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PON PC Manual Front 4/4 48 pages including cover PON_PC_ManInt 9/26/05 2:37 PM Page 2

TABLETABLE OFOF CONTENTSCONTENTS GETTINGGETTING STARTED STARTED

GETTING STARTED ...... 1 CONTROLS ...... 3 : Path of Neo DVD-ROM game has a ReadMe file where you can view both the License Agreement and ™ THE MATRIX: PATH OF NEO ...... 4 updated information about the game. We strongly encour- GAME MENUS ...... 5 age you to take the time to read this file in order to get the benefit of changes made after this manual went MOVING AROUND ...... 8 to print. HEALTH ...... 11 To view this file, double-click on it in the The Matrix: Path of Neo directory found on your hard drive HAND-TO-HAND & MELEE COMBAT ...... 12 (usually C:\Program Files\Atari\The Matrix Path of Neo). You can also view the ReadMe file by first TARGETING ...... 16 clicking on the Start button on your Windows® taskbar, GUNS — LOTS OF GUNS ...... 17 then on Programs, then on Atari, then on The Matrix: Path of Neo, then on the ReadMe file. GRENADES ...... 19

INVENTORY MANAGER ...... 20 Operating System Windows® 2000 / XP FOCUS ...... 21 Processor Pentium 4 1.8 GHz or AMD Athlon 1.8 GHz or higher THE PATH OF THE ONE ...... 23 Memory 512 MB RAM ALLIES & NPCs ...... 25 Hard Disk Space 1 GB free ENEMIES ...... 26 DVD-ROM Drive 6X speed or faster STRATEGIES & TACTICS ...... 28 Video Nvidia GeForce FX 5200 or ATI Radeon 8500 or greater* QUICK REFERENCE ...... 30 Sound DirectX® version 9.0c-compatible CREDITS ...... 31 sound card

® ® ATARI WEB SITES ...... 40 DirectX DirectX version 9.0c (included) or higher TECHNICAL SUPPORT ...... 41 *Hardware T&L video cards that do not support shaders, END-USER LICENSE AGREEMENT ...... 43 such as the GeForce 4 MX or Intel Extreme Graphics family, are not supported

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GETTINGGETTING STARTED STARTED CONTROLSCONTROLS

Mouse Look up / down / left / right 1. Start Windows® 2000 / XP. W Move forward 2. Insert The Matrix: Path of Neo DVD-ROM game disc S Move backward into your DVD-ROM drive. A Strafe left 3. If AutoPlay is enabled, a title screen should D Strafe right appear. If AutoPlay is not enabled, or the installa- tion does not start automatically, click on the Space Jump Start button on your Windows® taskbar, then on Run. Tap twice for Double Jump Type D:\Setup and click on OK. NOTE: If your DVD- F Toggle in-hand weapon ROM drive is assigned to a letter other than D, LMB or Numpad 4 Strike / Draw and fire weapon substitute that letter. RMB or Numpad 5 Special Attack 4. Follow the remainder of the on-screen instructions Press and hold for Killing Blow to finish installing The Matrix: Path of Neo DVD-ROM game. Ctrl or Numpad 6 Evade 5. Once installation is complete, click on the Start Shift or Numpad Enter Focus ® button on the Windows taskbar and choose Q Weapon strip Programs/Atari/The Matrix Path of Neo/The Matrix Path of Neo to start the game. T Throw melee weapon Note: You must have the The Matrix: Path of Neo Play Tab Action / Link-Up Disc in your DVD-ROM drive to play. Specific action is context-sensitive. Use this control to open doors, push Installation of DirectX buttons, take cover, etc. ® The Matrix: Path of Neo DVD-ROM requires DirectX 9.0c 3 Inventory left or higher in order to run. If you do not have DirectX® 9.0c or higher installed on your computer, click “Yes” 4 Inventory right when asked if you would like to install it. 2 Swap Armed Weapon If inventory full, swaps currently selected weapon with new weapon on At specific points throughout the game, you will be the ground. prompted to save your progress. Choose an empty game Numpad 7 / 9 Rotate camera slot or overwrite an existing game (if you do this, the game previously saved in that game slot will be Numpad 8 / 2 Pitch Camera lost). Your position in the game is indicated in the Mouse Wheel or Camera zoom in / out saved game slot. Numpad [+] / [–] To load a saved game, select Load and choose your Numpad [*] Camera zoom reset saved game. When choosing a game to load, you may C Code Vision (unlockable) start from any point at which you previously saved. Esc Pause Game / Access Pause Menu Press again to return to game

The above is the default mouse/keyboard configuration. You can customize controls via the Options Menu. 2 3 PON_PC_ManInt 9/26/05 2:37 PM Page 4

THETHE MATRIX:MATRIX: PATHPATH OFOF NEONEO GAMEGAME MENUS MENUS

Can you handle the challenges Neo faces on his path... the path of the One? Start Game – Choose an Can you avoid the Agents who come looking for Thomas empty file slot to begin a Anderson, the hacker? new game. Can you handle the training programs and impress Load Game – Load a previ- with your martial arts skills? ously saved game. Can you dodge bullets? When the time comes, you won’t Options – Open the Options have to. Menu. Can you rescue Morpheus in time to save ? Can you defeat Smith and bring an end to the war? Once you have started a new From the moment the game starts, how the story plays game or loaded a previously out is up to you. Where Neo succeeded, you must suc- saved game, you can access ceed. You cannot fall short, for if one fails, all the Game Menu. This menu fail, and Zion will crumble. can also be accessed at any Can you do it? time from the Pause Menu while playing The Matrix: Path of Neo.

Continue Game – Resume the game at the start of the last previously saved level. Level Select – Replay a previously saved level. Extras – Open the Extras Menu. Quit – Quit the Game Menu and open the Main Menu.

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GAMEGAME MENUS MENUS GAMEGAME MENUS MENUS

The Options Menu allows you The rabbit hole has plenty to customize several game of surprises. The Extras settings. You can access Menu is accessed via the the Options Menu via the Game Menu, and offers a Main Menu and the Pause variety of extra content. Menu. For updated informa- Movies – Play the game’s tion about game options, movie clips, featuring please see the ReadMe file footage from the Matrix in The Matrix: Path of Neo trilogy and , directory found on your as well as additional hard drive (usually surprises. C:\Program Files\Atari\The Matrix Path of Neo). Special Combos – View some of the game’s most effective Controls fighting combos. It’s not a complete list – there are Adjust the game's mouse/keyboard or joypad controls. plenty of secrets that you can discover while playing. Audio Media Viewer – View additional artwork from the game Adjust the game's audio settings for your speaker/audio and its development process. configuration. Cheats – Toggle and manage the game’s unlockable Video cheats. Adjust the game's video settings for your monitor/video The Making of... – Go behind the scenes and get a spe- configuration. cial glimpse at the making of the game, with movies Languages and special features. Adjust the game's language and subtitle settings.

At any time during the The Matrix: Path of Neo tells its story with live-action game you can press Escape film footage, in-game cinematic scenes and gameplay. to open the Pause Menu. Clues and instructions appear in these cinematic scenes. Resume Game – Resume playing. Objectives – Review your current mission objectives. Options – Open the Options Menu (see Options Menu on page 6). Retry – Restart at the last saved checkpoint. Exit to Menu – Exit the current game and return to Game Menu.

