____ _ ____ _ _ ____ _ ___ ____ ____ |__| | |___ \/ |__/ | | \ |___ |__/ | | |___ |___ _/\_ | \ | |__/ |___ | \ ____ ___ ____ ____ _ _ ___ ____ ____ ____ _ _ ____ ____ [__ | | | |__/ |\/| |__] |__/ |___ |__| |_/ |___ |__/ ___] | |__| | \ | | |__] | \ |___ | | | \_ |___ | \ ------------------------------------------------------------------------------- Alex Rider: Stormbreaker FAQ Date Began: July 16th, 2007 Date Completed: July 31st, 2007 (Last updated on March 1st, 2008) Version: 1.77 Author: Jose "ffmasterjose" Escamilla Email: ffmasterjose (at) gmail (dot) com ------------------------------------------------------------------------------- .------------------------------------------------------------------------------ | TABLE OF CONTENTS I. Introduction...................................................[Intro] II. Controls......................................................[Con] III. Items........................................................[itemsiii] IV. Walkthrough...................................................[FAQv] V. Arny Training..................................................[armvi] VI. Bug Hunt......................................................[bhvii] VII. Mansion Recce................................................[manviii] VIII. Night Delivery..............................................[nihiv] IX. Alex's Escape.................................................[axev} X. Endgame I......................................................[egi] XI. Endgame II....................................................[egii] XII. The Killer Jellyfish.........................................[kjiii] XIII. Deus ex. Machina............................................[deusii] XV. The Chase.....................................................[chixc] XVI. Mr. Grimm....................................................[grim09] XVII. Horseback Chase.............................................[hors45] XVIII. Through the Looking Glass..................................[ttlgs3] XIX. Ad Finitum...................................................[adfin77] XX. Cheats........................................................[Cheats] XXI. Legal Information............................................[Legal] XXII. Version History.............................................[Ver] XXIII. Final Notes................................................[Fin] .------------------------------------------------------------------------------ | I. Introduction [Intro] Welcome to my third and hopefully one of many more FAQs to come! In this guide you will find information covering the Gameboy Advance title Alex Rider: Stormbreaker. While the game itself isn't exactly a blockbuster hit, and could have used some polish, it's still more than worthy of having a guide for it. I wrote this FAQ because at the time there were no other FAQS already posted for the game on GameFAQs. So I figured I'd not only be helping the site (but more importantly, the people who use the site...that's you!) out but I could use the experience in FAQ writing, since I'm sort of an up and coming writer (well, that's what I tell myself anyway). So in the end everyone wins if you think about it. Well now since that business is out of the way, it's on to the FAQ material itself! ------------------------------------------------------------------------------- .------------------------------------------------------------------------------ | II. Controls [Con] The following is a basic run-down of all the controls and their purpose in Alex Rider: Stormbreaker. Start = Pauses the game, player can either resume or quit from this menu. Select = No use L = Toggles through items R = Uses items B = Kick A = Punch, also used to accelerate Alex's Quad Bike and Sabina's Horse. Directional Pad = Moves Alex, allows you to scroll through menus. ------------------------------------------------------------------------------- .------------------------------------------------------------------------------ | III. Items [itemsiii] Throughout Alex Rider's wacky adventure he will acquire and use several different types of neat items at his disposal. These items are essential to his survival and progress. You don't pick them up, but rather they're given to you as you progress throughout the game. Each one of them serves some use and you usually always know when you need to use them. So now when I reference them in the FAQ, you'll know just what I'm talking about and how to use it. You toggle through each item by using the L button, and you use each item with the R button Item: Sodium Pentothal Pen Effect: Stuns one enemy for a short period of time, allowing Alex to attack Item: Yo-yo Effect: Yes, a yo-yo. Alex uses this item to help him swing across gaps by swinging across a marked object. Man, I wish mine could do that! Item: Smoke Bomb Cartridge Effect: Chuck this item to stun a large group of enemies. It's basically a beefed up version of the Sodium Pentothal Pen, except it can effect more than one foe. Plus if you hold the R button down, you can toss the bomb further than usual. Nifty. Item: Bug Finder Effect: This allows Alex to disable any bugs he find without alerting guards to his location. When you've got it selected any bugs present will give off a green wave and they'll beep. Item: Detection Device Effect: This lets you see ahead of your path for any enemies, so you can plan accordingly for your next move. Be warned though, that it leaves you open to attack from any guards that happen to spot you. Item: Metal Eating Cream Effect: Dissolves metal doors and other metallic devices so Alex can continue. You must use it without being interrupted, the meter must empty all of the way for it to work. Easily the best item in the game Item: Scanner & Transmitter Effect: Allows you to save the game at any of the game's save point. Item: Health Packs Effect: Restores Alex's health Item: Oil Can Effect: Gives a boost to Alex's quad bike Item: Carrot Effect: Gives a boost to Sabina's horse Item: Key Cards Effect: Opens the door that corresponds to the card's color. ------------------------------------------------------------------------------- .