GetDotted Domains

Retro Game Walkthroughs For
"Second Sight"
(PlayStation 2)

This game is also available on GameCube.

Retro Game Walkthroughs for Second Sight (PlayStation 2)
Submitted By: Cool Boy
This walkthrough is for people who are stuck. I’ve finally completed this and made this walkthrough! I hope it helps! :)

Isolation

Approach the door and use L2 to target the button on the other side and R2 to use telekinesis on it. This will open the door. Now head into the next room and wait until John finished talking. Once he is done, head into the next room where there will be a cut scene. You will learn the heal ability. Select the Heal ability with the directional buttons left and right and press the R2 button to use it; stop when all your health is restored. Now go through the door into the Corridor, where there will be two people at the far end. If you can’t see them adjust the camera. Head toward them and attack them with the Circle button until they are dead. Collect the security pass that they drop and use it on
the door at the end. Go through the doors at the side and round to the other section of the room, where there is a computer and a scientist. Kill the scientist and use the computer. Select 'Map of this floor' and highlight the elevator and press X to learn the code for using it. Now quit the computer and head back to the lift and use it.


Preparation

Head down the corridor and talk to the soldier then follow him to the assault course. After the demo, climb over the four walls then round and up the ladder. Press Square to crouch so you can crawl through the tunnel and progress onto the next section. Here, go up the ladder, then hang from the ledge and shimmy left to go past the boxes. Now talk to the soldier in the corner and do what he says; you learn about stealth which will help you a lot during the game. He then tests your abilities by setting you the task of progressing past him and reaching the far wall. Go to the end block, and wait here until he comes to your block and heads down one the sides. Now slide round to the opposite side, stop leaning and go to that wall. It’s the one with the tunnel. Go to the tunnel. Now you will head through this tunnel. At the other end, there are some guards to avoid. Wait here and when the nearby guard
is turned away, head down the left side and into the ditch. Now hug the inside wall and head left to the end. Climb up the above level, and crouch - there is a guard in the far corner by the exit; when he is not looking move to the block close to the exit, then move through the Exit. Keep going until you are lead to weapons practice. Now for the weapons practice! Talk to the soldier at the end of the corridor to be taken to the firing range. Here he will teach you how to aim and fire a
Pistol. You then have to shoot the targets in order to get over 250 points. Getting headshots earns you additional points. At the end if
you get over 250 points, you finish it. You then put this into practice where you must hit each enemy three times. Use the wall cover and pop
out and hit the enemies as you were told - the best way to do this is to stand up, shoot then hide again. Once that is done, you redo the assault course, but instead you have the gun to use against the enemy. Head down the corridor, right and through the door to begin! You can shoot as soon as you see them! It's easy, however there are a few guards covering the exit of the tunnel, and at the end building there is a guard at the opposite corner to where you are, waiting for you. After you finish this, you will do Sniper Rifle training! You have to do another thing where you must get 250 points to progress. Like the pistol one it's pretty straight forward, and again you get bonus points for headshots. Once this is done, the training is over!


Experimentation

You now have the Psi Pulse as seen in the cut scene! Go behind the desk, collect the Pistol from the guard's corpse and then access the computer. Select the CCTV Streamer and deactivate all the cameras. Exit that program and unlock the door using the computer, then check the map to download it onto your PDA if you need it later on in the level Now quit using the computer and head out the door and into the Foyer where after the cut scene, just head to the door at the opposite side. Now head through this corridor and into the Biotech area. You have now reached a Checkpoint! So now you’ve got to go to the patient records!
Use Psi Pulse on the guard at the end of the corridor then for the left room, pick up one of the table items with telekinesis and hurl it toward the scientist to scare him and the guard away. Go through this room then head left through the door. Continue to Chemical Storage - here, just run through to the next room (go down the left side, into the corner door) and then down the corridor, it won’t matter if you’ve been seen. You’ve reached a Checkpoint! You now have the Charm Ability, which make you invisible to guards as long as your Psi hasn’t run out!
Step out and Psi Pulse the guard and head round the corner and remain here for the time being. Now, use telekinesis on one of the fans in the decontamination chamber until the clean up reaches 100%, then go through the door. Head right up the ramp, and at the windows use telekinesis on the button to open up the conveyer belt in Microanalysis. Now guards will enter the lobby, so Charm your way out and head back to Chemical Storage, and go into the vent on the left as soon as you enter. In here recharge your Psi meter and head through to Microanalysis A at the other side. As soon as you exit the vent, use Charm, head left and onto the conveyer belt and head down the passage (turn of charm) until you reach the store room. Kill the scientist in here and crawl through the vent at the side of the room. Patient Records is at the other side, and to finish the level, access the computer at the desk on the far left three rows down!


Fieldwork

Use the sniper rifle to take out the snipers and stay with the team as they progress onward. Keep going and at the cave you seen a cut scene. Checkpoint! Go onto the open area, and sniper enemies until Starke tells you that Jayne has gone missing. Head left round the station to reach a small shed like building, enter for a cut scene. Checkpoint. Go down the corridor, up the ladder, up the stairs and in the end room is a Health and soviet rifle. To progress, go up the ladder on the walkway and use the lever to open the door below. Head back down and head through this door for another cut scene. Checkpoint! Follow Wilde until you reach a large room, with three guards present. Use the tranquillizer to take them all out so you don't alarm the others. Wilde will go on once you have done this, so follow. In the next room, enemies will fire at you. Use the cover of the desks to make sure you don’t take damage, and use the sniper rifle for fast and easy kills. Once they are all dead, head up the ladder, right, and right down the passage and into the control room. Inside Wilde will tell you that the password to the computer is Snow, so access the computer once she has told you and check the wastebasket and read the file there. Quit when finished for a cut scene. Checkpoint! Head back out to the corridor, and you will be fired upon again. Use the nearby cover and kill all the guards. Now head back down the ladder in the main room, then through the passage. At the end is a room with more enemies; as soon as
you enter hide behind the nearest counter and kill the guards at the opposite side with the sniper rifle. Once they're all dead, one of the Winter ICE team enters and the mission ends.


