Enter the Matrix Ghosts FAQ/Walkthrough PS2

Enter The Matrix Ghosts FAQ/Walkthrough 
PS2, XB, GC, PC 
WRITTEN BY: TChris(Chris Peters) 
COPYRIGHT 2003 BY ,TChris(Chris Peters)  


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CONTENTS ================================================================ 


1. GAME INFO 
2. WALKTHROUGH 
2-A GHOST FAQ 

================================================================ GAME INFO 
================================================================          Enter the 
Matrix is a ground breaking title that paves the way for movie to game translations. 
Never before have the movie producers been so involved in the creation of a game in 
its entirety. The game not only adds to the already complex story of The Matrix 
movies, but it also provides an entirely unique storyline that follows the paths of 
Ghost and Niobe. While you do not have the powers or the skill to match Neo, you do 
have exception talents and can kick some serious ass while you are jacked into The 
Matrix. 

*Tips to Keep You Running* 
- You heal and regain your focus meter with the passing of time. If you have just 
fought in a brutal gunfight with swat team members or have just narrowly escaped 
pursuit of an Agent, take any time you can to stay in cover and let your life and 
focus bars refill. Depending on the level of difficulty and the intensity of the 
combat you are involved in your status bars will take a certain amount of time to 
refill. Make sure you get a good idea for how fast your meter will refill and help 
that judge how quickly you should proceed forward 

-Focus is key. The focus command in the game lets you delve into the powers of The 
Matrix. When you use the focus meter you will not only slow down time, but your 
senses will become more acute. Your aim will improve, you can jump farther, you can 
run up walls, and you can even see bullets as they come at you. This ability is what 
sets you apart from the regular humans that you find yourself pitted against 
throughout the game. Use your focus wisely and do not waste it when it is not 
needed. 

- Agents are feared for a reason. While you may want to stand your ground and fight 
an Agent, do not expect to come out of the fight victorious. The best thing to do is 
knock them down and run away. They not only have the same skills and abilities as 
you, they are better at most of them than you. Firing a gun at an Agent at long 
range is a waste of ammo. They can dodge bullets as if they were dodging a falling 
feather. If you have to fight them your only chance is to do it up close and with 
the full use of your focus ability. Throws are a risky deal since the Agents are 
good at countering them. Again, if you have to fight an Agent, do so only to knock 
them down and buy yourself more time to run away. If you plan to stay alive for long 
don't go Agent hunting. 

================================================================- - - - GHOSTS 
WALKTHROUGH - - - - 
================================================================ -- Post Office -- 
Mission: CLOSING TIME You start the game in the lobby of a large city post office. 
This large area is a great place to practice your skills and get acquainted with the 
controls. Note that if you take out your guns in the lobby the security will come 
after you, so it is better to leave that till later. Once you are ready to go, 
proceed past the main desk and into the rear of the lobby. Here you will find an 
elevator. Accessing the elevator you will find that it is inoperable at this moment. 
Sparks suggest another way through the post office. After Sparks relays his message, 
2 security guards will emerge from the back of the post office and begin to attack 
you. The security guards from the lobby will join into the fight and you will now 
officially have your first fight in the game. These guards are relatively easy so 
take your time to experiment with the controls and see how the focus command changes 
throws, attacks, and counters. Once you have silenced the guards, proceed through 
the door that they emerged from that leads to the rear of the post office. Follow 
the available path through the rear of the post office (referred to as PO from now 
on). When you come to a security desk, a guard will emerge and come after you. 
Another guard joins him from further down the hall. Take these two guards out with 
ease and collect any weapons that they drop. You can give the PO employee a beating 
if you wish, or you can continue on your way through the access door near the carts 
of mail. Inside this next room you find a health pickup in front of you on a desk. 
Pass through the gap between the desks and sneak up on a security guard. This is a 
great opportunity to use the grab attack for the first time. Hitting the action 
button when you are behind a person accesses the grab attack. Put down this guard 
however you feel and proceed up the short stairs in the room. Open the door and 
proceed through the next 2 hallways. Open the door at the end of the second hallway 
to finish the first section. Mission: Epicenter At the start of the level you find 
yourself at the top of a steel grated stairway. Make your way down to the ground 
floor and dispose of the guard who impedes your progress. Follow the sound of heavy 
machinery to the far end of the passage. Here you will find a fence that you can 
climb over. After you have scaled the fence, proceed through the processing room of 
the PO. Toy with the PO employees if your feeling sadistic, otherwise exit the 
processing room and turn left. You will see two security guards in front of you and 
the elevator you are looking for behind them. Put down the two guards and the third 
one that comes to help them from behind you. You can now either enter the elevator 
and move on to the next level, or explore the rest of the mail processing room. Once 
you are done here, move towards the elevator and move on to the second floor 
Mission: Unexpected Arrival As you exit the elevator into the second floor, you run 
dead on into a squad of security guards who are surprised of your appearance. Run to 
the desk just in front of the elevator and load up on the available weapons there. 
Half of the security guard group will stay to fight you while the other half will 
apparently run away. Take out these "heroes" and give chase to the security guards 
who ran away. Around the next corner you see that they did not run away, but were 
setting up an ambush. A security guard drives a forklift at you while the other ones 
use it for cover. Ignore the forklift and take out the security guards who are 
behind it. Be careful of security guards hiding behind crates. They may not make 
their appearance known until you are right on top of them. Once you have disposed of 
the guards in this area, move to the end of the hall and turn the corner. The guards 
are apparently either smart or very scared. Around the next corner you are ambushed 
by a group of guards who are taking cover behind the boxes of mail. Remove the four 
guards from the equation and continue down to the far end of the storage room. As 
soon as you come to the next corner there are two guards who will begin firing on 
you from behind some more boxes of mail. You can strafe around the boxes for cover 
so you can get in close and put these guards out for a nap. Beyond these two guards, 
three more will attack you from further down the next hallway. You can take the time 
to put them down, or you can just run through the steel gate in order to trigger a 
cut scene. After the cut scene you find yourself on the top of the shelves holding 
the crates of boxes. Security has fired tear gas into the corridor and you have gone 
sky ward to avoid it. Your object here is to stay on the top of the shelves and not 
to fall down into the tear gas. Take a step back and make a running jump using your 
focus powers onto the air vent across from you. Be careful not to end on the right 
side of the air vent or it will collapse and send you falling into the tear gas 
below. If you do fall, simply run back through fenced gate and climb up the boxes to 
the top of the shelves. Either way, when you make your way to the top of the 
opposite shelves, follow it to roof of the next room. Jump through the skylight in 
order to end the level. Mission: Redirected You begin this level in a storage room. 
Turn around and exit into an adjoining storage room. Immediately in front of you in 
the next room is a security guard. He is radioing in you position to quickly take 
him down before he can pull out his weapon. On the opposite side of the storage 
room, two security guards will open fire on you. Use the shelves as cover, or simply 
use the focus ability to take them down at long range with your guns. As you exit 
this room, a squad of guards will attack you from the opposite side of a large 
fenced in area. Since they are not in your way you can choose to avoid them and run 
down the hallway. When you have passed them, follow the hallway until you come to a 
left turn. A cut scene will take place. After the cut scene continue down the 
corridor and enter the glass office to the left. You will then be given a prompt 
that will tell you to use your force power to jump through the window. Run at the 
window with the force ability in use and jump at it. Your character should jump or 
perform some sort of tumble and crash through the window. Next, run towards the 
opening at the far end of the room. When you near the first set of boxes, a security 
guard will be alerted of your presence. Once he is down for the count there are 
still another seven guards to take down in this corridor of boxes. The best way to 
take them down is in two separate groups. The first group of four can even be cut in 
half. The first two will run at you while the other two will be behind a row of 
boxes. Take out these four guards and proceed to take on the remaining three in the 
corridor. Once you are done with them, run through the partially opened gate and 
open the door inside the next room. Here you will find yourself in a group of 
offices. Move to the end of the row of offices and enter the final one on the left. 
Open the door and move into a second section of offices. In this room there are two 
security guards and two regular PO employees. Take down the guards and be careful 
not to lock onto the PO employees in the process. Before you exit this room through 
a door in the back left corner, take note of a locked door in the back right corner 
of the office. This office is locked now, but it will serve as a means to escape in 
a later level. Open the door in front of the fenced in hallway and move into a small 
storage room. The next room you enter is the power control room for the post office. 
Push the red button to your right to restore power to the first floor elevator that 
was previously out of service. Play with the PO employees if you wish and exit the 
control room through the new door at the far end of the control panel. Pass through 
this small fenced in hallway and exit the level through the next door. Mission: 
Backtracking Descend the stairway and take out the lone guard at the bottom. Exit 
through the door to find yourself at the far end of the mail processing room. Move 
back to the front of the mail processing room where you originally entered by 
climbing the fence. On you way you will encounter 6-7 guards spread out amongst the 
maze like passages. They are mostly encountered alone so there should be no problem 
taking them on. Once you get to the fence, scale it. There are now two security 
guards at the base of the metal grating stairs. Make the long run to their position 
and dispose of them as you see fit. Enter the door at the base of the stairs to move 
on to the next section. Mission: Got It The next room is the first floor P.O. box 
room that is connected to the PO lobby (running in circles huh). There are two 
guards who will stay to fight you inside the PO box room while a third one runs to 
get back up. Use the counters and the far wall as cover so you can move closer to 
the two guards. Disarm them and give them a good beating for trying to stop you. 
When you are done, take a second to regain your focus and your health before moving 
back into the bank lobby. A few guards will remain in the main lobby, so mop them 
up. Once you have cleared up the main lobby the elevator behind the front desk will 
open. Take the elevator to the second floor. Just a little bit more and you'll 
finally have the package. Now inside the second floor PO box room, move to the far 
wall and take a left. Follow the wall to your right until you reach the last group 
of PO boxes on the left. When you get close enough to the boxes a cut scene will 
take place. After the cut scene the PO box room will be filled with tear gas. Make 
your way back to the elevator and knock down any guards who get in your way. If you 
stay to long in the tear gas you risk dieing from the inhalation of the gas. If you 
make a stand at the front of the elevator you can take out any pesky guards and not 
have to worry about the gas's effects. Once you have disposed of the guards in the 
room the elevator will open and you can make your way back to the main lobby. Back 
in the main lobby you are only a quick sprint from freedom. Run back to the front 
doors and make your escape... unfortunately for you the cops have set up a little 
trap for you. Once you try to open the doors the security gates will close and seal 
you into the front lobby. Worse yet, a few units of cops are lying in wait for your 
arrival. As the security gates slam shut, the cops will start to poor into the room 
and open fire on you. Be smart; don't try to take them all out at once. Your best 
course of action is to move around the perimeter of the room and take out the guards 
as they show themselves. Since many of these cops are very well armed, target the 
ones with the shotguns and MP5's first. Not only will this silence a potentially 
lethal enemy, but also it will gain you a strong weapon in the process. Continue 
making sweeps around the room until the room is cleared. Note that you can take 
refuge in the bathroom area to regain focus and especially health. Once you have 
taken down the last of the cops, you will be directed to a new waypoint. The door 
next to the service desk is now open. Go through it to access a previously visited 
section of the PO. Continue through the back hallways and make your way to the 
processing room. Mission: Big Distraction You ever get that feeling that someone's 
help isn't as welcome as they expect it to be? Well apparently Niobe has set up a 
distraction at the expense of your escape. After the cut scene you will find that a 
few large explosions have rocked the rear of the PO. Sparks suggest that you make 
your way through the rubble and back through the offices on the second floor. 