------------------------------------------------------------------------------ | IV. Walkthrough [FAQv] Here we are, a guide to the main (and only) mode of Alex Rider: Stormbreaker. This FAQ contains no plot spoilers, and everything is broken up into paragraphs since that is the best way to explain things. The level titles are taken from the guide's Instruction Booklet, I didn't think of the names (believe me if I did they would have been much much more clever). So, enjoy. * Addendum: For the last half of the game I gave my own titles for the levels so if they seem weird...it's probably because I thought of them. I just wanted to put that out there in case anyone owns the game manual and sees that there are some inconsistences, to save you time from sending me an email complaining about it :) ------------------------------------------------------------------------------- .------------------------------------------------------------------------------ | V. Army Training [armvi] At the start of the course, simply leap over the gap by walking to it without stopping, Alex will automatically make a jump. You will land near a save point so use it if you want (directions will be given to you about how to save your game. After moving on from this area you'll leap over another gap. Continue north until you're instructed to attack the guard. One punch should put him away, though it won't always be that simple. Continue east after this to attack another guard, this time you'll be asked to finish him with a kick as opposed to a punch. Moving on from there, you'll encounter yet another guard, you'll be asked to finish him with a hip throw. Simply press both A and B to accomplish this. Head south and at this point you'll be asked to climb down a ladder to search for a keycard. After you've climbed the ladder head south and then east, you'll see that you need to leap over the gap to reach the other side. Once you do, dispose of the guard, you may take a hit or two but this is normal, and chances are it will happen fairly often as you proceed throughout this game. Leap over the next space, when you come to the barrels between the north and south paths, take the south one, dispose of the guard and grab the health pickup that's not too far from the red keycard, which you should also pick up too. Continue up the north path up the ladder. With the red cardkey in hand, simply walk up to the gate and it will unlock automatically. You can't enter through any of the doors in those houses or leap over the bush, so you'll have to head to your right near the gap. You'll be forced to sneak past the guard posted. This isn't too hard of a task. When you make the jump over the gap, get to the side of the structure as fast as you can and stay there. When the guard turns his back and starts to walk down in a southward direction, quickly dash left-ward and hop over the gap. Head to the right where you'll encounter two searchlights that stand on either side of the way on. Hug the right-most wall until you can stand againt the right most search tower, then when the searchlight isn't in any proximity to Alex move around and head straight up. At this point you'll be instructed to find another cardkey to open the final gate. You'll pass several buildings, including a black one that contains nothing inside it. There is one guard that's patrolling the path, after three hits he will go down. There's another black building there, enter it and pick up the card key. Afterwards, head south. Another guard will be walking around the area, and when he spots you he'll quickly engage you - show him what's up and move on. Continue up the path to the gate, which should open with the cardkey that you picked up not too long ago. Congratulations, you've now completed your army training! ------------------------------------------------------------------------------- .