Playing as Jack Ingles

DECK 1:

Follow the signs toward the Security Room.

In the Security Room, Captain Lang instructs Jack to find two activation disks on Deck 1. Pick up the A-3 ID card and a DV Tape from one of the consoles. Go to the Medical Room.

In the Medical Room, pick up the A-1 ID card from the bed.

Use the A-1 ID card to open the door that you passed earlier. Follow along the catwalk.

Using the Scope, Jack will see the first invisible mutant. Kill the mutant, then Jack will instruct the pilot to go to the flight deck.

Exit the Prep Room by the far door. Follow the hallway to your left and go to door 1C.

Go to the door marked 1D. Find and walk through a room with heavy vegetation. Jack will find himself on the outside of the ship.

Use the ladders to get to the Navigation Deck. From there, go to the Flight Control Deck.

Obtain an A-2 ID card from the crewman. Go back down and go through the vegetated room again.

Go to the Catapult Control Room. Kill the mutant and pick up the first activation disk.

Go to the Magazine. You can obtain T-7 bombs and pistol magazines here.

Follow through the Pilot Prep Room and get to the Briefing Room. In the back of the room, you can find the Mission Orders Disk and the ARK Disease Treatment Disk.

Open the door to the Catapult Control Room using the A-2 ID card. Pick up the second activation disk.

Examine the body of a crewman in the hall near the Security Room. Enter the Security Room and hand the disks to Lang.

Go to door 1B. Follow the hallway until you get to the door with a security lock.
Enter the following code to open the door:

The code is: 5-1-0-3

Use the hatch to get down to Deck 2.

DECK 2:

Use a T-7 bomb to blow up the middle box blocking the way and follow through the door.

Walk through the heavily-infested hallway. Pass through Block D, Hangar 1.

Kill the Death Bloom by shooting at the center part that emerges once awhile.

Use the elevator to get down to Deck 4.


DECK 4:

In the hanger, get a Level 2 Energy Drink from the crewman.

Return to the main bay and use the farthest elevator to get to Deck 3.

DECK 3:

Use a T-7 bomb to blow up the mushrooms blocking the door.

Follow the signs to get to the Magazine.

Clear the mushrooms blocking a door in the hallway.

Climb the ladder and go to the Rec Center and talk to the crewman.

Exit the Rec Center and walk into the corridor. Find an injured crewman and get the B ID card from him.

Use the B ID card to unlock the door you passed earlier.

In the Ship Store, talk with an officer and take the key from him.

Proceed to the Flight Captain's Quarters. Pick up the key to Room 301.

Go to the hall with Crew Quarters. Enter Room 301 and pick up the battery.

Go to the Rec Center and place the battery in the Intercom.

Advance to the Mess Hall and, from there, go to the Storage Room. Kill the boss. Note: sprinklers will turn on, clearing the cacti from the Security Room.

In the Security Room, pick up the ARK Isolation Operation Report.

Head to the outside of the ship, and enter Deck 4 through the hole created by Lang.

DECK 4:

Go to Hangar 2. Blow up the boxes by the ramp and use the ramp to get to the upper level.

Talk to the engineer in the Electrical Substation.

Go to the Hanger 2, Block C. Walk along the catwalk and go through the door on your right.

While avoiding Shambler, turn ON all blue switches and turn OFF all red switches.

Enter Hold 3, located close to switch #6. Pick up the winch from behind the container.

Exit and turn OFF the blue switches and turn ON the red switches.

Go to Hanger C and enter first door on the left as you walk on the catwalk.

Go to the Administrative Office.

In the corridor, open the door using the control panel and walk through the infrared beams, using the Scope as your guide.

Go to Hold 1, Block C. Blow up the crates blocking your way and go up the stairs.

Use the winch to get down to Deck 5.

DECK 5:

Go to the Second Lab Locker, Block A. Follow through to get to Second Lab Locker, Block B.

Pick up the D-1 ID card from the body on the floor.

Go to the Wardroom and read the memo that's in the pocket of the dead crewman.

Go to the Magazine to fill up on ammo.

Pick up the D-2 ID card from the body of the crewman without eyes.

Go to the First Control Room. Pick up the Record of ARK Germination from the computer console.

In the hallway, pick up the keycard for Room 303.

Use the winch entrance to go back to Deck 4 and then use the elevator to get to Deck 3.

DECK 3:

Go to the Crew Quarters hallway and follow to Room 303. Read Bob's letter.

Go to Room 312. Pick up the Riot Buster from under the bunk.

Use the elevator to get back to Deck 4 and then use the winch to get to Deck 5.

DECK 5:

Go to Second Lab Locker, Block A and follow through to get to the Second Control Room.

Approach the computer console with the Drainage Control System. There are several correct combinations to activate the drains.
The code is: 8-10-1-7-9-2-11-4-3-12-6-4

Kill the half-human, half-shark monster and proceed to the Second Lab Locker. Pick up the C ID card from the body in the lab coat.

Use the winch to get to Deck 4.

DECK 4:

Go through Hold 1, Block C and then proceed to Hold 2.

Blow up the vegetation blocking the door. Unlock that door using the C ID card.

