end 
of a drop-off.  Nick will need to TK the boxes down the drop off and build them up if he 
does not want to take falling damage.  At the bottom of the drop off is a door that leads 
back to the silo (segA8).  Enter the door and immediately enter the large door to the right.  
This leads to segment C13.
Note: There is a health power up in between the two hallways of fans.  There is a psi 
power-up in the raised alcove at the end of this segment.

SegC13	Bomb Storage
Path: In this room an FMV will play explaining some of Nick's past and giving him a 
mission to plant three bombs to take out the base.  After the FMV Nick will have the 
bombs (cy charges) in his inventory.  Exit the room, kill the MP's in the Silo (segA8) and 
cross the bridge back into SegC1 (the room you originally entered after riding the 
elevator up).  Continue retracing your original footsteps through SegC2 and into the 
Implant Labs (SegC3).
Note: There are several ammo power-ups, a Psi power-up, and a health power-up in this 
room.  The user can access the map screen in the inventory menu to see where to plant 
the explosives.

SegC3 		Implant Lab (2nd time)
Path:  When the user returns to this segment a lab-coat enemy will be behind the 
terminal.  Kill him before he sounds the alarm.  In the middle depressed floor area of this 
room is a visual indicator of where the bomb needs to be placed (flashing circle).  Walk 
into that area.  Cut-scene of Nick planting bomb will play and when the game comes 
back there will be directions to place the next bomb (in SegC8).  Continue retracing your 
original path through segments SegC4, SegC5, SegC6 and SegC7.
Note: There will be a health power-up when the user returns to this segment.

SegC8  	Main Frame Room (2nd time)
Path: When the user returns to this segment, an MP will be patrolling the front part of the 
room and a lab-coat enemy will be along the back wall.  Kill the MP, then kill the LC 
before he sounds the alarm.  In the blue depressed area of the room there is another 
indicator on the floor.  Move Nick into that area over the indicator.  Cut-scene of Nick 
planting bomb will play and directions to place the last bomb in the cryro room (SegC6) 
will appear.  Return back the way you came, and retrace footsteps back to the large room 
with the refrigerators in it (SegC6).
Note: When the user returns to this segment to plant the charge, there will be a psi power-
up in the depressed floor area.

SegC6		Freezers - Jov Leonov Boss Room
Path: In the middle of this room is another indicator on the floor that Nick must stand on.  
Cut-scene of Nick planting bomb will play, and then FMV will play where Nick 
confronts Jov Leonov, the Mind Control Boss, followed by a Boss Battle.

SegC6		Jov Leonov Boss Battle
Path: MP's will spawn out of the refrigerators.  Jov will then Mind Control them and they 
will come running up to Nick.  When they get within range of Nick, they will play an 
alarm sound to indicate they are going to explode soon.  Nick must stay away from these 
suicide-bomber MP's and their explosions.  The MP's will spawn forever unless Nick 
destroys the refrigerators by using TK to throw the exploding MPs at the refrigerators 
they spawn from.  After all the refrigerators are destroyed, Jov will appear.  You can kill 
him with weapons or by TK throwing objects at him.  (NOTE:  There are a couple of 
exploding tanks in the room that cause more damage when thrown at Jov.)
Post battle, there will be a timer on screen to show you how long you have to escape the 
base before it blows up.  There are 3 different paths the user can take at this point to 
excape thee base.  The user can return the way he originally came through segments C4, 
C3, C2, and C1 to the elevator in A8 where the level originally began.  Or the user can go 
through the fan duct (through C7, C8, and C10) to the elevator in A8.  Or the user can 
"TK surf" on a crate to the walkway above and escape through the thin door that leads to 
segment C1.  When you get to the elevator, take it all the way up and open the door to 
E1.
Note: There will be several enemies to fight while trying to get back to the elevator.  
There is a "bonus" gnome in the area above the boss battle.  The user must TK surf to get 
up to that area after the boss battle.

SegE1		Damaged Hallway
Path:  Still trying to escape the base, you find yourself in a damaged hallway.  Defeat the 
two MP2 in this room, then turn right and head up the stairs.  There will be another MP2 
at the top of the stairs.  At the top of the stairs, go through the door, and then through 
another door.  In the hallway, run to the door at the far end and enter it.  Head down the 
stairs into SegE2.
Note: Watch out for falling debris.  Large chunks of concrete will fall on Nick and cause 
damage.

SegE2		Damaged Assembly
Path:  Defeat the MP on the catwalk when you first enter this segment.  Then continue 
down the stairs.  A platform inside of the silo is visible from here, run out towards it and 
a cut-scene will play.  This is the end of level 1.

Level02 (Mission 3) ? Barret's shipping compound

SegF1		Landing Pad/Courtyard
Path: After opening FMV plays the user will begin in segment F1.  There will be two 
sniper MPs in the two towers in the middle of this segment.  Take out the 2 snipers (there 
is a sniper rifle located behind a large shipping crate near the beginning of the level).  
There are also four searchlights on the towers.  If the searchlights spot Nick more 
enemies will come from segment F3.  You can shoot out the searchlights for safe passage 
through this area.  Proceed through the first door on the right to Segment F2.
Note: There is a large health power-up next to the sniper rifle, a small health power-up on 
the roof above the door to segF2, and a large psi power-up behind a shipping container in 
the far corner.  There is also a large health power-up in one of the sniper towers and 
pistol ammo in the other tower.  Nick must "TK surf" to get to these items.

SegF2		Mechanic Room (First Door on Right from F1)
Path: Kill the MP in this room and go upstairs.  Head down the hallway at the top of the 
stairs and through door at the end of the hallway.  This leads to segment F3.
Note: There are 2 large health power-ups and 2 large psi power-ups in this room.  There 
is also a shotgun in this room.

SegF3		Assembly/Stage Room
Path: After entering the door from segF2, follow the catwalk all the way down to the door 
on the right to go to F4.  Watch out for the sniper MP patrolling the catwalk.  There are 
also two MPs in the assembly area below.
Note: The use can enter the lower level of segment F3 from segment F1.  However, in 
order to progress to segF4 the user must come from F2.

SegF4		Outside ? Entrance to G1
Path: When you first enter F4, an FMV will play with Sara and Nick meeting on the 
rooftop.  After FMV, you will be on a roof looking over an outside area.  Climb down 
ladder of roof and head towards the locked gate.  Nick will gain MC (Mind Control) here 
and be taken to a training room to learn how to use it (see Training Level walkthroughs 
towards the end of this document).  While near the locked gate, mind control an enemy 
on the other side of the gate and have him open it by pressing the red button on his side of 
the gate.  Go through the gate and defeat enemies in the next area.  Be careful of and 
notice the sniper on the roof.  You must MC the sniper, have him hit the control panel on 
the roof to lower the ladder (then jump him off the roof to commit suicide).  If sniper is 
killed before you lower ladder, more snipers will spawn.  Climb up the lowered ladder to 
the roof, and jump onto the glass window skylights.  You will fall through into a room 
(SegF6).
Note: In the middle of this segment is a storage shed that has 2 small health power-ups, 2 
large psi power-ups, and 2 assault rifles.  There is also a health power-up and a sniper 
rifle on the rooftop where Nick meets Sara.
Hint: Shoot out roof windows, stand on box on roof and TK surf down into room to avoid 
damage from fall.