Descend the stairs and make your way around the fallen catwalk. The fence that had 
previously slowed your progress is now ripped in two. Continue through the hole. As 
you make your way further into the processing room you will come across two scared 
PO employees. Let them run away as there is a group of police officers behind them. 
Show them what they are messing with and move on. Continue through the wrecked 
processing room and take out the security officers around every corner. Apparently 
these guys do not get the idea that it is a good time to leave. Once you have 
finally made your way to the rear of the processing room, take the rear stairs up to 
the second floor. Mission: Breakout Almost there, just a little more and you will 
leave the Post Office in your dust. Move back through the control room and take 
notice of the two cops foolish enough to follow you. In the next room there are two 
security guards hiding among the shelves of supplies. Move in for some hand to hand 
combat and weapon disarms. Once you are ready be prepared to make a run for it. Once 
you open the next-door two security guards from the other side of the fenced in 
hallway attack you. Take them down and move back through the offices. Instead of 
turning right and into a group of police officers, take a left and duck into the 
lone office at the end of the room. Once you open the door you will trigger a cut 
scene that leaves you some-what questioning Sparks' methods. Bring on the car 
chase... Mission: Get to the Hard Line This mission is just a simple point and shoot 
mission. Niobe handles the driving so it is your duty to keep her path open. The cop 
cars that come after you are not of the variety you see on late night cop chase TV 
shows. They are willing to ram you, shoot at you, and pull other dirty tricks to 
stop you. Pull some dirty tricks of your own and use the other cars on the road as 
four-wheel bombs. Notice that the cars weakness is the engine block. Riddle it with 
a few rounds of your MP5 and they should be a pile of smoldering metal in no time. 
Once you have made your way over the bridge the level will end. Mission: Answer the 
Phone After a thrilling chase scene through some back alleys, you find yourself on a 
rooftop. You are only a few rooftops from a hard line and your flight to freedom. 
Make your way towards the rooftop with the radio tower. Take note that falling from 
the rooftops is an unhappy experience, given that it means that you have to start 
the level over again. Climb the ladder to the rooftop with the radio tower and meet 
an unwelcome visitor. This is where you learn what it means to "run like hell." An 
Agent has you in his sites and you don't want to wait around to see what he has in 
store for you. From the rooftop you start from, move towards the next building and 
jump onto the ladder there. Continue your way across the next rooftop. If you want 
to run faster you can unequip any guns you have so that your character can focus on 
running. Once you have made your way onto the next rooftop you will be warned of an 
Agents transmission into a persons body by its tell tale electricity sound. Avoid 
the Agents gunfire by running around the outside of the brick pillar and jump onto 
the next rooftop. Here two cops that emerge from a rooftop doorway will greet you. 
You don't have to worry about the pursuit of an Agent at the moment so you can take 
out some aggression on the two. Continue on your way by running up and down the 
familiar looking metal shingle roofing. At the edge of the rooftop jump through the 
open gap of the adjacent derelict building. Crash through the half broken boards and 
down two flights to the floor of the building. A cop waits behind you with his gun 
ready so be prepared. Run through the winding hallways of the building and jump to 
the next building. Climb up the ladder for another unhappy surprise. You may have 
thought that the Agent forgot about you, but just like an elephant, an Agent never 
forgets. As you climb on the roof of the building you see him fall to the rooftop of 
the building in front of you. Instead of taking him head on, run through the doorway 
to your left and jump across the gap into the hole in the next building. Two cops 
converge on you as you land in the empty room. Take them out quickly as the Agent is 
hot on your tail this time. Quickly climb up the stairs and jump to the next 
rooftop. You're almost home free. Climb the next ladder and jump down to the next 
rooftop. Look familiar? Quickly climb up the ladder to end the level. You finally 
make it to the hard line and jack out of The Matrix. Good job, you just survived 
your first encounter with an Agent. -- Airport -- Mission: Concourse Your next 
adventure into The Matrix leads you to an airport terminal. As fate has it, it turns 
out that some of your rebel compatriots are in some trouble and need your help. From 
the offset of the level you find yourself just before the metal detector check 
point. Before you lay waste of the security detail, listen to their account of the 
attack. Once they are done have some fun. Before you alert them of your intent, 
sneak up behind one of them and choke the guard out to get the jump on him. Take out 
the two remaining guards and move towards the airports concourse. Around the next 
corner you come across a lone security officer coming to his colleagues aid. Put him 
to sleep and advance into the concourse. Apparently you are being expected. As you 
enter the concourse you come across a unit of security guards. They are only 
equipped with the standard issue hand guns, but they have you outflanked. Do a few 
focus dives and flips to keep you "bullet hole free." if you happen to get a few 
bumps and scratches, you can search the check in counter and take the health pack 
there. At the far end at this section of the concourse, a guard sees you advancing 
and lets his fear known with a few choice words. Take down the scared guard and pick 
up the flash bangs he drops. Since the hallway to the next section of the concourse 
is sealed, take a detour through the nearby bathroom. Pick up the MP5 that you come 
across just before you enter the bathroom. At the opposite end of the bathroom, a 
few swat team members breach the room and open fire on you. Advance on them and fire 
off a few bullets at them while they are still standing in the doorway. Once you are 
close enough, disarm them of their weapons in order to pick up some better guns and 
more ammo. Through a small hallway you find yet another bathroom. This one has a 
similar set up as the last one, but now it has two small passages on the perimeter 
of the room. Use these passages to sneak up on the two guards who casually stroll 
into the bathroom. Advance on them quickly and take them by surprise. They have 
MP5's equipped so be careful. Take their weapons from them if you can to even the 
playing field. You will need as many MP5 rounds as you can get so collect them as 
you can and conserve them. The next section of the concourse again has a group of 
SWAT members waiting for your arrival. Use your focus to its fullest extent and 
divide and conquer. These guards are easily put down with little resistance. Move to 
the far end of the concourse and down the hallway. Enter the door at the end to end 
the level. Mission: North Point You are now inside the customs office. From the next 
room over you can hear a group of guards discussing what is going on in the airport. 
Listen if you want to or go in with guns blazing. Remember to conserve your MP5 ammo 
so equip the handguns. The key here is to stop the guards before they can pick up 
the MP5 machine guns from the racks on the wall. If one of them happens to get one 
before you can take him down, quickly disarm him to avoid any unnecessary damage. 
Once you are done, pick up the stun grenades and move to the front of the customs 
office. Equip the stun grenades and toss one at the glass at the front of the 
office. If the grenade bounces off the ceiling and comes back towards you, retreat 
into the previous room for cover. If you want to increase your accuracy use focus 
while you are throwing the grenade. Once the grenade blows out the front windows, 
you can make your way back into the concourse. Equip the flash bangs from before. A 
group of security guards are hiding behind a baggage cart, waiting your arrival. Get 
the jump at them by throwing the flash bang at the baggage cart. Once it goes off, 
quickly converge on them and take them out before they have a chance to get back on 
their feet. In the next section of the concourse, a group of SWAT members will dive 
out of a ticket office window. Before they can draw their weapons, take them down 
and turn your attention to the two SWAT members who emerge from the boarding 
passages. Once this area is clear take some time to do inventory on your weapons and 
regain your health, you'll need it. Mission: North Point 2 Now you've gone and done 
it, you got the attention of a swat team helicopter. Just as in the first movie, 
this one comes with a chain gun attached. Start the level by running to the wall 
either to the left or the right of the windows. Take cover here for a second as the 
helicopter riddles the room with machine gun fire. Once it is done firing it will 
pull a 180 and move back across the windows. Now that the helicopter is turned in 
the opposite direction, so is the chain gun, and thus it is safe to open fire on the 
helicopter. With the MP5 equipped, hop out from behind the wall and open fire. Make 
sure to use your focus as you fire on the helicopter. As your stream of fire crosses 
the frame of the window, hold your fire for a second. Even though you may only fire 
a few bullets into the frame if you continue firing, it will be a waste of very 
important bullets. Once the helicopter has circled out of site, or you have run out 
of bullets, quickly run to the wall on the right side of the windows. Equip the stun 
grenades and lob one at the bench on the far wall. A few second's later four swat 
members will repel from the roof through the skylight. If you timed it just right 
they will repel right into a grenade blast. If the blast does not kill them it 
should at least knock them off their feet. Quickly converge on them and disarm them 
of their MP5's. If you have to use gunfire to subdue the cops use the handguns. The 
MP5 ammo is precious and in short supply to waste on these cops. Once you have 
defeated the four cops the swat helicopter will circle back around and open fire on 
you again. Hide behind one of the walls, rinse and repeat the strategy above and you 
should have no problem. If however you are painfully low on life and focus after 
taking out a group of swat team members, take the time when the helicopter is circle 
around to heal instead. If you cannot destroy the helicopter in that given pass, 
four more guards will fall from the skylight and you could find yourself in a jam. 
Once the helicopter is down for the count the doors that had previously sealed you 
in open. Quickly advanced forward through the opening and take down a squad of three 
SWAT members. If you can get close enough without alerting them of your presence you 
should have an easy time disarming them and taking them out with hand to hand 
combat. Take a quick second to catch your breath and your status meters before 
moving on. Through the next section of the concourse you will see a gift shop. As 
you enter one end of the gift shop a squad of 7-8 swat team members will infiltrate 
the gift shop from the opposite end. You have a few strategies available to you 
here. You can retreat for cover in the previous section of the concourse and let two 
or three of the swat team members come to you. On the other end of it you can do 
some focus dives with an MP5 equipped and take your chances against the entire 
squad. Lastly you can soften up the attackers with a few well-placed grenades. 
However you feel suited to take out the threat just remember there is a first aid 
pick up on the first counter inside the gift shop. Once you have reasserted your 
authority over the SWAT team head to the stairs on the opposite end of the gift shop 
to end the level. Mission: Monorail This short section can be tricky if you don't 
come in prepared. The level starts with a few swat members opening fire on you from 
a walkway above the monorail. When you run towards the walkway they are on you will 
discover that it is locked down and you cannot advance. Be quick not to wait here 
for long since you are in full view of the SWAT team and they have itchy trigger 
fingers. Instead, double back to the first walkway across from the one they are 
stationed in. Now that you have seen that their walkway is locked this one will 
open. Just as it does two SWAT members emerge from the other side of the gate. Use 
some handgun fire to soften them up before you disarm them and strip them of their 
weapons. Continue down the long walkway and notice that Soren has taken out the 
threat on the opposite walkway. A little farther down the path Soren will warn you 
to watch out. Two SWAT units drop from the top of the walkway in front of you. Soren 
may put a few bullets into them before they land so conserve the ammo and take them 
out the old fashioned way. Run to the end of the walkway and follow the turn to the 
right. One SWAT member will come at you with three more shortly behind. If you can 
manage to get in close enough without receiving too much damage, you can take out 
these guards with ease. If they out flank you however you are better off just taking 
them down with some MP5 or shotgun fire. Continue down the stairs when you are done 
and into the large building at the end of the walkway to end the level. Mission: 
Revolving Restaurant Sparks informs you that you have to take a detour through the 
restaurant to get to the terminal where Soren and his crew are. Your detour once 
again leads you into another SWAT ambush. (Thanks Sparks) The set up of the 
restaurant is a lot like a pyramid. You have tables that line the outer perimeter of 
the restaurant and then a large spiral fixture in the middle with a bar on top. The 
best method of attack is to go to the SWAT team and not let them come to you. While 
this is seldom the case, they can corner or out flank you in this environment so it 
is best to keep moving. When you are climbing the stairs it is best to strafe when 
you get close to the next level of stairs. If you are focusing on the stairs in 
front of you and not behind you, you can potentially take a shotgun blast to the 
back of the head, and no one wants a shotgun blast to the back of the head. Continue 
circling up and down the spiral fixture until the cops are swept up. If you are 
struggling at any time there is a first aid kid at the base of the stairs in a small 
room. Now that you have cleared the restaurant you are free to climb up on the piano 
and wait for the ladder to circle around. Do not try to jump to the ladder, as it is 
unreachable. Instead wait on the piano and a cut scene will take place that shows 
Ghost automatically climbing the ladder. Mission: Terminal Ghost descends from the 
ventilation shaft into yet another section of the airport terminal. The large two-
story room you are in is locked down so you have to stay and create some attention 
to get the SWAT team to take notice and send in more units. A SWAT unit stands at 
the top of the escalator across from you while three more are guarding the bottom 
floor. Take out the one at the top of the escalator before focusing on the rest. You 
can perform a focus dive with the MP5 equipped from the second floor. The long fall 
to the first floor should give you enough time to aim at and take out the SWAT units 
there. Once this squad is down another will infiltrate the room from the second 
floor where you started the level. Instead of taking them head on, hide behind one 
of the pillars across from the escalator. Give them time to come down the escalators 
and move in to attack you. Once they are within range jump from behind the pillar 
and use a few focus dives to neutralize them. Now that this squad is down it is time 
for the last one to infiltrate the room. The last squad will come in through the 
large door across from the escalator. This is the door you wanted open so their 
attack is more helpful then harmful. Again, a few focus dives should be good enough 
to take out the remaining SWAT units. Moving through the newly opened door you will 
hear a SWAT team captain ordering his men to lay in wait for your arrival. Open 
either one of the large doors and access the main entrance to the airport terminal. 
