To flip gravity to another part of the room, simply shoot one of the switches on the "walls". Gravity will be flipped so that the switch you aimed at will now be on the "ground".
Do so by manipulating the gravity switches until you find your destination, then maneuver around so that you can enter it. These guys really hurt when they manage to hit you, so be sure to spank them first with your own sniper attachment to your rifle before they get a chance to do so. When you manage to kill a couple of them, feel free to dash out and attempt to circle around the walkway, perhaps using the large rising globes as cover from the snipers.
Who knows. Anyway, when you reach the bar, drop down to the bottom level and start fragging the Hunters that come after you. When a few portals have opened up, look around until you find a blue one, which should be visible if you stand where the slot machines were located previously and look towards the center of the bar. Head through it to end the level. After you spot Jen here, head through the membrane nearby and activate the dormant walkway with the switch in the large room there, then walk along until you reach the far room with the Fodders inside.
Another membrane will prevent you from moving on, so destroy it, then spiritwalk through the forcefield beyond to disable it. Keep an eye on your path, and keep moving past the Art Bell station until you come out into a position which allows you to crouch your way into the metal tube in front of you. Head inside, kill the Hound that was apparently taking a nab, then drop down the tube nearby and keep moving until you come to another room.
Kill the Hunters and the Hound here, then use the gravity switches on the ceiling to move across to the far side. Two portals can be activated here. The left leads to a secret area use spiritwalking to find some ammo for your rifle here , while the right leads onward, ever onward. Beyond that, this is a dead-end, so turn around and head back to the portal, which leads to a new area.
Tip : Before leaving, you might want to recharge your Leech Gun with the red energy ammo. Just a suggestion Move onto the elevator in front of you after passing through the portal. It moves exceedingly slowly, but will eventually top out, letting you move into what appears to be another dead end.
Flip the switch on the ceiling here to rotate the gravity, giving you access to the portal on the ceiling. Your best bet for killing them will be to use the red ammo in the Leech Gun, which will disintegrate them after a few seconds of firing them. Sit up on this platform here to pick off the kiddiefied spirits as they approach you.
After a few more seconds and after a few more Dead come from underneath , it will open enough for you to be able to pass underneath it and end the level. After spiritwalking through the first energy field here, look for a switch to turn it off to your right. After moving outside and seeing the crashed plane, spiritwalk through the force field in the floor and find the switch to deactivate it nearby. Make your way down the platform here until you reach the tubes suspended above the canyon below.
Take them out with your grenades or Leech Gun. Unfortunately, the three snipers at the far end of the canyon here are going to do their best to prevent you from getting anywhere near them. These snipers, though, like all the rest, require a few seconds to lock onto you before they can fire, so do your best to duck and dive behind the walls on the left side of the canyon to close in on them.
At the end of the canyon, spiritwalk to find the elevator switch, then return to the elevator in your body and head up to the portal to move on. Shuffle the gravswitches in the next hallway to crawl past the broken gate, then disable the forcefields to reach another portal room.
Nothing too tricky here; just walk into the central portal, flip the switch inside to move it laterally, then walk out into the other room and head through the door to move on. Keep moving on until you come to a pair of Hounds enclosed behind a forcefield. Return to the keypad and enter this into it. In the next room, use your sniper rifle to highlight and kill the two snipers above you, then spiritwalk across the gap here. Move around to the other end of the passageway and fire above you to move on.
More Hunters and a Hound will assail you in the next section of this area, so be ready for a big fight. Er, human beings. Move around until a portal pops up in front of you, then crawl on through.
One of them heads down to the bottom of the room, but Instead, stay on the first platform you find here and jump onto the set of four little pistons that you can see jutting out from the wall nearby, towards the walkway on the far platform. If you can make it across the pistons, you can walk up the walkway and head straight up to where a Hunter is working at a console.
Kill him, then flip the switch nearby to activate the pistons in the room here. Your goal at this point is to crawl across the activated pistons as they jut in and out of the wall here.
If you walk down the walkway you just moved up, then take an immediate left or right, you should be able to move out onto one of the walkway squares when it retracts into the wall close to you.
Walk out a couple of squares, wait for it to move, then move again, until you reach the far side of the room, where you can jump down to reach a new portal. Tip : There is one semi-secret path on these walkways, near the floor, but all it leads to is some rifle ammo, so feel free to skip it. After heading through the portal, you'll find yourself in an odd situation; you're in a room with Hunters, but you're on the ceiling and they're on the floor, with no walkways in sight.