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MOVINGMOVING AROUNDAROUND MOVINGMOVING AROUNDAROUND

The mouse and keyboard combinations also control your Inventory Ally Status view of the action. The camera automatically follows Manager Player Health Neo throughout the game, but you can also manually con- trol the camera in combat by using the mouse and key- Ally Health Enemy Health board controls to position the camera to get a better Focus Meter view of your surroundings.

Press Jump [Space] to jump over various objects. As the game progresses, you'll unlock the ability to per- form a Double Jump – press The Player Health meter represents Neo’s current health [Space] at the peak of a level (see Health on page 11). jump to perform a Double The Focus meter indicates Neo’s current Focus level. Jump that carries Neo even Focus allows Neo to bend the rules of the Matrix (see higher. Focus on page 21). Neo will automatically step The Ally Health meter represents the current health over low objects. To climb status of and other Rebels who fight alongside onto taller objects or to reach ledges, move or jump Neo (see Allies & NPCs on page 25). toward the object to perform a ledge hang, and move forward [W] to climb up. When hanging from a ledge, The Enemy Health meter shows the current enemy’s health. you can also use the [A] and [D] keys to shimmy along During special missions, where time is of the essence, its edge. the Ally Status display monitors the status of allies To climb ladders, move to the bottom of the ladder, such as Morpheus. look up with the mouse and The Inventory Manager allows you to manage and select move forward [W] and back firearms, melee weapons, grenades and other items. The [S] to climb up and down. number beneath the weapon icon represents a firearm’s Press Jump [Space] to ammo or a melee weapon’s decay status (see Inventory quickly slide down a ladder Manager on page 20). Running before a jump will increase the length of the jump, as does Focus. The mouse and keyboard combinations control direction Jumping from behind cover and speed for both walking and running. Use the Strafe will send the character keys ([A] and [D]) to sidestep left and right. An into a dive-roll. effective tactic is to combine mouse and Strafe keys to quickly circle around your opponents and keep them off- balance. To sneak up on someone, walk slowly – enemies can hear your footsteps. 8 9 PON_PC_ManInt 9/26/05 2:37 PM Page 10

MOVINGMOVING AROUNDAROUND HEALTHHEALTH

Neo can dish out a lot of damage, and can take a When near an obstacle, such as a wall or large object, lot of damage, as well. move close to it and press Action [Tab] – Neo will But as the Agents are link up with the object and use it as cover, turning well aware, Neo is still his back and pressing against the object. To break the “only human,” and can be link, move away from the object with the [W] or [S] killed in combat if not keys. careful. When using an object as cover, When Neo has been out of strafe left [A] or right [D] to combat for a few seconds, move or creep alongside it. If his Health meter automatically regenerates up to its the object is low, such as a current maximum level. If you can get Neo out of a jam crate or table, Neo will auto- and find a place to take cover, you can replenish his matically drop down and move in health and get back into the fight. a crouch when linked with the object. However, if Neo takes too much damage too quickly, his maximum level of health can drop fast, leaving him more When linked up with an object, you can peer around the vulnerable than before. corner to locate and attack enemies. Move left [A] or right [D] to move to the corner of the object, then You will find Health and Focus Packs in various loca- use the keys to peer around the object. Neo will lean tions throughout the game. Health Packs can both out and get a better view. replenish Neo’s Health meter and restore his maximum health level. Focus Packs replenish Neo’s Focus meter. To shoot at enemies from this position, press Fire [Left Mouse Button] to step around the corner and lock onto an enemy. Release Fire [LMB] to drop back to cover. You can perform the same actions to fire over objects from a crouched position. To jump out and surprise enemies from this position, lean out, press Jump [Space] and start blasting.

To open doors and use objects within the environment, move Neo near the object with the movement keys and press Action [Tab] to perform the action. The exact action is context-sensitive -- if you are near a door, Neo will open it; if you are near a button or control panel, Neo will operate it.

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HAND-TO-HANDHAND-TO-HAND & & MELEE MELEE COMBAT COMBAT HAND-TO-HANDHAND-TO-HAND & & MELEE MELEE COMBAT COMBAT

After going through extensive training and download including the ability to strip enemies of their sessions aboard the Nebuchadnezzar, Neo becomes a mas- weapons, and even turn them back on their owners by ter of several styles of martial arts. Neo is a one- pressing the [Q] key. Special Attacks can also be used man army, able to take on an entire SWAT team. When he as part of linked combos, which unlock even more power- becomes the One, his combat skills become even more ful attacks. amazing, as Neo is able to bend the rules of the Combo Example Matrix to the breaking point. Focus Hyper Strike ([Shift] + [LMB], [RMB] When Neo attacks an enemy, he’ll automatically switch Knocks an enemy off-balance so Neo can deliver a to a hand-to-hand combat stance, holstering any crushing boot to the head. firearms, or even using them as part of the attack.

You can dodge attacks and To Strike an enemy, get up slip punches by pressing close and press [LMB] to [Ctrl]. Combine this abili- land punches and kicks. If ty with Focus [Shift] to an enemy attacks you with a get out of even more trou- Strike or a Special Attack, ble – dodging bullets and you can quickly press [LMB] flipping over enemies and to block the attack and out of danger. You can also counter it with your own. use Evades to confuse and As Neo gains skills, he will stun your opponents, set- learn to combine a series of ting them up for devastating combos. In a similar man- strikes into devastating combos that can put opponents ner, rapidly press Evade to break out of a stun your- away quickly. self, or to make a quick recovery from an attack and Combo Example avoid further damage. 4-Hit Strike Combo ([LMB] x4) Combo Example Use Focus [Shift] with this Strike Combo to unleash Over-the-Head Forward Evade ([Shift] + [Ctrl]) powerful attacks that launch enemies into the air. A Move toward an enemy and trigger this combo – Neo 4-Hit Combo can also be used to drive through an will vault over the enemy’s head and land behind enemy's 3-Hit Combo. him, ready to take advantage of his confusion.

Press [RMB] to perform The Killing Blow is Neo's Special Attacks – throws, most powerful attack. Hold grapples, holds and other Focus [Shift] and Special combat moves. To throw an Attack [RMB] to charge it opponent, press [RMB] and up, then release in the press the movement keys in direction of an enemy to the desired direction to unleash the powerful blow. throw enemies at objects, Combine Killing Blow with over ledges and even at other attacks and jumps for other enemies. You can bone-crunching combos. 12 unlock additional Special Attacks throughout the game, Killing Blows are best used 13 PON_PC_ManInt 9/26/05 2:37 PM Page 14

HAND-TO-HANDHAND-TO-HAND & & MELEE MELEE COMBAT COMBAT HAND-TO-HANDHAND-TO-HAND & & MELEE MELEE COMBAT COMBAT

to finish off stunned enemies, especially tougher Katana opponents. The two-handed sword of the samurai is Combo Example known for its lethality. Aerial Killing Blow (Press and hold [Shift] and [RMB] while airborne to charge attack, then release [RMB].) Long Sword The classic, one-handed long sword is as Get airborne before charging up and releasing a fast as it is deadly. whirling kick.