SegF6		Fall Into Electrical Room
Path: A worker in this room will hit alarm if you do not stop him.  Enemies will spawn 
and enter room if alarm is on.  Proceed through door at the end of this room to SegF5.
Note: There is a large health power-up and a large psi power-up in the corner of this 
room.

SegF5		Communications Room
Path: Clear out 2 enemies in the destroyed room and then go upstairs. There will be two 
more MPs at the top of the stairs.  Defeat them and enter the room to the left.  In this 
room there is a console on wall beside the spinning globe.  Activate the flashing button 
on the console and an FMV will play.  After FMV, an MP2 will spawn in hall behind you 
that when killed will drop Key Card for door into SegF8.  Proceed through door at the 
end of this hall (SegF8).

SegF8		Barret's Office
Path: When you enter this room, and FMV will play of Sarah unlocking the safe and 
retrieving the monolith.  After the FMV, go back the way you came into SegF5.

SegF5		Communications Room (2nd time)
Path: Go down stairs and exit through the door straight ahead.  This will take you back to 
SegF4.

SegF4		Outside (2nd time)
Path: Kill the MP2 here.  He will drop a key-card that opens the garage door on the right.  
Retrieve the key-card, and enter the door.  Enter the second door into SegG1.

SegG1		Shipyard - Part 1
Path: Kill the 3 MPs at the beginning of this segment and follow the path through the 
shipping containers to the right.  There will be several MPs patrolling through out this 
segment.  After the first turn in the path through the shipping containers, there is a crane 
control tower (with a sniper MP in it as well).  Defeat MPs around the control tower and 
go up to the control panel on the train controls and activate it.  This will move a shipping 
container in the distance to allow you to continue into SegG2.  Return back to the ground 
and move towards the shipping container obstacle that was moved.  Climb up and over 
the shipping container that was underneath the one that was moved with the crane and 
you will now be in SegG2.
Note: There are 3 health power-ups in the maze of shipping containers.  There is a psi 
power-up and a sniper rifle on top of the double-stacked shipping containers.  There is a 
psi power-up near the dock by the water's edge.  There is a health power-up and some 
ammo in the crane control tower.

SegG2		Shipyard Part 2
Path: Follow the path between the containers and move towards the guard tower.  Again, 
there will be several MPs patrolling this segment as well as a dock worker that will sound 
the alarm and spawn more enemies.  Make your way past the enemies and look for the 
container attached to the crane near the far wall.  Climb on top of this container.  While 
on top of the container, Mind Control one of the MP's in the area (preferably in the 
tower, or else you have to climb the tower) and have him activate the crane controls in 
the tower.  The container you are standing on should now lift up and allow access to a 
ledge that you can now walk onto.  Enter the open window from the ledge to enter 
segment H6.
Note:  There is a health power-up on the docks near the water, a health power-up below 
the ledge to H6, a health power-up in the guard tower, and two psi power-ups and a 
"bonus' gnome in the center of four shipping containers.

SegH6		Factory Room
Path: Walk down the hall towards the doorway and an FMV will play with Barret and the 
General.  In the FMV, Barret kills an MP who drops a keycard that opens the door in 
SegF1.  Afterwards it will be on the floor.  Pick up the keycard and retrace your steps all 
the way back to SegF1.
Note: There will be encounters on the way back to SegF1, so watch out for enemies in 
areas you have already been in.  There are multiple ways to get through the container 
area.

SegF1		Landing Pad/Courtyard (2nd time)
Path: Once in SegF1, use the key-card to enter the small door on the right side of the 
playfield (opposite the wall where the player begins level 02).  Once you enter the door 
an FMV will play with Nick and Sara.  Level will end with stats screen.



Level25 (Mission 4) ? Factory and Train Yard

SegG3		Train Yard
Path: First time through this area, you will fight several MPs and MP2.  Beware the two 
snipers in the watchtowers.  All doors out of this segment are locked.  To exit, proceed 
towards the train tracks and throw the switch on one of the two train signals (red flashing 
light).  A train car will crash through the closed door giving you an exit to H1.
Note: There is a health power-up in one of the armored transport trailers and a psi power-
up between some crates.  There is also a health power-up in each of the sniper towers.
Hint: Use MC on the snipers in the towers to get a good view of the area, and take out 
some enemies while you are at it.

SegH1		Train Room
Path: Defeat the two MP2s and one MP1 in this segment.  There is turret on the far side 
of the room above the door to the next segment (H2).  Destroy or avoid turret and make 
your way to the door in the far left corner of the room.  You will now be in segH2.
Note: There is a psi-power up near some crates in the middle of the room. There is a psi 
and on the catwalk against the back wall and a health power-up below the catwalk.  There 
is also a health power up behind a shipping container near the far wall.
Hint: Nick can TK lift objects and use them as shields.  

SegH2		Factory ? Piston Room
Path: This room has a worker standing next to a console on the second level.  Work your 
way around the machines until you find a ladder in the other corner of the room.  Climb 
the ladder, go to the console, kill the worker, and press the console button.  The button 
opens the door on the bottom left.  Climb back down the ladder and exit through the now 
opened door.  Nick will now be in SegH3.
Note:  The player will return to this segment later by entering through one of the doors 
behind the glass enclosure.
Hint: Nick can also MC the worker at the console and have him activate the console 
button.

SegH3		Factory ? Conveyor Room
Path:  Make your way over or around the conveyor belt to the ladder on the far right side 
of the room.  There will be several MP2s to kill along the way.  Once you get to the other 
side of the room, climb the ladder against the wall to segment H4.
Note: There is a ladder in the far corner that Nick can only get to by jumping from the 
conveyor.  Up the ladder is a small room with a health power-up, a psi power-up and a 
"bonus" gnome.
Hint: The conveyer belt has several deadly obstacles such as flame jets and crushing 
devices that can harm/kill Nick and MPs.  Nick can turn each of these obstacles on or off 
by activating nearby switches.  

SegH4		Factory ? Center Fenced Conveyor
Path: After getting off the ladder, kill the two enemy workers before they trigger the 
alarm and cause more enemies to spawn Watch out for MP2s patrolling the catwalk 
above.  Find the door on the other side of the area you came from.  Go through the door; 
it will take you back into SegH2.
Note: The player will soon return to this segment on the other side of the fence.
Hint: If you sneak up to and activate the switch next to the ladder you came up from, you 
can electrocute the workers.  

