Walk forward and pick up the sniper rifle and pistol. Carry on
walking until you see the huts.
Stop and zoom in with the sniper rifle and shoot the guard on the balcony in the head.
Look right and shoot the camera, some more guards should start to run at
you. Shoot them with your silenced pistol, enter the area with the huts in and find the other security camera and shoot it.
Go to the other side of the main hut and up the stairs, walk across
the plank onto the hut with the locked door and drop through the
hole in the roof.
There should be a shelf with some timed mines on. Enter all the huts and place the mines onto the filing cabinets and pick the sniper rifle ammo up.
Go back up the stairs and place a mine on the satellite dish.
Go down the stairs and turn left. Walk into the dam. Go up the stairs, look out for the guards though, once up the stairs go through the
door and shoot the guards with your silenced pistol.
Go through the door on the left and turn the steam pressure down. Go back into the corridor and shoot all the guards, go through the next
door on your left and turn the steam pressure down again. Go into the next door on your left and turn the steam pressure right down. Now go through the door at the end of the corridor and down the stairs.
Shoot all the guards with the Soviet gun and enter the main building. There should be a cartridge on a shelf on the left.
To play this go onto the temporal uplink and press Y(Its a game a bit like Snake).
Take out all the guards and head down the stairs. There will be a door on the right, go through this to pick up some health and destroy another filing cabinet.
Head back through the door and carry on going as you were before then
head through the big open door, there will be two more filing
cabinets on your left, destroy them.
Carry on down the stairs and past the big wooden boards. Kill the guards and head up the stairs on your right, go up to the machine and press A, this will open a locked door.
Go back down the stairs and turn right. Go forward and turn left, then right through the open door.
Walk down the dark passage and kill the two zombies that get up
of the ground.Pick up the time crystal and destroy the bio-hazard
container with the rest of your mines.
Head back up the dark corridor into the time portal.
Matt Ryan
[SECTION 2: ENEMIES]
Here’s a list of foes that will protect their freakish master and will stop at nothing to kill you. These will be the various kinds of enemies you’ll relieve of their artificial misery. Spare no one.
I’ve broken down each the information into several ways. The first will give you a profile of their stats. These are
SPEED: how fast they move. N/A means they don’t move or isn’t calculable.
STAMINA: The amount of damage it can take assuming you’re firing at them in the torso. It doesn’t take into account single headshots.
THREAT LEVEL: the risk level and the threat posed to you.
Some enemies have special abilities that are worth a special mention. Notes provide further details on the particular foe.
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[CHASSIS ROBOT]
SPEED: Fast
STAMINA: fair
THREAT LEVEL: Medium to low
NOTES:
The most common enemy you’ll face throughout this level. Effectively, these are the robotic equivalent of a human enemy and react more or less the same way. They teleport in large packs and weld Scifi pistols and is not uncommon for them to come in several waves. Unlike their human kind, they take only 4 shots to kill instead of the customary 6 for human guards. But they move much faster and are a lot thinner than humans as they are made of the simplest of circuitry. Electrotool helps immensely when combating their mass numbers as the Electrotool shorts circuits the robots for a period of time. Long enough for you to run up to them and draw out a Scifi pistol and shoot them each in the head to save ammo.
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[SENTRY ROBOT]
SPEED: very slow
STAMINA: Very high
THREAT LEVEL: very high
SPECIAL ABLITY: cannot be killed with single headshots
NOTES:
If you’re not fighting the chassis robots, than you’ll be fighting these. These tall heavily armoured warriors are no push over and unaffected by headshots. You’ll know it’s on the move because of their distinct stomping sounds. They usually carry the heavier equipment that protects the robot factory, ranging from their standard arm the plasma Autorifle to the dreaded homing rocket launcher and they know how to use them well and accurately. Your only real advantage against these robots is to play them for their slow reactions and their not so smart AI. One on one fight is not an option and they’ll consume a lot of ammo before falling over. Its best to latch one or two plasma grenade on them and fire at them whilst retreating round corners or far distances to pick them off. You could try hiding in areas above or below them and when any part of them comes exposed you shoot them. Provided you’re not in their sight, they’ll not spot you. Near the last parts of the level, you could use the lasergun and snipe them but if they spot you and fire homing rockets, be sure to run out of the room.
