=====Resistance: Fall of Man=====
Complete Strategy Guide/Faq/Walkthrough - Version 1.0 - By: Daniel Bartram
Table of Contents
I. The Faq
b) Version History
c) Legal Issues
d) Contact Information
II. Game Basics
b) Level 1: Guantlet
c) Level 2: A Lone Survivor
d) Level 3: Spires
e) Level 4: Fates Worse Than Death
f) Level 5: Conversion
g) Level 6: Hunted Down
h) Level 7: Path of Least Resistance
i) Level 8: The Cathedral
j) Level 9: Outgunned
k) Level 10: Into the fire
l) Level 11: Conduits
m) Level 12: Viper's Nest
n) Level 13: No Way Out
o) Level 14: Secrets
p) Level 15: Angel
q) Level 16: Search and Rescue
r) Level 17: Common Ground
s) Level 18: A Disturbing Discovery
t) Level 19: Devil At the Door
u) Level 20: Evacuation
v) Level 21: Parting Ways
w) Level 22: Into the Depths
x) Level 23: In a Darker Place
y) Level 24: A Desperate Gamble
z) Level 25: Ice and Iron
a1) Level 26: Burning Bridges
b1) Level 27: On the Ice
c1) Level 28: Giant Slayer
d1) Level 29: Angel's Lair
e1) Level 30: Last Hope
a) Frequently Asked Questions
b) Secrets and Unlockables
Section One: The Faq
[-= 1.a Introduction =-]
Thanks for stopping in to check out my first ever faq. Being as this is my first attempt at composing a strat guide its probably going to be a little rough. Hopefully, you will find what you are looking for contained somewhere in here. I hope you enjoy reading this guide as much as I enjoyed writing it.
- David Baxley
[-= 1.b Version History =-]
This is the first complete version of the FAQ. Contained here you will find a breakdown of the enemies and weapons, a very detailed secrets section, tips for the various areas of play, and a complete walkthrough for the game on normal difficulty.
[-= 1.c Legal =-]
(C) Copyright 2006 David Baxley
This guide or a portion of this guide may not be displayed without the author's permission.
[-= 1.d Contact Info =-]
You can contact me at [email protected]
Feel free to get a hold of me if you would like to use my guide on your site, submit something to my guide (You will be given full credit.), or have any questions concerning Resistance.
Section Two: Game Basics
[-= 2.a Difficulties =-]
Easy- Don't let the name of this difficulty fool you. It wasn't that hard but it wasn't "Easy" either. This difficulty feels like "Normal" on most other games i've played. I recommend starting on this difficulty, this will let you get a feel for the game without getting frustrated.
Normal- Pretty much the same game as easy, only this time around some new weapons have been added and the game throws more enemies at you. While in easy mode you could pretty much just plow your way through. Normal mode forces you to pace your self, take it slower, and look for more strategic solutions to problems.
Hard- This difficulty was a complete blast to play. After playing the other difficulties and co-op mode hard was a refreshing change of pace. Not only were there more enemies and i mean alot more they changed the enemy spawn points and changed up the types of enemies encountered in certain parts. Also enemy health has been upgraded for hard mode.
Superhuman- This level was almost identical to hard mode. The enemy numbers, types and spawns were all the same as hard mode. The only differences were AI responds much better this time around, the enemies are much more accurate, and they inflict more damage and have more health. After you beat this mode it unlocks the Black Ops skin for multiplayer.
[-= 2.b Weapons =-]
Clip: 50 rounds
Ammo Capacity: 150 rounds
Fire rate: Medium
Alt. Fire: An underslung grenade launcher which holds three grenades
Thoughts/Tactices: This is the games basic weapon. Get used to this gun
because you'll be relying on it heavily until later in the game. Because of its great accuracy at longer range this gun serves as a ghetto sniper rifle. Don't use this gun at close range because the Chimeran guns have higher firing rates and more damage.
Clip: 70 rounds
Ammo Capacity: 210 rounds
Fire rate: High
Alt. Fire: Launches a tagger dart, which once is in place all your main fire shots will home in on the tag's location.
Thoughts/Tactics: You will also be using this gun heavily throughout the
entire game. Its fire rate and damage make this the superior close range weapon choice. Save your tags for those tougher enemies such as Steelheads, titans, and advanced hybrids.
Clip: 8 shells
Ammo Capacity: 16 shells
Fire Rate: Slow
Alt. Fire: Discharges both barrels at once.
Thoughts/Tactics: This guns abysmal fire rate make this gun inferior to other close range weapons. The only practical application for this gun is to use it against leapers and rollers. While engaging a swarm of the little guys aim the shotgun slightly above them and fire. The result of this aiming is that by shooting slightly above will give you maximum spray and will wipe several of them out at once.
Clip: 50 rounds
Ammo Capacity: 500 rounds
Fire Rate: High
Alt. Fire: Dual target lock.
Thoughts/Tactics: These guns are fun to play around with but lack any good uses. You are better off to go with another gun choice.
Clip: 100 mines
Ammo Capacity: NA
Fire Rate: Slow
Alt. Fire: Manual mine detonation.
Thoughts/Tactics: Another gun with little to no use. The only thing this weapon is good for is setting up a mine field and luring Gray Jacks into it.
Clip: 100 energy cells
Ammo Capacity: NA
Alt. Fire: Branch the electricity to multiple targets.
Thoughts/Tactics: A useless weapon that is only good for fun.
Clip: 6 rounds
Ammo Capacity: 6 rounds
Fire Rate: Slow
Damage: High (if a headshot)
Alt. Fire: Activates focus which will slow time down for a limited period.
Thoughts/Tactics: A good weapon. The game is sparing with its fareye ammo so take carefull aim to conserve ammo. Save it for tougher enemies.
[LAARK Rocket Launcher]
Clip: 2 rockets
Ammo Capacity: 2 rockets
Fire Rate: Slow
Alt. Fire: The ability to adjust the path of the rocket in mid-flight.
Thoughts/Tactics: Just your standard rocket launcher save it for Stalkers, Widowmakers, and Angels.
Clip: 20 rounds
Ammo Capacity: 100 rounds
Fire Rate: Medium
Alt. Fire: Deploys a round stopping force barrier. Auger rounds can pass through the barrier.
Thoughts/Tactics: A good close range weapon. The force barrier is very handy and saved me in several tight situations. If you are facing enemy turrets, move to medium range and fire at them. The Auger will pierce the shield that the turrets have.
Clip: 80 units of fuel
Ammo Capacity: NA
Fire Rate: Continuous
Alt. Fire: Launches some flame at range that acts like napalm.
Thoughts/Tactics: A very handy weapon that is brutal in close range. It will insta-kill most chimera and will even destroy leaper pods before the can hatch.
Clip: 50 rounds
Ammo Capacity: 250 rounds
Fire Rate: High
Alt. Fire: Deploys a clip of ammo that turns into a mini-turret and auto targets nearby enemies.
Thoughts/Tactics: The gun burns through its ammo way to fast and its accuracy leaves alot to be desired. You'll spend more time reloading with this gun than actually shooting it. Its only decent use is the Alternate fire which is superb. Jettison the clip turret and seek cover while it does the dirty work for you.
Clip: 35 rounds
Ammo Capacity: NA
Fire Rate: Medium
Alt. Fire: Breaks up the blast in mid shot. Repeated use splits the shot up further and widens the coverage of the weapon.
Thoughts/Tactics: While fun to mess around with, this weapon isn't very good and you'll wind up getting yourself killed while trying to use it.
Ammo Capacity: 5
Fire Rate: Slow
Thoughts/Tactics: Simple and easy to use. Great for when multiple baddies decide to crash your party.
Ammo Capacity: 5
Fire Rate: Medium
Thoughts/Tactics: Much like the standard grenade. Save it for indoors and enclosed areas to max out its effectiveness.
Ammo Capacity: 5
Fire Rate: Slow
Thoughts/Tactics: The long time it takes for this weapon to go off severely takes away from its effectiveness. By the time it goes off most Chimera have fled from the blast radius. Save it for tough enemies or a group that is entrenched and won't move.
Ammo Capacity: 5
Fire Rate: Medium
Thoughts/Tactics: This is a very handy nade even though it doesn't do any damage of its own. It makes up for this by deploying an energy bubble which repels Chimeran weapon fire back at them. A usefull strat is to deploy these guys in front of a large group. Switch to the m5 and lay waste to them because your bullets will pass through while theirs gets sent back at them.
[-= 2.c Enemies =-]
Be prepared to face some of the best AI i've come across in a game. While it doesn't qualify as Skynet it definatly isn't a slouch either. Enemies will seek cover, run from nades, fall back, and use suppression and flanking.
Appearence: Humanoid with multiple eyes, nasty claws and teeth and cooling untits jutting from its back.
Tactic: Use the m5 zoom to pick them off from a distance or get close and use their own bullseye against them. While fighting them fire in bursts and move to the side to avoid the barrage of shots they will send at you.
Appearance: A large dog like Chimera.
Weapon: Claw swipes
Tactic: Their tough hides will repel most fire you send at them. Use the shotgun or Auger on them. While engaged with them, move in a side-stepping circlular arc to avoid their attacks.
[Leapers and Rollers]
Appearance: Small fourlegged Chimera that appear like a lizard/scorpion mix.
Weapon: Leaping bite/acid spit (roller only)
Tactic: Move backwards and spray over them with the shotgun.
Appearance: They look similar to hybrids only they are larger and covered in black body armor.
Tactic: Because of the Auger rifle that they wield these guys make for tough customers. Don't worry about cover with these guys as their guns can pierce it. Also avoid close range with them at all cost. Try to pick them off at a distance or use the Flashback grenade tactic.
Appearance: They look like short, bulkier hybrids with heavy armor.
Weapon: Arc Charger
Tactic: These guys are a joke. Make sure that you don't let them get close enough to use the arc. A quick burst to the chest should take them down.
Appearance: They look like most of the other humanoid chimera only more slender.
Tactic: These guys pose little threat except to take up time dealing with them. Most any weapon will get the job done. Just make sure to keep moving so they can't get a bead on you.
Appearance: Humanoid chimera with out any torso armor.
Weapon: Grabble and bite
Tactic: Use your melee attack to finish them.
Appearance: Large hulking chimera (look alot like LoTR Cave Trolls) with a Stalker gun for weapon.
Tactic: Move side to side while engaging them to avoid their fire. Tag them in the head with the bullseye and pummel them while moving.
Appearance: Look similar to standard hybrid only slightly smaller and they have more armor.
Weapon: Bullseye Mark II
Tactic: Avoid close encounters with these guys at all costs. There advanced gun will rip you to shreds in seconds. Use the Fareye, explosives, or another ranged weapon to deal with them before they can close on you.
Appearance: A large fleshy spider creature.
Weapon: Claw stab, Globule spit
Tactic: Stay as far away as possible and punish them with the rocket launcher.
Appearance: Large flying four tentacled creatures.
Weapon: Poison Cloud, Spike Throw, Debris Throw
Tactic: Stay mobile and at a distance. Take them out using rockets and high explosives. They appear worse than they actually are.
Appearance: Large hybrid like beasts.
Weapon: Three hit melee combo
Tactic: Keep your distance and use the sapper or dragon to take them out.
Appearance: Large Chimeran tank. It as a podlike upper portion and four crab like legs.
Weapon: Laser turret, missile launcher
Tactic: Keep to cover as much as possible and try to get in behind it to hit the glowing ball that is its weak spot. However, in certain fights later on you won't be able to get in behind it. In this situation simply hit it with rockets and auger fire until it goes down.
[-= 2.c Gameplay Tips =-]
Remember to stay mobile, a still soldier is a dead soldier.
Know when to employ controlled aggression and when to employ caution.
Grenades are your friend, remember to use them.
Take out as many enemies as you can from as far away as possible.
Conserve your big guns for the big enemies.
Use your head, shoot enemies in theirs.
The most obvious route is not always the best route.
Cut down on ammo costs, look for explosive material near enemies.
Be wary, when its seems like their should be enemies there probably is and lots of them.
Smile and relax with the thought of how much better your ps3 is than the 360.
Section Three: Walkthrough
[-= 3.a Introduction/Format =-]
The walkthrough contained in this guide is based off of the normal difficulty setting. The differences between the other modes isn't drastically different so you should be able to get through the game with this walkthrough. I chose normal because it is the standard difficulty setting and will probably be the most played setting. In this guide I will not cover the location of health and weapon placements. The reason for this is that the game is pretty generous with these and they are usually just lying about on the floors. I will however, tell you where to find the new weapons that you will find while playing such as the reapers, shotgun, etc.
[-= 3.b Level 1: The Guantlet =-]
After the opening scene run to the top of the crater. By this time your allies should be engaging several Hybrids. Switch to zoom mode and finish them off with several bursts. They won't attack you as they will be to busy dealing with your friends. Move forward and stick to the right. After you pass the first ruined bus a Hybrid will rush you from around the corner of the building on the right. There will be plenty of space between him and you. Simply switch to zoom and dispatch him. Move to the corner of the building where the hybrid emerged. As you approach this path another hybrid will step out bullseye a blazin. Send him packin with a burst to the chest. Follow the linear path past the downed chopper. As you proceed you will see a white and red car on your right. Once you reach this a hybrid will charge out from the left. Move around the corner and past another bus. Here you should see more troops dropping in to help you out. Follow your comrades down the road as they get pwned by mortar fire. Continue on the road until it ends in a big courtyard with a large building on the other end. There will be a hybrid on the balchony, zoom and deal with him before moving forward. Get closer to the building, once you are about halfway there three more hybrids will rush out of the building and take cover on your left hand side. Use the M5a2 zoom snipe method to deal with them and proceed into the building. As you enter the building a hybrid will rush out from your left and begin to run up the stairs. Move into the building, where upon entering you will pick up the reapers and use them to blast the creature in the back. The first floor is uneventful, save for some scattered ammo boxes. Once you have refilled move up the stairs to the next floor. At the top you will meet two soldiers. Follow them into the door on the left. They will get hosed by two hybrids taking cover behind some crates. Step quickly into the door way and place a nade in between them. Go through their room and out the doorway on the left wall. Move forward, you will now find yourself on the balchony you saw before entering the building. There is a doorway leading into the building. Once you go through it a hybrid will attack you from the doorway in the far wall. Another hybrid will attack you from another doorway on your right. Charge the hybrid ahead of you, fire a few rounds into him and finish him off with melee. Now go back out into the room and deal with the other hybrid. Go through either doorway and proceed until you come out behind the building. Hop off the broken stairwell onto the street below. After landing move to your left. Pick up the bullseye off the dead hybrid and continue on. As you get close to an overturned truck you will meet two more hapless soldiers. Follow them up the street until some hybrids spring out. Use the zoom m5a2 tech on them and continue. Weave through the barricades and move past the burning truck. You should now be entering a grassy clearing with an archway opening ahead of you. Move cautiously for once you get close enough a wave of hybrids will rush you. End their plight with a well placed shot from your grenade launcher and continue through the archway. After heading down the stairs three hybrids will charge you from the left. Drop a nade in their midst and continue down the path from where they came. Once you encounter an opening in the wall on your right hop down, follow some soldiers and end the level.
