"F.E.A.R. - First Encounter Assault Recon" - the complete walkthrough version 1.1 ~~~~~~~~~~~ References: Lunadea's walkthrough from GameFAQs. http://www.gamefaqs.com/ This file may be distributed anywhere on the Web provided that it is not altered in any way, and no fee is charged. Preferable distribution areas are GameFAQs and IGN. =============================================================================================== DISCLAIMER: This file is entirely my own idea and has in no way been sanctioned or authorized by Monolith Productions (http://www.lith.com/) or any other persons responsible for the creation, production, and distribution of the game. Any errors contained herein are entirely my own; use at your own risk. =============================================================================================== CONTENTS: References (above) Disclaimer (above) The Intro Recommended Systems - what kind of computer you need to play Updates/Patches The Weapons Inventory The Good Guys The Bad Guys ===The Walkthrough=== The Cheats Copyrights Signature/Versions -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- THE INTRO "F.E.A.R." stands for "First Encounter Assault Recon" - an elite team of soldiers who investigate paranormal activities. You're a new recruit on the team, but a special one - you have advanced skills, and you can somehow slow time during battle. The main bad guys are a group of government trained clone soldiers (what else) led by a 'psychic' commander named Paxton Fettel - he's a real weirdo, an apparent flesh eater. There's a bit of a horror movie angle to all of this, as along the way you'll encounter what appear to be ghosts, as well as a little girl who can turn people into piles of bloody bones. There's also a lot of mystery surrounding your character, which will unravel bit by bit throughout the game. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- RECOMMENDED SYSTEMS Minimum Requirements: Windows XP/x64/2000 -- doesn't always run properly under Windows Vista Pentium 4, 1.7 Ghz or better 512M RAM 5G free hard drive space + 400M (or more) for Windows swap file 8x CD drive (DVD-ROM for the Director's Edition) 3D hardware accelerator video card, 64M memory or higher - nVidia GeForce 4 Ti, Radeon 9000 or better a monitor capable of displaying a 4:3 aspect ratio (800x600, 1024x768, etc) DirectX 9.0c (included, automatically installs) mouse & sound card, of course Recommended system: Pentium 4, 3.0 Ghz or better (Core2Duo is better) 1G RAM 256M Radeon 9800 Pro, nVidia GeForce 6600 or equivalent; DirectX 9 compliant with hardware T&L and pixel shader 2.0 support - GeForce requires Forceware drivers v77.77 or above SoundBlaster X-Fi series sound card Multiplayer requires broadband TCP/IP or LAN connection The video is the really necessary part - you could have everything else at or above the requirements, but if you don't meet the video requirements the game won't run, or it will be jerky and slow. Personally, I wouldn't run this on anything less than an nVidia 9500, 1 Gig DDR2 RAM, SLI ready, Model Shader 4.0 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- UPDATES / PATCHES: If you haven't done so already, get the latest patches for "F.E.A.R." - one place where you can find them is www.strategyinformer.com The latest (as of April 2009) full patch is "fear_update_en_100-107_108.exe", which will bring any version of F.E.A.R. (US) up to version 1.08 =============================================================================================== THE WEAPONS The first three weapons slots are for your guns (1, 2, and 3 on the keyboard), while the next three (4, 5, and 6) are for your Grenades and bombs. Any gun can be in any of the first three weapons slots - where it ends up depends on when you pick it up. Weapons are listed in the order in which you acquire them in the game. Pop-ups on the screen will show weapons either in blue or in green. Blue: click on it or walk over it to pick up ammo. Green: click on it to acquire that weapon. If your first three weapons slots are full, the new weapon will take the place of whatever you are currently using. 1 - weapons slot 1 2 - weapons slot 2 3 - weapons slot 3 4 - fragmentation grenade 5 - proximity bomb (trip mine) 6 - remote bomb AT-14 Pistol - ye old basic handgun. Better than nothing, but... can also be done John Woo style (two pistols). RPL Sub-Machinegun (SMG) - good for most firefights, though not all that powerful. Plenty of ammo available throughout most of the game. G2A2 Assault Rifle - a very nice toy, powerful enough for the low to mid level troops. Fairly easy to find ammo for this. It tends to recoil upwards, so watch your aim. VK-12 Combat Shotgun - nice for most situations, more powerful than anything else you have at the moment. Best for close or medium range targets. Not always easy to find ammo. 10mm HV Penetrator - aka the "Nail Gun". A flechette weapon that fires metal spikes - powerful, and somewhat piercing. Good toy, but save it for when you need it. ASP Rifle - a sniper's weapon with an excellent scope. Very limited ammo to be found. Very powerful with a direct hit - you can literally blow someone's head off if you aim right at it and they don't know you're there. MOD-3 Multi-Rocket Launcher - fires three rockets at once. Limited ammo to be found. Type 7 Particle Weapon (Plasma Railgun) - a very nice toy with an excellent scope... very limited ammo, though, so save it. Turns Bad Guys into piles of smoking bones. MD-50 Repeating Cannon - just as it says... a nicely powerful weapon. Limited ammo, and can only be found in the last few levels. Don't fire it at close targets; you'll take damage. N6A3 Fragmentation Grenade - toss and watch it blow. You can only carry 5 at a time. Tied to your '4' key. Fairly easy to find throughout the game. AT-S Proximity Mine - plant it in enemy territory, and they'll trip it when they pass it. Tied to your '5' key, and you can only carry 5 at a time. M77 Remote Bomb - it looks like a Frag, except it's blue instead of green. Set 'em and detonate them when you want to. Tied to your '6' key, you can only carry 5 at a time. All your weapons will zoom - hit your zoom key (default 'z') to set and unset the zoom. You'll fire a little more accurately when zoomed in, but you'll lose some peripheral vision. Note that some weapons are heavier than others, which will slow down your movements slightly. Note: if you use a Proximity Mine ('5') and it doesn't get exploded, you can reclaim it for you inventory just by walking over it. Proximity Mines do not appear to detonate because of friendly activity, only enemies. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- INVENTORY There are some items you can pick up or use - Grenades are some of them. MedKit - pinkish-red boxes, collect 'em and save them for when you need them. You can carry a maximum of 10 at a time. Health Booster - a blue glowing injection gun, which immediately and permanently increases your upper health limit. There are a total of 21 in the game - each is worth 5 points of increased Health on the lowest difficulty level, so you won't be able to pick them all up. Reflex Booster - a green glowing injection gun which immediately and permanently increases your reflexes (your SloMo ability). There are a total of 19 in the game. Light Armor - instant use, restores most or all of your armor. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- THE GOOD GUYS Despite the game being what it is, there are still a few good guys around... these are characters that you can interact with in one way or another during the game, usually only for a short while. Rowdy Betters - the profane F.E.A.R. commander, you'll only meet him in cutscenes or on the radio. Jin Sun-Kwon - the F.E.A.R. forensics expert... she likes you. Originally she was supposed to be the team sniper as well, but they couldn't figure a way to get those scenarios into the game. You'll note that she still wears a sniper's jacket and gloves. S. Jankowski - your partner, who ends up missing. Douglas Holiday - the F.E.A.R. demolitions expert. Other F.E.A.R. troops and SFOD-D troops. Aldus Bishop - an Armacham engineer, he ends up tied to a chair, wrapped with explosives. Norton Mapes - an engineer at Armacham, he can be very annoying - but don't kill him yet. (Actually, you can't kill him - shoot at him and he won't even notice) Alice Wade - you'll end up chasing her around at one point, but keep her alive. There are other civilians, but you'll only hear them in phone messages, or meet them very briefly before they die. Note that you cannot kill any of the civilians, no matter how you try - but the Bad Guys might be able to kill civilians. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- THE BAD GUYS Paxton Fettel - the Replica commander, a psychic... and he seems to know you. Replicas - the main enemy force, cloned soldiers loyal to Fettel. They come in several varieties. Heavy Armor Replicas (HAR) - armored Replicas. Assassins - cloaking Bad Guys... watch out. Power Armor Replicas (PAR) - heavily armored, very powerful. ATC - security guards for Armacham. Basically wimps, but they are armed. Wraiths - aka Nightmares. At first you'll see them only in Visions, but at the end they'll come through to the real world. They can severely damage you if they touch you, so kill them quickly. Pistol, Sub-Machinegun or Cannon are best against these things. Harlan Wade - you'll never really run into him except in cutscenes and Visions, but he isn't nice at all. In fact, he's a real bastard. Alma - the little murderous ghost girl... and the two of you are connected. But whatever you do, do NOT shoot at her, no matter what form she is in... that will just get you killed instantly. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =============================================================================================== -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ===THE WALKTHROUGH=== You can skip the cutscenes by hitting Esc, then select "skip story sequence" from the menu. You have to do it for each individual cutscene if you want to skip them. Once you start the game, hit Esc and exit to the menu - go into "Options" and set your controls (they don't seem to save if you do it before you start the game). To go up or down ladders, look at them and hit your 'use' key when the hand icon appears - to climb up, move forwards; to climb down, move backwards. That can be a real pain in the ass sometimes - other games do ladders better. You can save your game at any time and at any place by either kicking out to the menu (your Esc key) and saving, or by using F5 to QuickSave. The game automatically saves at Checkpoints throughout each level, but there is only one Checkpoint save slot - each new Checkpoint will overwrite the previous one. Switches, control panels and telephones can be used - just aim at them when you have a blue hand icon, and hit your 'use' key. A red hand icon indicates that a door is locked or an item can't be used. Fire extinguishers explode when you shoot them, clocks will fall off the wall, and various other odds & ends. Note that if you kill a Bad Guy and they die stuck on a ladder (such as if you pin them there with the Penetrator), you'll have trouble using that ladder. There is very little difference between difficulty levels in this game - all items (Boosters, MedKits, Armor, weapons, etc.) will be in the same places, and you'll have the same number of enemies to fight. The main differences are that Armor and MedKits won't heal as much on the higher difficulty levels, Bad Guys will be slightly harder to kill, and their shots will cause more damage to you. Health and Reflex injectors still increase by the same amount. One difference in this game is that you can change the difficulty level at any time, even during a game - hit 'Esc' to kick out to the menu, click on 'Options', and set your difficulty. This walkthrough was written using both 'Low' and 'Extreme' difficulty levels. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 01>>Interval 01 - Inception: Point of Origin //Objective: Investigate area for signs of Paxton Fettel. //Enemies: N/A //New weapons acquired: AT-14 Pistol [CUTSCENES] several cutscenes which set up the game. These can all be skipped (one at a time) by hitting 'Escape', and clicking on 'Skip Story Sequence'. Exit the car and move forwards, around the corner - don't worry, there's nothing in this first level for you to fire at if you don't want to (other than a padlock). Make your way to the boarded-up fence and either shoot the boards out of the way, or holster your weapon (default 'H') and Melee the boards - in fact, now is a good opportunity to try out your Melee skills. Go left, and enter the building via the door next to the burning barrel. You can shoot the rat in this first room if you want, but why bother? Not much in here for you - work your way through these few rooms and you'll be startled by breaking glass; that's Jankowski (your partner) busting the glass on those blocked double doors. {New Objective} Rendezvous with Jankowski The bathroom to the left of the stairs has absolutely nothing in it for you, so don't bother. The two doorways to the right of the stairs lead to the same place, and there's a Health Booster (your first) in the back room. Head up the stairs and the next doors are blocked on the other side, so go left and down the hall, jumping over the table. Into the next room and you'll get a weird 'Vision' - you'll get these throughout the game. During these Visions - usually at the end - you'll have a dark (sometimes yellowish), bony figure fly at you... these are Wraiths (also known as Nightmares), and if they touch you they'll seriously drain your health and armor, so shoot them. However, there are none in this one - you'll be able to tell when there are Wraiths by the fact that you'll still have a weapon available during the Vision. Further on and you'll see someone (a ghost) walk past a partially blocked doorway - just crouch through there and head right. These ghosts are actually postcognition - that is, you're seeing what happened in the recent past. The next door slams in your face, and when you open it, cans rattle on the shelf like a ghost just passed through; this is normal poltergeist activity that happens throughout the game. Go in either doorway, and in the next room shoot the padlock to break it. Up the stairs and the light overhead swings around. The next double doors are blocked, but Jankowski opens them from the other side. {Checkpoint} {New Objective} Find and neutralize Paxton Fettel Jankowski kicks in the next door - then everything goes blurry (your SloMo ability) and he seems to vanish in a cloud of particles. Proceed through the rooms, and you'll come upon a bloody corpse in a chair - walk right up to it to end the SloMo. Jankowski calls in. {New Objective} Search area Out the door and up the stairs - as you open the door on to the roof, you'll see what may be another walking corpse. Just continue, and around to the left - head through that door. It's fairly straightfoward through here - just go down the halls and out the next doors to the next section of roof. Walk forwards, and on the right is a narrow passage between some machinery - go that way... and get ambushed. [CUTSCENE] Fettel talks about the dead man (this cutscene can't be skipped) {New Objective} Rejoin your team Head back down to where Jankowski is (at that corpse) - if you're fast enough, you'll hear Jin make some interesting comments about you (she thinks you're cute, while Jankowski thinks there's something wrong with your eyes); pause at the bottom of the stairs before appearing in the doorway to hear the comments. Enter the room again to end the level. [CUTSCENE] more freaky Visions - "You were born here". (this cutscene cannot be skipped) [CUTSCENE] Holiday instructs the SFOD-D (Special Forces Operational Detachment - Delta) troops (this cutscene cannot be skipped) Note that all the SFOD-D forces are carrying the G2A2, and Jankowski is carrying the RPL... while you've still got just the Pistol. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 02>>Interval 02 - Initiation: First Encounter //Objective: Reconnoiter the area, do not engage the enemy //Enemies: Replica Soldiers //New weapons acquired: TPL Sub-Machinegun, G2A2 Assault Rifle, N6A3 Fragementation Grenades [CUTSCENE] helicopter arrival (this cutscene can't be skipped) [CUTSCENE] rappel out of the chopper {New Objective} Search grounds for signs of enemy soldiers Advance to the closed gate. Ignore the snarky SFOD-D soldier - he'll be dead soon. {Checkpoint} {New Objective} Find gate controls and open gate Head to your right, between the cargo container and the fence. Around the corner, and you have two choices - a partially open warehouse door, and stairs just beyond that. Go in the door first - on a crate to your left is a Reflex Booster (your first). Head back out and up the stairs - through these halls to the end for a bloody corpse and the gate controls; use them. {New Objective} Rejoin SFOD-D team Head back to the gate - but when you get there, there's nothing left but bloody bones. Walk up to the blood and... {Checkpoint} [CUTSCENE] the little girl (Alma) slaughters the troops Again, just to make sure you get it... NEVER shoot Alma (in any form). {Checkpoint} {New Objective} Rendezvous with Jankowski's team Head forward and left, then right and around the corner - head in that door there. There will be a dying worker, but you can ignore him. At the doorway, you're prompted to lean (defaults 'Q' and 'E'), which allows you to look in without exposing much of yourself. Another corpse... and a pair of Replica soldiers. Do not engage the enemy, huh? Bull - kill 'em both. As usual in any of these games, head shots are the best way. SloMo if you need to, and get used to using SloMo in a fight - it will give you that extra edge. Once they're dead, walk over the bodies to grab any ammo or weapons. Don't bother with the little office - there's nothing in there for you. Continue down the hall, and a body will fall from above. Go through either room for another body, and a MedKit (the pink box) on a shelf. You've got double doors here, and stairs up - there's nothing for you outside (those doors are only there so you can get back in if you miss your jump from the roof), so head up the stairs. There's a MedKit on the desk in the office up here, then Melee through the boards on the window. Crouch through the window and drop on to the roof, then head right and drop off that end of the roof, past the fence - head in that door. {Checkpoint} As you round the corner and into the warehouse, you'll get a message about your Melee abilities - using them in combination with your SloMo is quite effective. There are a total of 6 Replica soldiers in here - take 'em all out. Personally, I like sneaking up behind this first guy (use the wrapped boxes on the left for cover) and smashing him in the back of the head - fast and quiet, and it doesn't alert the rest of the goon squad. You can either crouch out the half open cargo door or head out the office door (Pistol and MedKit in there) for the other Replicas - play a game of hide n' seek through the cargo containers until you've capped them all. From the half open warehouse door, head right, then left - you'll see a ramp ahead. Go in that door (Blacksand Imports) for much of nothing, down the hall and into the next room. As you enter (one of the lights on the ceiling is swaying back and forth), several boxes will fall off the shelves, you'll see a gray figure run past the next door, and there may be a brief electrical disturbance. As you enter the room, go between the shelves on the left - jump up