This area is the largest one you have encountered in the game thus far so you may 
feel a little lost at first. As you proceed into the terminal entrance, you realize 
that the big ambush is little more then two SWAT team members hiding behind pillars. 
There is a decent amount of space between them so take down the closest one with 
hand-to-hand combat and the other with small arms fire. Once your done proceed to 
the far end of the room where another SWAT unit has most likely made themselves 
known by taking a few shots at you. Luckily since they are so far away their aim is 
not perfect. Be careful though since you have a lot of ground to cover and every 
step closer to them makes their shots that much more accurate. If you are having 
trouble getting close enough to take them out at close range, simply perform a focus 
dive or a focus jump to close the gap. If you are at long range it can be a waste to 
perform simple focus dodges as they eat up focus but do not cover a large distance. 
After you have cleared the lower level, move towards the escalators at the end of 
the way. Equip a shotgun if you have it and let your focus meter fill back up. At 
the top of the escalator stand two SWAT units with sniper rifles. If you take your 
time getting up the escalator, or you don't move in quickly they can take you out 
very easily. A focus dive should get you up the escalator with no problem and give 
you enough time to take out one of the snipers with the shotgun. Now that you are at 
the top of the escalator you can take out the other sniper with another shotgun 
blast or disarm him and have some fun. You are now the happy owner of a sniper 
rifle. Take a second to get a feel for the aiming and zoom feature. Once you feel 
comfortable enough, move along the second story balcony to the far end of the 
terminal. A few SWAT units have laid in wait for you on the second floor behind many 
of the large pillars. A focus dive should help take them out or at least close the 
distance between you and them. If you run out of focus, equip the mp5 and fire at 
the SWAT member's location. Even if they aren't open for a shot, the constant fire 
you lay down should keep them in cover long enough for you to get close and take 
them out with some hand to hand. Continue taking out any necessary threats until you 
reach the far end of the Terminal and meet up with Binary. Mission: Control Tower 
Your almost done with the Airport missions, but don't unbuckle your seat belt yet, 
the hardest parts are still to come. After a short cut scene where Soren tells you 
about Axel's predicament, you find yourself at the top of the airport control tower. 
A SWAT sniper is reporting that he is in position and ready to open fire. Take his 
advice. Move into position and open fire on him. Equip the sniper rifle and take aim 
at the SWAT team that is keeping Soren and Binary pinned down. While there are a 
large amount of SWAT units on the roof of the adjacent building, focus your attacks 
on the ones who are on the stairway. This will then allow Soren and Binary to move 
into position. Once they have moved on you can take out a few SWAT units on the roof 
at your leisure. They do respawn however so your better off moving on with the 
mission. Turn your attention to the stairs below you. You should have heard some 
radio chatter that a team is ready to converge on your position. Equip the MP5 and 
make your way down the stairs. Since the stairway creates an awkward angle, use the 
first person mode to target any SWAT members you come across. If that is creating a 
problem, focus jumping down the stairs is just as easy. Once the opposition is down, 
move onto the outer scaffolding and take out any remaining SWAT units you come 
across. Make sure to pick up the SG-552 from one of the fallen SWAT team members; it 
is crucial to your next battle. Once you have taken out the necessary units, move 
back up the stairs for an unwelcome visit from a not so friendly Agent. Mission: 
Control Tower 2 At the start of the mission your goal here is to take out the front 
tire of an airplane before it takes off. If the sniper rifle is not equipped, notice 
that you can equip while the animation of the airplane is running. Once you have 
control of Ghost again, shoulder the sniper rifle and take aim at the airplane at 
the far end of the tarmac. It starts off momentarily stopped, so this is your best 
chance to take out the tire. In a few seconds it starts moving down the runway and 
your chances for an easy shot are gone. If you are having trouble shooting out the 
tire start firing madly. Even though Ghost is supposed to be a calm and cool master 
of firearms, forget that for a moment and realize that quantity or quality can be 
just as effective. Once the planes front tire is shot out the plane is rendered 
ineffective. Unfortunately for you that does not mean that Axel is out of the woods. 
As Ghost watches the plane through his sniper scope he sees an Agent step out of the 
plane. The Agent is not so happy that you have stopped his flight, and he transmits 
himself to another body to take you head on. Unluckily for you, you soon realize 
that the Agent has transferred himself to a body of a pilot in another SWAT 
Helicopter. Unlike the previously helicopter this one has a chain gun on the front. 
If you have the SG-552 from the previous SWAT encounter, then this fight should be a 
whole lot easier. If not, expect to duke it out for a while. The helicopter will 
lower itself into your view right in front of you. Immediately hit the focus button 
and the strafe button. Start firing at the helicopter as you strafe to the pillars 
on either side of the control room. Shortly after the Agent will lift the helicopter 
out of sight and reposition himself somewhere else around the tower. Use the pillar 
as cover and wait for him to return to the position you first encountered him at. 
Again, use the focus and strafe buttons in conjunction to riddle the helicopter with 
bullets while avoiding the stream of gunfire that is coming your way. Shortly after 
the helicopter will go down, but not before the Agent tries to take you with it. 
Dive into the open hatch in the floor with Binary and escape the ensuing explosion 
from the crashed helicopter. Although you just took out an Agent, you receive the 
unhappy news that Axel is still captive and they have him on another airplane. 
Mission: Aqueduct. Despite what the manual may lead you to believe, Ghost does in 
fact have a driving mission in his portion of the game. At the start of the mission 
you commandeer a SWAT team SUV and head off in pursuit of the airplane that has 
Axel. Unlucky for you, the airplane has an excess amount of steel crates that they 
decide can be put to use to slowing you down. A note here is that even though it 
would appear that you have to keep the airplane in sight, you can actually speed 
ahead of it and leave it in your tracks. The main thing here though is to keep 
moving at top speed while avoiding any unnecessary bumps in the road. Hitting a 
speed bump at 90 mph can lead to some crazy jumps that leave you out of control of 
the vehicle. Continue chasing the plane, being extra careful not to hit the steel 
crates or to careen into an electrical tower. Eventually you will come to a 
construction site. Before you reach the apparently dead end, notice the path that 
leads along the left side of the construction site. Take this path and continue on 
your way. Up the next ramp, take the left side of the road that slopes down. This 
will lead you through a short tunnel and into an obstacle course of sorts for the 
SUV. The next section has a few hills and ramps of dirt that you have to navigate 
before you can move back onto more solid ground. Be careful to not take a hill at 
full speed or you may send yourself crashing into a telephone pole or similar 
object. Once you come to the 90-degree turn, take it and move your way through a 
small tunnel. As you exit the tunnel Sparks mentions that the car in front of you is 
being driven by an Agent. Luckily for you there is no fight that ensues. Unluckily 
for you, you have to try to catch up to the speeding Agent and save Axel. Keep your 
foot on the ignition and make sure not to veer off into a wall and you should be 
able to keep a close distance to the Agents car. After some time a cut scene plays 
that shows Axel regaining consciousness and "distracting" the Agent long enough for 
you to come to his rescue. As you race off with Axel in hand, you get a call from 
Niobe asking you to pick her up. Just as she is talking to you, you see the results 
of some of her handwork come crashing down nearby. -- Sewers -- Mission: Abyss 
Following the cut scene, you find yourself at the wrong end of a SWAT team attack. 
Your goal her is to escape the sewers and find a hard line to escape. This next area 
can be perilous if you fall so stay close to the walls. A note from Sparks tells you 
that if you accidentally walk off an edge, hit the focus button and turn towards the 
ledge quickly. With any luck you will grab the edge and pull yourself back up. Also 
be careful when using your focus when you are running on the narrow ledges. If you 
accidentally run up a wall do not jump off it, as the jump will send you over the 
edge to your death. Now that you are ready to go, circle around the perimeter of the 
chasm and make your way to a ladder. You need to circle around the metal pipe so you 
can climb the ladder to the top. At the top a SWAT team sniper greets you. Move in 
for a quick weapon disarm and pick up his sniper rifle. Take aim at the police units 
that are attacking Ballard on the center fixture in the room. With luck, Ballard has 
already taken out one cop, but don't rely on that Use the sniper rifle to take down 
the threat and protect Ballard. From here on in, whenever you come across an ally in 
the sewers you will see their life bar above yours. Take special care to not let 
their life bar hit bottom or it will signal lights out for Ghost. Once the threat to 
Ballard is taken care of, follow the ledge and take the next ladder up to the top of 
the room. Again, Ballard is under fire and you are there to aid him. Quickly take 
aim with the sniper rifle and take down the two snipers on top of the metal 
framework in the middle of the room. Scan the lower catwalks around Ballard and 
clean up any other SWAT members that may be left over. Mission: Abyss 2 Follow the 
catwalks to the center pillar and take the ladder down to Ballard's location. As you 
approach Ballard and the phone, an opposing SWAT team once again waylays you. 
Luckily Ballard gets out in time, but you have to take cover from the sniper fire. 
Quickly pull yourself up from the catwalk and take out the cop guarding the phone. 
Run up to the metal fixture and grab the sniper rifle. Shoulder the rifle and take 
aim of the two snipers on the same level as you, one to the left, and one to the 
right. You can then choose to take the safe route or the quick route. If you take 
the safe route, climb back up the ladder inside the metal fixture and take out the 
sniper above. If you want to quick route, run backwards on the catwalk towards the 
phone. When the sniper overhead comes into to view, take up the sniper rifle and 
take him out before he takes you out. Once this is done pick up the phone and talk 
to Sparks. Apparently you aren't done yet. Instead of jacking you out, Sparks loads 
you into a loading program with a selection of weapons to aid you against the SWAT 
teams in the sewers. He then sends you back in to go to the aid of others who are 
having a hard time finding a way out of the sewers. Once you are equipped, Sparks 
sends you back through the phone you just used, this time better armed. Equip the 
Stun Grenades and take aim at the large fan at the end of the walkway. Toss a 
grenade at it in order to blow a hole to allow you access. Follow the pathway behind 
the fan to the next level. Mission: Pumped Follow the arrow to your next objective. 