SegH2		Factory ? Piston Room
Path: This time in the piston room you are on the catwalk behind the glass enclosure.  
There are two enemies in the room now, so take them out before starting on the puzzle.  
There is a control panel on the wall to the left that you must hit to make the pistons begin 
to move.  Once the pistons start moving, you must move through them, avoid being 
crushed and make your way to the catwalk on the other side of the room (through two 
sets of three pistons) and through the door into H4.
Hint: Pistons crush things, like you and enemies.  The pistons will also break if you TK 
objects/enemies into them, making it easier to pass through.  After you disable the pistons 
on the right side of the room, you can jump down to the lower level and walk under the 
pistons to hidden room with a psi power-up and a "bonus" gnome.

SegH4		Factory ? Center Fenced Conveyor
Path: Back in H4, but on the other side of the fence. Simply run across the room to the 
door on the other end to enter a stairwell.  Go to the top of the stairwell, through door and 
onto the roof, which is SegH5.

SegH5		Factory Roof
Path: There will be two MP2s patrolling the ground and two sniper MP2s up above on a 
nearby rooftop.  Defeat the MP2s in this area and go to the other side of the roof opposite 
where you came from SegH4.  Proceed down the short flight of stairs and enter the door 
at the bottom of the stairs.  Enter the door then enter the first door on the right.  Go across 
this room to the door on the opposite side.  A flamethrower MP2 and a shotgun MP2 will 
come out of the door you need to go through.  Defeat them and go down the hall to the 
ladder at the end of the hall.  Climb the ladder to SegH6 and enter the door at the end of 
the hall.   You will now be in SegH6 and phase one of the Barret Boss battle will begin.
Note: There is a health power-up and a psi power-up just before Nick enters the door to 
the Barret Boss room.
Hint: Mind Controlling the snipers on the rooftop will help clear enemies from this area.  
There are also several exploding tanks around the roof.  Nick cannot pick up 
flamethrowers, but can use one through a Mind Controlled MP.

SegH6		Factory ? Boss Battle Phase 1
Path: FMV will play setting up Barret boss battle.  Barret uses TK to throw objects at 
you.  To defeat him, you must throw objects at him until his hit points drop to about 1/3 
of normal.  An in-game cinema will play in which Barret will leave through a hole in the 
machine and Nick chases after him.  After FMV plays Nick will now be in SegH7.
Note: Try catching Barret's thrown objects in the air and TK'ing them back towards him.

SegH7		Factory ? Drop from H4
Path: Go through the broken door to the right to enter the next room.  Go up the stairs and 
through the double doors to at the far side of the room on the left.  After you go through 
the door you will be in SegG3 and phase 2 of the Barret boss battle.
Note: There is a Health and a Psi power-up in the room after dropping off the conveyor 
belt.

SegG3		Train Yard ? Barret Boss Fight Phase 2
Path: Barret will start the 2nd phase of the battle by throwing a train car at you.  Train 
cars and large storage containers are usually instant death when they hit you.  Keep 
moving and avoid being hit by these large objects. TK objects at Barret until his hit-
points are reduced to about 10% and next FMV will start and level will end.  Level 03 
will load up next.
Note: If Nick tries to climb up either of the sniper towers, Barret will grab Nick with TK 
and throw him across the segment.  There is a health power-up to the left of the door you 
entered from and a psi power up along the wall to the right.  
Hint: Keep on the move and watch Barret's TK ray to see where the next objects are 
coming from to avoid them.


Level03 (Mission 5) - bldg #1 of Hong Kong Base

SegK1		Landing Pad - Morning
Path: The player starts on a landing pad after following Barret to Hong Kong.  Head to 
the door at the other end of the landing pad and enter it.  There will be a lot of enemies 
that try to stop you on the way.  Defeat them and enter the door to SegJ3.
Note:  There is a health and psi power-up behind one of the tarped crates on the landing 
pad.  There is a sniper rifle by the door on the other side of the lading pad.
Hint: There are several ways to deal with the enemies that attack you.  TK throw them off 
of the landing pad to their death or MC them and have them kill each other.

SegJ3		Hallway to K1, J1, & J8A
Path: You will find yourself in a hallway.  On the right end of the hallway is a turret 
mounted on a wall.  Destroy it and the MP2 that is near it and enter the door below the 
turret gun to meet Kimiko (SegJ1 - FMV plays).  After the FMV, Nick will be back in the 
hallway.  Head back down the hallway and enter the door on the right hand side that is 
flanked by two large Foo Dog statues.  This leads to SegJ8A
Note:  There is a health and psi power-up at the end of the hallway opposite the turret 
gun.  There is also a health power up to the right of the door to segJ1.

SegJ8A	Vault Puzzle Room
Path: Head up the stairs and Nick will receive a communication from Kimiko.  After 
talking to Kimiko three MP2s will attack Nick.  Defeat them then go into either the room 
to the left or to the right.  Do not kill the lab-coat enemy in this room; you will need him 
to open the door to the data vault.  Position Nick near the switch in the center of the room 
but do not activate it.  Instead MC the lab-coat and have him go to the other room (the 
room opposite this one that looks the same) and activate the switch in the middle of that 
room.  Then quickly exit MC and have Nick activate the switch near him.  Player must 
activate the second switch in time in order to unlock the door to the data vault (SegJ9).  
Proceed back to the area by the stairs and head through the center door opposite the 
stairs.  This will take you to SegJ8B.
Note: There is a health power-up in one of the rooms and a psi power-up in the other.

SegJ8B	Hallways to Data Vault
Path: Head straight down the hallway, passed the doors on the left and the right and into 
the large door straight ahead. This will take you to SegJ9.
Note: There is a health power-up through the door on the left and a shotgun through the 
door to the right.

SegJ9		Data Vault
Path: Approach the windows looking into the data vault and press the button by the 
center window (red flashing light).  An FMV will play.  After the movie, return the way 
you came and Nick will gain the Pyrokinesis power and enter PK training mode (see 
Training Level walkthroughs towards the end of this document).  After the user returns 
from PK Training, approach the door out of SegJ9 a cut-scene will occur in which 
Kimiko gives you further instructions.  After the cut-scene open the door back to SegJ8B.  
Another cut-scene will play, introducing the MP3 enemy.  Along with the MP3 will be 
several MP2s the user must defeat.  After enemies have been cleared out, continue 
heading back the way you came to SegJ3.
Note:  There are two small health power-ups and a large psi power-up in this room.
Hint: MP3's resist being TK'ed, but if you hit them with PK first, they are vulnerable 
until they put out the flames.