Neo can punch and kick his Bo Staff way to success, but he can Versatile in both offense and defense, also stab, bash and skewer the bo staff also provides a signifi- his way through enemies by cant reach advantage, good for keeping using melee weapons – swords, groups of enemies at bay. axes, staves and more. Like all weapons, Neo can pick up melee weapons by mov- Aerial Attacks, Off- ing over them and selecting Wall Attacks them via the Inventory Combine Strike [LMB] and Manager. To fight, use Strikes, Special Attacks, Evades Special Attack [RMB] with and Killing Blows as normal – melee weapons make these Focus [Shift] and Neo’s all of these attacks extra-powerful. To draw and jumping and wall-running holster melee weapons, choose them in your Inventory abilities to perform and press [F]. devastating attacks from Melee weapons can also be thrown at enemies. To throw nearly any angle. a weapon, press and hold the [T] key to charge up, and Off-Line Attacks release to throw. In the Matrix, the Rebels Stay aware of your surroundings – you can put some are nearly always outnumbered, so you must learn to use everyday objects found within the environment to use as Off-Line Attacks to take on groups of enemies. When in improvised melee weapons. battle, move the movement keys in the direction of ene- mies behind or to the side, and Neo will direct Most melee weapons will break after extended use – the attacks, blocks and special moves in all directions. Inventory Manager meter tracks how a weapon decays with use. Some weapons have improved durability and attack Link-Up Attacks power. Pay attention to the Inventory Manager meter to If you’re surrounded by opponents, you can draw multi- see just how much use is left with each melee weapon. ple opponents into a single attack and damage them both. Stun an enemy, press the movement keys in the The following are examples of melee weapons you might direction of another opponent and press Special Attack find in the game. It’s not a complete list – you’ll [RMB]. If you time it right, you’ll draw enemies into have to discover some of these weapons on your own. your attack and damage them all. Melee weapons are especially deadly when used against multiple opponents 14 in this manner. 15 PON_PC_ManInt 9/26/05 2:37 PM Page 16

TARGETINGTARGETING GUNS...LOTSGUNS...LOTS OFOF GUNSGUNS

Use the mouse and the on-screen reticle to target ene- For some missions, Neo mies with firearms, grenades and thrown weapons. is jacked into the Matrix with weapons, To draw a weapon, select it and throughout the game in your Inventory and press [F] to draw the weapon. more weapons become Press Fire [LMB] to fire or available, either found throw the weapon. within the mission or taken from enemies. Neo You can remain in weapons can pick up firearms by mode until you holster moving over them, and weapons by pressing [F] or manage his inventory of until you attack an enemy firearms via the with a hand-to-hand attack. Inventory Manager (see “Inventory Manager” on page 20). You can use the Inventory Manager to select firearms manually, so you can be sure to have the right gun in Neo’s hand at all times. Each firearm has specific While Neo is in the air, strengths and weaknesses – you’ll need to learn which such as in the middle of a is the right tool for the job. long Focus jump, he has a 360-degree view of his sur- In some instances, Neo can wield two firearms at the roundings. same time — one in each hand — for extra kicks. From this vantage point, he Pistol can target enemies in all The pistol is Neo’s starting weapon directions. A good strategy for most levels. It does moderate dam- is to get Neo airborne, use age, with a moderate effective range. Focus [Shift] and attack ene- The pistol is semi-automatic, but can be fired quite mies from above. rapidly when Neo uses Focus. Neo can wield dual Pistols, one in each hand. Agent Pistol Neo can target objects in the environment. This ability This massive handgun is carried by is useful for destroying objects with gunfire, such as Agents and packs a major punch. Heavy explosive objects that can damage nearby enemies. kickback makes it slightly less accurate than a standard pistol, especially when fired rapidly. Submachine Gun Not as accurate as a pistol, but favored by SWAT teams for its high rate of fire. Neo can wield dual sub- machine guns, one in each hand.

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GUNS...LOTSGUNS...LOTS OFOF GUNSGUNS GRENADESGRENADES

Shotgun Grenades are useful for attacking enemies that are behind cover, as well SWAT entry teams often carry shotguns, for taking on Agents, who can dodge which are useful at medium range but ordinary bullets but cannot dodge entire have devastating effects at close range. explosions. Double-Barreled Shotgun Arm and throw grenades the same way you These weapons deliver massive damage use a firearm – select a grenade in the at very close range, but are nearly Inventory Manager and press Fire [LMB] useless at greater distances. Neo can to throw. wield dual double-barreled shotguns, one in each hand — the double damage will take down even the deadliest Tear-Gas Grenade enemies in one blast. Gas grenades release dangerous, choking gas that limits Assault Rifle Neo’s ability to target enemies and use Matrix abili- ties. Enemies affected by the gas become disoriented, Fully automatic, the assault rifle severely hampering their ability to fight and shoot. delivers a precise and powerful punch at even the longest range. Flash-Bang Grenade A flash-bang detonates with a tremendous shock and Grenade Launcher blinding flash, disorienting everyone within its effec- tive radius. The grenade launcher fires an explo- sive round that detonates on impact. Fragmentation Grenade The blast eliminates or severely This standard, military-style grenade deals a large damages everyone within the blast radius. amount of damage to targets in its blast radius.

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INVENTORYINVENTORY MANAGERMANAGER FOCUSFOCUS

The Inventory Manager represents Neo’s equipped Mastering all of Neo’s abili- weapons. Neo can carry up to three weapons at the same ties in the Matrix is the key time – press the [3] and [4] keys to scroll left and to success. When Neo frees right to select weapons in the inventory. his mind, he unlocks the The meter below each weapon icon indicates its remain- ability to move faster, run ing ammunition or uses. When a firearm runs out of on walls and defy gravity. ammunition, or if a melee weapon shatters from overuse, As Neo progresses in power, it is automatically discarded and its inventory slot is he unlocks even more abili- emptied. ties. Dodge bullets? Neo doesn’t have to.

There are two ways to pick up Neo bends the rules of the weapons: Matrix by using the powers of Focus. To use Focus, press [Shift] when performing actions such as hand-to- If Neo has an empty inventory hand combat, running and jumping. slot, he will automatically pick up weapons and store them Focus increases the speed and effectiveness of nearly in the inventory by simply every action and allows you to utilize Neo’s special running over them or touching abilities. Use Focus in hand-to-hand combat to unleash them. spectacular moves. Combine Focus with firearms combat for more accurate, precise shots. When used with Evade If all inventory slots are full, in order to pick up a [Ctrl], Focus even makes Neo a harder target to hit new weapon you must swap it with a weapon already in with both bullets and hand-to-hand attacks. the inventory. To swap items, move near the new item – its icon will appear below the Inventory Manager. The Focus meter displays Neo’s available pool of Focus. Press [2] to swap the weapon for the currently selected The longer you hold down Focus [Shift], the more you weapon in your inventory. draw from the limited resource of the Focus pool. When the meter is depleted, Neo is limited to his normal Neo will automatically pick up ammunition for weapons level of strength and speed. currently in his inventory. To pick up ammunition, sim- ply run over a weapon you find in the environment – its ammunition will be automatically added to your Focus regenerates constantly, but only up to a limited inventoried weapon. amount. It might be enough to get yourself out of a jam, but not enough to dominate in combat.

