The following guide is a detailed and screenshot-full walkthrough for Prey - a first person shooter developed by Human Head Studios. Here you'll find exact hints on how to deal with the problems ahead, and also some information on enemies and bosses you'll encounter.
We've also included a description of some gameplay elements you'll find along the way, such as resurrection method and shuttle characteristics.
Have fun and stay tuned!
The game kicks off in a toilet (#1). Wait for Tommy to finish his monologue and leave. Turn left to meet up with Enisi (#2). When your relative finishes his speech, enter the main room.
If you want to, you can use the arcade machines to the right or change the music using the jukebox. To continue the action, approach the bar (#3) and talk to Jen. When she leaves to service the customers, talk to the grandpa again. Jen will approach you again, and a fight will break out.
Use the wrench to deal with both enemies (#4). Now just watch as you're being abducted by aliens.
At the beginning you'll watch a long cutscene in which you, Enisi and Jen are being transported to the center of an alien spaceship. Wait patiently for a mysterious ally to appear. He'll place a bomb by the machinery that's transporting you and thus free you. From now you're on your own.
Approach the organic hatch (#5) and go to the next room. There's your first enemy nearby - a Fodder (#6). It shouldn't pose a threat. The wrench is just about enough for it. You can't resurrect yourself yet, so better watch out for your health decreases, especially on Cherokee difficulty setting.
Use the button (#7) to open the door and go forth. You'll reach a room with some more Fodders. When you're done with them, approach the wall and crawl through the hole (#8) to a small room. There's a portal in here, but to use it, you'll have to go around it first (#9).
In the next room find a door and run straight ahead. Turn right at the junction (#10). At the end of the corridor you'll find a health regeneration machine (#11 - only on normal difficulty). When you are done with it, use another portal, going around it and crawling through the opening.
Use the door and kill the aliens around here (use your lighter to see through the darkness) and go forth. Near the next door you'll see tentacles reaching from the wall (#12). You'll be seeing a lot of them later. Try to avoid any contact with them. Go forth and stop when you see your grandpa (#13).
You'll witness Enisi's death. Wait until you see your savior near the right window and he opens a portal for you (#14). Go through it.
There's a switch on the left (pressing it will turn on the machinery that's transporting the prisoners), and to the right you'll see an alien organism (#15) that functions in the same way as a regeneration spot. Go forth and kill the hunter that comes out of the portal (#16). You'll get your first gun - eliminating the enemies will be a bit easier from now on.
Go straight ahead. You'll see another portal (#17) and another enemy for you to kill. Before you turn right, you can use the gateway to get to a platform with a healing point on it. Deactivate the force field using the switch. Gather the ammo and jump down.
Wait for an alien egg to appear and push it into the hole (#18). Move back a bit and shoot the cocoon a few times. The explosion will open a way through the floor.
You'll find yourself in a big room (#19). Deal with the enemies and turn right towards the door. One of the prisoners is hitting the door from the other side and calling for your help. To his left there's an ammo locker (#20) - you'll see a lot of these during the rest of the game.
Go back to the huge room and jump down (#21). The green spiders function as grenades in this game - just approach them and you'll automatically pick them up. Look at the highlighted path that's visible on the wall. It works like a gravitational magnet - if you enter it, you'll be able to walk along walls or even ceilings just as if they were normal, horizontal passages. Follow the path to find another room with grenades to snatch.
Deal with the enemies and use the wallwalk at the end of the platform (#22). After a short walk you'll reach a small room filled with Fodders. Go down, kill the enemies and take the ammo from the locker to the left. Notice that one of the boxes at the end of the corridor is moving. Go in its direction. A monster will jump out of it (#23). Crawl inside the box.
Enter another box (#24). You'll end up on a round sphere, being somehow shrunk (#25). Wait for the hunters to open their portals and attack you directly on the surface. Kill the aggressors and continue on. After a short walk you'll see a metal bar, and below it - a hole with a teleport in it (#26).
You'll reach another part of the spaceship. Step lightly. Your target is the portal nearby (#27). Be careful and avoid the green ooze coming out of the walls. In the next section, you have to do the same thing again (#28). Go forth, carefully looking around. The vomiting organs are also on the floor and on the ceiling.
After using the door, walk the only available path and pay attention to any ammo lockers around. You'll see a new type of enemies along the road - mutated people (#29) who are machine workers around here, and also very fast and irritating dogs (#30).
You'll end up in a dark room. Approach the panel near the railings and use it. You'll see space itself, and the room will be filled with light. Look to the right - there's a wallwalk, so use it now.
Go forth. The path will lead you to a room (#33) filled with workers. Kill them all and push one of the cocoons to the door with plants all over it and shoot it. Wait for the hunter to appear, then deal with it and go further.
You'll reach a huge room with a metal bridge (#35) leading to the other side of the complex. Use it and grab the ammo (#36). Head back and wait for the hunters to destroy the bridge. You'll fall down into the abyss.
This chapter begins on Earth, in times when your ancestors controlled it. Wait for Enisi to finish his speech and approach the passage. Notice the spirit of the falcon named Talon (#37) nearby. It will point your way from now on.
Follow the bird so that you reach a fireplace. You'll see your grandpa in there. Listen to him and head near the stone door. The rock will move and you'll be able to enter the cave.
Enisi will tell you that now you can leave your body and take an astral form to move around. It's called spirit walk. Use this ability to go through the fire (#40) unharmed. When on the other side of the cave, touch the stone pillar (#41) to go back to your normal form. Grandpa will talk to you a bit more, and you'll see a passage opening.
There's a bow in the middle of the room. To get it, you'll have to spirit walk through the fire (#42). In a moment you'll be back on the spaceship.
First things first. The most important thing is - Tommy can't die from now on. When your Health reaches zero, you'll be teleported to a spirit realm. You'll have a bow in your possession in there, which will enable you to shoot the objects flying around. Depending on which creature you hit, you'll get a boost to your energy. Blue mantas increase your spiritual energy, and the red ones - your health.
The second thing is Talon. The falcon will help your along your way almost through the entire game. The bird sits on the panels you have to use in a certain moment, and also shows you the right passages and stuff. Talon will also translate the alien language whenever necessary. You'll soon find it very useful.
You can leave your body anytime you want. Moving around while taking astral form is useful not only when you have to cross an obstacle of sorts. Remember than when spirit walking you have a bow in your possession. It's a powerful weapon, allowing you to kill enemies quickly and effectively. The number of your arrows is determined by the amount of your blue energy. You can enhance it by collecting dead enemies' souls.