How's that possible, anyway? Localized gravity? Magnetic boots? Doesn't matter, really; just get your kill on. To get on the floor, first head to your left and find the portal in the crate near the two Leech Gun ammo packs. You'll come into a small group of three crates, with more enemies to kill. Take them down, then wheel around to the right of where you entered to find the portal that spits you back out onto solid ground, where all your enemies were previously.
If you move on into the next room, you'll find a healing station and another keypad. The code here is located back in the crazy gravity room; it's You'll come out into a freezing-cold room; kill any Hounds that you can see from the walkway, then drop the elevator here to reach the floor.
If you don't want to deal with the other Hounds in the area, just run across the room, power up the walkway, and book it up as fast as you can; the Hounds are apparently incapable of following. At that point you can listen to Art Bell some more, if you wish, or just activate the portal and book it to the next level.
When you reach a deadend, the code will be on the panel nearby; it's Return to the keypad and pop it in to reveal a small portal nearby. Hmm, a school bus. When have you encountered kids previously in the game? Oh yeah, when they were dispossessed spirits that were trying to kill you.
Stand on the spirit marker here and spiritwalk up the ramp to flip the switch that opens the next portal. Before you reach it, you'll of course have to fight against more of the spirit-possessed kids that you fought earlier. Luckily, there'll only be five or six of them to kill, so stay back near the spot where you first entered the room, dodge their attacks, and hit them from long range with your rifle or Leech Gun. After half a dozen kills or so, the exit portal will open back up and you'll be able to move on.
Keep moving until you reach a room with Hunters and a disabled walkway. In order to move on, you'll have to activate the walkway and walk to the portal suspended from the ceiling, but be ready for trouble, as more Hunters will spawn in as you're walking to try and stop you. Kill them, reactivate the walkway, and repeat the process to hit the portal. More Hunters will arrive when you try again, but you can just run to the portal to avoid them.
In the next room, kill the Fodders and blow the membrane with the explosive organic ball before dropping down and picking up an iomportant piece of the puzzle: an alien hand. You may have noticed handprint scanners scattered around the Sphere, but you haven't been able to get through any of them yet.
When you find the alien hand on the ground, though, you'll be able to carry it around with you and use it on the handprint scanners to bypass them. Simple as cake! Use the hand on the scanner nearby, then move around the corner and prepare for your first big boss fight, against the Centurian.
If it's a fight you want, it's a fight you'll get! This first Centurion is significantly tougher than the ones you'll be facing off against later in the game.
This is mostly due to his huge health reservers; at the beginning of the fight, you won't be able to deal much damage to him at all, leaving you vulnerable to the attacks from his chainguns if you don't stay behind cover.
He'll be able to deal damage either with the chainguns themselves or with the grenade launchers attached to them, so keep your distance from him. Stay behind the pillars while the Centurion fires at you, and kill the Fodders as they appear. The Centurion can bust through the pillars, though, so keep on the move, and look into the small nooks in the corners of the room for healing if you happen to get shot up.
After a bit of ducking and weaving, you'll notice a series of small electrical explosions appear, which open up the two shielded doors on either side of the room. As soon as this occurs, dash across to the now-open door and quickly activate the forcefield inside. At this point, the Centurion will attempt to smash through the field with his gun and fire inside; you should be safe from harm as long as you stay around the corner. The field will eventually drop, but stay where you are and wait for the control panel to recharge.
When it does, activate it again to cut the Auto Cannon right off of the Centurion! With the Auto Cannon on the ground and the Centurion reeling in pain, walk out of your little cubicle and grab the Cannon from the ground. With one hand removed, the Centurion is significantly weakened, and you do have a handy new weapon to blast him with.
At this point, you should be able to much more rapidly affect his health by firing on him with the Cannon, so start blasting away! No more Fodders should appear, so feel free to blast the Centurion from whatever cover you can find. The Auto Cannon works well here; just hit him with as much of the primary ammunition as you can, and use up all of the grenades on him as well as you get used to how they fire. If worst comes to worst you can polish him off with your rifle, now that he actually takes appreciable damage.
With the Centurion out of the way and a new weapon in hand, head out into the portal that opens up after the beast died and begin moving on. You'll come to a room with more walkways. Kill the Hunters here and head up and over the walkways to find the exit; there are two paths but one of them dead-ends. From there, you'll have to walk a bit before encountering more of the Hidden members of the resistance; you won't be able to interact with them, though.