You can take a quick look through the grates in the passage to prepare you for the 
rooms you have to advance through. Unfortunately there are no cops inside these 
rooms yet, but once you drop down there will be. Continue to the end of the tunnel 
and jump down from your perch into a larger tunnel. From here on out you will 
encounter many barrels filled with oil. These barrels can be a quick fix to the SWAT 
problem, but also be aware that they can have the same effect on you. Whenever you 
see these barrels, use them to your advantage. If you do not use them to take out a 
few SWAT units, at least take it out so that they are not used against you when you 
pass them. Continue down through the next adjoining rooms and sweep up the un- 
expecting units you encounter. Use the rooms as cover and retreat backwards if you 
need to. When you have reached the end of the passage, the tunnel leads to the 
right. Sneak up on the cops in front of you and take them out with a little work. 
Quickly move to the first person mode and aim at the barrel at the end of the way. 
Make sure that you are not close enough to be in its blast. Shooting it should bring 
down at least two of the cops in the vicinity. Move in and sweep up the rest. 
Another unit should emerge from further down the corridor. Quickly disarm them of 
their weapons and take out any remaining threats. Follow the passage further to the 
end. There, a small tunnel leads to the left, drop the first SWAT member and his 
friend who emerges from the tunnel behind them. Following this small tunnel leads 
you into a much larger complex. The entry shotgun will be your friend in the next 
section. Emerging from the tunnel into the next passage, you see a cop at the end 
standing next to a barrel. Focus-dive at him with the shotgun and fire one round. If 
you miss with the shotgun blast, it should still be enough to blow up the barrel and 
send the SWAT officer on his way. Around the next corner a cop waits patiently for 
you to stick your head out. Sidle up to the wall and peak out, when he shows his 
face blast him with the shotgun. As you enter the area he was guarding, an officer 
opens fire on you from a walkway above. A shotgun blast should be enough to take him 
down. Be careful to avoid the barrel in the center of the room. Any of his shots 
could miss you and hit the barrel instead. Take a left at this intersection and 
confront yet another guard on the walkway above. Back up and take the passage to 
your right. It winds around a corner and leads to another small open area. Take out 
the cop here with either a shotgun blast or by targeting the oil drum next to him. 
Follow this path until you reach a red ladder. At the top of the ladder you have the 
task of cleaning up the rest of the police officers in the room. First take the one 
out to your left if you had not taken him out before. Run to his position to gain 
cover for a moment. Next, run towards the small overhang with the waist height wall. 
Press against the wall to duck for cover. Let the SWAT team waist their ammo on the 
wall while you wait. When they go to reload, force jump from the wall and take out 
as many as you can with the shotgun. If the barrel you came across before is still 
there, you can use it to take out one or two of the officers. Another one lies 
behind the two SWAT members in the small passage they defend. Once the coast is 
clear, follow the small entrance in front of you to a hole in the floor. Drop down. 
Follow the path that leads you next to the running water. At the end of the passage 
you will come to a fenced area with an officer on the other side. Wait for him to 
turn his back and open fire on him through the fence. Turn to your right and climb 
up on the table there. An officer should be firing at you from this position. 
Quickly jump up to the next level and take him out. When you turn the corner where 
he was, there may still be a few SWAT members on the level below you. Jump down and 
disarm them for their precious ammo. Moving into the next room, you'll notice a lot 
of large cylinders. At the moment there are three cops in the room, one at the far 
end, and two on the stone platforms to your right. Take out the one at the end of 
the room first and then use the cylinders as cover to take out the remaining cops. 
Double back to the far end of the room and flip the red switch that is on the 
machinery. Once this is done it shuts off a steam pipe that was blocking your 
advancement. This action also sends another squad of cops into the room. Climb up 
onto the ledge and get the drop on them with a force dive. Three cops should be 
ahead of you while one may have snuck around behind you with a shotgun. Take them 
out quickly and move into the next room. There you will find a red ladder leading up 
to the next level. This is the other side of the large room that you had fought your 
way into before. The steam that was blocking your advance is still leaking so you 
cannot move back into that room. If your health is low you can take a moment to 
regain it slowly or jump up onto the walkway above and pick up a first aid kit. Once 
you are ready, run to the end of the room towards the hole to end the level. 
Mission: Ice and Corrupt Again, your mission here is to keep your friends alive. If 
they die, you loose. Try to do your best to keep the cops attention on you while 
remaining alive in the process. The good part is that the cops are focusing on Ice 
and Corrupt so you can sneak up on all of them and take them out silently with a 
little neck breaking. Once you have cleared the room find the large machinery that 
is in the center. Climb up on the ledge to the left of the machinery and onto the 
machinery itself. A few moments later a cut scene takes place where you find out 
that the machinery had some C4 planted on it. It explodes and collapses into a 
passage below, taking you along with it. In this room, apparently the cops in front 
of you did not just notice the machinery that just crashed through the ceiling or 
that you came with it. Instead of taking them head on, turn right and move down this 
side passage. You will find some steps that lead to a ladder. At the top of the 
ladder you will find a small room with a first aid kit and some ammo. Move back down 
the ladder and take a right. This will bring you back to the room with the cops in 
it. You are now behind them and should be able to get the drop on them. Take out the 
cop on top of the cylinder first and then the one on the ground next to him. Turn 
right and move into this next small room. Use the shotguns to take out the three 
cops there at close range. If your ammo becomes a problem, quickly disarm them and 
render them harmless. Follow the small passage where the two cops were positioned 
and come to a small room. Take out this cop quickly as he is equipped with grenades 
and not afraid to use them. Climb up the ladder he is next to and be on your way to 
the next floor. At the top of the ladder you are welcomed by the sound of gunfire 
and the life bars of both Ice and Corrupt. Take out the small squad of officers in 
front of you and circle around the center fixture to the left. Around the next 
corner is a place to climb up onto the upper ledge. Here you will see Ice and 
Corrupt on a walkway above. Soon after a large contingent of cops will begin to 
repel from the ceiling. Circle around the center machine work and take them out. Be 
careful not to fall or the cops will focus their attention on Ice and Corrupt. 
Continue clearing the upper ledge until you receive the message from Sparks to blow 
out the anchors on the center machine. Equip the shotgun and go into first person 
mode. Aim at the three anchors that are attached to the center machine. There are 
cops that repel from the ceiling, ignore them for the time being since they are an 
endless supply. Once you have blown the three anchors, the machine will go out of 
whack and create a large explosion. The blast will open up a hole in the wall for 
your escape. Quickly run and focus jump into opening to end the level. Mission: 
Waterway Jump down to the service passage below and quickly run up behind the 
unsuspecting cop patrolling it. Snap his neck and take his weapon. Continue down the 
service passage until you come to a cop who is ready for you. Run along the wall to 
throw off his aim and let off a shot with your shotgun just as you flip off the wall 
next to him. Turn down the next passage and climb up the ladder. This next area 
leads you across a small bridge. On the opposite side a small squad of three cops is 
hiding in the fog of the sewers. Focus dive at them and fire off two shots with your 
shotgun. This should take out the first two cops and have you close enough to take 
out the remaining cop with ease. Move forward to a winding stairway that leads you 
down. Run down the stairs and make sure not to fall over the edge. Follow the 
passage on the bottom. The next area you come to is a catwalk over a shallow pool of 
sewage. Drop the two cops that are on the catwalk on continue forward. As you reach 
the opposite end, Sparks will inform you that it is too dark to continue on. You 
have to instead pick up the flashlight that fell into the sewage from the cops you 
just disposed of. Move back across the catwalk and take the ladder down to the 
bottom. The light will be noticeable at the bottom as it is attached to a MP5 that 
was dropped by the cops. Pick it up and it will instantly be attached to all your 
weapons. As soon as you pick it up, a group of cops will emerge on the walkway 
above. Before they notice you, you may be lucky enough to lob a grenade up onto the 
catwalk. This may also prove fatal as the grenade may bounce off the catwalk and 
land in your lap. Either way, move towards the ladder and avoid the grenade that 
they drop below to stop you. Once it goes off three cops will repel from the walkway 
and take you into their sites. Mop them up with some quick gun work and climb back 
up the ladder. If you had previously been able to lob the grenade onto the catwalk, 
only one police officer will remain in your path, if not then you will have to 
contend with three officers as you get to the top of the ladder. Quickly knock out 
the two and force jump to close the distance with the third. Once you are done, move 
down the passage with your new flashlight to light the way. At the end of this 
passage you will see a scene that shows some cops moving into position to ambush 
some of your compatriots. Follow them and get the jump on them first. Take a right 
out of the passage and stay to the right side of the sewer. Once you see the group 
at the end, jump off the upper ledge and do a force dive towards the group of police 
officers. With any luck you should be able to take out about half the group with one 
single dive. Once you have taken out the cops that put their sites on you, run to 
the gate at the end and take out any cops that are chasing Wurm. When the coast is 
clear, pick up any ammo you can and use the available first aid kit if needed. 
Return the way you came and continue on past the passage you had emerged from. While 
negotiating the sewers, try to stay to the inside of the turn. The outside does not 
give you an appropriate camera angle to see what is around each bend. Eventually you 
will come to a roadblock of cops. Along the next section, there are two cops 
stationed at every bridge across the sewers. One cop is on the left while another is 
on the right. Take out as many as you can with force dives and wall runs before your 
focus runs out. While it may seem tempting to continue pushing forward, retreat and 
regroup to refill your status bars as needed. The small walls one either side of the 
walkways are perfect cover for this. When you have taken out the cops on the ledges, 
you will come across another contingent of cops who are waiting for your arrival. 
Force dive with either the MP5 or the shotgun equipped, and take out the four cops 
on the lower level. Retreat back for a second and regain your status bars and reload 
your weapons. Continue on when you are ready and take out the two officers who are 
perched on both sides of the final bridge. If you took heavy gunfire there is a 
first aid kit in the alcove to the left of the final bridge. Continue down the pipe 
to the right and focus jump across the gap. In the split second that the camera 
angle changes, you will notice four cops below with a health pack at their feet. 
Keep this in mind. Continue down the tube and jump out the end to finish the level. 
Mission: Waterway 2 Remembering the group of cops that you just saw, circle around 
to the left and down the pipe to their position. A few well place shotgun blasts 
should take out the police officers, or at least send them careening off the side of 
the platform. Pick up their precious ammo and the first aid kit if needed. Return to 
the previous passage via the pipe you came in through. Now in another canal system 
of the sewer, drop down to the lower level and pick up the M16 you find. Continue on 
down the path and come across yet another SWAT ambush. A force dive coupled with a 
few shotgun blasts should be enough to take down the group. If there are any still 
alive mop them up with some good old-fashioned kung fu. Once you are done, climb up 
from the lower level and proceed through the open door. Follow this tunnel down a 
long passage and take the right path at the "T" intersection. This will lead you 
into another pipe network that comes out in a room full of SWAT officers. Dispose of 
them, making sure not to accidentally fall over the railing and to your death. If 
you have a sniper rifle, take aim at the two cops below before climbing down the 
ladder. Also take note that if you shoot the oil drums that they are hiding behind, 
it may not be enough to kill them. At the bottom of the ladder exit the room and 
line yourself up just to the right of the plank. In first person mode take out the 
guard who stands inside the pipe above you. If you are in the mood for some 
dramatics, you can bounce a grenade off the outside wall and fire him out of the 
tube like a human rocket. Once he is disposed of, climb up into the tube and advance 
to the next section. This area can be tricky, not because of the difficulty with 
handling the guards, but because of the susceptibility of falling to your death. If 
you have a sniper rifle, take out the two opposing guards who stand on the small 
overhang across from the pipe. If not a few shotgun blasts should be enough to take 
them down. As you exit the pipe an energetic police officer will advance on you with 
a shotgun. Take him out with the sniper rifle or small arms fire. To cross the small 
ledge, just walk towards it and your character will automatically slide along the 
edge. A cop will open fire on you while you cross it, but it is only handgun fire 
and it should do little more then take away 10% of your health. Take him out with 
the sniper rifle when you get to the other side, or perform a dangerous focus dive 
across the pipe with a weapon of your choice. This is where things can get messy. 