Look down (#43). There's an opening in the floor, but it's blocked by a fleshy barrier. Kill the enemies wandering around and wait for a cocoon to appear. Push it towards the hole and then shoot it. Jump down.
You'll find yourself in a narrow tunnel (#44). Go forth. After a short walk, you'll reach a passage blocked by a force field. Spirit walk to the other side. Notice the platform nearby and you'll see a glowing path that will lead you to some additional ammo. You'll see such paths from time to time, and you'll only be able to use them while spirit walking.
Use the button (#47) to turn off the force field, and then get back to your normal form. Go further, using the only passage available. After a while you'll reach another passage blocked by a force field (#48). Spirit walk to the other side. Use the bow to kill the enemy and use the panel (#49) to open the way.
There's a wall walk before you. Use it and continue on further, watching out for teleporting enemies. When you reach the end of the wall walk (#50), approach the edge and spirit walk again. Tommy's body can hang upside down for now.
You'll find yourself on a platform. Go forth (#51), use the stairs and enter a small room through the force field. Push the button (#52) to initiate the machinery that will transport your body to another wall walk. Get back to it and when you're on the other side, get down and use the stairs to enter the small room from the other side (#53).
When you're inside, you'll see a new type of weapon (#54). The alarm will go off. Take the gun and use it to kill the hunters. You can continue on now.
You'll see a red dot at the end of the corridor (#55). You can use such devices to charge the weapon you've just found. The ammo type will vary depending on the color of the light. Get down and go forth. After you see the drastic cutscene and one of the kids breaks the glass (#56), enter the room and use the door.
You'll see another weapon-charging terminal (#57). This time you'll get ice ammo from it. You can check it out by defeating the creatures around here. To go further, approach the stairs and look at the crates (#58) under the platform. Enter the box on the right and prepare for a mockery of gravitation.
You'll be in a big hall. There are green dots on each of the walls (#59). Hitting them will change the gravity in the room and rotate it in a corresponding way. Shoot to get near the weapon-charging terminal (red). Move to the left and look up to see a portal (#60). Change the gravity by shooting the dot near it and use the portal to get to the next room.
In a huge room (#61) you'll be attacked by hunters. Eliminate them all and run forth. At the end, jump down to the platform below and look up (#62). Shoot the gravity switch to get to a small corridor.
You'll see that the way is blocked by a huge piece of meat (#63). Approach it as much as you can (don't touch it) and shoot the gravity switch to the left. Now go forth, watching out not to get harmed by the green ooze. When you reach the corner, look for another grav-switch (#64) and shoot it.
Jen's bar, or what remains of it, is now overrun by aliens. Kill the enemies and shoot the grav-switch behind the table (#65) to fall down. You can now spirit walk (#66) to grab some ammo. When you're done with that, go down.
More enemies appear. Deal with them and load the energy gun with ammo of your choice. Heal your wounds and use the portal (#67). You'll then see another passage (#68). Use it to end this level.
Go forth. When you enter the big room, kill the technician and press the switch to the right (#69). You'll turn on the wall walk this way (#70). Use it and kill the enemy before he manages to turn off the wall walk. If you can't do that, you'll have to turn it on again.
After a short walk you'll reach a room in which you'll see a lot of containers filled with people. Kill the enemies and push the cocoon towards the passage (#71). Shoot it to reveal a force field. Spirit walk through it and use the switch (#72) to turn it off.
Get rid of the enemies in the room ahead and turn right. There's some ammo in there, and a small corridor (#73). Use it to reach the balcony. Enter the sewer through the narrow path (#74). Turn right again and go down, stepping carefully along the pipes (#75).
Go through the next corridor. At the end you'll see a huge room with two platforms in it, divided by an abyss. Get rid of all the enemies and search through the ceiling. You'll see a grav-switch (#76). Shoot it and go towards the other end of the platform. Hit another grav-switch (#77).
You'll see two more buttons (#78). Both open portals that lead to different parts of the complex. Use the panel to the left to materialize a path to the platform containing a regeneration spot. Spirit walk in here to see a glowing path (#79) leading to a pipe. There's some ammo in there.
The switch on the right opens up the passage to the toilet (#80). At the end of the corridor there are two terminals (#81) in which you can charge your energy gun. There's also an arcade in there, which you can use to play cards. Watch out for the green ooze coming out of the walls. Remember that you can destroy the vomiting organs that generate it. The door is locked, so get back to the toilet. The portal (#82) that got you here will now transport you to an entirely different room. At the end of the hall there's an elevator (#83). Take time to ride it, looking around in awe.
Before you get through the metal door, spirit walk and look the left (#84). You'll discover an ammo locker in there. Go forth and don't stop until you reach the corridor in which you saw the girl's ghost. Look up and shoot the grav-switch on the ceiling (#85). Go forth and you'll see a portal (#86).
You'll now have to fight off some ghosts. Enter the platform in the middle of the room (#87) and wait for them. These small enemies (#88) will throw projectiles at you. Try to avoid them, as they can get quite harmful. To get rid of the ghosts, you have to use a gun against them. After dealing with the kids, enter the half-open door (#89). Go forth and turn left to find a portal that will lead you to the next chapter (#90).
Spirit walk and go through the force field (#91). Deal with the enemy soldiers. Remember that your arrows are limited - if you're out, quickly use the panel on the wall (#92) and continue with your body on.
Meanwhile, hunters might activate the alarm (#93) using the red switch - you can turn it off by pressing it again. It will summon more enemies, and also turn on the turrets placed on the ceiling (#94).
Use the stairs and use the next switch to open the metal hatch (#95). You'll enter a small balcony and see a wrecked plane. There's a force field on the floor (#96).
Spirit walk and jump down. Turn right and use the panel in there (#97). Get back to Tommy's body and jump down again. Go forth. Kill the enemy hunters and reach the end of the platform. There's a terminal in here (#98), filled with a new kind of ammo - the one causing single, strong energy blasts. It will come in handy when you get near the plane, as you'll be attacked by huge, sphere-like enemies in there (#99). After you destroy them all, take care of all the snipers.
When there's no one around but you, approach the complex that the snipers came out of. Spirit walk to enter the platform that'll lead you to a glowing path (#100). After a short walk, you'll reach a control panel (#101) handling the elevator. Use it and get back to Tommy. Now enter the elevator and use it to go up. The portal will take you to the next part of the alien spaceship.
The enemies will get you closed in a cage using the metal bars. Turn right and shoot the grav-switch (#102). You can now easily escape. Change the gravity once again, shooting the next switch (#103). Defeat the enemies and approach the force field in the back of the room (#104). Turn off the barrier using the switch to open up the passage.