Neo can dual-wield some firearms, such as pistols, Higher amounts of Focus are awarded for entering and using one in each hand for double the firing action. succeeding in combat. Launch Strikes and Special When using firearms in this way, the items are Attacks, and you can earn enough Focus to either “stacked” in the inventory — two firearms are stored in unleash a Killing Blow to finish the job, or jump to the same inventory slot and their ammunition is divided safety. Hand-to-hand combat earns you the most Focus, equally between them. When both weapons run out of but you can also gain Focus through firearms combat. ammunition, they are both tossed away and the inventory Focus is your most precious resource in the game – the slot is emptied. path to success means staying aware of your Focus lev- Grenades of the same type are also stackable. For exam- els and using it wisely. ple, you can carry several fragmentation grenades in 20 the same inventory slot and use them one at a time. 21 PON_PC_ManInt 9/26/05 2:37 PM Page 22

FOCUSFOCUS THETHE PATHPATH OF OF THE THE ONE ONE

As Neo walks the Path of the One, he continues to free his mind and gains the ability to bend the rules of Run alongside a wall, press and hold the Focus [Shift] the Matrix and manipulate his surroundings. Some of and continue running toward the wall at an angle. Neo these Special Abilities are awarded automatically, will bend the rules of grav- while other, more powerful abilities must be unlocked. ity in the Matrix and sprint along the wall. Time it right, and he will even turn The following are examples of Special Abilities that corners while still air- are unlocked as Neo walks the path of the One. It’s borne. not a complete list – you’ll have to discover some of You can also use Focus to these abilities on your own. make Neo jump off walls. Code Vision Jump toward a wall, press Neo can look past the illu- against it and press Jump sion of the Matrix and see Focus [Space] again to make Neo spring even higher. the world as a sea of shim- These moves are great ways to avoid enemies and obsta- mering, green code. This cles. Experiment with other Focused running and jumping allows Neo to see through moves to discover more combinations and effects. walls and locate enemies, allies and useful items. Press [C] to toggle Code Using Focus, make contact with a wall (wall-running or Vision ON/OFF. wall-jumping), move toward an enemy and quickly press Strike [LMB] or Special Dodging Bullets Attack [RMB]. Neo will Neo can free his mind to the spring off the wall and point where his experience drive through the enemy’s in the Matrix slows to a defenses. crawl, allowing him to dodge bullets. At first, Neo gains the ability to acrobatically dodge out of harm’s way. Combine Focus [Shift] with Evade [Ctrl] while moving to make Neo perform this feat. Later, this ability evolves into the power to stop bullets with a wave of the hand and even reflect them back at attackers. Flight When Neo becomes the One, the hacker formerly known as Thomas Anderson is free from the limitations of gravi- ty. With this ability, press and hold Jump [Space] to make Neo glide upward in short bursts. In some situa- tions, you can press [Space] to charge forward and attack while flying. 22 23 PON_PC_ManInt 9/26/05 2:37 PM Page 24

THETHE PATHPATH OF OF THE THE ONE ONE ALLIESALLIES && NPCsNPCs

Throughout the game, Neo will fight alongside other Rebels, receive instructions from his ship’s Operator As Neo progresses in skill, and interact with civilians still trapped in the Matrix. he can unlock Master Abilities, which are awarded between levels. Master Neo must always protect his fellow Rebels from harm. If Abilities are more powerful one fails, all fail. Here is a partial list of the moves and attacks that Neo Rebels that Neo will encounter: can use to take on even the toughest opponents. To Morpheus is Captain of the Nebuchadnezzar, select Master Abilities, go a hovercraft that’s part of the Zion to the Upgrades Screen and fleet. He believes in ’s select available abilities to add to Neo’s arsenal. Prophecy of the One, and when he meets Neo, he believes his search is over and The following are examples of Neo’s Master Abilities. salvation is near at hand. You’ll have to discover the others on your own. Trinity is second-in-command of the Focus 360 Clear Out Nebuchadnezzar. She is a hard-as-nails Combine Focus [Shift], Strike [LMB] and Special Attack fighter who never, ever backs down. [RMB] and use movement keys to spin and knock back surrounding enemies. Off-Wall Super Level 2 Press Special Attack [RMB] after a wall jump or wall Apoc and Switch are crewmem- run to make Neo slam into an enemy and knock him off bers of the Nebuchadnezzar. his feet. Off-Wall Super moves are even more effective They are skilled combatants as part of combos – once a target is in the air, make who know how to take care of Neo whip out a firearm and riddle the target with bul- themselves. lets.

The rabbit hole is very deep, with many secrets to unlock. Each ship has an Operator who controls the Rebels’ entry and exit from the Atman Principles are unlocked between missions in the Matrix and monitors their progress. In same manner as Master Abilities. Some Atman Principles initial training missions, the Operator is appear in Neo's inventory — press the left trigger to a teacher and guide. During missions activate them. Atman Principles must be used in the inside the Matrix, the Operator is Neo’s same level they are selected. only connection to the Real World.

You can earn additional rewards for collecting certain Red Pills are people who are just begin- items and reaching certain objectives in the game. In ning to awaken to the illusion of the most cases, you must complete the mission in order to Matrix. Each Red Pill has a special trait earn your reward. that has made them a target of the Agents, and it’s up to you to learn how those traits can sometimes be useful to 24 Neo’s missions. 25 PON_PC_ManInt 9/26/05 2:38 PM Page 26

ALLIESALLIES && NPCsNPCs // ENEMIESENEMIES ENEMIESENEMIES

Civilians are humans still connected to “I’ve seen an agent punch through a con- the Matrix – utterly ignorant to the truth crete wall. Men have emptied entire clips behind the illusion. While Neo is on a at them and hit nothing but air.” mission, most civilians can be safely Soulless system programs, Agents exist ignored. Some may even be helpful. But only to protect and preserve the Matrix. remember – these people are still a part of the system, and that makes every one of them a Agents are near-unbeatable enemies – their strength and potential enemy. speed make them deadly martial arts opponents, and their ability to dodge bullets make them nearly impos- sible to kill with bullets. What’s more, even if you manage to kill an Agent or escape pursuit, they can simply respawn at full power into a nearby body. “You have to understand, most of these people are not On the other hand … ready to be unplugged. And many of them are so inured, so hopelessly dependent on the system that they will “…Their strength and their speed are still based in a fight to protect it.” world that is built on rules. Because of that, they will never be as strong or as fast as you can be.”