------------------------------------------------------------------------------ | VI. Bug Hunt [bhvii] At the start of this mission press L until the Bug Finder is the item you have selected in the lower right hand corner of the screen. You'll get some details about how it works after this. Walk up to the bug that you find and simply walk over it to disable it, but always make sure the Bug Finder is equipped while you're doing this, otherwise you'll be detected. There's a guard in the room to your left that you'll have to take care of. Try leading him down to where you started this mission so as to not attract the attention of the other guard patrolling the halls. There's a health pickup in the room he was in if you need it. North from that area is another Bug that you have to disable, along with a door that you currently can't unlock, another guard and another health pickup. Take care of the bug and the guard, then proceed east, passing by the door which requires a blue cardkey and another guard (if you didn't take the time to take care of him earlier). Go down the first path that you encounter, disposing of the two guards that are posted there, and pick up the green cardkey. Continue east until you come across two dividing paths, north and south. For the moment head south. Attack the guard that's walking around, then continue on, hook a left and get a surprise on the guard posted outside of the green locked door. Enter that door, punch, kick or hip toss the guard into submission and claim the blue keycard that is in the room. Head up the north path. Knock out the guard there that awaits you, then the other one that will hear the commotion and check out things. Deactivate the Bug you'll find in the lone room, and pick up the health item if you're hurting or just want to pick it up for the sake of doing so. Remember that blue-locked door we passed not too long ago? Back track there and enter it with the blue keycard you picked up earlier. There will be a guard there waiting in the room, so be prepared for some action and when that's all said and done, claim the red keycard found in that room. Go back to where the red-locked door was and continue north-ward (the red card key will automatically open the door for you of course). In this next area immediately take out the guard to the right of your position and continue on the uppermost path, you'll be given a tip to use your Sodium Pentothal Pen. Take out the guard and disable the Bug that's not too far from the last guard's position. You will find yet another guard not too far away from here so also punch or kick him on his rear end. Continue east and you will find another red keycard. Go back to where you first entered this area to use that red keycard that you just picked up. There are two guards posted, along with a bug and a blue keycard. So naturally your next step is to dispatch the guards, disable the Bug and snag the blue keycard. After doing this leave the room and head to the right, you'll come across another guard. After that you can either go down a ladder or use the blue keycard on the door. I suggest taking the ladder down first, you'll find two health pick-ups and a save point to save your progress. After this minor indulgence pass through the blue-locked door. There are two guards, one Bug and a green cardkey, time to go to work once again. After taking care of that business leave the room, head right and up the path. Yet another foolish guard will stand in your way, but you're more than capable of dishing out pain, so send him packing. Another guard stands between you and the door sealed with a green lock. After defeating that guard go up through the door (Gee, you'd think that guards might call for some kind of backup? Oh well). In this area you can find a health pick-up not too far away from where you entered should you need it. Pounce on the guard that's close to your left, but watch out because he's got a friend that's not too far away from him. Disable the Bug that you'll find near those two, and move down to find a good health pick-up, though you may wish to save it for later. Moving north from there you'll get jumped by two guards, just try to avoid their hits as best you can and dish some out. Moving up from there will find you in contact with more hostile action, but fortunately it's just one guard. Head east from there to find a guard standing in front of a green cardkey, there's not really much hope to sneak past him, so prepare to lock up in mortal combat. Snatch the green cardkey, then go right from there to find another Bug near the end of the hallway. Take that cardkey to open the door that was in front of Alex when you first found yourself in this area. You won't find any cardkeys in this room, just two guards and one Bug - which is just what you need to find actually (AFter all this is a Bug Finding mission!). Disable the Bug. Go right from here, you'll find the last Bug of the mission and yet another guard. You can avoid fighting this one by disabling the Bug quickly, that will end the mission right away...assuming of course you've already disabled all of the other Bugs. ------------------------------------------------------------------------------- .------------------------------------------------------------------------------ | VII. Mansion Recce [manviii] At the start, simply run forward (by holding the directional pad in the same direction you're going...it looks like walking to me, but the game labels it as running...go figure) to leap over the laser grid. Not too far from your spot is a Bug, so bring up the Bug Finder and disable it, whilst taking out the two guards that are near that immediate vicinity. If you move to the right you'll pass a metal door (That can be traversed through by using the Metal Eating Cream that you just acquired after the last mission) and you'll see a guard as well as some health lying next to a wall. Take that guard out, and just for good measure, the other one that's not too far from him. Continue down that corrider, knocking out the lone guard in the hallway and disabling the Bug that's just around the corner. From