on the pallet of boxes, then up on the shelf for a Health Booster. Through the next hall and into the next warehouse - another Replica soldier ahead, and again, you can sneak up behind him and Melee his ass. You'll have a couple more on the way, so get ready. Once they're dead, search the two offices - in one, there's a MedKit hanging on the wall, while in the other are a pair of N6A3 Fragmentation Grenades on the desk, Light Body Armor in front of the open locker, and a MedKit inside the locker. Grab it all and proceed down the hall past the two soda machines. There's a hanging container in here, but it's nothing to worry about yet - what you do need to worry about are the 2 Replica soldiers hiding among the crates... usually behind the crates on the other side of the room from where you entered (one may be on this side of the room, just around the corner). Once they're bloody bits, note the platform overhead with the switch on it. Continue through this room and up the stairs for another Replica. Waste him, then search the offices for all sorts of goodies, including a G2A2 Assault Rifle (use it sparingly - you won't find much ammo for it in this level), Frags, Arnmor, MedKit and Pistol. Keep going through here and you'll come to a door you can't open - however, you can grab the Pistol through the busted glass. In that office you'll see a blinking red light on the other side of the room - that's a phone that you'll get to shortly. Go to the end of the hall and jump over the rail to the shelves, and continue hopping crates until you can get into that office. Pick up the Frag, then use the telephone (the blinking red light) to listen to the voicemail (silly). Use the switch on the platform to move the hanging crate, and as you do, a pair of Replicas will rush into the room on the other side (on the ledge). Kill them, then what do you know - use that hanging crate to get across to the other side. Just be careful, because it isn't the most stable of platforms - I'd suggest running across and jumping to the other side as quickly as possible. Down the length of the platform and through that door. {Checkpoint} You can go either way, but I'd suggest to the right first. Grab the MedKit on the shelf, then through the next doorway and around the corner - ignore the door on your right for the moment, and go into the other office for some toys (G2A2, Pistol, Armor). Through the door you ignored, and approach the rail - you may be able to take out the three Replicas below before they spot you. If not, watch for any coming through the door at the far end of this ledge. Kill 'em all then go through that door yourself, then down the stairs. Go into the warehouse first to collect their weapons, then you have a choice of crouching out the half open cargo door, or through the double doors - but if you go to the double doors (without opening them), you'll see a whole bunch of Replicas waiting for you out there. The easiest way is to go up to the double doors and wait for the Replicas to spot you - then race out under that half open cargo door and around the corner to the left. Keep heading left, and when you see the loading dock (those double doors), the Replicas will be to the right, while others might be coming out those double doors... easy kills. That dumpster before the open area where the double doors are makes a nice bit of cover for you as you blow away the Replicas. As to be expected, a Grenade works wonders out here. Once they're dead, head right (straight across from the loading platform) - at the end of the building, turn right and go down those stairs. You can't get up on that other platform or in that door. {Checkpoint} In the door, and there's an SMG on the desk behind the door. Head through the doorway at the other end of the room for another freaky Vision. Down the hall, and there's nothing in either office, so don't bother. Head around the corner to the left for another ghost (Jankowski), and into the next room. Head through the doorway on the right first - make your way down to the end of the room for a Health Booster, then head back to the blood room and out the other doorway. Alma has been playing in here as well, it seems. There's nothing in the room for you, so head up the stairs. In the office, drop through the broken window, then turn around and RUN for the windows... Alma's fireball will blow you through for the end of the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 03>>Interval 03 - Escalation: Infiltration //Objective: Find and neutralize Paxton Fettel. //Enemies: Replicas //New weapons acquired: N/A [CUTSCENE] Jin finds you alive {New Objective} Find and neutralize Paxton Fettel Head down the alley, around the corner and down the stairs - the truck you see speeding past the fence is loaded with Replicas - and head in the door. Head down the hall and into the next room for a MedKit on the shelves, then go up the short steps. Just keep going through - nothing