The standard Police and Security Guard units within the Matrix are no match for “There are programs running all over the place. The the free minds of rebels like Neo, ones doing their job, doing what they were meant to Morpheus and Trinity, but they can be do, are invisible. You’d never even know they were dangerous in groups or when supported by here. But the other ones, well, we hear about them all shotguns and tear gas. the time. … Every time you’ve heard someone say they saw a ghost, or an angel. Every story you’ve ever heard about vampires, werewolves, or aliens, is the SWAT teams are the elite law enforcement system assimilating some program that’s doing something units of the Matrix. SWAT units often they’re not supposed to be doing.” carry automatic weapons and grenades, and their ability to work in groups makes them Exiles are rogue programs that have resisted the rules a force to be reckoned with. of the Machine World and have chosen exile within the Matrix. There are many different types of Exiles, each with its own abilities that make them dangerous oppo- nents – perhaps even more dangerous than Agents. Soldiers are far better trained, armed and armored than any police officer. Soldiers Just as Neo progresses through many often carry heavy weapons, making them changes while he walks his path, Agent very deadly opponents. Smith undergoes changes as well. At first, is the leader of the Agents, seeking to regulate the system that enslaves mankind. Later, Smith becomes “a new man,” so to speak, and adds his virus- 26 like ability to create an endless army of copies. 27 What comes after that is anyone’s guess… PON_PC_ManInt 9/26/05 2:38 PM Page 28

STRATEGIESSTRATEGIES && TACTICSTACTICS STRATEGIESSTRATEGIES && TACTICSTACTICS

Counter Strike: If an enemy leads with a punch or Focus 360° Aerial Targeting: kick, press Strike [LMB] to block and follow up with Get airborne – Neo can tar- an attack combo. get enemies all around him. Use Focus [Shift] + Jump Counter Throw: Strikes [Space] to get into the counter many Special air, then fire at will. Attacks. If an enemy sets up to launch a Special Attack, such as a throw, press Strike [LMB] to counter-attack. Watch for Openings: Some enemies “telegraph” their Use the Environment: Agents attacks. Use Evade [Ctrl] are nearly unbeatable. In to sidestep their attacks and create an opening for a many cases, Neo’s hand-to- counter-attack. If an enemy charges up a big attack, hand attacks can only delay press Strike [LMB] to disrupt it. and annoy an Agent, and you’ll have to think of Use Cover and the Environment: Taking cover gives Neo another way to survive the time to recharge Health and plan his next move. Don’t fight. Try throwing Agents keep Neo in one place too long — enemies will quickly toward objects within the coordinate and surround him. Look for opportunities in environment that can deal the environment to end a battle quickly. heavy damage. Fast Finishers: Get Help from Allies: When Agents shoot at you, use Focus Hyper Strike: [Shift] + [RMB], [LMB] Bullet Dodge to evade the shots and open up the Agent Focus Lightning Strikes: [Shift] + [RMB], to attacks from your allies. tap [LMB] rapidly Turn the Agents’ Abilities Against Them: Agents can dodge bullets, but firearms aren’t completely useless. On Screen Prompts: In addition to those listed here, Blast a few shots at an Agent to pin them down while on-screen icons give you hints to trigger powerful you gather your wits or make an escape. attack combos and other useful moves. Keep a sharp Agents Adapt: Agents are adaptive programs that rapidly eye – timing is key. learn to counter repeated attacks. Your best chance of Linking Combos: You can link combos together in order survival is to continually vary your types of attacks. to keep enemies off-balance and deal even greater damage.

28 29 PON_PC_ManInt 9/26/05 2:38 PM Page 30

QUICKQUICK REFERENCE REFERENCE CREDITSCREDITS

Focus [Shift] Written and Gameplay Programmers Kyle Donaldson Directed by Geoffrey Erickson 4-Hit Strike Combo [LMB] x4 The Wachowski Brothers Franco Junio Vince McDonnell 5-Hit Strike Combo [LMB] x5 Eon Mark Nonato Vanessa Carmichael Christian Rickeby 6-Hit Strike Combo [LMB] x6 Associate Producer Richard Skala Joseph Williamson Tim Bicio Aerial Killing Blow In air/[Shift] + [RMB] Post Production Supervisor Chandana “Eka” Ekanayake Art & Cinematic Director to charge/release to Ian Slater strike Assistant Film Editor Jon Gwyn Senior Environment Artist Antigravity Jump [Shift] + [Space] Matt Brooks Digital Assistant Environment Artists Ahmed Mustefa Ahad Bullet Dodge [Shift] + [Ctrl] + move- Johnathan Banta Kari Birkeland ment keys Digital Supervisor Daniel Chevalier Chris Donelson Shiny Entertainment Shane Estanislao Bullet Stop Stand still/[Shift] + David Perry Jason Lewis [Ctrl] President Chris Naves Michael “Saxs” Persson Art Support Code Vision [C] Game Director Johnnie Houston Estill II Christian Laursen Double Jump [Space] x2 Shawn Berryhill Daniel Platt Design Director Chris Regalado Focus 360 Clear Out [Shift] + [LMB] + [RMB] + Designers Richard Mahon movement keys Eric Beaumont Conceptual Artist Dax Berg Benjamin “BJ” Cholewinski Darran Hurlbut Focus Aerial Throw Stun enemy/[Shift] + Kenneth Lee Senior Character Artist [RMB]/ then [LMB] Jay Nielsen Charles Bloomer Frank Rogan Visual FX Director Killing Blow [Shift] + [RMB]/release Søren Hannibal to strike Technical Director Visual FX Artists Bryan Erck Senior Programmers Rob Jolliff Off-Wall Strike Wall-run or wall-jump/ Tony Bennett Javier Ojeda press [LMB] Torgeir Hagland Behrooz Roozbeh Martin Jensen Chaz Sutherland Rafael Paiz Off-Wall Super Wall-run or wall-jump/ Gabriel Rountree press [RMB] Programmers Animation Director Michael Edwards Manjit Jhita David Frenkel Tornado Throw Grab enemy in air with Senior Animator [RMB]/movement keys Eric Harms Patrick Hughes Animators David Msika Steve Klett Weapon Strip [Q] Bradey Smith Aung Zaw Oo Stephen Wu Brian Weber Scott Bruno Animation Scripters Gameplay Programming Director Mark Florentino Kevin Jameel Hogan 30 Andrew LeMat 31 PON_PC_ManInt 9/26/05 2:38 PM Page 32