SegJ3		Hallway to K1, J1, & J8A (2nd Time)
Path: When you re-enter this hallway, you will encounter an MP2.  Kill him and get the 
elevator keycard he carries.  Then walk up to the doorway across from the one you just 
came from.  This is an elevator.  Enter the elevator and take it down one level.  Exit the 
elevator to SegJ10.
Note: Once in the elevator, turn around and touch the control panel.  Select floor 29.   
When the elevator stops moving the door will open.

SegJ10	Hallway with Large Marble Balls
Path: Kill the enemies in this room; lab-coat will sound the alarm if he spots you, 
spawning more enemies.  After all enemies are defeated TK throw one of the marble balls 
into the large double doors across from the elevator.  It takes three hits to break the door 
down.  After this door is broken, proceed through it and enter the door to the right.  You 
will now be in SegJ11A.
Note:  There is a health and psi power-up down the left side of the hallway.
Hint: There is an alternate entrance into the office maze (J11A).  If you go all the way 
down the hallway to the right you will find a locked door.  Opposite the locked door is a 
vent panel that Nick can shoot through to gain access.  This vent leads to a hallway in the 
J11A maze.  There is also a "bonus" gnome in the vent.

SegJ11A	Maze Part 1
Path: After you enter the office maze the door behind you will disappear.  The maze is 
filled with "illusions" created by Wei Lu.  Take a left, head down the hall a bit, and an 
illusion of Wei Lu will appear.  After the illusion, proceed down the hallway to the left 
and watch an illusion of Kimiko transform into a burning MP2.  Kill the burning MP2, 
and enter the door at the end of the hall.  This will take you to SegJ11B.
Note:  You can enter some of the office doors, which will trigger different illusions.  
Power-ups and ammo will sometimes appear after the illusion.
 
SegJ11B	Maze Part 2
Path:  When Nick first enters this segment an illusion of Sara will appear, which turns 
into a shotgun MP2.  Kill the MP2, then turn right and go through the door.  Take the 
next right down the hallway and watch door disappear.  Now backtrack to where you 
fought the MP2 (turn around, turn left and go straight through the door) and continue 
straight down the hallway.  Another illusion of Wei Lu will appear.  After the illusion, 
turn right, and then take another right.  Walk halfway down the hall and see the Barret 
illusion that turns into a bomb when Nick approaches it.  Enter the office door to the left 
of the Barret-bomb to see the Wei Lu illusion.  Then go through the door straight ahead 
(behind Barret-bomb).  This will take you to SegJ11C.
Note:  You can enter some of the office doors, which will trigger different illusions.  
Power-ups will sometimes appear after the illusion.

SegJ11C	Maze Part 3
Path:  Head straight, turn right, then right again, and then left.  The illusion wall that hid 
this door earlier should be gone now (hallway in front of D608).  Enter the door into 
SegJ11D.
Note:  You can enter some of the office doors, which will trigger different illusions.  
Power-ups will sometimes appear after the illusion.
  
SegJ11D	Maze Part 4
Path: You will see illusion of Leonov and then two headless MP2's will appear.  Kill 
them, then head straight and left.  Go down the hallway and turn right (next to D601), 
then continue straight, fight the MP3 that appears in front of D602, turn right and fight 
the MP3 Flamethrower in front of D605.  Enter D605, then exit and backtrack to D602.  
There will be a new hallway on the right that you can go down with a door at the end.  Go 
down this hall and through the door to SegJ13B.
Note:  You can enter some of the office doors, which will trigger different illusions.  
Power-ups will sometimes appear after the illusion.

SegJ13B	Cemetery
Path: After FMV plays, kill all the Zombie MP's by Mind Draining them.  This is the 
only way to kill them.  When they are all dead, you will be sent to SegJ13A.
Note: There are two large health power-ups and one large psi power-up in the cemetery.  
There is a "bonus" gnome behind a tree.

SegJ13A	Illusion Deck
Path: Approach the door in the far corner of the room.  A cut-scene will play with more 
instructions from Kimiko.  After cut-scene exit through the door and into SegJ12.
Note: There is a large health power-up in the corner near the door to J12.

SegJ12	Illusion Control Room
Path:   In this room are three MP2s and a lab-coat enemy.  Kill them and pick up the 
elevator access card that the lab-coat drops.  This will allow Nick to access the bottom 
floor in the elevator in SegJ10.  Exit through the door on the other side of the room back 
into SegJ10. Go down the hallway and enter the elevator and take it to floor 28.  Open the 
elevator door and exit into SegJ16.
Note:  There will be two MP2s when you return to SegJ10.  Defeat them before entering 
the elevator.  There are 3 health power-ups in this room.

SegJ16	Main Hallway to K2 and J16
Path:  Above the entrance to SegJ16, there is a room with a turret gun protecting the 
switch that unlocks the door that leads to SegJ18 (large double doors opposite elevator) 
and to the Wei Lu Boss Battle. There are also a lot of cameras that will cause enemies to 
spawn when they spot Nick.  Kill all enemies that spawn and destroy the turret gun so 
that Nick can safely activate the switch that unlocks the door to J18.  Enter the double 
doors that lead to SegJ18.
Note: There is a health power up in the room with the turret gun.  There is a health 
power-up at one end of the hall and another one at the other end.
Hint:  Nick can Mind Control the lab-coat in the turret room and have him activate the 
switch that unlocks the door to SegJ18.  Nick can also destroy the panels by each of the 
doorways going into the turret room.  This will deactivate the turret gun.

SegJ18	Hallway from J16 to J14
Path: There are no enemies in this room.  Enter the door at the other end of the hall to 
enter SegJ14 and the Wei Lu boss battle.
Note: There are 3 health power-ups and one psi power-up in this room.

SegJ14	Boss Battle - Wei Lu
Path: Run to the center of the room and an FMV will play, setting up the Wei Lu boss 
fight.  After the FMV, the Terracotta statues will come alive and you must figure out how 
to destroy them.  The fastest way to do this is to PK them and then hit them with weapons 
fire or TK an object at them.  Once they are destroyed, an FMV will play and on return 
the second phase of the boss battle will begin.  You must destroy all three heads for her to 
die (TK objects at them), which will trigger final FMV.  On return, head back towards the 
elevator (SegJ16) and enter the door to the right of the elevator where you came in.  
Level will end.
Note: Psi power-ups spawn in this room in the alcoves.




Level04 (Mission 6) ? Building #2 of Hong Kong Base

SegK2		Connecting Bridge
Path: After cut-scene plays of MP blowing a hole in the bridge, TK Surf or jump over the 
hole in the bridge.  Kill the four MP2's on the other side and enter the doorway on the 
opposite side.  Turn left, and head down the stairs to SegL1.
Note: There are 2 health power-ups on each side of the bridge.  There is a psi power-up 
near the beginning of the level.  There is also a sniper rifle near the beginning of the level 
that helps in dealing with the MPs on the bridge.