[-= 3.c Level 2: A Lone Survivor =-]
After you gain control of yourself follow your soldier buddy up the ravine. Take a right after the drainage tunnels on your left and continue up the linear ravine. Up ahead you will see a bridge that runs overhead. At this point a small group of leapers will charge toward you. Deal with them using accurate bursts and continue on. The ditch ends with some stairs on your left and barred drain tunnels ahead of you. When you reach this area a large wave of leapers will charge you from straight ahead. Back peddle and continue to fire until they are all dealt with. Climb the stairway on the left side. After a short distance another small group of leapers will attack, deal with them and cross the bridge to the other side of the ditch. Follow the soldier until you come to a semi-open area on your right with some boulders. Quickly move to a boulder and climb atop it. Another swarm of leapers will arrive, kill them off from the safety of your boulder and move forward over the slope on the right side of the drainage tunnels. Drop down into the next ditch and proceed until you see another set of drains ahead of you with three hybrids at the top. Zoom m5 at them until they are dead or have retreated. Go forward and wind your way up the three flights of stairs, through the open doorway and into the building. Head up the stairs and into a room with several crates. Move through this room and up another flight of stairs. Stop at the top of the stairs. You will notice that most of the ceiling is gone and there is a lone hybrid above you. Take him out and deal with the next three hybrids that will charge into the room from the right. Head to where they came from. Stop at the entrance and take out the lone hybrid across the way. Use your bullseye and charge into the room and deal with the two hybrid who are in the room. There will be a section of the wall in this room that has been blown away, this is your exit. After exiting follow the path until you come to a makeshift bridge leading into another smashed up building. Most of the floor will be gone. Drop a nade down onto the two hybrid in the room and zoom tech two more hybrid as they charge into the room below you. Move forward over yet another makeshift bridge and drop down another floor. Head out onto the exposed fire escape and drop down onto the street below. Now the fun begins. On the road is a tank just waiting for you. Hop in and plow through the gate ahead of you. Just follow the road till the end. Along the way just keep spam firing the cannon at anything that moves. The only thing that poses a threat to you now are the morters scattered here and there. Keep your distance from them and take them out at range and you'll be fine. Blast your way while following the road and you will come to a large archway. Drive your tank through this to end the level.
[-= 3.d Level 3: Spires =-]
After the initial cutscene quickly head to your left and blast the hybrid that is coming up the stairwell. Then head back the way you came and take out 2 more hybrid and proceed to the right side stairwell. Pause at the top and use the m5 zoom to snipe the hybrid below. Once they are dealt with move down the stairs and stick to the right side wall. Move along the wall until you have a side shot on the hybrd that is manning the turret and waste him. After that if you are running low on ammo head into the bus depot to resupply then head toward the gas pumps on that right side. Move forward slowly towards the gas station building and snipe a couple of hybrid that are moving around in this area. After they are dealt with head into the gas station building. Man the turret straight ahead of you as you enter and shred the few remaining hybrid. Now switch to the turrets and aim towards the watertank. Take out as many as you can before they find cover. After they have all dug in exit the building and make your way towards them. They should all be clustered up making it a great time for you to deliver a nade suprise. Finish clearing out any that survived your nade barrage and quickly head back to the gas station building. However, instead of going in switch to your bullseye, find some cover and face the big gate that is next to the gas building. They will start pouring over the wall on either side of the gate. Get as many as you can with the bullseye. Once they start to overwhelm fall back find cover and snipe the remainder of them. Once they are all dead the level will end.
[-= 3.e Level 4: Fates Worse than Death =-]
You now find yourself in a body dumping room in a chimeran conversion center. After you come to, charge into room ahead of you and melee bash the two menials in here. Now head through the doorway on your left and into the next room. Bash two more menials in this room and head into the next room. On the right hand wall of this room is a locked silver door. Next to the door on the left is a switch flip it and the door will open. This will trigger a cutscene. After the scene head through the doorway straight ahead of you. Don't run headlong into this room though. After you enter you will see a menial ahead of you. What you don't see is the menial in a side room on your right that will latch onto you if you move passed it. Lure him out and bash them. Move to the end of the room and take a left. You will come to a doorway that has several planks of wood across it. Bash your way through and then bash the menial ahead of you. Take a right and head up a small set of stairs. Head to the right and through the next room. Pause at this doorway for a moment. Doing so will cause some menials at the other end of the room to begin moving toward you. After a few seconds two hybrids will move into the room. Once they do, shoot the silver ball thingies on the left wall causing them to explode and taking out the hybrid. Finish the menials up and head through the doorway the hybrids came out of. As you head to the doorway blast another set of explosive balls to take out two more hybrid. Now move through the doorway on your right. Follow this hallway till you come to a lift. Enter it and flip the switch. After the door opens ignore the menials on the other side of the window and head to your left. You will now be in a large room with several silos. On a catwalk towards the back of the room is a hybrid, zoom snipe him. Now move into the room and follow the right wall till you come to a closed gate. Take a left at the gate and the it leads you to a section of floor that is now gone. Drop down to the level below you and bash the two menials. Leave through the open doorway and stop. Turn right, you should now be looking out into a grassy open area. As you proceed through this area lazer mines will spring from the ground. They float up and begin charging their shot. Shoot them before they can do the same to you. Make your way to the stairs on the opposite side of the doorway. Before you go up them, move around to the left side of them and pick up the shotgun. Now head up the stairs. Once you reach the top take a right and smash your way through the two crates. Move into the next room and make your way towards the stairs. Watch out for the two lazer mines at the base of the stairs. Go up the stairs move forward and head up a second set of stairs on your left. This takes you to another section of floor that is gone. Drop down and take out two mines that spring up after you land. You are now on the other side of the closed gate that you encountered after exiting the elevator. Proceed throught the opening and you will now be in an alleyway. On the left there is a storage container that has health and ammo if needed. After you move towards the container you will see another open area with several menials milling about. They are not your initial concern. On the left is a ledge, atop this ledge are two hybrids. Move forward and place a nade on the ledge and move back toward the container. Bash the menials as they close on you. And finish off the hybrid with bullseye fire if they survived. Move through the alley to the next doorway. Lying in the doorway are some hedgehog nades. Becareful as you enter this doorway. Once you get close enough a mine springs up. After the mine is gone move foreward and into the large open area ahead of you. There will be several menials coming toward you. Bash them and seek cover. On the opposite side of this large area there are several hybrid. Stay behind cover on the ground level and zoom snipe them. Now head up the stairs and take a left to the center of the balchony the hybrid were on. There should be a locked door with a small control box with a yellow circle on the right side of the door. Toggle the control box and head through the now open door. You are now outside on the waterfront. Follow the path with caution. As you near a small set of stairs two mines will activate on your left. Deal with them and head up the stairs and to the left. There will be several crates ahead of you and three mine launchers on the ground. Dispatch the mines and proceed. Bash the crates and drop down onto the storage container and hop to the ground. After landing the level will end.
[-= 3.f Level 5: Conversion =-]
Once you have control move down the hall to the opening ahead of you. Stay in the doorway. To your left underneath the crane are three hybrid. Send them a nade from the safety of your doorway then rush any survivors with the bullseye. Move underneath the crane and up the wooden ramp ahead of you. Carefully make your way across the two wooden planks and look to your right. You will be looking down to an area with several crates. There are three hybrid in this area snipe them from the safety of your perch and hop down. To the right there is a doorway in the distance. Take note of the explosive balls on the left side of the doorway. Move forward, doing this will cause several hybrid to come out of the doorway. Drop back and blast the explosives as they near them. After they are dead head into the doorway. A cutscene will play. After the scene you will be in a large room with big blue containers. Head through the doorway at the opposite end of the room. Make your way around the green ammo crates infront of you. You will now be looking up a flight of stairs. Switch to the shotgun and blast the leapers that charge you after you approach the stairs. Make your way up the stairs and you will be charged by a second group of leapers from your right. Again simply backpeddle and shotgun them into oblivion. Flip the switch to the locked door infront of you and head inside. You will be in a large room with cacoons hanging from the ceiling. Stick to the left wall and you will come to a stairway leading down to a large hanger type room. From the safety of your vantage snipe the hybrid that are walking around on the ground level. There are many of those explosive balls in this area. Use them to take out the hybrid whenever you see an opportunity to do so. Once they have been dealt with drop down to the floor and make your way to the far end of the room. You should see a gap leading into the next hangar room. Move into the opening and some hybrid will spawn. Use the explosive ball trick on these guys. Turn right and there will be two more hybrid. Again, use the exploding balls and back up. After they are dead move into the area. In front of you there will be a clyindrical closed door with a toggle station to the left. Toggle the lock and enter the tube. Head down the tube and it will lead you to a large caverous room. On the platform below you to the right is a hybrid with his back to you. Use the bullseye and give him a suprise. Ahead of you three more hybrid will attack. Deploy a hedgehog grenade and move past the garbage. Follow the platform along the wall and bash the menial around the corner. Continue along the platform until you see two hybrid rush from the right. Give them a hedgehog and proceed. There will be a small bridge in front of you as you near it a mine will launch. Head over the bridge and another mine will launch. On the other side of the bride is an elevator. Take out the two mines that will deploy when you near it and use the chimeran elevator. Once it stops step out of the life and the level will end.
[-= 3.g Level 6: Hunted Down =-]
Follow the hallway as it winds through the chimeran conversion plant until you come to the opening on the far end. Head through and drop down on the pathway outside. Follow the trail up and to the left. You will come to an elevator. Hop in and take a ride down. Step out onto a narrow street with buildings located close on either side. Head straight and take a right at the end of the road. Move forward until you come to another path to the right and an open door on your left. Take a left, as you head left three lazer mines will spring up. Waste them and continue on. As you move through this area ignore going into the buildings as they contain only mines and miniscule amounts of ammo. Keep going forward until you come to the docks. Take a right and head toward the stack of three exploding balls. As you approach them a group of hybrid will attack. Ignite the balls and head through the doorway on your right. In this room there is a ledge on the far wall and the room contains several chimeran storage crates. On the back ledge there are two hybrid, there are also several chimera hiding amongst the crates. Move slowly into the room and drop a hedgehog into the middle and take them out. Next move to the left wall and head up the small set of stairs. At the top throw a second hedgehog as you are now being assaulted by four hybrid. Move down the ledge and you will come to a second set of stairs leading down. Stick to the top of the stairs and snipe the hybrid moving about in this section. After they are dead hop down. Ignore the stairs leading up, unless you need some health or ammo. Head out of the doorway on the ground level. Once on the ground take a right. You should see a set of stairs leading up and another group of exploding balls on the right. Move up the stairs and into the building on your left. Once you enter a group of leapers will swarm towards you. Fall back to the bottom of the stairs and wait for the swarm to get close to the explosives. Detonate them, mop up the remaining leapers with your shotgun and head back into the building. Another wave of leapers will come at you. Use your shotgun and fallback method to take care of them. Once they are dead, head down the stairwell, drop to the ground, and use the elevator. The lift will take you to a large open factory room. There is an opening in the left corner wall. Move to this opening and zoom snipe the group of hybrid that you can see in the container storage yard. Next move around the left side of the large red container ahead of you and repeat the zoom method on another pocket of hybrids. Now move back to the opening and head around to the right of the right container and deal with another group of hybrids. This group is much larger and a nade or two will come in handy for thining their ranks. Just past the large group there is a flatbed trailer with two hybrid on it. Drop a nade in between them and move to the wall of the building on the right hand side. You will see a wooden ramp leading to the top of a storage crate. Jump on the flatbed trailer and head up this ramp. You should now be looking down on two hybrid that are manning turrets. Bullseye them and drop down. Move around the to the left. Two more hybrids will rush you. Bullseye them and head up the set of stairs located against the building now in front of you. Take a right and balance your way across two wooden planks into the next building. After entering make your way to a small opening and drop onto the street below. After landing the level will end.