CREDITSCREDITS CREDITSCREDITS

Fred Vang Atari Kurt Carlson, Red Sheet Dan Burkhead Shaun Novak Studio, Essex, Mass. Engineering Services Bruno Bonnell Facial Animation Documentation Specialist Technicians CEO/Chairman Adam Levenson Ezequiel “Chuck” Nunez Eugene Lai Jean-Marcel Nicolai Audio Director Manager of Publishing Support Engineering Services Senior Vice President, Technicians Sound Designers Worldwide Content Ken Ford I.T. Manager/Western Region Chris McQuinn Stephen Miller Steve Tucker Senior Compatibility Analyst Frank Szick Director, Global Brand Jimmie Lee Manager of Technical Support Adam Stiles Management Patricia-Jean Cody Compatibility Test Lead Sound Editor Jeff Kempler Lead Testers Cuong Vu Audio Scripters Senior Vice President, Jon Hockaday Ray Cicero Business and Legal Affairs Paul Phillips Compatibility Analyst Jason Gates Steve Madsen Joy Schneer Ken Moodie Jason Randall Vice President, Business and Alissa Ivanovich Director Strategic Relations W.D. Hogan Legal Affairs Cinematic Co-Director Assistant Lead Testers Cecelia Hernandez Jason Kausch Sr. Manager, Strategic Cinematic Team Wim Stocks Relations Alex Limon Executive Vice President of Q.A. Testing Supervisor Scott Holty Sales Testers Arthur Long Strategic Relations Scott Scherrer Diane Price Baker Anom Chavez Steffan Shurkin Specialist Executive Vice President Christopher Morales Jan Sjovall Nessie Rilveria Todd Curtis Paul Zimmer aka “Zimm” and CFO Burdy Wang Vice President, Operations Piers Sutton Production Andrea Schneider Andrew Blomquist Eddie Pritchard Todd Morgan Director of PR Justin Goldstein Director of Manufacturing Senior Producer Marc Metis Matt Rush Lisa Leon Senior Vice President, Anthony Snyder Brian Wiklem Lead Senior Buyer Producer Marketing Brennen Vega Chao Wang Gardnor Wong Nique Fajors Jorge “HoHo” Oseguera Jonathan Apour Senior Buyer Associate Producer Vice President of Marketing Andrew Bones Erin Shanahan David Camburn Tara Moretti Maja Persson Buyer Production Coordinator Executive Assistant Niki Chen Virgil Emperador Mark Harwood Donna Henry Phoenix Flowers Atari Melbourne House Superstar Production Coordinator Mike Greenler Vito Trifilo Rick Imperial Lidia Hernandez Paul Hellier QA Manager Director of Technology Jeff Loney Coordinator Assistant Alex Mack Testers Sam Park Martin Currie Aja Pettit Dominic Berzins HR Manager Vice President of Marketing Jason Randall Rachel Topp Services Ken Tran Sook Lee Pamela McSwain Jesse Thurman William Keith, Executive Assistant/Office Don Vu Richard Brownlow Manager CRM Manager Dave Strang Ben Abbott Christine Fromm Manager, Engineering Services Jean-Claude Boursiquot and Compatibility Lab IT Manager Sr. Manager of Channel Marketing Ken Edwards Mike Lewis Engineering Services IT Specialist Andrew Green Traffic Manager Specialist 32 33 PON_PC_ManInt 9/26/05 2:38 PM Page 34

CREDITSCREDITS CREDITSCREDITS

Warner Bros. Monica Bellucci Belinda McClory Anthony Wong Interactive Switch Ghost Entertainment Daniel Bernhardt Matt McColm Anthony Zerbe Agent Johnson Agent Thompson Councillor Hamann Production Henry Blasingame Carrie-Anne Moss David Abrams Deus Ex Machina Trinity Film Editing Producer Zach Staenberg Ian Bliss Tory Mussett Nick Torchia Bane Beautiful Woman at Le Vrai Game Cast Associate Producer Liliana Bogatko Ada Nicodemou Michael Benyaer Gary Sheinwald Old Woman at Zion Dujour (White Rabbit Girl) Vamp, Police/Security Senior Producer Josephine Byrnes David No Andrew Bowen Karen Pierson Zion Controller Cain Neo Manager of Rights & Lung Yun Chou (Collin) Joe Pantoliano Kimberly Brooks Clearances Seraph Cypher , Civilian Jonathan Eubanks Paul Cotter Anthony Ray Parker Billy Brown Director of Production Corrupt Dozer Doberman Philippe Erwin Terrell Dixon Harold Perrineau Jr. George Cheung Vice President of Production Wurm Link Kung Fu Soldier, Chinatown Gangster, additional Walla Marketing & PR Matt Doran Jada Pinkett-Smith Leo Olebe Mouse Captain Niobe Jim Connor Agent Jones, SWAT/Soldier Marketing Manager Adrian Rayment Stephanie Johnson Morpheus Twin #2 Kevin Delaney The Heckler, SWAT/Soldier Marketing Manager Gloria Foster Neil Rayment David S. Cohen Oracle Twin #1 Robin Atkin Downes Merovingian, Vamp, Agent Marketing Coordinator Nona Gaye Thompson Remi Sklar Zee Neo Gideon Emery Public Relations Manager Deni Gordon Tahei Simpson Bane Jason Hall Priestess Binary Keith Ferguson Senior Vice President Paul Goddard Robert Taylor Link, Insectoid, Civilian Agent Brown Agent Jones Motion Picture Cast Laurence Fishburne Marc Gray Steve Vella Mary Alice Morpheus Oracle (new) Choi Captain Malachi Nika Futterman Lachy Hulme Clayton Watson Julian Arahanga Switch, Witch Boss, Civilian Apoc Sparks Kid Michael Gough Fiona Johnson Hugo Weaving David Aston Seraph, Agent Brown, Vamp Rhineheart Woman in Red Agent Smith Jennifer Hale Roy Jones Jr. Leigh Whannell Helmut Bakaitis Trinity Architect Captain Ballard Axel James Horan David Kilde Bernard White Jeremy Ball Agent White, Civilian, Agent Jackson Rama-Kandra Businessman Police/Security Randall Duk Kim Lambert Wilson Stephen Bastoni Jeff Kelly The Key Maker Merovingian Soren Civilian Harry Lennix Rowan Witt Don Battee Phil Lamarr Lock Spoon Boy Vector Operator, Ballard, 34 SWAT/Soldier 35 PON_PC_ManInt 9/26/05 2:38 PM Page 36

