Sanity: Aiken's Artifact чит-файл №1

DNPC Headquarters


We hook-up with Cain as he is just coming off a previous suspension for killing
some innocent civilians. After Cain wakes up and walks to the center of the room
you have control over him. Head to the left and pick up your DNCP Badge. You
will
use this at various points throughout the game to identify yourself. To use the
badge click on the badge icon or tap the "B" key.

Return to the fan and head left to a computer terminal where you can access the
DNPC Database. This is optional, but reading the information contained in the
database will give you a good background for the game and the story. Head to the
remaining area and pick up your Cell Phone. Talk to the chief to get your first
objective. Throughout the game you will constantly be talking with
your "controller" using the phone. If you ever need to make a call just click
the
phone icon or tap the "P" key.

You can check out the rest of your room. Look for items where your cursor turns
into a magnifying glass like the photo, calendar, and newspaper clipping. Click
to examine these items then click again to regain control of Cain. Exit to the
main corridor and turn left. Talk to the guard who will open the door. The guard
in the next area will ask for ID so show him your badge and he will let you into
the next long passage where you will meet up with Agent Stassburgh. After a
friendly chat you can continue to the main lobby.

Check out the map display to learn where everything is then head left. Your
phone
rings and Jim in the Armory tells you to come pick up your gun. Head downstairs
and turn left again until you see the armory entrance. Enter and talk with Jim
then get your weapon and head for the Firing Range. Talk with the range boss
then
fire a few times into the targets. Now move on to the Psi-Chamber to test your
psionic abilities. Inside is your first Talent Card, a Fireball Talent. You can
arm talents by clicking on the icon or tapping the number for each talent.

Enter the test chamber and pull the lever to being the series of three tests.
Each round gets harder forcing you to fire faster and at more targets. Don't
forget to drink the Sanity Serum between each round. When you have successfully
finished your test you can then head back upstairs. Turn right at the top and
enter the chief's office. Chief Royce will brief you on your new assignment then
you can take your Mission Orders from the table and head to the controller bay
to
meet your new controller.

The bays are located directly opposite the chief's office. Enter and take the
first left to meet Kiki Frost, your new controller. She will brief you on the
Aggression Control chip you had implanted. Basically you can only kill people
who
attack first easily indicated by a red circle around the target rather than the
normal blue. Accidentally killing an innocent (even with splash damage) means
you
get to reload a saved game. When you are done, head upstairs to the helipad.
Show
the guard your orders then proceed through the door to board the chopper.


Pharaoh Village Trailer Park


Head toward the road and follow the direction that blue truck is going as it
nearly runs you over. Talk with the man passing by for some info then continue
to
the end of the road where three rednecks are waiting for you. Ready your
Fireball
talent but don't attack until they attack you. Take out the guy with the gun
first then deal with the guys with bats. When they are dead collect any vials of
Sanity Serum or Health and follow the path as it U-Turns to the right. You will
almost always get sanity and health power-ups after battles. These items don't
vanish so save them until you need them.

Head to the trailer park gate and check out the map of the place then head for
the manager's office to the left as you enter the park. The manager isn't too
helpful until you flash your badge then he gives you some directions to the
Psychic Link gate. Exit the office and head left until you see the windmill and
the entrance to Phase 2. Skip this for now and head up the ramp and turn right.
Follow the path past a couple guys working on their truck. Continue until you
reach the shed in the back corner and blow it up. Inside is a Fists of Fire
Talent. Return to the Phase 2 entrance and check out the map.

Go through the archway and follow the road to the back then turn right and
continue until you reach the electrified gate. Turn and head in the opposite
direction and deal with the rednecks you encounter along the way. Head up the
slope to Phase 3 where a guy is working on a car with flames painted on the
hood.
Follow the road around until you are on the other side of the lot with guy
working on his car. You should see and hear a dog barking in a yard. A man
stands
outside the door to his trailer. Talk to him and threaten to "muzzle his dog" to
get results. He will go try to quiet his pet and you can enter his trailer and
get the Psychic Link Coded Memo and read the flyer in the other room.

Talk with Frost who calls about now and she will instruct you to fax the
document
so she can crack the code. The nearest fax machine is back at the manager's
office so make your way back to his building taking care of any thugs who get in
your way. The front door is locked so head around the pool and enter the back
door. Use the fax machine and the manager will come in and catch you. He runs
off
to get the cops but drops a key. Exit out the back door and go around to the
front and enter to get the Storage Shed Key.

Exit the office and turn left and a man will run up to you asking for help. He
is
selling Talents and some guys are after him. Offer to help and he will give you
the Inferno Talent. Get this talent ready as three thugs are approaching. If
they
all stick close by you can use the Inferno talent to kill them all at once,
otherwise just use your Fireball attack. Now head all the way back to the guy
with the barking dog. Across from his trailer is the shed that your new key
unlocks. Inside is a propane tank which blows up nicely when you shoot a
fireball
at it. The resulting explosion sends the car with the flames rolling down the
hill and crashing through the electrified gate. Follow the path the car took and
you are on your way to the next level.


Psychic Link Headquarters


The first guys you meet are easily scared off but as you make your way around to
the bridge you will encounter at least three unfriendly people you will need to
deal with. Make sure not to kill the gatekeeper during the battle. Talk with the
gatekeeper and show him your badge (or threaten his life) and he will lower the
bridge. Cross the bridge and enter the huge stone entrance to the Psychic Link
pyramid, or as Cain puts it, "The Nicest Trailer on Earth".

Continue past the pillars and up the stairs to the sealed doors and talk to the
guard on duty. He says you need the employee password to get in. Head back
toward
the bridge and you will see a small girl run off to the left. Follow her and
talk
with her to get the Mind's Eye Talent. Before heading back to the guard you will
want to go to the far right end of this area and approach the wall to reveal a
secret door. Enter and locate another secret door leading to a Sanity Booster
Serum that fills your sanity and increases your total capacity.

Now return to the guard and use your new talent to read his mind and learn the
password is "Divine". Repeat the password back to him and you can now enter.
Talk
with Frost briefly and she will outline some objectives. Approach the
receptionist who is very uncooperative until you flash your gun. Follow her down
the hall and talk to her when she stops. Now would be a good time to save. The
doors open and you meet the first of many Anubis Guards in the next hall.

Use your Fireball attack to kill him quickly. You can also intercept his
Starburst attacks if your two attacks collide. Follow the red carpet until you
reach the intersection then more guards will appear. Remember that your Inferno
will kill multiple targets if they are close enough. Kill them and head right
down the hall all the way to the Power Relay Station doors. Enter the room and
examine the maze before you. The grid consists of several paths, each blocked
with dual energy beams. The trick is to only go through the beams where the
first
beam is opening before the second one. Knowing this you could probably solve the
puzzle on your own but here is how I did it. Safe Often!

Head right from the door and go to the corner and turn left. Go through the
first
beams and continue forward until you reach the next. Turn left and go through
the
next two sets of beams then turn right and go through the final set of beams to
arrive just to the left of the exit. Enter the next area and follow the catwalk
around until you read the sign and "get an idea". Talk with the employee nearby
who will offer to quote you the employee handbook from memory. While this may
seem a waste of time you may get a valuable clue from page 79.

Continue following the passages past the employees until you reach the ledge
overlooking the bridge and the set of four switches on the wall. Using the
information you learned from page 79 you can connect the symbols and get the
code "2143" which is the order you pull the levers (as numbered from left to
right). The bridge will extend into the energy beam and the resulting explosion
will bring down the entire power grid.

Talk with Frost who instructs you to locate a computer with outside access. Make
your way back the way you came fighting multiple guards along the way. When you
kill the guard just before entering the Power Relay Room he will leave behind a
Star Blast Talent. Enter the Power Relay Room which is now deactivated. As you
head across the maze five guards will appear. Retreat to either back corner and
wait for them to group together. There is also Sanity Serum and Health in the
back corners of the maze. Use the blocks to hide from the guards. When they are
grouped together run up and repeatedly use the Inferno talent to kill them.
Finish up anyone else with a Fireball and you are on your way.

Follow the red carpet back to the intersection where more guards will appear.
Quickly duck out onto the balcony to the right and snipe the guards one at a
time
with your fireballs. Continue down the unexplored hall and two more guards will
pop in surrounding you. If you are fast you can alternate your fire between the
two of them or use your Fists of Fire to hit them both at once and take them
down
before they can even hit you. Follow the carpet around until you reach the Phone
Center.

Ignore the door on the right for now and talk to the maintenance man working on
the floor panel. He mentions a crowbar which you will need shortly. Enter the
next area and turn right to enter Station 1. Flash your badge at the woman and
she opens Station 2. Inside Station 2 is another woman who will open Station 3
after you flash your pistol. The woman inside Station 3 wants proof that you are
a psychic and wants you to guess her favorite number. After you guess wrong the
first time use your Mind's Eye talent to read her mind then have her ask you
again. When you answer "900" she will open Station 4.

Station 4 is unoccupied and the control panel is under a floor grate. Hmmmm...
Return to the previous hall and borrow the Crowbar which easily lifts the grate
and allows you to open the door to Station 5. Station 5 looks more like NASA
than
a Psychic Hotline. Talk to the women for some amusing conversation then head up
the stairs to talk with the manager. Demand to use the computer and you can get
the information from Frost that you need to proceed. She sends you four images
that are the code to enter the sealed door back down the previous hall.

Return to that door now. You will get a phone call from a mysterious man
(obviously government from his black suit and sunglasses) ordering your to kill
Priscilla Divine then he hangs up. Use the touch pad and enter the symbols
(ankh,
beetle, bird, reeds) in the proper order to open the door. Inside you will meet
Priscilla Divine for a semi-final battle. She summons her captain of the guards
and three regular guards. Watch out for the captain as he has some nasty talents
at his disposal not to mention he can heal himself and cast a shield to protect
him from your attacks. Sanity Serum and Health vials are located to the sides of
each pyramid. Use your Inferno to take out the three regular guards then start
moving to avoid the captain's attacks. Finish him off with fireballs and claim
your reward, the Shield of Sun Talent. Climb the stairs and step on the green
platform to transport to the rooftop for the final encounter with Priscilla.

Priscilla Divine (Boss Level)


You arrive on the first of two tiers leading to the top of the pyramid. Each of
these platforms has Priscilla standing on a pedestal protected by a yellow
psionic shield which is being generated by an urn protected by a glass wall. The
glass is immune to everything in your current arsenal except the Inferno which
will destroy the urn (and Priscilla's shield) in a single hit. The only trick is
you have to get past Priscilla and her guards and cast the talent right next to
the window.

The first thing to do is cast that new Shield of the Sun talent you acquired
moments ago. This will protect you from Priscilla while you battle her thugs.
Use
Inferno on these guys as they tend to cluster around you. Scoop up any power-ups
they leave behind. Watch out for the Eye of Ra attack that Priscilla enjoys
using. When you see the trio of lights appear quickly move out of the blast
radius. Now destroy that urn and take a few shots at Ms. Divine and she will
flee
to the next level.