SegL1		Electric Plate Puzzle Room
Path: Head down the stairs to a room with electrified floor plates.  You can get by the 
electrical plates by Mind Controlling the MP2's on the other side and walking them on 
the plates, shooting or PK'ing the generators next to the floor plates, building a bridge 
across the plates, or TK surfing across.  On the other side of the plates, enter the door into 
SegL7A.
Note: There are health and psi power-ups on the shelf before you go down the stairs.

SegL7A	Vertical Shaft 1
Path: Climb up the ladder and enter the doorway into SegL3
Note: There are health and psi power-ups in the water if the user goes all the way down 
the ladder.

SegL3		Accelerator Switch Room 1
Path: Kill the two enemies in here and pull the switch on the wall.  Now, exit the door 
into SegL2 where you see the energy going by.
Note: There are three more switches that you must pull by avoiding the energy in the 
accelerator ring (SegL2) and throwing the switches in the other three rooms attached to 
the ring.

SegL2		Accelerator Ring
Path: Right after the energy flies past you, run after it and then step into the alcove on the 
left for protection.  After it passes again, run after it and enter the door on the right into 
SegL4.

SegL4		Accelerator Switch Room 2
Path: Kill the enemy in the room and throw the switch on the far wall.  Then re-enter 
SegL2 and head to room 3 (SegL5).
Note: Each switch pulled will speed up the energy, so you will have to time your run 
more carefully.  There is a small health power-up in this room.

SegL2		Accelerator Ring (2nd time)
Path: Right after the energy flies past you, run after it and then step into the alcove on the 
left for protection.  After it passes again, run after it and enter the door on the right into 
SegL5.

SegL5		Accelerator Switch Room 3
Path:  Kill the MP3 and lab-coat enemy in this room and go down the small hall on the 
right to throw the next switch.  Then re-enter SegL2 and head to room 4 (SegL6).
Note: The other door in this room (not the one into the ring) is locked, but will unlock 
after throwing the last switch in SegL6.  There is a small health power-up in this room.

SegL2		Accelerator Ring (3rd time)
Path: Right after the energy flies past you, run after it and then step into the alcove on the 
left for protection.  After it passes again, run after it and enter the door on the right into 
SegL6.
Note: There will be an MP2 in the alcove between L5 and L6 as well as a health power-
up.

SegL6		Accelerator Switch Room 4
Path: Kill the two enemies in this room and throw the switch just to the right of the 
doorway.  After the last switch is activated the energy ring will stop and L2 will be safe.  
The door in SegL5 will now be unlocked.  Return through the ring (SegL2), take a left 
and head back to SegL5.
Note: In the final game, a cinematic will play showing the door opening in the other 
room.

SegL5		Accelerator Switch Room 3 (2nd time)
Path: Kill the shotgun MP2 that is now in this room (he spawns after last switch is 
activated in SegL6). Exit through the now open door across the room into SegL7B.

SegL7B	Vertical Shaft 2
Path: Climb up the ladder and enter the door above into SegL8.
Note: There is a "bonus" gnome at the bottom of the shaft floating in the water.

SegL8		Reactor Loading Room
Path: Kill the MP2 in this room and try to avoid letting the Lab Coat hit the alarm on the 
2nd level catwalk.  If you go into the control room where the Lab Coat is, you can hit a 
switch on the console just to the right of the door and explosive reactor rods will come 
out of the machine, travel down a conveyor belt and go into SegL9 (cut-scene will show 
this happen).  These can be used to solve a puzzle there.  You can exit the room by either 
the top or bottom door.
Note: If the Alarm goes off, more MP2's will enter the room.  There is a health power-up 
to the right when you first enter this segment.  There is a psi power-up in the far corner of 
the room.

SegL9		Reactor Room
Path: When you enter this room, a pre-cog movie will play to give the player some hints.  
The player cannot get across the reactor pool initially.  Players will have to either Mind 
Control the Lab Coat in the control room visible in the pre-cog scene (stand on the large 
reactor cap suspended over the pool, MC the Lab Coat, throw the first and third switches, 
then press the button on the control console.  The cap will begin to move.  You should 
then un-MC the Lab Coat and jump to the other side of the pool before it goes into the 
deadly water), or pick up the reactor rods from the previous room (TK them over to the 
chain link fence doors and shoot them so they explode which blows open the doors), or 
climb on an object and TK surf across the pool.  Make sure you clear out all enemies 
before attempting to cross the pool.  After getting to the other side, proceed to the door 
that opens into the reactor control room (SegL10).
Note: The pool water is deadly.  People or objects float in the water and are pushed 
around with physics.  There is a health power-up and some ammo on the upper catwalk 
and a health power-up just before you enter SegL10.

SegL10 & L16	Reactor Control Room
Path: Go through the door on the left side of the room into a hallway, run down towards 
the opposite door and an FMV will play with Sara and Nick in meeting in the lunchroom 
(SegL16).  After the FMV, pick up the keycard Sara leaves for you and prepare to fight a 
lot of MP2's.  Exit the room, and exit the hallway through the door on the right into 
SegL11.
Note: There is a health power-up in the control room.

SegL11	Hallway to Elevator
Path: When first entering this area, an FMV will play.  After the FMV, you will need to 
fight two flaming MP2's.  After defeating the flaming MP2s, proceed down the right side 
of segment L11.  There will be a turret gun that the user can destroy by TK throwing 
objects at it or shooting it.  Following the turret gun are two MP3s, one with a 
flamethrower and one with an assault rifle.  Kill the MP3s and enter the room at the end 
of the hall to collect a key card.  This key opens the door at the opposite end of segment 
L11.  Proceed to this door and avoid the security camera or more enemies may spawn.  
You will have to fight 3 more MP2s when you get to this room.  Kill the MP2s and pick 
up the dropped keycard for the elevator.  Find the elevator back the way you came from 
and enter it.  Select the top floor (the top button that says Floor 30).  Exit the elevator into 
SegL20.

SegL20	Top Floor Hallway
Path:  Stepping out of the elevator, head straight ahead into SegL19 to begin the Pyro 
Boss Battle.
Note: There is a health power up if the user goes down the left hallway in L20 there is a 
"bonus" gnome down the right hallway.  If the user goes down the right hallway there 
will be three turret guns to get by.  TK lift the metal crate in the area and use it as a shield 
to get by the guns.

SegL19	Boss Battle Room ? Pyro
Path: FMV will play when you enter the room, setting up the boss fight.  After the FMV, 
Pyro Boss will use the machine to attack you.  There is a large nozzle above where Pyro 
Boss is standing that is your target.  Use the gas canisters that raise up from the floor to 
break the machine by TK'ing them at it.  The machine will do a couple of different 
attacks, but the main one to worry about is the giant machine blast, which is instant death 
unless you stand behind the blast doors that rise out of the floor in the back of the room 
right before the blast begins.  When you have destroyed the machine, Pyro Boss will 
come out and fight you herself.  Again, you must use the gas canisters that rise in the 
center of the room to kill her.  After you have defeated her, another FMV will play.  The 
End of Mission stats screen will come up and the level is over.