You'll eventually come to a control room that opens up another portal to a distant part of the Sphere; use the control panel to bring it down to the floor, but watch out for the Harvester that appears through the portal, as he'll launch an explosive at you before disappearing. After stepping through, though, you'll be whisked off to the Spirit Realm again for another chat with Enisi. Damn, Tommy, listen to Enisi! Save the world or settle for saving only Jen. You can't affect Tommy's choice here, so just slap your head and hope he eventually wises up.
After entering this level, head out into the huge open area beyond the first door and welcome a new enemy: the Gasbags. These guys will be a source of acid ammo later on in the game, but for now they're primarily annoyances.
They can dodge some of your fire, so try not to waste Lightning Leech Gun ammo on them or anything. Just fire away with your rifle at them from a distance and try not to let them pick you up. If you do get picked up, there doesn't seem to be much you can do except wait to get dropped to the ground, but the falling damage in Prey is fairly light, so this shouldn't often kill you. They'll also periodically spit acid. You have two travel options here; you can either go to the third floor, which has some ammo, or the second floor, where a pair of Hunters resides and where you'll find the first vehicle of the game, the Shuttle.
To use it, walk out onto the exposed platform on one side of the floor and use the small pillar that pops up from the ground. The Shuttle is a bit difficult to control, so feel free to head down to the ground for a few moments to learn about flying.
You have two attacks here, with the primary being a standard cannon attack that'll be good for attacking people at distance. The secondary fire is a grappling beam, which works over short range, and can be used to to pick up Hunter snipers and throw them off the platform to their dooms, or simply to grab an enemy shuttle and hold it in place while you rock it with your cannons.
If your vehicle takes too much damage, hover over a landing platform to charge it back up. Combat shouldn't be the first thing on your mind here, but take the time to finish off the Hunters on the platform with your cannon.
With that done, glide up to the top of the area and look for the jet of flame coming out near a higher platform. If you glide above the blue landing platform here, you'll be prompted to land with your alt-fire button; do so, and the shuttle will disappear again, but you'll be able to retrieve it by walking back to the landing platform and using it again.
After landing, though, head through the door nearby and start offing the Hunters in your path. After you push your way up the paths here, you'll find a walkway switch, so flip it, then walk up the walkway and flip both of the switches on the ramp there. One of them will open a portal back to the lower level of the room, while another will open a port-hole nearby, showing a door on the other side of the window changing from red to blue.
This is your cue to return to your shuttle, turn to the left, and fly through the now-open hangar door. You're going to have enemies on your tail, but you can just ignore them; fly through the hangar door, dock your shuttle on the platform in front of you, and immediately run through the door nearby to move on. After passing through the hallway and activating the portal at the far end, you'll come to another shuttle bay.
Hop aboard, then head outside and move straight up. You'll eventually wind up in a long tube with a view of the Earth. Move into the little guinea-pig tube that's rotating around between the two corridors and let it shunt you off to the left; the corridor you're in has been destroyed by space debris. Keep following the path until you start heading directly down.
You'll come to a large set of walkways on the walls, but keep heading downward until you reach a large room with another shuttle dock. You'll want to spend some time polishing off the Hunters and Drones in the area, if possible, but if your shuttle takes critical damage, quickly park it, dash into one of the rooms nearby, and use the doorway for cover while finishing off the enemies.
Tip : After polishing off the enemies, take a look around in spiritwalking mode to find some extra ammo hidden away here. There are two doorways here, one to the left and one to the right when viewed from the shuttle dock. The one on the left will lead to a bit more health and ammo, while the one on the right leads to the control room from which a Hunter was sniping you earlier.
Pop your head in there, flip the switch to disable the forcefield, then return to your shuttle and head through the window that's now open. You won't have a long trip, as there's another dock on the other side you'll have to park in. Kill the Hunters, open the door, open the portal, exit the level. Move through the first door here and start sniping away at the distant Hunters, ducking behind one of the walls to use as strafing cover.
When you're done, open the nearby door, then use spiritwalking to avoid the security tripwires; walk along the path and activate the security panel to disable the tripwires. Return to your body, then walk to the end of the hall avoiding the door on your right for the moment and head through the door there. If you don't annoy the slaves, you can receive a large health boost here, as well as your choice of either lightning or fire ammo for your Leech Gun. If you head through the portal nearby, you can also spiritwalk up the ramp to receive some extra ammo.