[-= 3.h Level 7: Path of Least Resistance =-]
After the level opens charge across the street to the ruined buildings whith your team mates. Move to the far left and seek cover next to a standing wall. Use your zoom snipe to take out the enemies as they funnel up the hill to the center. After they are dealt with cross the street and enter the ruins of the building on the left of the opening the hybrids were coming from. Move down the slope and this will put you on the side of some more hybrids. Dispatch them and continue on. Continue down the slope and ahead of you there will be some metal sheets that you can use as cover. Stay here and zoom snipe another wave of hybrids. To your left and across the way is a big section of wall still standing. In two of the windows are some hybrids. Kill them and move down through the next sloped opening. As soon as you start to descend a hybrid will leap out from the left. After he is gone move through the right. Barely step through the doorway and then backpeddle. This will cause a hybrid to show himself. He is on the second floor of a gutted building in front of you. Another hybrid will show up in a doorway in the same building and a group of leapers will swarm out. Move back to the slope and deal with them before moving to the doorway to snipe the two hybrids. Head through the rubble towards the building where the hybrid just were. As you step into the open there will be two hybrid with their backs to you and another one across the street in an window opening. After they are dead move out onto the road. Once you do this another leaper swarm will charge out. Backpeddle to the safety of the ruined building you came out of and deal with them. Next move out onto the roadway and snipe any remaining hybrid. Move down another slope in between the buildings much like the others you have come through and take a left into the building. Move through this building and exit through the blasted section on the right. This gives you a safe distance and an excellent vantage point to deal with the large wave of hybrids that are coming towards you and your buddies. Now is a great time to use your nades or grenade launcher to quickly thin their ranks. Mop up the stragglers and head down the street while sticking to the left side. Switch to your bullseye and make your way to the bus. Move around the right side of the bus and blast the hybrid that is waiting around the corner. Two more hybrid will begin firing on you. Snipe them and move further down the street. After a few steps two more hybrid will engage you. Close range em with the bullseye and switch to your shotgun. The road turns to the right and slopes downward. As you move down this road a large swarm of leapers will beginn coming down the building in front of you. Shotgun them down and continue along the road. The road cuts to the left and begins ramping uphill. Head up the road and weave your way through the ruined cars. When you reach the metal barricades there will be an opening to your right. Stand in this opening and a group of hybrid will show themselves. Drop a nade in their midst and zoom snipe any survivors. Continue on the road until you come to a ruined car with a dead soldier draped across the hood. Stand here and snipe a group of hybrid that are behind a sandbag barricade further up the road. Now move out from behind the car and proceed to the large mound of earth. Use this as cover as you engage another group of entrenched hybrids. Move forward until you come to a bridge with tons of barricades and vehicles on it. Before you begin crossing the bridge move to your left to find some stairs leading down under the bridge. Under here you will find a grenade for your launcher, this will come in handy very soon. Head back up and begin crossing the bridge. Move as fast as you can towards the other end of the bridge. Get ready to use the grenade launcher. As soon as you near the other side a group of hybrid will begin moving towards a barricade with a turret that is located in the middle of the road. Drop them with a shot from your grenade launcher before they can reach the turret. If they do it makes them much more of a pain to deal with. After they are dead quickly look to your left and take out another hybrid located in the grassy opening. Once you have dispatched them head towards the gate to the large cathedral ahead of you. As you near the gate a howler will jump over the wall and attack you.
This fight is a joke. Switch to your shotgun and begin sidestepping. While you are moving to the side move in a circular arc. Doing this will prevent the howler from hitting you. In the meantime, blast it with your shotgun until it hits the deck. Move towards the cathedral and the level will end.
[-= 3.i Level 8: The Cathedral =-]
Once the level starts leapers will begin streaming down from the ceiling. There are alot of these things and i mean "alot". Have your shotgun at the ready and immediately fall back. There is a small room directly behind you. Moving in here will cause the leapers to have to funnel in after you. Blast away at them using the leaper shotgun tactic and you should decimate them with little problem. Once they are all dead quickly run towards the boarded opening on the other side of the large starting room. Move to the left side of the opening. Very soon two steelheads will blast the boards away. As soon as the barrier is down before the smoke clears and they charge in after you begin lobbing nades into the smoke filled opening. Tag and blast them if they manage to survive. Now pick up their auger rifle and move into the other side of the cathedral. As you are exiting the archeway a hybrid will spring out blast him down with the auger and begin moving back the way you came. The reason for this sudden reversal is the howler that is now bearing down on you. Use the same side stepping motion and blast away at him with the auger. He should go down pretty quickly. Head through the archway again and look across the room to your right. A group of four hybrid will be charging you. Take them out with a nade or your launcher and move towards the direction they came from. There will be a large section of the cathedral wall blasted away. Move to the rightside and slowly ease to the left. Do this until you can see a hybrid on the balcony of the building across the way. Snipe him and continue easing left sniping more hybrids as your angle presents them. After they are dead move across the way into the building. As you enter the building move through the first doorway on your left. As you enter this room you should have picked up some incredibly usefull backlash grenades. Save them for later and move back out into the main room. Exit through the doorway infront of you. As you leave the building you will meet up with two soldiers. Head the way they just came from. Move down the stairs and come to the corner. Around this corner are several hybrid. Move out behind the corner and tag and blast em. Alternate between firing and moving back behind the corner until they are dead. After a few seconds fall back and switch to your shotgun. There are a group of leapers on their way. After they are dead return to the corner and finish off any remaining chimera. As you move down the road two hybrid will spring out. Seek shelter behind a sandbag barricade and deal with them. Switch to your auger rifle and move to the next corner. Get ready, because once you step out you will be rushed by several hybrid and a steel head. Move to the center of the street and deploy a backlash grenade. Stand in the center of the nades bubble and take out the steel head first. Get as many hybrid as you can before the bubble dissipates. After your temporary shelter is gone move to the right side of the street. This will keep the hybrid in the shops on your right from getting an angle on you. Move slowly up the street. Once you find where the hybrids on the right. Shot out the windows they are hiding behind and lob a hedgehog into the room they are in. As you near the end of the road another hybrid will come out onto a balcony ahead of you. Take him out and find cover as the road turns left. You should now be looking ahead a see a set of stairs leading up. At the top of the stairs is a hybrid snipe him and head up. At the top will be an arched opening to your right. Look through the opening and locate some explosive balls. Blast them to kill a hybrid located above them and move through the opening. Switch to your shotgun and take a left. Ahead of you will be a large clearing and a tree in the middle. As you approach the tree you will be attacked by two howlers. Don't panick, simply use the same method you have been and you will be fine. If you run out of shotgun shells switch to the auger to finish the job. Make your way through the opening in the wall. As soon as you move through the opening quickly drop down to the next level to avoid some hedgehog mines. Stick to the barbed fence on your right side. As you move along the fence a group of seismic mines will deploy. Once they stop moving jump to avoid their blast. Continue along the fence until you come to a wooden bridge. Cross it and make your way up the hill to your right. Up ahead you should see some sandbags. Move to them as fast as you can once you reach them duck to avoid some more headghog mines. Continue up, at the top there will be a hybrid blast him with the bullseye and move to the wall on your left. Around this wall are three more hybrid. Give them a hedgehog nade and continue towards the group of trees past the playground. As you near the trees you will see two mine deployers on the ground. Line yourself up behind the tree on your left so the tree is between the mines and you. As you get closer to the tree the mines will go off and you will be saft. Head past the mines and drop down through the opening. Move through the gateway. After you enter there are six mine deployers which deploy seismic mines. They will launch in two groups of three. For both groups simply crouch to avoid them. After thats dealt with continue on. There will be a car up ahead and past the car is an alley leading downward. Move to the car and this will cause several hybrids to attack. Hedgehog them clean up stragglers and move down the alley. Stop at the corner. Step out and quickly step back to trigger and avoid some hedgehog mines. Now move to the next area and drop a flashback nade. This shields you from several chimera while you play cleanup with your m5. On your left is a building. There is a doorway and a window. Move to the window and snipe a hybrid on the floor above you. Now head into the room with your bullseye ready. After you head in a hybrid will spring out from under the stairs. Kill him and head up the stairs. In the next room there is a large section of floor missing. Move to this opening and kill the hybrid below and drop down. Head out of the doorway and into an alley. Stick to the right wall and pop out from around the corner and move back to avoid several hedgehog mines. Switch to your shotgun and deal with a leaper swarm that is coming. After they are dead zoom snipe the hybrid at the end of the alley. Now head through the alley on your left and proceed until several seismic mines deploy. Duck under them and continue on. Two hybrid will attack from the archway ahead. Bullseye them and continue through the arch they came from. Look down the alley on your left and take out a hybrid at the end of it. Ease down the set of stairs in front of you until you can see some explosive balls. Ignite them to kill a hybrid manning a turret that you can't see from this angel. Then back track to the alley you passed after the archway. Move along this path and take the first right you come across. Smirk to yourself as you make your way past the empty turret and dead hybrid and head up a set of stairs. Once you reach the top the level will end.
[-= 3.j Level 9: Outgunned =-]
Once the level starts move to the wall on your right. Creep out and snipe as many of the hybrids on your left as you can. Take carefull aim because if you aren't frugal with your ammo you will run out. There are alot of hybrids in the traffic circle. Anyway once the ones on the left are dead move to your right and slowly move foreward. Keep moving up until until the onces past the center are in range. Snipe them and move back to towards the beginning. Look towards your left and zoom snipe the last pocket up hybrid resistance. After they are all dead quickly refill your health and lost ammo. Now beat feet back towards the beginning of the level. Facing the beginning there will be a large mound of earth pushed up against a wall. Climp this makeshift hill and wait for a chimeran dropship to drop a container full of chimera. From your angel you should be looking at one of the openings. After the hatch opens fire your grenade launcher and throw a grenade into the opening. Fall back to cover and take care of any survivors. Now turn and run towards the opposite side from the beginning point. On the right is a large truck. Move behind the truck and familiarize yourself with this area. Past the cab of the truck are several ruined buildings with doorways. This will be the area which you will deal with upcoming boss fight.
(Boss Fight: Stalker)
This fight isn't as scary as it looks. The stalker will move in from the opening opposite of where you came in from. It will move into the traffic circle and begin firing on your comrades. Stay behind the truck and let it move past you. Step out once its back is to you. Located in its back is a small silver ball similar to the explosive balls you've been exploiting thus far. Anyway, open up on the ball with your m5. This will cause the stalker to spark and stun it. After your clip runs out retreat behind the truck and begin moving sideways and to the right. Move through the buildings as needed. The reason for this, is because after the stalker regains itself it will fire a barrage of missles at you. Repeat this hit and dodge tactice two more times and the stalker will go down. After its defeated the level will end.
[-= 3.k Level 10: Into the Fire =-]
Once you exit the tunnel your objective is to fight your way to the top of the hill you now find yourself facing. Move close enough so the hybrids operating the turrets are in auger range. Blast them with the auger, as it will pierce the front shields on the turrets. After the three turrets are down move to the base of the hill and snipe the chimera moving about in range. Next move up the hill until you come to a razorwire fence. In the middle of this fence there is a break leading into a trench. Before heading down into the trench clean out a couple of hybrid while you have the advantage of the high ground. Move into the trench and take a left. The next right you come to will have a group of hybrid around the corner. Drop a nade around the corner and clean up the leftovers. Now quickly move back to the high ground because a large group of chimera are making their way to the center of the trench. Let them bunch up and then shoot the explosive barrel. Another wave will trickle in after the first group is dead. Snipe them and then head the way they came from. The trench will turn to the left, equip a close range weapon and blast the two hybrid around the corner. The trench will take another left turn and then end in a slope leading up. Move slowly up and deal with the hybrid at the top. There will be a turret outpost at the top. Move around the outside of this and to the left. Stay behind it because there is another turret outpost further up the hill and this one has an angle on you. Swith to the auger and kill him through the wall you are hiding behind. Now move up the hill and zig zag through the concrete barricades. After you reach the turret that you just killed move to the left to find a gap in the Chimeran fence and head through it. Pass through the turret outpost and continue up the hill past the fallen tree in your path. There will be some red brick rubble up ahead. Move slowly through the gap in the rubble and look to the right and down. There will be another hybrid manned turret down in the trench. Auger him through the safety of the wall and continue past him. The trench will begin to slant upward and to the left. Follow it up until it leads to a house. Don't move infront of the door. The bottom floor of the house is full of hybrid. What you want to do is throw a few nades through the windows or doorway to thin them out. Next strafe past the doorway and set off any remaining explosive barrels left after your nade barrage. Once they are all dead head into the house. To the left of this room is a staircase at the top is a floor full of more hybrid. Move onto the staircase but don't expose yourself the hybrid up there. Move about halfway up and aim up at the ceiling. Throw some nades but bounce them off the ceiling so they richochet back down onto second floor. This will kill the chimera off without exposing you to any danger. After they are dead move up to the morters and the level will end.
[-= 3.l Level 11: Conduits =-]
Move up the tunnel following the rail tracks. After coming to a platform on your left hop up on it and move to the gate. This will cause a titan to show up and blast open the gate. Hit the big fellow with any grenade launcher shots you have and switch to the bullseye. Tag him in the head and open up on him while sidestepping is fireball shots. Repeat this until he explodes. Proceed into the room the titan came from and at the other end is another gate. A fellow soldier will unlock it for you. Move into the room and go left. This takes you into a building with the backside of hit blown away. In this room pick up the fareye, yay a real sniper rifle at last. Equip the fareye and look to your right. On top of some storage containers are three hybrid. In the middle of this group is a rung of explosive balls. Shoot the explosives and leave the building through the hole leading down on your left. Don't bother sniping the other hybrid that are streaming down. Save your sniper ammo for tougher enemies. Follow the path on the left leading down. At the bottom a group of your soldiers is facing off against a group of hybrid. Drop a nade in the middle of the hybrids and take out any remainders. Continue along the way they came from. Now the trail will turn right and begin leading upward. Move to the top and join in the fierce firefight going on at the top. Tons of enemies will be pouring across the bridge on your right. Avoid the the right side. Instead hang to the left a little ways back and m5 zoom and nade them until the enemies finally stop coming. If you have any flashback nades now is the perfect time to use one. Remember to retreat back down the hill to refill your health as necessary. After its finally over move across the bridge. Wait for your buddies to cross and go right. After they have gone ahead follow after them. This will cause the enemies up ahead to focus on them instead of you. Rush towards them and pull out your fareye. The drive will turn left and slope downward. You should be looking into a garage at the bottom. Inside are a large group of hybrid standing next to an explosive ball rack. Shoot the explosives and quickly retreat out of the line of fire. A group of leapers will rush you deal with them and m5 any remaining hybrids. Head into the garage and stick to the right. Move across the narrow ledge on the right and head into the next room. Take another right and head up a ramp. At the top the level will end.
[-= 3.m Level 12: Viper's Nest =-]
Move down the hill and to the spike fence on your left. This will shield you from the shots from the titan that you will be soon taking. Pop out and tag it and bullseye the titan till it drops. About halfway through this fight the tower door behind the titan will open and several hybrid will spill out. Back up so you move down a little. This puts you out of the titan's and the hybrid's line of sight. Now move around the mound to the left and and m5 zoom the hybrids. After they are gone go back to work with the titan. After the fight restock your ammo from the fallen soldiers and if you are wounded there are some health capsules behind the tower. When you are restocked move into the tower and allow the fan to blow you up to the next level. Once you land move cautiously around the corner and blast the two hybrid waiting on you. Up and across the way is another tower with some hybrids using turrets. Switch to the fareye and hose the turret hybrids. Now cross the small plank to a pylon and cross another plank to reach the next tower. Right before you step onto the second tower look to your right. In the distance is a tower with some more hybrid on it. Use your fareye and eliminate them. The same procedure as before: move around the tower and deal with two more hybrid at close range. Continue around until you come to a bridge leading to the next tower with a turret on the right. Have your fareye ready because when you get about halfway to the next tower a steelhead will charge out from the rightside of the tower. You know what to do here. After you do it bash some menials around the corner and fareye some hybrid on a tower across the way and slightly below you. Continue around this tower till it dead ends. When the path stops there will be a toggle box. Flip it and head back across the bridge. Now take the first right and get ready to head down this bridge. Keep your fareye handy and take out some hybrid as they charge you across this bridge. Move across the bridge and circle around the tower until an opening on the left comes into view. Hop inside and float down to the bottom. Move out of the tower and prepare to fight another titan. Use the tower as cover and take it down with the bullseye tech. After the big fellow has fallen go the way he came from and the level will end.