Level05 (Mission 7) ? Ancient Ruins ? start of Jellyfish

SegQ1		Front of Ancient Ruins ? Landing Pad
Path:  After intro FMV plays, Nick will receive telepathic message from Sarah.  After 
telepathic message, move Nick towards the door in front of him that leads to SegQ12.  
Beware of two Sniper MP3s high above in temple balcony.  Before Nick reaches the door 
he will gain the Aura View power and enter Aura View Training (see Training Level 
walkthroughs towards the end of this document). After AV Training, enter the door to 
SegQ12.
Note:  There are two sniper rifles behind Nick's starting point in this level to help take 
out the sniper MP3s.  There is also a large psi power-up.

SegQ12	Hallway from Q1 to N6 and Q2
Path:  Proceed down hallway towards the bridge in this area.  Aura Beast enemies are 
abundant in the bridge area.  Nick can only see Aura Beasts using Aura View.  Aura 
beast will appear in the "real world" when Nick gets too close to them.  Sneak past the 
Aura Beasts using AV or kill them and proceed across the bridge and down the hall.  
Enter the first door that you come to on the left.  This will take Nick to SegN6.

SegN6		Prison Cells
Path:  Go into the cellblock area to the left.  An FMV will play with Sara in prison.  After 
FMV the cell door will be closed behind Nick and he will have to fight an aura beast.  
Nick must Mind Control the MP2 that spawns outside the cell and have him activate the 
switch in the room opposite the cell to open the door.  This will also unlock the door that 
leads to SegQ2.  An FMV will play after the MCed MP activates the switch.  After FMV 
plays, exit SegN6 the way you came and turn left to enter door to SegQ2.
Note:  Nick cannot activate the switch in SegN6 himself, or the door to Q2 will not 
unlock.  It must be done with the MCed MP.  There are various health and psi power-ups 
in the prison cells.

SegQ2		1st half of 1st floor
Path:  Kill or sneak past the Aura Beasts at the beginning of this segment.  Then proceed 
straight through the door that leads to SegQ4.
Note:  There is a locked door on the right side of the room with a pedestal next to it.  If 
Nick goes into Aura View he will notice that this pedestal is red.  The door can only be 
opened after Nick retrieves the prism in SegQ11 and places it on the pedestal.  There is a 
door on the left side of the room that leads to a small room with health and psi power-ups 
and some ammo.  

SegQ4		2nd half of 1st floor
Path:  There will be no enemies when the user first enters this segment.  If the user tries 
to open the door on the other side of this room it will be locked.  To unlock the door Nick 
must TK the large headless Buddha statue to the left of the locked door and move it off of 
the platform that it's on (player gets clue when he looks at the statue in AV).  After 
moving statue, proceed through door to SegQ11.
Note:  There is a room on the left side of Q4 that the user can get through by breaking 
through the wall with a weapon or TKed object.  There is a psi power-up and some ammo 
in this room.

SegQ11	Tower to Level 06 (1st time)
Path:  When Nick first enters this segment he will receive a telepathic message from Sara 
telling him to meet her upstairs.  After telepathy segment turn to the right and notice the 
Prism in the small alcove (If you look at it with Aura View the prism will be red).  TK 
the Prism and bring it all the way back to SegQ2 (there will be enemies to fight on the 
way back to Q2).  This prism is used to unlock the door next to the pedestal in Q2.  Place 
the Prism on the pedestal to unlock the door and proceed to SegQ3.
Note:  If Nick attempts to go through the tower in Q11 at this point in the game, a swarm 
of Aura Beasts will kill him.  Later in the level Nick will have to clear out the Aura beasts 
somehow to proceed up the stairs to Level 06.

SegQ3		Staircase to Balcony
Path:  Proceed up the stairs and enter through the door at the top.  Nick will now be in a 
short hallway with a door on the left and a locked door around the corner on the right 
with two pedestals flanking the doorway.  Defeat or sneak past the Aura Beast in this hall 
and proceed through the door on the left to SegQ8.
Note:  If Nick uses Aura View to examine the pedestals next to the locked door he will 
notice that one is red and one is blue.  The door can only be opened after Nick retrieves 
the blue prism in SegQ10 and the red prism that was left on the pedestal in SegQ2 and 
places them on the corresponding pedestals.
Note:  There is a health and psi power-up at the bottom of the stairs when Nick first 
enters this segment.

SegQ8		Balcony
Path: When Nick first enters SegQ8 an FMV will play.  After FMV, go into Aura View 
and notice the stone slabs in the center of the balcony are a different color.  Break 
through the slabs with your weapon to find the blue prism.  When Nick approaches the 
slabs a barrage of enemies will spawn and attack him, including MP2s, MP3s, and Aura 
Beasts.  Defeat the enemies, then bring the prism back to the locked door in SegQ3 and 
place it on the blue pedestal.  Nick will then have to return downstairs to SegQ2 to 
retrieve the red prism that was used earlier to unlock the door to SegQ3.  Bring the red 
prism to the locked door in SegQ3 and place it on the red pedestal.  Proceed through the 
now unlocked door to SegQ10.
Note:  There is a health power-up and a couple of psi power-ups hidden underneath the 
stone slabs with the blue prism.

SegQ10	Temple Room
Path: There is an altar structure in the center of this room and a locked door on the right 
that leads to SegM2.  Defeat the two Aura Beast in this room then go into Aura View.  
Notice the orbs in each of the four corners of the room are a different color (red, blue, 
green, and white).  Also notice there are four pedestals in the center altar section of the 
room that are also different colors.  Use TK to place each of the orbs on their 
corresponding colored pedestal.  A brief cut-scene will play showing a switch appear on 
top of the altar.  Now go up the stairs of the alter and activate the button.  An FMV will 
play with Wrightson.  After FMV defeat the MP2 that spawns.  Then proceed through the 
now unlocked door to SegM2.

SegM2		Mountain Pass to Radar Dish
Path: Proceed down path through the mountains defeating all enemies you encounter.  
Beware of the sniper MP3 on the catwalk.  Climb the ladder at the end of the path and 
defeat the MP3 behind the bunker.  Follow the path to the right of the bunker and go up 
the stairs that to the satellite dish platform.  Watch out for the rocket launcher MP3 on the 
balcony opposite the stairs you just came up.  Run around the back of the satellite dish to 
avoid rockets.  Climb up to the slightly elevated section of the platform and defeat the 
two MP3s there.  Enter the doorway to the right and climb the ladder. Approach the 
console at the top of the ladder to trigger a cut-scene in which Nick uses the satellite dish 
to amplify his psi-energy to destroy the Aura Beasts in the tower in SegQ11.  Now that 
the tower is clear, Nick must retrace his steps through M2, Q10, Q3, Q2, and Q4 all the 
way back to Q11 to proceed to level 06.
Note:  On the way back to SegQ11 after activating the satellite dish, there will be enemy 
encounters in some of the segments.  There is a health and psi power-up on the catwalk 
with the sniper MP3.  There is a psi power-up on the satellite dish platform.  There is a 
health power-up in the room where Nick activates the satellite dish.