Repeat the previous steps to kill three more guards and destroy the next urn.
Use
the shield talent when necessary. Now head to the roof for the final encounter.
Here there are three platforms and plenty of guards. Take care of the guards and
the urns following Priscilla as she moves to each pedestal until you destroy the
final one. With no place left to run you can finally finish off the "Hotline
Queen" and get your reward. Collect the Star Shower Talent, Eyes of Ra Talent,
and Heal Talent, plus power-ups to increase your maximum sanity and health. Head
to the center of the roof area and Frost will call letting you know your ride is
on the way.


Back at DNPC Headquarters


It seems the guys at HQ want to check out all those new talents you just picked
up. Enter the Psi-Chamber and follow their instructions to put on a good show.
About this time an alarm sounds indicating a security breach in the detention
area. The alarm (or perhaps the explosion downstairs) triggers an error in the
training program activating Training Level 999. Since you've only trained up to
Level 3 at this point casting that Shield talent may be a good idea about now.

Several turrets raise up instead of targets and begin shooting. Your shield will
protect you but you need to start shooting fireballs at the guns until they are
all destroyed. I guess 999 wasn't so hard after all. Exit the chamber and talk
to
the range boss who informs you about the break-in and lockdown. He warns you not
to go there since security is using special grenades that would negate your
abilities but you're too macho to listen. Exit the firing range and talk to the
guy in the hall who says one guy is responsible. Uh oh!

Head down the stairs and go through the door on the right then take more stairs
down to the lobby and go through the metal detector. A guard is trapped under a
beam. Use a fireball to shoot the beam off of him. Aim for the far right part of
the beam so you don't hit the guard. He gives you his security access card and
asks you to assist upstairs in the detention wing. Head back up the first flight
of stairs and go left where you will run into Strassburgh. Continue in that
direction and head up the steps to level 2.

Go through the door and head left down the hall and take a right at the end. Go
up some more stairs and talk to the DNPC guard who tells you they have
everything "under control". Yeah, right. About this time an inmate runs by
<>i>very fast but not faster than the guards weapon. When the inmate vanishes he
leaves only a Haste Talent behind. The Access Card Reader is painfully obvious
so
use your card to enter the next area.

More inmates are on the loose in this area and they seem to have no respect for
the guards or you. Protect yourself with a shield then get close to the inmates
and use a couple of Inferno talents to finish them off. Now locate the Emergency
Override switch that also opens the upper door behind you but only for a few
short seconds. Use your Haste talent and flip the switch again and make a dash
for the door. You must make a flawless run and even then the doors will be
closing as you squeak through.

Inside are a couple more guards protecting a small boy. This is Bobby, another
one of the Children of Tomorrow (like the girl from the pyramid). He appears to
be the object of all this chaos and about now your worst fears are confirmed.
Abel, your foster brother appears and easily dispatches the guards and asks for
the boy. Naturally you refuse and a short battle ensues. Well, not much of a
battle since you have nothing that can even damage this guy. Throw up a shield
and run around the room dodging his attacks while Bobby works on back door. When
he calls you, quickly enter the storage area while Abel is left to fight a new
set of guards.

Bobby displays a cool new ability that you embarrassingly don't have...yet.
Bobby
takes off through the ventilation shaft and tells you to meet him at the chopper
pad. He also leaves you the Push Talent which you can now use to move the boxes
around to get out to the pad. Note that you cannot push a box once it is up
against another so you may have to move some boxes to the side. Head up the
stairs and out to the chopper pad where Bobby and Abel are both waiting.

As you begin another battle with your evil brother Bobby warns that the
electric
fence is still on. HINT! Use your Push talent to force Abel into the fence which
is the only way to damage him. Abel attacks the same way but you are smarter
than
he is. Get up against either the gate or one of the columns. Even if Abel does a
Push talent on you it won't hurt. Wait for him to get close then quickly circle
around so he is between you and the fence and fire away. By now I was very low
on
Psi-energy so I had to use this method as my power slowly built back up to 30.
After his third trip into the fence a bunch of guards finally arrive and shoot
their psi-suppressant grenades. Abel takes a dive off the roof and the guards
take Bobby away.

Frost appears with your new mission - no rest for you. It appears that Aiken
Pharmaceuticals was broken into recently and Adrian Starr, renowned magician, is
a chief suspect. She gives you a new Shield of Fire Talent and tells you to
report to the car waiting down at the street.


The Grand Theater


You are given some background info on the ride into town. Apparently Adrian
Starr isn't a magician after all, but rather a very powerful psionic and formed
test subject of Joan Aiken. You get dropped off just outside the city park (Area
3 on map) and Frost calls to chat. You learn the theater will be closed until
show time, so you will need to find an alternate way into the theater to
question
Adrian Starr. This gives you some time to explore the city and talk to the
citizens. You are free to visit the locations in any order you choose, but I
will
be describing them in the optimal path for solving the puzzles.

The map has a few key locations shown and there are a few others you will visit
as well. For now head over to the Voodoo Shop on Evans Ave. You will likely
encounter a group of three gang members who will offers to "teach you some
respect". You never were a good student so use your favorite talent to teach
them
some respect then enter the shop to have a chat with the owner. The only thing
he
is willing to part with is the talent spinning on the counter. You can click on
the "Claw" video game for some humorous info on another Monolith game from
several years ago. The owner offers to trade the talent for a "holy relic" that
can be found in the church.

Exit the shop and enter the park across the street. Cut through to the opposite
side and talk with the people if you want then exit onto Kaimmer Way. Directly
across the street and to the right is a fenced in yard. Enter this area and note
the two boxes and the energy field across the back gate. Use your Push talent to
move the boxes in such a way that you can push one box through the gate and
disrupt the energy field. This can be done in four easy steps.

When the gate short circuits the other gate will open allowing you to obtain the
Reveal Talent. Exit the fenced lot and head left down Kaimmer. You will cross
over a highway below. Start talking to people you meet along the street. Some
don't have much to say but others offer valuable clues to upcoming puzzles. Up
ahead on the left is a man standing next to a crossing gate. Talk to him and
learn he plays the bells at church but the 5th bell seems to be missing.
Continue
up the street and approach the construction site. You will see a man exit the
cemetery. Inside the cemetery is a sealed crypt, several tombstones, and a
locked
back door. Head to the church and discover that the front doors are also locked.

Head back to the intersection of Kaimmer and Grand (near the guy who plays the
bells) and locate the older gentleman with the bible. He only appears here after
you try the locked church doors and will be gone after you get inside. Ask him
about the church and you will get a cryptic riddle/clue that his father used to
tell him. "You gotta make sure the womenfolk are sitting up straight and the men
are laid back". With that information you can now return to the cemetery and use
your Push talent to knock over the headstones of all the men. Just read each one
and look for either HE or SHE in the inscription.

When all the male headstones are knocked over the crypt will open and you can
enter and get the Church Key. Head to the front doors and enter the church.
Inside are some Sanity Serum and Health vials and four bells on the altar. Use
your new Reveal talent to make the fifth bell appear then head back to talk with
the guy who knows how to play the song. He will give you some fancy explanation
but all you need to do is listen for the numbers, 1-5-4-3-2. Return to the
church
and play the bells in that order (numbered left to right) and watch the cross
outside move revealing the "holy relic" you seek. Use your Haste talent and play
the bells again then run to the cross and get the relic before it closes.

Now you can head back to the Voodoo Shop. Head back down Kaimmer but this time
turn left onto Grand and pass the theater. Talk with the guy outside the box
office and he will give you some info on how to spoil a magician's card trick.
Across the street is a gas station. Shoot the yellow car until it explodes
allowing you to enter the garage and obtain the Sand Pit Talent. Head back down
Griffin to the Voodoo Shop but expect trouble when you near Brown Street. More
thugs will attack. Deal with them and complete your trip to the shop. Trade the
relic for the Wall of Bones Talent.

The store owner thinks you should meet a friend of his over in the parking lot
just south of the park. Leave the shop and turn left to reach the parking lot. A
cloaked figure rises out of the flowers and introduces himself as Golgotham. He
invites you to assist him in world domination and when you refuse he summons a
trio of Anubis guards. Cast a Shield talent then deal with the guards swiftly.
When they are dead the gates will open and you can exit onto Kaimmer again. Talk
to Frost then head north toward the theater and you will get a call from the
mysterious government agent who requests a meeting at the Used Tire Shop located
at the southern most end of Kaimmer.

Return to the corner of Kaimmer and Lambert and talk to the main in the black
suit. It seems he only wants to thank you for killing Priscilla Divine and
offers
you a Levitate Talent as a token of his thanks. Then he and his guards hop in
the
sedan and drive off. There are two place to use your new talent. Return to the
Voodoo Shop which is now closed. To the left is an open gate with a hole. Use
the
Levitate talent to glide over the hole then enter the shop through the back door
and get the Health Container. Exit the shop and levitate back across.

Now head to the construction area near the gate to the cemetery. As you approach
a short movie shows you the OPEN sign on the door. Levitate across the pit and
enter the Magic Shop. Talk to the clerk who is impressed that you even got in.
He
offers to show you a magic trick. Using the information you got from the guy at
the box office you should be able to mess up his trick. Just make sure to
first "pick the bottom card" then have him cut the deck "six times" then have
him "cut the deck once more". The clerk gets upset and offers you the
"defective"
deck of cards. Head through the door and enter the lobby of the Grand Theater.

Check out the bathroom to find the Men's Room is "out of order". Enter the
theater and make your way to the stage and talk with Adrian Star. He summons
some
of his showgirls to "entertain" you. These girls are nasty and not only go
invisible but have a large assortment of attacks at their disposal. Keep on the
move and dodge their deadly blade and card attacks. Kill all four then head back
toward the lobby and get a call from Frost. A large security guy is blocking the
backstage door and won't let you through no matter what you say or do. A locked
gate opposite this door leads to the Deathtrap Exhibit and perhaps an alternate
way to reach Starr.

Head back to the Men's Room and talk with the janitor. Ask to borrow his bolt
cutters and offer to show him a card trick which you totally mess up. Use the
bolt cutters on the gate and enter the Deathtrap Exhibit and the next level...


Deathtrap


Enter the new area and approach the attendant. He's not going to let you in no
matter what you say. You have a couple of options at this point.

Option 1: Pull out your gun and threaten him. Several showgirls will appear and
after you kill them he will finally open the door for you.

Option 2: Use your Mind's Eye talent to read his mind. Knowing he is expecting a
call, tell him his agent is on the phone. He will leave and you can pull the
lever and enter the door.