[-= 3.n Level 13: No Way Out =-]
After the cutscene you'll be in a circular room with one exit. Smoke will be obscuring your view. Quickly switch to your auger and get a force barrier up. A large group of Chimera will be attacking you through the smoke. Throw a few nades into the smoke, blast any hybrids that charge through and move through the smoke. Stick to the wall on either side and take cover behind some pipes. Take out the last remaining hybrid by augering them through the pipes. Take the tunnel on your right and make your way into the mess hall. Once you reach the first group of tables a leaper swarm will show up. Retreat back into the tunnel and finish them off with the shotgun. Make your way through the mess hall and exit via the door on the far left. Take a left when the tunnel branches and continue on. Take a right at the next branch and keep moving. Now take a left at the next branch. At the end you should see a doorway. Moving towards the door will spawn a group of hybrids infront of you and a group behind you. After they spawn quickly turn around and head back the way you came. Kill the group behind you, turn around, and finish the other group. Proceed through the doorway and take a left, now take another left and then a right. At the end of this tunnel will be a much needed health and ammo refill. Also have your fareye ready because coming down here will spawn a steelhead and hybrid. Kill them and head left and then back out into the main tunnel. Continue along up a set of stairs into a room filled will computer processors. After you enter the room a hybrid will show up directly ahead at the other end. Fareye him and continue to where he showed up from. Through this doorway will take you into a large room filled with train cars and crates. Ahead and to the left will be a hybrid m5 him and move around the car infront of you by going around to the right. Switch to the fareye and hop up on the platform. To your left mixed in amongst the crates are several hybrids. In the middle of them is an explosive barrel. Shot it and mop up the survivors. Move through the crates and wind around to the left. Hop the tracks then continue straight into another tunnel. At the steps infront of you a hybrid will spawn from the right. Blast him and go down the tunnel on your left. After a few steps there will be a doorway on your right. Move to the edge of it and pop out. A large group of enemies is in the shower area in the rightside of the locker room. Toss some nades behind their cover and move out of the doorway. Charge in and clean up the stragglers before heading out of a hole in the wall located in the shower. Follow this new tunnel until it opens up to a room with some explosive barrels stacked up against the wall in front of you. Take the opening on the left and then take another left. Continue down this long tunnel until a you find the doorway on your right. Have your fareye ready to blast the slipskulls in the next room. Once they are dead move through the next room as it heads downward. At the bottom it ends in an open gate. A tunneler will pass through when you approach the gate. Pick up the arc charger while heading through the gate (a craptacular gun to be filed away and not used unless you are running low on ammo). Hop into the tunnel on the left that has recently been made. After a bit it opens up into a large room with some metal walkways and stairs. Use your fareye on the two chimera in the room and drop down onto the floor. Now climp the stairways to the top and flip the switch. Next head back down to the mid-level and fareye some hybrid through the now open doorway before heading through. After heading into the new tunnel take a right into the large open room and proceed down the stairs to the ground level. There will be an opening at the other side of this room. As you get close to the opening you will be attacked by two howlers. Shotgun/sidestep them and head through the archway. Stick to the left and at the end of this tunnel take a right. About halway down this tunnel there will be an open area on the right. Walk towards the switches located on the wall to end the level.
[-= 3.o Level 14: Secrets =-]
When the level starts two hybrid will step out from the left. Blast them and head back to large open room that you passed through on your way here. As you get close to large room there will be several hybrid and a steelhead blocking your path. Fareye the chimera and head into the large room. On the catwalk above you at the top of the stairs is another hybrid. Fareye him and climb the stairs. As you approach the opening to leave another hybrid will rush out. M5 him and continue from where he came. Keep going straight into another large room. As you head for some stairs leading down a hybrid will show up at the far end of the room and flip a switch. This lets in some hybrid on the upper walkway. Fareye this new bunch of arrives and hop down to the ground level. Once you reach the ground level another group of hybrid charge out from your left. Use your zoom m5 on them and go through the doorway they came out of. This takes you into a boiler room. Move down the stairs, stop once you are facing the boiler. Underneath it and to your left is an open service crawspace. Move into this and a group of leapers will decide to show up. Shotgun them and take a left. As soon as you turn left another leaper swarm will show up. After they are gone go the way they came from and exit the crawlspace into another boiler room. Take the stairs on your right and exit on the other side of the gate in the large room. Flip the switch on the left and head through the hatch. Take the open doorway on your left and quickly move down the hallway. Do your best to dodge the fire coming at you from a group of steelheads as you move down the hallway. Once you are within decent range deploy a flashback grenade and end them. Once they are gone take the first right and move through a doorway. This tunnel will lead to a deadend with a large tunneler created passage on your right. Move down this new tunnel. After a little ways in a leaper swarm attacks. Deal with them and continue on. Further down this tunnel you will encounter a large number of leaper pods just waiting to hatch. Instead of waisting nades or explosives on these pests, walk out into the midst of them. Do this until they start to shake (this means they are about to hatch) quickly turn around and beat feet the way you came. After you are clear of the pods do a 180 and blast away at the swarm that is hot on your heels. After the intensity is over continue your journey through the tunnel. After the tunnel ends jump up and to your right into a hallway. Take the first door on your left into the map room. Once you enter this room the level will end.
[-= 3.p Level 15: Angel =-]
Exit the intel room through the only open doorway and take a right that leads to a tunnel. When you reach the tunnel take a left. You will arrive at a door on your right that will auto open when you near it. It opens to a large medical room with some explosive barrels in the center. The room is also full of menials. Allow them to group near the barrels and then get as many as you can in the ensuing fireball. Bash any remainders and move to the glass windows on the righthand side of this room. Smash through the glass window and enter the next room. There will be a set of stairs on your right leading up. Before you head up look up and you will see two rooms at the top. Each has several glass windows. Shot out a window leading to each room and toss an air-fuel nade through the openings. This will take out the majority of the hybrids camping up there. Climp the stairs and m5 any remaining hybrid. Move into the first room through an open window. Grab your fareye and snipe the steelhead at the end of the rooms. Look through the doorway to locate him. Move through the doorway by the steelhead and take a left. There will be a set of stairs leading down with some hybrid at the bottom. Shoot an explosive ball next to them and head down. Moving down will cause a swarm of leapers to attack. Fall back up the stairs and shoot the explosive barrels as the swarm gets close. Blast the remainder and head back down. Keep going until you come to some windows on your right that you can't see through. The room on the other side houses several hybrid. Shoot out a window and deliver them an air-fuel nade before moving on. Keep moving down the hall and as you approach an open gate some hybrid will show themselves. Fareye them and keep going. There will be more hybrid behind the next set of windows on your right. Blast open a window and deploy and air-fuel before continuing on. Once you reach the end the blast door will auto open. The next room is a sample storage room. Headshot the gray jack in the middle of the room and move to one of the walls. Containment tubes will slowly rise from the floor releasing gray jacks. Snipe and auger them and the door on the other side will open. Move through the new doorway and up some stairs. This will take you to the final room. Its a big room with several containment units. Charge into the room and deploy a flashback and wipe out the hybrid infesting this room. When they are dead head to the right side of this room, where there is a large empty area next to a big brick wall. A tunneler will smash through the wall and deploy a large number of troops. However, you will be waiting for it when it shows up. After it punches through the wall deploy a flashback and fire your greneade launcher into the cluster of tightly packed troops and m5 the rest. After they are all dead the level will end.
[-= 3.q Level 16: Search and Rescue =-]
When you are ready to go follow the cobblestone path to an opening in a brick wall. When you near it a group of chimera will run by. Ignore them and pick up the Hailstorm. Yay! A new toy. Don't use this gun yet, save it for the end of this level when you are really going to need it. Anyway, move out onto the street and another group of Chimera will exit the building infront of you and move into some alleys further into the level. Follow after them until a group of Hybrids and a howler step out from the corner of a building on your left. Switch to your auger as you fall back and take out the howler first before m5 sniping the hybrid. After the exchange continue up the street toward the burning bus. Ahead of you will be a pair of hybrid on a ledge. After m5ing them another group of hybrid and a steelhead will engage you from your right. Now is the perfect time to share with them the gift of handheld explosives. After sharing cross the street and climp up the ledge the two hybrid were on. Climb the small set of stairs on your right and switch to your bullseye. Tag and bag the three hybrid up here and then move to the metal railing directly ahead of you. You should be looking down onto a chimeran turret position. Now here is where you get to try out the Hailstorm. Take it out and aim above the hybrid manning the turrets. Now use the hailstorm's alternate fire to deploy a clip as a mini turret. Repeat this once or twice more to clean the streets below before moving along the walkway on your left. M5 any remaining hybrid and switch to your fareye. After you make it to the street below four slipskulls will show up. Dispatch them with focused sniping and then go back to your m5. After they are gone a group of hybrid will come out of a building across the street from the stairs you used to reach the street level. Drop a nade on them and take out the rest. Once they are dead the level will end after a few seconds.
[-= 3.r Level 17: Common Ground =-]
This level places you behind the controls of a jeep. Cruise down the road and smash your way through the first fence. Follow the road until a field opens up on your left. Cut through this field and make your way past the line of trees ahead of you. You are now in a large open area with two metallic structures in the background. Drive towards the first chimeran base on your right. Okay I am not one to brag or blow my own horn but when I came up with the strategy for dealing with the large number of chimera in the bases I had to stop and smirk. Okay enough shameless backpatting and back to the guide. Okay here is the strat, gun the engine and make your way towards the first base on the right. After you smash through the first fence mash triange to exit the vehicle. Before you jump out try to aim the vehicle so it stops in front of the base and a little ways back. The reason for this is as follows, your buddy in the gunner position will not exit the jeep, he will fire at enemies and can kill them quickly and accurately when stationary, and last but not least he is invulnrable. Now you get it, deploy your jeep like a turret that is indestructible and with infinite ammo. Just sit back out of range until your pal has sufficiently cleared out the enemies. Move forward into the base and there will be two ramps. One ramp on either wall move about halfway up one of these and look up at the ceiling. Next throw a nade so it bounces off the roof and lands onto the next floor. This should take care of the baddies up there. Now head on up to the second floor and toggle the gate switch. Get back in your jeep and repeat the jeep launch strat at the next base just to the left of this one. After both gate switches have been activated get back into your jeep and drive through the now open gate located in between the two bases. After passing through the gate make your way towards the large grey stone in front of you. Ramp off of it and into the canyon below. As you drive through this area a large swarm of leapers shows up. Ignore them and continue on. After exiting the canyon you will be in another large open area with two more bases. Stick to the left of the open area to make find your way up to these new bases. Repeat the jeep strat on the bases, remember to toggle the switch in each base. Once they have both been switched pass through a second gate located to just past the base on the right. After passing through the gate a Chimeran drop ship arrives and deploys a box of troops. Quickly drive past them and continue up Cheddar Gorge. After a bit the road dead ends and there will be a ramp on the left leading up. Take this left path and follow it as it winds up the gorge. You will come to a fence and behind the fence is an open area with three turret stations in it. Smash through the fence and drive past the stations, ignoring the hybrid inside. Again follow a ramping path on your left, drive past another turret station, and smash through another fence. Past the fence are the final two chimeran gate control bases. Utilize the jeep strat again for both of them being sure to flip the switches in the bases to unlock the last gate. While waiting for your buddy to do some thining out at the first base be sure to watch your back. Sometimes the Hybrid you ignored along the way will catch up to you. After the switches have been toggled drive through the gate that is located just past the second base. Now the path will be leading downward. Follow it down until it deadends. There should be another chimeran fence on your right. Drive through this last fence to end the level.
[-= 3.s Level 18: A Disturbing Discovery =-]
After you and your comrade split up you start next to a locked fence. Toggle the switch to the right of the gate and head through. In the distance are two hybrid. Fareye them and move toward the large chimeran structure. Once you get close enough the gate will open and some Menials will come out. Beat them down and fareye two more hybrid located on an upper ledge in the back of the structure. Once they are down proceed inside. Bash all the Menials in here and find the locked door located opposite the main entrance. Toggle the lock to the left of the door and head through. As you move through you will pick up the sapper. File it away under "S" for sucks and continue. After dealing with the Menials out here follow the path on the left that leads between some fences on either side. It will cut to the right and end before another Chimeran structure. When you get close the door will open and a hybrid and steelhead will charge you. Fareye the steelhead and bullseye the hybrid before venturing inside. This structure is devoid of enemies other than a three menials but full of Lancer Mines. Stick to the left wall and make your way to the back lefthand corner to find the locked door. Unlock it and head outside. Equip the sapper for only the first of two times in the entire game that its useful and deploy a mine trap. Now move cautiously forward along the path until a gray jack leaps out from behind a container on your left. Backpeddle and lure him into your mines. Make another trap and repeat this for another Gray Jack that will attack you as you head further in. After they are gone switch to the fareye and bash the menials as you move along. The path ends at a large wooden bridge. Stay on your side and snipe the group of hybrid as they attempt to cross the bridge. Once they are down cross the bridge and take cover behind the chimeran barricade. You will meet up with your pal here. From the safety of your cover snipe the steelhead and hybrid on the hill ahead of you. Just below the hill is a Chimeran fence. On the other side are several hybrid. Take out your auger and punish them safely from the other side of the fence. After they are dead head up the hill to cue a cutscene. Once the scene wraps up make your way back down the hill and back towards the bridge you crossed. However, instead of taking the bridge there is a downward sloping path to the left of the bridge. Take this path and follow it down. You will come to an open area filled with Chimeran Storage containers. There are some hybrid and several menials amongst the containers. Stay back and move around until you have angles on the hybrids. M5 snipe them and bash the Menials before heading through the area. Past the containers is an opening in the fence head through it and take a left. Switch to your shotgun and blast the leaper swarm that will soon be showing up. In the middle of the swarm two Gray jacks will charge you. Let them get close and then let them have it with the shotgun. Proceed onward until the path winds around the fence on your right. The path ahead of you is littered with barriers and storage containers. Move slowly forward until you can see two mine deployers on your right. Move quickly toward them and duck behind the barrier just infront of them. This allows you to avoid the hedgehog mines that spring up. Keep going until you can see some more mines. At this point several hybrid will attack. M5 them and then set off the mines and seek cover. The path ends with a small ramp leading into another structure. Head inside and have your Bullseye ready. After entering quickly head to the far end and kill a hybrid. Now tag and bag several slipskulls. Now move to the big wall behind where you killed the Hybrid. On the left you should see a toggle switch. Flip it and head outside. After the door is opened several hybrid and a steelskull will charge down toward you. If you have any nades left use one and then m5 the remainder. Once they are all down head up the way they came. Make your way towards your jeep and the level will end.
