Aliens Vs. Predator 2 Fighting Guide, FAQ, and Walkthrough Version 2.2 02/08/2002 Oni5115 Oni5115@hotmail.com ------------------------------------------------------------------------------- This FAQ is copyright 2001/2002 Oni5115. Any unauthorized reproduction of this guide is strictly prohibited. Its use must remain private, unless otherwise authorized by Oni5115. The Marine Walkthrough is Copyright 2001/2002 VileZero, any unauthorized reproduction for non personal usage is strictly prohibited without his consent. Webmasters wishing to post this guide on their pages must e-mail me before posting the FAQ. After being e-mailed I will give you permission and add you to the list of verified users in the FAQ's next version. Rules for posting on a website: 1. It MUST be left completely unchanged, with full copyright information intact. 2. Must be e-mail notification before you post the FAQ. ------------------------------------------------------------------------------- ______________ News / Plans ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 2.2 News Added a few new sites. Finally did the spell check. Found a lot more errors that I would like to have. Guess that's what I get for writing at 3 am. Sorry not too much content upgrades. I have been making an AvP2 Mod which has sucked my time out the window like a vortex from an alternate dimension. I hope to have a public release of it in the near future. I have also had a lot some homework, and still do. 2.1 News It seems a few websites have failed to understand my simple rules for posting this FAQ. "It MUST be left completely unchanged, with full copyright information intact." When I say COMPLETELY unchanged I mean it. Even down to the credits section. A certain site took the liberty of removing gamewinners.com from the credits and replacing it with their name. I will not stand for this. I understand they may not want to advertise competition, but I am thanking my resources here. I don't care if they don't want to advertise another site. Giving credit where it is due is very important to me. I won't revoke your permission to host this FAQ just yet, so long as you change it back to its original form. I will be checking this like a hawk from now on. You know who you are, just leave this 2.1 version without ANY changes. I would still like to fix the logo and map bugs on a few websites if possible. Most of them are legible now though and are much better than they were before. Thanks to the webmasters for complying with me on making the guide look better. As for updates, I have not finished nearly as much as I would like to have. I had some stuff for school to do, and I started a side project for fun. On top of that, I had to go and check a dozen websites to make sure my info was not modified. I did finish a new map and add some more info about a another. I think I am going to add a firearm damage section later. Rating damage vs. all classes. __________ Contents ŻŻŻŻŻŻŻŻŻŻ 1. About this Guide 2. Version History 3. Game Overview 4. Game Review ** 5. Terminology 6. Controls Guide/Summary 6.A Standard Controls 6.B Controls Information 6.C My Control Configuration 7. Boot Camp Basics 8.A Weapon Guide Human 8.B Weapon Guide Predators 8.C Weapon Guide Aliens Multiplayer ŻŻŻŻŻŻŻŻŻŻŻ 9. Subclass Guide 10.A General Human Strategies 10.B Humans Vs. Predators 10.C Humans Vs. Aliens 11.A General Predator Strategies 11.B Predators Vs. Humans 11.C Predators Vs. Aliens 12.A General Aliens Strategies 12.B Aliens Vs. Humans 12.C Aliens Vs. Predators 13. Level Strategies and Maps 13.A DMDemo "A Lesser Fate" 13.B A Lesser Fate 13.C Auriga *** 13.D Bunker ** 13.E Colony ** 13.F Compound ** 13.G Depot ** 13.H Leadworks ** 13.I Lucifer's Fate ** 13.J Outpost 4 ** 13.K Quarantine ** 13.L Reservoir ** 13.M Verloc ** Map Pack 1 Levels ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 13.N Alley ** 13.O Fury151 ** 13.P Hanger ** 13.Q Stronghold ** Single Player ŻŻŻŻŻŻŻŻŻŻŻŻŻ 14. Single Player Strategies 14.A Human 14.B Predator 14.C Alien 15. Predator Walkthrough 15.A The Hunt 15.B Trap * 15.C Interloper 15.D Unexpected Allies 15.E Old Debts 15.F New Target 15.G Trophy 16. Marine Walkthrough 16.A Unwelcome Guests * 16.B Collateral Damage 16.C Betrayal 16.D A Long Detour 16.E Price of Admission 16.F Loose Ends 16.G Savior 17. Alien Walkthrough 17.A Birth 17.B Surprise 17.C Escape * 17.D Vengeance 17.E Abduction 17.F Pursuit 17.G Freedom 18. Cheats 19. This FAQ is Posted at: 10. Legal Information Reiterated 21. Credits Note: * SP Demo Levels ** Not Started *** Unfinished ------------------------------------------------------------------------------- 1. About this Guide. Contained within this guide is a complete walkthrough for each race, many tactics and strategies for multiplayer, and multiplayer maps. More Maps Coming soon! There is also some minor foul language. Most cuss words in here are from a direct quote within the game. So if you play the game, you hear the quotes anyways. This is also my first ever FAQ, so please bear with me. Most of the strategies are also designed for TeamDM as that is what I play most, however, some of it should work in DM as well. I will be adding new strategies/tactics and info as I gather it. Please note as well that there may be some spelling errors. I have not yet used any form of spell checking on this FAQ, other than some proof reading on my own behalf. So there could spelling errors. Right now, I would rather focus on adding more content to the guide. Still need to spell check it. ------------------------------------------------------------------------------- 2. Version History 2.2 - Fixed Alien FAQ Info. Added some more weapon info. Fixed a few walkthrough errors. Mostly Queen information. 2.1 - 2 more sites added. 1 map. Fixed some spelling errors. 2.0 - 5 Marine Walkthroughs, All Marine levels Completed. Fixed some spelling errors. Fixed POC definition. 1.9 - Finished Predator Walkthrough. A lot more SP strategy info. 1.8 - More Praetorian information. More basic info for aliens and preds. Fixed reiteration of Alien Tail strike attack, oops. Added Single Player Strategy section. 4 new walkthroughs, 1 Marine, 1 Pred, and 2 Alien. 1.71- Fixed misinformation about not having alien level abduction completed. also fixed some spelling errors. 1.7 - New Logo. More walkthroughs, 2 alien and 1 pred. Fixed info on Praetorians. Fixed some spelling errors. 1.6 - Added more alien level walkthroughs. More weapons info. A few more definitions and abbreviations. More web sites added. Made a better copyright clause. 1.5 - Added a little more strategy info. Finally started the SP Walkthorugh. Made the game overview section. Added the subclass section. 1.4 - Added more strategy info. More Sites posted. Weapons Guide finsihed. More definitions. Updated Class Strategies. Added Cheats Section. 1.3 - Added more aliens information. Added more terms. Added new hosting sites. Added new contents section. Got sick of rewriting the numbers every time I added something, so I added everything. Added My Controls section. 1.2 - Added a terminology section. Added new aliens info. Added new strategies. Added a map! Fixed the date from 00 to 01, oops. 1.1 - Added the control guide as I realized many people do not know the controls. Added Boot Camp Basics. Added more human weapons. Updated the Predators Vs. Humans section thanks to some info. 1.0 - Well I wrote the whole thing all at once so far. Included every strategy I could think of for MP demo games. Most, if not all, can be applied to any game not just the demo. ------------------------------------------------------------------------------- 3. Game Overview Aliens Vs. Predator 2 is First Person Shooter in which you can play as one of four classes. Aliens, Predators, Marines, and Corporates. Having these multiple classes greatly increases the replay value and the games intensity. Not to mention it takes much longer to master because each class is VERY different. These classes aren't just the same guy with a few different weapons. They are totally different. You must not only change your tactics, but your entire venue of thought to survive this game. Aliens ŻŻŻŻŻŻ For those new to the Aliens Saga, they are very nasty creatures. Aliens are well known for their gargantuan hostility towards other races. They kill anything and everything in their path, except for their own of course. Their only drawback is that they rely on other races to procreate themselves and they only use melee attacks. Their Life cycle Starts as a lowly Facehugger, a small spider like creature with a tail, that latches onto its prey and inserts an embryo. This embryo grows in a Chestburster, which, as the name implies, breaks out the chest of its victims. After the Chestburster eats it will grow into one of three things. If the Facehugger latched onto a standard human, it becomes a Drone. A drone is fast and powerful. A very balanced enemy. They are the backbone of the alien hive. If the Facehugger latched onto a predator, then the alien will evolve into a Predalien. The most powerful creature in the game. These critters can kill a person in one hit. But they are slower than Drones, and they can not regain their life. Normally, if the Facehugger attached to a dog, it would become a Runner. Since there are no dogs in AvP 2, they made it so that when you attach to the Corporates you become a runner. The last two forms are only achieved by an alien under certain circumstances. If there is no psychic link from a Queen alien present. Then the alien will curl up and mutate into a queen. Then she will lay a whole new colony of aliens. Thus making them extremely difficult to destroy. The last form is the Praetorian. When a Drone or Runner is exposed to the right pheromone conditions, they start to evolve into a Praetorian, and they emit a different pheromone. This new pheromone enrages the Hive, and most of the time the aliens will kill the Praetorian before it has a chance to completely evolve. But if it manages to escape the Hive, it will continue to evolve until it's armored skin hardens. Then they return to the hive and "assert" themselves. For more info on the Alien Class abilities look in the subclass section. Predators ŻŻŻŻŻŻŻŻŻ Predator was an interesting movie starring Arnold Schwarzenegger. I have no clue if I spelled that right or not. In it, Arnold played "Dutch" a poor marine suckered onto the battlefields of Vietnam. He was used by his old friend, who went along with him on a "Reconnaissance" mission. What Dutch did not know was that the people were already dead. He was sent to find out what the **** killed the marines. Throughout the movie the marines are hunted down by this sinister, invisible creature. This is the Predator. The predator is "One ugly mother ******" who wears a mask that allows it to see in different vision modes. In the movie I know he used heat vision and infrared vision. His normal vision seems to be infrared. In the game, a pred can see in four modes. Infrared, heat, normal, and tech. Heat vision can see humans, infrared displays aliens, tech shows predators, and normal view is just normal. In addition to being able to view different modes of vision, the predator can zoom in. This makes them an incredible sniper. To make them even more dangerous, they can cloak themselves and become invisible. Effectively making them one of the best hunters in the game. These technological hunters have a great arsenal of weaponry as well. Plasma casters can wipe out entire marine squads who aren't weary enough to see the targeting laser. The claws can shred a man in seconds. There are several variations to the Predators as well. I'll discuss the different classes and weaponry in the subclass section. Marines / Corporates ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Well, what can I say? They are humans. Obviously, some poor race in the universe has to be the hunted right? That would be the humans. Both the Marines and Corporates seem to emanate from the Aliens universe. Marines being the military fighters that keep Predators and Aliens at bay. The Corporates, working for Weiland-Yutani Corp., are often the morons that cause the outbreaks that the marines have to deal with. The game plot seems very true to the movie plot as far as I can tell. Some dumb corporate tries to make money exploiting the power of the other races. Something happens and then the marines have to come on in and fix what the corporates screwed up. I stop there because I do not want to ruin the plot line. I'll discuss the different human class sub divisions in the subclass section. Game Types ŻŻŻŻŻŻŻŻŻŻ The single player game takes a nice twist instead of the standard keep playing until you win and you are done forever. There are three single player missions that are all unique yet tied together nicely. In addition to the single player game, their is excellent multiplayer gaming. Multiplayer has always been my favorite for FPS games, and AvP 2 certainly delivers. Not only does this game offer several classes and subclasses, but it also has multiple online gaming modes. Death Match ŻŻŻŻŻŻŻŻŻŻŻ Grab a gun, spear, claws or what ever you like and "get ready to rumble." It's a "No holds barred" fight to the death. Kill or be killed. If it moves, shoot it! Team Death Match ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Kill everything that moves, that is not helping you kill everything that moves. Kill the enemy teams get a point. Kill your team minus a point. Not much else to say. This is my favorite mode though. Team tactics can either save or slaughter you. Hunt ŻŻŻŻ This is an interesting variation of team play. Only the hunters can score points. When the prey kills the hunter, after they respawn, they become the hunter. The previous hunter then becomes the prey. The server sets up the Hunter and Prey races to what they want. The ratio of hunters to prey is also a server option. Survivor ŻŻŻŻŻŻŻŻ A survivor game consists of survivors and mutants. Initially all players are survivors. When someone commits suicide, kills a survivor, or is the first person in the round to die, they become a mutant. Mutants get 10 points per kill. Survivors get one point per second that they stay alive. Overrun ŻŻŻŻŻŻŻ In an overrun game, the defenders must stay alive until the round is over. The attackers must kill all of the defenders in the allotted time to win. Evac ŻŻŻŻ Evac is similar to overrun, except that the defenders need only get to an evac point and stay there for 10 seconds. Attackers just need to defend the evac point, or kill every defender. ------------------------------------------------------------------------------- 4. Game Review (Not