This next room is just one of many deadly traps you will encounter on the long
road backstage. It consists of a giant spinning floor section that you must
levitate over to. Then you need to shoot a fireball at the four targets in each
of the corners while dodging the giant blades that come out of the walls. When
all four targets have been hit the floor stops spinning and the door opens on
the
far side of the room. HINT: Stand on the edge of the entry area and rotate the
camera until you can see each of the far targets. Shoot each one with a
fireball.
Then when you levitate out to the disc you can easily shoot the remaining two
targets before your levitate wears off.

The next room has a large cage with several tigers and a man trapped inside. He
asks that you get the key from the next room to open the cage and let him out
then he will get you backstage. Sounds easy enough. He gives you an Ace of
Spades
card and a door opens. Enter the next room which serves as a hub for three other
rooms, each with their own deadly traps and their own card you must retrieve to
put in the card slots in this room. Also, each return trip to this room spawns a
new set of showgirls that you must battle, much like the ones you are facing
right now.

The showgirls aren't too hard as long as you stay on the upper level and use
bombing attacks like Star Shower or Eye of Ra. Keep an eye on the girls if they
go invisible. You can still make out a slight transparent image of the girl. If
you have to mix it up on the main floor use a standard fireball and rapid fire
them at the girls until they are dead. Repeat this process on your return visits
to this room.

Insert the card into the proper slot and three other doors open, each with an
Ace
on the door of a different suit that corresponds to the three Aces you need for
the remaining slots. You can do the rooms in any order you choose. They get
progressively harder as you go clockwise around the room so I will start with
the
easiest room behind the Ace of Clubs door.

The Ace of Clubs is located in the back of this room which has a pair of giant
balls rolling around the path you need to take. There are also giant blades that
stick out of the walls at regular intervals. Study the pattern and timing of the
balls and blades then make your move. HINT: Watch the path of the camera during
the movie - that is the path you need to take. Ignore the ball to the right
(moving counter-clockwise) and wait for the other ball to come at you then turn
left. Follow it and stop when necessary to avoid the blades. When you reach the
back of the room the other ball will be approach the card. Wait for it to roll
over it and turn right then get the Ace of Clubs card and follow that ball. The
other ball will be coming up behind you but you should have plenty of time. Make
sure to stop for the final blade that sticks out into the middle path. Run
forward and up the steps. Return to the hub room, fight the girls and insert the
card.

The Ace of Diamonds is located in one of the two giant boxes in the next
checkered room - can you guess which one? This puzzle is very similar to the
puzzle back in the city where you got the Reveal talent except you have to move
the boxes around a lot more. I've got the pattern narrowed down to six steps.
Push the Diamond Box along the yellow path.
Now push the Star Box along the green path to the back wall.
Finally push the Diamond Box back against the Star Box then into the spinning
blade.
If you miss the blade just go to the other side and push it back until you hit
it. Get the Ace of Diamonds card and return to the hub.

The Ace of Hearts is located in the third and final room and things get a bit
tricky. The wooden catwalk is going to start crumbling away as you run across
it.
This means you have to keep moving and dodge the blades at the same time. You
can
pause for about a second at the second blade if necessary but you need to time
the start of your run so you can run past the first one without pausing. Get the
Ace of Hearts card then get ready for the return trip. Now is a good time to
save. A series of four platforms have risen up along the left wall. You need to
levitate across to these platforms to get to the other side. The trick is to go
two platforms at a time so get the timing of the blades down then float out past
the first blade and time your landing on the second platform just as the blade
is
retracting. Quickly use another Levitate talent and move on to the forth
platform. Once more Levitate talent and you will reach the other side. The
timing
on this is very critical and you may have to try a few times before you make it
across.

Back in the hub you get to fight a few more showgirls before inserting the final
card. Now you can get the Cage Key and return to the room with the trapped man.
Use the key to open the cage and quickly kill the three tigers before they eat
the trainer. He will give you a Lesser Shield of Reflect Talent and a clue that
you should use it on Adrian Starr. He then takes you to the door leading
backstage. Follow the hall and kill another pair of showgirls who leave behind a
Shield of Illusion Talent. Go through the door and more showgirls appear but
they
leave without attacking. Head over to the stairs and go up to talk to the stage
manager. It seems you are going to be an unwilling contestant on the "Trivia
Insanity" game show.


Adrian Starr (Boss Level)


Most of this level consists of a game show where you are asked trivia questions
and one wrong answer means you die! The questions aren't hard if you have been a
good detective and have been paying attention. I'll give you the answers and
where they are located in the game.

1. Kenna - you get this name from the trainer during your first conversation.
2. The Eye of Ra - you learn this during your first mission briefing.
3. In utero injection of Psionic Booster Serum - You learn this in the opening
movie.
4. Clear Point Park - this is on the sign where you met Golgotham.
5. Department of National Psionic Control - Opening movie and the DNPC database.
6. The Children of Tomorrow - learned from little girl who gave you Mind's Eye
talent.

Once you win the trivia game you get to help Adrian with his magic trick. This
basically consists of you fighting more showgirls as you make your way to each
side of the stage to shoot the pair of targets at each end. When all four
targets
are hit the glass box will break and you then face Adrian Starr. Get your Shield
of Lesser Reflect ready. Adrian has two attacks, a Fan of Blades and a Rain of
Swords. You can only dodge the swords but when he fires the blades at you wait
until they almost hit you then cast the shield talent to reflect one of the
blades back at him. Repeat this until he falls into the pit again.

He will rise up and thank you for helping him with his show. He's awfully polite
for just trying to kill you. Talk with him and he will deny any involvement with
the break-in. He does suggest that Abel was responsible for the break-in and
that
you should search the actual crime scene. He then makes a magician's exit
leaving
you to talk with Frost who calls to confirm Adrian's theory. Before leaving you
will want to stock up on the talents Adrian left behind. Collect the Fan of
Blades Talent, Deck of Death Talent, and the Rain of Swords Talent. Get the
Sanity and Health containers to bump up your maximum levels then head off to the
next level.


Aiken Pharmaceuticals


Head across the parking lot and Golgotham makes another appearance. This time he
summons enemies from your past two missions, something even Frost thought was
impossible. When the Anubis guards and showgirls are dead you can head up the
stairs. You will pass some guard running to check out the commotion leaving the
front door wide open.

Enter the lobby and blend in with the tour group. Talk to the people while you
wait for the tour to begin. Follow the guy to the bathroom and take his clothes
and tour pass so you can blend in easier then join the tour already in progress.
Give the guard your pass and merge back with the group. The tour is optional but
rather fun and interesting the first time you play. You can always break away
from the group and head up the stairs, but if you do this outside of the regular
tour you will have to dodge some security systems at the top of the stairs.

When the group finally reaches the elevators Cain decides it's time for a more
personal tour. Head back to the security checkpoint that leads to the labs. Wait
for the guard to walk away then dodge into the elevator lobby to the left. When
the guard passes the other way run out into the hall and up the stairs at the
end. If you get caught by any of the guards in this area they just restart you
back at the last checkpoint. At the top of the stairs Frost calls again. She
tells you to try to get to the labs on the lower level.

This next area features eight labs in two groups of four. Guards patrol the
halls
but they are easily avoided, usually by ducking into one of the labs. You can
visit the labs in any order and hear lots of complaints from almost all the
employees and read their minds for even more humorous information, but when you
are ready to solve the intricate set of puzzles you need to go to each lab in a
certain order. Here we go...

Start at Station 5. Talk to the scientist and bluff you way into getting a new
talent. He gives you the Shield of Science Talent and takes some readings while
you use it. Now head to Station 6 to get the data from the technician there.
Take
the data disk over to Station 7 and give it to the technician there. Now head to
Station 8 and wait for Dr. Beakerman to move away from the beaker. Take the
beaker across the hall to Station 1 and the scientist will use it to generate
the
printouts in Station 2.

Now head to Station 2 and get the printouts and take them to the scientists in
Station 3. You will get a procedure list and some verbal modifications you need
to remember. Run the list over to Station 4 and give them to the scientist. He
asks about "special instructions" and you can tell him to "Reverse Steps 4 and 8
and skip 5". He disagrees and ends up blowing up a piece of equipment forcing an
evacuation of Station 4. Quickly run through the door that just got blown open
and get the Wall of Flame Talent.

Head across the hall to Station 8 and Dr. Beakerman will ask you to return the
beaker you "borrowed". Head across the hall to Station 1 and talk to the
scientists. Tell them about the evacuation and they will leave too. Get the
beaker and return to Station 8. SAVE YOUR GAME before talking to Beakerman.
Things are going to get intense real fast. Return the beaker and he will ask who
you are. He isn't as trusting as everyone else and goes to "check out your
story". Actually he is getting the pair of guards from the elevator lobby
leading
to the lower levels.

You must act quickly. Use your Haste talent and enter the green door on the far
wall. Inside is a Fire Protection Talent and a Suppress Fire Talent. You will
probably see Beakerman and the guards running by the side window about this
time.
Run like mad out of the lab and down the hall and duck into Station 1. You must
do this perfectly and without any hesitation or you will get caught. Now that
the
lobby leading to the lower level elevators is unguarded you can make your way
there and ride down to the next level.


Aiken Research Level


Exit the elevator and talk to Frost. Check out the map on the wall to get a
layout for this level then head to the Training Maze at Area 3. Go through the
entry chamber and through the second door to enter the maze. A small boy will
call out for help from the other side. Not only do you need to cross the maze
filled with deadly robots, you also need to flip several levers to open the four
doors blocking your way to the boy. There is a lever in each corner of the maze
and a special fifth lever in the middle of the maze that opens a door leading to
a secret talent.

The droids attack on a line-of-sight so as long as you can stay out of their
path
they won't fire on you. You can throw up a shield if you want or perhaps use a
Haste talent to get through the area quicker. When you have pulled all the
levers
go into the area with the boy and talk with him. His name is Anthony and he will
give you some information then throw up his own shield and follow you back to
the
other side of the maze. Stay close or he will run to the center of the maze and
hide until you return. He will deactivate any remaining robots then activate the
lift taking you by to the entry chamber. Talk some more and he will offer future
assistance.

Now head to the corner of the entry area (right of the maze door if facing it)
and a secret door will open. Follow the passage around and enter the door you
unlocked with the lever. Shoot out the glass window (this is the first time you
really use your gun since training) then use the Levitate talent to glide across
the maze. Your objective is the opposite alcove to the right on the far wall.
You
will need to keep using the talent every couple of wall sections otherwise you
will fall into the maze and have to start over. When you reach the last wall
section shoot out the glass and glide into the alcove to get the Summon Suicide
Droid Talent. Drop back into the maze and exit.