[-= 3.t Level 19: Devil at the Door =-]
You'll start this level in the middle of a battle as your allies are trying to evacuate Southern Command. Run towards the fray and ignore the Stalkers. They can't be killed and won't target you. Instead use your m5 and maybe a nade to take out the hybrid. After they are dead move towards the sheet metal barriers. Quickly move behind the first one to avoid Hedgehog Mines. Move to the next one and this time duck behind it to dodge more mines. Again, move to another barrier and take cover behind it to escape the last set of mines. As you move a little past the last barrier a Howler will run out from the left and go across your screen. Ignore that one and instead target the one running straight at you from the right. Wall back so it will target your allies while you blast away at it with your shotgun. After he is dead repeat this tactic with the second howler. Continue out into the open area and stick to the right. As you move out behind some rocks there will be a group of Hybrid in the middle of a road. They won't focus on you till you get close, as they are too busy firing on a group of soldiers. Drop a nade in the middle of them and m5 any leftovers. Move into the building your friends were in to collect health and ammo. Now head up the road towards the large gate. When you get close enough a Titan shows up and blasts through the gate. Unload any nades and grenades from your launcher into it then fall back. Get behind the rocks on your left and bounce from out behind them and use the bullseye tag and fire to finish the brute off. Now head through the gate. There will be two paths, one on the left leading into a building and the one on the right that ends with a path going uphill. Take the path on the left first. Move slowly as the ground here is covered with Seismic mine deployers. There are two groups of them and here is the pattern for each. Group 1: Jump, duck, jump. Group 2: Duck, jump, jump, jump, duck. Now move into the building to grab health and ammo. In a small side room on your left you will find the Dragon. Now move to the doorway and torch the group of Menials that are making their way toward you. Now its time to take the other path and this one is full of Hedgehog mines...yay. As you move out into the field their will be two metal barriers on your right. Run toward them and get behind the rightmost one. After the mines are gone there will be a second group of barriers on your right. There are three of them. Move quickly and get behind the rightmost one to avoid the mines. Now head up the hill. As you near the base of the hill there will be two seismic mines, jump them and then duck underneath the second wave, continue up. Switch to your bullseye and tag n bag the two hybrid at the top of the hill. Up ahead there will be several more hybrid m5 snipe them and switch to your Fareye. You will see a slope leading down. This is the path you will take in a minute but for now take the smaller slope to the left of this that leads upward. At the top you will be looking down onto another battlefield. Use your Fareye to take out the Steelhead and Hybrid below. Next head down the ramp and follow the path around the ruined buildings and onto the road that leads to the base. In the distance you will see your jeep and your old friend from Chedder Gorge. Run past him and into the base courtyard to end the level.
[-= 3.u Level 20: Evacutaion =-]
Bust out your Reapers and step through the doorway into the stairwell. Use them to take out the three Slipskulls jumping out. Carefull not to go to far down the stairs yet. Now slowly move down and keep an eye out below you. There will be a large number of Hybrid and some Steelskulls coming up from below. Rush them and set them ablaze with your Dragon. Continue to the bottom of the stairs and through the doorway. Turn left to find a Steelskull with his back turned toward you. Light him up and continue through the doorway. In this room there are several tables turned on their side and a doorway on the other end. As you move into the room three hybrid will come in and take cover behind the tables. M5 your way through them and head into the next hallway. You will now find yourself in a large kitchen area. Before you head into the area M5 the two hybrid below. When you get about halfway into the room a Hardskull will charge bullseye him down before he gets close enough to use his Arc Charger. Now head up the stairs opposite the ones you came down and take a left into the next hall. At the end of the short winding hall is a room. Opposite of the way you entered is a locked door. Flip the switch to the left of the door and ride the lift down to the hanger area. The hanger is chaotic and directly ahead of you is a Titan. Quickly exit the lift and move to the right to find cover behind a large stack of sandbags. From your cover bullseye tag the big guy into a oblivion. Also any grenades or explosives you might have come in handy here. After the Titan falls use your fareye to take out the Hybrid which were supporting the Titan. Now move through the gate and stick to the right. Ahead of you will be a stairwell leading up and a large hanger in the distance. When you get closer to the stairs a group of Hybrid will come out. Plant a nade amongst them and fareye survivors. Now look left across the big room and fareye some more Hybrid. There will be just one more group and they are against the farwall. They have an elevated position with two turrets. Approach the position from either side. Start by blowing up the big stack of explosive barrels at the top. Now throw an Air-Fuel nade at the base of the enplacemet and another one towards the top. After they are dead a loading platform will lower. The platform is just to the right of the turret enplacement. Move onto it and throw the switch to ride it to the top. At the top take the doorway at the top and follow the hall till it leads to another doorway. You should be looking out into a large briefing room area. This room is full of hybrid. From the safety of your doorway use your Fareye to eliminate as many of the Hybrid as you can. When you have run out of ammo switch to the m5 to finish them up. Collect any ammo and health needed as you pass through the area. Move through the doorway on the other end of the room. Switch to your shutgun and head up the sloped passage. Blast the Leaper swarm which attacks you and continue to the next room. Take the lift that will be located on your left in this area. The lift deposits you in a small room. Move slowly to the doorway. Around the corner are two Hybrid. Because they are pretty close to your position a direct assault will result in a huge chunk of life loss. Toss an Air-fuel or standard grenade off the wall ahead of you at an angle to get it to bounce and land next to them. After it goes off step around the corner prepared to blast them if they lived. Head through the doorway on your right and into the next room. As you get halfway in two hybrid will enter from your left. Toss a nade and move on. Break out your Hailstorm and head into the large room at the end of a short hallway. Aim it up and deploy an auto turret. Switch back to the m5 and blast away at the two Steelskulls that enter the room. Bring out the Hailstorm again and head up the stairwell. Another large enemy wave will begin heading down the stairs toward you. Deploy an auto turret and rip them to shreds with your Bullseye. Follow the hall at the top of the stairs past the row of windows and around the corner. As you step around the corner lay waste to a Hybrid with the Bullseye then move back so you are not in the doorway. The room ahead is now full of Hybrid. Move into the doorway and toss nades into the room to clean it out. Making sure to duck back around the corner after you have tossed it to avoid enemy return fire. Switch to your Dragon and head through the doorway at the other end of the room. At the end of the next hallway a Steelhead will attack. He can be pretty dangerous at this close range so dodge like crazy as you close the distance and light him up with the Dragon. Continue along the hallway to end the level.
[-= 3.v Level 21: Parting Ways =-]
You will begin this level behind the controls of a Stalker. Move slightly forward so you are just outside of the overhang. This way when you fire the stalkers missiles they have a clear flight path. Take care not to move to far out as this will expose you to a mortar battery on either side of you. From this position you should have clear shots at the Titans ahead and a low wall on either side of you should be shielding you from the mortars. Fire at the group of Titans till they are now more and move forward and finish off the mortars. When they are gone the level will end. That was easy and fast.
[-= 3.w Level 22: Into the Depths =-]
The level starts you off in the Chimeran Tunnels. Move foreward into the open area and bash the two Menials. Several more Menials will be making their way toward you from the next room. Bash them and use your Dragon on the Gray Jack that is following up behind the Menials. In the next open cavern there will be several groups of Leaper Pods. Use your Dragon on them to take them out before they hatch and then head up the metal ramp along the back wall. Roast somemore pods and move through the next hallway. In the next cavern several Menials will begin coming toward you. There are also three Gray jacks in the room as well. Move into the room and then fall back as you lure the Jacks into the hallway. Use your Dragon on them and the Menials. After they are dead two Hybrid and a Steelhead will enter and begin firing on you from across the room. Distance m5 them and head toward where they were firing at you from. Enter the next hallway and switch to your Bullseye. As the hall begins to shift into the next cavern room you will see a health back at the bottom. When you near the health three Hybrid will charge out from the right. Bullseye them down and continue on. In the next cavern there will be several Menials hanging out near an explosive ball. Shoot it and ruin their day then proceed on. At the end of the room on the right is a winding ramp leading upward. Take the ramp and continue on until it opens into a large platform room. Once you hop down off the ledge you are on enemies will begin to show up on lifts from either side of the mining platform. Equip your dragon and stay mobile and burn them down. Here is a break down of the order the lifts show up in and what enemies they contain.
Lift 1: Upper left from your initial drop in. Contains: 2 Hybrid.
Lift 2: Middle Right. Contains: 2 Hybrid.
Lift 3: Bottom Right. Contains: 1 Gray Jack.
Lift 4: Bottom Left. Contains: 4 Menials.
Lift 5: Upper Right. Contains: 1 Gray Jack.
Lift 6: Middle Left. Contains: 1 Gray Jack.
Lift 7: Middle Left. Contains: 2 Menials and 1 Hybrid.
Lift 8: Middle Right. Contains: 2 Hybrid.
After all the enemies are dealt with the door opposite of the way you came in will open. Head through the doorway into the next cavern and wind around to the right. There will be a large hole in the floor. As you draw close to the hole a swarm of Rollers will attack. Backpeddle as you burn them down with your dragon. After they are gone drop down into the hole and you will end up in another tunnel that is sloping upward. A short distance from the bottom there will be several Leaper Pods. Torch the pods with the Dragon and continue up through the tunnel. The tunnel will lead you to another drop. Drop down and make your way up another tunnel leading up. This tunnel leads to a very large cavernous champer with massive electrical conduits running through the room. Make your way out onto the conduit directly below you. Continue along the conduit until you are out from underneath the one that is above you. At this point switch to your Fareye and look to your left. You will see three Slipskulls jumping around on the wall to your left. Use the Fareye and its time slowing focus to bring them down. After they are gone move to the end of the conduit and onto the platform on the left. Make your way to the other end of the platform and step onto the next conduit. Instead of moving along this one look out and locate two exhaust fans. Jump toward this one to be blown upward by the stream of air. Steer yourself to the next stream of air and finally to land on the next conduit. After landing look ahead and next to the wall for the next fan. Jump onto that one to be blown up to the next conduit located above you. Move along this conduit until it ends. When it runs out step onto the platform on the left, climp a ramp, and onto another platform. Follow the ledge as it works its way upward. It will end with a small conduit and a fan on the right. Ride the fan's exhaust to the next conduit. Proceed up this one till you arrive at two more fans on the right. Before you use the fans to reach the platform across from you switch to your Faryeye. Look out onto the next platform. There will be several Menials, some Hybrid, and alot of explosive balls. Snipe the balls causing them to clear out the enemies on the platform. Now use the two fans to reach the now empty platform. After moving out onto the platform a Hardfang will attack, drop him with your Fareye and move toward the way he came. Follow it around until it ends at a conduit. Move upward along this new conduit until it ends with another platform on the right. Jump out onto the platform and move along it till you find a tunnel leading up. Equip a Backlash Grenade and crest the hill. Deploy the nade at the top to shield you from the Hybrid and Steelskull while you bash the Menials. Move to the other end of this area to find another tunnel leading upward. At the top you will be at a conduit junction. Switch to your Dragon and move into the narrow path on your left. Tucked behind the conduits along this route are several Hybrid and a Hardfang. Move slowly through here making sure to check corners as you progress. Burn the enemies down and follow the path till it ends with an opening into the center conduit. Stepping into the center will end the level.
[-= 3.x Level 23: In a Darker Place =-]
This level will start with you riding a lift up into a large room. This room is swarming with Menials. Bash your way through them and make your way to the safety of a wall. Switch to your Dragon and light them up as they get within range. Also pick up the rocket launcher directly ahead of your initial start position. It is next to the dead soldier on your right. Stay tucked into one of the alcoves along the wall because once the Menials are dead several Hybrid will invade the area. Switch to the Fareye and take them out as they move into sight. After they are dead one of the wall alcoves will contain a lift. Ride it up to the next level. Equip the Hailstorm and slowly move along the path on your left. As you get near the Leaper Pods two Steelskull will attack. Deploy an auto turret and take cover. After they are dead switch to the Dragon and nuke the pods. Repeat this strat twice more as you move through this area. This section will end with a doorway on the left. Move through it and into the next cavern. Move up through this area until you reach some Leaper Pods. Torch them and toss a nade next to the two Hybrid at the end of the room. There will be an opening to a large circular room at the end of the room you are in. Use your Fareye to take out the Hybrid below you and to the left. Blast another Hybrid on your right and drop onto the floor below you. Move to your right and bash several Menials and use your Fareye on the two Gray Jacks. Continue along this path till you come to a very large door with a lock toggle on either side of it. Have your Backlash nades ready and unlock the door. On the other side is the boss.
Stalker: After the door opens throw a Backlash nade so it encapsulates the stalker. This will make it take constant damage and repel its shots back at it. While it is encased switch to your rocket launcher and finish it off. After the big guy goes down the level will end.