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[SECURITY RAILBOT]
SPEED: Medium
STAMINA: Low
THREAT LEVEL: low
NOTES:
These are the cameras of this level. Unlike the pervious levels, these cameras are stuck on rails and move around in a circuit with a laser gun built on. These cameras maybe restricted but they use their guns with grim efficiency and they can take off immense damage if you’re not careful. Thankfully, you can tell when a security railbot is near as they make a distinct beep sound and where there are rails, there’s always a security railbot around. Also should be noted that these security railbots don’t take much damage. A simple shot of the Scifi pistol or the Electrotool will make them drop to the ground and explode dishing out damage to who ever was close to them. It’s best that you clear these bots off their rails before entering the room so to eliminate the threat of them shooting you. Remember that each rail will have 2 security railbots on them.
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[SECURITANK]
SPEED: Slow
STAMINA: low
THREAT LEVEL: very low
NOTES:
There’s only one of these around and provided it doesn’t see you or you don’t get close to it, they are easily dispatched. Just shoot them with a Scifi handgun. They are armed with the same laser gun built onto the security railbots and miniature missiles.
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[TURRETS]
SPEED: Immobile N/A. Mobile ones are fair in speed.
STAMINA: Medium/ High
THREAT LEVEL: Immobile ones Medium. Mobile ones are high.
SPECIAL ABLITY: Immobile turrets not damaged unless directly shot at areas exposed when it’s shooting. Mobile Turrets only receive damage from shots to its head and stem.
NOTES:
They come in 2 types, mobile and immobile ones.
Immobile turrets are effectively fixed to the floor and they activate when you get close and shoot green lasers at you. They are best tackled with the Scifi pistol or Electrotool to the slit when it opens up. More damage can be done when shooting directly at the gun part. Shooting anywhere else will not damage it. Explodes when killed preventing any chance of getting too close to it.
Mobile turrets are unidentifiable from their immobile cousins unless it starts moving its legs. It welds the same green laser. The best strategy is to remember which ones are mobile and rush them and provide as many shots before its fully formed. When its formed, step back and continue to shoot it in the head till it malfunctions. When killed it does not explode. Scifi pistols and grenades are useful in killing them. Electrotool doesn’t work as well.
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[CAMERA BOT]
SPEED: fair
STAMINA: Very weak
THREAT LEVEL: very low
NOTES:
This is effectively a flying camera that moves around. It doesn’t attack you directly and they hide in their pods unless you get close to them. They only call in additional chassis bots to swarm your area if you wait long enough for them to sound an alarm. The only damage they can do to you directly is the explosion if you shoot them too closely. They sometimes come out in groups and should be best combated with a single dose of electricity or a blast from the Scifi pistol when they are all close together. Camera bots make a distinctive “warping” noise when they launch from their hiding places and a low humming noise when it travels.
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[REAPER SPLITTER]
SPEED: N/A
STAMINA: medium
THREAT LEVEL: medium/ low
SPECIAL ABLITY: Cloaking powers and uses teleportation to move.
You’ve probably come across these foes enough times to know they can be easily dispatched, if one teleports in, they would want to shoot lightning at you. So the best strategy would be to just keep moving and don’t move in straight lines to avoid its attack, so constantly move forward with a side step. There is very little point wasting time and resources fighting them unless they get in your way and any that get in the way that can’t be out manoeuvred should be dispatched with a hail of plasma to the head. These aliens only pop up once you’ve got the time crystal and the time portal has been stabilised (In other words, dashing for the exit).
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[NEXT TIME]
We’re almost ready to tackle the level. Next time we’ll cover a basic survival guide and tactics to defeating enemies in section 3 and finally section 4: the walkthrough itself.