here you should spot a guard as well as a door that's sealed with a red colored lock, so you know what you have to do. Move left from here, go up and dispatch the guard that's next to the health pick-up and laser grid. Here you'll encounter a new type of guard, the armed guard. These guards not only take more hits to take out. but they also shoot at you...yes, shoot at you. Do your best to avoid the hits and knock him out. But get used to their appearance. Continue left from here then down, disabling the Bug you find and knocking out the guard you'll find as well. From here I reccomend using the Metal Eating Crean on the first metal door you saw when you started the level, so move west and hop through the laser grid, wrap around until you get there, then open the door. Take out the guard that's stationed there with a gun, pickup the health item if you find Alex is hurting bad. Then back track to the last laser grid you hopped, and use the Metal Eating Cream again to open the door there that you will find to the north. Hop the laser grid, punch out the guard, and head up the stairs. Walk along the path until you see an armed guard posted. Use the shelves for cover, then move to take him out when the time is right. Down the stairs you'll see a red cardkey and another armed guard. Once he is out of the way snag the red carkey and start to travel back to the appropriate door. Unfortunately for Alex, two guards will show up and be ready to take you out. Try to get in a good spot as to prevent them from attacking you from both sides. Chances are you'll take a hit or two (at the very least) but there's a health pickup that's ready and waiting for you in this area...assuming you didn't already grab it earlier. Open the door with the red cardkey, take out the armed guard posted there and use the Metal Eating Cream on it to continue. You'll see another health pickup and a guard. Knock him out and hop through the laser grid array, layeth the smackdown on him and claim the blue keycard as your own. Then yes, travel back to where the first metal door was and open the door found in that area with the blue keycard. On your way out you'll encounter another patrol troop of two guards. Once you've gotten to the door locked with a blue seal, traverse through the door and into the next part of the level. Knock out the guard posted there, then move to the left and open the metal door with your Metal Eating Cream. Smack out the guard there, then watch out for his armed friend that's not too far from him. Walk down from there, hop the laser grid array once again, knock out the two guards guarding the red cardkey, and claim it for yourself. Return to where you first started in this area, and head up the center path. Hop the laser grid. You'll be prompted to use the Detection Device to spot any potential guards ahead of you, but chances are you already saw this guard as you were making your way to the red cardkey. Open the door with your cardkey and continue onward. Right from where the door is there's a Bug placed down and an armed guard that will be ready to take Alex out, so deal with both accordingly. From here move west to another Bug, and disable it. There's an armed guard patrolling so be fast to take it out. From here move left to pick up some vital notes that are just laying around. Climb down the ladder and in this new area, jump over the laser grid. There will be a guard posted, knock him out and continue on your path. Chances are this action got the attention of another sentry posted, so take some cover around the corner, wait for him to come to you, and beat him up. There's nowhere to go but up from here. In this area you'll find a health pickup, a blue keycard, and a save point. Use / pick up all of them. Now you must back track all of the way back to the door sealed with a blue lock but on the path back you'll be forced to combat yet another pesky guard, so as soon as he comes around to you show him what's up, and continue back to the door that requires the blue cardkey to open. There will be two guards there, one of whom is packing heat. Take them out and continue up the stairs. Simply walk forward in this enclosed area, view the scene and save your game. The level ends here. ------------------------------------------------------------------------------- .------------------------------------------------------------------------------ | VIII. Night Delivery [nihiv] At the start of the mission head left, take note of the door that requires a red key card to open. Disable or dodge the first lone guard that you'll see. If you search the storage unit you'll find a health pickup. Continue left to come across a searchlight, two armed guards and another storage unit that contains a stronger health pickup. Go north, dodge the searchlight and grab the health pickup if you need it. Then use the Metal Eating Creme on the metal door. Disable the guard in your immediate vicinity, then the other that is due left. You can either use the Yo-Yo to swing across the gap and snag the red key card, or take the left path up and get it then. Back track all of the way to the start of the level to use your newly acquired key card. Take out the guard you see that's to the left. You can leap across the gap and snatch the boosted health pickup if you need it. When you're ready get your Yo-Yo out and swing across the gap to snag that fancy