[-= 3.y Level 24: A Desperate Gamble =-]
Make your way through the courtyard and to the arched opening located in the wall on your right. When you approach it some rollers will attack as well as a Steelhead. Fall back and blast them with your shotgun before Bullseye tagging the Steelhead. Move through the arch and head out into the next courtyard. As you approach the window opposite of you two Hybrid will come out of a side room on your left. Bullseye them and fall back to the archway because the room will soon fill with Hybrid. From the safety of the arch fire a Hailstorm turret out into the room and use your Fareye to clean out the rest. Wind your way around the area until you come to a set of stairs. Take the stairs to the next floor. When you reach the top there will be a side room on your left. From this room you will be attacked by a couple of Hybrid and a Steelhead. Deposit some nades in the room and Bullseye any stragglers. Exit through the door on the other end of the room and continue along the walkway. The path will turn to the right and you will find yourself heading towards another sideroom. When you near this room a Roller swarm will attack along with a Hardfang. Shotgun the rollers and m5 the hardfang before continuing along the walkway. As you make your way along three Hybrid, and a Hardfang will assault you from the side rooms on your left. M5 them and pick up the Splitter when this path turns to the right. Quickly run past along this walkway to avoid a hail of Hybrid fire coming at you from outside. Exit the walkway and move onto the patio at the end of it. At the other end of this there will be a staircase leading down. Camp at the top of this stairwell and shotgun the Rollers as they come into view. Now move down the stairs and have your Arc Charger ready. As you come around the corner Arc link blast the group of Hybrid. Move to the right and head toward the crashed helicopter. When you do this another Roller swarm will show up. Take them out and walk through the opening in the chopper. Make your way out into the open area and head around the left side of shack in the middle. Once you come around the corner use your Fareye and dispatch the Hybrid group and the Steelhead. After they are no more head down through the tunneled entrance to the building opposite of the shack. Equip your Dragon before proceding. Head through the door on your left and then the next door on the left. Exit the room you are in through the hole in the wall ahead of you. Once you exit this room a Hybrid will show up in the room next to this one. Set him on fire through the hole in the wall and then exit through the door on the right. As you get close to the door a Hybrid and a Hardfang arrive just in time for you to set them on fire as well. Enter the door across the hall and use your Dragon on the small group of Rollers and a Slipskull in the room. Exit this room through a hole on your left. This leads you to the large open entrance area of the hotel you are in. Switch to your Bullseye and tag blast the 2 Slipskulls, Hardfang, and small group of Hybrid as they come down the stairs. After the baddies have been dealt with move up the stairs and to the left. Enter the last door on the right. Move through this room and into the next room to end the level.
[-= 3.z Level 25: Ice and Iron =-]
After the level boots up you find yourself in a small square area with a metal shack in the middle. A stalker will come in, try to keep the building in the center between you and it as you lay on the rocket fire. If you run out of heavy weapons switch to the Auger and continue pounding away as you keep moving around the center shack. After it goes down a Titan will show up. Switch to your Splitter and use the same keep away strat as you used on the Stalker. After the two big guys are down your team will drop you in a tank. Hop in the tank and drive through the fence ahead of you. Focus the fire on the Widowmaker ahead of you. Follow the road under the bridge and attack the 2 Stalkers as they come toward you. As you move forward just a little bit more another Stalker will attack from the right. Now drive along the road until it opens up into a large square. Stay at the edge and fire away until all the footsoldiers and the Stalkers are gone. After all the Hybrid and Stalkers are gone move along the road as it loops around up ahead you will see a gate ahead of you. Wait for the gate to open and blast the Stalkers on the other side. Now shoot some footsoldiers on the roof of the building up ahead of you and the Hybrid that come out onto the bridge above you. Move forward until a Widowmaker attacks from the left. Take it down and the Stalker which comes out from the right. Move foreward and take the first left and then take the next left. This will drop you down onto a bridge with a Titan at the other end. Shoot him until he explodes and then blast the swarm of Chimera which come out from behind the Titan. After its clear drive up until you are ejected from the Tank. Make your way between the two snow hills and enter the building on your left. Upon entering take the Stairwell on your left to the second floor. After you move out into the room the roof will collapse on the stairs preventing you from going down. Head towards the next flight of stairs. As you step onto them several Hybrid and a Steelskull will come down toward you. Once they are dead move back onto the second floor and move through the other rooms on the floor. As you head through the rooms stock up on health and ammo. By now the monsters from the third floor should be have come down from the thrid floor so be cautious as you make your way back to the staircase. Clean out the few remaining Hybrid, once all enemies in the building have been dealt with the level will end.
[-= 3.a1 Level 26: Burning Bridges =-]
The level opens with you in the middle of a square with you and your teamates in the middle of an intense firefight. From your position there will be a two blasted buildings you can enter. There is one on your right and one to the left. Take note of these two buildings as they will come in handy in a minute. For now charge forward into the fray and m5 the Hybrid ahead of you. After the initial Hybrid have been killed a Stalker and several Hybrid will enter the square from the back left of the starting position. As soon as you see the Stalker approaching head to the building on the left and climp to the second floor. Equip your Rocket Launcher and blast the Stalker until it goes down. Pick up some rockets on the second floor and health if needed. Now hop down to the ground level and move to the right building. There will be another Stalker and Hybrid group entering from the back right, across from where you started the level. Move to the second floor and take out the Stalker and Hybrid. When they are destroyed a Widowmaker will enter from a side street across from the right building. Grab some more rockets and health from your position and take down the Widowmaker. Also more Hybrid will enter from the back left and right, the same two spots the Stalkers entered from. Once the Widomaker falls there will be a cutscene. After the scene you will be in front of an opening in a wall. Move through it and step around the first corner to your right. Bullseye the Hybrid around this corner and move into the building. Climb the stairs to the second floor. Towards the left of the floors edge you should see a small piece of wood sticking barely out over the edge. Run towards the wood and jump off of the end of it to land on the roof opposite of the building you are in. After landing two Hybrid will charge from the other side of the roof. After landing backstep off of the building and go back in the first building you entered. Climb back to the second floor and use the chimney as cover as you m5 the Hybrid. After they are dead jump back onto the roof. Move to the other side of the roof and on your left you will see a raised section of the roof that with a window under it. Run over this raised section and jump to the building across from you. After landing two more Hybrid and several Rollers will attack from the other side of the roof. After they show up hop down off the roof and quickly move along the wooden ramp to the right and jump over the barbed wire fence. Backtrack to the first building, climp to the second floor and jump to the next roof. From this roof m5 the Hybrid and any rollers that are on the rooftop of the next building. Jump to the next roof via the window ramp and move to the other side of the roof. In the alley below will be two Steelhead, drop a nade on them and hop down with Bullseye ready if they escaped nade death. After landing go right and through the arched opening. Switch to your Dragon and go left through the gate in the wooden fence. Burn the Leaper that is feasting on a dead soldier. At this point a Hardfang will come through the blasted section of the wall in front of you and two Hybrid will drop down into the yard and land on your right. Dragon the Chimeran skum and head through the blasted section of the wall. Keep your Dragon handy because after you go through the wall turn left and burn down a swarm of Leapers and a Gray Jack will attack you. Head down the alley infront of you and make your way toward the stairwell in front of you. Equip your Hailstorm and climb the stairs. Turn to your left once you reach the rooftop and there will be several Hybrid camping on raised sections of the roof as well as some Hybrid and a Steelhead on the roof. Fire your Hail turret in the air and hang back. Repeat this once or twice more before m5ing any remaining chimera. Now make your way across the roof and at the end turn right. You will now be looking at a blasted section that opens up into the building across from you. Connecting your building to the gap in the next will be the top of the arch you passed underneath not to long ago. Move over this arch and look down into the second floor of the building. On the floor will be two Hybrid and a Hardfang. Nade the cluster of enemies and Bullseye any that live. Drop down to the floor and move left through the missing wall section. This takes you out onto a stairwell. Head down the stairs and onto the yard below. Switch to your Rocket Launcher and head move through the blasted wall. Across the street that you are now on is the entrance to the subway. Face this entrance and as you move out onto the street a large group of Hybrids and a Steelhead will come up out of the subway. Fire a rocket into their midst and head down the stairs and into the subway. Once you reach the bottom of the stairs the level will end.
[-= 3.b1 Level 27: On the Ice =-]
Once the level has started switch to your Hailstorm, ease around the bend in the tunnel and fire the turret into the next room. Step back and let it do its job. Now switch to the Fareye and snipe the any Chimera in sight from the safety of your tunnel entrance. Now move into the room and look to your right. There will be a small side room filled with Leaper Pods. Move foreward until the pods activate. Now move back into the tunnel and blast the little buggers with your Shotgun. Next move deeper into the room and Fareye a Hybrid around the left corner. At this point some more Hybrid will enter from a stairwell on the right side of the back wall. Take em down with a nade and follow up with the Bullseye if needed. Now move to the top of the stairs where the Hybrid appeared from and look down into the subway room. In the back left corner there will be a two Steelheads and a couple of Hybrids down in the room. Also on a blocked walkway on your left will be another Hybrid and Steelhead. Use your Fareye and take out the Steelhead on the walkway before focusing on the Steelhead and Hybrid on the ground level. Keep an eye on the stairs because sometimes they Chimera will move through the room and come up after you. Once they are dealt will head down into the room. Cross the tracks to the other side of the room and ascend the stairs and at the top it will open up into another subway room. At first the room will appear to be clear but take note of a gap between the wrecked subway cars. As you head down the stairs a Hybrid and Steelhead will show up. Fire a Hailstorm turret and find some cover. Alsot three Slipskulls will show up as well. Move into the center area of the room and take them down with the Reapers. Now move into the subway train that is sticking out of the tunnel. Make your way through the cars until you can't go anyfurther. On your right will be an open door. Head out of the door and then go under the subway car so that you are now on the left side of the tunnel. Ahead of you is another car go into it and then out of a side door on the left. Have your Backlash nades ready. As you step into the Chimeran side tunnel you will be attacked by two Steelhead. Deploy the nade because at this close range they will take you down very quickly. Once you're safely inside the protective bubble conserve your good ammo and burn them down with the Reapers. Make your way through the drainage opening that leads outside. Turn to your right and make your way up the icey slope. After a bit two Hybrid will jump down from the left. Fareye them and continue up. Two more Hybrid will attack from further up the slope. Fareye them as well and switch to the Auger. Head out into the large open area at the top of the slope. Look to the left and up the ice hill. You should see two turrets being manned by Hybrid. Place your self towards the base of the hill so they can't get an angle on you and fire through any obstructions with your Auger to take them down. Also two Hybrid will jump down into the area. Use your Arc Charger on them and focus on the turrets once they are dealt with. Now head up the next ramp once you reach the top before it begins to slope back down you will see two Steelhead. Use your M5's grendade launcher and continue on. Move into the large open area with the flamming spire. Wind around the corner and head up the next ramp on your right. As you head up the hill two Hardfangs will attack. Fareye them from safely outside their Arc range and continue along the path as it bends to the left. You will see another flamming spire ahead of you. In the area behind the spire are two Hybrid. From this position Fareye them moving to the right if you have to clear a shot for the second Hybrid. Now continue down the path and ahead of you there will be a group of four Menials. Arc charger them and keep moving down the path. When the path stops there will be a hole in the wall on your right. Enter the hole and the level will end.
[-= 3.c1 Level 28: Giant Slayer =-]
After the level boots up you and your old pal from Chedder Gorge will once again be in the jeep. You will find yourself in a large open area. There is also a Stalker here and you have to take it down. Drive in large circular routes to avoid the Stalker's fire while your friend lays on the fire from the turret. Keep this up and eventually it will go down. After the Stalker eats it several Hybrid will come out of a doorway in the back right of the area. The door is to the right after the big fence ends. Hop out of your jeep by the ruins of another Stalker and dispatch them using the turret. Now drive over to the entrance they came out of and park your jeep in front of the door. Hop out and move into the hallway. Move in just far enough to cause the Chimera to come after you. Now flee back outside and hop into the turret and blast them as they show up in the doorway. Now head inside and proceed down the hallway until it ends in a large open room. Inside the room there are many Chimeran storage crates providing cover for several Steelhead and Hybrid in this room. Move slowly into the room until you can see their positions behind the cover. Give them a face full of Hedgehog and use your Fareye. At the end of the room is an unmanned Stalker guarded by two Steelhead. Run towards them and drop a Backlash nade and Reaper them down. After they are dead hop in the Stalker and move through the fence. After you are through the fence the Goliath will smash through the large fence on your left. To take him down keep moving side to side to avoid his missles and keep the machine guns blaring while spamming missles. Eventually the big guy will fall. Try to aim for the reddish black section where the top pod is joined with the leg mechanisms. Once it is gone move up and take the first right. From around a corner will come two Stalkers. Spam your weapons while moving from side to side until they are no more. After they are gone move through the area they showed up from. You will now be in an open area in front of the Chimeran Tower. There will be two more Stalkers here. Take care of them first before mopping up the ground units. As you approach the tower the door will open and more ground units will come out. Take them down and move your Stalker toward the tower and you will exit your vehicle. Move into the tower and a Widowmaker will bust through the wall and attack. Use your rocket launcher until you run out of ammo and then finish it off with the Splitter. Once it is dead the level will end.