Started) ------------------------------------------------------------------------------- 5. Terminology Definitions ŻŻŻŻŻŻŻŻŻŻŻ Ping - A networking term for sending a message and waiting for a return. The higher the ping, the greater the time to get info back. Higher ping, therefore, equals higher lag. Lag - Lag is the term for a game that is slowing down. Lag is particularly nasty in a FPS because it can cause you to get killed. The data from the other character is lagging behind yours... What this does is makes them appear where they are actually not. You'll be shooting at thin air. his is very bad when you are a predator and are Melee. Melee- Hand to hand combat. Sniper- A person who lies in wait and shoots people, usually using precision shooting. Camper- A person who constantly sits in one spot and never leaves. Just mows down anyone who comes to the area. Splash- Splash Damage. Damage caused by the blast radius of a weapon. Death Match - Multiplayer games. There are Team and Normal Death Matches. A Team Death Match, a.k.a TeamDM, consists of teams hunting each other down. A normal Death Match, DM, is an everyone for themselves slaughter fest. Frag - A frag is another name for a kill. When ever you kill someone you accumulate a frag. However, your total number of frags is effected by your suicides. +1 for a kill -1 for a suicide. Also Team Kills are -1. Therefore: Frags = # Kills - # Suicides - # Team Kills Server- A server hosts the game and routes data between all the players in the game. Dedicated Server- A dedicated server is a server that is dedicated to being a server and usually nothing else. It makes the games a lot less laggy if the host is using a dedicated server. These will be marked with a [D] by their name. Alien Life - A very fun and annoying way to set up a server. Cycle This option forces aliens to follow the alien life cycle. They start as a face hugger, then pop out as a chest buster. Then evolve into a Drone, Predalien, or Runner. They cannot become Praetorians though. Class Weaponry - A rather interesting server setting for MP. This makes each character have a class and you can only carry weapons/ammo for that class. Makes game play similar to Half Life. The only nasty drawback that I have found with this is that the levels are poorly designed for this, at least in my opinion. Spending a game searching for ammo for your character class is NOT fun. I prefer making people use what is available on the level anyways. Spawn Kill - A kill made while someone is in the middle of respawning into the level. Extremely cheap, but effective. Too often people seem to abuse this factor in MP. Pounce Kill - The alien attack dubbed "the flying blender." Occurs when you successfully get a direct hit with your pounce and shred them to pieces. Camper - A player who stays in one spot and waits for people to come to him so he can kill them. Abbreviations ŻŻŻŻŻŻŻŻŻŻŻŻŻ Proxim - Proximity Mines Shotty - Shot Gun Pred - Predator invis - Cloak TeamDM - Team Death Match POC - Primary Operations Complex APC - Armored Personnel Carrier PC - Personal Computer, or Plasma Caster. I use SC for the Plasma caster SP - Single Player MP - Multi Player DM - Death Match TDM- Team Death Match ROF- Rate Of Fire, used to describe a gun. PFM- Primary Fire Mode. AFM- Alternate Fire Mode. SFM- Secondary Fire Mode. Same as AFM. SK - Spawn Kill PR - Pulse Rifle SG - Smart Gun SR - Sniper Rifle PM - Proximity Mines FT - Flame Thrower RL - Rocket Launcher SHG- Shot Gun MG - Mini Gun MD - Motion Detector GR - Grenade Rounds, for the PR GL - Grenade Launcher/gun GG - Grenade Launcher/gun GGR- Grenade Launcher Rounds SC - Shoulder Cannon (Plasma caster) CS - Combo Stick NG - Net Gun SPG- Spear Gun RB - Remote Bomb HB - Head Bite TS - Tail Strike/Sting CTS- Charged Tail Strike. Hold down SFM to charge tail. PK - Pounce Kill ALC- Alien Life Cycle LC - Life Cycle... See also ALC ------------------------------------------------------------------------------- 6. Controls Guide/Summary 6.A Standard controls Shared Controls: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Forward: W Back: S Turn Left: Left Arrow Turn Right: Right Arrow Strafe Left: A Strafe Right: D Run: K Run Toggle: M Jump: Space Fire: Mouse 0 Alt-Fire: Mouse 1 Vision Mode: V Look Up: Home Look Down: End Center View: Delete Mouse Look: Insert Objectives/Scores: Tab Send Message: Enter Team Message: \ Taunt: Backspace Crosshair Toggle: . (MP) Change Characters: F1 (MP) Fly Mode: F2 Alien Specific Controls: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Pounce: E Wall walk: Left Shift Wall walk Toggle: G Crouch: Left Control Crouch Toggle: / Head bite: Fire while teeth are visible Face hug: Pounce on implant victim (Face Hugger only) Tear: Slash while claws are visible Marine Specific Controls: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Crouch: Left Shift Crouch Toggle: / Use: E Next Weapon: Q, Mouse Wheel Down Prev Weapon: Z, Mouse Wheel Up Reload: R Shoulder Lamp: G Flare: F Hacking Device: H Welding Torch: T Knife/Exosuit Left: 1 Pistol/Exosuit Right: 2 Shotgun: 3 Pulse Rifle: 4 Grenade Launcher: 5 Flamethrower: 6 Smart Gun: 7 Rocket Launcher: 8 Minigun: 9 Sniper Rifle: 0 Last Weapon: X Predator Specific Controls: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Crouch: Left Shift Crouch Toggle: / Use: E Next Weapon: Q Prev Weapon: Z Reload: R Zoom In: PgUp, Mouse Wheel Up Zoom Out: PdDn, Mouse Wheel Down Charge Emitter: H Cloak: C Disk Retrieve: F Wrist Blades: 1 Combo Stick: 2 Pistol: 3 Speargun: 4 Plasma caster: 5 Disc: 6 Netgun: 7 Remote Bomb: 8 Last Weapon: X Energy Sift: T Medicomp: G Previous Vision Mode: B Leap: Crouch + Jump **************************************** 6.B Controls Information Aliens: You need Wall crawl and Pounce/Lunge. I only use Wall crawl toggle ŻŻŻŻŻŻ myself, but it is your call. It can be useful to just let go of the button and stop scaling the walls. Crouch can help for sneaking up on marines. Crouching or wall crawling make a lot less noise as well. Marines: Here is what you MUST have: ŻŻŻŻŻŻŻ Forwards, Backwards, Strafe Left, Strafe Right, and Reload. You'll need to use your mouse to aim. Use mouse wheel to change weap. The rest you can set to any convenient location. Whatever works for you. Just make sure you can access the important stuff over the rest. Preds: MUST haves include: ŻŻŻŻŻ Forwards, Backwards, Strafe Left, Strafe Right, and Reload. Mouse aiming as well. Here is a key difference, by default the preds wheel actions zoom NOT change weapon. You must either set a change weapon button, or use the alternate methods. I suggest setting it to Mouse 2, just press down on your mouse wheel. Other MUST haves: Invisibility, Medicomp, and Energy Sift. The rest can be placed in the most convenient locations after the important things. **************************************** 6.C My Control Configuration Shared Controls: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Forward: , Back: N Turn Left: M Strafe Right: . Run Toggle: / Jump: Space Fire: Mouse 0 Alt-Fire: Mouse 1 Vision Mode: B Objectives/Scores: Tab Send Message: Enter Team Message: \ Alien Specific Controls: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Pounce: Mouse Wheel Up, Mouse Wheel Down, L Wall walk: Left Shift (Don't really use, prefer toggle) Wall walk Toggle: K Crouch Toggle: Right Alt Marine Specific Controls: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Crouch Toggle: Right Alt Use: H Next Weapon: Q, Mouse Wheel Down Prev Weapon: Z, Mouse Wheel Up Reload: Mouse 2 (Press down Mouse Wheel) Shoulder Lamp: L Flare: K Hacking Device: : Welding Torch: J Predator Specific Controls: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Crouch: Right Alt (Use one or the other) Crouch Toggle: Right Alt Use: J Next Weapon: Mouse 2 (Press Mouse Wheel) Reload: : Zoom In: PgUp, Mouse Wheel Up Zoom Out: PdDn, Mouse Wheel Down Charge Emitter: H Cloak: V Disk Retrieve: G Energy Sift: L Medicomp: K This strategy basically requires either a lot more buttons, or a mouse with a wheel. I like to use all the functionality of that wheel I can, every action I can keep off the keyboard means more fingers I have to be moving and strafing. I dislike using the WSAD for movement because I dislike limiting my movement. What I mean by that is with WSAD I can only hover over 3 of 4 movement keys. I also limit myself on optional buttons that I can easily reach. With my configuration, you use all of your fingers to their full extent. My middle finger moves forwards, ring finger strafes left, pinky backpedals, and my forefinger strafes right. This allows me full access of movement at all times both easily and comfortably. Another great bonus with this is that you can reach any other required buttons fairly comfortably, and still be on the move in at least two directions. Using the mouse for aiming, weapon changing, and turning, massively reduces then number of keys needed on the keyboard. Notice that I completely removed the 1-9 weapon shortcuts keys. I leave them there, but rarely if ever use/need them. The only two things I would really change is predator vision modes and weapon switching. They work well where they are, but could be improved a little. If you find yourself constantly needing to change views and not really zooming in or out, then change Mouse Wheel Up/Down to change view modes. I can see this saving you a lot of times in battle against humans and aliens. Weapon switching via Pressing down the mouse wheel is not bad, but is slower than wheeling through them. This can kill you if you need to change fast. The only other control note I have is about Micro Soft Intellipoint mouses. These nifty items have two extra buttons on the sides of them. The only bad thing about them is that they are limited to only being set to windows functions. Well guess what, if you set one of them to Copy, Paste, or Cut you can use them in video games instead of your CTRL key(s). I've done this before for a game, just not in AvP 2. Thought it was worth mentioning for those of us that bought the mouse for those extra buttons and never really used them yet. There may be other commands that you can do like that as well. Just DO NOT use Minimize and Maximize, that can nuke a game. ------------------------------------------------------------------------------- 7. Boot Camp Basics Things you should NOT do! ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Stand still during a fire fight. Camp in a highly visible location. Never use a different weapon. Never use the wall crawling ability. Make a lot of noise everywhere you go. Spend five minutes typing a taunt. Taunt your enemies every 5 seconds. Things you should do! ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Look around while running. Up, down, left, right, everywhere. Constantly be aware of surroundings. Learn the level. Power up locations, sniper spots, etc. Listen to/for gunfire and location. Know you primary and secondary fire types and use the right one. Use the right weapon/tool for the job. Learn as many enemy tactics as possible so you can learn to counter them. DUCK in front of windows, beware the sniper. ------------------------------------------------------------------------------- 8.A Weapon Guide Human Combat Knife - A nice polished blade to hack through your foes. Has limited uses in the game. It's most important function is to cut through predator nets. Other uses include dueling between bored humans. M-4A4 Pistol - The handgun of doom. All fear the power of ye wielder. lmao.... Now seriously. This weapon can be pretty lethal, if used properly. The alternate fire is great. Armor Piercing. Right click to load the AP bullets. I killed a Praetorian with this baby once. Shotgun - Some Marines prefer to carry the shotgun as a standard side arm instead of the pistol. Although against regulation, many people do it anyways. (Just like the movies) What would a FPS be without the standard Shotty? Make sure you reload after every fire fight. The secondary mode switches the shotgun to make one concentrated blast. Use this against Praetorians. Pulse Rifle - The M-41A Pulse Rifle. A Machine/Grenade gun that can be lethal close and far away. One of my favorites. This gun is definitely worth carrying. Not only can you shoot a ton of bullets, but you can grenade them as well. Grenades are excellent for lunging aliens, or any predators. Smart Gun - Grade "A" quality butt kicking machine with auto aiming capacity. Well, there is only a few reasons to not use this. Only a few though. It eats up ammo at a ludicrous rate. 300 ammo can fly out the window with one enemy. It can trash just about anything though. Definitely a nice weapon to have. Flame Thrower- Barbeque time anyone? A flamethrower. Works exceedingly well against Runners and Drones. Not as well against Predators or Praetorians. Not sure how well against Predaliens. RocketLauncher- The Rocket Launcher. Really I think you know what this is. A very nice weapon. You can lock onto even cloaked Preds! The downsides are long loading time, few rounds, and the incredible suicide potential in close quarter combat. Not a bad sniper weapon, if you wait for the lock on. You can lock onto a pred who is standing still too. Sniper Rifle - A sniper rifle. Very good for sniping enemies out. Works well in MP but has limited use in SP. Also hurts Praetorians. If you have good aim you can kill stuff very fast. Your rail gun, 1 hit death. Grenade Gun - Launches explosive grenades. Has several alternate rounds. Prox Grenade - detonates upon detecting motion. Timed Grenade - detonate upon hitting target, or after a short time. EMP Grenade - Fires EMP blasts. Works well against armed targets. Uncloaks preds too. Smart Grenade - Tracks enemy movement and follows them. Mini Gun - Massively powerful machine gun. Alt fire keeps gun spinning. Great for having this gun ready to fire immediately. Bad if you want to be quiet. Also beware the guns kick back. Always keep aiming. Motion Detector- This lovely device tracks motion and alerts the bearer It only works for moving objects, and what is in front of you. Beware of your back side. Hacking Device- A device to hack electrical equipment. An absolute must for SP. Not really used in MP though. Welding Torch - Again, a tool for SP. I wonder if this can be used as a weapon instead of the knife? Seems to break barrels and stuff. Flares - The wonderful emergency flares. It is definitely an emergency, when aliens could be hiding anywhere. These can help you spot them, as well as predators. **************************************** 8.B Weapon Guide Predators Wrist Blades - The nifty claw rig the predators wear in the movies. Not