After a short walk you'll reach another room, in which you'll have to deal with a portal-based puzzle. Approach the panel that Talon's sitting on and look at the gate (#105), leading to another room. Enter it and push the button in there. If you look towards the door, you'll see that the gate has moved. Leave to find yourself in a room nearby.
Before you head to the door, take time to look around the room. At the back there's another gate (#106). This time it's leading to a small platform with machinegun ammo on it.
You'll end up near the freezer. There's a energy gun terminal to the left, and to the right there's a force field (#107). Spirit walk and jump along the pipes to get inside. There's a code written on the screen, but you can't understand it now. Turn off the barrier using the switch (#108), get back to Tommy and enter the room once again. Wait for Talon go get near the screen to see the code: 1623 (#109).
Leave the room and turn right. You see a panel before you (#110). When Talon sits on it, enter the aforementioned code and use the now open door.
You'll end up in a big room with an abyss blocking any way further. Kill all the enemies and spirit walk along the glowing path (#111). Approach the grav-switch and look up (#112). You'll see another switch - use the bow to hit it. You can now return to your body.
Jump into the corridor (#113) and go through the narrow tunnel. At the end change the gravity by shooting the switch (#114) and use the door. Refill your ammo and open another door.
The room will be crawling with enemies. When you get rid of them all, approach the force field. Spirit walk through it and use the switch (#116). Notice that there's an elevator to the right. Get back to Tommy and enter the platform (#117). Once more spirit walk to use the panel.
After a short walk you'll be in a room with bodies hanging from the ceiling. The door is locked, so enter the platform across the room and use the gate (#118) leading to another room.
You'll see a hall filled with wall walks. You can go down, but there's nothing in there but spawning Fodders. Approach the edge of the platform and get across the room using the narrow path (#119). Wall walk up, kill the hunter and use the switch (#120). All the wall walks are operational now.
Get half-way down and turn either left or right (#121). Wait patiently for other elements to get near (you can't jump) and slowly move ahead. When you reach the end of the path, find another gate (#122). It's in the corner.
Deal with all the enemies running along the ceiling and go left. Behind the narrow passage there's a small room, in which you can load up your energy gun (#123). Look at the crate laying nearby. Notice the passage on one of its sides (#124).
Turn around and examine the next crate (#125). There's another passage in there, this time it'll lead you to the ceiling. Take all the ammo in here and deal with the remaining enemies. Before you go any further, read the code from the screen - it's 2724 (#126). Use it on a panel in the next room (#127) to open up another door.
You're in the freezer. The switch at the end of the platform turn on the elevator (#128), enabling you to go down. You'll be attacked by these overgrown dogs - kill them all. In one of the corners here there's a switch (#129) turning on the wall walk.
Wall walk and go up. At the end there's another switch (#130). Use the blue portal to end this chapter.
The panel to open the gate before you is right here (#131), but for now you lack the necessary code. Enter the tunnel, fighting off creatures and tentacles. At the end of the road you'll see a screen (#132). Wait for Talon and when he's around you'll understand the code - it's 0634.
Get back to the panel. When Talon sits on it, enter the right combination. The gate will open, so go through it and reach the platform with a school bus near it. Spirit walk through the glowing path to get near the wreckage. Use the button (#134) to open the next door and get back to your body. Approach the gate - the lights will go out and the bus will be filled with a strange glow.
You'll be attacked by children ghosts again. As always, you have to use a gun against them. Then all of them are back to the dead, approach the gate and crawl to the next room.
Go forth, eliminating all the creatures that come into your way. Don't stop until you're in a room with two wall walks in it. One of them is deactivated for now. Push the button (#135) and go up. The room will be filled with enemies, who will turn off the machinery. Kill them all and use the button again.
As one of the walks is damaged, use the second one (#136). When you're in the next room, take care of the Fodders and push the cocoon towards the tunnel blocked by a green ooze (#137). Shoot it to open up the way.
You'll find a chopped off hand (#138) which belonged to one of the hunters. From now on you'll be able to open all gates that require you to put your hands on a panel. There's a room nearby in which you'll fight the first really challenging opponent.
Wait patiently until Centurion deals with the civil, and your cage will be crashed. The beast (#139) is completely resistant to your attack, so don't even try to shoot it - waste of ammo. Just let him kill you. After coming back to life, you'll reappear in the same room, but this time he won't know you're there.
Wait for the creature to destroy the energy barriers that were blocking the way to two small rooms ahead. Run to one of them (#140) and hide behind a corner as fast as you can. When Centurion approaches and tries to shoot you, use the switch to turn the force field back on (#141). That'll chop off one of its hands, and you'll get a powerful destruction device (#142).
The grenade launcher, combined with the machine gun, can finally damage the beast. Shoot all you've got at him until he drops dead. Don't pay too much attention to your health - you're immortal after all.
When Centurion is dead at last, a portal will appear (#143) and a hunter will jump out of it. Kill it and use the portal to get to another part of the complex. After a short walk you'll see another room with a web of wall walks all around it. Use them (#144) to avoid the force fields and gather all the ammunition.
Kill the approaching enemies and find the closed door (#145). Use the hunter's hand on the panel to open it. You'll reach a room with a huge, blue portal in it (#146). Push the button and wait for the machinery to stop, then use the portal. Enisi will speak to you again, summoning you to the magical real of the Indians.
Go through the rocks until you reach the familiar fireplace (#147). Your grandpa's waiting for you there. After a short conversation, he'll tell you to enter the cave. Approach the round hatch and wait for it to open, then enter.
At the end of the tunnel you'll see Jen's ghost (#148) - the girl's still alive. Enisi will tell you that you have allies on the spaceship. You've already met them a few times, and you owe your life to one of them. Grandpa will also point your attention towards the fires, that are supposed to guide you through the rest of the game. That's it for ancient mysteries for now.
After leaving the first room, you'll be on a bridge leading to an enormous tower. First get rid of the flying balls (#149). When the area is secured, approach the building.
The entrance is guarded by laser beams (#150). Go around the tower and push the buttons on both panels (#151) to deactivate the security. There's also an ammo locker in here.
The door Leeds to the elevator, which will enable you to go to the second and third floor (#152). First go to the Floor 3 to snatch some ammo and charge the energy gun. Then go to Floor 2 to fight off some enemy soldiers - some of them will appear during the fight, using the portal as usual.
To continue on your way further, you'll have to start the shuttle. In order to do that, approach the edge of one of the platforms (#153) and wait for the control switch to appear. Having the machinery operational, you'll be able to fly it (#154).