green key card, but be prepared to fight the armed guard that's posted up. When you get it, head all of the way back to the farthest point you've reached in this level, head right to leap across a gap, knock out the guard there, and use the green key card to open the door. Continue north. You'll come across a storage unit with yet another boosted health pickup. Go left and avoid the guard that's in front of the empty storage unit, as you really stand to gain nothing from fighting him. Eliminate the guard that stands in front of the metal door, and use the Metal Eating Creme on it. Then continue up the stairs. You'll come across a safe haven, pickup the health boost if you need it, save your game and move along to the next area. Be careful about entering the storage area, because there's nothing in there but an armed guard just waiting to take you out. Continue west, knock out the guard there and after you've been given a notification to do so, simply walk over those three red switches to open a door across the level. Go back, move up to your right and disable the guard posted there, then keep moving to pick up another health item if you're hurting. Continue west-ward, past the metal door that you're currently unable to open. Avoid the two searchlights and get rid of the guard that's waiting for you. Snag the blue key card that is lying around in the area that you opened when you stepped on those three switches. Take out the other guard that's not too far from there and grab the health pack again. Then continue north and use that key card to open the door, be careful as to not get caught in the searchlight. In the next area, move right until you spot the guard, get the jump on him and take him out. Not too far from him you'll find another storage unit with some more health for you to replenish yourself. Go up to the next guard, take him out quickly and effectively. Once you've done this, go east, dodge the multitude of searchlghts, then move down to the storage area where the armed guard is standing. Take him out, grab the red key card, then back track west-ward to the gate that will open up with your freshly acquired key card. Once you're through the gate go right. You're given a reminder about using Smoke Bombs. Be prepared to fight two armed guards at once. After you have dispatched them go left and fight the lone guard that's posted there, swing across the gap with your Yo-Yo and acquire the key card that is placed on the ground. After you've done this dodge the search light and continue on. Go down and get rid of the guard that's standing there. Go east-ward, disable the guard that is posted in front of the door, use your green card key to open it. Travel up until a acene occurs. End of level, save your progress. ------------------------------------------------------------------------------- .------------------------------------------------------------------------------ | IX. Alex's Escape [axev] At the start of the level use your trusty Metal Eating Creme to dissolve the door that blocks your path, and once you're out of the room move to the room on the left and take down the guard. After doing that, continue up and knock down the armed guard that's patrolling there. You can't do much now except walk over those switches to activate them. Go back to the room that's adjacent from the laser grid and activate the lone switch if you didn't already. When this is done, venture across where the lasers were and get disable the guard that's there. Keep moving to the right, you'll come across a narrow hallway with a guard as well as a wall that's locked with a blue card key. Dispose of the guard in the narrow hallway, and the one that's walking around not too far from that spot. After you've done this, take the path south that leads you to yet more guards but also a boosted health pickup. But only venture down there if you find yourself hurting. Otherwise continue north, go left and back to the metal door that was near the laser grid. Whip out the eating creme, tackle the two enemy sentry's there and snatch up the red card key. Leave the room, go right and up, use the red card key to open the sealed path and take out the armed guard there. Then claim the blue card key. Once you leave the room a guard will pop up and try and take Alex out. But at this point in the game you know what to do. So knock him out and continue towards the wall that's sealed with a blue-labeled lock. After you've opened the door disable the guard that's posted there, then pick up the card key that's in the room. As you exit the room another guard will show up, dispatch him as well. Take your green card key to the wall sealed with a green lock (it's not too far away from the blue-sealed door). Open it, then continue on to the next area. In this new area continue north, hop over the laser grid and show the guard that's posted there what's up. Continue south from there, fight the guard you see there and hop this next laser grid, work your way up the next path, but be aware of the armed guard that's in this narrow path. Continue along, taking care of the next two guards you come across. There's a ladder that leads to a safe haven spot. Save your game and heal yourself if necessary. Then go back up the ladder, keep continuing right and up the stairs into the next area. Continue up, the first storage deposit you'll see contains nothing but