Escape

Charm your way out of the room and take the elevator down to reach the
Basement. Checkpoint! Approach the laser fence for a cut scene - you
have now learned projection! Reactivate the laser fence as guards will come from the elevator in a moment and investigate the laser fence. Now take out all the cameras ahead and clear our way onward, activate projection here and go round the corner and press the button to deactivate a camera. Go right, left and right again where there are two buttons on each side, which deactivate two cameras. Now press Square to return to the body and recharge your Psi meter. Project again and head right, left, and onward and go through this section and through the laser fence, then press the button to deactivate it. Return and recharge. Now charm your way to that laser fence button and hide behind the box here. Recharge and charm into the next room. Kill the guard using the silent kill - press X behind him and knock him out while charmed then stop charming and stand on the lift. Project and press the button round on the right to activate the lift, now deactivate projection. There will be a cut scene at the top. Checkpoint! Radial Blast gained! Arm yourself and kill the guards when they awaken Radial then take their weapons and head up the left passage. Use the corner as cover and kill the guards ahead, and head up, cover, kill...keep doing this until you reach a fence will a room next to it. Enter the room and press the button on the wall to open the fence. Proceed to a long room and use the side columns as cover, and kill all the guards. Take all the ammo and step on the lift and use telekinesis on the button to the right to head up. At the top, hide behind the right pillar and clear this area of guards. Proceed up the far ramp until you reach an area with a car - kill all the guards again here, then approach the car and press X to finish! :)


Madness

Head up the watch tower and on the right side, use telekinesis on the building to collect the Outhouse key. Climb back down to the ground and head along the left wall, using charm, and enter the first shed. Recharge in here, then enter the next shed – charmed - and recharge again. Exit and head toward the building and up the steps and head toward the right ditch and climb through the open window. Approach the doorway for a cut scene. Checkpoint! Your telekinesis is enhanced so that you can now pick up people! Head down the passage and kill the guard hanging around here and collect the Library key from his corpse.
Head right, down the steps, left, left again and take the spirally stair case up and enter the library. In the library, there is no need to harm any people Head to the central desk and read the clipboard to find out the computer password. Now access the computer at the end of the room and use the password to log in. Open the hard disk then look at security.prg and unlock the upper library door. Now access PatientDB.prg to search for Jayne's location, then quit using the
Computer and use the ladders at the other side of the room, then go through the door that you unlocked in the corner. In this area locate the vent in the far right corner and crawl through it. At the other side kill the guard quietly and use stealth down the levels - there are some guards you must kill on the way. At the bottom there is a guard in the doorway. Go up the steps and into the next room, to avoid being spotted charm through to the container at the far right side and recharge in there, then charm your way out of the room. In the next area, don't go down the steps to the right just yet and enter the room ahead where you can recharge your Psi meter and collect get the dorm key card. Exit and charm your way down the stairs and head through the door at the end. Head onward for a cut scene. Checkpoint! Head onward and use charm to get through the lobby unspotted, then follow the
passage round and enter the first cell on your left. Recharge in here, then return to the corridor and enter the last room on the left where if you use telekinesis on the upper corner you can get the CCTV Control Room key. When your Psi meter has fully recharged again, head back out using charm and if the coast is clear un-charm and access the computer at the desk. Check the hard disk for an email about the new security code, then exit and head through the door behind you. Head round and enter the circular room (with the CCTV Control Room key) where
there is a shotgun for you to collect and a computer to use. On the computer deactivate all three security cameras (check the hard disk then use westwing.cctv). Head back to the corridor and charm straight down where there is a left turning and a door on that turning with a guard hovering close by. Enter this room to recharge your Psi and to collect some weapons from the shelves. There is also a computer disk on top of one of them - if you retreat back to where you just been and run the disk on one of the computers you can play the X-Space '92 game. Anyway, head to the far left of this floor and use the security code on the wall keypad to unlock the fence. Go through and follow the route round to a stair case; head up for a cut scene. Checkpoint! Head onward and round the corner; this floor has all the high level security patients and so is heavily patrolled. Don't open any of the doors here
otherwise you will be attacked by the patients - however if you need to hide anywhere then the little alcoves by the patient doors are good spots. Anyway you need to reach the far right corner of the floor for now (where there is a fence). Go left, right, right, left, right and stick close to the wall (don't put your back up against) until you reach the fence. You will miss all the cameras and if you stay close to the wall at the end then the one by the fence should miss you. When you
reach the fence un-charm and quickly use telekinesis on the button through the other side . This will open the fence door; enter the room on the left charmed and kill the guards in here quietly. Access the computer, open the hard drive and open the secruity.prg file and quit the computer. Now head out of the room and to the other fence and stand by the door. Project and go to the computer, and click the WW.Upper LOCKED button to unlock the route ahead. Return to your body and head through the fence before it closes again, then enter Jayne's cell on the left to finish the level!