While the in game tip for crossing pipes says to just jump up under a pipe to attach 
to it, Ghost apparently doesn't agree with that idea. Instead you need to take a 
running jump off the ledge and hope that Ghost decides to grab onto the pipe before 
sending you to your grave. Cross the pipe and drop down to the open passage beneath 
you. Cross through the crumbling tunnel (don't worry, it wont break), and wreak 
havoc on the two cops that await you on the other side. Turn around and take the 
ladder on the other end to a passage above you. Follow this passage with guns ready 
and do some nifty wall runs to take out any adversaries you come across. Also be 
careful of reinforcements coming up behind you. Jump through the pipe at the end and 
lower yourself down. Mission: Breathing Room The next area leads you to a collection 
of rooms. Take the only available doorway and be met by a surprise. The police have 
set up charges that have blown your escape route and they have also snuck up behind 
you for an ambush. As soon as the explosion occurs, go into focus and dive to your 
right. With luck, you should be able to take out two officers before you settle on 
the ground. Get up and Open fire on the SWAT unit across from you. Another police 
officer should be coming up behind you near where the explosion happened. Take him 
out and proceed through the open room. Two SWAT units line this room on the opposite 
sides of metal fences. You have two options; take them out with your guns, or dive 
into the manhole in the center of the room. This next section of pipes leads you to 
yet another sewer tunnel. Load up the shotgun and be ready for a big battle. Your 
target here is a SWAT officer who is equipped with grenades. As you enter the tunnel 
he will step out from the right side of a stone pillar in front of you. Take him out 
with a focus dive and land on the opposite side of the pillar. Knock out the swat 
officers that were covering him and circle back around the pillar. There are three 
officers remaining and a few oil barrels to help you get the job done. Be careful of 
the sniper in the fenced off room to the rear of the other police officers. When you 
are done, pick up the sniper rifle and the health pack if you need it. Continue up 
the stairs and into the next area of the sewers. At the top of the stairs you will 
hear the SWAT team preparing for your arrival. Pop you head up at the top of the 
stairs and let them open fire on you. Quickly run back into the stairway and ready 
yourself with the first person view. As the cops approach at the top of the stairs, 
take them out one at a time. When you have taken out the two or three who took the 
bait, continue through the next passage. You'll come under fire from a sniper down 
the way. Push forward and keep him pinned down with machine gun fire. Once you are 
close enough you can disarm him and gain some more precious sniper rifle ammo. At 
the end of this path two police officers will try to get the jump on you. Take them 
out quickly with two easy shotgun blasts to the chest and move through the passage 
to the right. This next passage is similar in appearance as the last one. Have a 
grenade ready and lob it at the SWAT team that repels from the ceiling. Use the 
focus in conjunction with the throw to improve your aim. If the grenade misses or 
you prefer another option, advance on them with a shotgun and take them out at close 
range. After that you again have two options. There are two cops down the end of the 
passage that have you out flanked. You can either get to an angle where you can take 
them out with the sniper rifle, one at a time, or you can climb up onto the duct 
work and get the drop on them from above. Either way, proceed into the next room 
with caution. As you round the next corner you are fired upon by a group of SWAT 
below you. Force dive into the center of the group and take as many out as possible. 
Mop up the rest and pick up the first aid kit if you need it. Climb up onto the 
machinery at the far end of the room and continue onward. At the next bridge, force 
dive down the corridor to your left. There are four officers waiting for you there 
with guns ready. Lay waste to them and climb through the two holes in the floor to 
exit to the next level. Mission: Malachi and Bane You start this level at the end of 
a drainage pipe that leads into a large room. Before running over the red walkway in 
front of you, take out the sniper rifle and take a head count in the room. There are 
two cops below you and a sniper just above you to the right. First take out one of 
the cops below you, and then take out the sniper across the way. Finally focus your 
aim on the final cop before crossing the bridge. Climb the ladder and run over to 
the fallen sniper if you need the ammo. Turn around and run back to the opposite 
side of the piping and follow the ledge along the perimeter of the room. Around the 
next corner you will come in close to a SWAT team sniper. Take him out before he can 
pump you full of metal. Quickly set your focus on a sniper on the far end of the 
room. Take him down before jumping onto the pipe that goes across the room. As you 
are traversing the pipe, two cops will come along the platform below you. Quickly 
equip the sniper rifle and go into first person mode. This will hang your character 
upside down on the pipe and allow you to take out the cops before they notice you. 
When they are down for the count, drop down to the platform on the end. Take the 
ladder down to the lower level. You can double back to the first section of the 
lower floor and collect any ammo that you feel you need. You will need to contend 
with two more police officers, but they are no problem when you equip the sniper 
rifle. Continue back to the far end of the room and drop down into the canal. Run up 
into the blocked off drainage pipe to get some M16 ammo. Continue along the lower 
level and force jump up onto the large open pipe in the middle of the room. Follow 
this pipe and drop down into another section of the sewers below. Before you take a 
step out of this small room, make sure your focus and health meters are 100%. When 
your ready advance into the room with your weapon of choice. This section is set up 
a little differently than the previous sections. The passage is lined with pillars 
that not only block your view, but also provide cover for the SWAT team hiding 
behind them. Storm into the room and force dive at the first cop you see. Before you 
land on the ground at the end of your jump, you should already have another officer 
in your field of vision to attack. Keep sweeping this small room to clear it before 
advancing down the next corridor. At this time, if you have any grenades, use them 
on the officers that are hiding in the small alcoves of the next passage. If not, 
advance on them and take out the two cops that are grouped together first. Before he 
has a chance to fully react, take out the last cop in the corridor and move on. 
You'll come to yet another small room that resembles the one you just had a shoot 
out in. Take a quick left and force dive at the first cop you see. There should be 
three officers lined up in a row. Take down the first two quickly and be careful of 
the last. The final officer in the room has a sniper rifle. Take him head on or use 
the pillars as cover so you can get in close. Once he is down, advance through the 
next section of piping to your next level. Mission: Malachi and Bane 2 This mission 
starts with the sound of sniper fire. Quickly climb up the ladder to your left and 
equip the sniper rifle. At the top, take out the sniper at close range and then set 
your aim on the one across the way. Quickly go into first person view with the 
sniper rifle and take out the two cops that are attacking Malachi on the bridge. 
Once these cops are down, the real battle starts. You now have to protect Malachi, 
Bane, and Ballard on the center walkway from the advancement of the SWAT team. There 
are three points to focus on. The far right piping, the boxes to the left end of the 
walkway, and the bridge that leads to the north wall near the center of the walkway. 
Sweep these three areas and take out any cops you can with the sniper rifle. Use 
your focus ability to slow down the action and improve your aim. Remember that if 
one of the rebels dies on the walkway, the mission starts over. Once you have 
cleared the room, an Agent will appear and send you running. Unfortunately for you 
he corners you in a dead end. Fortunately for you the key maker opens up a secret 
door in the wall and helps you escape. - The Chateau - Mission: Great Hall After 
your discussion with the key maker, and the rude interruption from the brothers Cain 
and Abel, you find yourself in a chateau that belongs to a man by the name of The 
Merovingian. You can take your time and view the great hall or just push on through 
the door to your left. At the end of this hallway you will automatically break a 
chair and pick up a sharpened piece of wood from the pile. Proceed into the next 
hall and take on the lone adversary who is playing the piano. After a short time you 
will realize that you are not fighting normal humans here. Actually it would appear 
that you are fighting something that isn't human. In order to defeat these new 
enemies you have to your newfound wooden stake and stab them in the heart. Continue 
through the next hallway to the next level. This section of the game from here on 
out can be a challenge or a breeze. Since the main amount of fighting that you are 
going to be involved in is hand-to-hand, you can avoid fights all together. This 
section of the game is split up into many short missions that are sometimes as small 
as one room. If you're not in the mood to fight you can just make it to the next 
objective and leave your enemies in the dust. On the other hand, if you stay and 
fight you will notice that you cannot rely on firearms as much as you have come to 
in the past. Instead it is better to take on these enemies with hand-to-hand combat. 
Continue pummeling them until they begin to stagger, then move in for the kill. 
Ghost will perform an automatic attack with the stake to put the bad guy down for 
good. Apparently you have come across a group of Vampires who are remnants of a 
previous version of The Matrix. Most of them have now held up in the castle that you 
now find yourself in. Be a friend, reach out and touch someone. Namely with your 
fists. Mission: West Wing This next area takes you through a grand dining room. Run 
through the large doors on the far end of the room into the kitchen. Knock down the 
first attacker before setting your focus on the one with the shotgun. Once you have 
disarmed him of his weapon, dispose of the enemies as you see fit. Take the back 
entrance out of the kitchen and make your way into the pool hall. As soon as you 
enter the room, you are shot at from your right side. Quickly dodge around the 
counter and disarm your assailant. Two more attackers will enter the room at this 
point. Go medieval on all their butts and show them who is the boss. Exit the room 
through the elevator. Mission: Atrium As you exit the elevator take the door at the 
right end of the room. Follow the next hallway until you come to a large atrium. As 
soon as you enter the atrium a vampire opens fire on you. Use your focus and strafe 
around vampire, slowly getting closer. As soon as you are close enough to move in, 
perform a few focus dodges and disarm the beast. Commence the butt kicking. His 
compatriot will try to sneak up on you from behind. Take out one and then move on to 
the other. When you are done, exit the opposite end of the atrium. Take this next 
hallway to a small library. Take down the vampire who emerges from the secret 
passage or simply run into the passage to end the mission. Mission: Secret Passage 
Good carpentry is so hard to find these days. As you head for the white door in 
front of you, the old floor will give out and send you falling to yet another secret 
passage. Run to the end of this passage and make your way up the wall using the wood 
planks as a ladder. At the top an angry vampire will break through the wall and come 
after you. If you want to have some fun with him, try knocking him off the ledge 
that you just climbed up from. When you are done with him, climb the next section of 
planks and jump into the attic. When you fall into the attic you will knock over a 
pot of oil and start a fire. A few vamps will join you in the now burning room to 
keep you company. Stay clear of the perimeter of the room if you don't want to risk 
catching on fire. Not after to long, the fire will cause an explosion and create 
your escape from the attic. Jump through the hole to end the level. Mission: Secret 
Passage 2 Jump across onto the balcony in front of you. Pick up the health if you 
need it and move onto the next balcony. A vamp will drop from above you for a 
challenge. Wipe the floor with him and take on the next attacker on the next 
balcony. Continue on through the open door you find. Inside you will need to be 
careful because this enemy comes equipped with a UMP. Quickly close the distance 
between you and him and take his gun away. Show him what he gets for playing with 
firearms and move on down the hall. The next room that you come to has two vampires. 