a health pickup and an armed guard, so enter that at your own discretion. Dodge the searchlight and work your way around (the path is as always, fairly linear) on the way you'll encounter two guards, one of them shooting projecticles at you. Keep moving right, past another searchlight. You'll come across an area with a guard and a door that you can open with your eating creme. Swing across the gap with your Yo-Yo, claim the red card key that lies between the two guards, and swing back. Another guard will show up, take him out. Continue to the east and open the door with your new red card key. In this area, dodge the searchlight and work your way up, taking out the armed guard that's on the right side. There will be a guard to the left, and a storage unti dead ahead with some health inside, so if you're hurting feel free to snag it. Take out the guard and keep moving. You'll wrap around this next area, knocking out another sentry that you'll come across. When you come across the metal door, dissolve it with your Metal Eating Creme. Move to your left, take out the two guards standing that you'll see. Continue to the left though, as you can't do much else for now. Dodge the searchlights and claim the blue cardkey that's in the left-most storage unit. Return back to the start of this section to find what that key opens. In this space, take out the lone guard and snag the red card key. Another guard will come out as you make your leave, but dispatch him and continue on to that gap you just passed. Swing across with your Yo-Yo, open the door and continue on. You've reached the end of the level. Save your progress. ------------------------------------------------------------------------------- .------------------------------------------------------------------------------ | X. Endgame I [egi] At the start of the level immediately take out the guard to the left. There are quite a few paths to take. Take the right most path for the time being, deal with the guards you come across (shouldn't be more than a few), jump the gap to get to the red cardkey you see, then either jump back to evade the guard, or fight him if you want. Either way, just take him out and jump back across. The middle path holds two guards and two bridges to cross, and only contains a health pick-up. So really, only go there if you're hurting. Head up the left most path, jump the gap and hook to the left. You'll come across a split, but keep to the left. There's one enemy to deal with and the door is behind him. To the right is a guard armed with a rocket launcher, thats why I said keep to the left - you can do without all of that. Head through the door that requires your red cardkey. Bust out your trademark Yo-Yo and swing across the gap. Use the Metal-Eating Creme to break through the door. Take out any guards you come across. To the right is a path which leads to health and a save point. Use both, then go back to where you entered this room from. Then continue to the right. You'll come across some armed guards so be prepared to deal with them. You'll leap across gaps several times before encountering another guard. Knock him out and move to the left. Keep going until you see another gap. Jump it so you can take out the armed guard and pick up the blue cardkey. Go back to the junction, jump the gap and continue southwest. You'll come across yet another armed guard. But knock it out and continue past the door that requires you to use your blue cardkey. Cross the bridge, take out the guard and continue down the ladder. In this new area Alex cautions you of finding another way around, given that it's heavily guarded. Fight the guard that's posted just outside of the door. You could go balls to the wall, open that door and fight the three guards and move on. However, for the path of least resistance go down to the left and use the ladder. Work your way around the winding path until you can climb up yet another ladder. Use the Metal Eating Creme on the door you see. Work your way down, knocking out any and all guards you're bound to encounter. Fight the final guards you come across and head down the ladder. The level ends here. So save your progress. ------------------------------------------------------------------------------- .------------------------------------------------------------------------------ | XI. Endgame II [egii] At the start of this level head up to the left and punch out the guard. Keep going west past the first set of lasers for now, use your Yo-Yo to hop over the next grid of lasers, knock out the guards and use the metal eating creme on the door. Swing across with the Yo-Yo and eliminate the two guards. You will pick up a red cardkey and some health if needed. Go back the way you came and use the red cardkey. Open the door, go up and claim the blue cardkey whilst doing your best to avoid the searchlight and knocking out the guards. Leave that area and go to that first set of lasers. Hop them and utilize your blue cardkey. In this new area press all four switches that are located next to the walkways in order to deactivate the center laser grid so you can walk without any problems. If you're hurting move to the left, hop the lasers and claim the lone health pick-up that you'll come across. Otherwise use the metal eating creme to gain the green cardkey that opens the door to the rightmost side. Knock out the armed guard