Go through the hallway with energy fields and then go through the door in the room with green goo on the floor.

Use the hatch to get down to Deck 5.

DECK 5:

Get the Deck 5 map data from the crewman.

Go to the First Lab Locker and follow through to the Second Lab Locker, Block B. Then go to the Electrical Substation.

Activate the left control panel. Decrease the power to the middle generator by increasing the power in generators 1 and 3. Take out the fuse from the middle generator.

Go back to Deck 4.

DECK 4:

Go to Hanger 2, Block C, then go to Hanger 2, Block A. Enter the Electrical Substation.

Replace the fuse in the middle generator.

Go to Hold 2. Activate the crane and search the revealed body (pick up a name tag with a nine-digit code).

Go to the Wardroom. Pick up the Report Concerning the Excavation of ARK.

Go back down to Deck 5.

DECK 5:

Go to the First Lab Locker, Block C.

After you receive a message from Bob, go back up to Deck 4, Hangar 2, Block B. Kill the Billyclubs with the Riot Buster, take the key from Bob, and return to Deck 5.

Go to First Lab Locker, Block C and from there go to the Medical Room. Pick up the two reports and go to Magazine 2.

Go to Research Room 2. Pick up the bottle with Concentrated Sulfuric Acid.

Go to Research Room 1. Use the acid in the Fume Hood to clean the key you got from Bob.

Go to First Lab Locker, Block C. Use the Emergency Door control panel. From there, go to Deck 6.

DECK 6:

When the timer for the missile launch activates, go to the Weapons Control Room. Deactivate the intercept system and the two subsystems.

Go to Computer Room 2. Talk to Lang, then go to Computer Room 1 and talk to the doctor.

Go to Engine Room 1. Take the key from the wounded officer. Leave the engine room and pick up the E ID card and the memo.

Go to the First Reserve Locker. Pick up the second key from the body behind the container.

Go to the Second Reserve Locker. Use the Scope to read the number on the wall.

Go to the Command Information Center. Deactivate Engine Room security locks. Enter the following code for deactivation:

The code is: 3-9-1-4

Go to Engine Room 3. Pick up the third key from the body of the researcher. From there, go directly to Engine Room 2. Pick up the last key.

Go to the Quarantine Locker and go inside.

Talk to Colonel Burke outside the Quarantine Locker. Plant the bombs at the pumps on the starboard side. Go to Engine Room 2.

Go to the emergency evacuation elevator. When you get out on Deck 5, climb the vegetation up to Deck 4.

Turn ON all red switches. Go to the plane elevator. Activate the elevator and ascend to the flight Deck. Note: you can't kill the monster. Lang will kill it from the helicopter.

CONGRATULATIONS! You finished the game.

Now you can play as Jessifer. Once you finish her storyline, you can play Jack's original adventure with a few twists.

 

Playing as Jessifer Manning

DECK 6:

Go to Computer Room 2. Gather information on the crew.

Go to the Weapons Control Room, then go to Engine Room 1. Pick up the Riot Buster.

Go to Computer Room 1. Talk to the doctor.

Go to Engine Room 3. Take photos of ARK and return to Computer Room 1.

Go to Engine Room 3 and follow through to Engine Room 2. Pick up the Report on the Heimdal Incident.

Enter the elevator and go to Deck 4. After you hear the report that all partitions on Decks 4 and 6 are closed, proceed to Deck 3.

Go to the Flight Captain's Quarters. Pick up the key to Room 301 from Mark's body.

Go to Room 301 and pick up the Access Key. Go to Room 303 and talk to Jack.

Go to the Security Room. After receiving the message from Olympus, deactivate the locks for Deck 4 using the control panel located to the right of the radio.

Use the external catwalk to get down to Deck 4.

Go to Hanger 2, Block A and follow through to Hanger 2, Block C, and then on to the Administration Office.

Pick up the name tag with the nine-digit code on it. Go to Deck 5 through the hatch.

Talk with Jack and Lang, then go to First Lab Locker, Block B.

Use the nine-digit code to open the door. Talk to Sandra and go to the Medical Room.

Go to First Lab Locker, Block C. Follow the catwalk and use the hatch to get down to Deck 4.

Go to Hanger 2, Block C (use the Scope to get through the laser beams).

Go to the Midship Elevator. Use the elevator to get to Deck 2. Go to Hanger 2, Block D. Follow through to Hanger 2, Block C, then follow through to Hanger 1, Block A.

Go to the Pilot Prep Room. Go through it, then go through Door 1D.

Go through the vegetated hallway and get to the Navigation Deck. Check the position of the Olympus and head down to the Flight Deck.

Exit the Flight Deck and go to the External portion of Deck 1. Fire a grenade at the mutant following you. Jessifer falls into the water and is picked up by Olympus.

This is the end of Jessifer's part of the game. Let the ending finish to be able to play again as Jack with some new twists to the storyline.

*Note...after you beat the game with Jack's new outfit, you are now able to play with Jessifer's new outfit.

 

**I did not write this walkthrough, it was taken off of Jaleco USA's website, their link is posted above.

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