The first one will try to distract you while the other one will fire at you with a 
UMP. Take him down first and disarm him. You can use this weapon to soften them up 
but you still need to use the old-fashioned "steak through the heart" routine to put 
them down for good. Move along the corridor to the next room. Again, you are 
attacked by two enemies, but this time the do not have firearms. Relieve them of 
their lives and continue moving through the chateau. In this final room you can 
simply pass the two remaining vampires and run out the open doorway to end the 
level. Mission: Merovingian's Office Run down the stairs and through the open 
doorway. In the next room a lonely vampire will come crashing through the door, 
eager to play with you. Show him your "You're dead now" trick and enter 
Merovingian's office. Pick up the phone and talk to Sparks. Ghost will automatically 
pick up the old fashioned crossbow from the table as well. When you are done talking 
to Sparks another vampire will burst into the room looking for some actions. Guess 
these guys don't know how to knock. Conserve the crossbow for an up coming boss 
battle. Remove the vampire from the equation and through the previously locked door 
he opened. In the next room a vampire who feels that kicking a door in is an 
acceptable way of opening them once again greets you. *On a side note, The 
Merovingian must spend a small fortune each week just replaces broken doors and 
locks in his chateau* Anyway, silliness aside, show this one who's boss and move on 
down the hall. The next room you enter is an older style theatre. Since no movie is 
currently playing, go up to search the projector to see what is wrong. Just as you 
go to search the projector the projection engineer shows himself from behind the 
movie screen. Show him your distaste for a movie theatre without a movie. Just as 
you put the projection engineer out of his misery, the usher comes in to check 
everyone for their ticket stubs. Seeing how you broke into the movie illegally, he 
feels that the best punishment in order is death. Try reasoning with him, and if 
that doesn't work, show him what the after life must be like. Enter the doors that 
they had left open and exit through the backdoor to exit the level. *Sorry, I got 
bored of saying "take them out" or "take them down" so I decided to have fun with 
this last paragraph. Moving along...* Mission: Garage Hallway This level starts with 
a vampire taunting you. Quickly run up behind him and stab him through his back to 
shut him up. His friend will then emerge, not so pleased with your action. Give him 
a similar butt kicking and exit through the last door on the right to end this quick 
mission. Mission: Return to the Great Hall This is perhaps the most 
pointless "level" in the entire game. Simply take three steps and enter the open 
door in front of you to exit the level. If somehow you got lost on the way, Sparks 
will give you the brilliant advice "Try the open door." Don't hurt yourself on this 
one kids, its a roller coaster. Mission: The Dungeon After an "interesting" 
encounter with Persephone, you will find yourself in the Dungeon of the chateau. 
This level bares a stark resemblance to what I would image Martha Stewart's basement 
would look like. Follow the path open to you until you reach an old wine cellar. The 
gate that comes crashing down behind you does well to letting you know that you are 
expected. Two vampires will emerge from the far end of the cellar and try to stop 
your progress. Remind them why you are called "The biggest, most badest, MOFO on the 
planet." Well, they don't call you that yet, but give them a beating so bad that 
they will start to. Once these drones are dealt with, take a second to refill your 
focus and life bar before jumping down into the pit of the next room. This next room 
is where The Merovingian puts on his doll shows. Either that or he hosts his fights 
to the death. It is one of those, I forget. From the looks of your opponent in the 
center of the pit, it would appear that the doll show theory is out. The name of 
your new friend is Cujo. Just like the dog that liked the taste of human flesh, this 
Cujo is equally evil. Take an all out approach to this one. Throw on your focus and 
don't stop attacking. Cujo has better strength and speed then just about any 
opponent you've faced so far (expect of course if you avoided my advice and took on 
an Agent early on in the game). Just continue to be relentless and don't stop even 
if your focus meter gives out. Eventually Cujo will perform a counter attack that 
won't hurt you but it will give him enough time to gain the high ground. After Cujo 
has performed this move, he will jump up onto the upper edge of the pit and fire at 
you with a shotgun. Avoid his aim by moving closer to the edge of the pit he is 
closest to. Cujo will now sick his dogs on you. Not literally, but you will have to 
fight three regular goons before Cujo will hop back into the fray. Remember to keep 
your back to the wall nearest to Cujo. If you venture out into the middle of the pit 
he will fire at you with the shotgun. Let the three vampires come to you and dispose 
of them quickly. Once Cujo jumps back down into the pit, continue your relentless 
assault on him. Eventually you will drain his life away to zero. Just like any other 
vampire though, Cujo must be taken out with a steak to the heart. You can use the 
crossbow to aid in the process or you can perform a simple leg sweep to set you up 
for the dead. Once he is done for, climb out of the pit and exit through the hole he 
entered from. Mission: Cain and Abel While you are not the typical "Knight in 
Shining Armor" you are just about to save the damsel in distress. Follow the dungeon 
tunnels until you come to a cut scene. Open the door and pick up Niobe. Now is the 
time to get her out of there. Make a break for it. As you exit the torture room, you 
come across Cain and Abel. They apparently don't like that you are taking their 
prisoner away. Convince them to let the both of you go. The problem is that both 
Cain and Abel do not appear to be staying down for the count. Sparks suggest that 
you knock them into the prisoner's cells. Take his advice and knock each of them 
into the bars of a prisoner's cell. The prisoners will then grab their captors and 
hold them while you make a break for it. Before long, Ghost throws down a grenade to 
keep them from chasing after you. After the cut scene with the key maker, you head 
into the garage and right into trouble. Mission: Twins In Pursuit It would appear 
that you have picked up two new friends. They are both very interested in playing a 
little game of "hide the bullet" with you. While some people may have different ways 
of playing the game, their way entails shooting a lot of bullets at you from a 
moving car. This mission puts you in the passenger's seat (window), providing cover 
for Niobe and yourself as you escape to freedom. Unlike the previous car chase, your 
goal here is to free up a path in front of you instead of focusing on your pursuers. 
The highway you find yourself on is narrow and congested with cars. Keep a steady 
eye on the road in front of you. If you feel that a car is going to get in your way 
and slow you down, take it out of the equation. You can also use this strategy to 
slow down the twins. Take out a car that is in front of them to create a momentary 
flaming roadblock. Keep at it, switching between clearing a path and keeping the 
twins off your back and you should be able to get through the mission. In the end I 
will admit that this is perhaps the hardest and most poorly designed missions in the 
game. Niobe apparently forgets how to drive, and the twins are undefeatable. This 
level ends up relying more on luck rather then skill and preparation. While I do not 
suggest you use any codes on your first play through, I would understand the use of 
the infinite life cheat just this once. - Zen Garden - Mission: Trinity and Ghost 
Take some time to relax, contemplate, and kick some Trinity butt. Both Ghost and 
Trinity have a relationship going way back. It would seem that both of them expect 
different things from this relationship. While they refer to each other as brother 
and sister, it is not a bloodline relationship. They were "born" on the same day in 
the meaning that they were freed from their tubes on the same date. But enough about 
birth dates and the creepy thought that Ghost could be in love with his real sister, 
you're in for the fight of your life. Just like Cujo before her, Trinity is now the 
hardest opponent that you have faced in the game thus far. Think of this as "Agent 
Training" since the fight with Trinity resembles the struggles you face when 
fighting an Agent. She is fast, strong, and she can counter many of your moves. When 
you view it closer, the fight with Trinity is not that hard. You need to keep at it 
and constantly use the counter button to spin around behind Trinity. Keep your 
finger on the counter button and use it to counter any of her throws. Whatever the 
outcome, this battle is for bragging rights only. If you win or loose, the story 
goes on with little difference. - The Freeway - Mission: Chase Morpheus After a 
group of lengthy cut scenes, and some interesting plot twists (Smith anyone?), you 
are asked to contact the crew of the Nebuchadnezzar. After you jack in and give a 
quick call to Link, the new operator on the Nebuchadnezzar, you are told to follow 
the sirens to find Morpheus. Unlike the previous car chase this one is less tricky, 
but more (how do you say?) Agenty. Your goal here is to catch up to Morpheus on the 
highway and find out why they have not checked in with Zion. It would appear that he 
is busy at the moment, fighting a few Agents and being chased by a large contingent 
of police. Make your way through the chaos and get to Morpheus. The big thing to 
remember here is that the cars on the road are just like moving oil drums. Shoot 
them enough and you have your self a ready-made explosion. Cop cars can be annoying. 
They are fast and can catch up to you in a moments notice. Fire at their engine 
blocks to send them skyward. As for the Agents in pursuit, continue to fire at their 
engine block until their car can't take it anymore. The key to this mission is to 
hold down the fire button until the nice little screen to save option pops up. 
Mission: The Truck Just like the previous mission, do not let up on the constant 
fire. Shoot everything and anything that comes into range. This time you have the 
freedom of being "Agent free." While the level of cops has increased, the overall 
difficulty is lower. Just keep focused and don't let anything come within ten feet 
of your car. You should be just fine. At the end of this mission you will see a very 
nicely done cut scene and only the second appearance of Neo in the game. - Power 
Plant - Mission: Reactor Construction You're a man with a mission. Destroy the 
reactor of the nuclear power plant. Why you're on that mission? Well I guess you'll 
just have to wait till the end to figure that one out entirely. Ghost will emerge 
from a hatch in the ventilation shaft. Run down the corridor to the far end. There 
you will run into your old pal the security guard. There are four of these 
lightweights in this next room to deal with. Compared to the recent fights you have 
been having, these guys should be no problem. Mop the floor with them and exit 
through the rear door. Climb up the ladder in the next area and cross the concrete 
bridge. Jump down into the next section of the construction and show no mercy to the 
lone guard. Continue through the open walkway and jump down to the ground below. 
Sparks will inform you that Niobe is taking sniper fire. Your goal here is to reach 
the power switch for the lights and allow her to gain the upper hand. As you get to 
the ground and approach the next area, you'll be met with a surprise. It would 
appear that your garden-variety security guard has grown a new shotgun attachment. 
Regardless, they are still easy to take down and now they offer better rewards for 
doing so. Clean up the four guards in the lower level and climb up onto the concrete 
fixture on the other side. Flip the green button on the generator to turn of the 
lights for Niobe. Turn around and make your way up the ladder across the way. 
Shortly after you will be greeted with a cut scene of a sniper plunging to his 
death. It would appear that Niobe has gotten the upper hand on the sniper. Continue 
up the ladder and down the next corridor to meet up with Niobe. After the cut scene 
you find that your job is to take out four snipes so that Niobe can advance to the 
power plants core. The four can be easily seen by simply taken a second to notice 
them in third person view. Once you have them sighted, take them down with some 
skillful sniper skills. As soon as they are put down, Niobe makes her move. She is 
not out of the woods yet. Now that she has made her position known, SWAT comes in to 
take her out. Provide cover fire for her while the SWAT team moves in. Continue 
picking off the officers until Sparks gives you the all-clear sign to move on. Move 
to your left and take out the SWAT units that get in your way. Continue climbing and 
mowing down cops until Sparks tells you to get to a ledge and provide Niobe with 
cover again. This time it isn't as hard as before. There are only two SWAT officers 
that are firing at Niobe and with any luck she will take out one of them for you. 
Continue climbing up the construction until you get to the top. Equip whatever close 
range gun you prefer and hurdle the two concrete walls. On the other side defeat the 
two cops that oppose you and continue on until the next level loads. Mission: 
Reactor Construction 2 Run through the connecting hallways until you come to the 
entrance of a large room. Do not rush in though. Instead take a moment to pick out 
the heads of the SWAT team in waiting. Take out your sniper rifle and pick off the 
first one on the end. This will result in his teammates opening fire on you. 