you'll come across and move down the stairs. Save your game using the save point, hop the laser grid, work your away around the winding path while kicking some serious behind, and move south so that you can hop the new grid of lasers and continue on. Use the metal eating creme to open the door, move to the right, hop the laser grid (again) and move southwards. Eventually you will work your way to the red cardkey that's needed to open the door you passed while getting to the red cardkey. Go up so that you can make your way to the blue cardkey, then go back to the junction, knock out that guard you come across and open the door. Avoid the searchlights in this area whilst fighting off the guards you will encounter and go down. Work your way around to another door that requires the metal eating creme. You've reached the end of the level. Save your game. ------------------------------------------------------------------------------- .------------------------------------------------------------------------------ | XII. The Killer Jellyfish [kjiii] Whoa, a Jellyfish! This won't be as hard as it might seem. Simply swim to each metal lock, use the metal eating creme and you're done. Just be sure to put a decent amount of distance between yourself and the killer jellyfish. Enjoy that wonderful scene that you'll view and save your game. ------------------------------------------------------------------------------- .------------------------------------------------------------------------------ | XIII. Deus ex. Machina [deusii] In this new area take out the first guard you see. Then press those three red switches to deactivate the laser grid hindering your way. A squad of two guards will appear but you know how to handle them at this point in the game. Go past the two doorways that you're unable to go through at this point and continue along the only path that you can really take. Snag the red cardkey and work your way back around to the door sealed with a red card symbol. Open it and take out the three guards in the room so you can claim the green cardkey for yourself. Venture to the green sealed wall so you can venture up the stairs and into another exciting new area! Step onto the first set of red switches to turn off the laser grid to the right and then step onto that set of red switches to turn off the other set of lasers and notice the guards coming in, be prepared to take them dowm. Continue along the linear path and take the ladder down so you can heal yourself and save the game. Afterwards, head back up and move up the stairs. Avoid the searchlight and take out the armed guard that busts out of the door. Go leftward and press the three red switches so you can unlock the path that leads to the red cardkey and work your way to it, all the while by dodging those pesky searchlights and taking out the guards. Snag it and go back to the northeast where you can use it, swing across with the Yo-Yo and get the blue cardkey. Go all the way to the west, use the blue cardkey and continue to the right, taking out the guard you see. Work your way to the right, claim the red cardkey stored in one of the forts. Go through the gate and up the runway, taking out the guards that are posted there. Swing across the gap on the left side and claim the green cardkey. Walk down and head east so that you can use your green cardkey. In that room take out the guards, claim the blue cardkey across the H pad and go back to the gate sealed with a blue symbol. Open the gate, head up, save your game and be happy. ------------------------------------------------------------------------------- .------------------------------------------------------------------------------ | XV. The Chase [chixc} This next segment involves chasing them on Alex's quad-wheeled vehicle. This really isn't too terribly difficult, just try to avoid the other four wheeled vehicles that will try and force you off the road while picking up speed boosts and follow the arrows. If you fail, just try again, figuring out what didn't work before, and going from there. ------------------------------------------------------------------------------- .------------------------------------------------------------------------------ | XVI. Mr. Grimm [grim09] Boss fight, yay! Mr. Grimm (Hmmm, Twisted Metal influence there?) isn't too hard to defeat. Avoid his tossed projectiles and throw your Pen to stun him. After he becomes stunned, give him all you got. Repeat as needed. Both your health and his health are displayed so that you know you're making progress. ------------------------------------------------------------------------------- .------------------------------------------------------------------------------ | XVII. Horseback Chase [hors45] This next segment involves you on horseback. It's basically the same thing as the other chase segment, except you must avoid traffic that will slow you down and pick up carrots to boost your speed. Avoid the road blocks because even if you've got cheat codes enabled they will still slow you down. ------------------------------------------------------------------------------- .