as effective as the combistick, but not bad. You can trash humans. For enhanced fun hold down the alternate fire button to charge up your strike. Combistick - The nice double bladed staff of the predator. One of my favorites. Sneak behind human, stand up, and decapitato! The alt fire is a vertical slash. Use this to Decapitate. Also, if you leap and use this, you might split their bodies in half. Net Launcher - Shoots a net at the enemy. Very slow projectile. Launches enemies back a bit too. Can kill humans by knocking them off ledges, as well as rendering them very vulnerable to attack. Shoulder Cannon- Shoulder cannon that trashes anything. Works almost too well at times. Though it is a must against aliens in TeamDM. Very effective. AFM charges weapon. Spear Gun - A gun that launches out spears. Aim for their heads if you can. Even if you do not hit them in the head it is very damaging, usually lethal. AFM is triple shot. Blade Disc - A disc you can throw. Kills anything so long as you hit. Can be dodged, be careful. Whatever weapon you were using before you pulled out the disc is what you switch to after you throw it. Also, you can kill people by retrieving your disc. You can also retrieve while charging energy with varying results. Remote Bomb - A remote control bomb. Hard to aim from a long distance. But you don't become visible. You can throw a several of them and then detonate them. AFM detonates all thrown bombs. For U.S. people like myself, aim 3 inches to the right if you are fully zoomed in on your target. That is about 7.5 CM for everyone on the metric system. Plasma Pistol- Interesting weapon. Makes you visible and drains your energy. PFM shoots direct large blasts AFM shoots multiple weaker stunning shots. A direct hit from the PFM is instant death. The SFM can help to set someone up for the PFM or another weapon. Invisibility - You turn invisible. This works great. If your not running they barely see you. If you sit still, they won't see you at all. Vision Mode - Changes your vision modes just like in the movies... Sort of. You get four vision modes: Normal, Human, Alien, and Predator. Very cool and annoying at times, but true to the story. The only thing I found odd, was that I am pretty sure Predators have infrared vision when not wearing the mask. That is not true for the game. Also when you change vision modes your eyes glow red for a second. People can see that. Medicomp - Your healing computer. Use it, and massive energy, to restore all of your health. I do not think many people realize they have this in the Demo. It renders you helpless for a few seconds though. Energy Sift - Restores your weapon energy to full power. It renders you helpless for a few seconds. Very effective when used with medicomp in a quiet area. Charge Emitter- The predators version of the hacking tool. Has a few uses in SP so I added it in here. You will need to know what button you set it as. **************************************** 8.C Weapon Guide Aliens Claws - Sharp claws to gut your enemies with. Need I say more? Use them to gut your opponents. You can slaughter their bodies when they are on the ground too. It's great mindless entertainment. Tail Strike - You can use your tail to sting your opponent. This attack disorients and stuns your opponent long enough to disembowel them. Very effective, doesn't really deal much damage, but doesn't have too. If you hold down the SFM you charge your tail. A CTS (Charged Tail Strike) can be very lethal. I suggest using this often. Head Bite - That extra head in your mouth pops out to damage your nemesis. Just aim for their heads and if you see the teeth on the screen you can do this. This technique heals you so use it as much as possible. Pounce - Jump really far really fast. Fly high, fly far, and may you land upon the poor hapless fool you aimed for. You MUST master this to be any good as an alien. Wall Crawl - Crawling on walls. Need I say more? Just in case you needed further explanations of crawling on the walls. It is when the aliens walks on the walls. Running on walls is also included. Did I forget to mention this is when you are clinging to the walls. ... ... ... Ok enough... maybe not, Spiderman Spiderman.... alright. Officially done. ------------------------------------------------------------------------------- 9. Subclass Guide Note: Subclasses are only available in MP while sub classes are on. Corporate Subclasses ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Note: All classes carry knifes and pistols Heavy Weapons - The Heavy Weapons guy... Shotgun Pulse Rifle Grenade Launcher AT Officer - A soldier... Shotgun Minigun Specialist - Toasty! Shotgun Grenade Launcher Flamethrower Trooper - Toasty Sniper Flamethrower Sniper Rifle Marine Subclasses ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Sniper - Mine Laying Sniper. Grenade Launcher Sniper Rifle Demolitions - Grenades or Flamethrowers... Nice. Pulse Rifle Flame Thrower Heavy Weapons - Rocket Man! Shotgun Rocket Launcher Specialist - "Got more balls than brains?" You need a smart gun. Shotgun Smart Gun Predator Subclasses ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Predator - The standard predator. Wrist Blades Combistick Plasma Pistol Netgun Disc Assault Predator - A good range of distanced weaponry. Wrist Blades Plasma Pistol Plasma caster (Shoulder Cannon) Netgun Remote Bomb Heavy Predator - A melee nightmare. Wrist Blades Combistick Netgun Disc Light Predator - A good sniper pred. Wrist Blades Speargun Disc Remote Bomb Alien Subclasses ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Face Hugger - Small spider like creature that latches onto its victims faces and implants an embryo into them. They are extremely fast and very fragile. But they are also one hit killers. Just lunge on them and poof, one more frag. Chest Buster- Very small, very very weak. Can not climb walls, is not all that fast, and does little/no damage. Fortunately, in MP you are only this form just long enough for everyone to kill you. Make sure what ever you latch on is ALONE! Drone - If you attach to a marine you become the standard Drone. Not much to say about them. They are fast, Strong, deadly. Runner - Latch onto a Corporate to become a Runner. Very Fast Deal Less Damage Weaker than Drones Predalien - You become one by latching onto a Predator. Very Powerful Excellent Lunge No Head Bite. Slow. Praetorian - Evolved Drone or runner. Can NOT get in SP or with ALC on. Powerful, but not as strong as Predaliens. Can Head Bite. Can NOT climb walls. Can NOT lunge. Absorb normal rounds and takes less damage. Does not get lit on fire, though does take flamethrower damage. ------------------------------------------------------------------------------- 10.A General Human Strategies Well there a few strategies to use as humans in MP. One is the Nomad and the other is the sniper. Nomads ŻŻŻŻŻŻ Nomads are pack hunters, they travel in groups of at least two and hopefully more. Their strength comes from unity and they are a force to be reckoned with. As a predator I rarely kill a marine when there several more around. I would suggest using the Smart Gun or the Pulse Rifle the most. The Shotgun is excellent when facing aliens, but takes more skill when used against a predator. If you're not good at aiming, then the PR or SG works better on Predators. Travel in groups of 2 or more when possible. This helps you get return frags as well as protect each other. Have the 2 travelers have different weapons. One with the smart gun, the other with machine/grenade gun. This way it's kind of like a spotter/sniper set-up. Alternatively Machinegun/Shotgun would work alright as well. Snipers ŻŻŻŻŻŻŻ Snipers tend to hide where they can not be seen and then kill people from long range. They can be effective but are harder to play as. You must know what you're doing in order to play as a good sniper. A good sniper will hide and use his Motion Detector to find enemies, then pop out and shoot them. Be careful though, MD's only detect what is in FRONT of you. If someone sneaks behind you, you're dead. I know this for a fact, I love to sneak behind an unwary sniper. They rarely if ever look behind themselves. The demo level lets you easily sneak up on them. Another good strategy for a sniper is to encase themselves with traps. By far the best trap a human can get is the Spider Mine. Lay a few of them bad boys around you, but not too close to you. Then when that dastardly pred tries to sneak up on you, BOOM! TOASTY! Then go lay some more for the next victim. Beware though, you are cutting off you only route to more ammo, health, armor, etc. Keep that in mind if you're low on bullets. Another good sniping strategy is the good old Spotter/Sniper. Use one Marine with a SG and have him CYA (cover your ***) while you pick people off. As an added bonus he can help the sniper see predators easier by making them bleed a little bit. Both classes need to know: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Learn the location/function of your ammo boxes. This is a must for any human as different ammo boxes provide differing items. It becomes very profitable to know this once you find your weapon of choice. Especially when your out of grenade rounds. Also learn the locales of health and armor power ups. Make sure to watch out for enemies when getting ammo/health/armor. When moving try to carry light weaponry so that you do not move so slowly. Guns that slow you down include the SG, MG, and RL. Good weapons to carry would include the PM, PR, SHG. Use lighting effects to your advantage. Flares, Shoulder Lamps, etc. can help you spot aliens and predators. Use Flame Throwers to your advantage as well. "When in doubt flame the area," Sinistar The fire can make preds much easier to see. Not to mention toasting aliens. My own saying when it comes to fighting in AvP 2. "When in doubt fire about, hear a roar shoot some more!" **************************************** 10.B Humans Vs. Predators I do not usually complain about something, unless it becomes a nasty balance issue. It really isn't fair that a predator can use his cannon, zoom in from 30 million miles away, and cap you off before you even knew what happened. Then become invisible again just to strike another person down later. If a predator is getting far too annoying I personally hunt them down. Not that the shoulder cannon doesn't have its uses, 5 marines with smart guns vs 1 pred, but it can be over powerful. I think this issue will be fixed when I get the full version of the game as humans have a larger arsenal of weapons. This should balance out that disadvantage. Note: The game is more balanced in the full version. Human arsenals do help balance them a lot. How to neutralize Cannoneer Preds: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Many people do not seem to realize/look for the red sniper dot. You can actually see it plain as day. Very nice target. I usually spend a lot of time hunting down those dots if there is a cannoneer. One game I made around 8-10 kills, had the highest score in the game, and we 4 marines beat 4 predators! The moral is to look for red dots and fire like crazy! P.S. If they shoot the cannon jump, strafe, move... DO NOT RUN STRAIGHT FORWARD! I dodged about 10 cannon shots before fragging the standing still pred. If the preds are hunting and not sniping, I suggest grenade rounds or shotgun and groups of 3 or more. Then you can really strike them down as soon as they are spotted. Also if I didn't state it before don't stand still. A predator can net several people then hack them to pieces. Also when facing a hunter pred, be ready to switch to the knife and cut out of the nets. It is one of you're few hopes. Be wary too, if a pred shoots the net directly at you, you can shoot them. I have racked up over a dozen kills on preds because they don't expect to be shot. PR's with GR (grenade rounds) works great. You can really peeve off a predator too, by committing suicide. I love to do this, I just bust out PR and launch a GR under me and die. Then the pred can't kill me. Very annoying to a pred trying to collect trophies. I had two preds hunting me because I kept doing this to them. Made the game very difficult but still fun. Think like a predator when fighting them. How many predators stand right in the middle of a corridor screaming, "Hit me with the flame thrower! PLEASE!!! You know I want to be burned alive really badly." My point being this. Flaming an area is not a bad idea. But shoot where a predator would more likely be. Crouching on the ground! I will admit one game a whole team of humans kept flaming the corridors. Most of them lost their heads. I just sat their and spear gunned them after they turned the corner. It was really bad. I must have capped off five or more of them. Other good locations to flame include: Inside boxes On top of Boxes Behind boxes Just kill those darn boxes! Also any too nicely placed corner. **************************************** 10.C Humans Vs. Aliens Again never stand still. A sitting target is extremely easy to lunge upon. A moving target is much much harder. Smart guns are great, if you do not have it then pulse rifle or shotguns. The shotguns reload can be a killer though. You have to be very accurate if you use it. Utilize the reload button with the shotty. Also while on the move, never look only forwards always look all around you. Mostly I developed this while playing against predators, but it helps keep you from being trashed by aliens as well. Use the proper weapon for the job! Praetorians do not take as much damage from traditional munitions. You MUST use one of the following: Shotgun AFM (PFM may work) Mini Gun Sniper Rifle Flame Thrower Runners are very fast, Suggestions include: Smart Gun Flame Thrower Shot Gun PFM Predaliens... Not quite too sure about em. Current Suggestions: Grenades (Predaliens are rather slow moving.) Rockets PR Sniper Rifle ------------------------------------------------------------------------------- 11.A General Predator Strategies Basically you have four strategies out there for Predators: a hunter, sniper/cannoneer, melee, or the Gun Slinger. Sniper - Use invisibility and the shoulder cannon to snipe out the poor humans. ŻŻŻŻŻŻ *Cough* Cheap *Cough* Lame. All right enough trashing this, the strategy has its uses and can be a little too effective at times. None the less, I have used it when necessary. Can be very effective with Remote Bombs as well. Hunter - They favor netting and gutting strategies. Can also be very cheap and ŻŻŻŻŻŻ effective. I do not dislike this as much as snipers, but it can be just as annoying. I hate it when predators use this