AliasprimasOfficialStrategyGuide-2004.pdf

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This game has received the
following rating from the ESRB
primagames.com ®
Watch Alias on
Sundays 9/8c on ABC
www.acclaim.com
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TM
PRIMA GAMES
A DIVISION OF RANDOM HOUSE
3000 LAVA RIDGE COURT
ROSEVILLE, CA
95661
1-800-733-3000
WWW.PRIMAGAMES.COM
The Prima Games logo is a registered trademark of Random House, Inc., registered in the United States and other countries. Primagames.com is a
registered trademark of Random House, Inc., registered in the United States.
© 2004 by Prima Games and Acclaim Publishing. All rights reserved. No part of this book may be reproduced or transmitted in any form or by any
means, electronic or mechanical, including photocopying, recording or by any information storage or retrieval system without written permission
from Prima Games and Acclaim Publishing. Prima games is a division of Random House, Inc.
Alias © 2004 Touchstone Television. All Rights Reserved. Acclaim ® & © 2004 Acclaim Entertainment, Inc. All Rights Reserved. Developed by
Acclaim Studios Cheltenham. All Rights Reserved. Dolby and the double-D symbol are trademarks of Dolby Laboratories. Manufactured under
license from Dolby Laboratories. Marketed by Acclaim. Distributed by Acclaim Distribution, Inc .All products and characters mentioned in this
book are trademarks of their respective companies.
Important:
Prima Games and Acclaim Publishing have made every effort to determine that the information contained in this book is accurate. However, the publisher makes no
warranty, either expressed or implied, as to the accuracy, effectiveness, or completeness of the material in this book; nor does the publisher assume liability for dam-
ages, either incidental or consequential, that may result from using the information in this book. The publisher cannot provide information regarding game play, hints
or strategies, or problems with hardware or software. Questions should be directed to the support numbers provided by the game and device manufacturers in their
documentation. Some game tricks require precise timing and may require repeated attempts before the desired result is achieved.
Please be advised that the ESRB rating icons, “EC”, “K-A”, “E”, “T”, “AO”, and “RP” are copyrighted works and certification marks owned by the Interactive Digital
Software Association and may only be used with their permission and authority. Under no circumstances may the rating icons be self applied or used in con-
nection with any product that has not been rated by the ESRB. For more information regarding a product that has not been rated by the ESRB, please call the
ESRB at 1-800-771-3772 or visit www.esrb.org. For information regarding licensing issues, please call IDSA at (212)223-8936. Please note that ESRB ratings only
apply to the content of the game itself and does NOT apply to the content of this book.
ISBN: 0-7615-4443-7
Library of Congress Catalog Number: 2003113445
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CREDITS_ p.02
STRATEGY GUIDE AUTHOR
Walter Black
DESIGNER
Lesley Zinn
ABC Credits:
ALIAS CREATED BY
J.J. Abrams
SCRIPT BY:
Breen Frazier
STORY CONSULTANTS:
J.J. Abrams
Jesse Alexander
J.R. Orci
Bryan Burk
MUSIC BY:
Michael Giacchino
FEATURING THE VOICE
TALENTS OF:
Jennifer Garner
Michael Vartan
Victor Garber
Kevin Weisman