With all that done, return to the tripwire room and head out the other door, using the panel nearby to activate the walkway over the gap. Enemies will, of course, start to spawn during your traversal, so be sure to pop them as they appear.
You'll have to move in and out of this large room a couple more times, so you can't really afford to let any enemies live. Just fire at them as they pop up and move on.
After moving across the walkway, bust out your spiritwalking and disable the tripwires in the first corridor, then repeat the process on the next one you enter. Again, there'll be two doors here, so head to the end of the hall and activate the portal there to step through; you'll be in the sniper roost you probably cleared earlier on.
Use the switch here to activate a distant walkway, then take out any of the snipers that spawn in, if possible. With that done, return to the tripwired hallway, spiritwalk through the gate to shut it down, then spiritwalk across the gap here to activate the walkway on the far side of the gap.
You can spiritwalk through most of these rooms to reach the tripwire shut-off switches. After crossing the walkway, disable the tripwires in the far hall, then start climbing the walkway at the end of the corridor; it'll lead you to a platform higher up, from which you can pipewalk until you're over the small catwalk that stretches from one side of the room to the other.
Drop down and run like the dickens, and you should be able to activate the portal and escape without taking much damage from the enemies that warp in. After killing the hunter on the far side of the door, use the shuttle and glide a few rooms away until you find another dock, then land.
From here, you'll have to avoid the sniper fire while spiritwalking up the ramps available to you. When you do so, you'll be able to kill the snipers, and activate the panel at the top of the ramp, which will open a passageway in the ceiling to you. Hop back in your shuttle and glide up, watching out for more of those floating mines.
When you reach the next large area, note that there are four landing platforms, but that only two of them will actually lead to an uncovered dome. Your first goal will be to kill all of the enemies, since you'll need to move around in this room a bit. Your primary objective, however, is to disable the fan in the ceiling and move on. To do so, you'll need to activate two switches at most of the platforms: one to disable the forcefield use spiritwalking to reach these switches and one to expose the radioactive core of the power conduit.
Some of the platforms will have one or both of these switches already active. Pull the energy cores out of their housings to unlock the path leading on.
Basically, when you land at a platform and disable both the forcefield and the shielding, you'll be able to shoot the shielding off of the core, then use your shuttle's tractor beam to drag the power core out of the housing; it'll be a bright blue object. Just lock onto them with your tractor beam and drop them after dragging them out; you don't need to do anything special with them.
When all four cores have been pulled out of their housings, you'll be able to move through the fan in the ceiling and proceed on up to the next guiding fire up there. You'll eventually come to a secret Hidden Citadel. To enter, use your tractor beam to pull away the four pieces of debris in front of the locked door, which will then automatically open.
When you enter the Hidden base, you'll encounter Elouit for the first time. She's the leader of The Hidden, and offers you a deal: find and kill the Keeper, and she'll open a portal back to Earth for you, Jen, and the rest of the refugees on the ship.
It's a tall order, but you haven't encountered anything that'll stop you yet, so you might as well take her up on it. Make your way through the biolabs, using your spiritwalking and alien hand to bypass any hazards. After you spot the Keeper, you'll soon see an Acid Gun suspended in midair. To obtain it, head into the two side rooms here and shoot the white power cells within; be sure to obtain any ammo or health inside the rooms first, then retreat to the doorway before shooting the cells, or you'll set off tripwires.
After obtaining the Acid Gun, use it to kill the Hunters that start spawning in. It's essentially a shotgun, so get up close and personal before firing it at your targets. The alt-fire will pretty much instantly kill anything it hits, but it uses a lot of ammo and has a long reload time, so avoid using it except in emergencies.
When enough Hunters have spawned, you'll be able to pass through a portal to get an update on Jen. She's apparently being tortured! Move through the next room, using your alien hand to unlock the forcefield, until you come to another room with Hunters and a turret that's firing on you.
The forcefield here will be spiritwalkable, but there's no where to go at the moment. In order to move on, you'll need to park your body in the small green chamber near the forcefield, then activate the switch here twice; you're essentially activating a horizontal elevator that'll move your character around in an axis. As mentioned, two flips of the switch will get you to an area with a portal that'll let you move on; if you hit it three times you'll be able to use another broken video poker machine, which apparently dispenses some ammo if you use it a few times.
Regardless, the portal is your key to exiting this little maze. After exiting the portal, bypass the Slaves and move on through the crawlspace at the end of the corridor to encounter more robotic flyers. Kill them, then spiritwalk to disable the forcefields before moving up the walkway.