one-on-one. It's fine if your outnumbered, but one-on-one it can be very cheap. Melee - A true predator. These sneaky hunters use absolute stealth and ŻŻŻŻŻ hand-to-hand combat as their primary tools only using other methods out of absolute desperation. My very own personal favorite. GunSlinger - The SC using preds running all over the place trashing everything. ŻŻŻŻŻŻŻŻŻŻ They can also use the Plasma Pistol or the Speargun. Spear guns can be really evil. One hit decapitation and your not visible. Also the AFM of the speargun shoots 3 bolts. A nice bonus if several people are around. Gunslinger's must enjoy the Olympics, I see a number of them actively training for the Discus throw. Man they are good too. Line up a few saps inside of a small corridor and good night! More important information. Two things the pred can do. Zoom in, and change those vision modes. They are great tools when used properly. Remember earlier when I said, "Use the right weapon/tool for the job," Way back in the boot camp basics. Well this means using the right Predator Vision mode (PVM) as well. Red - Aliens Blue - Humans (Also Combat Synths in SP, though the synths can not be locked onto) White- Predators Norm - Normal To lock onto an enemy you must use the correct vision mode. Otherwise you will just fire straight ahead. Also, remember that all energy weapons make you decloak. So be careful. Incase you not sure which are energy weapons here is a list: Plasma Pistol Plasma Caster Disc Remember that during combat... One final note. The disc can kill while being retrieved! Makes for an interesting trap when the disc flies at them from behind. Not a very practical strategy, but funny none the less. I also noticed that you can retrieve the disc while recharging your energy. This allows you to change to a weapon and stop charging and also have a 1 hit kill weapon ready. Doesn't help if you have no energy though. **************************************** 11.B Predators Vs. Humans Well contrary to predators being cheap, Humans can be just as bad with the smart guns. Those can be very annoying especially if you're like me and try to be a fair predator. E.g. No shoulder cannon, no smart guns. (BTW - I think that's a fun and fair variant rule) If they start using all smart guns, there are two ways to deal with this: Skill and no skill. Melee or cannoneer. Cannoneer's can shoot down people easily but are very cheap. Melee preds have got to stand still. If you do not move at all, they can not spot you. If you are a snipe pred, here's a suggestion: Do not stand still while marines fire at you. They can see you because of your brilliant red dot. I have found many preds get lazy when it comes to this. Of course jumping won't save you from a smart gun. If they have the SG then run away as fast as you can. Another thing all predators MUST lookout for is the Rocket Launcher. They have a wonderful tracking mechanism which can see you even if you stand still. Don't worry you have 5 or so seconds to duck behind a box or run like heck. **************************************** 11.C Predators Vs. Aliens Shoulder cannon Barbeque anyone? In the demo this is your only hope. They can see you whilst invisible and they are even more deadly than you are in melee. Melee is possible, but not recommended. If you must, then use the Combistick and a ton of strafing/jumping. I have managed to kill a few aliens like this. It is just very difficult. In the full version of the game I suggest spear guns or maybe even remote bombs to eradicate the aliens. The plasma pistol can come in handy as well. ------------------------------------------------------------------------------- 12.A General Aliens Strategies Learn to lunge. The higher up you aim the farther you fly. Aim where they will be, not where they are. Learn to wall crawl. I actually just use toggle for simplicity, so I press the button and crawl away. This and lunging are your best friends. Destroy weapons. Yes you can attack weapons on the ground and destroy them. This can save you a lot of trouble in both DM and TDM. There are two main alien strategies as well. Hunter and Runner. Hunter - Works well against humans because you will sit still and lung on ŻŻŻŻŻŻ them. A good alien can hide and strike then hide again. Runner - An alien that is constantly on the run. I think this strategy ŻŻŻŻŻŻ works far better in DM than Hunter and is effective in TDM as well. You basically run like mad and never stop moving, flaying any creature you can. Works well when in packs too. One pack of good aliens can run a board. **************************************** 12.B Aliens Vs. Predators They can see you, you can see them. Fair enough. You can fly 3 million feet, they can zoom in 3 million feet and snipe you. I suggest learning your lunging... Honestly, if there are aliens in the game I am all about cannon fire. The combo stick is very difficult and claws are just as bad. In the demo all you have is the cannon to fight the aliens. So for aliens, you better hit the preds instantly or else suffer the consequences. As a runner you can out run those pesky SC blasts. A very nice skill indeed. Actually, if you lunge to the left or right you can escape them as well. In open levels a Predalien is damn near impossible to keep tabs on. I would just lunge a million feet away and then come back later and kill them all. **************************************** 12.C Aliens Vs. Humans Same as before. Except Use stealth to your advantage. Remember the Alien movies? Wait for them to come to you and trash them. They cannot detect you if you stand still. The only way they can is if your in broad daylight. If you really get good at lunging you can catch many marines off guard by hanging on the sides of bridges and lunging off them. Climb in vents etc. Anything to hide in and fly out of. Also make good use of the tail strike. Just tap the secondary attack and you can stun them. Then use the Head Bite to regain some health. You can do this after you kill them as well, but you may not get as much health for it. A few new notes about the aliens... Runners are red, Praetorians are a nearly black blue, so let's make sure you know how to turn marines into goo. Be forewarned, that runners can not hide like Drones and Praetorians can. Also, if your a facehugger, you stand out like a light bulb. Unless you know they will not see you where you are, then keep on moving. ------------------------------------------------------------------------------- 13. Level Strategies and Maps 13.A. DMDemo A Lesser Fate Note: SG is for the Shotgun on this map, not the Smart Gun. The smart gun's only location is in the sewers anyways. MAP ŻŻŻ Key: T - Tower CS - Combo Stick B - Tower Bridge NG - Net gun S - Sewer Entrances SG - Shot Gun C - Catwalk AB - Ammo Box R - Ramp Ar - Armor L - Ladder Hp - Health Pack Sh- Shelf Bp - Blocks Path ____________________ / \ / Sh \ / ____| |____ \ | | | CS | | | | | ŻŻABŻ | | | | | | | | NG | | | | Ar| | | |______________| | | C | ___________________| /ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\ |__________________ / SG /__ / \ / / \ |S| /CS/\ \ / /ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|\ Sh \ __|_|_ /C / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\ \ | CS | ________| \__ /Ar / | | | |AB R | _Ab Ab_ / AB | | | | __________ ||T|=B=|T|| SG | NG | | SG | R Ar| / Ż _heŻ / Hp L | | \ \______________ | /NG/ŻŻ|S|ŻŻŻ ________________/ / \ \ /C / Ż / / \ / / SG / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| / / |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ | |______________| | | C | | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | | | NG | | | | AB | | | | _____ | | | | | CS | | | \ ŻŻŻŻ| |ŻŻŻ / \ | Sh | / \ | Bp | / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ This level has two towers in it that are great for sniping. Under the towers is a passage that you can walk through to get to the other side of the board. There is a sewer underneath the towers as well. That sewer is where to find the Smart Gun. The catwalk along the upper sides goes almost all the way around. The only pinched spot being where the shelf is on the bottom of the map. Everything else is pretty self explanatory with the map. Strategies ŻŻŻŻŻŻŻŻŻŻ Humans ŻŻŻŻŻŻ There are two ways for humans to rule this level. Above and below. I would suggest marines take over 1 wing of the board and have two marines on both sides of the shelves. Then two on point near the corners. Not at the corners though! Near them. If they are at the corners preds can kill them easily. If there are more Marines, they can scour the bottom floor. This sets up the corner men as bait. When the pred comes around the corner... death. Also if the pred does manage to get by the corner, I doubt he will kill anyone since he will be noticed then. This also works against aliens, as they have far less chance of killing a horde of humans as one lonely straggler. When you need ammo travel in groups. That is the best strategy for this level. For a sniper, good luck. You can try to hide on the sides of the shelves but I am going to sneak behind you as a pred and decapitate you. The other strategy is pretty much the same, except instead of the majority of troops being above you have more on the ground and a few support people on the top. This way you can get ammo and health faster, but preds can get the high ground. Aliens ŻŻŻŻŻŻ Run like mad, there are very few places you can easily hide here. The best hiding places, the two slots by the towers. Just outside the tunnel area, it is pretty dark and people don't see you as well. The best strategy I have found is to lunge onto the towers and lunge off of them. You can fly almost anywhere in the stage. Though it takes a little practice to aim your jumps. Aliens hunting in packs are very lethal here. All 3 jump at 1 poor target. Predators ŻŻŻŻŻŻŻŻŻ I like to scour the top levels hunting those foolish enough to walk into me. I also like to drop down to the lower level and hover over an ammo box etc. This often results in a person running right into your combo stick, for instant decapitation. I prefer standing still, and being full out melee. If I need to heal I either drop into the small niche in the sewers or go on top of the tallest tower, duck and heal. Another good place to hunt is the center island with the towers, many people go there to get ammo and health. Especially since that box gives grenade rounds. If humans are clustering together, sometimes I use the SC to even things a bit. I try not too, but you aren't given a large arsenal. I usually net them and then gut them, before I resort to the SC though. If humans are working in teams then preds should work in teams too. One netter, one gutter. Or two netters and a gutter. This works well as long as the preds use the pred vision mode. If nothing else works and you want to be evil, go up on top of the higher tower and then SC them to death. You will get targeted very swiftly, but it does work well. Lastly what works very well is just running around SC everything to death. I really hate preds that do that. They might get a high score but they ruin the hunt, not to mention peeve off everyone in the game. In the full version this should not be as bad, since weapons will be more even between humans and preds. But I still suggest against it. The best sniping place in this board besides the towers is by far the sewers. You can duck then jump and you can get up on the pipes on the side. The you turn invisible and bust out the cannon, charge it up, and boom. As soon as someone runs in to get the SG they are dead. I like to do this every once in a while, just to keep them out of there. **************************************** 13.D A Lesser Fate Note: SG is for the Shotgun on this map, not the Smart Gun. The smart gun's only location is in the sewers anyways. MAP ŻŻŻ Key: T - Tower CS - Combo Stick B - Tower Bridge NG - Net gun S - Sewer Entrances PP - Plasma Pistol C - Catwalk SP - Spear gun R - Ramp RL - Rocket Launcher L - Ladder MG - MiniGun Sh- Shelf SG - Shot Gun Bp - Blocks Path FT - Flamethrower Hp - Health Pack Ar - Armor AB - Ammo Box PB - Predator Ammo Box ____________________ / \ / PB Sp \ / ____| Sh |____ \ | | | __ | | | | | ŻŻABŻ | | | | | | | | NG | | | | Ar| | | |______________| | | C | ___________________| /ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\ |__________________ / NG SG /__ / \ / / \ |S| /CS/\ \ / /ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|\Sh FT\ __|_|_ /C / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\ \ | | ________| \__ /Ar / | | | PB |AB R | Ab RL PB / AB | | | | __________ ||T|=B=|T|| SG | PB | | SG | R Ar| / Ż _heŻ / Hp L | | \ \______________ | /NG/ŻŻ|S|ŻŻŻ ________________/ / \ \ /C / Ż / CS / \ / / SG / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| / / |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ | |______________| | | C | | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | | | Hp SG | | | | AB | | | | _____ | | | | | SP | | | \ ŻŻŻŻ| PB |ŻŻŻ / \ | Sh | / \ | Bp | / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ If you found yourself at home in the demo level, then your already ready for this level. There are a few minor differences though so take note. Differing weapon locations: Predators ŻŻŻŻŻŻŻŻŻ Smart Disc: On the top of the tall tower. Spear gun: Now located on the shelves to the top and bottom of the map. Pistol: In the drop down area under near the towers. Remote Bombs: On the ledge just before the sewer entrance. Ammo Boxes: On the shelves, and ledges. Next to the RL. Marines ŻŻŻŻŻŻŻ Rocket Launcher: Upper catwalks underneath the tower bridge in the map. Minigun: Underneath the bridge, across from the pred pistol. Smart Gun: Still in the sewers... Flamethrower: On the small shelf near the towers. Humans ŻŻŻŻŻŻ Strategies are pretty much the same as the demo, except the RL can be a very excellent tool against predators as you can see them even if they are cloaked. Predators ŻŻŻŻŻŻŻŻŻ Cover the RL. If you're not covering it, make sure someone else is. So long as you prevent them from getting it, they can't bother you with it. Aliens ŻŻŻŻŻŻ Keep tower lunging, there is nothing new on this level. Secrets ŻŻŻŻŻŻŻ There is only one secret on this map. I the sewers there is a button. When you use the button all the lights in the level turn off. Doesn't really do anything, but if you and your pred buddies want a good "Initiate attack sequence signal" there is nothing better than this. Certainly set the marines on edge, then pow, a guys head flies on by. "Mwa ha ha ha ha ha ha ha!" **************************************** 13.C Auriga I'll be working on