[-= 3.d1 Level 29: Angel's Lair =-]
Once the lift comes to a stop jump down to the floor and make your way through the hallway. The hall ends with a ramp leading up to a round opening. As you head up the ramp be sure to pick up the Bullseye Mark II (same as a regular Bullseye just more damage). As you near the opening an Angel will swoop down and scream at you then fly away. After it is gone hop down onto the platform below. Grab the rocket ammo and switch to your rocket launcher as you make your way up the ramp on your right. When you near the top a large swarm of Advanced Hybrids will begin charging down from the top. Drop a rocket in the middle of them and wipe them out. You may have to do this once or twice more (don't worry about the rocket waste because this level is full of rocket ammo) before finally finishing them off. At the top of the ramp will be some crates with some more Hybrid mixed amongst them. Use your new Bullseye and get up close and personal with them. Once they are gone toggle the switch in the center of the room to open the door leading out onto a bridge. Keep your Bullseye handy as you head out onto it. When you get about halfway an Angel will attack. Dodge its spike throws and wait for it to get in close to the bridge. When it does tag it will the Bullseye and blast away. Repeat this until it goes down (which isn't very long). After the Angel is down the door at the other end of the bridge leading into the next room will open and a swarm of Menials and a Hybrid Advanced will attack. Deploy an Air-Fuel nade in the middle of them and move into the next room when they are no more. Switch to your Fareye as you pass through this room and out the other end onto a ramp leading upward. As you make your way up a Steelhead will come into view. Fareye him and then turn around to face a small ramp on the side leading to a section of floor under your ramp. In a moment or so another Steelhead will make its way up after you. Fareye the second Steelhead then continue up the ramp. At the top there will be two crates spaced slightly apart from each other. Behind each of these is a Hybrid. To deal with them place a nade in the gap of the crates and Bullseye them if they lived through the blast. At the top area there will be a lift. Move onto the lift and toggle the activation switch. Equip your Dragon and move to the right once the lift stops. Enter the tunnel opening and continue down. You will soon see some health and ammo lying on the floor. Just past this deposit are two Hybrid. Burn them and then spin around and head back the way you came to fry another Hybrid that was coming up behind you. Once that is done with continue along the tunnel until it opens up in a large room. Get your Fareye ready and use it on the Hybrid that are in this area. Once the first two Hybrid are down switch to your Hailstorm and fire the turret at the group of Slipskulls that are leaping about. After they are gone move into the room and stick to the right wall to locate a ramp leading up to a ledge in the back of the room. As you head up the ramp a group of Menials will enter from a side door at the top of the ramp. Bash them down and head into the tunnel they came out of. Move through the tunnel until it ends in another room similar to the one you just came out of. Switch to your Fareye and take out the group of Hybrid on the floor level. After they are gone move into the room and there will be ramps leading up to ledge just like in the last room. At the top of each ramp is a Steelhead. Snipe them from outside of their detection range and then head up one of the ramps. Move into another tunnel located on the left side of the ledge. The tunnel ends in a lift room. Head into the room and activate the lift. At the top equip your rocket launcher and head into the hallway in front of you. Go through the doorway at the end of the hall on your right. Make your way across the platform and enter the next doorway on your left. Move down the hall until it opens into a room. In this room are two Slipskulls jumping about. Reaper them and hop down into the room. Have your rocket launcher ready and move through the hall on the other side of the room. Move through the hall until you come to a doorway on your left. Move through the doorway and onto another platform. Across the platform and ahead of you on the right is a doorway. As you make your way across the platform a group of Hybrid will come through the doorway. Place a rocket on them while they are bunched up and coming through the door. Bullseye any remaining and go through the doorway they came out of. Move down the hall and drop down into the room ahead of you. Make your way through the hall at the other end and out through a door on your left. You will now be on another platform. As you cross it two Steelskull will come out through a door on the right. Fareye them and go through the doorway they came out of. Once through the door head up the tunnel as it ramps upward. Equip your Bullseye and blast the two Slipskull that you encounter inside the tunnel. The tunnel ends with yet another lift room. Activate the lift and after riding up for a few moments the level will end.
[-= 3.e1 Level 30: Last Hope =-]
Congrats, you have finally reached the last level. Once the level is loaded up move forward through the circular opening and drop down onto the floor below. Have your shotgun ready because as soon as you hit the ground a swarm of Leapers and Rollers swarm in from all sides. Stay mobile and blast away until they are gone. Equip your rocket launcher and move to the next floor section. When you enter this area two sections of the wall will slide down. Move to the left section that opened and fire away at the Widowmaker in the next area. Finish him off with the Splitter if needed. Along the left side of the second section is a ramp leading into a tunnel. After the Widowmaker goes down move back into the first section and equip your Fareye. A group of Adv. Hybrid will move into the second section from the ramp. Snipe them down and move through the large areas picking up any needed health and ammo. When you're ready head up the ramp and into the tunnel. Keep your shotgun handy because as you move through the tunnel a group of Rollers will drop down from the ceiling and second group will drop down towards the end of the tunnel. Move to the end of the tunnel and equip your Fareye. The tunnel ends with a conduit leading up. On the conduit about halfway up is a Steelhead and there are two more of them on a platform above and behind the first one. Snipe them and proceed up the conduit. When the conduit levels out and turns to the left is another Steelhead on a platform. Snipe him and continue until another one springs into view from the right. Snipe the guy and move onto the platform at the end of the conduit. Move through the platform to find another conduit leading up. There is another Steelhead about halfway up the conduit. Fareye him and move to where the platform meets the conduit. From here you will see two more Steelhead further up the conduit. Snipe them and follow the conduit until it ends in a circular doorway. The doorway opens up to another large open area similar to the one at the beginning of the level. Have your rocket launcher and Backlash nades ready and drop down into the room. Move forward until one of your helicopters comes into view. An Angel will show up and destroy the chopper. Take down the big guy via rocket death. A few moments into the fight a second Angel will show up as well as multiple Adv. Hybrids that position themselves on the catwalks above you. Deploy a Backlash and continue to focus on the Angels. The backlash should take care of the Hybrid pretty quick. There are more rockets lying on the ground if needed. Once the enemies are dead wind your way through the area until you locate a ramp heading up into a tunnel. Move through the tunnel and Bullseye the two Slipskulls you encounter. Continue through the tunnel and take the lift to the final area at the end of the tunnel. As soon as the cutscene is over switch to your rocket launcher and hop down into the reactor room. Ahead of you is a Titan and several Adv. Hybrid. Rocket the big guy into submission and Bullseye any remaining Hybrid. Continue past the Titan remains and three Hardfangs will show up just waiting for you to Bullseye them. Keep going and a pack of Hybrid will arrive. Nade them and Bullseye the leftovers. Proceed forward and switch back to your rocket launcher. Use it on another Titan. Use the small boxes as cover as you pound away at the Titan. As you move further in another cluster of Hybrid show up. Again, nade and Bullseye them. The path will dead end with a ramp on your right. Move up this ramp and take another smaller ramp on your right. Swich to your Dragon and burn the two Steelhead guarding the reactor controls. Once they are dead toggle the controls and the shielding that is protecting the coolant rods will begin to slide down one at a time. Move back to the right and stand atop the ramp with your Hailstorm. A group of Hybrid will begin approaching your ramp from either side. Once they are in range deploy a turret and begin firing with your Bullseye. When the Hybrid are down an Angel will show up. Ignore the Angel and focus on the rods. Use your heavy weapons to drop the them. The Fareye also does a good job at dropping the rods once you run out of rockets. Continue to dodge the Angel fire as you destroy the rods when they become exposed. Keep an eye out for Waves of Adv. Hybrid that will drop in. The shields will slowly drop one by one after a certain amount of time as passed. There are four rods total. Stay mobile, dodge Angel fire, keep an eye out for hybrids, stick to the outer ramp sections as much as possible, and blast the four rods. When all of them have been destroyed the level will end after a radio transmission from Parker has ended. Congrats you have beaten the game, now sit back and enjoy the ending.
Section Four: Miscellanious
[-= 4.a Frequently Asked Questions =-]
Q: Health? Where can I find health?
A: Health packs can be found in the form of little yellow cylinders. You will also regen after a few seconds of no damage. This isn't complete regen. It will only refil the current health bar you are on. Health can be found throughout the game except for the first level where there are no health packs and you can't regen. (Because Hale is still completely human)
Q: How do i unlock the new weapons?
A: To get the new weapons complete the game on any difficulty and they will be available to you during your next playthrough of the game.
Q: So now that I have unlocked the guns...Where are they?
A: There are six new weapons which are unlocked after you complete the game once. Here is a list of them and their locations.
Level: "The Guantlet"
Locaton: In the first building you enter. They are on the floor just before you head up the stairs.
Name: Backlash Grenade
Level: "The Cathedral"
Location: In the first building you enter after exiting the cathedral. They are on the floor after you go threw the first doorway on the left.
Note that they are located throughout the game but the above location is the first place you encounter them.
Name: Arc Charger
Level: "No Way Out"
Location: Just past a metal gate in the area where the tunneler busts through the walls and creates the tunnel you have to go through.
Location: At the exit door of the first Chimeran structure you enter.
Level: "Devil at the Door"
Location: After you go through the Titan gate you will find the open area that is full of mines. The Dragon can be found on the left path (the path with the Seismic Mines) in the building at the end of the mine path.
Level: "A Desperate Gamble"
Location: On the second floor walkway in front of the large windows looking out onto the snowy backyard area.
[-= 4.b Secrets and Unlockables =-]
The game has several rewards which are unlocked by aquiring points. These points are earned by completing skill tasks scattered throughout the campaign mode of the game. Some can only completed in a specific level while others can be finished anywhere.
Name: Reading is fun
Requirement: Collect 10 intel reports.
Point Value: 2
Tip for completion: NA
Name: Chicks Dig Eyestrain
Requirement: Collect 20 intel reports.
Point Value: 3
Tip for completion: NA
Name: Too many secrets
Requirement: Collect all intel reports.
Point Value: 7
Tip for Completion: NA
Name: In for a penny
Requirement: Kill 3 Hybrids at once with a Fragmentation Grenade.
Point Value: 1
Tip for Completion: Find a group of Hybrid and nade them, simple as that.
Requirement: Kill a Howler using only a fragmentation grenade.
Point Value: 2
Tip for Completion: Wait till after the Howler has just finished an attack animation and it will pause temporarily. This is the time for you to use your nade. Use this timing to keep it from running out of the blast radius or killing you before it goes off.
Name: Accupunture is cheaper
Requirement: Kill 3 enemies at once with the Hedgehog Grenade.
Point Value: 2
Tip for Completion: Refer to tip for "In for a Penny".
Name: Why are these candles screaming
Requirement: Kill 8 Hybrids in 30 seconds with fire.
Point Value: 3
Tip for Completion: Find a large group of Hybrid and introduce them to your Dragon or an Air-Fuel Grenade.
Name: Lovely parting gifts
Requirement: Squat over 15 Hybrid corpses.
Point Value: 2
Tip for Completion: Ah, nothing like a task that requires you to corpse hump your enemies. Thanks, Halo online. Anyway, just remeber to mash L2 while standing over the body of a dead Hybrid. This task is pretty simple as most levels contain way more than 15 Hybrid.
Name: Tag, you're it
Requirements: Kill 5 enemies using the Bullseye in 30 seconds.
Point Value: 2
Tip for Completion: Use a level that contains lots of Menials such as the "Into the Depths" level group them up and shred them with your Bullseye.
Name: Gasping for air
Requirement: Kill 2 Hybrid only after severing all 4 of their coolant hoses.
Point Value: 3
Tip for Completion: Stay at a distance and use the Fareye to snipe the hoses before finishing them off. This will keep them from charging you and making hose cutting a huge pain in the rear.
Name: Nowhere to hide
Requirement: Kill 5 enemies in a level by shooting them through a wall with the
Point Value: 3
Tip for Completion: Just blast enemies through their cover.
Name: Twirly whirly
Requirement: Kill 5 Menials with a Bullseye trap.
Point Value: 3
Tip for Completion: Use the "Into the Depths" level for this one because the beginning of the level is full of Menials. This one was a tricky one because it took me a bit to figure out what they meant by "Bullseye Trap". To pull off this move fire your tag dart but after you fire it keep the L1 button held down. Next fire the weapon until the rounds stop collecting around the tag. At this point there shout be a swirling ring of bullets floating above your tag. You can release L1 at this point. The trap will go off after a few seconds, so make sure to stay near it to keep the Menials from leaving its blast range.
Requirement: Use the sentry gun to kill 6 enemies in a level.
Point Value: 3
Tip for Completion: Use the level "Spires" because it contains easy to reach turrets and lots of enemies for you to shoot with them.
Name: Mechanical thumbs
Requirement: Beat the game on Hard difficulty.
Point Value: 5
Tip for Completion: NA
Name: Supersonic meat cubes
Requirement: Kill 3 Leapers at once with a Fragmentation Grenade.
Point Value: 3
Tip for Completion: In the second level use a grenade on the second set of Leapers after they crawl down from the wall.
Name: Homing beacons
Requirement: Tag 4 Hybrids with the Bullseye in a level.
Point Value: 3
Tip for Completion: NA
Name: Chimera Pate
Requirement: Run over 10 Hybrid with the tank.
Point Value: 3
Tip for Completion: NA
Name: Don't worry insurance has it covered
Requirement: Break at least 5 Chimeran boxes in the Conversion Center.
Point Value: 3
Tip for Completion: This can be completed within the first portion of the first level in the Grimsby string. The boxes you need to break are small and black. They look like little computer towers. Shoot them until they split in two.
Name: 20th sentry
Requirement: Don't get shot by a Lancer Mine in the Conversion Center.
Point Value: 3
Tip for Completion: Try to blast the mines before they have a chance to fire. In some cases several spring up at once. If you can't get them all before they are ready to fire find cover. Bounce back and forth from behind cover to get them without getting shot.
Name: Personal space bubble
Requirement: Don't let a Menial grab you in the Conversion Center.
Point Value: 4
Tip for Completion: Usually bashing a Menial is the best option. However, when going for this skill point it is probably safter just to shoot them before they can close to grab range.
Requirement: Take no damage from mines in Manchester.
Point Value: 4
Tip for Completion: You will find the mines for this one in the second half of the level. They begin in the area after you fought the two Howlers. Avoid setting off any mines that you don't have to. You don't have to activate and dodge all the mines for this one to count. You just need to avoid taking any mine damage.
Name: This is my rifle, this is my gun
Requirement: Defeat the Stalker in "Outgunned" using only the M5A2 Rifle.
Point Value: 2
Tip for Completion: This one is fairly easy just be sure not to use any nades on it. For further help see my strat in the "Outgunned" level of the guide.
Name: In one ear, out the other
Requirement: Get 5 head shots with the Fareye in Nottingham.
Point Value: 2
Tip for Completion: Just get five head shots in the second level of the Nottingham string. For some reason I couldn't get it to register in the level where you first aquire the Fareye.
Name: Passive Aggressive
Requirement: Kill 4 Hybrids or Menials without weapon damage.
Point Value: 3
Tip for Completion: In "Angel" after the level starts head to the first room. It will be a med lab with some explosive barrels and plenty of Menials. Move to the barrels and draw in the Menials then quickly move back and blast the barrel to finish this task off.
Name: We've lost the security deposit anyway
Requirement: Break 10 medical lamps in Northern Command.
Point Value: 2
Tip for Completion: In "Angel" there are a couple of the lamps in the Menial room you first encounter. The rest can be found in the rooms in the long hallway near the end of the level. They are the rooms with glass windows you can't see through. The lamps are the big lamps that have their own stands and are located next to the medical tables. Shoot them until the top part falls off.