Rescue

Stuff you need to know: To get Jayne to follow you, use Charm on her Use it again and she will stay where she is. If Jayne gets scared at any time then she will run away and hide in a corner. To reassure her, just charm her until she stands up, and then continue. If she gets injured, then you can heal her by targeting her and using the Heal ability. The final thing to note is that if you leave Jayne on her own for too long, guards will spot her and shoot her. If you can tell this has happened if you hear her scream and gunshots sound. Get to her as quickly as possible otherwise she will die! Charm Jayne to follow you and head down the stairs to the ground and go toward the door for a cut scene. Jayne will be scared by the lightning, so charm her then go through it. Kill the guard in this corridor then crawl under the
boarded up door at the side, then outside through the window. Use telekinesis on the ladder to bring it down, and also on the wooden block on the door to remove it. Open this door and meet up with Jayne again, then head up the ladder you just dropped down. Go up the stairs to reach the roof and kill any guards up here. Head onward to the wooden board bridge for a cut scene. Checkpoint! To get Jayne over to your side, use telekinesis on the board to bring it up, and keep holding it up until Jayne has crossed. If you take to long guards will
approach her from the other side and begin shooting, so don't take forever on this. You can also practice your telekinesis by using
telekinesis on the patient you saw in the cut and throwing him through the glass roof of the cell. Head round the corner and shoot the guards from here. There will be about 3 guards to take care of. Once you have
killed them then reassure Jayne and head over the small building - the ladders. Go right to a fence blocking off the rest of the roof and to get round climb down the edge, shimmy left past it then keep going until you are over the balcony and drop over it. Enter the door and go through to the corridor and use a weapon to kill the guards in this area. Now to get the Balcony key, it will be in one of two places - the large semi-circle room or if you go into the pink room next to that, the patient will give it you. Now head to the other side of the floor to reach the lift and balcony doors; open up the balcony doors with the key to reunite with Jayne, and then go to the lift. Jump onto it, then go inside and press the button to level it up with the floor. Get Jayne inside with you and press the button to go down to the ground floor.
Checkpoint! Now head outside where there are guards at the far side of the courtyard. The gun shots will make Jayne retreat to the lift
entrance but just leave her there for now. Use the SMG to kill these, and then after guards will appear on the rooftops, so kill them also. Once this area is clear of enemies, head into the door at the far end and take out the three enemies within. Now head back to the lift entrance and use heal on yourself and Jayne, and charm her to reassure and to follow you. Now head across the courtyard, into the door and down to the manhole at the end of this area to finish.


Reliance

Follow Starke and help him take out the snipers. You will then view a cut scene! Checkpoint! Follow Starke into the tunnel, and upon exiting, you will be attacked by more snipers. Use the nearby cover and take them out. Follow the road until you reach a building, where you will view another cut scene. Checkpoint! To get into the building, go round the corner, climb up the boxes and jump over the fence. Now crawl through the vent ahead and inside the building run onward to the stairs for another cut scene. Checkpoint! Now you have to tranquillize everyone in this right building. Enter the room closest and head shot the two guards here, and then play the arcade machine to unlock Earth Impact on your PDA. You can also shoot the pool balls on the pool
table here! Exit the room and go upstairs and enter the first room. Tranquillize the lone guard and use the health-kit on the far will if you need it. Exit and head into the next room, where again there is just the one guard. After tranquillizing him, try and access one of the computers and then Starke will radio in and tell you he will reinstate the power to the building. Wait about twenty seconds, and the power is restored. Now access the computer, go to the Central File Store for the Map (so it's on your PDA for reference) and also Rescued Documents and read both of the files. Also read the note on the filing cabinet to get the Manager Room Key. Exit and enter the final room at the end. There is nothing of interest here, so proceed through the door ahead, and
another to reach the left building. Walk onward a little and there is a guard to the right, and two at the level below. It's quite tough the tranquillize them all without another noticing, so try your best at this. If you get spotted then no worries - just kill everyone, go down stairs and head outside through one of the side doors and help Starke kill the enemies. Starke will then stand by the fence, so talk to him and he will tell you to try and find a way of opening the fence at the end of the road. There is a health-kit on the nearby corner if you need it, then re-enter the right building via one of the doors to find a nice weapons stash on one of the tables. Head back outside and locate and climb the ladder on the outside of the left building. On this balcony go round the corner and onto the corrugated overhang, where you will hear shots, as three snipers appear around you. Once is on the cliffs ahead, then head back to the balcony where there is on top of the right building and one on the connecting section of the two buildings. Once you have killed all three, head back to the corrugated overhang and drop down. Press the button in the little shack at the side to open the fences. Checkpoint! Head through the gate, over the fence to the road and head toward the road gate you just opened for a cut scene. Checkpoint! Follow Starke down the road and take out the snipers. Once they are all gone, talk to Starke and jump over the barrier and into the tunnel to reach a train station. Head onto the platform and head down to the train at the end, and enter it then exit from the other side. Head into the room where there is a shotgun and the Station key on the wall. Head back through the train to the
other side of the platform and use the key on the gate to open it up. Head up the steps and left for a cut scene. Checkpoint! Now the past Vattic has all the Psi powers as the first one! You also get your projection upgraded so you can possess others! So project now, head down the hole and possess one of the enemies and use them to kill all the other soldiers. Once done, return to the body and kill off the
last guard yourself then jump down the hole to Starke. Level complete!


Entrapped

Charm Jayne and head onward to the corner. After the cut scene, shoot the soldiers approaching or possess one and use him to kill the others. Head onward and enter the door at the end on the right. Go round the corner and kill the approaching hard and then head down the ladder. Go next to the door, project and head through the door. Possess the soldier in the water and use him to kill the others in the room, then un-possess him. Enter the room yourself and kill that guard and any others you may have missed. Once the area is clear, go up the far right ledge and crawl into the gap at the bottom of the wall. At the other side, use the tranquillizer on the two guards on the left then head though the door opposite. In here use both levers so you and Jayne can meet up again. Head back through the door, collect the ammo from the guards then take out the remaining few in here and quietly as you can. Now climb down into that water and onto the central platform and pull the lever. Checkpoint! Guards will stream in from the corner doors, so climb down into the water, and use this position to take out the guards as they come from the doors. After they are all dead, heal yourself and Jayne then proceed through the bottom door you just unlocked. Head
downstairs, project and enter the door. Enter the water, possess the guard and use him to take out the enemies that patrol the sides. Return and recharge, the enter yourself and clean up the area of enemies, and head to the end where there are two tunnels with gates blocking their access. To open them, use telekinesis on the levers above. Now project and head through one of the tunnels (it doesn't matter which, they both lead to the same place) possess the closest guard and use him to kill the others. Return and head through into that massive room yourself.
Kill any remaining guards then head up the left ledge and stand on the lift at the end - Jayne will stay here so you can activate and send her up. Enter the water again and climb up the ladder on the end wall, then jump up the right ledge and shimmy all the way round to the ledge with a ladder. You will now see a cut scene about the laser fences ahead. Checkpoint! Climb up the ladder and kill the two guards, then head toward the closest laser fence and project. Head through the laser fields and pull the lever in the corner to activate the lift. Now head into the corridor, press the switch to deactivate the lasers and possess the guard and move him away from that location. I would advise to move him close to your location so that when you return you can kill him quickly. Now go to the lift to meet up with Jayne, then head down the corridor. Go down the ladder at the end, then through the doorway, up the stairs to a doorway into the next area. In here kill the guards as quietly as you can. Head into the water, along the wall, up the ladder and then across the series of platforms to the tunnel area at the other end. Progress through the tunnel and quietly kill any guards you come across, but toward the end where there are tunnels left and right there is a high chance of being spotted, so if that happens kill all the guards you come across. If you get low on health, drop back and heal yourself and Jayne. At the end of this tunnel section is a ladder - head up to finish the level.