Head past Anthony and back out into the main area with the glass floor. Several
assorted droids will appear and you must defeat them before you can enter any
other doors. Get used to this as it will happen every time you return from any
of
the other areas. Use shields and keep moving until the droids are all destroyed.
In case you missed the part of the tour in the previous level, here is how the
droids work:

Red Suicide Droids fly into you doing lots of damage. Shields are your only
defense.
Green Attack Droids fire lasers and can disable your shields. They also fire
Psi-
suppressant grenades which can disable your talents temporarily. Use a Reflect
Shield to defeat them.
Blue Psionic Droids are heavily shielded and learn any talents you use and fire
them back at you. Use the boxes in the center of the room for cover and use a
Reflect Shield to defeat them.

The first set of attack droids consist of 3 Suicide Droids and a Green Attack
Droid. Defeat them and you will obtain a Laser Beam Talent. Head across the room
to Dr. Aiken's office. Her receptionist is not very helpful so use your gun to
get her to open the door. Search the doctor's office and locate a card key and a
note with the numbers "4995" written on it. You can also locate the secret
passage behind the left bookcase, but you cannot go further than the entry room.
Check out the stuff on the walls if you want then head back out to the main
room.

This time 4 Suicide Droids appear. Throw up and shield and let them run into you
and blow up then head over to the locked door leading to the Records Area. Enter
the 4995 code to enter the first room and talk with the worker. Head over to the
two terminals on the right and read up on all the topics for lots of information
about the main characters in this game. When you are finished you can head to
the
door across the room and use the card key to enter. Get the C of T access card
and use the other computer terminal to get more information including the
security code to the Children of Tomorrow area; yellow, blue, red, white, green.
Head back to the main area and talk to Frost along the way.

More robots greet you as you exit including a Blue Psionic Droid and a Green
Droid who will start launching Psi-suppressant grenades at you. Keep on the move
and defeat these droids as quickly as possible. Make your way to the door
leading
to the Children of Tomorrow and enter. Go through the door to the security booth
and enter the code you learned from the computer. When the force field is down
you can enter and use your access card to open the doors. The next two areas are
a bit tricky. Watch and learn the pattern of the sensor lights then try to get
through without getting caught. If a light touches you the doors will seal and a
pair of droids will appear. Destroy the droids to open the doors.

Wait for the middle light to move away from you then circle around to either
side
to avoid all three circles. Stand in the next door and wait for two of the three
lights to head to one side of the room then run along the wall they just left to
reach the opposite door. Enter and talk with the receptionist. Tell her you
would
like to talk to "Manda". She will open the door and give you directions.

Following her directions takes you to a large area with many children. After
some discussion they will want to play a game which consists of pushing you
around the room with their Push talents. This won't hurt you so just run around
for a few seconds until Manda shows up and sets them straight. She then tells
you
some disturbing news and takes you to the outer hall to look at something. After
looking at the disturbing carvings on the wall you can move down the walkway to
the stairs at the end. You could visit the two rooms along the right but they
just have busy scientists who don't have time to talk to you.

Go down the steps and into the second door on the right where a girl is flipping
switches with her mind. Talk to her and offer to help get her toy back from the
room next door. Head outside and go to the door on the left. Once inside, use
your Reveal talent to light up the floor. The flashing tiles will damage you so
make your way to the other side and retrieve the toy and go back walking only on
the non-flashing tiles. Give Jessica her toy back and she will give you the
Telekinesis Talent.

Now continue around to the right and follow the hall until you reach the door
ahead and slightly to the right. Enter and talk to Nathan. He needs help with a
very difficult puzzle. This is another block moving puzzle with an evil twist.
There are four squares with teleporters on them. If you slide any block into a
teleporter it will return to its original starting position. If you step on a
teleporter you will die! If you are standing in a square that a block returns to
after teleporting you will die! Even worse is that you have to use the
teleporters to solve the puzzle. I've narrowed it down to these twelve moves:


Push D into A and C into B
Push C to the edge and D into C

Push C into teleporter then into D
Push D to the edge then B into C then B into D (see fig. 5) for results

Push D into teleporter
Push D into B and C into D to win!


Use the Sanity Serum in the corner as needed. It will respawn after a few
seconds. When the puzzle is complete talk to Nathan who will give you a pendant
that belongs to a prisoner currently being help in the detention area. Use this
pendant to identify yourself and seek his help in finding Joan Aiken. Exit the
puzzle room and head up the steps and back past the receptionist. Make your way
back through the two security areas in the hall and return to the main area with
the glass floor.

A blue droid and a pair of green droids appear. You should know what to do by
now. When they are dead you can head into the testing area right next to the
door
you just came out. A talent sits in a glass booth which raises only when you are
standing on the pad. You can open the door using your Telekinesis on the switch
but you are going to need help with the floor pad. Return to the Training Maze
lobby and talk to Anthony who will follow you back and stand on the pad for you.
Enter and get the Invisibility Talent which triggers a pair of security lights.
These aren't moving enough for you to dodge so you are going to have to use that
new talent to get past the lights. Exit this area and return to the main area
where more droids await.

When the droids are destroyed you can head to the entrance to the Detention
Wing.
Enter and turn right to approach the guards. Talk to them then show your badge
and bluff your way inside. Once inside, follow the catwalk and turn right to go
across the bridge and into the next area. Enter the small room to the left and
flip the switch to open the huge steel door. Enter the next area and take the
ramp leading down to the row of cells. Talk to the inmates and even read their
minds for some humorous thoughts. When you talk to Jarred (3rd cell on the left)
you will return his pendant and he offers an access card that will take you to
Dr. Aiken. All you have to do is help him escape.

He open the switch box at the end of the walkway and you can flip the switch to
turn off the cell force fields. This triggers an alarm and the guards start to
seal off the entire area. The prisoner opposite Jarred kill him as he tries to
escape then starts to attack you. Kill him quickly to avoid his Demonstrike
attack. Get the access card and enter his cell. Use a fireball to blow up
the "funny looking" wall section and enter the tunnel beyond. Follow it to the
end and blow up the barrels to create a hole in the wall leading to the control
room.

Inside are a pair of droids and two glowing green boxes which spawn new droids.
Destroy the boxes first then take out the pair of droids. You can use bombing
attacks from the tunnel-side of the wall if you want. Push the box in the corner
to reveal a secret room with a Sanity Container that will bump your Sanity up
another 100 points. Now return to the control room and get a Haste talent ready
then pull the lever. This opens the main doors to the Detention Wing but only
for
a second then they slowly start to close. Use your Haste and run down the
catwalk
and through the security lights. Do not touch the lights or the doors will shut
instantly. You should be able to just squeak through the door. If not, you can
try standing further down the hall and using Telekinesis on the switch to gain a
few extra yards head start then do a Haste talent to reach the doors.

Back in the main area you get to deal with your final set of droids for this
room. Kill them then return to Dr. Aiken's office. Go through the secret
bookcase
and through the next door using the access card. If you need health or sanity
you
can take the door to the left to reach the receptionist's desk where vials of
each are available. You can use Haste or Invisibility to get past the next set
of
security lights. Head past the first two workers and continue until you reach
the
lift. Ride down and talk with the scientists then proceed to the pressure pad
which turns off the force field leading to the exit. Use your invisibility to
get
past the next two pair of security lights then stand on the lift to ride down to
the next level.


Joan Aiken (Boss Level)


From the looks of the welcome sign things aren't going to be nice down here.
This first area is patrolled by three droids which must all be destroyed before
you can continue through the door to the right. Watch out for their Psi-
suppressant grenades and try to kill them one at a time so they can't gang-up on
you. Head through the door and into the next area where nine glass cylinders and
red energy beams create a deadly grid of death.

Your goal is to create a path through the area by deactivating certain red
beams.
To do this you have to destroy the glass cylinders which each contain a Psi-
Mutant who have their own deadly attacks, mainly Lasers and Binary Grid. You can
dodge their attacks but they are stuck on their pedestals making it very easy to
kill them. I found the Deck of Death worked very well taking only two hits each
to kill a mutant or three if you use it to smash the cylinder as well. There are
plenty of Sanity Serum and Health vials that will appear after each mutant
battle. When all nine mutants are dead you can make your way around to the steps
leading out of here.

You will get another call from Frost who is working on your escape route. The
next area has large tanks with giant brains floating in them. Guards block the
door leading to the right but you can create a distraction by using a fireball
on
that flammable pipe on the back wall. When the guards come running to
investigate
you can circle around and sneak down the hall to get through the door. Inside is
Dr. Aiken who doesn't seem surprised to see you. After a short discussion the
battle begins.

The first part of this encounter has you fighting several summoned Anubis
guards. Make your way to the far side of the room so once they are defeated you
can shoot fireballs into the giant brain. When the force field comes back on get
ready to fight more guards. When they are dead fire into the brain some more.
Repeat this three more times until the brain is destroyed at which time Dr.
Aiken
will come down from her pedestal to fight you herself. She has some nasty
attacks
so make sure to always keep a shield on yourself. She will summon suicide
droids,
fire lasers, and even clone herself. Your best weapon is the Fan of Blades which
not only does good damage but also prevents her from summoning droids.

Unfortunately you cannot kill her just yet. When you do enough damage she will
summon her guards and you are forced to flee out the back door. Flip the switch
on the wall to the right to open a pair of doors ahead which contain new talents
and Sanity and Health containers to increase your maximum points. Before you
leave this hall you should have added these talents to your deck; Shield Break
Talent, Clone Talent, Binary Grid Talent, and the Mummy's Revenge Talent.

Go through the next door and talk to Frost who gives you direction to reach the
parking lot where a car is waiting. Head right at the first intersection, go
straight through the next and turn left at the third and go through the doors.


Professor Krebspawn's House


This level is very similar to the guided tour at Aiken Pharmaceuticals. You will
do a lot of walking and listening, but there are a few things stashed around the
house including some pretty tough puzzles and secret talents. Head to the front
door and ring the bell. You will need to do this three times before you can pick
the option with the name "Elijah Krebspawn" in it. You can then enter the foyer
and maybe even notice a demon running around in the next hall. If you miss him
you will spot another outside soon enough. Look at both paintings then head to
the closed doors to meet the professor.

Talk to the professor then follow him into the next room. Talk some more and he
will head off down the hall (1). You may want to get a couple glyphs before
following him. First head into the library (2) and locate the obvious misplaced
book to the left of the ladder. Push it to open a secret room back in the hall.
Return and get the Inferno Glyph then head to the plant to the left of the door
where you first entered this area. Push the switch (3) to cause a glyph to
appear
on the table (4) in the foyer. Get the Star Shower Glyph then head down the hall
after the professor.

Note: Glyphs are talents that you can place on the floor that trigger only when
walked on. They are like invisible psionic landmines. Be careful because you can
trigger them yourself. If you forget where you placed one of these glyphs you
can
always use your Reveal talent to find them.

Follow the professor and talk some more. Check out his scary paintings - hey,
isn't that Caleb? Enter the ballroom and admire the grand piano then continue to
follow the professor down the next long hall. You may spot another demon running
around outside. More walking and talking until you finally reach a room with
some
glass cases at which time the professor is called away to the phone. Time to
explore on our own. Head to the only available exit and note the piece of music
lying next to the statue to the right of the exit. Rats! The professor locked
the
door leading back to the piano. Guess this clue will have to wait.