Ron Rifkin
Carl Lumbly
David Anders
SPECIAL THANKS:
Bruce Gersh
Melissa Harling
Chi Kephart
Buena Vista
Games Credits:
SENIOR PRODUCER
Chris Takami
PRODUCER
Jeff Blattner
ASSISTANT PRODUCER
Jaime Serrano
VICE PRESIDENT PRODUCT
DEVELOPMENT
Dan Winters
DISNEY CHARACTER
VOICES STAFF:
Rick Dempsey
Ben Hoppe
Renee Johnson
Susie Lum
Susan Ryan
Bryan Monroe
DIRECTOR OF MARKETING
Bob Picunko
MANAGER, MARKETING
Stephanie Yoshimoto
DIRECTOR,
PUBLIC RELATIONS
Angela Emery
LOCALIZATION:
Amy Small
Catherine Duperron
Victoria Esteban
Corinne Le Dour
Valeria Prandoni
Alexander Voigt
Philippe Juton
SPECIAL THANKS:
Tina Aughinbaugh
Lisa Beckwith
Scott Chambliss
Risa Cohen
Tom DeGorter
Jerald Dotson
Chris Drews
Jasmine Ellsworth
Jon Fisher
Mike Fracassi
Jeff Galloway
Barbara Gleason
Laura Goldsmith
Leslie Herman
Rita Kedineoglu
Sanjeev Lamba
Deborah Lawson
Cecilia Mondragon
Meighan Offield
Kehau Rodenhurst
Marybeth Sprows
Tamira Webster
Peter Wyse
Acclaim
Entertainment, Inc:
SENIOR V.P. BRAND
Marc Metis
SENIOR V.P. STUDIOS
Barry Jafrato
V.P. MARKETING SERVICES
Evan Stein
V.P. PRODUCT
DEVELOPMENT
Robert Nashak
BRAND DIRECTOR
Ben Fischbach
BRAND MANAGER
David Skelton
DIRECTOR OF
MARKETING SERVICES
Dorian Rehfield
DIRECTOR OF PUBLIC
RELATIONS
Alan Lewis
SENIOR PR MANAGER
Tara Monahan
PR MANAGER
Matt Schlosberg
DIRECTOR OF
CREATIVE SERVICES
Scott Jenkins
SENIOR MEDIA EDITOR
Jack Scalici
NEW YORK PRODUCER
Eric Hendrickson
QUALITY ASSURANCE
MANAGER
Brian Regan
QA SUPERVISORS
Matt Canonico
Bill Handworth
SENIOR LEAD ANALYST
Argressor
"Pharoah" Sample
LEAD ANALYSTS
Dave Gumbrecht
Lloyd Thompson
PROJECT LEADS
Orland Apiado
Keith Bishop
Brian Wisnowski
Daniel Sciarrino
REPLICATION &
SUBMISSION MANAGER
Chris Maher
Acclaim Europe:
V.P. MARKETING
INTERNATIONAL
Larry Sparks
PUBLIC RELATIONS
MANAGER
Simon Smith-Wright
DISTRIBUTED TERRITORIES
MANAGER
Gayle Sheperd
BRAND MANAGER
James Sheahan
PRODUCT MANAGER
Luke Cousens
Acclaim Studios
Cheltenham:
CREATIVE DIRECTOR
Nick Harper
DEVELOPMENT DIRECTOR
Paul Weaver
PRODUCER
Patrik McCormack
STUDIO MANAGER
Sam Baker
ART DIRECTOR
Mike Muskett
AUDIO DIRECTOR
Stuart Duffield
LEAD PROGRAMMER
Jonathan Amor
LEAD TECHNOLOGY
PROGRAMMER
Ashley Thwaites
LEAD DESIGNER
Ana Louise Marsh
LEAD ARTIST
Alistair McNally
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STORY_
p.03
When CIA agent, Sydney Bristow, is called in to work on her day off she knows
there must be something serious going down. The order came from the CIA’s best mind
– her father Jack Bristow.
A fellow operative, Agent Jacobs, has disappeared under suspicious circum-
stances. His last communiqué to the CIA contained highly sensitive intelligence
regarding Sydney’s arch nemesis, Anna Espinosa, formerly a top agent for a rival
agency, now gone rogue.
While Sydney’s been having free time, Anna has been busy – hard at work taking
over the "Followers of Rambaldi" cult, a cabal of zealots hell bent on bringing the visions
of 15th century philosopher, physicist and prophet Milo Rambaldi to life. Now Anna has
been twisting those visions to suit her own agenda, working on the construction of
something referred to only as "The Machine." Even more worrisome, it seems Anna has
been teaming up with Sydney’s old sparring partner Mr. Sark, a slippery and cunning gun-
for-hire, along with Sydney’s ex-boss Arvin Sloane, a highly intelligent but utterly corrupt
crime lord and a man Sydney thoroughly despises.