Street Life

Go upstairs and collect the sawn off from the shelf, then back down and crawl through the vent in the back area. At the vent's exit is an agent - use the tranquillizer and cap his head, then proceed out and grab
his .45 pistol. Stand where was and aim the tranquillizer at the fork to the right, and take out the agent when he walks past. Head to this fork and take out the agent standing in the alley and then the one that investigates his body. Now head left, past the door/steps to an open area. Approach the gang members for a cut scene. Now climb up the ladder on the right and go across the rooftop, where there is a cut scene round the corner about an agent harassing a gang member. Checkpoint!. It doesn't matter if the member survives or not, just make sure that you don't shoot the gang member, or you will lose this level!
Either way kill the agent and head down the ladder, then into the door on the right for a cut scene with a female gang member. Talk to her again afterward for an errand - you have to deliver a package to gain the gang's trust. The delivery location is a door opposite the vent exit from a while back, so head there. Use charm on the way in case any
agents are still hanging about. Use the intercom next to the door to be let in. Checkpoint! Now that you have 'the mark' to gain the gang's trust, head out the building and head left to where that group of members were. Approach them for a cut scene. Checkpoint! Run round the corner and stay with the gang members as they move from the agents. Help them kill the agents as they move on. You will reach an open area with a fire escape after a while - here kill any approaching then head
round the corner with the gang, and keep going past a basketball court and back to where about the gang was to begin with. Make sure that all the agents are dead, and then head to that area with the fire escape for a cut scene. They will tell you that Starke is in the apartment at the top of the fire escape. Checkpoint! Head up the fire escape then enter the apartment. To finish the level, read the documents at the table.


Teamwork

Take out the enemies in the distance with the sniper rifle, and once they are all dead, Starke will call a meeting. Go with Cortelli to the building, where there is a cut scene when you get there. Checkpoint! You now have to guard the building, where enemies will approach from both sides. Go to the other side from where JC is, and stay there and kill all those who approach. Keep an eye out on JC's health and if it gets low, heal him and also help him kill some enemies too whilst you are there. Also don't stray too far from the building. When all the enemies are dead, Cortelli will call you. Head up the ladder inside the building and talk to him - he will give you a new radio frequency to tell Starke. Exit the building and head to Starke at the bottom for a cut scene. Another will begin after. Now follow Starke across the rail road tracks and when you reach that building, enemies will fire at you, so use the sniper rifle to take them out. Follow the team and just past the bridge Starke will talk to the group about hostiles, then enemies will attack. Kill them, then some will appear from behind - go with Franklin when ordered. Enter the building, go into the next room for a cut scene. Checkpoint! Head out the door and go to Strake to give him a status report. Head back to where you just come from and now enter the left building - head through the door for a cut scene. Now use projection, go through the laser field, down the passage – follow the chills projection - and he will lead you to that bunker that you just seen in the cut scene. There, use the lever to open a door. Now
return to the body and head back through the building to Starke and the team, and now talk to Starke. Cut scene! Checkpoint! You now must advance toward the base ahead... of course enemy’s block your way, so use the available cover and press on. Remember to keep on your team mates health as well as your own and heal appropriately. Keep going until you get closer and the door will close and Franklin will rejoin the group. The team will then have another meeting and you then have to find a use for the key that Franklin found - the door is in the side passage. Get to the door, and a cut scene will cut in. Checkpoint!
Head down the passage and in the next area kill the enemies then approach the women on the ground to finish the level.


Breakout

Head out with Starke and hide behind a pillar as cover and kill the agents. Move forward to the next pillow as Starke does. Some may come from behind as well. When they are all dead, Starke will then head into the side room. Kill the agents in here and Starke will collect the hall key. Follow Starke out on to the fire escape and follow him down a few
levels, where agents will attack you. Help Starke kill the then use telekinesis on the window cleaning platform on the left side to send it down to the ground. Now head to the bottom of the fire escape, and go round the fence and onto the platform. Take it up and climb through the window, then open the fire door to the left to take you back to the
fire escape. Kill any remaining agents then Starke will go through the fire door you just opened. Take care of any enemies here then proceed through the end door to reach another fire escape. Head down a few levels where snipers will fire at you, so naturally, you must fire back. Some agents will also come from behind too. Once you have cleared the area of agents, follow Starke to the ground floor and head into the door. Again use the side pillars as cover and kill the agents. Stay where you are and only move onward when Starke does. When you move onto the next pillars then enter the left door - kill the guards in here the exit through the doors ahead to finish the level.