Enter the next room and check out the paintings on the wall (but don't touch
yet). Read the paper and notice the keywords (which I have underlined). This is
a
word arrangement puzzle that you need to decipher in order to know which order
to
close the curtains over the totem paintings. It's not too hard to figure out if
you read it carefully and write the words down. If you can't figure it out I
will
show you the order to close the curtains in the next image.

Close the curtains on the totem paintings in the following order:
1 - Fire
2 - Illusion
3 - Truth
4 - Storm
5 - Science
6 - Demonology
7 - Sun
8 - Death


The glass case is removed and you can now get the Fists of Lightning Talent
before returning to the previous room. As you enter the professor returns and
continues talking. He will invite you to step outside. Let him go as you need to
head back to the piano through the now-open doors. Make your way all the way
back
to the checkered ballroom and approach the piano to get a close-up view of the
keys.

Refer to your sheet music and play the notes in the appropriate order. In case
your mom didn't make you take piano lessons like mine did here are the notes:
G, E-flat, D, C, E-flat, E-flat, F, G. If you don't care then just play the keys
as numbered in the image above. Even trickier is the fact that you have to play
the notes a certain duration based on their beat. Without getting into details
here is how long to play each note:
Long, short, short, long, long, short, short, extra long. Make sure to hold down
the mouse button on that last note as long as it took to play the previous three
notes. When you get it right the music will play back and a Health Container
will
rise up into the center of the room. Boost your health then return to the
professor who now waits in a torch lit passage.

Keep walking and talking as you make your way up to the roof. For some reason
Cain doesn't realize he is standing on a pretty obvious trapdoor just before he
starts threatening the professors. Krebspawn offers to show Cain a new part of
the house and pulls the lever sending Cain into the dungeon far below.


Catacombs


You had it easy that last level with no combat, but you can get ready to fight
all sorts of nasty demons and devils in this area. You start in a large room
with
a pentagram in the middle and four exits, each marked with a unique symbol which
I will use to identify the following paragraphs. You can do the rooms in any
order you choose. I will be describing them in the order I found easiest.

Head through the door behind this symbol and talk to Frost as you enter an area
with bubbling lava and an creepy red glow. Fight your first demons along this
route. I highly recommend the Laser talent but the Fists of Lightning works well
if you are surround by multiple demons. Kill the demons and enter the lift at
the
end. Press the button to ascend to the top level and head right as you exit.
Talk
to the prisoner in the cell and offer to help him escape. The levers at the end
of this hall open the cell doors but you need the order first.

Head back to the lift and continue down the unexplored path. You will have to
fight some more demons along the way. Continue out onto the catwalk and around
to
the platform with the strange symbols. This puzzle isn't too hard to figure out.
You have four switches and their are four rows of symbols and each row has a
certain number of red symbols. Count these to get the code or the order you need
to pull the switches. Note: The bottom row of symbols corresponds to the far
left
switch, etc..

Return to the bank of switches and flip them in the proper order to open the
cell
and free the prisoner. Talk a bit then send him on his way. Now you can enter
any
of the cells and exit out the back door into another large room. The cell doors
shut and multiple demons teleport in. Kill them all then take the first of five
Demon Stones you need to complete the pentagram in the main room. Return to the
main room killing any demons who pop in along the way. When you enter the room
you will automatically place the stone in the proper location.

This path starts off with an easy trip to the second Demon Stone. Three Devils
warp in and start attacking. The Blue Devil is casting a Demonic Rift and the
Red
Devils start laying down Demonstrike Glyphs. Watch where these go and try not to
walk on them or you will get smacked by a large demon. You can run through these
and avoid taking damage, but it's best just to avoid them.

Head back to the main room and fight more demons and devils along the way. More
glyphs will get laid down in your path and these will still be active for a
short
while even after the devils are dead. You can use your Reveal talent to locate
this "landmines" if you are low on health and can't afford to get smacked by a
summoned demon. When you finally return to the main room you can place your new
Demon Stone and head for the next room.

The area beyond this door is quite deadly so save your game then proceed with
caution. You will need to get down the first two halls without taking too much
damage from the alternating fire jets coming out of the walls and the floor.
There is a "safe zone" between each of the jets and it's best to take it slow
and
safe rather than trying to run through them all. Continue into the next large
area with a lava pit and a pair of stairs.

Flip the switch between the stairs to open the door on the other side of the
lava
pit. Inside is the third Demon Stone. Now head up either of the stairs and flip
the switch in the middle of the cells to open all four doors. Kill the demon and
devil that are in two of the cells then flip all four switches (one in each
cell)
to activate a series of bridges connecting the spinning disks in the lava pit.
Repeat this procedure for the cells on the other side of the pit then begin to
make your way across the pit. There are a few tricks to getting across. Always
make sure to line your camera up so the next bridge is facing UP on the screen.
This makes it easier to walk/run off the disk onto the next bridge. If you find
it is too hard getting off the disk you can always use a Levitate to glide from
bridge to bridge and skip over the disks entirely. This will cost you a lot of
sanity as there are many disks to cross.

On the other side you can get the third Demon Stone and grab those Sanity and
Health vials. Now you can easily make your way back across the non-spinning
disks
and bridges. More devils and demons await you as you exit the bridge on the
other
side. Kill them then make a quick trip to the left into the dark corner. Use
your
Reveal talent to illuminate a dark section of wall then push this wall to access
a secret room with a Summon Fire Efreet Talent. You will love this talent but
save it for later as it doesn't do anything against the demons and devils on
this
level.

Now return to the main room, carefully making your way past the two halls of
fire
jets. Put the Demon Stone in its proper place then head through the remaining
door.

Talk to Frost as you enter this area then fight the demon hovering over the
first of a series of platforms. When he is dead you can use your Levitate talent
to glide from ledge to ledge as you cross the lava. Don't try to go too far on
one charge or you may fall into the lava. When you get to the other side make a
U-
turn to the right and head out to the large square platform then head back to
the
left around the cage. Fight another demon and continue gliding into the passage
beyond. Follow this passage back and around to the right dodging the fire jets
and fighting more demons along the way. You will get the Sphere of the Demon
Talent from the Devil/Demon combo in this hall.

Ride the lift up to the next area and enter the large room where a colorful
assortment of demons and devils warp in to greet you. Kill them all then head up
the stairs and out the side door to the left of where you entered. You are now
entering the maze. Since a picture is worth 1000 words here is a map of the maze
and a color-coded route. Your goal is to flip the switches in all four corners
to
open the exit door.




1. Follow this path to the 1st switch and flip it.
2. Follow this path from the 1st switch to the 2nd switch and flip it.
3. Follow this path from the 2nd switch to the 3rd switch and flip it.
4. Follow this path from the 3rd switch to the 4th switch and flip it.
5. Follow this path from the 4th switch to the exit.
6. Follow this path to make your way back through the maze.

Once you reach the other side of the maze you need to kill the demon and devil
and head up the stairs to get the fourth Demon Stone. This triggers three more
devils that you will need to kill before you can head back through the maze.
Make
sure to grab the Primordial Ooze Talent one of the devils leaves behind.

Once back through the maze you will need to kill more demons and devils as you
make your way back to the lava lake. Glide back across the ledges until you are
back in the main room where you can place the fourth stone. Hmmm...seems like
one
is still missing. About now the prisoner you freed should be calling to you.
Follow the direction the camera took and find him on the upper area of the
second
area you explored (if you followed my walkthrough). It looks like he found a key
but before he can give it to you a demon appears and kills him. Finish off the
demon and get the Demon Key then return to the main room and head back to the
last door you explored (the one with the maze).

Your goal now is to glide back to the central platform in this area and use the
key in the key box. This causes a set of stairs to appear leading up to the
ledge
with the fifth and final Demon Stone. This causes a trio of demons to appear at
the bottom of the stairs. They don't move much so you can easily kill them
before
making your way back to the main room.

Golgotham appears as you enter and wants to test your new abilities. He summons
an assortment of creatures from all the previous levels which you should be able
to defeat without too much trouble. When they are gone you can place the final
stone in its place and a secret door opens. Head through the door and talk to
Frost before climbing the stairs leading out of the catacombs.


Elijah Krebspawn (Boss Level)


You are now back in the main house. Head through the kitchen and into the dining
room and turn right. Locate and move the painting to reveal a secret passage
leading to a room with a teleporter in the corner. Step in and warp to one of
the
hardest puzzles yet.

The Glyph Block puzzle is almost hard enough to make you return this game, but
fortunately Sinjin is here with the ultimate solution. Here are the rules. Your
ultimate goal is to get the Moon and Lightning blocks on their matching squares.
There are also four additional blocks that can be moved around to assist you in
placing these two symbols. Any block pushed off the edge (at the corners only)
will return to its original starting location. Note: These images were taken at
the best angle to show the most moves in a single image. Make sure you are
pushing the correct blocks. Ready...set...go!


Push spacer block to edge then push Lightning block to same edge then into
spacer.
Push Moon block into same edge then into Lightning block then to opposite side.
Repeat with spacer block.

Push spacer into same edge then into Lightning block then to opposite side.
Push all 3 spacers as shown then push the Moon block into place.

Push all spacers off corners as shown. Push Lightning block to opposite side.
Push spacer to same edge as Lightning block.

Push Lightning block to previous spacer then push to opposite side. Repeat with
spacer 2.
Push spacer to edge then into other spacer. Push spacer and Lightning block into
their final places.


The central pedestal opens revealing the artifact you've been seeking. Prepare
yourself for one of the most humorous encounters in the game. Unfortunately
Krebspawn appears to spoil your fun. He offers you the artifact if you can pass
a "small test". He prepares the tile floor and asks you to turn all the tiles ON
by firing a psionic attack at them. This will alternate the OFF/ON status of the
tile you hit and the four connected to it. Rotate your camera so you have the
same angle as my photo then shoot a fireball into the tiles in the order they
are
numbered.


Naturally Krebspawn backs out of his deal and you are forced to fight him. He's
much tougher than he looks. Your best defense is a steady offense of lasers.
Stick to the center of the area so you can see which outer ledge he teleports to
then attack quickly before he can summon any demons or devils. He also causes
large sections of floor to vanish beneath you. Watch out for flashing sections
of
tile and get off as quickly as possible. They will return shortly but if you
fall
you die. The key to success is rapid fire and anticipating where he is going
next. I was able to keep him under constant fire so he was only able to summon
one set of demons and make the floor vanish once. After he switches ledges about
eight times he will finally die.