------------------------------------------------------------------------------ | XVIII. Through the Looking Glass [ttlgs3] Final level...you hope. Move to the left, take out the guards walking around and keep moving westward. Snag the red cardkey, travel back all of the way around to the east where you can use it to open the door. Take out the lone man guarding the blue cardkey, take it for yourself, then go to the center door and use the blue cardkey to open that door and continue on. Use the metal eating creme to open the door and move up the stairs into the next area. Move along and head south, knocking out all guards you encounter. Use the metal eating creme again to gain access to a room that lets you save your game and collect the red cardkey. Go along the southeast path and wrap around to use it so you can fight your way to the blue cardkey. Go back up, opem the door that is protecting the green cardkey, take out the guards posted there, and claim it for yourself. Go back near the start of this area and use your green cardkey, go down the stairs and continue on. Swing across with the yo-yo and step on the red switch so that you can use a stepping path to jump across in the area to your right. Snag the red cardkey that you find in this new area, then go all the way back, swing across the same path and use the red cardkey that you just acquired and open the gate. Take out the three guards posted there and claim the green cardkey. Travel back to where you picked up the red cardkey (repetitive? oh yes) and open the door which requires your new green cardkey. Go up the stairs and into the next area. Go east, then south, while taking out the guards. Traverse your way north across the maze of gaps and claim the red cardkey. Then take it down to the door sealed with a red symbol. Step on the two red switches to disable the laser grid below the room you're currently in, then work your way up and step on the next set of red switches to turn off the other laser grid. Work your way up into the next room. Save your game my friend. ------------------------------------------------------------------------------- .------------------------------------------------------------------------------ | XIX. Ad Finitum [adfin77] Whoo-hoo, final battle! During the fight you have to avoid his gun shots while delivering solid hits to Sayle, and even taking out the guards that will come into the fight and beat on Alex. When his health becomes low enough you have to get Sayle at the edge of the tower. You can beat up on him all you want, it won't make a difference until you get him to that ledge. After this is done the fight is over. Enjoy the rather anti-climatic and mind-pondering ending. ------------------------------------------------------------------------------- .------------------------------------------------------------------------------ | XX. Cheats [Cheats] Enter the cheats below in the cheat menu to get the desired effect. Please note that cheat effects do not stay after you turn your game off. 6894098 - Slow Bullets 9785711 - Chase Passthrough 4298359 - Dizzy Enemies 6943059 - Enemies have extra health 9603717 - Extra enemy damage 5204025 - Guards can't detect you SARYL HIRSCH - Fast downtimer VICTORIA PARR - One hit K.O RENATO CELANI - Slow Bullets JESSICA PARKER - Unlimited Health ------------------------------------------------------------------------------- .------------------------------------------------------------------------------ | XXI. Legal Information [Legal] All trademarks and copyrights contained in this document are owned by their respective and copyright holders. This may not be reproduced under any circumstances except for personal, private use. It may not be placed on any other website besides http://www.gamefaqs.com/ or otherwise distributed publicly at all. Use of this guide on any other web site or as a part of any public display is prohibited, and a violation of copyright. I'm only granting GameFAQs permission to host this guide, so please refrain from requesting permission to host this anywhere else, as your request will be denied respectably. Copyright 2007-2008 Jose Escamilla. ------------------------------------------------------------------------------- .------------------------------------------------------------------------------ | XXII. Version History [Ver] July 31st, 2007 - 0.23: The initial start of the FAQ August 5th, 2007 - 0.31: Added the Mansion Recce level to the walkthrough section. Lazy update I know, but it's something. November 18th, 2007 - 0.42: Wow, long time no update. Senior year of high school is keeping me busy, with the whole getting ready for college thing and whatever else comes up. But I haven't forgotten about this project. Added the Night Delivery level to the FAQ. November 22nd, 2007 - 0.53: Thanksgiving holiday, found enough free time to chip away some more at this guide. Added the Alex's Escape level to the FAQ portion of this guide. February 11th, 2008 - 1.00: Not much to say besides I finally hit 1.00. Had to update my legal info. March 1st, 2008 - 1.77: Finally finished the FAQ, wow. I'm proud of myself, and I hope I helped you out a bit more with that. .------------------------------------------------------------------------------ | XXIII. Final Notes [Fin] I encourage feedback of any kind, and I can be reached at the email listed above. In addition to feedback, if you have errors or missing content to report I'll look into it, and if everything checks out credit will be given to you in a future update. Thank you for viewing my FAQ. ================================================================================