Conspiracy

Head down the right passage - use charm - and go round the corner and
onward into the door at the end on the right into the store room. In here are several boxes of UVD littered around the room, so take out and recharge your Psi meter. Now exit out the other door and head left down the corridor – use charm - and at the corner is a cut scene about the security detector system! Checkpoint! Now go left to the dead end, and head right to the end - here, the guards cannot spot you as long as you don't get their attention in any way, so stay in the corner here crouched. Recharge your Psi meter and project. Head into the first left door. Go to the second desk on the right and read the note on the filling cabinet to learn of username for accessing the computers.
Return to the body, recharge and project again. Now head to the first door on the right and access the closest computer. Log on with Hansen's user name and click the top left documents icon and deactivate all the security cameras. Return to the body and recharge. Now head toward the
right door yourself - charm your way there - and enter the wardrobe on the left side as a safe place to recharge. Now exit the wardrobe and charm, go to the end of the room) and kill the roaming janitor. Now un-charm and access the computer close by. Click the top left icon, read the mail and select the second email and save the attachment to the
desktop. Open the UVD icon and then drag the movie into that folder. Now you have the movie on the UVD, head to the computer in the corner. Open the UVD folder and click the movie so it starts to play. Quit using the computer, then using charm, exit the room and enter the store room more or less opposite. Recharge in here, then project and head back outside. Go left and possess the agent by the security device and use him to kill some guards in the area. Make sure that you leave him around where the toilets are located! Un-possess and head in the corridor and quickly use telekinesis on the security device lights to cause them to malfunction and miss you. Make sure you keep using telekinesis as you walk through it. Now charm the short distance into the room at the end on the left, and approach the TV screen to finish.


Infiltration

Arm yourself with the sniper rifle and head through the corner and kill the guard in the window ahead. Walk onward to the opening, take out the guy on the roof and also the guard patrolling the ground. This area is clear of sentries, so head to the far corner and head through the house door, then out the back for a cut scene. Checkpoint! From this point until you enter the next building, if you get spotted then restart from checkpoint, as losing guards at this point is amazingly hard. Head
up the ladder to the right, and head up the walkway crouching. When you reach the corner, activate charm, climb down the ladder and into the helicopter hangar. Collect the Sniper Rifle and Rusty key inside, and then recharge your Psi meter. Head out again (charm), go up the ladder again on your left then head toward the ledges up, and stop by the ladder and recharge your Psi meter. Once charged, charm and go up the ladder and the top ledge, then take out the guard nearby with the silent non-weapon attack. Use telekinesis on the controls to the right
of the bridge to lower it. Charm and head across and take out the guard at the end, then jump down the ledge and kill this one too. Recharge, then head down the remaining two ledges, round the corner and through the door. Head round the corner, CHARM down this corridor and then hide under the table halfway down. Now from this point onward, if you get
spotted then just retreat to this table hideaway. Recharge, then come out and project - head down the corridor and possess the guard near the bell. Use him to kill the guard in the area below, and the two guards in the far area just round the corner. When done, return and recharge under the desk. Do this again to make sure that only that guard is remaining in that area, then head down the corridor yourself and sniper the guard at the start of the area. If done right, no other guards will arrive and no alarms will sound. Now collect the ammo dropped by the guards and head to the far end, then down the stairs, and step onto the frozen river to the next area around the corner. Checkpoint! Stay here, project and possess a guard to kill the others with. There are two up the stairs and one round the side area on the ground. Possess again after to ensure that only the one guard remains outside, then take him out yourself and head up the right set of stairs. The first room
contains a soviet rifle amongst the boxes, in the second room crawl through the fireplace to reach the next room with a guard in - take him out from within the fireplace then head out the door. The next room
contains nothing. Now at the end of the walkway area is an alleyway and a red house. Don't go down the alley yet, and go to the red house. There are two guards behind the door, so stand at the window and headshot both of them through it. Once they are down for the count, there is two ways to retrieve the key on the table inside. Either stand at the window at the side and use telekinesis to remove the wooden door block then enter and collect it, OR smash the window a little and use telekinesis to bring it to you. When you have the Church key either way, head down the alleyway. There will be enemies behind the boards so kill them as you go and in the next area, whip out your sniper rifle
and take out those patrolling on the pier beyond. There are quite a few guards to dispose of, and ignore the alarm if it goes off. Now head up the ladder and drop down the ledge to bypass the crates blocking your path, then climb up the other side and kill any remaining guards. The building at the end of the pier isn't essential to go to, but it's interesting to checkout regardless. Go round the back and at the
window use telekinesis on the lever inside to unlock the door. Head inside and press the button on the right to unblock the radio signal, then talk into the corner machine to contact Starke. Exit and head back down the pier and take the other route onward. Go into the passage for a cut scene. Checkpoint! Now you meet your first Shock-trooper. These guys are armed with SMG's and have their own shield. Fire at them with an automatic weapon until their shield breaks, and then when it does, fire a few shots at their upper torso to finish them off. These guys aren't too bad as long as you are quick! Kill this one, and then head into the building ahead, round the corner right and through the door. You will now see the Church - use the sniper rifle to take out the two guards either side of the Church, then change to an automatic weapon to tackle the two Shock-troopers that come from behind you. Now enter the Church and follow the passage to the end to finish.


Childcare

Head round the corner and onward through the door, then round the corner at the end, through the door and enter the room on the left. Use telekinesis on the generator until the child projection tells you to go to the lab. Exit the room, back through the door, left and left again into the door, up the ramp, left round then enter the lab for a cut scene. Checkpoint! Head out the lab via the right door and wait at the corner to kill the guard with a tranquillizer. Stand in the doorway ahead and take out the other guard too, then head down the ramp in the first room and out the door. Go left and take out the guard the other side of the dividing door, then back and silently kill the guard around the corner at the end also. Now project, head through the door and possess the guard on the stairs. Use him to scan his hand on the wall ahead then enter the control room. Head up the ramp then access the computer on the right, and click on the hand print icon at the bottom the screen. This allows the hand readers to accept any hand print, making your job easier. Before you turn to Vattic's body start a gun fight between the guards. Enter the control room yourself and clear the room of any remaining hostiles. Collect the ammo then access the computer again - download the map onto your PDA and also deactivate all the security cameras in the base. Quit and head through the corner door nearest to you, and down the stairs. In the next area (Play Area) guards are suiting at the children - kill them then approach the
children. Checkpoint! Head through the South West door, kill the guard
and proceed into Cells #1. A radio message will tell you that there is some trouble in the control room, so head to the end of the corridor and up the stairs to reach it. Kill the guards and use charm on the child to calm him down. Checkpoint! Follow the child's projection down the stairs, through Cells #1 to the Play Area, where he will unlock the corner door. There is guard between here and Cells #2 (tranquillize him) and then head into Cells #2. In here just head to the end to activate a cut scene with the final child. Checkpoint! Follow Nadia through to the play area then to Cells #1, and then the Control Room. Two Shock-troopers will greet you in here, and once they are done, Nadia will stand by the side door and open it for you.