Continue inching around the corner and taking out each of them one at a time. When 
you have taken down the first four, un equip your gun and sprint around the 
perimeter of the room. There are other SWAT units lying in wait in the room but you 
can avoid them all together just by running through the opposite entrance of the 
room. Run through the next hallway and re-equip the sniper rifle before you climb up 
the piles of wood. This next section is pretty easy if you take your time and take 
out the SWAT team below the sniper rifle. You can then force jump onto the concrete 
overhang and continue on till you get to the top of the wooden fixture to the far 
right of the section. Drop down from the fixture on the inside of the construction 
to advance to the next section of the stage. This next area can be negotiated just 
as easily as the last. You can take on the gauntlet of police officers or simply 
jump to the concrete ledges above and avoid them all together. While it is easy just 
to advance past them from above, I suggest that you take them out and collect more 
ammo for later stages of the power plant. Continue on through the construction to 
yet the next section. This area is a little tricky but manageable if you are 
prepared. Strafe into this section and take cover behind the pillars. Continue 
weaving your way in and out of the pillars until you get to the closest one to the 
SWAT team. Use focus power and make a quick break for the wood stacks beneath their 
position. When you are on top of the wood you can take your time to heal before 
making the final push to attack the cops. When you are ready, jump up and quickly 
disarm the cops and collect their weapons so as the make them defenseless. Once you 
have put down the four cops, pick up all the available ammo and continue forward. 
Again you have two options about how you can negotiate the next section. You can 
either; drop down and take on the units you come across or move above them all and 
come down behind them. If you want to do the direct route, then just keep your 
machine guns equipped. If you prefer the alternate route, jump across to the top of 
the concrete section. Run to the far edge and do a focus jump directly at the wall 
that is just beyond the roof. If you do it correctly you can come down in the 
hallway behind the SWAT units and get the jump on a SWAT sniper. Take him out 
quickly and move on to the next level. Mission: Nuclear Shipping Run around the left 
side of the building in front of you and take aim of the SWAT sniper. Use your 
sniper rifle to take him down. He is found on top of the truck at the middle of the 
parking lot. Move in a little closer now that the cost is clear and take out any 
threats you see at long range with the sniper rifle. Once you feel the area is 
secure, move in and head towards the doors near the rear of the dock area. Through 
these doors you face two choices; speed or kill count. You can easily make it 
through this room by performing a few focus dives and a few quick weapon disarms. If 
that is not your style, take is slow and use the cylinders for cover. The sniper 
rifle is a bonus here, but it may prove to be hard to use in close quarter combat. 
Either way your target is the silver door at the far end of the room. Through there 
you move on to the next level. Mission: Transformer Field At the start of this 
mission, equip the UMP. It has a decent size magazine, you should have a good supply 
of ammo for it, and there is a whole lot more where that came from. Exiting the door 
at the end of the hallway leads you into the main transformer conduit. This area is 
a section that collects most of the power that is directed through the transformer 
fields. Do a few focus dives to take out the three guards here. When the area is 
cleared, follow the incline up to the top of the tower. There you will find a handy 
weapon that will help you later on in the power plant. Now that you have this smoke 
grenade launcher, another SWAT unit will be right on your heels. They will emerge 
from a large docking door near where you entered the transformer field. There are 
only three of them so dispose of them as you wish. Continue on and follow the 
pointer to your next objective. You should come across three SWAT units within the 
next section. They are not too hard to take down, just keep on them and continue 
firing. Once you have reached the end of this large passage, the stage will be over 
Mission: Transformer Field 2 This mission is either the most boring or the most 
action packed depending on how you look at it. I personally feel that it is 
repetitive and drawn out. But hey, I'm here to give you strategy and not my opinion 
(right?). Instead of giving you an in depth walkthrough for this section I'll give 
you some advice. -Keep your weapons ready and reloaded at all times -Always use 
focus when taking a corner -Expect to be ambushed everywhere -Whenever a path 
branches off from the objective arrow, it normally leads to a police officer and a 
health pick up -Retreat backwards and not forwards. If you continue moving forward 
with cops in tow, you will only pull them into more cops -Always regain your life 
and force meter after taking out a SWAT unit -Remember how import disarms can be 
Mission: Nuclear Waste Sector The next section is a little more diverse and a decent 
challenge. Take your time to heal up and take Sparks warning to note. Enter the next 
room when you are ready. There are three cops stationed in the room. There is one on 
each side of the center pillar and one on the walkway near the central pillar. 
Remove them in whatever order you feel comfortable and prepare for an experiment. 
Take aim of one of the large white containers that are around the room. Make sure 
you are a safe enough distance away before trying out this experiment. Open fire on 
one of the tanks and notice the size of the explosion. Just a word of warning, do 
not hide near these tanks as one explosion can be enough to take you down. On the 
other hand, you can use these to soften up and decimate entire groups of SWAT. When 
you are ready, continue on through the next section. This small area contains two 
cops behind the small white containers. Do not worry these containers are harmless. 
Move in close to the SWAT units and disarm them quickly. Make it a habit now of 
stopping at each new door and regaining your health before moving on. In the next 
section you have to take on four officers who are laying in wait for you. Use the 
explosive containers to your advantage and avoid getting close to them to take away 
their advantage. Notice the first aid kit in the small room above the main floor. 
This next area resembles the previous section you were just in. This time though it 
has less cover and more police officers. Use the cover you have to try to divide and 
conquer the SWAT members in the room. Take another moment to heal and regain focus 
before entering the final room of the level. This next room has four SWAT members 
spread out in a flanking position across the room. There is a large pit that 
separates you from most of the cops. Defeat the first officer before climbing up to 
the scaffolding and moving in on the other officers. This is an area that you have 
to be extra careful that you do not shoot the tanks. Defeat the two cops below the 
scaffolding and the one on top before exiting the final door in the level. Mission: 
Nuclear Waste Sector 2 The next room in the waste sector resembles one of the 
previous rooms. This time though the SWAT team is in better positions waiting for 
you. For an easy fix to this problem, use the tanks to take out most of the 
opposition in the room. Mop of the rest and move through to the next staging area. 
This time around jump up on the first white tanks in the room. As the officers 
reveal their hiding spots, force dive at them and take out the first two in the 
room. Get up and perform a few focus dodges to get in close enough to disarm the 
final officer. Strafe into the next room and take out the cop who is perched on the 
walkway above to your right. Hurdle the next group of computers and open fire on the 
officer across the way with a heavy machine gun. As you inch around the next corner, 
take aim of the explosive containers on the far wall. If done correctly, there 
should only be one cop left to take down on the walkway across the large gap. Once 
his threat is removed re-heal before moving on. Use the same tactic in the previous 
staging room and climb up on top of the first white cylinder. As soon as the 
officers reveal their positions, perform a force dive at them and soften them up. As 
soon as you move in close, disarm them and take on the next SWAT member in the room. 
Run over to the next door and move forward so it opens. Quickly retreat back into 
the staging room and let one of the officers come in after you. If done right, the 
doors should close behind him and leave him vulnerable to your attack. Once he is 
dealt with, move on into the next section. Open fire on the officer above the ladder 
in front of you and climb up to his position. Strafe left around the next corner to 
get quick jump on the cops who are on the catwalk across from you. A quick way to 
take them out is to aim for the explosive cylinders beneath them. Once the room is 
clear, climb down the ladder and continue forward. Unlike the previous two 
connecting rooms, this one does not have a white cylinder in the front for you to 
launch yourself off of. Instead there is an officer who is hiding behind one 
immediately to the right of you as you enter the room. Instead of going in, guns 
blazing, lob a few grenades into the room to clear the place up a little. Once you 
feel it is safe, infiltrate the room and squash any opposition you find. One more 
room and the level is over. This last room is very tricky if your not prepared. 
First and foremost, before you enter the room make sure that your status bars are 
full. Secondly, equip the GP-25. When you are ready, prepare for a quick fight. This 
is the last stand before you get to the control room. There are four guards who 
surround you on an upper level walkway. Since you have the GP-25 equipped, make sure 
that Ghost goes into the animation of aiming at his target before you fire. This is 
to ensure that you do not fire the grenade at your feet and kill yourself in the 
process. Also make sure that there is nothing in the way of your target that could 
potentially put you in the blast radius of the grenade. Lastly, take out the 
officers on the left by strafing to the right side of the room. Take out the 
officers on the right side by strafing to the left side of the room. This should 
ensure that you are not in the blast radius and make this an easy fight. Mission: 
Core Control Room This mission begins with you taking a vantage point from the 
control room above the center core. You need to clear the inner core before Niobe 
can make her move. Take out the three guards around the center tower. One is just to 
the right of the tower, one is just to the left of the tower, and the third is to 
the far right near the door. Once these three are down, a SWAT team will infiltrate 
the control room. Quickly unequip the sniper rifle and turn your attention to the 
back of the control room. The SWAT team will enter with four units. Use the control 
panels as a means to soften them up a bit. When you fire on the panels they explode, 
damaging anyone around them. Take on the four officers and quickly return to the 
perch above the inner core to provide Niobe with cover. Niobe is now inside the core 
and she has a life bar just above yours. Remember that if she dies, you loose, and 
her life bar does not refill. Take out the three guards who have her pinned down. 
One to the far right near the door, one to the right of the center tower, and one 
below him just right of the center tower. Once they are taken down another SWAT team 
will enter the control room. Lay waste to them just as you did the last SWAT team. 
Conserve your focus so that you have some to use to help your aiming when covering 
Niobe. Once this team is down you will have to return to the window and give Niobe 
more cover. This time there are two officers firing on Niobe. One is just to the 
left of the center tower, and another is just below him. Once they are dealt with, 
yet another SWAT team will enter the control room. The previous times that the SWAT 
team had entered the control room, I suggested that you take them head on not 
because it was easier, but because you needed the ammo they dropped. Now that you 
have enough, you can take aim with your sniper rifle from your current location and 
pick off the last SWAT team with ease. Mission: Core Control 2 Move into the 
secondary room of the control room. There you will come across another SWAT team. 
Quickly take them down and be careful of the tear gas they may have. Once they are 
disposed of, regain your health and move to the bottom level of the control room. 
Here you must take on yet another SWAT team. This team is unmistakably easy for a 
reason. Once you have taken out this team, an Agent runs down the stairs and takes 
you into his sights. This is the big day you've waited for, take on an Agent and 
prove that you have what it takes. Well, first off, firing your gun at the Agent 
will do little more then to just shoot at air. Instead close the distance between 
you so that he does not fire at you with his gun and you can get close enough to 
attack with your melee attacks. Soon after taking the fight to him, you will realize 
that even if you are landing most of your attacks, they do not appear to be doing 
much damage to the Agent. Sparks suggest that you knock him into one of the sparking 
servers that line the room. If one is not damaged, pull out your weapon and open 
fire on one. This will result in the server erupting in sparks. Quickly circle 
around the Agent and send him flying into the server to electrocute him and put him 
out of commission. - Tea House - Mission: Tea House Time yet again for another one 
on one fight. Your opponent here is The Oracle's guardian, Seraph. He has challenged 
you to a fight to "test your resolve", as he puts it. Handle this fight in the same 
way that you handled the fight with Trinity and Cujo. Use your focus button and do 
not let up with your attacks. Make sure to conserve focus power when you manage to 
knock Seraph to the ground. This is an all out battle so do not hesitate to deplete 
your focus meter entirely. Once you have depleted the focus meter, dance around 
Seraph by using the counter button. You should be able to spin away from most of 
Seraph's attacks long enough for you to regain your focus meter. The counter button 
is your friend in this fight. If you have been practicing your timing then you 
should be able to counter every throw and a few regular attacks he throws at you. 