We'll stop right here for a moment to say a few words about the shuttle itself. First of all, it has its own armor - when it reaches zero, it'll be destroyed and will take you on its ride to the other side. Using the shuttle is risky, because in that case you won't be able to resume the game from the same spot after reincarnating.
You also have to imagine the very basics of what the shuttle really is. It's not really a ship of any sort, but a structure built over Tommy's body that enables him to fly. You can use it when fighting. When the shuttle's energy is low, just land and enter it again - it will start over with a full armor.
The shuttle can shoot and grab objects (including enemies) with its ray. The latter comes in very handy, as you can defeat even the toughest enemies by just grabbing them and dropping into an abyss - if there is any in the vicinity, of course. The shuttle-based levels are always quite huge and open, so in most cases that won't be a problem.
When you start your engine, go up, towards the fire-spewing pipe (remember Enisi's advice?). Land in an appropriate place (#155) and head to the door. In the next room defeat the hunters and go up using the slanting platforms (#156). The switch (#157) near the wall will turn on the wall walk that'll take you to the balcony.
Push both buttons (#158) and use the portal. Leave the complex and start the shuttle. Defeat all the enemies and head to the huge hatch, having machinery pieces thrown away before (with the grabbing ray) (#159). Once you're inside, land and use the next door. Go forth - at the end of the path you'll see a switch that'll activate another portal (#160).
Start the shuttle (#161) and go up towards the fire-spewing pipe (#162). You'll enter a sort of space highway, protected by a force field from each side. Fly the only way available, exterminating all the enemies. Watch out for the rings (#163) - you don't want to be inside of them when they're generating electricity. You'll see a rotating construction (#164) that will transport you to another road.
Keep flying forwards. After opening the hatch prepare to fight off some enemies walking along the wall walks. Carefully proceed below, until you reach another gate. You'll enter an enormous room. Defeat all the machines and concentrate on dealing with the hunters standing on the platforms. Remember that they can damage your ship. When the situation's critical, land (#165) and deal with them the old-fashioned way.
After landing you'll be on one of the platforms. Just before the door, turn left and spirit walk along the glowing path (#166) leading to the opposite side of the room. Use it and enter a small room through the open gate. You'll find a lot of ammo in here.
Get back to the door and use it. Push the button to open up the portal (#167) and use it to reach the regeneration spot. You'll also find some machine gun ammo here. Use the wall walk to get back to the platform and head to the door on the right (#168).
Push the button, cross the portal (#169) and use the panel (#170). You'll turn off the force field blocking the next room. Get back to the shuttle, as you'll be attacked by enemy machines now. It'll be easier to take them out using the ship's turrets.
Fly towards the next room. Get rid of the hunters and steadily land on the proper site (#171). Go through the door, push the button (#172) and enter the portal that will take you to the next chapter.
After going through the door, you'll find yourself in a gigantic room (#173) full of enemy snipers. You can deal with them now, using the alternative fire mode of your standard weapon, or try to get them later (there's a perfect spot for that nearby, we'll get to that). Whichever way you chose, go through the next door.
The corridor is controlled by laser detectors (#174). Crossing them turns on the turret nearby. Spirit walk across to the other side and use the button (#175).
There's a door on the right, which will lead you the next part of the complex, but first go across the whole corridor and enter the room at its end (#176). Defeat the technicians and load the energy gun in an appropriate spot. You'll find a passage to a small room in which you'll see a button turning on the portal (#177). If you cross the round gate, you'll find another spot to refill your energy gun (#178). There's a slanted platform behind the door, you can use it to safely defeat all the enemies. If you haven't dealt with the snipers before, do it now. In other case, get back to the corridor filled with detectors.
Enter the central door and use the switch (#179) to turn on the wall walk. Cross to the other side and enter the next building, first deactivating the force field (#180). The room is being controlled by identical detectors as before, so spirit walk further to find a deactivation switch. The next door will take you to another platform.
Time for a new type of enemy - a strange, levitating creature (#181) that shoots rockets. Get rid of him and the snipers around, and then reach the door to the other side of the bridge. Spirit walk to deactivate even more detectors (#182). The door at the end of the corridor lead you to a room with a portal in it (#183). Cross it to get to a control room, where you'll find a switch that activates the wall walk (#184). Use it and get back to the corridor where you deactivated the detectors.
Get to the central door. Spirit walk and go along the glowing path (#185) to get to the other side. Use the switch (#186) and get back to the barrier. Use another panel (#187) and get back to your body.
Use the wall walk to get to another building. Turn off the laser detectors by spirit walking and go further. You'll see another path, leading straight up (#188).
Go forth and jump from the ceiling to the platform. Use the pipes (#189) and turn right, jump down to another platform (#190). There's a few enemies in here, so keep your head up. When you're done with them, use the door at the end of the path and open the portal (#191).
You'll get to a small room with a shuttle landing site. Start the ship and go forth, using the hatches that open before you. You'll reach a huge room (#192). Land and leave Tommy's body. Use the glowing paths (#193) to run up and use the switch (#194). Get back to the shuttle and fly straight up.
In this room there are 4 landing sites, with two of them blocked by a force field. To get out of here, you'll have to use the grabbing ray.
Start by landing on the platform shown on #195. Use the switch (#196) and notice that the barrier protecting one of the blocks is going up. Shoot the cover (#197) to destroy it, and then go back to the shuttle. Grab the block (#198).
You'll have to do the same thing with two other platform (#199). In order to get to the last ones, land near the barrier and spirit walk. Turn off the force field using the switch nearby (#200). Grab the second block and then repeat the whole procedure with the third one, defeating all the opposing enemies. When all the block are out of their places, fly straight up and enter the air vent (#201).
Just near the fire coming out of one of the pipes, there's a tunnel protected by some enemies. Take care of them and fly forwards. In the next room, use the grab-ray to remove the junk blocking the way (#202), then enter.
You'll find the last landing site on this level. When you leave the ship, head to the door and turn right at the junction. Approach the guard (#203), and you'll be let inside. After a short talk with the rebel's leader (#204), she will open a portal for you. Use it.
Behind the door there's a room protected by laser detectors (#205). Leave your body and eliminate the threat by deactivating them (#206). When the area is safe, move forwards.
Use the alien hand on the panel (#207). In the next room you'll see a levitating weapon that's being held by two energy beams (#208). Approach the door on the right and destroy the blue container (#209). When you do that, detectors will appear in this room.
Go back to the weapon room. This time choose the left door and do the same with another container. Now you can take the gun, which turns out to be acid-spitting. Will sure come in handy. Use it to hold off the hunters that enter the room using the portals. The last of the enemies will leave his one behind (#210) and you'll be able to use it.