Confrontation

Arm yourself with an automatic weapon and take out the agents that enter the room. Grab the Elevator key they drop and charm your way over to the elevator (left as you exit the room, and then are on the right). Call the elevator and head up. Now stand just outside the elevator door and stay here for the time being. Project, go round the corner and possess one of the agents. Use him to kill the other and then the room to the side and waste as many as you can. Keep on projecting, possessing and killing until all the agents in the room are dead, then move through the stock room leading from that room to reach the next
section of corridor, and waste those here too. There are also some agents at the far end too - so just keep possessing until all the
Agents are dead. If any agents come to where Vattic is, don't panic and just waste them, then ensure no more are coming your way, then continue. Once all the agents on this floor are dead head to the corridor section where you finished off and make sure you collect all the ammo. You’re gonna need it! This is very important as you will need it in a sec. When you get there you will notice that one of the doors have now opened. Make sure you collect EVERY last drop of ammo and that you are fully healed, then head into the door. Checkpoint! Here you have to fight Physic Soldiers. These guys possess various Psi
abilities such as the shield, telekinesis, Psi Pulse, and heal. These guys are pretty easy as long as you have enough fire power to see them through. Like the Shock-troopers, just fire at them until their shield is destroyed, then go for the upper torso to finish them off. They will most probably run off at this stage however to replenish their health, and if they do, give chase and kill them whilst they heal! They use telekinesis to launch items at you, or use Psi Pulse. However
if you have sufficient fire power then you can take them out before they can do many of these attacks. Once you have killed four or five of the Physic Soldiers, you are done. Checkpoint! Keep going and you’ll reach the end of the level quickly!


Redemption

Kill the two Shock-troopers and head into the Control Room. Now go through the South East door, down the stairs and to the lift to go down to the level below. Checkpoint! Head right, down the steps, and kill the Shock-trooper in the room. Now project, and press the button to the right as you go into the room to open the gate at the end of that corridor. Head through the gate and possess one of the Shock-troopers, and use him to attack the others to start a fire-fight. Return to the body and enter the room yourself and finish off those remaining Shock-troopers. Now enter the door at the end for a cut-scene. In cut scene 1, watch the conversation in here then head toward the lift area, watch the conversation here then head through to where you started the game. Checkpoint! Project and head down the passage to the room, and again possess a Shock-trooper and use him to attack the others and to start a firefight. Return as your Psi is nearly gone, then either possess and attack again, or head through yourself and finish them off that way. Either way when they are all dead, the door onward will open, so head through the for another cut scene. In cut scene 2, you should know what to do here - head to the far corner like before (charm your way there) and telekinesis the button at the other side of the fence to open the door. Now head straight through to Jayne's cell. Wait in the cell until the cut scene finishes. Checkpoint! Now project and head onward and down the stairwell. Possess the first Shock-trooper and use him to attack the others. Soon after you do this, a Shock-trooper will attack Vattic and the projection ends; kill him quickly then project to carry on and finish the Shock-troopers off below. Now head down yourself and finish the remaining Shock-troopers, then head down the passage at the bottom. Another cut-scene. Head round the corner and onward to the office. After the cut scene, head into the next area for another cut scene. Checkpoint! Now you have to kill all the incoming enemies. Go right and release the children from their cells - they will help you to kill the enemies. In the far cell there is a load of weapons for you to collect. If you are low on health then retreat into one of the cells or passages and use heal - you will heal faster for some reason. Keep fighting and fighting until all the enemies are cleared, where the final cut-scenes will unfold. You’ve completed the game!

I hope this Walkthrough helped you.
Submitted By: elbrian
Second Sight
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Welcome to my guide to Second Sight. Since I picked up this game I have been unable to put it down, as the storyline is absolutely fantastic and the freedom that the gameplay offers has kept me glued to the TV screen right to the very end. To help you enjoy this game more I have created a guide to weapons, psi-powers, general tactics, as well as to some of the less obvious secrets in the game. I have not provided a complete step-by-step guide to each level as I feel that this would spoil your enjoyment of the game, and because the levels are also quite linear and easy to navigate.

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Psi-powers
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These are the most enjoyable aspect of the game, and once you have them all (level 8), combining your different powers provides a very unique experience and opens up a whole world of psychic fun for you.


------------Telekenisis (TK) (level 1)------------
This is the first power you acquire, and you can use it to open your cell door and escape to freedom. Initially it only gives you the power to move smaller inanimate objects around at will.

-How to activate it-
Hold down L to focus on a nearby item. You can move between focusable objects with flicks of the C-stick. Once you have chosen your target, the little circle will turn blue, and you can hold R to levitate it with your mind. You can now use the C-stick to move it around. An upward push on the C-stick will send it moving away from you, and a downward push will bring it towards you. You can also move left and right, but very slowly. The objects have momentum and so if you relinquish R while moving an object away from you it will carry on that way as if you had thrown it with your hands. The power can also be used to manipulate certain static objects such as clocks, CCTV cameras and keypads.