CREDITSCREDITS CREDITSCREDITS

Lex Lang Voice Talent Casting Lighting and Compositing CRI Sofdec Police/Security, Civilian Heikki Anttila and Directing Corey Butler CRI Sofdec, CRI ADX, and the Hope Levy CRI Middleware logo are Tikiman Casting and Directing Jerome Denjean Red Pill Club Kid, Civilian Laurent Pierlot ©1999, CRI Middleware Co., LTD. All rights reserved. Mitch Lewis Chris Borders Brandon Riza Swordsman, SWAT/Soldier Voice Talent Casting & Dave Wilson Motion Capture by Directing Ming T. Lo FX Graff Network Kung Fu Soldier, Chinatown Barbara Harris Jiyoung Hong Service Gangster, additional Walla Walla Group Seung Jae Lee Kirby Miller Clark Graff Stephen Marks Megasmith Sequence Marlon Nowe Producer Police/Security, Civilian by Blur David Stinnett Leslie LaPage James Mathis III Tim Miller Jon Jordan UPM/1st AD Police/Security Creative Director CG Character Technical Matthew Karnes Supervisor Mocap Supervisor Paul Nakuchi Jerome Denjean Red Pill Herb Shop Owner CG Supervisor Sze Chan Alexa Anastasia Character Modeling QC Dave Wilson Studio Manager Dempsey Pappion Supervisor Apoc, SWAT/Soldier CG Supervisor David Bawel Ryan Girard Jeff Weisend Mocap Operator Rick Pasqualone Mocap Red Pill Security Guard, Animation Supervisor Emi Tahira Christopher Hicks SWAT/Soldier Kirby Miller Mocap Lead Editor Mocap Talent Peter Renaday FX Supervisor Peter Upson Diego Garcia The Key Maker, The Architect, Al Shier Mocap Editor Tools Programmer Police/Security Producer Raymond Lee Massa Amanda Powell Michael Rodgers Mandy Sekelsky Mocap Editor Production Assistant Doberman Associate Producer Casey Carmack Ben Shields David Nibbelin Programming and Systems Mocap Editor SWAT/Soldier Layout Administration Duane Powell Scott Jenkins Christopher Smith Modeling Paul Huang Lead Animator Agent Smith Jerome Denjean Matt Newell Sylvia Uchida Kris Kaufman Abe Shelton Stephen Stanton Animator Kevin Margo Agent Jackson, Doberman, Brandon Riza Havok Mandy Jenkins Police/Security Dave Wilson Animation Setup Ross O’Dwyer Mio Takada Rigging Physics Programming Edward Velez Japanese Assassin Remi McGill Mocap Coordinator Jerry Tondo Seung youb “Kull” Shin Special Thanks Mitch Morando Urban Olsson Japanese Assassin Animation Mike Walsh Camera Operator Fred Tatasciore Wim Bien Bryan Hillestad Nvidia Robet Hand Agent Johnson, Roland, Playback Operator SWAT/Soldier Makoto Koyama Greg James Derron Ross Developer Technology Engineer Yolanda Jones Jen Taylor Davy Sabbe Craft Service PA Red Pill Librarian, Civilian Dave Vallone Kevin Myers James Ciccarello Brett Walter Jeff Weisend Developer Technology Engineer Jeff Wilson Set PA Rogue Witch Carrie Cowan Technical Animation Developer Relations Manager Monique Patrice Derron Ross Set PA 36 August Wartenberg 37 PON_PC_ManInt 9/26/05 2:38 PM Page 38

CREDITSCREDITS CREDITSCREDITS

Dee Dee Street The Seattle Mike Gollom Special Thanks Personal Trainer Orchestral Recordings Recording Technical Support Meaghan Kerins Simon James Denise Diehl Silver Pictures Office PA Orchestral Contractor Voice Talent Assistant Debra Baker Chelsea Beck Motion Capture Choreography Rob Bennett Glenn Boswell James Lew, Dragonmaster Inc. Orchestrator Sound Design by Extreme Audio Design Wendy Bozzi Motion Capture Performers Rob Bennett Nancy Bushkin Sound Designers Arnold Chon Conductor John Byrd Paul Menichini Matt Emery Steve Chalk Mike Kamper Eric Halderman Fredrik Sarhagen Lev Chapelsky Christopher Hoffman Orchestral Mixer Chris Chen Motion Picture Alex Huynh Additional Music Carrie Cowan Jermaine Soto François-Paul Aïche Localization by Leah Cowlin Gary Stearns A&J Music Productions Technicolor Interactive Paula Davenport-Brummett Don Davis Original Music by Machine Rob Bennett Services Marcus Brown Marti Esteva Head Editors/Mixers Harry Glantz Eric Colvin Patrick Giraudi Jason Bentley Todd Haberman Marielle Henault Lydian Tone Julio Jerez Music Supervision Thorsten Laewe Phillip Kovats Erik Lundborg Scott Johnson Featured Artists H. Scott Salinas Jeneba Konare The Crystal Method Walla Recording by Brian Lee Junkie XL Adam Schiff Wilshire Stages (Los Richard Levin Dave Porter Angeles, CA) Drew Medina Meat Beat Manifesto Mark Kilian Morten Mikkelsen, Io Eric Thomas Interactive, for his normal Sound Design, Editorial, Amon Tobin (Courtesy of Recording Engineer mapping white paper & Mixing by Danetracks, Ninja Tune) Walla Group Melissa Miller Inc. Catherine Cavadini OC3 Entertainment Tobias Enhus Erik Olsen Lead Composer Bryan Watkins Vicki Davis Sound Design Supervisor John Demita Masao Oshimi Mark Kilian Greg Finley Stuart Roch Composer Sound Designers Jeff Fischer Harry Rubin Eric Lindemann Anneliese Goldman Anders Schroder Dave Porter Roland Thai Carlyle King Lisa Scott Composer Susannah Scott Sound Editors Tracy Metro Stephen Dewey David J Randolph Irika Slavin James Penny Liquid Development Executive Music Producer Vernon Scott Mike Camello Travis Stansbury Patty Chow Dewey Sound Editor “We Are the Champions” Michael Steuerwald Executive Music Producer Performed by Queen Jeri Street Lance Brown Written by Freddie Mercury Jennifer Stump Vicki Ordeshook Re-Recording Mixer Published by Beechwood Music Shane Thompson Music Producer Corporation / EMI Music Village Roadshow Pictures Isadora Chesler Sound Design by Earbash Publishing Simon Whipp Licensed by courtesy of EMI Music Producer Audio, Inc. Not to mention our supportive Rebecca Liu Records Limited Tobias Enhus families! Yuan Liu Original Music Mixer Additional Visual Effects Created by SFD VFX and Extra special thanks to Maggie Tran Voice Talent Recording by Creative Post everyone who supported us! Music Coordinator Technicolor Creative Onlines by Modern Video Film www.shiny.com www.atari.com Composer Assistants Services (Burbank, CA) Kip Smedley Morgan Gerhard Public Relations Dustin Camilleri Recording Engineer Karen Schildkraut 38 Highwater Group 39 PON_PC_ManInt 9/26/05 2:38 PM Page 40

ATARIATARI WEB WEB SITES SITES TECHNICALTECHNICAL SUPPORT SUPPORT

To get the most out of your new game, visit us at: Help Via the Internet atari.com Up-to-the-minute technical information about Atari products is generally available 24 hours a day, 7 days If you would like to chat with other gamers, as well a week via the Internet at: as developers, visit our Community Forum area at: atarisupport.com ataricommunity.com Through this site you’ll have access to our FAQ Kids, check with your parent or guardian before visiting any web site. (Frequently Asked Questions) documents, our Hints/Cheat Chat Messages: Atari does not monitor, control, endorse, or accept responsibility for the Codes if they’re available, and an Email area where you content of chat messages. You are strongly encouraged not to give out identity or other can get help and ask questions if you do not find your personal information through chat message transmissions. Kids, check with your parent answers within the FAQ. or guardian if you are concerned about any chat you receive. Note: In the event we must send you a Hint Sheet, FAQ Use of Atari web sites is subject to terms and condi- document, patch or update disc via Email, we may tions, which you can access at: require verifiable consent from a parent or guardian in order to protect children’s privacy and safety online. atari.com/us/tos Consent Forms are available at the web site listed above. Help Via Telephone in the United States & Canada For phone assistance, call Atari Technical Support at (425) 951-7106. Our Interactive Voice Response system is generally available 24/7, providing automated sup- port solutions immediately. This console-based product has automated support, which includes information such as gameplay tips, information on Control Keys, possible Cheat Code combination keys, and instructions for finding secret screens and/or additional game levels (if these type of items exist and are made available for this particular product). Great News! We’ve improved our Automated Systems so that you can get product-specific Troubleshooting help more quickly. All you need to do is enter the prod- uct’s Part # when prompted to do so. This will take you directly to all of our known issues and solutions for this title. The product’s Part # is located in several places (on the CD label, Game Pak, package and/or plastic disc case, if applicable) and is usually identified by a number such as 04-12345. When prompted by the Automated System, enter the last five digits of your product’s Part #. (For example, Part # 04-12345 would require that you enter the “12345” portion of the number for that product.) Note: Some products simply 40 feature a five-digit Part # without an “04-” prefix. 41 PON_PC_ManInt 9/26/05 2:38 PM Page 42