In a new room press the button between the chairs (#11). Use the only door available and get rid of the enemies. Search carefully through yours surroundings, and you'll find another panel (#212) - it will deactivate the force field.
Destroy the enemies and approach the force field. To the left there's a small niche (#213) that can rotate. Enter it and spirit walk to cross the barrier and localize the button (#214).
The panel controls the rotating cabin, causing it to rotate 90 degrees. If you use it once, Tommy will be in the same corridor as you are (there's an energy weapon charging unit here). To get the Indian to the next section, use the panel once again. If you use it three times, Tommy will reach a secret room with an card-game arcade machine.
Crawl into the box (#215) that functions as a gate. A button here (#216) will open a portal for you. Go forth through the dark corridors, until you reach another gate. After you go through it, continue on and use the narrow tunnel (#217).
In the room will wall walks you'll be attacked by robots. Defeat them and spirit walk. The glowing path (#218) will let you safely cross the abyss. Push the button to turn off the force field and use the wall walk.
When on the upper level, enter the central path (#219) and go forwards. Get rid of the turret on the ceiling and crawl into the tunnel (#220). At the end of it gravity will switch and you'll end up in a room full of pipes.
Getting out of here might seem troublesome at first. In this pipe-maze it's difficult to orientate, and things don't get any easier provided you get to switch gravity. Jump down and shoot the grav-point to your right. Now shoot another one (#221), this time the one on the ceiling (there's acid-ammo near it). Turn around and go towards the wall (#222), turn right just before it. Go around the pipes and go forth. Stop half-way through between the two walls.
Look up to notice a force field blocking your way to the next room. In order to get there, just first have to be attached to the right surface. Find the grav-switch on the ceiling (#223) and then shoot it. Spirit walk to fall down through the barrier.
Look towards the floor - there's another grav-switch (#224). Hit it with a bow and press the button nearby. Go back to your body and jump down. Now look up to notice another switch (#225). When you land near the force field (#226), leave the body once again and go through it.
Hit the switch and get back to Tommy. Jump on the nearest pipe (#227) and carefully move forward, towards the newly opened portal. Behind it there's another grav-switch (#228), the one that will let your approach the gate. Cross it to finally leave these headache-stimulating rooms.
Charge your energy gun and find a hole in the floor (#229). Use the tunnel to reach the wide platform (#230). Fight off all the robots and you'll see a portal that will let you end this level.
Go ahead until you reach a force field (#231). Spirit walk through it and read the code from the floor - 2432 (#232). Enter the digits using the panel nearby. Barriers will disappear and you will be able to get back to your body. Before you use the door, turn left. Crawl through the opening (#233) and enter a small room. There's ammo and a health regeneration unit here.
You'll end up in a huge room, in which you will find Jen. You can't go down, so use the tunnel (#234) to the right. After a short walk, you'll reach a bigger corridor. Get rid of the hunters. To the right there's a small room in which technicians are working. You can charge your energy weapon here (#235). When you're done, go further.
When you reach the force field (#236), spirit walk and enter the next room. The switch (#237) deactivating the barrier is to the left. When back to Tommy, enter the room and kill the technician. Use the alien hand on the panel (#238) and wait for the things to come.
Mutants will enter the room (#239) - these guys are huge and quite fast, and especially deadly in close quarters. When you're done with them, you'll have to fight some more - this time with those huge doggies. Get rid of all the enemies and use the door that was secured by a force field up to now.
In the next corridor you'll see two force fields, protecting the access to the small niches in the walls. Spirit walk through the barrier to the left (#240). Once inside, jump down through the opening (#241) and enter the tunnel there. At the first junction turn left, and go forwards until you reach a room with technicians.
Kill the enemy that's nearest and use the button (#242) to unlock the door. Get back to your body and cross the long corridor. When you're back into the same room as before, take care of the technician working on the left.
Use the gate (#243) to enter the next room. Leave Tommy's body and get back to the room that was used by technicians. To the right there's a switch (#244) - be sure to press it. Spirit walk again and leave. Head through the hatch on the wall.
The room you're in now has a wall walk you can use to get up. Before you do that, though, destroy the turret under the ceiling and gather the ammo laying on the pipers to the left.
At the end of the wall walk there's a portal (#246) that will take you to a hunter-controlled corridor. Get rid of the enemies and head forward. Use another gate (#247).
This room is full of mutants - similar to those you've fought before. Kill them all. At the center of the room there will be a portal opening (#248), but before you move on to the next section, inspect the back of the room. There's a small opening in here (#249), leading to a room in which you can regenerate your strengths.
Go forth until you reach a room in which Jen is being held prisoner (#250). To free her, push the button nearby. When the heroes are done talking, approach the huge screen (#251) on the wall. The rebels' quarters are being attacked and you have to go there and help them.
Before you use the door, leading to a blue portal (#252), check the small room to the right - there's a health regeneration spot here, as much as some ammo in the locker. When regenerated, feel free to finish this level.
The portal got you to the rebels' HQ. Jen will take care of the wounded (#253), and your role is to exterminate everything that approaches them. The enemies will start appearing after a few seconds - they'll enter the room through a hole in the wall (#254).
Kill the hunters and use the passage that was created moments ago. Go forwards, avoiding any contact with tentacles reaching from the floor. At the end of the corridor enemies will open a hatch (#255) and you'll be attacked by mutated dogs.
Go forward, exterminating more enemies along the way. After a short walk you'll reach a huge room. Jump down from the platform (#256) and kill a few enemies wandering here and there. In a few seconds you'll see a portal opening, which will throw two Centurions at you (#257).
You don't have to worry too much about this battle. First of all, you're still immortal. Secondly, these guys seem to be less resistant than the ones you've fought before. A few accurate hits from a grenade launcher for each of them and you're done. When you defeat them, you'll have to deal with a few hunters.
After the fight, you'll see Jen being kidnapped once again. Recover your strengths and ammo, and then go through the blue portal (#258).
Go forth, using the only way available. You'll see a panel that will enable you to turn on the wall walk. Use it and go along the path to reach another room. The way leads through the hatch on the wall to the left. You'll see a portal, but before you use it, load up your energy gun.
You'll find yourself in a room protected by some hunters. Start exterminating the enemies, watching out for their reinforcements. When you defeat them all, jump down and get rid of a few overgrown dogs. Gather some ammo and find a switch that will turn off the alarm. There's a door nearby, use it.
Leave Tommy's body and get through the force field. Push the button labeled Floor 1 and wait for the platform to come. Go back to Tommy's body and enter the bridge. Once again spirit walk and use the panel. This time press the button Floor 2.
