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![]() Introduction ![]() Welcome to Sinjin's guide for Sanity: Aiken's Artifact. The following walkthrough will show you how to complete each of the 21 levels in this game as well as provide you with tips for how to use the many Talents you will acquire. I'll even give you stats on the enemies you will encounter so you will have that extra edge in combat. ![]() There are also many secret (or bonus) areas and items you can find throughout the game. While finding these is not required to win the game I will still show you everything I have found in my travels through the world of Sanity. Many of these items will make it much easier for Cain to defeat the more powerful enemies later in the game. Battle Tips ![]() Many of these tips may be obvious but I will tell you about them anyway. Tip 1: Keep moving. Many psionic attacks cannot be redirected once they are fired so you can dodge the "effect". Tip 2: Save Power-ups. Don't use those red and blue power-ups until you really need them and they can give you the best value. Tip 3: Use the level design in combat. Hide behind corners or objects whenever possible and jump out just long enough to attack. Tip 4: Use "splash" attacks when outnumbered. If you find yourself surrounded by multiple enemies and they are close, use an attack that can damage them all at once. Tip 5: Target the right guy. If you encounter 3 guys and one has a gun and the others have bats, take out the guy with the gun first. Tip 6: Defense can be an offense. Use your shield talents to reflect incoming fire and break down enemy shields as soon as possible. Tip 7: Kill them one at a time. When you can use "splash attacks" concentrate your fire on one enemy until he is gone then move on. Tip 8: Use the right talents. Don't try using talents you found in the first few levels in the later levels. Always use your best talents. Tip 9: SAVE OFTEN. Save each time you start a new level (using a unique save file) and quicksave throughout the level. Death lurks around every corner. Talents ![]() Even though Cain carries a gun your primary attacks are carried out through special psionic talents that you acquire throughout the game. There are over 80 talents divided into Totems (or themes) such as Fire, Sun, Illusion, etc. Across these totems you will see talents that duplicate, but they will always have their own unique abilities. Remember that the later in the game you gain a talent, the more powerful it probably is. ![]() Throughout the course of this walkthrough I will tell you which talents I used to defeat the enemies I encountered. These are just the talents I found to work best. Feel free to try your own attack and defense talents as you play the game. Additional talents will be made available through several outlets. There are already new totems appearing on bonus disks in magazines and in some stores. You can collect and trade these with others on the Internet. Know Your Enemy ![]() The following table provide valuable information on all the enemies you will encounter in the game. It is based on the default skill level, "Mentally Stable", and provides attack and defense statistics as well as any invulnerabilities. Remember that most enemies are immune to the Talents you are probably acquiring in that level so don't try using Sun Attacks on the Egyptian guards, etc. Enemies are listed in the order you will most likely encounter them.
Cheat Codes ![]() So far I have only found these cheat codes. Here they are with a brief explanation of what they do: mptedthehead - This toggles the "god mode". Cain will not take damage or use Sanity points when using psionics. You can still die by falling so don't forget to save your game even if you are invincible. mpshipit - This unlocks all the single player levels in Sanity. Once unlocked, you can select any chapter and level via the game menu. mpjuiceme - This code restores all Health and Sanity points to their current maximum. WARNING! You will lose many special talents if you use this cheat - they will just disappear from your master deck. 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. ![]() 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. ![]() 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. ![]() 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. ![]() 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. ![]() 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. ![]() 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. ![]() 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 ![]() ![]() 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. ![]() 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. ![]() 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. ![]() 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... ![]() 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 ![]() ![]() 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. ![]() 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. ![]() 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:
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. ![]() 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) ![]() ![]() 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. ![]() 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. ![]() 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. ![]() ![]() Close the curtains on the totem paintings in the following order: ![]() 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. ![]() 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. ![]() ![]() 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. ![]() ![]() ![]() 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. ![]() 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. ![]() 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). ![]() 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!
![]() ![]() 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. ![]() 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. ![]() 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. ![]() ![]() ![]() 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. ![]() 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. ![]() ![]() 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. ![]() 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. ![]() ![]() 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 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. ![]() 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. ![]() ![]() 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. ![]()
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. ![]() ![]() ![]() 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. ![]() 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. ![]() ![]() 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. ![]() ![]() 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.
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. ![]() 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. ![]() Golgotham (Boss Level) ![]() ![]() ![]() ![]() 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 ![]() ![]() ![]() ![]() ![]() 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. Thanks for playing and using Sinjin's Ultimate Online Guide. ![]() |