SegQ11	Tower to Level 06 (2nd time)
Path:  When Nick returns to SegQ11 it will be free of Aura Beasts.  Just run up the spiral 
stairs and enter the door at the top to begin Level 06.  Level stats appear and the level 
ends.

Level06 (Mission 8) ? Wrightson labs and excavation

SegR1		Level Start ? Hallway and Lab
Path:  Head straight down the stairs and through door on the right.  Before you reach the 
stairs Nick will receive a telepathic message from Sara.  When Nick enters the door, he 
will be in a room with two MP2s.  Kill them before they sound the alarm and spawn more 
enemies.  Proceed through the door near the alarm that leads to SegR2.
Note:  There is a health power-up and some ammo in the beginning of this segment.  
There is a health power-up and a couple of psi power-ups in the room with the MP2s.

SegR2		Hallway to R7 and R3
Path:  Kill the two MP3s in this hall and proceed through the door to the left that leads to 
SegR7.  Open the door and enter SegR7.
Note:  If Nick enters Aura View while in the hallway he will notice footprints leading to 
the door to SegR7
Note:  The user can regenerate his psi power by standing in the middle of the device 
located in the small room off the hallway.

SegR7		2nd Lab Room
Path:  Kill the two MP2s in this room.  Enter Aura View and follow the footprints to the 
whiteboard along the back wall.  Using Aura View look at the whiteboard to obtain the 
code you need later in SegR4.  After you get the code, head back the way you came 
through SegR2 and to the door that leads to SegR3.
Note:  There are two psi power-ups in this room.  

SegR3		Main Hallway (1st time as MCed MP)
Path:  If Nick enters R3 he will be attacked by a swarm of Aura Beasts.  Instead of 
entering R3 have nick enter the room with Psi-recharging machine in SegR2.  This will 
spawn an MP2 in R2.  Mind Control the MP2 and have him enter SegR3.  Nick's psi 
energy will not deplete when he is in the psi-charger.  Have the MCed MP2 proceed 
down the hallway to the left and enter the door at the end of the hall, which leads to 
SegR4.

SegR4		Control Room
Path:  While still Mind Controlling the MP2 from SegR2, approach the large computer 
terminal against the back wall and activate the switch (flashing red button).  A code entry 
screen will come up.  Enter the code you obtained from the whiteboard in SegR7.  After 
you enter the code R3 will become safe for Nick to walk through for three minutes (Aura 
Beasts will not attack).  Release Mind Control.  When the camera returns to Nick have 
him enter SegR3.

SegR3		Main Hallway (2nd time as Nick)
Path:  When Nick enters R3 he will be attacked by several MP2s and MP3s.  Defeat these 
enemies and proceed down the hallway to the right.  Proceed through the door at the end 
of the hall to enter SegR5.

SegR5		Map Room
Path:  Go through the doorway to the left and an FMV will play.  After FMV, go back the 
way came and return to SegR3.

SegR3		Main Hallway (3rdd time)
Path:  Approach the locked door at the end of the hall in R3.  Turn to the left and MC the 
MP2 behind the window.  While MCing the MP2 activate the switch on the wall to 
unlock the door.  Proceed through the now unlocked door.  Once through the door, turn to 
the right and MC the MP2 behind the window.  While MCing the MP2 activate the 
switch on the wall to unlock the door at the end of the hall that leads to SegR6.  Enter this 
door to begin Wrightson Boss battle.
Note:  There are two small health power-ups in the hallway before SegR6.

SegR6		Boss Battle ? Wrightson
Path:  FMV plays to set up the boss battle.  Nick must shoot the screens one at a time 
while they are facing Nick and firing at him.  Aura Beasts will also attack Nick during the 
battle.  Once all of the screens are destroyed, Wrightson will be defeated.  After the FMV 
plays, go through the door directly in front of Nick, go down the hall and go through the 
door to SegT1.
Note:  There are two psi power-ups on either side of the room.

SegT1		Large Excavation
Path:  Nick will start on the top section of SegT1.  Defeat the four MP3s in this section 
and jump down to the bottom section of T1.  There will be Aura Mines placed in this area 
so use Aura View to detect them.  Follow the tunnel to the path on the left and proceed 
through doorway at the end of the tunnel that leads to SegT2 tunnels.
Note:  If Nick swings the crane in the middle of this room using TK, he can knock out 
some of the MP3s surrounding it.  There is a health and a psi power-up in the top section 
of T1.  And several psi-power ups in one of the dead-end tunnels.
Hint: You can Mind Control MP3s when they are not aware of you.  The MP3 with the 
rocket launcher is very useful for clearing out enemies.

SegT2		Tunnel Excavation
Path:  Proceed down the tunnel to the right until you get to the doorway that leads to 
SegT3.  There will be several MP3s on the way as well as more Aura Mines to watch out 
for.  Enter the doorway to SegT3.
Note:  There are several health, psi, and ammo power-ups in SegT2.

SegT3		Alien Hallway
Path:  Continue walking down the bridge in T3.  There are Aura Mines placed on the 
bridge so use Aura View to detect them.  When you reach the end of T3 an FMV will 
play with Barret.  After FMV continue forward to SegT4 (General Boss Battle).
Note: There are health and psi power-ups just before entering the general boss segment.

SegT4		Boss Battle ? General
Path:  FMV will play setting up the General boss battle.  During the first phase of the 
general boss battle, the general will be charging his power while 6 large "arms" spin 
around him.  Nick must PK the arms that are spinning around the general.  It takes two 
hits with PK to destroy one arm.  After an arm is destroyed it will leave behind an energy 
orb.  Nick must collect as many of these orbs as possible before the general finishes 
charging his energy.  The more orbs Nick has, the more attacks he can throw at the 
general before having to re-charge.  After the General is fully charged he will begin to 
float around the room attacking Nick in various ways.  Avoid the general's attacks and 
fire the energy orb at the general.  Nick will have to recharge the energy orb weapon by 
running through the glowing center portion of the level. The user can target and shoot the 
General to kill him.  Once Nick kills the general the level ends.
Note:  There are several health power-ups in the trench surrounding the center platform.  
Nick can also recharge his psi power by standing in the center glowing part of the level.