When the platform that Tommy's on will go up, head to the door. Go along the dark corridor, dealing with the enemies. After a while you'll reach a room with motion detectors. Spirit walk to find a button that will deactivate them. When you're back to your body, gather the ammo and continue on.
Time to battle your new enemies, spider-like creatures. It won't be easy - they can disappear and reappear at random, so you have to be focused. Grenades won't do the thing here. The monsters create yellow acid clouds, that stop them from reaching them. You have to use a machine gun and an energy gun here (the terminal to load up the energy gun is near the wall walk).
When you defeat one of the monsters, pick up its rocket launcher - it's the ultimate weapon in your collection. When handling it, you'll be able to create such bullet-stopping clouds as you've just seen. It will surely save your butt a few times.
When you destroy all the enemies, use the wall walk to get to the higher platform. Recharge your energy and head to the door that led you to this room. Near it, there's another crate. Use it to get to a small room, where you'll find some additional ammo.
Going forwards (past the gate - #273) you'll reach a corridor, where a concrete block will cut off your way (#274). Find a grav-switch on the ceiling (#275) and shoot it. Go forth and shoot another one. Open the door using the alien's hand (#276).
You'll reach a room filled with strange machinery (#277). Go forth and wait until the moving element is fully on the left side (#278). Quickly run to the other side and approach the window. The glass will be broken by the enemy in the control room (#279). Kill him and enter the room. Press the button here (#280) and leave.
Defeat the flying creatures and wait for the machinery to move to the left (#281). Get across to the other platform and run forth. At the end, where you'll be attacked by the hunters, you'll see a button (#282). Press it.
The button turned off the blue ray that would instantly kill you when touched. Wait for the machinery to move to the right and then enter the small platform attached to the construction. Let it take you to the other side (#283).
Wait for the blue ray (#284) to disappear and then enter the pipe to the left and run. Half-way through you'll find the exit (#285). You'll have to do it quickly - if you take too long and machinery comes back to its original position, you'll be fried before you know it.
Go forth. When you reach the railings, spirit walk and go across using the glowing bridge (#286). Enter the button (#287) to move the pipes. Go back to your body and use the passage you've just created.
After going through the door, you have to deal with another group of monsters. Kill all the enemies and go down. Reach the opposite end of the room and jump from platform to platform (#288) to get to the higher level. The next gate will be covered by green ooze (#289). In order to get rid of it, you have to push a cocoon near it and then shoot it.
Go forth. After a short walk you'll see a blue portal (#290) that will let you finish this stage.
At the first junction go left (there's some ammo on the right, so if you need it, just go for it) and open the door (#291). At the end of the chamber there're a few hunters, who'll try to snipe you (#292). Get rid of the problem and continue on. At the end turn around and find a way down the pipes (#293).
Go forth and a few steps further turn left, to get to other pipes (#294). You'll end up in a room with a portal in it. You can't reach it right now, so turn left (if you decide to go through the right door, you'll have to fight some technicians, but in return you'll get some ammo and a health regeneration spot for you to use).
Wall walk (#295) up and go forth until you see a barely visible sun on the right wall (#296). There's an ammo locker here that you can reach by spirit walking.
After a short trip you'll find yourself in a room protected by motion sensors (#297). Spirit walk to find a control panel (#298) that'll turn off the security systems. Return to the Indian's body and head further.
Go forth, eliminating the enemies. In a huge hall (#299) you'll have to handle some hunters, who'll try to hide behind the crates and throw living grenades towards you. When you're done, run towards the edge of the platform and jump down (#300). Stand on the force field and wait for the machinery to place a peculiar box in front of you.
When it's ready, the force field will disappear and you will fall inside the box. Escaping the trap can be quite troublesome, so let's do this in detail. Look around first. There's a grav-switch on each wall of the box. If you shoot it, you'll be attached to the surface it's on.
If you haven't changed the position after being trapped, you'll notice a small, glowing spot on the floor (#301). You'll have to do something about it. You have to guide it along the box's walls - it changes its position each time you switch gravity. When you make the right move, you'll hear a sound confirming it and the element will leave a glowing trail behind it. It's hit or miss.
When you manage to guide the element in a proper way, you'll be able to go back to a wall walk (#303). Go further, dealing with all the hunters around.
After a long walk you'll be somewhere around where you first started. Jump down the pipes and once again go below the pipe platform. At the first junction go left. You'll notice a pillar of light in the next room (#304). Enter it to be teleported to the other part of the ship.
After leaving the portal, you'll have to fight off some annoying spiders (#305). Don't take too long, just charge up your energy gun using one of the batteries around. Its projectiles will deal with the enemies quickly. Before you leave this place, you'll have to fight some flying enemies as well. Destroy them and use the portal visible nearby (#306).
Push the button (#307) and notice that the platforms actually form a bridge across the room. The problem is that they immediately return to their original positions. Approach the edge and spirit walk. Push the button once again and immediately return to your body. When the two platform meet a the center (#308), jump from one to another and wait patiently until you're delivered where you want to be.
Kill the enemies and go through the door. In the next room you'll see a large force field (#309) that cuts you off from the way out. Spirit walk to push the button (#310) that alters the gravity. Now you have to be very quick.
There are two boxes in this room. Move the smaller one towards the tunnel on the other side of the room, thus avoiding the force field. In a moment gravity will change once again - push both boxes towards the wall (#311) and use them as stairs.
After a short walk you'll find yourself in a labyrinth. To get to the other side, first go left, then right, right, then left. Use the door, kill all the monsters around and be on your way.
In the next room push the button to change the gravity (#313). On one of the walls you'll see moving, metal elements (#314). Enter them and wait to be delivered to the lower level. The wall walk here (#315) will lead you to a portal.
In a long corridor you'll have to deal with the flying enemies. When your opponents are dead, move the egg (#316) towards the platform at the back of the room, and then destroy it. You'll get rid of the green ooze that blocked the platforms here. Head down (#317) and push the grav-switch. Use the bridge in order to get to the next gate (#318).
You'll reach a room in which you'll find shuttle landing sites (#319). Activate one of the ships and destroy the monsters (#320) that occupy the surrounding platforms (grab those spiders and throw them into the abyss). Land on the platform with a hunter on it and kill it (#321). Behind the door there's a portal (#322) that will let you leave the complex.
Spirit walk and go through the lasers blocking the way (#323). Push the button (#324) and with the security off safely head to the door. You'll reach a huge hall, overrun with flying monsters.