-Uses-
1. Levitating objects and using them to club enemies from a distance. Several blows to the head with a box or a barrel will eventually knock an enemy out.
2. Activating unreachable switches and items. If you see something but cannot reach it, try using TK to draw it towards you or to turn it on.
3. Disabling CCTV cameras after a short period of focused energy,
4. Removing grates and coverings, giving you access to vents and sewers and the like.

-Upgrade- (level 6)
Allows you to move heavier objects (those with a red circle swirling around them), such as PEOPLE! Now you can fling them around in the same way you do objects. Holding enemies in your grip chokes them, much like the Force Grip in Star Wars games. Whilst being held, enemies with weapons will try to fire them, so be careful of random shots. This uses up psi-energy faster than before, but it also works from much further away.

------------Healing (level 1) ------------
A very useful power, and one that will pretty much ensure that you won’t die very often in the game.
-How to activate it-
Hold down R until life is replenished or Psi-energy runs out.
You can also focus it on team-mates to heal them.
You are left vulnerable while you are healing yourself, so always do it somewhere safe where you won’t be discovered, like in a locker.


------------Psi Attack (level 3)------------
Using the sheer power of his mind, Vattic can release a ball of pure energy that will kill an enemy with a direct hit.
-How to activate it-
Choose your target with L, switch between them with the Cstick and let rip with R. Hold down R for longer for a more powerful blast.

-Uses-
Useful for taking out enemies when you’re low on ammo or when you need to take out CCTV cameras.

-Upgrade- (level 5)
Allows you to send out a radial wave of energy, temporarily knocking down all enemies in the vicinity. They only stay down for around 3 seconds and it uses up half of your psi-energy – giving you just enough time to run away. Recommended as a last resort only. Hold down R without targeting anyone to charge and unleash.

------------Charm (level 3) ------------
An invaluable trick that allows you to make yourself invisible to people and animals as long as your psi-energy lasts.
-How to activate it-
Hold down R to make yourself invisible and release to return to normal.

-Uses-
1. Making yourself invisible to enemies, allowing you to walk right past them
2. Later in the game, you can use it to issue follow and halt orders to teammates.


------------Projection (level 5) ------------
You can cast a ghost form of yourself out in to the world, which can interact with the environment as you can, but which cannot be seen by anything.
-How to activate it-
Press R to release the vision of yourself and press B to return to your limp body. Whilst you are in control of your projection you can use objects with A and climb around the levels as normal. Be careful as projecting yourself leaves your actual body prone to attack by anyone without you noticing.

-Uses-
1. Your projection can walk through laser fences without activating them, allowing you to flip switches on the other side
2. You can send your projection off to press a button from a distance, activating nearby machinery
3. Scouting out a level or an area

-Upgrade- (level 8)
The upgrade allows you to possess enemies by walking up to them as your projected self and pressing A. You then gain control of that person and can control them as you do Vattic, until your psi-energy runs out or until you press B.


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Weapons
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The weapons aren’t as fun to use as the psi-powers, but they are useful in their own way, and are much quicker at clearing large groups of enemies than any of your mind tricks.

-Pistol-
Your standard 9mm police issue pistol. Packs a certain punch, taking down most enemies wth 2-3 torso shots. Refine your aim for a headshot and take down enemies in one go.

-Sniper Rifle-
Auto aim on enemies and then refine your aim through the scope, if you need to. At close quarters this baby carries some serious heat. Only contains 5 rounds per magazine, so remember to hide in cover when you reload.

-SMG-
Your standard MP5 sub-machine gun. Good for spraying bullets everywhere and finishing off knocked out guards. Can pump out a lot of low-velocity rounds, and very useful for room clearing. Has a 30 round clip but you can waste it all in second if yur not careful. Controlled bursts help conserve ammo.

-Assualt Rifle-
High accuracy, high velocity rounds from an M-16 A-2, I believe. The bullets certainly pack a punch and will take down enemies in no time. Good for quick controlled bursts in mind range combat.

-Soviet Rifle-
It’s the Ak-47. You know what it does. Sprays out bullets pretty fast and with reasonable accuracy. Carries a 30 round magazine and is useful for providing covering fire in mid range fire fights, as well as taking down enemies in close quarters.

-Shotgun-
A pump-action shotgun carried by the heavy duty guards called in during a security breach. Packs a mean punch at close range, taking down most enemies in one single shot. This is the most likely cause of any death that you suffer, as it only takes 3 blasts from this baby to send you permanently into the after-life.

Tranquilliser gun
A very useful piece of kit that you have on almost every level. It holds an infinite number of darts, but they need to be reloaded after each shot, meaning that you should only ever use it on an unsuspecting subject. Shots to the head or neck or groin are the most effective, knocking out a subject permanently. Can be used as a last resort in a fire fight as long as you run away as soon as you’ve popped the dart, as the drugs take a little time to kick in. Don’t confuse it with the shotgun, which has a similar icon on the weapon select screen.


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General Tactics
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------------Puzzle solving------------
A good tactic when entering a room is to scan it with TK to see what you can manipulate, as this often throws up clues as to what you’re supposed to do, or how you should go about completing puzzles. One good example is in the Sanitarium, when the key to the CCTV room can be found high on an unreachable windowsill in a nearby cell. By using TK to bring it towards you, you can enter the CCTV room and progress through the level.

Apart from using flying objects to club guards to death, you can also use them to distract guards or scare them out of their patrol routes. Manipulating static objects such as fire extinguishers and fuse boxes draws guards attention, giving a vital window of opportunity to sneak past.

Computers often hold the key to puzzles, containing useful information such as keypad codes and programs which control the security of the facility. Whenever you see a computer, it is best to project yourself from a safe place and go and investigate it. Try and open all the applications even if you don’t have time to read them – they’ll be stored on your PDA for later. This is also true of the 3D maps that you find on some PCs.


------------Enemies------------
The thin, grey, cylindrical barrels that are extremely numerous in the early stages can be exploded if you fling them into a solid object, and this is a good way of disposing of a group of enemies – just be careful you’re not caught in the blast. You can also fling these explosive barrels into each other to create even larger explosions.