Requirement: Destroy all glass in the windows of Northern Command.
Point Value: 3
Tip for Completion: This one is also completed in "Angel" the windows you need to break start in the same room that is best used for misplaced aggression. There are 19 windows to break in the first area, 6 in the next upstairs area, and 46 in the hallway area. Some of the tricky ones include the small windows along the floor of the first room and the glass windows of the doors in the last area.
Name: Next speed trap, 50 miles
Requirement: Use the jeep to make it through Cheddar Gorge in 8 min. or less.
Point Value: 3
Tip for Completion: Move from area to area as quickly as possible. Ignore as many of the enemies as you can. Backlash nades will come in handy. They allow you to storm into the gate switch bases without taking massive damage. Another tip is to get a stopwatch so you can keep track of the time.
Name: I can see my house from here
Requirement: Jump at least 50m in the LU-P in Cheddar Gorge.
Point Value: 2
Tip for Completion: This one is done in "Common Ground". Near the end of the level across from the last two gate switch bases is a large stone ramp. Get up to speed in your jeep and ramp off of the stone to the broken bridge area below to pass this skill point off.
Name: Misplaced aggression
Requirement: Blow up all cars in the town of Cheddar Gorge.
Point Value: 2 Tip for Completion: This one can be tricky. This one is passed of in the "Search and Rescue" level. Shoot the cars in the streets until they blow up. Just the cars though the jeeps toward the end and the truck in this level will not explode. There are 12 cars that need to be destroyed to pass this off. They are all easy to find except for one. To find this tricky hidden car move throught the opening in the brick wall at the beginning of the level. Proceed straight and slightly left and follow the road till it ends with a metal barrier with some razor wire above the barrier. If you look through the wire in the distance next to a building is a car. You can't reach this vehicle but you can shoot it till it explodes.
Name: They came from behind
Requirement: Run over 3 Hybrids while driving in reverse.
Point Value: 3
Tip for Completion: Just back over them in the level "Common Ground".
Name: I believe this is yours
Requirement: Use only Chimeran weapons during the final approach to the Tower.
Point Value: 3
Tip for Completion: For this one use only the following guns: Bullseye, Auger, Reapers, or Hedgehog Grenades. This one is done in the "A disturbing discovery".
Name: One eye dog
Requirement: Kill a Howler with the L23 Fareye.
Point Value: 3
Tip for Completion: Do this on "Devil at the Door" Fall back so the Howler attacks your teammates and focus Fareye the thing down.
Name: A new kind of sourdough
Requirement: Kill all the enemies in the cafeteria with the Sapper.
Point Value: 4
Tip for Completion: This one is pretty self explanatory. This skill is done in the "Evacuation" level.
Name: Pint in one hand, darts in the other
Requirement: In Southern Command, bullseye the four dartboards with the Fareye.
Point Value: 2
Tip for Completion: The dart boards are in the same kitchen used for the sourdough skill point. They are hangin up on the walls, split into two groups. There are two of them located next to each staircase.
Name: Karma's a bitch
Requirement: Kill all enemies in the tunnels with only their native weapons.
Point Value: 3
Tip for Completion: Completed in the "Into the Depths Level". Kill Hybrid with Bullseyes, Steelhead with Augers, Slikskulls with Reapers, and Hardfangs with Arc Chargers. The only tricky part was figuring out how to kill all the unarmed Chimera. These can be killed using whatever you wish. For the Stalker at the end of the level encapsulate it with Backlash grenades.
Name: This is my house
Requirement: Prevent chimera from staying on the mine platform for more than 10 sec.
Point Value: 4
Tip for Completion: Done in the "Into the Depths" level. Just kill the enemies quickly as they exit the lifts around the mining platform.
Name: Leapin Lizards
Requirement: Take no damage from Rollers in London outskirts.
Point Value: 3
Tip for Completion: NA
Name: Fast like the tortoise
Requirement: Take no damage from Slipskulls in the London outskirts.
Point Value: 2
Tip for Completion: NA
Name: Le Parkour
Requirement: Finish the first level of Thames within 5 minutes.
Poit Value: 4
Tip for Completion: After doing the first part of the level where you have to kill two stalkers and a Widowmaker, run quickly through the rest of the map ignoring as many enemies as you can while you race for the exit.
Name: Breakin the law
Requirement: Destroy the Reactor without using the L209 LAARK.
Point Value: 3
Tip for Completion: NA
Name: Vanilla only please
Requirement: Reach the Reactor without using weapon secondary fire or nades.
Point Value: 4
Tip for Completion: Play through "Angel's Lair" and reach the reactor in "Last Hope" while meeting the above criteria. I think that the rocket launcher and some of the other weapons might prevent completion. So what I did was stick to the M5 and Bullseye only.
Name: What would hale do
Requirement: Kill an Angel using only the Rossmore 236 combat shotgun.
Point Value: 2
Tip for Completion: This one is easily done in "Angel's Lair". Kill the first Angel you come across. Wait till it is hovering near the bridge before shooting to max out the weapon's effectiveness.
Name: Return to sender
Requirement: Shoot 5 objects thrown at you by the angels before they reach you.
Point Value: 3
Tip for Completion: This one is also best done in "Angel's Lair" at the first Angel you come across. After the Angel throws a few rounds of its spikes it will pull out some explosive cannisters from the wall. Use the Fareye to snipe them in mid-air before they reach you.
Concept Art Pack 1
// aquire 10 skill points to unlock
Concept Art Pack 2
// aquire 20 skill points to unlock
Resistance: Behind the Scenes
// aquire 40 skill points to unlock
// aquire 70 skill points to unlock
// aquire 100 skill points to unlock
Unlock Skeleton Skin
// aquire 126 skill points to unlock
( Section Five: Closing )
So, without further ado, here are the weapons, not really in any particular order.
This is an excellent piece of Chimeran weaponry even if I say so myself, itís basically a weapon that fires a powerful ray or bolt of energy. This energy bolt can charge (sorry) through walls, ceilings, doors, floors and basically any other solid objects, yes itís a powerful weapon. But there must be something that can escape it, I hear you cry! There is: if a bolt is shot through some cover for example, the energy ray slows down in speed but increases in power as it passes through. As well as this, if you are playing a game of hide and seek, something that is inevitable to happen if you see an opponent with one of these babies, it is possible to get away before the bolt fries you to a fish. For the most observant amongst you, if your cover is about to be breached by an Auger, a light spark is visible, and at the sight of this you should quite simple run like youíve never run before, or count the costs of having a funky new hair-do. The alternative fire mode releases a see-through shield that nothing can pass, except one other weapon. Yep, youíve guessed it! Energy rays from other Augers can penetrate these shields, so beware! So, if you are lucky enough for this weapon to be resting in your arms, whenever you come under fire, you can simple pop up a shield, protecting yourself, but even better, allowing you to shoot through it! Once the shield runs out of power then it will simply degenerate, but will charge up again over time. If youíre seeking bit of humour in this game, get your hands on an Auger.
L23 Far Eye
No, itís not a make of spectacles, but donít be disheartened, itís a human sniper rifle, so itís still something you look through. One hit to the head = score. I canít really mention anything else except that in single player, L1 allows you to slow down time, so you can go Matrix style and dodge bullets and whatever else the enemy might hurl at you. This is a good creation in Resistance: Fall of Man, as there is nothing more frustrating than not being able to get your cool and just get an eye down the sights whilst there is a load of chaos. Also, you donít get much ammo with this so donít go wasting shots; itís a very useful weapon!
Even though this weapon is neither accurate nor powerful, it is the main choice for the Chimera. When you are in a fire fight, then you are sure to soon be dodging an orange vortex of energy balls, you or someone else would have certainly have been tagged by the BullsEye. Firing a tag, the secondary mode of fire, the bullets home in on an enemy. Yes, as the enemy youíre certainly not given much of a chance at escaping when faced with the Aguer or the Bullseye! If youíre clever enough, then you will soon realise that if you tag a bad boy, then scamper off and hide, you can deliver a huge swirl of bullets to them from just around the corner. Aswell as this, if you send a load of bullets into a wall for example, you can make your own explosive charge or I believe it to be known as a 'Bullseye-Bomb'. The raging balls will be swarming about in a chaotic circle, impatiently waiting for you to tag an enemy so that they can hunt it down like a shoal of piranhas tracking down a meaty prey. Once they have given the enemy a good old chew and if the bullets are still present, you can tag another enemy and they can be sent on another fruitful expedition. The primary fire is simply where you rapidly discharge a convoy of bullets, but I wouldnít recommend this, even when looking through the sights; it is highly inaccurate. In multiplayer you also have unlimited tags.
Probably the only normal weapon in the game and something upon which you can rely on. A standard issue human rifle, which allows you to fire single shots at a constant rate, with a UGL or attached 40mm grenade launcher which can carry 3 grenades. This is a good choice when you need to take out an enemy at mid-long range and can help you out in seemingly helpless situations. When you fire this weapon you have a good sense of control and I would advise you always keep one of these close to hand. I would also say donít use this at close range due to it not having the greatest rate of fire or power.
A very strange and original weapon, also developed by humans that have salvaged Chimeran technology and used it to develop this essential mine-thrower. It expels mines made from a sticky, goo-like substance which explode when an enemy trundles past. The large mine balls can combine or glue themselves together if you fire a load, and they can create a sort of chain that can attach to the roof or the walls. Primary fire expels the balls and secondary fire allows you to manual detonate the flubber. It is a very inaccurate weapon over anything further away than short range, but the ability to drown an enemy with a load of these mines and then detonate them makes up for this. Many would argue that this is a gun with little purpose in the game, but you just need to practice with it and know when to use it (in confined spaces if youíve already forgotten).
There really isnít any larking about with this weapon; a rocket launcher that fires a deadly missile, of which you can then split into numerous smaller ones using the alternative fire mode. As well as this, whoever developed this gun really went to town as the rocket can be stopped or even slowed down even whilst it is in mid flight. The reason for stopping the rocket is simply so that you can quickly adjust its trajectory so that you can send the rocket on its way around corners, obstacles and buildings. It is a very sophisticated weapon that demands a bit of respect!
Say hello to your new best friend. Although this is only unlocked in the second play through it is definitely worth having dual wielding pistols in your hands, in single player at least. I think that you would agree that the idea of having a pistol in each hand is nothing new, but in R:FOM the system is quite different. You have the ability to aim each pistol, and they are capable of independent firing. So essentially, R1 controls the right-hand pistol and R2 the left. When both buttons are held down the target reticule splits in two.
A minigun. A minigun that lives up to its name. A minigun that can quite easily transform a quiet, tranquil passageway into a turbulent and deranged hell-hole. It has a very high rate of fire, but the bolts individually that are fired donít do too well on a damage basis. However, due to its high fire rate, it is quite capable of slicing up multiple opponents within seconds, with itís effectiveness being at its peak in a confined area and in close-quarters combat. Personally, I wouldnít recommend trying to bounce the bolts around the corner as they lose so much power it isnít worth wasting the ammo. The alternate fire is where your ammo literally jumps out of your gun and automatically fires at enemies in the vicinity, much like a turret, so you can quickly escape and gather your wits.
A slow firing double-barrelled shotgun, of course most useful and effective at close range or indoors. However, due to it having such a low firing rate, I would advise you to only use it against slow moving enemies, or unsuspecting ones. The spray of the bullets and its large blast radius also makes it a practical gun when engaging several targets at once. Its damage potential can be increased when you use the alternative firing mode as this discharges both the barrels, increasing its power and spray.
The Arc Charger fires a blast of electrical energy that latches onto living beings. Before your salivary glands begin to overclock, I forgot to notify you that this is only available in the second play through. If you strike an enemy with this several times, the energy intensity increases. If you press R1 then this will trigger the energy to jump or arc to other nearby foes. Once these enemies have been ďenergisedĒ pressing L1 will arc the energy again, and so on and so forth. If it is done right you can potential wipe out hoards of enemies from a good distance away. Each successful arc causes the power of the energy and its ability to strike other targets to magnify. A pretty shocking weapon.
Another weapon only found in the second play through, so slow the heart rate down. R1 basically releases a pack of fast explosive rounds at an enemy and L2 will break the rounds down. If you hold L1 it will also spread the rounds out more. Essentially, you can take out a whole army of Chimeran with just a few rounds.
Although this is only unlocked in the second play through, by God, is it sweet. It only has a short range (like you would expect) but it has a red hot ability to devastate foes with a single attack. The primary attack is obviously the jet of fire or caustic vapour, and the secondary attack is where a cloud of napalm like vapour is expelled that completely poisons the area. Again, good indoors and when faced with lots of enemies. You can have a lot of fun with this weapon!
This is pretty much your bog-standard room clearance device that can also be used to take out enemies hiding behind obstacles and corners etc. Something different about this grenade though is the fact it releases a small plume of smoke prior to detonation to confuse the enemy and so they cannot tell exactly where the grenade is.
This Chimeran developed grenade-like device is something that you would expect to see in an Arnold Schwarzenegger film or some wacky game like Resistance: Fall of Man. Anyway, once it has been hurled into your standard alien infested room it will levitate and then throw out spikes in every direction, pinning foes against the walls. Again, for this reason, it is best used in confined areas, however it does have a larger blast radius than the frag grenade.
This grenade is specially designed to burn those Chimera scum. It can be thrown into small spaces due to its ability to attach itself to surfaces, also meaning you can stick it to enemies themselves. Once deployed it expels a flammable cloud of gas. The gas is ignited, resulting in a huge explosion, sure to do some damage. However, a word of warning: donít be greedy with these little gold mines. By God are they fun to watch, but consider yourself extremely lucky if you find some.
No, the list of grenades doesnít stop, at least you know that now rather than later on in the game. Anyway, this is only unlocked in the second playthrough. Once thrown the grenade discharges a largish protective shield which will inflict damage to any Chimeran caught inside. When the Chimeran shoot back at it they will soon find their shots heading straight back at their heads; it stops and reflects back bullets. One of the best things about this shield is that you can quite easily have a stroll around in it without feeling a thing. But donít expect to stumble across these grenades often!
And there I will have to draw it to an end. As I mentioned at the start, there really is nothing more annoying than finding out a weapon actually did something else and then you cry bucket loads knowing you could have had a whole load more fun.
Thanks for reading, gRozZeR.