Kill the enemies and head to the other side of the room. Use the panel (#325) to open the door and enter. Near the energy batteries there's a switch (#326). Use it and look around the small room behind the nearby door. There's some ammo here.
Head back to the hall and defeat some more opponents. Gather the ammunition and refill your energy, then activate the shuttle (#327). At the center of the room there's a blue ring (#328). Enter it with your ship and you'll be transported to a higher complex.
Carefully land the shuttle (#329). If you're caught by the motion detectors, you have to fight off some turrets. Look around the room and press the button (#330) controlling the hatch. Get back to the ship and fly up.
Heading through the tunnel (#331) won't be too easy. Besides robots, you'll have to destroy huge spheres that are in fact mines. There are also some turrets on the walls (#332), that can really darken your day if you're not careful enough. Watch out for the clouds spewing out of the holes, as they damage your armor as well.
At the end of the way you'll see a hatch blocked by some junk (#333). Use your grab-gun to get rid of them and use the passage you've cleared this way. Land the shuttle and kill the hunter operating the mechanism. Use the panel (#334) to open the next gate. Before you board the ship again, take a look around while spirit walking, and you'll find an ammo locker.
Get rid of some more junk (#335) that's blocking the way and leave the alien ship. You'll end up in outer space, where you'll see the alien planetoid (#336). Land on the platform to the left (#337). Kill the hunters and press the button (#338) that opens the hatch. Get back to the shuttle, deal with the robots and go towards the asteroid.
Go around the planet and use the landing site on it (#339). Jump on the pipes (#340) and follow them. After a short walk you'll reach a small platform with a switch on it (#341). Press it and head back to the ship.
Once again head towards the platform where you opened the hatch. Notice that there's a glass container under it, and inside it there's a small ring (#342). Enter it and wait for the crane to take you to the other part of the complex.
Land on the platform (#343) and press the button. You'll turn on the machine that's constructing new glass containers. Get back to the shuttle and enter the ring (#344) before the crate is complete.
When your shuttle is free again, use the landing site (#345) and get rid of the enemies. To the right there's a portal (#346) that leads to a small room where you'll find some additional ammo. Being fully armed, head to the opposite edge of the platform. Shoot the grav-switch on the ceiling (#347) and go forth. At the end hit the other switch (#348) to return to the original position.
There are snipers around. Eliminate them quickly and approach the huge opening in the wall (#349). Spirit walk inside. You'll reach a control room. Use the stairs there, jump across the force field, kill the hunter and push the button (#350). You can now go back to your body.
Get to the control room again and refill your energy gun ammo. Get rid of the annoying robot and head to the door. To the left you'll see a laser motion detector (#351), and to the right - a force field. Crawl below the red string and go into the corridor to the left.
You'll reach the generator room (#352). Notice that there are four containers on the walls, each sending an energy beam. You have to destroy it. The lack of power will cause all the locked doors to open.
Head to the room with the detector, but this time use the passage that was behind a force field before. In the next room there are some spiders awaiting you. The fight won't be easy, as the whole corridor is filled with darkness and you can't see too well - even the lighter won't be of much help here. The best way to beat them is to stay near the door and watch where the projectiles come from. When you manage to defeat them, gather the ammo around and refill your energy.
Get back to the door and find a grav-switch on the ceiling (#353). When the room is turned upside down, go to the opposite end of it (there are some turrets to take care of here). You'll see a familiar blue portal (#354) that allows you to finish this chapter of the story.
Go forth, dealing with the monsters ahead. After opening one of the doors, you'll see a force field (#355). Spirit walk to the other side and use the panel (#356) to turn of the barrier. Move on, to find yourself in a room filled with hunters. Kill them all.
Press the button and go through the portal (#357). Enter the elevator (#358) and spirit walk. Use the glowing path (#359). There's a panel on the platform that wasn't available before - use it and go through the open door (#360).
You'll be back in a room that was controlled by hunters a few minutes ago. Push the button and immediately go back to your body. Tommy must now take care of the robots that are awaiting him on the lower level. When there's no living soul in the vicinity, go through the gate (#361) and jump into the hole in the floor (#362 - the hatch will open when you approach it).
Destroy the flying robots and get rid of the turret that attacks you as soon as you get there. Search for the grav-switch (#363) on the ceiling, stand directly below it and shoot it. When the gravity is reversed, jump down, careful not to fall down into the melted steel (#364).
Look around to see another grav-switch (#365). Again, stand directly below it and shoot it. The door at the end of the platform will lead you to a locker full of ammo.
Upon leaving the chamber it turns out that you're in a completely different part of the ship. Turn right, kill the enemies and stop near the edge of the platform. Spirit walk and move along the glowing path (#366) to the other side. Push the button nearby (#367) and go back to your body again.
Get back to the door. You'll see a wall walk to the right (#368 - it was inactive earlier). Use it. Destroy the enemies that jump out of their portals, still moving forwards. After a short walk you'll be on a platform that you've earlier visited as a spirit.
Start the shuttle (#369) and go up. You'll easily find the hatch (#370) that will let you reach the other part of the complex (#371). Start by eliminating the enemies (you can use your grab-gun to drop them into the abyss), and then use the only landing site around.
Use the pipes (#372) to get to the small planetoid. It's secured by a force field - it's not a problem for a spirit, though (#373). Leave the body and push the button that'll deactivate the barrier. Near the place where you're standing right now, there's another platform. Find it and use the next panel (#374). This time you'll open the huge gate. You can now return to your shuttle.
In the huge tunnel there are two asteroids (#375). The one closer to you has a landing site (#376). Eliminate the enemies and find the pipes that reach out of the globe (#377). Use them to get to the second planetoid. Here you'll have to find a platform with a button on it (#378), and also get rid of some hunters. When you're done, get back to the landing site, also using the pipes.
Head upwards. At the end of the tunnel you'll see two corridors (#379) in which you'll notice a stream of blue energy. Head to the right hatch. Wait for the machine to stop forming the deadly cloud and quickly fly inside. You'll see a tunnel (#380) that'll lead you to another part of the complex.
At last you're in the reactor room (#381). You'll have to start with eliminating its shield - rotating around the core. While doing it, avoid the projectiles shot by defense systems. When your ship is almost destroyed, use one of the landing sites (#382) to regenerate.
When all the shields are down, you can destroy the reactor. Go around the structure and find a spot where you can see small rings (#383). A few shots in each one of them and the whole structure will fall apart. Fly upwards and use the small tunnel (#384) that was previously unavailable.
After a short flight you'll reach a small chamber with a landing site in it (#385). Leave the ship and head forwards. The blue portal (#386) means, as always, the end of the chapter.