Apart from using flying objects to club guards to death, you can also use them to distract guards or scare them out of their patrol routes, allowing you to pass unseen.

Guards hiding behind cover can easily be exposed by simply levitating their cover away from them. This is particularly useful when escaping from the medical facility, as the guards tend to hide behind large boxes, which you can slide away, leaving them prone to your bullets.

You can also levitate boxes and other larger items in front of you as you move towards enemies, providing you with temporary cover as you move. This is a good way to manoeuvre yourself into position for some quality psi-related fun.

Once you have acquired Psi-blast, you can obviously use it for dealing with enemies. Focused beams are good for dealing with single enemies, and a radiant blast is useful for knocking down a whole bunch of them, and for getting you out of a pickle in a hurry. Beware though, as enemies are only knocked out for a short time, although this can be remedied with a couple of bullets to the head. Hey, no one will know, and you’re doing these guys a favour in the long run, as all your psychic messing with their brains would most likely send them insane anyway.

Using charm to move up behind enemies is one of the most useful powers in the game. Get behind an enemy and you can grab him in a neck-lock and drag him away to a quiet place to break his back and steal his gun. This is extremely useful, but remember that when you take hold of the enemy, you’ll instantly be visible again. This tactic is also useful when dealing with a number of enemies, as you can use your new buddy as a human shield. If your opponents are particularly good buddies with your new mate, then they’ll be reluctant to shoot, giving you the upper hand straight away. Be careful not to rely on this tactic too heavily, however, as it is very effective and so can become boring if over used.

Once you have upgraded your TK, you will have the ability to move enemies around at will. This is particularly enjoyable, and is a good way to dispose of guards from a distance. You can kill levitating enemies by repeatedly bashing them against walls or against the scenery, or by dropping them from great heights. Picking up guards often scares off their friends, who will run away and hide, allowing you to toy with each one of them in turn. Be careful in the Asylum, however, as the guards in here are more sturdy and won’t be so easily scared by your powers.

If you possess a member of a squad, it’s best to make him shoot one of his comrades, and then pop a cap in the head of everyone else, bar one person. Return to your normal self and then you can either sneak past or just blow the two duelling guards to pieces with ease.

Guns are always a good solution to any problem, but, to increase your enjoyment of the game, only bring them out when you’re out of psi-energy. A good player will never need to use guns (except on the pre-psychic levels), but always make sure you pick up as much ammo as possible. When using weapons, it’s always best to find some cover and pop in and out from it, like they teach you in training. The enemies often won’t come near you, preferring to stay in hiding like the cowards that they are. The only ones you have to watch out for are snipers, really.

When dealing with snipers, it’s best to just get two shots off as quickly as possible. You’re never really going to run out of ammo and while you take time aiming for the head you’ll already be in their sights.

Mix it up! Don’t just use one power over and over again. Try combining your abilities: TK with guns, shooting people who dangle in mid air; Psi blast followed by charm to escape from heavily surrounded areas. Mixing up your abilities is what makes the game enjoyable.


------------Stealth------------
Stealth is an important aspect of second sight, and is a tool that can prove invaluable in moving through the game with minimum hassle.

Whenever you come across a computer terminal, always see if you can turn off any CCTV cameras. This will always help you along as camera’s can see you when you’re using charm and will set off the alarm, temporarily draining your psi-meter.

Using projection to scout out areas from a safe hiding place is an essential tool if you wish to use stealth effectively. Use it to plan routes from cover to cover and to find out where your objective lies, and how far ahead.

Use charm whenever you’re out in the open, as surprise always gives you the upper hand in any conflicts you may encounter. Try moving from cover to cover and letting your psi-energy recharge while you wait.

If you get seen turning invisible, you’ll lose all your psi-energy for a while, so try not to do that. Also if you touch anyone while invisible you’ll get depleted and have to run in monochrome mode for a while. Remember, CCTV cameras can still see you when charmed!

If you do ever accidentally set off any alarms, a good tactic is always to just run away as fast as you can and hide in a locker. If you think you can get away with using charm then do so, but wait in a locker until all the commotion has died down. Vents and anywhere that you have to crawl always make good hiding places, and good places to manipulate guards from, unseen.

Using the static camera is often useful for scouting out areas and seeing the patrols of nearby guards more easily. Use it when you are hiding in cover to get a better idea of what you have to avoid.

Most of all, remember that playing the game and being stealthy all the time isn’t that interesting, as it provides less scope for using your psi-powers in battle. Although it can be effective, try not to overuse stealth and remember that if things go wrong, you can always just run away, heal, and try again when everything’s died down.


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Secrets
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At the beginning of the third level, you’ll find a computer with a programme called ‘HyperChat’ running. Open it and watch as the guard who you’ve just murdered’s girlfriend wonders where you’ve gone.

In the cellblock of Level 6, you’ll find a storeroom protected by a guard. Charm your way in and on the top of one of the shelves you can TK down a mystery object. Go to the computer desk here and check the Disk Drive, where you’ll find that the object was a disk of a game called X-Space ’92. Once you’ve saved the game, you can play this little arcade shooter on your PDA any time.

Similarly, at the start of level 8 you’ll find some guards in a game room. Send them both to sleep with the tranquilliser gun and play on the arcade machine. You’ll then be able to play this advanced version of Asteroids called Earth Battle on your PDA anytime you want.

Read all the books on the library shelves to find out some interesting facts about Dementia and other mental illnesses.

You can access Dr Terry’s laptop in level 3 by charming your way into his office and hiding in a locker. Then use TK on the clock in the room, fooling the good doctor that it’s time for him to do something. He’ll leave his laptop on , and you can wander over to it and disable some laser fences later in the game, which will make your life much easier.



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I hope my guide helped you enjoy this fabulous game a little more, and helped you to get some more out of it. If you have any specific queries about the game that weren’t answered here, then you can always use the forums and someone nice there should help you along your way.

Enjoy,
gerrid

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