Not only will this save you some focus points, but it will also make you feel really 
cool in the process. For an added challenge, try to finish this fight with only 
using counters. It is tough but doable. Once you have depleted Ghost's life meter to 
below 25% he will stop the fight. Just like Ballard said when he fought Seraph 
earlier in the game "You just stopped because you were about to get your ass 
whooped" An interesting note here is that if you happen to loose to Seraph in your 
fight, the story will actually skip ahead to the final chapter. In the process, you 
will skip the next chapter that involves a midnight stroll through china town with a 
few hundred Agent Smith clones in tow. I suggest that you reset the game and 
challenge Seraph again until you are able to defeat him. The choice is yours, but on 
your first play through you should experience the entire story of the game. - 
Skyscraper - Mission: Vertigo Time to put on your running shoes. After the last cut 
scene, you find yourself inside a skyscraper that is under construction. An 
interesting twist in the story has you being pursued by a gaggle of Agent Smith 
clones. While you may be feeling a little confident about fighting an Agent after 
your last encounter, do not get any ideas here. Agents are tough, but Smith is 
tougher. Almost your entire weapon disarms will be countered, and most of your 
attacks will be blocked or dodged. Smith also has the regular habit of an Agent to 
carry a high caliber handgun in his breast pocket. For most of the next few levels, 
you will be dodging and receiving gunfire from this delightful weapon. Just remember 
these words of advice " Run, Run, Run, Run, Run, Jump, Run, Dodge, Run, Run, Side 
Step, and Climb." If for whatever reason you feel that the words "shoot" 
or "firearm" should be used to describe your actions, then you have obviously 
adopted the wrong strategy for this level. There are dozens upon dozens of Smith 
coming after you, and if you are lucky you can take out two or three. So just heed 
my advice and get moving. This level starts you in front of an elevator inside a 
skyscraper. Quickly turn to your left and make your way through the construction. 
Seconds later an Agent Smith will emerge from the elevator and open fire on you. 
Ignore him and move further through the construction. In front of you, you will see 
an opening in the hallway; make your way for this opening. As you approach it a 
Smith will break through the wall. Once again, ignore him and continue moving 
forward. In this section you have to climb up on the piles of lumber and jump into 
the next room. Navigate your way around the framework and into the next room. At the 
next corner, make a left and you will be met with a Smith closing on you. Instead of 
taking him head on, focus dive through the window next to you and enter the door. At 
the top of this flight of stairs, you can take a moment to catch your breath and 
refill your status meters. Once you are ready, move out onto the outer scaffolding 
surrounding the building. Run down the scaffolding and around the next corner. 
Ignore the Smith that opens fire on you from inside the next room (I hope that this 
is becoming a habit for you). Follow the scaffolding around the perimeter of this 
room and onto the next section. At the next corner you will see a wooden sign that 
reads "Caution." Instead of making a right here, run at the sign and focus jump 
through it. Hold the focus button down the entire time in order to make it to the 
next section of scaffolding. This will save you some time and just look cool in the 
process. Further ahead a Smith will fall from above you and collapse the plank you 
are on. Now on the scaffolding below you, quickly jump into the room to your right 
and through the window on the other side. Traverse this next section of turns and 
down the next slope. From here on out, you just have to keep following the 
scaffolding and avoiding any contact with the Smiths. Be careful not to get into 
hand-to-hand combat here as it can lead to you getting knocked off the side of your 
building and to your death. Once you have completed this obstacle course you will 
come to the end of an upward slope and make an automatic jump into the office in 
front of you. Inside a Smith will open fire on you from a neighboring room. Break 
through the two large doors in front of you and to the opposite end of the meeting 
room. As you run, Smith will fire at you through the sheet rock walls. Continue 
dodging his bullets. Eventually Smith will make his way to the far end of the room 
and barge through the wall. Run at him and focus dodge past him. Hurry and dash to 
the elevator behind him in the next room to finish the level. - China Town - 
Mission: Smiths Trap You now find yourself in China Town (to Sparks surprise). 
Unfortunately you are far from being out of the woods. Run through the door in front 
of you. In this room you will find a group of women using sewing machines. Ignore 
them since a Smith will emerge shortly from the room you just came from. Follow the 
objective arrow down the stairs on onto the street below. Take a quick right, 
avoiding the Smiths down the street to your left. Follow this next section of alleys 
until you come to an intersection. While the arrow tells you to go straight, take a 
left at Wo Ping Avenue to avoid having to backtrack and be cornered by a Smith. Move 
through this next section of streets with hopefully few encounters from any Smiths. 
Following the objective arrow, you will eventually come to a white door. Run through 
it and on to the alley in front of you. Take a right out of this door and into two 
waiting Smiths. Trust your objective arrow and keep moving forward. On your right a 
door should swing open and a scared on looker will be behind it. Run around the 
scared man and onto the alley ahead of you. In the alley, run up the stairs and onto 
to the roof of this building. You should have a few Smiths in tow so keep moving 
forward and dive off the end of the building to end the level. Mission: On Foot This 
level has two routes, a short one and a long one. If you want to go ahead with the 
regular layout of the level, jump off the roof and down to the left. Follow the 
objective arrows to the end of the level. If you want a quick end to the level, jump 
off the roof to the right and run to the end of this street. You will have to avoid 
a few cops and a Smith, but can potentially save a lot of headaches and game overs. 
At the end of the street, climb up the fire escape to your left and into the 
building above, move through the doors in the room above to end the level. If you 
wish to have fun and have a fetish with being chased, jump down to the left and 
follow the levels objective arrows. As you jump down on the street, a few cops and a 
Smith will begin firing on you from behind. Go into focus and keep running forward. 
You may encounter a cop or two in front of you, ignore them and keep moving forward 
towards the arrows direction. You will eventually come to a back alley and a flight 
of stairs that leads down. Take these stairs to a small passage that goes below some 
buildings. In this passage, hold down the strafe button as you run forward, when you 
get to the corner push the direction button in conjunction with the strafe button in 
order to make two quick turns through this hallway. At the opposite end of the 
passage, you will run up a flight of stairs. In front of you stand two police 
officers and a squad car. Quickly disarm the officers and take the firearm that is 
in the trunk of their car. Do not stick around to finish them off as a Smith is not 
far behind you. Continue following the objective arrow forward. The next turn leads 
you through a back alley, through a small room, and onto the next street. Take a 
quick right. You will run into two cops and shortly there after, an Agent smith. 
Instead of fighting, focus jump over the cops and continue to focus jump down this 
street to dodge their gunfire. Run through the door at the end of the street and 
turn right. Traverse this shop and come out the door on the opposite end. A Smith 
will smash through the store window next to you as you exit the door. Run past him 
and down the street. Take the next right and run down a street of scared 
pedestrians. At the end of this street you will see the truck, where you started the 
level out on top of, to your right. If you had decided to have just turned right at 
the start of the level, you would have avoided all of this running. Either way, turn 
left at this T intersection and to the end of the street. Run up the fire escape to 
the building on the left side of the dead end. Burst through the doors in the room 
above to exit to the next level. Mission: Hard Line Pursuit Run down the stairs in 
front of you. When you come to the first turn, you can make the turn or fall down 
the hole in the floor to the ground level. You will take some damage in the fall, 
but avoid a Smith. Make your choice and kick the door in to get to the street. Make 
a right out of the building and then a quick left on the street ahead. Avoid the cop 
and run down the long street in front of you. You will encounter another cop around 
a small curve in the road. Use your focus to deliver a quick punch kick combo and 
leave him on the ground long enough for you to make your getaway. This next corner 
leads to some bad news. The hard line that you were running to has just been blown 
sky high in front of you. Advance down the street towards the SWAT team set up in 
front of you. Do not bother with shooting at the cops. Keep running at them and 
eventually their SWAT vehicle will explode behind them, killing them in the process. 
Pick up the first aid kit if you were caught in the blast and climb up the ladder 
next to the vehicle. At the top of this ladder you will find a grenade launcher on 
the roof. It can be used to slow down Smith, but it won't keep him down for good. 
Run to the end of the roof and focus jump past the Smith who climbs up to greet you. 
Hit the street running and make your way to the end. Take a left and keep running 
forward to avoid the Smith on the roof to your left. At the end of the alley, make a 
slight right hand turn and run down the side of the canal. Do not turn to face the 
Smith behind you. If you do happen to get into a fight and get knocked into the 
water, it will be lights out. Run to the end of the building to your right and focus 
jump on to the top of the boxes that are next to the fence. Run through this next 
section, Smith free, to exit to the next level. Mission: The Virus Spreads You are 
almost home free. Keep your chin up, and your feet moving. Run up the flight of 
stairs to the butchery on the second floor. Run towards the elderly couple and the 
door behind them. Just as you are about to run past them, go into to focus and run 
to the end of the room. This should let you run right under the Smith who comes 
crashing down from the sky roof above. Exit the door and make a right. Run across 
the rooftop and focus jump off the end. Make sure to land on dry ground. Keep 
running and jump over the short wall in front of you. Take this next street to its 
far end. Run down the small alley to your left and take another left when you come 
to the waterfront. Follow the canal until you come to an open door to your left. Run 
in and take the exit on the opposite end of this room. Follow the objective arrow to 
the street in front of you. Take a right when you get to the street and avoid the 
Smith to your left. If you have some spare ammo you want to use, run down the street 
backwards and fire at Smith to keep him busy while you make your get away. At the 
end of this street, take the door on the left to exit the level. Mission: The Church 
Your last sanctuary could not come from a more welcoming place. You have one more 
group of rooftops to cross before you can get to the hard line and jack out. Start 
the level by running up the stairs. Climb this series of stairwells, making sure to 
stay one step ahead of the Smith who is coming up behind you. At the top, run to the 
far wall and take a left, make another quick left and around the corner. Climb this 
last set of stairs to the roof. Make a quick right and then focus jump to the 
rooftop ahead of you. Run around the left side of the building and focus jump again 
to the next rooftop. Take either side of this rooftop and then focus jump from the 
top of this rooftop, down onto the next one. If you have some focus to waste, use it 
and take the time to notice all the Smiths swarming around you from the sides. Keep 
pushing forward and traverse the small rooms that line the next two rooftops. Jump 
across the small plank and burst through the red door at the end. Run through the 
next room and make your way up the stairway at the end. If you happen to run down 
this flight of stairs, you'll be met with two unhappy Agent Smiths. At the top of 
the stairs, run across the rooftop and do not stop to let your pursuers to catch up. 
Run to the end and up the stairs to end the level. Watch the cut scene and catch 
your breath, you just survived another day in The Matrix. - Onboard the Logos - 
Mission: Tunnels of the real This next level is generally one long tube ride. You 
are in the real world, inside The Logos. Your job is to man the guns and to hold off 
the Sentinel army that is advancing on your rear. You have the ability here to 
change your perspective from the front and the back of the Logos. The radar on the 
top of the screen will warn you of the proximity of the sentinels on either side of 
the ship. Make sure you take them out before they can get to close and damage the 
ships hull. The rest of the strategy stays the same for the next two levels. As 
Niobe is piloting the ship, you have control of the guns. Instead of actively aiming 
the guns at the sentinels that approach, simply center the gun and let down a 
constant stream of fire. The swerving flight patterns of the sentinels will sweep 
them back and forth across your line of fire, eventually destroying them. The only 
time you should manually aim is when the sentinels move in and reveal their pincers 
to damage the ships hull. Just keep your finger on the trigger and keep switching 
between the forward and rear guns to finish out this level Mission: The Rabbit Hole 
Continue with the same strategy through the rest of this level as well. Eventually, 
the sentinels will launch a guided bomb at The Logos. This weapon is very deadly. If 
it manages to hit the ship then you are done for. To keep it out of range, 
continually shoot at it with the gun. Unlike the sentinels, you will have to 
manually aim at the bomb and even lead your fire in order to hit it. Eventually your 
steady fire will knock it so far back that it is out of sight. Keep the gun firing 
just in case, and wait for the final cinema to play. Enjoy the preview trailer for 
the next Matrix movie. 

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