TECHNICALTECHNICAL SUPPORT SUPPORT END-USER LICENSE AGREEMENT IMPORTANT — READ CAREFULLY: Please be sure to carefully read and understand all of the rights and restrictions described in this End-User License Agreement (“EULA”). AGREEMENT Live support is generally available Monday through This document is an agreement between you and Atari, Inc. and its affiliated compa- Friday, 8:00 AM until 6:00 PM (Pacific Time). Note: We nies (“Company”). The enclosed software game disc(s), cartridge or Game Pak may be closed on major holidays. (“Software”) and any accompanying printed materials are licensed to you only on the Product Return Procedures in the United condition that you accept all of the terms contained in this EULA. By opening this package and installing or otherwise using the Software you agree to States & Canada be bound by the terms of this EULA. If you do not agree to the terms of this EULA In the event our technicians at (425) 951-7106 deter- you may not install or use the Software and within 15 days of purchase you must call mine that you need to forward materials directly to us, the Tech Support telephone number listed in the manual accompanying the Software please include a brief letter explaining what is (the “Manual”). Select the Automated Phone System’s Main Menu option for enclosed and why. Make sure you include the Return Consumer Services and follow the prompts. Merchandise Authorization Number (RMA#) supplied to you You will be given a Return Merchandise Authorization number (RMA #) by the techni- by the technician, and your telephone number in case we cian. You then have 15 days from the date of this contact to return the Software in its protective covering, the Manual and the original sales invoice to the address supplied need to call you. You will receive the mailing address to you. when the technician gives you the RMA#. Any materials If this is a PC product, when you install the Software you will be asked to review and not containing this RMA# will be returned to you either accept or not accept the terms of the EULA by clicking the “I Accept” button. unprocessed. By clicking the “I Accept” button you acknowledge that you have read the EULA, Warranty Policy in the United States & understand it and agree to be bound by its terms and conditions. Canada COPYRIGHT If our technicians determine that the product storage The Software is protected by copyright laws and international copyright treaties, as medium is found to be defective within ninety (90) days well as other intellectual property laws and treaties. All title and copyrights in and to of original purchase, (unless otherwise provided by the Software (including but not limited to any images, photographs, animations, applicable law), Atari will replace the item free of video, music, text and “applets” incorporated into the Software) and any printed materials accompanying the Software are owned by the Company or its Licensors. charge, to the original purchaser, if the item is accompanied by the original dated receipt and packag- GRANT OF LICENSE ing. The Software is licensed and not sold to you and its use is subject to this EULA. The Company grants you a limited, personal, non-exclusive license to use the Software in the manner described in the user documentation. The Company reserves all rights not expressly granted to you in this EULA. PERMITTED USES 1. If the Software is configured for loading on a hard drive, you may install and use the Software on a single computer. 2. You may make and maintain one copy of the Software for backup and archival purposes, provided that the original and copy of the Software are kept in your possession. 3. You may permanently transfer all your rights under this EULA, provided you retain no copies, you transfer all of the Software (including all component parts, the media and printed materials and any upgrades) and the recipient reads and accepts this EULA. RESTRICTIONS 1. You may not delete or obscure any copyright, trademark or other proprietary notice on the Software or accompanying printed materials. 2. You may not decompile, modify, reverse engineer, disassemble or otherwise reproduce the Software. 3. You may not copy, rent, lease, sublicense, distribute, publicly display the Software, create derivative works based on the Software (except to the extent 42 43 PON_PC_ManInt 9/26/05 2:38 PM Page 44

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LIMITED WARRANTY AND DISCLAIMER OF WARRANTIES THE MATRIX: PATH OF NEO software and other aspects © 2005 Atari, Inc. You are aware and agree that use of the Software and the media on which is recorded is All Rights Reserved. All trademarks are the property of their respective owners. at your sole risk. The Software and media are supplied “AS IS.” Unless otherwise provid- Manufactured and marketed by Atari, New York. ed by applicable law, the Company warrants to the original purchaser of this product that the Software storage medium will be free from defects in materials and workmanship The Shiny logo © 2005 Shiny Entertainment. All rights reserved. under normal use for ninety (90) days from the date of purchase. The warranty is void if Shiny Entertainment is a wholly-owned division of Atari, Inc. the defect has arisen through accident, abuse, neglect or misapplication. If the Software CRI, CRI Softdec, CRI ADX, and the CRI Middleware logo are fails to conform to this warranty, you may at your sole and exclusive remedy, obtain a © 1999, CRI Middleware Co., LTD. All rights reserved. replacement free of charge if you return the defective Software. Follow the Product Return Procedures described in the Manual. The Company does not warrant that the Havok.com ™ © Copyright 1999-2005 Havok.com Inc. (and its Licensors). Software or its operations or functions will meet your requirements, or that the use of the All Rights Reserved. See www.havok.com for details. Software will be without interruption or error. Dolby, Pro Logic, and the double-D symbol are trademarks of Dolby Labratories. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, EXCEPT FOR THE THX and the THX logo are trademarks of THX Ltd. which may be registered in some EXPRESS WARRANTY SET FORTH ABOVE, THE COMPANY DISCLAIMS ALL WAR- RANTIES, EXPRESS OR IMPLIED, INCLUDING AND WITHOUT LIMITATION,THE jurisdictions. All rights reserved. A THX Certified Game is your assurance of consistent IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR and optimal sound and picture presentation. This game title was developed in a studio PURPOSE AND NON-INFRINGEMENT. EXCEPT FOR THE EXPRESS WARRANTY SET that meets the THX stringent reference standards for acoustical and visual FORTH ABOVE, THE COMPANY DOES NOT WARRANT, GUARANTEE OR MAKE ANY performance, letting you experience the best in sound and picture playback. REPRESENTATION REGARDING THE USE OR THE RESULTS OF THE USE OF THE SOFTWARE IN TERMS OF ITS CORRECTNESS, ACCURACY, RELIABILITY, CURRENT- 09265 NESS OR OTHERWISE. SOME JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED WARRANTIES, SO THE ABOVE EXCLUSIONS AND LIMI- TATIONS MAY NOT APPLY TO YOU. LIMITATION OF LIABILITY IN NO EVENT WILL THE COMPANY OR ITS EMPLOYEES OR LICENSORS BE LIABLE FOR ANY INCIDENTAL, INDIRECT, SPECIAL, CONSEQUENTIAL OR PUNITIVE DAM- 44 45 PON_PC_ManInt 9/26/05 2:38 PM Page 46

PON PC Manual Back 4/4 48 pages