The professor leaves behind quite a good collection of items. In addition to
the
Sanity and Health containers, you will also add the Summon Lesser Winged Demon
Talent, Demon Strike Talent, Demon Rift Talent, and the Shield of Demonology
Talent to your deck of tricks. Move toward the artifact to enjoy some more
humorous conversation then you will exit the house and start the closing movie
sequence for this chapter.


Dead City


After your ambush outside the professor's house you wake up to find yourself in
an alley with all of you possession missing. At least you have all your talents
and now maybe you can get some work done without Frost calling you every sixty
seconds. Follow the alley to the right then left then right again. You can talk
to the person in the corner if you wish. When you enter the street in front of
the church you will see a pair of SWAT officers fighting off a group of zombies.
Help them out and kill the attacking zombies.

Note: Your best offense in fighting zombies is the Laser talent and the
Lightning
Strike. The latter works great when you are surrounded as you can often take out
multiple zombies in one attack. Watch out for the Purple Zombies who throw Death
Head attacks at you. Your best offense for these guys is a good defense, so have
your Lesser Shield of Reflect ready to bounce those heads right back at them.
You
will spend 15 sanity and do 132 damage. Zombies normally take three laser hits
or
two Death Head hits.

Climb the steps of the church and then turn and use your levitate to float to
the series of ledges along the outer wall. You will need to recast the Levitate
talent every two or three ledges as you make your way along the path indicated
by
the X's in the picture. When you reach the final ledge of the church float
across
the alley and make your way along the next four then float over to the large
ledge and get the Sanity Container to bump that maximum up. You can then either
levitate all the way back to the church or just drop to the street and take a
few
points of damage from the fall.

Back on the street, head to the other side of the church and take the alley
leading between the building. When you come to the street in the back turn left
and talk with the wounded officer. You will need to initiate an additional
conversation to offer your help. He will ask for a medkit that he dropped
nearby.
Head away from the officer down the opposite road and turn left at the
intersection to find a group of zombies limping around a medkit. Kill the
zombies
and get the Medkit then return to the officer. He thanks you by giving you a key
to the gate at the top of the nearby stairs.

Head back in the direction of the medkit location but this time head right at
the
intersection and kill some more zombies before going up the stairs at the end of
the road. Follow the upper walkway going through more gates and killing several
groups of zombies. At the end you can go down some steps and talk with the man
who is asking for you help. Head to the left and kill a group of zombies then
return and talk with him. He will offer you the Deck of Death Glyph which you
are
more than happy to take.

Follow the walkway around past the glass elevator shaft and out onto the next
street where more zombies stumble around. Kill them all then approach the large
crevice in the street. Levitate across the gap and talk to the officers standing
in the doorway to the right. They want some ID but yours is missing so give
them "Chief Royce's" name and offer a description to prove your identity. Your
lack of a badge will become a greater pain shortly. One of the officers will
give
you a key to the skybridge elevator.

Levitate back across the crevice and kill more zombies who replaced the ones
you
just killed. Head down the street and turn right to reach the glass elevator
shaft and use your new key. Ride the lift to the elevated section of road above
and head left where you will meet up with a gang of street thugs. After a brief
discussion you can kick their butts with your favorite talent and continue down
the road.

Locate the section of broken guardrail and levitate across to the grate with
the
Sanity power-up Watch out for two purple zombies on the ground and another on
the
opposite roof who will start tossing Death Heads at you. Use your reflect shield
to kill them all. You may have to get close to the edge of the roof to take out
the ones on the ground. Levitate across to the next roof then locate the stack
of
yellow boxes in the alley. Levitate out and around the railing and quickly make
a
U-turn to land on the top box. Rotate your camera around to spot your first Red
Zombie. This guy casts the deadly Hands of the Dead talent which causes all
these
creepy hands to come out of the ground and smack you. Fire your laser at him
from
the top of the box and you won't even take a hit. Make your way to the ground
and
collect the Death's Head Talent he leaves behind.

Head out the open gate to enter the large courtyard where Golgotham makes
another
appearance. After a brief conversation he takes off but not without leaving
several enemies for you to battle. These battles become increasingly difficult,
as many of the monsters are immune to weapons that others are not. Your best
attack in this situation is the Lightning Strike. Try to get in the middle of
several targets before firing and you can probably get several creatures at
once.
You also need to avoid the puddles of Primordial Ooze. When they are all dead
the
gate opens and you can exit to the street.

Kill the zombies waiting outside the courtyard and continue around to the left.
A large outdoor temple-like structure with a zombie spawner is in the large area
to the left. Kill the zombies and destroy the spawner, again the Lighting Strike
works great for this, then continue across this area and head to the left
between
some building to reach the next street. Turn right and approach the roadblock
and
talk to the officers. Your lack of ID proves to be a problem until somebody
recognizes you and they let you pass. Talk to the cops by the van then head down
the street toward the waterfront entrance to assist Agent Strassburgh with his
raid on the river barge.


Waterfront


Head up the step on the other side of the gate and fight over a half-dozen gang
member with bats and guns. A single laser takes any of them out. Then climb up
the steps to the wooden walkway and follow it around until you enter a courtyard
and meet your first Zombie Master. This guy is pretty nasty. Not only does he
summon an endless supply of zombie assistants, he can also paralyze you and
create a Pit of Venom which is very deadly. You need to get rid of him first
ignoring the zombies he summons. When he is gone you can finish them off.
Lightning Strike works great because you can hit him and maybe some of his
helpers. When you have kill him and his army you can collect the Shield of Death
Talent.

Head over to the building with the sign that says "Ring Buzzer for Assistance".
Inside is your cell phone. Press the buzzer and talk to the rude person inside.
Press it two more times to trigger the movie of a zombie walking into the
electric fence and blowing it up. We'll come back for the phone later. For now,
head down the path with the broken glass and enter a circular courtyard where
another Zombie Master challenges you. You must defeat him and his army before
the
gates will open.

Continue out the opposite gate and assist the man being bullied by the thugs.
Two
blasts of your laser and they are dead and he is safe and very grateful. He take
off the way you came and if you are interested in collecting a "reward" you can
follow him all the way back to the beginning of this level. When he finally
stops
you can talk to him and he will give you a Health Container. That was worth the
trip. Now make your way all the way back to where you originally rescued him and
continue around to the right. Make a note of the two square alcoves in the wall
to the left. Zombie spawners will be here later.

Cross the wooden bridge and make a note of the section of missing railing. Exit
the bridge and go right and talk to the guard who won't let you pass without an
ID. Go talk to the worker standing by the drain. Eventually he asks you to help
him get the key out of the drain by operating the valves, assuming you can "walk
on water". Return to the bridge and levitate through the gap in the railing
across the stone ledges as you make your way to the opposite side of the lake.
There is a locked door and a keypad. Enter the code 1522 given to you by the
worker and some valve wheels will rise up.

Turn the valves in the order shown to free the key from the drain and raise it
to the surface. Now you can levitate back to the bridge and return to the drain
where you can retrieve the key. Now make your way back to the shack with your
cell phone. You will encounter large numbers of zombies and those spawners I
told
you about. When you get back to the shack you will automatically use the key and
enter. After an intimidating lesson in manners the worker lets you take the cell
phone. Check your messages. Yes, five of the eight are from Frost! When you are
done with your voice mail you can call Frost to get an update.

Now make your way back to the bridge and go across it. Once again, many zombies
will try to prevent this. When you exit the bridge go right and talk to the
guard
at the gate. He finally accepts your DNPC cell phone as proof and opens the gate
for you. Inside the first area is another Zombie Master and his army of zombies.
Kill them all then enter the playground where a pair of civilians are under
attack. You can either throw up a Bone Wall in front of them or become a human
shield and get between them and the attacking zombies. Remember that reflect
shield for those Death Heads. You get no reward for saving these people so don't
feel too bad if they die.

Exit out the far gate and assist the SWAT guys in their battle with the
zombies.
Talk with them and he will end up giving you a big Health power-up. Note the
spinning talent to the right then enter the amphitheater to the left. The phone
rings and its that mystery government agent again. Talk with him then head to
the
bottom of the stairs where Golgotham make another exciting entrance. This is the
toughest battle yet but the enemies spawn in at opposite sides making your
Lightning Strike very effective. Watch out for quicksand and other deadly traps
and attacks. Naturally Golgotham doesn't stick around so when you kill his
welcoming party you can exit out the back door of the stage.

Talk to Frost then head right and up some stairs and follow the path back to the
street. Talk to the guard at the gate who won't let you pass without an ID. Head
back down the street and locate the zombie in the dead-end alley that is
guarding
your badge. Kill him and retrieve your badge. If you need some health there is
also a Health vial in another dead-end alley just above the valves you were
turning earlier. When you are ready, head back to the gate and proudly present
your badge to get through the gate.

Head down the street and talk with the next pair of guards who don't even ask
for ID - figures. Once past them notice the wood posts on either side of you.
Turn to the right and shoot a fireball at the third one from the left. It will
vanish and you can head down the road to access that secret talent you saw back
by the amphitheater. Get the Demonstrike Glyph then return to the main road and
turn right to meet up with Strassburgh and his team. Talk with them then follow
them to the drawbridge.

They ask you to lower the bridge and Strassburgh gives you the Bridge Access
Card. Head down the alley to the right killing several zombies along the way.
When you reach the waterfall area you need to use your telekinesis on the switch
to bring the platform over to you. Get on the platform and flip the switch with
your mind once more to get to the control catwalk. Use the access card to lower
the bridge then continue to the other side and levitate across the gap to the
next section and continue up to the warehouse area.

When you reach the locked gate three Zombie Masters warp in and suppress all
your
psionics leaving you helpless. Just when it looks like you might die,
Strassburgh
and his team come in from the rear and attack. Unfortunately they are
overmatched
and slaughtered as you watch helplessly. The Zombie Masters head off ignoring
you
for now. Return to the catwalk and levitate back across. Get to the platform and
use the switch, but it blows the fuse. Make your way back up to the gate where
Strassburgh and his men died and check out the building opposite the gate.
Inside
is a fuse but when you take it the door locks and zombies start spawning. Kill
the zombies and destroy the spawner and the door will unlock.

Return to the catwalk and insert the fuse into the slot and get on the platform.
Use telekinesis to flip the switch and get across. Make your way back around to
the drawbridge fighting several more zombies along the way. Cross the bridge and
head to the warehouse area. Grab the Lightning Bolt Talent and get ready to use
it on the Zombie Masters who are just inside the area with the crates. Kill them
quickly before they can summon any assistance then proceed into the storage
area.
As you head through the maze of boxes and crates you will encounter a couple of
thugs who want to start something. They are easy kills compared to the Zombie
Masters. Kill them and the nearby gate open.

Head through this gate and follow the path until you reach the ramp leading up
to
the large ship. The Bone Priest himself is walking up the ramp. Challenge him
and
he will summon more thugs that you must fight. When they are all dead you can go
up the ramp and collect your gun along the way. Get ready for the final battle.