Sydney is tasked to find out what this trio of "most wanted" fugitives is working on
and discover exactly what "The Machine" is. She is ably assisted by her back-up team;
Marcus Dixon, her field partner and a loyal friend; Michael Vaughn, her CIA handler; and
Marshall, a socially inept technological whiz with a gadget for every occasion.
Starting in Agent Jacob’s last known position, a Monte Carlo casino, Sydney locates
a data disc in a dead drop. Hacking into a computer in the executive suite, she discov-
ers that the casino’s luxurious exterior hides a huge arms manufacturing facility in the
basement. Now Sydney has to acquire the laser prototype being tested there, sneak
back into the casino to spy on a meeting between Anna and Sark and finally escape
from the casino’s grounds with armed guards and a helicopter gunship in hot pursuit.
Jacobs’ data leads the team to a museum in Saudi Arabia proudly displaying new
artifacts… a mysterious set of bones found in the desert with links to Rambaldi. When
Sydney covertly enters the museum to acquire the bones she finds that Anna has the
same idea at the same time, except Anna has brought along her task force. Racing
against Anna’s forces, Sydney must collect all the bones before getting a trace on a
fleeing Anna that takes them to ruins in the desert. Here Sydney’s best efforts are
thwarted by Anna’s underhanded tactics, which force Sydney to put friendship before
professional loyalty, and incidentally, disarm a rather large nuclear warhead. >>
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STORY_ p.04
While Sydney has been in the desert Vaughn has tracked both missing agent Jacobs
and a mathematician Dr. Caplan to an insane asylum in Romania where prisoners are being
held against their will. Breaking into the asylum, Sydney discovers that the prisoners are
being used as human guinea pigs for Anna and Sark’s experiments with their
laser. After freeing Caplan and Jacobs, who in turn free the prisoners, Sydney initiates a
daring plan to take Sark into custody and put an end to the experiments by starting
a chemical reaction with the laser components, which destroys the asylum when the
reaction goes critical. The horrific truth about the experiments comes out as Caplan is
debriefed back at the CIA.
Trading his intelligence for immunity, Sark tips the team off that Arvin Sloane is cut-
ting a specific diamond to Anna’s very precise specifications in a laboratory beneath an
embassy in Hong Kong. Gaining admittance to the embassy by attending a glamorous
party in the ballroom, Sydney gets into the cutting room and manages to acquire the dia-
mond. She is forced to trade it for the lives of the innocent embassy partygoers when
Sloane appears on the scene and informs Sydney of the C-4 explosives he has placed
around the embassy as insurance. Ignoring Sydney’s warnings about Anna, he triggers a
countdown on the bomb giving Sydney and Dixon just a few minutes to evacuate the
embassy and get themselves to safety.
Tracing Anna to Rio, Sydney tails her to a nightclub where she is scheduled to meet
with Sloane. Bugging a meeting between the two, Sydney finally manages to discover the
true, awful potential of “The Machine," and its location in an underground bunker in
Russia. As Anna marches off a double-crossed Sloane, the CIA operatives receive a sur-
prise visit by a Followers of Rambaldi SWAT team. Realizing there is a mole in the agency,
Vaughn attempts to stop the raid only to find that the security leaks have come from the
most unlikely of sources. The CIA team must regroup to draw up their final make-or-break
plans to stop Anna’s nefarious plan.
Following a HALO parachute jump insertion, Sydney must use all the skills she has
learned to infiltrate the bunker. By stealth, combat and quick thinking Sydney gets past
Anna’s forces and finds a captive Sloane. Reluctantly agreeing to an uneasy truce with
him, Sydney must defeat Anna and figure out how to destroy the mighty Machine to stop
ecological disaster being launched on the whole planet. As Anna’s grand scheme and
the bunker begin to collapse around her, Sydney has to push herself to the limit to
escape with her life.
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