Head along the only available way. A mysterious, feminine voice will accompany you. Wait patiently for it to finish talking and go through the unlocked door. At the first junction turn right (you can also check out the room to the left - there's some ammo in there). In a while you'll be out of the complex, outside the building.
When trying to cross the room, you'll be trapped (#387). Wait for the voice to finish talking again and prepare for some boring puzzle extravaganza. You have to cross the platforms to reach the portal.
Leave Tommy's body and cross the previously invisible path (#388). Turn right and get to the switch (#389) to use it. Get back to your body, head through the newly opened way and stop when you reach the wall walk to the left (#390).
Leave Tommy's body and use the switch again. Go back to him and enter another wall walk (#391).
Leave Tommy's body once again and run towards the next button (#392). After using the panel, the Indian will be transported - you can now go back to the body, crossing the last part of the wall walk (#393).
Spirit walk one more time and for the last time press the button. Tommy will be transported to the top of the structure. Go back to the body and use the door. The portal in here (#394) will get to another part of the complex.
Now for some fighting. You'll be attacked by numerous enemies. Use the energy weapon battery nearby (#395). It contains a new type of ammo - a powerful beam. When you're done with all of them, go further.
Eliminate more enemies and press the button in the last room (#396), which will unlock the door at the nearby chamber. Go ahead and use the wall walk to get down (#397). More enemies here - spiders, mutants, flying beasts. When you kill them all, recharge your energy and head to the blue portal (#398).
At the end of the room you'll see Jen's prison cell (#399). Approach her and wait. It turns out that she's been connected to a monster. Now you have to fight.
Shoot the monster, avoiding its deadly weapons. When its energy is half depleted, it'll try to heal its wounds (#400). At the both sides of the room energy sources appear, and they recharge its strengths. Seize the moment and use it to destroy one of the sources (#401). If you're precise enough, you'll interrupt the whole process and will destroy one of the enemy's weapons.
Shoot it again so that the monster's energy drops to half of its capacity. It'll try to heal again - this time destroy the second levitating sphere. The enemy will become harmless and won't be able to recharge its energies any more. Run around the room so it doesn't run you over. When it's finally dead, approach Jen.
The girl will ask you to put her out of her misery. You have no choice - you have to do this in order to move the story forward. Before you deliver the final blow, be sure to gather all the ammo around.
It's the third time you're visiting your ancestors' holy grounds. Go forth. After a short walk, you'll see the familiar fireplace (#403) with Enisi sitting near it. He'll send you to the cave, as you're now mature enough to finalize your training.
Use the stone door (#404) and follow the only available path. Take the artifact (#405) that will permanently increase your health. Enisi will call you, saying that this realm has been attacked by the aliens.
Head back to the fireplace. You'll end up near Enisi(#406) who's defending against Centurion's attacks. He'll disappear, leaving you face to face with the monster.
Kill the beast (#407) and prepare to exchange fire with some more enemies. They'll be coming in several waves. Eliminate them all. When you see the blue portal nearby (#408), cross it. No point casting any more ammo on defending this world. It's already lost.
This will be tough from the very beginning. The enemy detects your presence and throws a huge horde of enemies at you. Notice the energy weapon battery hanging on the wall nearby. When the battle is over, use the portal (#409).
Open the door (#410) and head forth. After a while you'll reach a small room, where you'll see a rotating object and two switches. Spirit walk and use the panel. Now you have to hit the blue object (#411) in the middle of the container before you. It's not easy, as it's rotating very fast. You'll probably have to sacrifice a few arrows to get it done.
Still being a ghost, turn right (#412) to notice a small niche with some ammo in it. Go along the glowing path(#413) to the other side of the abyss and use the panel. Now you can go back to your normal form.
After a while you'll reach a huge room, which will soon be crawling with enemies (especially watch out for snipers who shoot you from the higher platform). There are panels on both sides of the room. Stand before one of them (#414), free the ghost and move to the second screen. Push the button, immediately go back to the Indian form and use the alternative panel. Only this way will you summon the elevator (#415) that'll take you to the next part of the complex.
Time to confront the Keeper (#416), who you've been hunting for quite a long time. The monster will say a few things and create an arena for you to fight on. Before your enemy decides to fight you personally, he'll send some of his troops. You'll have to fight some serious opposition here, including a Centurion and a monster that's resembling the one Jen was trapped in (#417). It shouldn't be too tough now.
When you're done with the first wave of the enemies, Keeper will attack you. It's quite simple, really, just hit him as hard as you can, with everything you've got. Remember about your immortality - it doesn't matter if you "die" a few times.
When the battle is over, you'll be transported to the next part of the complex. Here you'll get a sad surprise - Keeper has brothers (#418), who will now attack you in greater numbers. Go straight ahead and eliminate all the beasts. You shouldn't run out of ammo, as there are batteries along the walls. The battle is long and tiresome, but not very difficult.
At the end of the way (#419) there's a room in which the rest of the Keepers is being held. You'll witness total destruction here. After the execution, enter the portal (#420) to finish the baddest badguy of all.
Before you confront the Mother, you first have to get inside the sphere. Just behind the corner there's a small platform. Wait for a panel to activate itself there (#421 - similar to the one you use with shuttles) and engage it.
You'll be piloting a mechanism that can be rotated around this round room. Notice that there are small objects on the surface of the sphere. You must approach every one of them and destroy it using the ship's weapon system (#422). If you manage to destroy one of them, an energy beam will burst out of it. When you destroy them all, you'll be transported inside the sphere.
Time to destroy the structure protecting the Mother. Spirit walk and use the bow to shoot the hexagonal glasses. When one of them is hit, it turns completely white (#423). If you're out of arrows, go back to your body and kill some hunters wandering around. Each gathered soul is an additional projectile that you can use in spirit form.
When the structure is entirely white, go back to your body and use your ordinary weaponry to destroy the shields (#424). When all the glasses are destroyed, a final phase will commence.
You'll find yourself on a piece of rock hanging in some kind of space. The surface's size is not an issue here - there's just about enough space to outmaneuver any projectiles.
The Mother is using a force field that stops your attacks for now. Notice that there are three metal objects around here - each of them has a button on it (#425). If you use the panel, a mine will be shot into the air. Wait until the enemy approaches it and then shoot it. The Mother will become vulnerable for a brief moment (#426). Use it and hit her as hard as you can. The enemy will regain its shield in a few seconds, but you'll surely manage to harm it.
Repeat the procedure a few times and watch the final cutscene of the game. Be patient and wait through all the credits - there's a small surprise waiting for you there. We won't tell you what that is, though. See for yourself.