Bone Priest (Boss Level)


When you board the ship study the map to learn about the location of the solar
panels and the switches that activate them. You can explore the ship but there
is
nothing you can see or do at this time. When you are ready for the final battle
head to the rear (aft) of the ship where Adjani is inside the control room. Talk
to him and he will get mad and decide to "deal with you himself". He teleports
out of the cabin and onto a grate in the middle of the aft section of the ship.

Defeating Adjani is easy when you know the secret. The first thing you need to
do is get yourself properly armed. You will be using Lasers, Lightning Bolt,
Star
Shower, Telekinesis, and whatever shield talent you like best, so make sure
these
are all part of your active deck. Adjani first appears in the center of the aft
section. There is a switch you need to flip to raise the solar panels. Use
Telekinesis to do this otherwise Adjani will pound you if you try to manually
flip it. Now cast a shield then switch to Star Shower. Aim for each of the five
solar panels and get them "hot". You have to act fast so all five are lit and
aimed at Adjani. If you take too long the first one will cool down. Be fast and
accurate.

When all five beams strike him his defenses will be lowered for a very short
time. Move in and start firing Lightning Bolts until he vanishes. Clear out any
zombies he may have summoned then follow him to the opposite side of the ship.
Repeat the Telekinesis on the switch here to raise the solar panels then shield
yourself and start firing Star Showers until you lower his defenses again. Fire
more Lightning Bolts until he vanishes again. Follow him one more time to the
aft
section of the ship. This time the panels are already up so go directly to Star
Shower followed by Lightning attacks until he dies a pretty horrible death.

Collect the prizes for defeating another boss. The Sanity and Health containers
will bump your maximum stats and you can add the Hands of the Dead Talent,
Summon
Zombie Talent, and the Pit of Venom Talent to your growing collection. Head to
the speedboat hanging from the side of the ship. Talk to Frost then get on and
you will lower down and ride over to the Power Station.


Power Station


Exit the speedboat and down the pier and up the step to meet Golgotham. He
summons "everything but the kitchen sink" and leaves you to battle the small
army. When they are dead you can start to search for an entrance to the power
station. The front door is damaged so head to the left through the side gate and
around until you reach the broken bridge.

Levitate across the bridge and enter the door to the right. Go right and then
head left past the reception desk and into the hall to the left. Talk with the
worker who ID's Abel as the culprit responsible for all this damage. Apparently
he was chasing a small boy. Continue down the hall and talk to the other injured
workers if you wish. The four offices are all unlocked, but they are also empty
of any items. Head to the end of the hall near the soda machines and turn right.
Go through the door into the next area.

Walk out onto the catwalk until you reach the broken section. Spin your camera
around until you can see the switch located in the far corner (make sure you are
zoomed all the way out) and use your Telekinesis to flip the switch. Alternately
you could levitate across the gap and flip the switch then levitate back but why
spend 40 sanity when you only need to spend 5. This switch opens a door back by
the first man you talked with in the previous hall. Return to that area and head
through the new door.

Enter and go left to take some stairs to the lower level. Talk with Frost as you
make your way to the walkway leading out of here. Go through the door into a new
room with a new catwalk and have a chat with Abel who appears on the upper
balcony. He ends the "family reunion" by blowing the catwalk out from under you
sending you into a room below. A few movies take place showing Bobby and the
artifact hiding in a storage room then back to Cain who seems to have fallen
into
a room where the walls are slowly starting to move in to crush him.

When we rejoin Bobby you are actually playing as Bobby for most of the rest of
this level. Zigzag out of this room and take a left after you go through the
door. Follow the passage around until you reach a large room filled with acid.
Step out to the yellow piece of floor sticking out into the acid and use your
Reveal talent to illuminate an invisible platform that floats around the acid.





Step onto the first platform and ride it out to the middle of the pool then use
another Reveal talent to illuminate a second moving platform. When the two meet
in the middle switch platforms and ride it to the other side and exit this room.

Ready for another maze? This one is pretty easy and I will walk you through it
with the following six screenshots. Remember that the camera angles I use may
vary from yours so double-check when moving around or you may get lost. If you
do
get lost or push (psionic push) the wrong wall section you can always return to
the start and press the "Manual Override" switch to reset the entire maze and
try
again. Your goal is to get to four pressure plates and step on them to lower the
four energy fields down the middle hall. Note the wall sections and slots in the
floor indicating which way they can be moved.


Head right as you enter the maze and follow path pushing the first two walls.
Step on plate (1) to lower door (2). Follow path and push wall (3).

Follow path and push the 3 indicated wall sections. Continue forward to find
next
button on the left.
Step on plate (1) to lower door then follow path and head straight across maze.
Turn left at T-intersection.

Go to the second passage on right and push walls (1) and (2). Step on plate (3)
then retrace path to center passage and turn left.
Continue toward exit then turn right to step on plate (1) to open final red
barrier. Return to start and push wall section down middle hall into area (2).


Once you have pushed the wall section next to the "Manual Override" lever to the
opposite side of the maze, the exit door will open and you can continue. Have a
nice chat with the artifact who you end up naming "Ted" much to his dismay. Then
continue down the hall and into the next room.

This puzzle isn't too bad. Step forward and use your Reveal talent to illuminate
several invisible platforms floating all around this area. Several are dead-ends
and others connect to other corner floor sections. Your goal is to get to the
floor section directly to your right as you enter. You best path is shown below.
Take the platforms to reach area 1, 2 and then 3. You will need to recast the
Reveal talent to light up more platforms along the way. Start by getting on
platform (1) coming in at an angle then follow the path shown.





Flip the switch located on section (3) to open the door then head down the
stairs
to the cooling room. Ignore the worker and head up the stairs directly in front
of you. A section is missing at the top but there is narrow piece you can use to
make a right turn and continue. You may recognize this as the area Cain was in
earlier in this level.

Turn left and approach the crushers which Ted indicates is probably in
violation
of several safety codes. Time to go for the Repulsion talent. Activate it and
you
can easily walk down this hall with no problems. The crushes slam back into the
wall and stay there. You can then flip the switch on the other side to open a
door back in the cooling room next to the worker. Return through the crushers
which are no longer working and turn right then left down the stairs. Head past
the worker and into the next passage.

Continue until you reach the room with the rotating cylinders. The catwalk is
broken (naturally) so you will need to run across the spinning cylinders to
reach
the other side. This isn't nearly as hard as you think. The trick is to angle
your run toward the direction each section is spinning. I've indicated the
appropriate angles in the image. When you reach the other side you can turn left
and head down the hall to the next intersection. Turn left again and continue
forward.

When you reach the fans you can argue with Ted about how to get across. Finally
go into the control room and flip the three switches (in any order) to stop the
fans. The trick is to stop them so they form a "bridge" to the other side. It
takes about one second for the fan to stop spinning so give yourself a bit of a
lead when watching the fans and flipping the switch. If you mess up you can
always turn the fans back on and try again. You do not need to be perfect (as
shown by my zigzag path). Just make sure you can get from fan to fan.

When you reach the other side you can use your Telekinesis to flip the switch
which turns off a force field back down the hall from where you came. Also note
the spinning talent. You cannot get this talent but Cain will be able to return
for it later in the level. For now, head back across the fans and return to the
junction in the hall. Continue straight and enter the Steam Vent room.

You will hear Cain through the door but are unable to rescue him at the moment.
Abel shows up and you must fight him. You are unable to damage Abel with your
talents directly so the trick is to lure him onto the steam vents (indicated by
X's) then use Telekinesis to flip the switch to turn on the steam and burn Abel.
Abel will never step onto the vent unless you antagonize him. Position yourself
so one of the vents is between you and Abel and you are standing next to the
vent - but not on it. Then use a Push talent to smack Abel around. He gets mad
and rushes toward you stopping on the vent. Quickly use your Telekinesis to flip
the switch and damage him. Alternately, you can also use your Repulsion talent
to
push him onto the vent then flip the switch.

Make sure to keep dodging his lightning attacks. They are easy to avoid as you
can see them starting to form several seconds before they strike. When you have
damaged Abel enough (about 6 to 8 vent attacks) he will get really mad and start
shooting lightning bolts. Cain offers a clue and you need to run over and stand
in front of the control panel. When Abel fires quickly step aside and the
control
panel will be destroyed and Cain is freed.

Abel immediately shoves Cain back into the room and flees with Bobby and Ted.
Exit back into the steam room and watch the walls finally slam shut behind you.
Before you run off after Abel head back down the hall to the area with the fans.
Walk across the fans just like Bobby did and then Levitate across the broken
catwalk to get the Wave of Repulsion Glyph. Levitate back across and make your
way back over the fans and return to the steam room. Take the hall that Abel and
the boy used to leave this room.

Head down the hall and into the next room where you can grab a six-pack...of
talents that is. Your master deck starts to get really large when you add Wave
of
Repulsion Talent, Shield of Truth Talent, Dispel Talent, Electrical Storm
Talent,
Lightning Strike Talent, and Electrical Storm Glyph to it. Talk with Frost then
head out the door and you are off to the Prime Slice Meatpacking Plant.


Meat Plant


Head straight across the path toward the corrals. Talk with Frost then enter the
gate to the right and make your way down and around the bales of hay and enter
the barn. Go through the barn and out the large doors to the top-left. Head over
and talk with the two guards who aren't going to let you pass without special
orders from Sergeant Blaine. Head toward the police car and then over to the
SWAT
van. Blaine is behind the table and the movie will take over as you get close.
When he asks if you are the best say "Damn Straight!" to impress him. He will
then send you back with an officer to get you inside the Meat Plant.

Watch the SWAT team take out the psycho axe-wielding bull who smashes down the
front door. Apparently Golgotham can reanimate the slaughtered sides of beef.
Tell the SWAT guys that you aren't afraid of a "side of beef" then enter the
plant. Head across the lobby and up the stairs. You will look through the glass
at many dead cows hanging from a rail.

Kill the zombie who is snacking on the fallen SWAT guy in the corner then head
around the corner and then take a left through the next door and onto the
catwalk. Follow the catwalk and look down and to the left to spot a dead cop and
a key. There is also a switch on the wall, but you will deal with that in a few
minutes. Continue forward and to the door on the right. Kill another pair of
zombies as you enter the next area.

Walk around the catwalk and note the locked door (1) that can be opened with
the
key you just saw. Head to the break in the railing and drop to the top box (2)
then make your way down the boxes to the ground. Head up and around to the door
(3) and enter the next area. You are now below the catwalk area from before.
Walk
up to the railing and use Telekinesis on the switch to open the cattle chute
door. Head back and go through that door to get to the guard and take the key.
Return through the chute and back into the previous room.

As you enter the stable area the door behind you shuts and the door on the other
wall open and three Butcher Bulls enter. These guys carry giant meat cleavers
and
can cast over a half-dozen different talents from several totems. Even worse is
that each color of bull is immune to a different totem and some can cast a psi-
suppressant to make you powerless for a short duration. Your best bet is lasers
or lightning attacks and keep moving at all times. When you have turned the
bulls
into ground beef collect the Imprison Talent then head through the door they
entered.