the map later, it is going to be a really tough one. Basically this level is a series of tunnels that confuse the crap out of you. One end leads to a ship, the other end leads to the beginning of the level. Secrets ŻŻŻŻŻŻŻ There are some ducts in the level that aren't just for looks. You can climb through them and use them. They are good sniping spots. I'll point them out on the map for you when it is done. ------------------------------------------------------------------------------- 14. Single Player Strategies There are a lot of differences between single and multiplayer gaming. Don't think for a second, that just because you can toast everyone in MP that you can beat SP without any trouble. Conversely, you can be great in SP and totally get wasted in MP. One major difference is the Combat Synths. These are some really nasty mechanical humans that can hit you from far away and are really hard to kill. They have a lot more life than humans do. My suggestion is to hit them in the head whenever you encounter one of them. Another difference is character health. I believe it is a Praetorian you fight against in one of the predator levels. I hit that SOB with 10-20 Spears and it did not die!!! In MP, as Praetorian, I was hit by three and died. A very big difference if you play as a pred. Also, you fight some preds as an alien. They are much harder than when you fight in MP. You can NOT use the Tail Strike. I never seemed to be able to get the Head Bite working either!?!?!? Not only that, but they seem to have about five times the health of the average predator in MP. 14.A Human In my opinion the game for the human is the most changed between SP and MP gaming. I can kick some butt in MP with the Marines. But when it comes to the SP game... Ha ha ha ha, I suck at it. That is why VileZero volunteered to do the Walkthroughs for Marine. The main difference is that, due to my massive playing of SP Quake 3 Arena and Unreal Tournament, I was always used to running. Non stop running. Running, strafing, jumping, and firing. That is what makes me good in MP as a Marine. Try hitting someone standing still... Very easy. Now try hitting something randomly jumping and strafing all over the place... Much harder isn't it? But that is the difference. In MP the levels are designed so that you can do that. SP has a lot more corridors. This restricts your movement a lot. No more random jumping. You have to strafe, jump, and backpedal. Another thing to learn: Walk, Walk, Walk! Except when you need to run. If you have read VileZero's guide then you know you can kill about 4 or 5 aliens just in the first level alone by walking. Did Batman ever leave home without his utility belt? I don't think so, now don't forget yours! Remember that you do have several tools that you MUST use throughout the SP game. Welding Torch, Hacking Device, Lamps, Flares you know the drill. Oh and did I forget to mention the `Use` button. Yes, that too comes in handy several times. **************************************** 14.B Predator One of the major additions to SP that effects the predators is Combat Synths. There is no vision mode specifically for Combat Synths, thus you can not lock onto them. However, you can see a combat synth in human vision mode. They show up as a light blue, not the same as a human. At least they do in the Predator level Trap anyway. Some other things to note that can be helpful. Bots have better eye sight than humans. If you are in front of them and are at all moving you will be shot. Unless your crouching and moving. Even then I warn you against getting too close. If at all possible flank them, or even stab them in the back. That way you don't die. Healing and Reenergizing are vital skills. But they must be done in a good location. In the heat of battle, is not the best place to need energy. I suggest going somewhere quiet, or after a room is cleared quick save it. After the quick save you can recharge and heal. If you get rushed you can always use the quick load feature. **************************************** 14.C Alien Tearing things is a great plan. This allows you to break open grates, cut electrical cords, and yes you can even destroy their cpu's. Oh yeah and some doors too! You can break them, not all of them though. That would obey the laws of physics of a 100 lb or more creature moving at a velocity of 50 Mph and smashing into a thin metal door... Of course, then you would also be nothing more than an acid splat melting through the doorway. Once again Combat Synths are a pain in the alien rump. Especially on the level you have to face them! It is dark and they are very hard to see. Unlike humans they don't glow. Your alternate vision mode does not help that much either. Save a lot on the level you face them. And try not to get killed. Other things to note. When you run without ducking you make a lot of noise. Either use wall crawl toggle, or crouch toggle to counteract this. This helps you hide in the shadows a lot more. Also walking can make a difference sometimes. When fighting those super evil predators, it was brought to my attention that although pouncing does not do a one hit kill, it does damage them a lot. It takes about 4 or 5 pounces to kill them. Looks like my guess about them having five times the health earlier was quite close. ------------------------------------------------------------------------------- 15. Predator Walkthrough 15.A The Hunt There are 3 Scientists, you can either kill them or move through the tunnel. The tunnel is up across the other side above the trees. Just tree hop to get there. Go through the tunnel and you should see some poor marine. Kill him, take his head for a trophy. Then spear the guy up top. I suggest not hitting his head, we are limited on ammo and want to recollect that spear. There is one more guard if you want to kill. Otherwise, you can just take the tunnel to the right of the guy you just killed. After going through this tunnel kill the two nearest guards. You can watch other predators slaughter the other guys if you like. Continue up the trail and head left up the incline. You should see another predator standing up there. Walk into him and you get the spear (Combistick) Move through the tunnel and jump through the trees to reach the next tunnel. Be careful here. The water shorts out your cloaking. In this area there are 3 guards. One left, one right, and one center. Kill them. Now go into the tunnel on your left. When you come through here four guards will come around the corner. Just wait for all four and spear each one. Then collect your spears again. In the next area you'll see another pred kills some guards. Grab the spears and the disc from the ground in front of the rock he is sitting on. You might be able to grab his spears from the guys he kills as well. Not sure on that though. I know I ended up with 30 Spears. Head up and to the left to the large cave mouth. If you can't see it in Blue Vision then switch to the normal vision mode. Three more guards will come around to be slaughtered. Then go through the cave mouth. Listen to the radio and you'll hear them talking a bit. Go up the sloping spiral. There are two more guards to dispose of. Do what you will to them. Go through the cave, 4 more guards. Kill them all and head over to the left. There is another cave mouth there. Go through it. Now there is a lot of water. I suggest waiting a minute. Capping off the two guards with the spear and then switching to Red Vision mode. It's alien time. All you must do is kill this alien without dying to get to the next level. This is no easy task. You could use the disc and trash it instantly though. Or if you want to save the disc for later, you can opt to spear it. Spearing also wastes a lot of precious ammo. (I am not sure if you lose the disc or if you still retrieve it for the next level.) The final method is to use the Combistick. This requires great skill. It can be done though. **************************************** 15.B Trap Head left following the ledge you are on. Go through the tunnel. Once through the tunnel head right to the trees. There are three guards down there. If you need more Speargun ammo head left and follow the trail to the dead end with two trees. There are some spears on the found there. If you don't need the ammo then proceed left. When you see a couple of boxes approach them. There are two guards by the boxes. Kills them. After killing them, jump up on the boxes, and then into the tree. Once in the tree jump up onto the second level and head right. You should end up on a mountain ridge. Follow the ridge staying to the right side of the forks. If you did it right you should end up looking at a door to a complex. There is one guard down there. Kill him. If you follow the trees here you can go to the next area through a small cave mouth. You just went around a number of guards and sentry guns. If you want to kill the guards and guns, then kill the previous guard. Go down by the door. If you look back by the mountain area you came from you can see there is two sentry guns smash them. Then continue forward, not left. There is another sentry gun here to smash. Now you can hunt the guard freely. No more Guns to worry about. There are six guards in the area. Have fun if you like, or let them alone. Your choice. Now head through those trees. One more guard will pop out. Kill him. Then head through the pass. Once through here there is a number of guards. I believe five or six. Not sure exactly. They are easy to kill. After killing them or leaving them, make like Tarzan through the trees and find the next cave entrance. If you go to the wrong one don't worry. You'll know it is the wrong one if you see a gun on the ground. It is the right one if you exit and see a long ledge veering off to the right. Follow the ridge and move on. You should see a jet fly by you. Turn right at the entrance and go on through. Kill the guy standing in the corridor. BEWARE you face your first combat synthetic here. I suggest that you Use your Spear Gun on him, and get a head shot right away or else... Remember you cannot lock on to them at all. So Spear gun is the best against them. Especially since they can see you even when you are cloaked. Pick him off while your in a tree and he does no damage to you. Then kill the other marines around here. Or kill them first, however you want too I guess. I just suggest nailing him. Zoom in really far and pow. Headshot city. After clearing these guys out it is time for more Tarzan acts. Climb the trees to get to the cavern way the heck up there. Go through there. That's all Folks. You're done with this level. **************************************** 15.C Interloper You can see a large military base. To get inside the perimeter fence just head straight and left. What you need to look for is the broken sentry gun. Hint: It has a big RED flashing light instead of a GREEN one. Kill the guard and then jump the fence. Or jump first if it's your prerogative to go melee on him. Once in the perimeter remove the guards at your leisure. Head towards the huge lift... The one that connect the large base waaaaay up in the sky. To get there undetected, jump on the truck in the water. This allows you to keep from decloaking yourself. Take out the guards and get on the lift. That's it, part 1 was quick. Part 2 ŻŻŻŻŻŻ As soon as the level starts, Cloak and switch to your spear gun. There are two guards in the balconies one in front of you and one to the right of you. Pick them off quickly ASAP. Then kill the other two guards on the ground level. Use the boxes near the shut down crane to jump up to the upper level. Swiftly kill the two guards that come out of the door as you go around the circle. Then do some more box hoping to get up to the next level. Go left up here. Kill the two guards. Go around the circle and destroy the sentry gun. Then sneak up and kill the two guards. Use the 'use' button on the panel in the lift, to activate a crane that lifts a box. Get on the box, this will take you up to the top. Head left, around the corner there is a sentry gun a ways to the left. I shot it just to make sure it didn't come back and bite me in the ass. Kill the guard that's behind the box. I actually blew his head right off with the spear gun. Never even had to get near him. Use the boxes on the right to get up onto the catwalk above you. Then go in the middle of that and once again use the 'use' button to open the door on the ground. Drop on down into the elevator. Go out the front when you get to the bottom. The front being the side that does not have a box by it. Then head right. Go left down the corridor and kill the two guards. Then destroy the two sentry guns. Aren't you glad you went the right way now? You got to go behind the sentry guns. Go up the lift near where the guns where. Once up here there are to guards approaching you from the left. One has a Smart gun. To the right is a Combat Synth and another guard. Be careful. After killing them head left. You will find another area like the one that got you here. Open the small door and drop down. To the left is a guard with a smart gun. Straight ahead is a guard with a PR. To the right is a Synth with a smart gun. Good luck. If you head right, and then right again you can find the next lift without combat. If you go the other way there is one easily disposed of guard. If you head left, two guards come out of a door. It may take a few seconds. Kill them. Go through the door, it will open again. Then head on up. End of Part 2. Part 3 ŻŻŻŻŻŻ Head on up the stairs. There is a guard to the right as soon as you go up the steps. Kill him quickly. There is another two guards up the stairs a ways. Eventually, a door will open. There is two guards, on outside and to the left. The other is on a catwalk to the right. If you go left, then right. There is another guard to kill. From there get on the lift. Use the little lift, bottom right side is the button. There will be an elevator in front of you... It doesn't work though. Head left and there is a small ledge. Jump on the ledge. Then onto the square blocky walkway. From here jump up onto the small ledge. Head left on this ledge and make it to the back corner. There is another blocky object you can jump on, then the big catwalk. There is a combat Synth up there. Do not worry about wasting spears and not being able to retrieve them. You won't be needing them where you're going. Mwa ha ha ha ha ha ha. As soon as you exit the small cleft you are in, there is two sniping Combat Synths! One on the left, and one right. They can and will see you. Take them out as best you can. My suggestion here is to use the small circles next to the walls to you left and right. Get on that, then slowly move out aiming up where the Synth is. With luck, you can cap him in the head before he kills you. Then move back in the cleft, go to the other side and repeat. There are three guards up here, not clustered though. They are in separate areas. One of them has a third Synth watching over him so be careful. Well I found another dam synthetic! That brings the count to four. Spear guns and headshots are all I can recommend against them. If you go around the circle on of the offshoots has a ladder up. Once up the ladder head left. Go up the ladder to the evacuate door that is open. You get ambushed and the level is now complete. Finally! **************************************** 15.D Unexpected Allies Now you have successfully been mugged. No more cool weapons, no mask. All that's left is your claws. How nice of your pals the aliens to save your butt from the cryogenic freezer. Now it's time to find a friends mask and get your stuff back. Head left, there is a switch... 