After passing down the central walkway and exiting the crawlspace beyond, you'll find yourself in a room with a lot of pipes and a few gravity switchers. This situation looks complicated, but it's not incredibly so. If you look in front of you, you should see two gravity switches, not including the one you're standing on.
One will be on a "wall", and one will be on the "ceiling", a bit further away. You need to get as close as you can to the one on the ceiling, then activate it, as there's a crawlspace nearby leading to the second half of this room. It's best to do so by first shooting the portal on the wall, hopping over the pipes to your left, then walking down to the portal on the ceiling and shooting it, which will let you get through the crawlspace.
After crawling through, walk a bit until you see a forcefield and another gravity switch on the ceiling. Hit the switch when you're standing above the forcefield, and you should fall directly onto it. You won't go through, but if you spiritwalk, you'll drop down next to a switch, allowing you to open a portal.
From there, find another switch on the wall, and you should be able to get close enough to the portal to jump through it from the ground, unless you want to stick around and play with more switches to find some semi-hidden ammo. After seeing the Keeper warp away again he's going to be tough to get a handle on , find the broken section of the floor and drop down. Get ready for a fight against some flying opponents here, as a few Drones will pop out of the walls and attack. Kill them all, then move through the portal that opens to move on.
Move ahead here until you find a barrier, then spiritwalk through it. It's easy to miss the code for the keypad here, since it's written on the floor: It's also difficult to put it into the keypad while you're still in spiritwalking mode, due to the fuzziness of your view. Just keep in mind that the number in the upper left corner of the pad is actually 0, not 1, so the sequence goes from instead of After disabling the forcefields, crawl through the red crawlspace nearby for ammo and a heal, then crawl through the crawlspace near Jen.
You can get some Leech Gun ammo from the door to your right, but the path onwards is through the door to the left, under the turret. It'll lead you into the Surgery Control Room, where the Sphere's mad doctors are constructing Mutates. Mutates are former humans that have been converted by the Sphere into horrific defenders, possessing decent speed and a huge claw to impale you with. Needless to say, keep your distance and fire at them with a rapid-fire weapon.
If you think you can tag them with an Acid Gun alt-fire shot, then that would be ideal, but they'll usually be moving too quickly for such chicanery, making a red-ammo Leech Gun or Auto Cannon attack preferable. You'll need to take down two Mutates, then two Hounds before you can escape this area. If you find yourself getting killed by the Hounds, check out the holes from which they appear and use your Crawlers in proximity mode to mine the entrances when you reload your game.
When you pass through the next door, spiritwalk through the forcefield on your right and crawl into the hole there. You'll eventually pop up into another room and be able to unlock the door that prevents your physical body from moving on. Do so, then walk up to the switch by the window; it controls a shiftable portal. You want to move the portal so that you can walk through it with your body and into the next room, then spiritwalk back through the portal and flip the switch again so that the portal shifts over into the room across from the window.
If you do so, you can return to your body and walk back through the portal to move on. After passing through another couple of portals, you'll come to another surgery room. This one contains four Mutates, and sadly enough, they'll come out at certain times, regardless of whether or not you've killed the previous one. If you waste too much time here, then you'll possibly be facing off against four enemies at once, which is a Bad Thing.
It's best to start off by sucking up the lightning ammo for the Leech Gun and using that to quickly dispatch the first couple of Mutates, then spamming the remaining two with the fire ammo from the other leech station to finish them off, ducking and weaving all the while.
When everything's dead, a portal will drop from the ceiling, which leads you to Jen. Use the switch near her prison to free her. Her awful voice acting comes along for free! After you get the voice message from Elouit, check the blue doors for ammo and health, then head through the portal to end the level. Elouit is near death. The Hidden have been routed.
The Keeper keeps slipping away. It's time to kick some ass. Start out by destroying the Hunters that come after you through the wall, then take their own passage and start tracking it backwards. You'll have plenty of enemies to fight, but you'll also have plenty of ammo, so that's a bonus. You'll eventually come to a door with a broken walkway; be prepared for a fight before entering the room.
When you do drop down to the floor here, you'll be met by numerous Hunters that begin spawning in. Try to stay on the platforms on either side of the main floor area; attacking from an elevated position will let you take cover when necessary, due to the pillars on either side of the room. Save your powerful ammo for the moment and take down the Hunters with your rifle, or grenades. After a while, Centurions will begin spawning in. They're tough, obviously, but not invincible, especially if you have plenty of Auto Cannon grenades or Acid Gun ammo.