Follow the hall around and through the next door to enter the room where you saw
the hanging cattle. Hmmm...they are all missing. Continue out the other side and
back into the hall. Turn right then left and you will be back out on the
catwalk.
Follow it around to the stable area and use your key on the door I mentioned
earlier and enter.

Step on the pressure plate and watch what happens but don't go down the hall
yet.
Make a note of the security lights and the beeps. You have 16 beeps before the
doors shut. Your first time down the hall you are heading for the left door.
Cast
your Haste talent and step on the plate then make your way to the left door
dodging the lights. If a light touches you the doors will shut and a Butcher
Bull
will appear. You will have to kill him then start over.

This next sickening room has vats full of cow parts that are being used to spawn
the Butcher Bulls. You need to destroy the spawners and any bulls that come out
of them while you are doing so. Lightning seems to destroy the yellow spawners
the quickest. After the explosions head through the center and down the stairs
to
the next area where you now face a pair of spawners. Repeat the previous
destruction then continue down into the next area.

A pair of zombies stagger around the conveyor ramp. Remember that your reflect
shield works great against their Death Head attacks. When they are dead head
through the door in the corner and into the meat packaging room. This is really
a
fun puzzle even though it may take you a few tries to get it. Even though I am
going to explicitly show you where to go and what to do I still recommend going
to the bottom of this area before starting. A zombie lurks near the bottom and
he
will cause trouble if you don't kill him first.

When you are ready to start the puzzle step on the first pressure plate. This
causes a chunk of meat to slide down the chute. You must now run around to all
the other pressure plates and step on them at just the right time to connect the
chute and keep the meat moving. Timing is critical. If you are too late on any
of
the switches the meat will fall to the floor and you have to start over. Too
soon
and the chutes will close and re-open with the same results. It is also possible
to cause the meat to stall or even go backwards if the meat hits the connectors
as they are closing. If this happens and the meat doesn't regain its momentum
you
will have to send a new piece down the chute. The meat travels at a slow pace
and
you can probably keep up just by running, but you may want to have your Haste
ready just in case. There are two places I even recommend using it.


Step on first plate to start meat. Run around to next plate.
Close first connector and head to next plate.

Close connector then run (haste) to the next plate.
Step on plate then run (haste) around to the next location.

Close connector then run (haste) down ramp and zigzag into next location.
Wait for meat to drop onto chute. Close connector and run to steps.

Use Haste if necessary to reach last plate in time. Close connector.


The meat enters the machine and comes out as hotdogs that roll down the
conveyor.
The door opens allow you to exit along with the hotdogs into the next room. A
pair of zombies attack as soon as you enter the next room. Reflect the Death
Heads and destroy the undead creatures then follow the hall leading out of here.
Watch out for another zombie hiding around the corner. When you reach the steps
you will get a call from the government agent. When you are done talking head
down the steps and into the hall where more zombies wait around the corner. Kill
them all and approach the doorway. Notice that talent above the door.

Return to the top of the stairs and turn around. Notice the vents on either side
of the hall. They stick out just far enough to form a very tiny ledge that Cain
can levitate to. I've shown you the first two. Make your way around the corner
and down the hall levitating from vent to vent.





When you reach the last vent you just need to levitate across to the top of the
door and collect the Summon Glyph Devil Talent. You now have the options to drop
to the floor and take 50 damage or levitate all the way back to the stairs using
160 sanity points. There should be plenty of Sanity vials in the hall from the
previous zombie slaughter. I recommend taking the damage then heal yourself with
your Heal talent. Top off your sanity with any power-ups then enter the next
room.

When you step on the pressure plate the door opens across the room and four
rows
of security lights start sweeping the floor. Get Cain into the position shown in
my image then watch the pattern of lights until they match my image. Follow the
path indicated adjusting for the movement of the lights. Do NOT use Haste or you
will move too fast. Your normal run is perfect. When you get to where the
arrowhead is in my image a small gap between the far row of four lights should
be
ready for you to step into. Move with this gap to the left and run into the room
to get the key. The security system shuts down and you can exit.

You now have some serious backtracking to do. Run back through the hall and up
the steps. Return through the meat package area and kill the zombie at the top.
Return through the shipping area and kill another pair of zombies and talk to
Frost as you enter the spawner area. Kill the zombies in this area and head up
the stairs and back into the T-shaped hall. Head right and go back to the
pressure plate in the corner. Ready your Haste and step on it once more. This
time make a dash for the door to the right and enter.

Hey! Who turned out the lights? This next maze consists of narrow walkways
concealed in total darkness. You have to use your Reveal talent to see them but
when the talent wears off you are back in the dark. Your goal is to get to the
exit across the darkness, but you can also pick up a hidden talent along the
way.
My maps only show the intersections and the way to turn at each of them. When
you
see yellow dotted lines just keep moving straight and follow the path until you
reach the next intersection. Note: All images were captured from the same angle.




A. Head straight under the overpass.
B. Turn right at the 4-way intersection.
C. Turn right at the T-intersection.
D. Ignore right path and turn left. Ignore another right and turn left again.
E. Zigzag around to this T-intersection then turn right and go down ramp.
F. Turn left and levitate to the Imprison Glyph Talent. SAVE!

Levitating back is tricky as you have to judge your distance in the dark since
you can't levitate and reveal at the same time. When you are back on the main
path retrace your route back to the Junction D. It's time to head to the exit
and
you are already well on your way.




G. Same as Junction D above. Turn left and head across overpass (shown in A
above).
H. Ignore right turn and turn left at the T-intersection.
I. Turn right at next T-intersection and follow zigzag path.
J. Turn right at corner and ignore branch to left. Turn right at next turn.
K. Turn left then turn left at the first diagonal path.
L. Continue forward ignoring first branch to right.
M. Take the next branch leading off at a right angle.
N. Turn left at this T-intersection.
O. Turn right at this T-intersection and head up slope. You are getting close.
P. Ignore first right and turn right at the corner.
Q. Take the first left and follow the U-turn as it leads to the exit.

The cattle pens form a deadly maze unless you know the path. Stepping into the
wrong pen will summon a dreaded Butcher Bull but with your handy color-coded map
there is no reason to stray from the path to the exit. As you enter the first
stall (S) you can read the map to the left of the door. The blue color indicates
the safe route through the maze but I've drawn a line on my map just in case.
When you reach the final stall (E) go through the door to end this level.


Golgotham (Boss Level)


It all boils down to this. The battle for the planet Earth, right here in the
basement of the...er...meat packing plant? Continue forward into the large room
with the Brain Circuit and talk with Joan Aiken. She reveals horrible secrets,
or
at least starts to until Golgotham makes his usual flashy appearance and sends
Joan plunging to her death. Prepare for the final battle...

Golgotham attacks by summoning three waves of three enemies from each of the
brains surrounding him. When you kill each wave of enemies the shield around
that
brain will go down and you can fire at the brain until the shield goes back up
and more enemies arrive. After your third attack on each unprotected brain it
will explode and you can move on to the next brain and new set of enemies.
Remember that whichever brain Golgotham is summoning from, those enemies are
immune to any attacks from that totem. For the purpose of this battle the
Butcher
Bulls are associated with the Truth Totem. Naturally your best attacks are Storm
and Fire totems since Golgotham doesn't have those brains. Once you have
destroyed the Science Brain you can start using Lasers and the Binary Grid to
attack all 18 waves (or 54 enemies).

When you have destroyed the final brain Golgotham explodes and vanishes in a
spectacular lightshow leaving behind all sorts of goodies. Head to the central
area and collect the Sanity and Health containers to bump your stats. Gather the
protection talents which include; Sun Protection Talent, Illusion Protection
Talent, Science Protection Talent, Truth Protection Talent, Death Protection
Talent, and Demonology Protection Talent.

Now head over between the Illusion and Truth brain platforms and look for a
moving shadow. When the shadow appears between the pedestals use your Reveal
talent to illuminate the moving platform and step on.

Ride around the entire perimeter of the cavern and when you reach the final turn
spot the dark ledge below and levitate over to it to get the Psi-Suppressant
Talent and the Psi-Suppressant Glyph. Step into the handy teleporter to return
to
the central platform and go talk to Bobby and Ted.

It appears you were a bit hasty in your victory celebration. After a spectacular
series of explosions and destruction of all the brain pedestals you find
yourself
back on the central platform about to face the REAL Golgotham. Don't worry -
he's
not as bad as he looks. You need to keep moving and avoid the shockwaves his
pounding attacks send out. Make sure not to fall into the lava now that the
glass
is broken from all those floor areas. Fire your laser or lightning attacks into
the red chunks of meat hanging from his ribs (see left image). When they are all
gone you can spot a gray brain inside the rib cage (see right image). Destroy
the
brain to send Golgotham back into the lava.

But wait...there's more! He reappears on the other side of the platform. Repeat
the process to send him back into the lava FOUR more times. Finally he will
explode and sink back into the lava once and for all. Finally!

Run around the central platform one more time and collect the Suppress Sun
Talent, Suppress Illusion Talent, Suppress Science Talent, Suppress Truth
Talent,
Suppress Death Talent, and Suppress Demonology Talent. Levitate over to Bobby
and
Ted and talk to them to end this level.


Aftermath


As you exit the building you are greeted by some SWAT guys and the mysterious
government agent. Frost shows up and everything seems to be one big happy
ending.
Then Bobby is sent to the car and the agent order the SWAT team to kill you.
Just
about then Abel (you didn't forget about Abel - did you?) appears and kills
everyone except for you and Bobby (and of course Ted).

Pack up those Storm talents. Abel is immune to those attacks so make sure to
keep moving to dodge his electrical attacks. You can also use your shield to
reflect some damage back at him. Your best attack for this first round is the
Death Head attack which does a good amount of damage. Continue the hit and run
strategy until you have hit him several times. At this time Bobby will use his
Telekinesis to open a nearby gate giving Cain and idea.

You will walk out onto the ledge and taunt Abel until he joins you for the
final
battle. Yes - this is REALLY the final battle. I promise. He shuts the gates and
you need to move around to get Abel between you and the edge of the platform.
Start using your Push talent to send him back and over the edge where he
plummets
to a spectacular death complete with crackling electricity.

When Abel dies you collect all of his Storm talents including; Lightning Strike,
Wave of Force, Storm Protection, Electrical Storm, Storm Suppression, Shield of
Storm, Summon Storm Dijinns, and Electrical Storm Glyph. All those talents and
nobody left to kill.

Head outside and join Bobby and Ted for the game finale and closing credits.
That's it. You've won the game. CONGRATULATIONS! You can now move on to intense
multiplayer action which should keep you busy until Cain gets his next
assignment.