'use' it. Then use you charge emitter to shock the circuit. After it blows up, the elevator next to it will open. 'Use' the elevator. Go down the hallway. To the left, some people will go through the door. Kill them. Then enter the room. To the right is just a locked door and a guard. To the left is an unlocked door. Open the door and go down the ladder to your left. 'Use' the switches on the way down to open up the different shutters in the shaft. At the bottom there is one soldier. After killing him, another will come after you. Kill them, and then head left down the hall. Go left around the corner and open the door. Once in here, turn left. You should see a catwalk above a room with a large window. Jump onto the catwalk and turn right. you should see a bunch of pipes. Jump by the pipes. There is niche you need to get into. Once you are in the niche, attack the electrical box. This, not so surprisingly, cause electrical wires to be revealed. Shock the wires until they explode. This causes unlocks the door underneath the niche. Go open the door. then go left, duck while walking past the door. There is two guards in there that may come out. I don't know because I didn't test my luck. After you pass the door, run down the hallway and kill the two guards there. Then open the door. There is a scientist in here. On the push cart next to the scientist are some remote bombs. Use, then hack, the switch by the Wayland-Yutani logo to open the door on the right side of you, after you turn around. Go through the door. To the right are two guards to kill. Open the door they were guarding and proceed through it. There is scientist in here too. Beside her is a beloved mask and the netgun. Grab them both. Then go back out, and down the hall to your left. There is a guard down there it is easy to net and gut him though. Move on ahead to the laddered room. Climb the ladder. Up it, is a large red tube. Fall on down the end and part one is complete. Part 2 ŻŻŻŻŻŻ Turn left and the first intersection. Drop down, there is two guards there. If you throw a remote bomb while they talk you can kill them both at once. If you listen to them, they talk about what happens if you use both levers. Boom! So go to your left and forward. Use both levers. He he he. Then go duck behind the crate just to make sure you do not take damage. Move on through the wreckage, everyone in the lab is dead. Just keep going forward to the door. Go through it. Do not worry about the broken crate in the ceiling by the intersection. Instead worry about the two guards to the left at the intersection. Once again, your remote bombs come in handy here, 1 should kill them both. Go in the lab on your right. Grab the cloak generator and Combistick from the desk. Ahhh, Much better. Now go down the hall where the guards were. Go down the hall and open the door at the end. Kill the lone guard and enter the room. Then open the door on the left. Once inside the lab, close the door behind you. Then go left and grab all your weapons. Mwa ha ha ha ha ha ha. Now that you have your weapons, turn around and go to the cpu area. Open the door to get in and then open the next door. Go down the hall and kill the two guards that come around the corner. Go down the hallway to your left. At the end of the hallway is a small niche. Jump up in there and head right. There is another niche on you right. Shatter the electrical box cover, then charge emitter the electrical wires. A guard will come out, just turn invisible and you can walk right above him. Then drop down out of the niche, and go kill him. Then proceed through the newly opened door. There is also 2 scientists with the guard. I just killed all three with a remote bomb. There are some cpu's in the lab behind where the guard and scientists were. Go down the hall a ways, the lab that was locked is now open. Grab your spear gun. Now two more guards appear in the hallway, kill them. Head right down the hallway, this time the door that was closed on the left is now open. Go on through it. Kill the guard to the left. I ripped his head off with the spear gun. Mwa ha ha ha ha. He he he. Enter the red room. End of this part. Part 3 ŻŻŻŻŻŻ What is with the long dang Predator levels? Anyway, time to finish escaping. Head forward and get of the top of the elevator here. Directly below you is two guards and a sentry gun. Kill/destroy them. A Combat Synth comes out of the darkness directly in front of the elevator. Wait for him there and then spear his head off. There is two Synths with Rocket launcher at the bottom. To kill them, head left from the elevator. There is a little spot on the left of the floor that you can drop down. Zoom in with the spear gun and decapitate them as fast as possible. You better have 100% accuracy or your dead. After that, kill the sentry gun in front of you. Now change to your SC. Charge that bad boy up. When you head toward the cannon on your left, there is two guards down and to the right. Pick them off before you go destroy the sentry gun. Then keep heading left and you can destroy the second gun. Now go by the ladder. Drop down behind the ladder, and you can destroy two more sentry guns. A combat Synth with a minigun comes after you from the door between the two sentry guns. Be ready for him. You can now drop down to the second level and reclaim your spears from the Synths heads. Blow up the barrels by the APC. When the drop ship comes fire at it a few times then jump on it. Another level finished. **************************************** 15.E Old Debts Well we survived the crash, lucky us. Now we get to go try to signal our clan mates and get the heck out of here. Head on over to your right. There is a small fence there. Open it. Drop down the hole. Then follow the cavern. Since you'll be dealing with xenomorphs in this level, I suggest using your red vision mode. I just kept on heading through every right tunnel. Eventually I got to one room, where I was ambushed by a good 20 Aliens. Just use the shoulder cannon and you can fry all of them. You may need to reload it once or twice, Recharge that is, but you should be fine. Once again I just kept on heading right. Then I got to a big room with a ledge around on the top. Do some jumping on the small islands to get to the top. Another nine or so aliens come after you. Shoulder cannon barbeque. Grill them all and take no prisoners. After having fun with your hosts, go into the cave to your right. After getting through this tunnel you do battle once more. Another 10 or so aliens come after you from the right. Then go left. You fall down into some water. Go up the trail and head left. You should find a cave entrance there. Go on through it. You should see a pipeline. Head right and follow the pipes. Near the shore, there is a ladder to get on top of the pipes. Get on the pipes and head right. Two predaliens jump you halfway to the other side. One from each side. It takes about five or six SC shots to kill them. After killing them, proceed on. Once you get off the pipe another four aliens come after you. I killed three with one charged shot from the SC. I went up on the tower instinctively, and I found out that after those weird wires coming out of the ground, actually they are wells of sorts, there is a small area with some alien eggs. I suggest capping them off from the tower to save yourself one terrible fight. If you have trouble spotting the eggs, the pred tech, white, vision mode spots them quite easily. After making some omelets out of the eggs, proceed down the tunnel. Remember that there is four or five eggs. Then go on. Another half dozen aliens jump you again as you approach the tunnel. Charged SC blasts are great! You can kill three right off the bat. After scrambling their brains, go on through it. Eventually you will need to go into the tunnel on your right. Then head right again, remember you are supposed to reach high ground, thus we keep on moving up. Once here go on to your left to the elevator. To the left of the lift there is a small cleft. Flip the "Emergency back up power" switch in there. Behind you and to your right there was a power box. It is now opened. Go use your charge emitter on the box. Then go in the elevator and use it. Head on down the ladder to your left. Once down here move forward. On the left is a doorway. go on in and hit the switch for the antenna. Now we need to get to high ground. Exit this small area and go back to the lift. Move on straight ahead through this area. Go and hit the switch. Then hack it. Right after it blows up, switch weapons fast! It is about to become a 30 man Royal Rumble! More aliens to fry. The last alien is a Praetorian. Watch out that sucker is very tough. I am not sure what works best against it. So long as you backpedal the whole battle though, he rarely touches you. After killing them a drop ship comes. Get away from those doors at the end of the hallway. Fire at the ship a bunch of times and it crashes. Also you see your friends fly by you as well. Go through where the doors once were. Then head forward and right. To help you know where to go. Turn on Pred tech vision... The white one. You'll see a predator by a doorway. He gives you a disc, how nice of him. Use the door next to the pred and go through it. Go on down... Woohoo end of this level. **************************************** 15.F New Target Turn right and jump into the elevator doorway. Move on forward. Hop down and use the ladder in the floor. Drop down... there is a guard and a scientist. Do what you will. Then open the gate to the right of where they were. Go on down. Move straight ahead... use the switch then hack it. Then head back to where you dropped down. A door has opened for you. Jump on up in there and kill the two guards. After killing them, head right. To the left is two guards with Sg's looking in the wrong direction. Kill them. Then head right. Use the switch by the door. Through here is two guards. Also, watch out for the sentry gun on the far left area. It will shoot you if you try to melee the two guards. There is also a guard up and to the right. There are several sentry guns in this room. I suggest you either disc, or SC them all. Then go down the hall to your left. Use the lift to go up. Get off the lift head left, then right. Go into the lab and press the emergency cargo release button. A bunch of aliens get on in. Go back down. as soon as you turn right around the corner their is another alien. I don't even know what kind he is because I had alien vision on and I just let loose with my Olympic Discus Throw. I killed him instantly. Then ran back around the corner to retrieve my disc. Go down into the put area and you'll see a small tunnel. Go on down there. Move forward a bit and end part 2. Part 2 ŻŻŻŻŻŻ Time to get our mask back. We must hunt down Rykov. Turn on alien vision... As soon as you turn the corner 3 aliens go after you. Once in the tunnel, head left on the catwalks. Drop down and left off of the catwalk... More barbeque time. Then keep on moving. Around the corner to the right, there is some guards way in the distance. I picked them off with the SC way before they knew I was even coming. Once you turn the corner, a bunch more aliens come after you. If I hadn't picked off the humans before, they might have seen me fighting... After killing everything, move on. You see that hall to the right? Well turn on alien vision and zoom all the way in... You see an alien sitting far in the distance... I picked him off too. There is another alien to your left, behind the gib area the catwalks go to. Kill it, and then head down the path leading right... 