Level50 ? Training Levels

SegW1		TK Training Room (triggered in level 00, segA4)
Path:  The first objective asks the user to TK the crates in front of him.  Do this and 
continue through the door to the next room.  The 2nd objective requires the user to get 
over the wall by stacking crates against the wall and climbing over.  Stack the crates and 
climb over the wall to the next objective.  The 3rd objective requires the user to TK a 
crate through each of the three holes in the wall.  First, TK a crate through the lowest 
hole.  Next, TK a crate through the middle hole.  Finally, TK a crate through the top most 
hole.  Now proceed through the door to the left to the next objective.  In the 4th objective 
the user will be asked to TK throw a crate at a lab-coat enemy, then at a moving lab-coat.  
Then the user will be asked to TK throw an enemy into a wall and then TK hold an 
enemy while you shoot him to death.  After the user completes these tasks proceed 
through the door on the right to the 5th and final objective.  The 5th objective requires the 
user to kill 5 enemies using TK within the time limit.  Do this to complete TK training 
and return to level 00, segA4.
Note:  Barret voice over will explain objective tasks to the user.  There will also be on-
screen instructions.  If the user fails any of the objectives he will be able to restart at the 
beginning of the last mission he failed.

SegW4		RV Training Room (triggered in level 00, segA4)
Path:  The first objective asks the user to RV through the door in front of and down the 
winding hallway until you reach the computer terminal at the end of the hall.  Once you 
find the computer terminal, exit RV and then proceed through the door, down the 
winding hall and through the door at the end of the hall.  The 2nd objective asks the 
player to use RV to avoid the enemy in this room.  The player must then sneak up behind 
the enemy and shoot/hit him in the head without the enemy noticing.  After successfully 
defeating the enemy proceed through the door to the next objective.  For the 3rd 
objective, Nick must user RV to see into the next room and observe the enemies pattern.  
The user must then exit RV and sneak past the enemy at the appropriate moment.  Crouch 
and sneak past the enemy and go through the door on the right.  This will take you to the 
next objective.  The 4th objective you will be in a room with two enemies.  If either 
enemy spots you, you will fail the objective.  Use RV to examine their patrol path and 
take them out one at a time by sneaking up behind them and melee attacking them.  After 
you defeat the two enemies proceed towards the 3 doors at the end of the hall to trigger 
the final objective.  For the last objective the user must use RV to navigate through the 
maze and avoid enemies.  The player must first activate the switch that unlocks the door 
that Nick has to go through in order to complete the objective.  Once you activate the 
switch and go through the door, RV training will end and you will return to level 00, 
segA4.
Note:  Barret voice over will explain objective tasks to the user.  There will also be on-
screen instructions.  If the user fails any of the objectives he will be able to restart at the 
beginning of the last mission he failed.

SegW3		MD Training (triggered in level 01, segC1)
Path:  The user must eliminate the guard and then Mind Drain the body to complete the 
first objective.  Then pass through the door to the next objective.  In the 2nd objective the 
user must sneak up on the enemy from behind and mind drain him while he is alive.  
After Nick MDs the live enemy proceed through the door to the 3rd objective.  In this 
objective the user must sneak up on the two enemies without being spotted and mind 
drain each of them while they are alive.  After MDing the second enemy, proceed 
through the door opposite the one you came in from to the final objective.  Nick will have 
no psi energy at the start of the last objective.  The user must MD the enemies in this 
room to fill the psi energy bar before the 3-minute time limit elapses.  When Nick's psi 
energy is full, MD training will end and the user will return to level 01, segC1.
Note:  Barret voice over will explain objective tasks to the user.  There will also be on-
screen instructions.  If the user fails any of the objectives he will be able to restart at the 
beginning of the last mission he failed.

SegW2		MC Training (triggered in level 02, segF4)
Path:  For the 1st objective the user must mind control the enemy on the other side of the 
glass wall and have him activate the switch on the console.  This unlocks the door to the 
next room and next objective.  Proceed through the door to the right.  In the 2nd objective 
there will be two enemies behind a glass wall.  The user must MC one of the enemies 
behind the glass wall and have him eliminate the other enemy.  Then the user can exit 
MC and proceed through the door to the right to the 3rd objective.  In this objective the 
user must find cover and MC one of the three enemies in the room.  The user must than 
use the MCed enemy to kill the other two enemies.  After the other two enemies are dead, 
kill the host body by shooting the exploding red barrel.  Then exit through the door to the 
right to proceed to the final objective.  In the final objective the user must kill all 5 
soldiers in the room using MC within the time limit.  The user must MC one of the 
soldiers and kill the other four soldiers.  Then the user must use the MCed soldier to 
shoot an exploding barrel at close range to kill him.  This will end MC training and the 
user will return to level 02, segF4.
Note:  Barret voice over will explain objective tasks to the user.  There will also be on-
screen instructions.  If the user fails any of the objectives he will be able to restart at the 
beginning of the last mission he failed.

SegW5		PK Training (triggered in level 03, segJ9)
Path:  The first PK training objective simply asks the user to target and PK the objects in 
front of him.  Do this and proceed through the door straight ahead to the 2nd objective.  
The next room will have a trail of crates, followed by some exploding barrels, followed 
an enemy.  The user must PK the crate at the end.  The fire will spread tot the exploding 
barrels and then explode, killing the enemy.  Now proceed through the door to the 3rd 
objective.  In this objective the user will have to ignite several enemies using PK, without 
crossing the line in the center of the room.  After all enemies have been PKed, proceed 
through the door to the right for the final PK training objective.  In the last objective the 
user must kill five enemies using PK within the time limit.  After the user kills 5 enemies 
with PK the training will end and the user will return to level 03, segJ9.
Note:  Barret voice over will explain objective tasks to the user.  There will also be on-
screen instructions.  If the user fails any of the objectives he will be able to restart at the 
beginning of the last mission he failed.

SegW6		AV Training (triggered in level 05, segQ1)
Path:  For the 1st objective the user must enter Aura View and view the differences 
between the 3 boxes.  Once you have done that, exit Aura view and proceed through the 
door in front of you.  The 2nd objective the user must enter AV to search for cracks in the 
wall.  Find the crack and then shoot it until the wall opens up.  Go through the wall you 
just destroyed then enter AV again to find another cracked wall.  Shoot through the wall 
and proceed through the opening.  You will then start the 3rd objective.  The 3rd 
objective simply asks the user to enter AV and view the whiteboards against the wall.  
After you do this, exit AV and proceed through the door to the left to the next objective.  
For the 4th objective, the user must use AV to navigate through a hallway of Aura Mines 
within the time limit.  Once you get to the end of the hallway proceed through the door to 
the final objective.  All you have to do in the final objective is enter AV and view the 
Aura Beasts on the other side of the glass.  Exit AV and the training will be complete.  
The user will then return to level 05, segQ1.
Note:  Barret voice over will explain objective tasks to the user.  There will also be on-
screen instructions.  If the user fails any of the objectives he will be able to restart at the 
beginning of the last mission he failed.