They're so big that they have a hard time dodging these powerful projectiles, so nail them with your biggest shots while staying on the upper platform to duck behind cover when necessary. At no point in this fight should you drop to the floor, unless your ammo situation becomes truly dire.
When you're done speaking with the Keeper in your head, hop through the portal that opens to move on. The Keeper has Jen! Grab the ammo and activate the walkway here to give chase, as best you can.
At the end of the walkway, head through the door to pick up Crawlers, then duck through the crawlspace to find a portal. Move through the door to find a large area with a couple of Hunters. If possible, drop down to their level and start blasting them with the Auto Cannon's grenade launcher to prevent them from tripping the alarm, which will cause more trouble than it's worth dealing with at the moment. After that's done, head through the nearby door and spiritwalk to bring the elevator down from Level 2 to Level 1.
When it's down to your level, walk on top of it and spiritwalk back to the forcefield to turn the elevator on again, and ride it back up to the top. Mining the area with Crawlers will ensure that the Harvesters are damaged as soon as they appear.
After disabling the tripwires in the next room, grab all the ammo you can find and head out through the door. The profusion of ammo supplies will likely clue you in to what's happening Next: a big, big fight. You're going to have to take on four or five Harvesters at this point, which can travel quickly around the room thanks to their little cubby-hole portals which you can't use. They also wield the powerful Launcher weapon, which acts as both a rocket launcher and as a personal shield; if you attempt to use the grenade launcher on them, for example, they'll usually intercept and render your shells inert in their jellylike shields.
The battle here can be difficult due to the damage that the Harvesters deal with their rocket launchers, but hey - you really can't die due to your Death Walk ability, so no need to worry overmuch.
When the Harvesters are in the lower area of the room, drop down to fight them on the same plane, using the pillar in the middle of the room to block their rocket fire.
If they're firing on you from above or below, try to simply avoid their fire as best you can while throwing proximity Crawlers around. If you spot any of the Harvesters split in two and start crawling towards a portal with just their upper bodies, kill them before they reach it, or they'll regenerate while out of sight. Tip : If you can manage to pick up a Launcher from a Harvester they seem to drop them most often when killed with an Acid Gun , then you'll be able to use its alt-fire to protect you from their rockets.
When you've killed four or five Harvesters, look at the ceiling of the room. If the small platform has extended below the walkway that runs along the ceiling, then it's time to get up there, walk along the walkway, and drop down and head through the portal to escape this area.
Do so, and you'll find yourself standing near a Launcher, if you didn't already have one. Kill off the Hunters nearby, then use the gravity switches to move down the hall here. When you reach the large energy reactor, wait for it to retract to the far wall, then quickly hop past it when the opportunity arises. A window nearby will break when you do, allowing you to kill a Harvester and activate the switch inside, which in turn starts up another reactor here.
Hop past it in the same manner as the first, then walk down the catwalk until you reach another switch, which prevents the reactor from firing. With that done, quickly kill off the flying enemies using the Launcher's alt-fire to protect you from their rockets , then hop onto the platform on the moving section of the reactor when it comes back your way.
If you do so, it'll act like something of a moving platform, allowing you to jump off at the far end of the room. From there, jump off at the far end of the reactor, then move over to the other reactor.
The passageway you have to take here actually takes you through the heart of the reactor, giving you precious little time to make it - you have to wait until the reactor beam shuts off, then quickly run into the beam channel and find the exit before it fires again.
You can live through a little bit of the beam firing, but you'll die if you don't manage to get out of there before too long. It's possible to avoid damage altogether, though, so you shouldn't need to worry too much about getting hurt here.
Avoid the Harvester fire here, then move up to the right and find the spiritwalking path. Walking across it will let you retract some pipes nearby, allowing your physical body to move onward.
Do so, then quickly move past the Harvesters to drop to the bottom of the floor of the next room. Although it's not immediately apparent, you can jump on top of the small platforms here to reach the end of the level. The Complex, an exciting new drama, premiering this fall. Or, it's the next level of the game. Take your pick. Blood, Language, Use of Alcohol, Violence.
Release Date. Table of Contents. First Day on the Job. An Office with a View. Through a Glass Darkly. Restore From Backup. Shipping and Receiving. Keys to the Kingdom. A Mind Without Limits.
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