3 more aliens come after you. Find the small hallway, should be straight ahead, and enter it. Once you exit this hallway, another 3 aliens jump you. Drop down to the first ledge on the left. Then turn around and jump across and to the next ledge. Then down and right to the next ledge, and again down and right to the next ledge. Then down to the bottom. Once down, roast some aliens in the corridor. Then move down it. Go right, then left, then right again. Be invisible when you get here. Jump up on the boxes and enjoy the show. Some humans will kill some aliens. Then promptly kill them as well. Then kill the two aliens that they didn't kill?!?!? They sure shot them a whole bunch though. Then go drop down into the large chasm in the floor. My guess is that the aliens would have ambushed you in here... Head left to the large tunnel. If you don't know by now, vision modes are very crucial for you. I found myself switching vision more that fighting. It helps you see everything around you, not to mention spot enemies. Go on into the vent... Drop down, turn around and drop down again. The end of this level. **************************************** 15.G Trophy Congratulations, it's the last level. Time for the final showdown against that mask stealing punk General Rykov. Follow Rykov down the tunnel. Go right, then left. Then go down into the small tunnel to your left. Once in the tunnel go down and turn right. You will reach crossroads, go left. I think they both lead to the same place anyways, but I had no trouble going left. Once out head left... There will be a face hugger that drops down. I just used the plasma pistol on it and nailed it right away... and I was using human vision too! Then go through the other small tunnel... That was just an ammo room. Head right, right, then left. FACEHUGGER! at 12 o'clock. This one run right into you, watch out! Dispose of the little bugger and move on into the room. You probably saw that air vent in here earlier... now it's open to the public. Go on in it, turn right, and then blow up the crate at the end. Go on through it... That suit right there is not Rykov. Head over to the right a little bit and there is a switch to push, go ahead and push it in. Then hack the thing. This opens the big door behind you. Go on through it. Then go on through the tunnel into the hive. As soon as you start to turn the corner... More aliens. Just pistol them to death. It works very well. Two come from behind you. Kill them, then worry about the five or six more from in front. After killing them, enter the room. Go around the 'U' shape. In the corridor to the left is an alien. Get rid of him, then move on around the 'u' and go down where the drill is. If there is not a large hole behind the drill then read on. *** Then go down the corridor the alien was in. There are two Combat Synths to the right. They are deadly, kill them as best you can. Then go back and reuse the drill button. (I am not sure if going down that previous corridor is a total waste or not...) *** Ok. Now there should be a large hole behind the drill. If so, then go down the hole. It looks just like most of the other tunnels look like. As soon as you enter a bunch of aliens jump you. Slaughter then, and move on. Around the next corner it is predalien time. Ha ha ha ha ha ha ha ha! I just sued the pistol against it, use the SFM. It will paralyze the punk. Then just blast away at your leisure. Once you kill him, carry on. Move through all the tunnels... End of part 1. Part 2 ŻŻŻŻŻŻ May the battle commence... Finally! After three levels of build up, you finally get to fight him. Ok. This first part of the level has got to be by far the worst jungle gym in history. Oh yeah, don't fall either because there is acid below you. I believe you can figure out a jumping maze by yourself. It takes a few tries, but is not that bad. At least there is no enemies. Once you get to the top, go on through the corridor. Hey wow, Rykov, wasn't bluffing... You have to fight some more aliens. After killing them, go on through. At the end of the tunnel you reach an opening... more aliens will attack you here. Just slowly fight off the droves. There are a couple of them. Kill a few, then head by the entrance, kill a few more... until no more come after you. Then go to that entrance... This is a big nest. Just pick off the eggs with the pistol. Isn't this weapon great? Infinite ammo, good damage, and you can stun people with it. After destroying the eggs, head for the tunnel that is straight from where you entered. Two more aliens will pop right out in your face. Kill them. After killing them move on. To the left is another nest area, go wipe them out. After trashing all the eggs there is another corridor in here. Once you hit the crossroads in here, head left. Trash three aliens and follow this corridor to its end. This takes you to were two bridges connect and lead to some weird looking thing. It look very different that the standard hive material, so you'll know when you get there. If you had gone right there was another hatchery, it was probably the half of the fork to the bridge... While on the bridge look at the structure ahead. The left side has an infested side. The right is normal. Go in the left side. Be forewarned though that a bunch of runners will attack you here. They come from the top of the place. Blast them to bits and move on. Proceed through the tunnel and drop down. Time for some extra tasty crispy aliens. Kill some more after moving to the front of the tunnel. Then go on through. Proceed straight ahead to the next tunnel... Turn the first few corners and an aliens will attack... You know this level is very lame. By this time you have either gotten totally slaughtered, or are bored to death. If the battle with Rykov does not start soon I might quit due to sheer boredom. After that corner with the one alien. Take some mines. Throw them down the corridor to where the next turn is... there is another four aliens waiting right as you turn the corner. Blow them up before they ever even see you. Eventually you reach a tunnel that at the end has a weird looking room. It has a large rock in the middle and something dripping down. That is all you can see upon first inspection form the cave mouth. More ledge jumping... yay. After you reach the top you are in a big tunnel. Go through the tunnel. At the end, drop down into the middle. Be prepared to fight though! Once down there, the Queen will jump down and fight you! She's no biggie. Just pelt her with SFM from the pistol. You just keep on stunning her and you can waste her. If you need to refill, hit her with the stun from far away and then recharge. Once your weapon is back up fire at her again. She was not too tough. What's tough is the 10 aliens you have to fight right after killing her. The only time you have is to switch weapons. I hope you don't need to reload your pistol. If you do, you better switch. Wipe out the remnants of the hive and then proceed down the tunnel that is down where you are. I really hope this is the end of the alien fighting. I am seriously getting bored with it. That and I just want to fight Rykov. Three levels and I still haven't made it! Grrrr... Anyway, proceed down the tunnel. I used pred tech mode to see. I stocked up my ammo, ran in the room and ran back out a little. So I stood at the tunnel entrance. I was invisible. Rykov walked three feet from me, and the I pelted him with pistol SFM shots. I hit him once, then ran behind him and kept nailing him. In a few seconds the battle was over. All that just to beat the shit out of the wuss in 30 seconds! I am severely disappointed with that one. What kind of final boss was he? Well anyways... T E ! H N ! E D ! ------------------------------------------------------------------------------- 16. Marine Walkthrough Notes: Huge hurrah goes out to VileZero for writing the Marine walkthrough. He will probably be the writer for most if not all of the Marine levels as I am not the greatest at SP. Thanks a ton! 16.A Unwelcome Guests Scenario 1 ŻŻŻŻŻŻŻŻŻŻ Here we go, the first scenario of the game. I wouldn't recommend you switching to a fire-arm weapon (you only have the handgun and PR for now, limited munitions), you don't have anything to worry about...yet. Okay, walk forward, and follow the marines-make sure NEVER to kill marines if it says so in the objectives)-to the doors. When you get there, use the keypad underneath the little green screen to the right of the door, then use your hacking device on the wires there. Once you do, go through the door. You won't be coming back this way again, will you. Oh well, only one way to go now. He he. Walk through the corridor, hang a right and walk a small bit, then turn left and proceed through that door (using the keypad). Oh God, OH GOD! WHAT IS THAT?! You'll find out sometime. Proceed to your left after watching the scene play out. You'll have to wait a little bit, because the door will be shut. Open it, feel free to panic, but don't shoot anything. You won't be hurt unless you go walking into the steam vent that's spraying out of the container. Okay, walk to the opposing end of the door you came through. See that metal panel in the floor? Use it and drop down through. You'll land on a jeep. Turn left, jump onto the small concrete ledge, and use the keypad to the right of the large doors. It'll open, you'll see some more fun, and then, nothing. When you walk out, you've got three ways to go. Left, Straight, and Right. Straight is where you want to go, but you can go left for a bullet pack near the ammo boxes. Nothing more, so head for the bridge. Walk to the edge of it and stop to wait a few seconds (about a count of thirty, maximum). You'll see why in a few moments. After things have calmed down again, carefully proceed across what's left. The door won't open, and there's no way to go to your left, except off the cliff. And you don't want that. So head right, past the tower, and then turn left, walking towards the opening between the two cliffs. Ooooh, that's got to hurt, doesn't it buddy. Hehe. Stay to your right as you near the opening. You'll get another surprise, which you need to dodge, or you die from it. Boy, I thought it flew better than the marine! Back to business. Walk into between the mountains, circling to your left, then head straight for the building. Bravo, you just boosted up your munitions. Switch to your PR now, but I still don't suggest it. You'll need all the ammo you can scrape together. Proceed to the door, and turn to your right. Read the note on the wall (by using it) if you want, open the keypad and hack the wires, then proceed through the door. You've completed Scenario 1. Scenario 2 ŻŻŻŻŻŻŻŻŻŻ Boy, your buddies sure have confidence in you. Well, time for you to put up or shut up. Here goes. Walk straight, going around the boxes, and keep going until you reach a long, rectangular pit. Go down the ladder; Don't jump, your not an alien and will take damage if falling from too far a height. Better safe than sorry. Head away from said ladder, to a low tunnel. Duck and proceed inside. Oh crap, what's that flapping sound?! Just a cockroach. A big, harmless, butt-ugly, HUMAN bleeding cockroach. Keep cool soldier, the real thing hasn't even shown up...or has it? Either way, you gotta keep moving. Continue following the path, walking down the stairs, and head into the tunnel straight ahead. In that tunnel, proceed forward, turning to your left, then right, then left again. You should see a control panel of sorts up ahead. Use the level, and it'll turn on the generators; they'll work, except one, which blows up on you. Wait until it does, then go back. Oh yea, watch out for the hot, white steam too. Touch it, and you'll take damage, so avoid it by ducking and walking beneath the steam, until your out of the way. Then, stand back up, and trace your steps back to the rectangular pit and climb out of it. Walk forward in a straight line, and turn to your left when you see a door. Open it, walk through, and turn left again-the other door won't open-to a dead end, and a broken door. You can walk through it, and I suggest you do so. Check the shelf at the right of the room for PR bullets, open the trunk for some flares, then hit the panel to call the elevator down for you. Oh yea, try the alarm if you want; it doesn't work. Hehe. Note: The alarm does work... It shuts the lights off... not a good thing. Hit the switch by the windows. This is the landing beacon you were sent to look for in the first place. Turn it on and you should see your comrades fly into the large square. Backtrack your way down the elevator, through the broken door, and out to your comrades. So much for not making it, huh? But enough cockiness, you've got more work to do marine! Speak to your commander, grab the new toy in the box next to him, and then turn around. See where that APC is? Walk straight to it. You've completed scenario 2. Scenario 3 ŻŻŻŻŻŻŻŻŻŻ A marines job is never done. Near the APC, you have two choices. Straight, or right up a ramp. Go up the ramp, open the door, and head through. Grab the box, then turn to your left to see a partially opened door. Open it fully (using the keypad), and walk through. You've got two choices. Going right will lead you to a dead end and a keypad you can read. Left will cause you to drop down a ramp, seemingly unable to get the ammo box. NOT SO! Leap up on the box at the wall, then jump onto the upper level. After that, jump once more onto the boxes, and grab the box (NOTE: you can open boxes by clicking on them with your use key). After that, drop back down, and head through the new corridor. Just a little bit after walking in, turn to your right, open the door, and walk through. Recommend using your shoulder lamp in here. It's pretty dark. There's a health bag in here, and also, flares if you need them to the left of that. Either way, once your finished in here (stop looking at that magazine on the floor soldier!), open and walk through the door. Doing so, you'll enter another corridor. There's nothing here, so walk through and turn to your right, then walk a small ways and go through the door on your left. You'll find an armor recharge here. USE IT. Now, you'll need to jump down a hole. Do so CAREFULLY. If you fall the entire way, you've just wasted that entire armor recharge. So fall down, strafing to the left. If you did it right, you'll land on the next level. There are flares here, recharge them, if you need to. After that, finish falling down the hall. Nothing in this room, so make your way around the boxes to find the door, and walk through it. You've got two ways now, the left going through steam and gas, the right free. Going right leads to a dead end, but some bullets for your pistol. I suggest taking them, then returning and walking left. Keep as far to the left as you can, and you'll avoid being burned by the steam. Don't enter the door yet. Instead, continue left until you reach the dead end, and you'll be rewarded with a shotgun. Okay, walk back to the door you past, closest to the burst pipes. Walk through it. There is PR ammunition to your right, if you need it, but if you've been following this, and using no fire-arms, you should be maxed out. Hopefully, you've come to this room with full PR bullets/grenades, max armor and max health. If not, you'll have a bit more of a difficult time. Alright, now, on the far wall from the door, you'll see a panel labeled local nexus. Walk up to it and use it. It shall extend a panel with a circuit board. Hack that panel, then QUICKLY select your PR, and run to the corner of the room. My favorite place back at the door you entered, in the left-hand corner. Or you can choose to keep against the wall where you hacked the device, back in the corner, gun at the ready.; Welcome to purgatory Marine, how do you like your xenomorph. Angry or royally irked? This will be your first encounter. The alien drops through the ceiling, but he needs to walk around the wall (near the section where I said the PR munitions were). If your ready for him, you can gun him down before he even gets a chance to ready his pounce. Walk where you find the PR munitions (or did, if you picked them up) and watch the grating. Not the one being pounded upward, but the one directly in front of you. Slowly walk towards it, and as soon as it shatters, fire a grenade. Doing it right means a dead alien. Doing it wrong, and you'll find out that you'll want to do it right. Grab the PR rounds, and go through the grating the alien just broke, after it's body has vanished. These things have that acid blood, and let me tell you, it hurts you pretty bad. If it doesn't, then quickly run over it, get it over with. Your now in the vent system, one of the places I truly HATE. It's cramped, you can't maneuver well, and well, the blood spray of the bugs is right on target. Okay, forward, and turn down the corridor there. Keep going, and kill the alien who drops down. Then, as quickly as you can, spin around, and shoot the bugger coming up behind you. Blasted pincher traps. Okay, continue down the way mentioned earlier. You'll make a right, a right, and then a left. Now, I suggest you walk a little ways past the path upward (you can't get through), and turn around, dropping a proximity grenade a little beneath it. You'll see why as you go further. Make the right, and quickly turn around. If the grenade worked, nothing should be coming. If not, you've got two aliens you need to gun down. Turn back and continue on your way, making rights, shooting up the alien who leaps through the grating. Drop down through that grating it just broke. Continue along, going right, then left until you reach a corridor going left and right. Right will bring you to some flares, but you'll want to walk backwards into them, because an alien drops down to attack. Left takes you to a health pack and a ladder out. You'll need to crouch to get out, but don't walk out yet. Instead, look in the upper right hand corner of the room, against the wall. I think you see what your meant to see. Blast it if you want, I recommend it. Then walk out and stand up. After walking out (and fighting with the alien if you didn't paint the wall with his innards-grenades make wonderful brushes), refill your bullets, then look at the lockers. Step over to them, and find the one you can't open. Use your hacking device on it's handle, and you'll open it. Refill your armor if needed. Now, walk around the corridor slowly-I do so in a crouch, and without my shoulder lamp on-towards the wall. You'll have a choice, straight and to the right. To the right brings you nowhere but a locked door. To the left, you'll find a small box of shotgun shells. However, before you get them, turn to the right, facing the locked door, and strafe against the wall which is now to your left. If you did it right, the alien is sitting right there, unmoving. Plug him, pick up your shotgun shells, and then proceed through the door there. Now you need to walk up the stairs. Take note, there's a health pack on third level. Go up to the second level, around to your left and pick up the shotgun shells. Open the door; You face your first swarm. One from the right, two from the left, another from the right. Take them out, getting undamaged as best you can. The left is a dead end, so you need to head right. Be on your guard, more xenomorphs will charge around the corner and down the corridor. They can appear suddenly, so be careful. Walk around the corner, shooting the xenomorphs who appear to attack, and continue past the impassable door. Again, you'll round another corner to your left, and an alien will knock down a large metal panel. Don't open the door, but go through where the panel was knocked down, killing aliens that will appear behind you. If you needed an armor repair, you could have gone through the door that I said don't go through, but you'll end up fighting an alien. Quickly walk up the ramp, and proceed back to the APC. You've completed Scenario 3. Scenario 4 ŻŻŻŻŻŻŻŻŻŻ This is torture. Pure and simple, TORTURE. I'm not going to tell you where the aliens will come from, they will be coming from EVERYWHERE, so always watch your butt, sides, top and bottom. Yes, there will be that many in this level. Also, MEMORIZE the level and how you get back to the APC as best you can. Okay, now the steps. Walk straight, going around to your right. There are aliens there, coming from multiple sides. Going straight nets you more alien encounters, but some PR bullets. If you don't need them, turn to your left. Walk along, and round the corner to your right. Some aliens will attack you here, one from behind, and one to your right. I think you can jump the one to the right, but I suggest more so moving and firing, to try and stay alive. After this fight, proceed down the pathway here, to the large doors, killing the alien who ambushes you on the way. Down to your right, you'll find an armor refill and shotgun shells, but two aliens guarding. The choice is yours. Open the doors with the switch just to the right of them, then walk through and do the same with the next set of doors. Make sure to also close the first door, but leave the second open. Okay, now that your past the massive cargo doors, walk around to your right. Continue down the ramp, and turn to your left. Yep, into the mini-colony you go. Now, in this place, you will find people chained to the wall with some sort of ooze. There are three things that can happen: One, they explode and a chest buster pops out, which you will need to kill; Two: you get an item; Three, the trapped moan and wiggle, but nothing happens after that. There are too many to name what does what, so you can find out for yourself where they are, and what they cause. It's not difficult to see them. Now, after seeing the first person, turn to your right, and walk through that corridor, making another right. Be careful here, three aliens attack. Going down this corridor, you find an area with reddish light. There's a box there with PR ammo and grenades, get it if you'd like. Continue down this corridor, making another right, and go down. There's a health pack at the end, use it if you need to. Backtrack a bit, and turn, looking into the red light. Crouch to get into this new area. Proceed through the door and make a left. Three aliens shall attack you, so be ready. There's a health pack here also, if you need it. Okay, through the small corridor, you'll find a pit and an elevator. Use the elevator; the pit is one heck of a drop. Going down the elevator, take great care when you exit. There are egg sacks here, if they open, you'll have to deal with face huggers. And your instantly dead if they latch onto you. I suggest destroying the egg sacks, but it's your call. Once you make it out of the elevator, there are PR rounds to your right. Get them if you need to, then walk straight through the corridor before you. BE WARNED. This is where those egg sacks are, and you're in deep trouble if one wakes up and face hugs you. Insta-death. Continue through, towards the light. There are PR rounds to your left, if you need them. When you reach the one your supposed to rescue, she has some PR rounds, a PR and also an armor refill near her. Okay, now the fun part; Talk to the gal by using your use button, then...RUN LIKE HELL! Don't even let her finish. You can if you want, but you'll regret it later. Quickly, run back to the elevator and go back up it; three aliens will attack you on your way to it. Now you've ticked them off, the aliens are out for your head and other organs. Once off the elevator, RUN! DO NOT STOP FOR ANY REASON AT ALL! IF YOU HAVE TO REFILL YOUR HEALTH OR ARMOR, MAKE IT FAST AS POSSIBLE! You'll see why in a moment. The turns you make will be Right-Right-Left-Left-Right-Left I believe, back to the doors. Quickly run back to the large double doors, and close the second one as fast as you can once inside. Now you see why I said leave it open. Alright, take a breather, and try to remember how you got to the APC. I cannot remember exactly, but it may be Right-Right-Left. Note: Good spot to quick save... then if you get lost just reload. When your ready, open the other one, and run straight, then follow the directions. It's also pretty easy to figure out where to go. If you hit a dead end, you're going to end up in a death trap you need to try and fight out of. It is possible, but you'll be hurting. If you feel that aliens are getting too close for comfort, turn and try to fight some off, but they'll keep coming. Once you get back to the APC, keep running for it. Eventually, the game will take over, and you'll be safe. You have just beaten the first mission. **************************************** 16.B Collateral Damage Note: No Scenarios Wow, that was a weird glitch OH! Sorry, you want to know how to get through this mission next, eh? Okay, works okay on this end. Alright, by now, I anticipate that many of you know how to operate the basic controls, how to use your hacking device and how to operate switches and so forth. If not, you need to go back and practice, because it's simply no excuse. You start the mission with a new toy-night vision. I rarely make a use of it, but it's there if you want it. Just remember, it drains your battery rather quickly. Now then, time to move. Turn to your left and walk towards the pipe. It's large and brown. Walk down your stairs and proceed through the two doors there, using the switches to open them. You'll come to a locked door and ladder. I think you can figure out where to go. If not, get up the ladder. You've got two doors, in front and behind. The one behind you is locked. The one in front is the one you want. Walk through it, then proceed straight and enter into the control room. Pull the switch, watch the scene, then go through the newly opened door. It's near the APC, and you see it open, to your right. Head through it, and turn to your left. Open and proceed through that door. You might want to turn around and wait until your buddy pops through the door. After he's amongst the rubble, hack the console. You should know where to hack it. Then pull the switch. That'll open and close the bomb-bay doors, and let your buddies through. Now, turn to your left and go through the door there. Walk through, and don't worry about the broken grating. There's nothing inside it, but be careful when you walk towards the switch. Pull it, you'll let your friends through, and then you yourself have to do a little shooting. Three bugs here, one drone, two runners. Be ready, because they come from behind. Now then, head through the door on your right. You'll see a dead body ahead, and then you'll need to turn right again around a corner. Be careful here, you're going to have an infestation, all of the runner variety. Your buddies in the APC will help out, by trying to shoot, but by the time they get the guns locked, you could be dead. So fight for yourself, and accept the help-provided they don't end up shooting you as well-with a grain of salt. There's a small door to your left, and a control booth beyond it. As you go through the door by usage of the switch, shut it behind you. You'll see why. Now as you enter, you'll see two cabinets. They're going to fall, and you'll have two more runners to go through. It can take some time for them to show, but be ready. In here, you'll find munitions, a health pack, and an SGUN. After getting all that, pull your switch, to open the doors. You'll open it, but also cause more aliens to appear. That's no problem, but if you left the door open, you would be fighting aliens now. But with the door shut, they can't reach you. Here's the cool thing. Their heads poke through the doors. Just simply pop them off. After they're dead, out the door, and cross back to your right, up the stairs, and hang a right, to go through the door you now see. Memorize that steel panel in the ground, and continue past it through the door. Grab the torch; nothing more here, so backtrack to the steel panel. Select your torch (Default key: T) and use it (by using your fire button) on the two little blackish-gray locks. You'll cut them off, and the panel shall open. Be careful, you've got a bug right in your face down. Walk down the hallway before you. Where you see the machine spouting steam, you can proceed down the small opening to it's right. Turn left at the first turn, so you can grab PR bullets and the flare belt to the left. But be careful if you go further right. Two bugs eagerly await you. Return back to where the steam is being spouted upward, and finish going through the hallway, to your left. Head up the ladder, use the ammo box and health pack, and then round the corner, to go through the door you see. It's a long way down, so don't fall off the catwalk. Be careful too, you'll have some fights ahead. Now then, you'll need to drop down the hole the alien newly created, as the door doesn't work. When you drop, turn to your right, and drop down once again. You have two more drops, then an alien will attack. Plug him, then proceed dead straight. You're in the right area if you can't make your way back up. Anyhow, you'll be in the right place upon reaching a ladder up. Climb up, and you'll find yourself in a hangar-like local. Check the doors keypad behind you. It's destroyed, so turn back around and proceed up the second ladder. Aliens may attack you here, so be on guard. Climbing up, you need to turn around and jump on the grating; don't touch the fans, less you wish to be marinishi. 8p Okay, climbing up, walk straight. A runner shall attack you from behind, so be prepared. Afterwards, drop down-there's a door near your position before you do, I am unsure if I can be opened-into the control room. Packs, thank heavens. Pull the handle, fight some runners, and then, head out the door. Check the plague on the wall (You have to get very close to it). Creepy, no? Once you exit out the door, proceed straight and around the long bend that looms up in front of you. You'll find the APC-a word of advice, never be near it, it can kill you if it moves and squashes you-and an open door to it's right. Head through marine. Take a left at the dead body, proceed straight, and look to your right. That's the door you want to go through. Up the ladder and to your left are some flares, but I use my light more so than flares, so I didn't need them. Walk through the prior mentioned door, down the stairs, and check beneath them for some SGUN munitions. Be careful of going out the door too quickly, you'll find the APC rolling through, and getting hit is guaranteed to kill you if your not careful. You'll see an open door; Go through, and say good-bye to your buddy. Mwahaha. However, the station is broken. You've gotta go down the ladder. Before you do, you'll find some armor and ammo refills on the other side of it. Grab them if you want and climb down. Now, head to your right, and right once more. Taking another right, you'll find a new tunnel, with a branch off to it's left. There's nothing down there save a swarm, so gun em, and climb the ladder. It gets tricky up here. See those canisters all the way across the street? Blow them up to open the door to the new control room. After you blow it, head through; The switch doesn't work, so turn around and head through the far wall. Hack the card reader (it'll read LOCKED in big, red letters), then watc