for you unless you like bloody corpses - and through the next door. Outside, head up the stairs and across the bridge - a couple of choppers will fly by overhead, nothing to worry about. On the other side, turn right - this door is blocked, but if you look down, you'll see a green glow behind those crates... that's a Reflex Booster, so drop down and get it, then make your way back up to here. (Either jump up on the pipes, into the sealed tank, and up the ladder, or work your way around and up the stairs) In the only door you can (left as you get off the bridge), and inside the office listen to the silly message on the phone, then use the switch at the window to rotate the bridge you just crossed. Head out the door next to the phone, cross the bridge, and go down into the square pit, then down the next ladder. Just head through the tunnels, pick up the Health Booster on the barrel in the alcove with Alma's handiwork (you'll see her briefly as well, but not a worry), {Checkpoint} then head up that ladder. At the top, pause a moment and you'll see a Replica going up the stairs through that door... I guess that's next. Well, almost - first, drop into the watery pit and grab the MedKit on the barrel, then get back up the ladder. Inside, lean around the corner and shoot the Replica in the back, then take on the next three when they appear (usually one in the office to the right, with the other two down at the end of the catwalk). Down in the lower area there's a MedKit and a Frag on a tool bench, then head up the stairs to your kills. Go in the office for Armor, then head along the catwalk and down the hall. In the next room you have a pair of big tanks in a sunken area, another hall across from you, and a cage to your left. Grab the Assault Rifle on the crates, then go down the stairs - work your way through those narrow tunnels for a Reflex Booster at the end. Back up the steps and to the caged area - shoot the padlock off, and a ladder inside will give you access to those pipes crossing the room above... head that way. Through the tunnel, shoot the grate, and drop down - one way you have another padlocked cage, while the other way is a hall. The cage just takes you back out into the room you just came from (you wouldn't have been able to get through the cage from that side), so go down the hall and through the door. Crouch as soon as you're through and wait - you'll be able to ambush 4 Replicas as they search the area. Once they're dead, go into this office for a MedKit, and on a table in the hall is a Pistol. Cross either little bridge and head right, into the next room - head up the stairs and ignore that office (there's nothing at all in there for you), and carefully head down the hall. You'll see Armor, a pair of SMGs and a Grenade at the next corner - grab them and head to the next corner. If you go down the stairs quietly (crouched), you can look through the caged opening on the left - too small to fit through - and take out several Replicas... but watch out for any that try to flank you by coming down those same stairs. It's even easier if you crouch down those steps, and crouch all the way to the end and into the office. Once they're dead, there's a MedKit on the wall opposite the fence, and around the corner - or back up that stairs and into the next room - in the office is a Pistol and a MedKit. Once you've gotten what you need, climb the ladder to the catwalk. Through the door {Checkpoint} and around the corner for Assault Rifles, a MedKit, and Armor to the left, and a door straight ahead. The door is blocked, so into the office - you'll get a prompt about the Laptop, so use it. The info about water contamination is uploaded to HQ. Into the next office for another MedKit (boy, these folks have some really boring calendars), and out into the hall. Into the office ahead of you for Armor and Grenade, then head down the other hall. Double doors on your left, and at the end of the hall is that blocked door you couldn't get through earlier - so head through the double doors (save first). 6 Replicas out here, all armed with SMGs... once they're pushing up daisies, collect any gear in the area (G2A2, MedKit and Armor in the office) then head up the stairs at the other end. In the open door and follow the halls around... yeah, you guessed it - go swimming. Nothing at all in the water, so climb the ladder - when you get to the top you'll see Alma in the other room. No worries (yet) - go into the next room and up both sets of stairs (a Medkit around the corner at the first landing), through the piped tunnel and down the ladder. Into the next room, which is where you saw Alma... move through here, and you'll see her ghost, laughing as it disappears. Ain't she lovely? Drop through the next opening and... whoa. Just keep moving forwards and the Vision will end (the bloody skeleton can't hurt you), as will the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 04>>Interval 03 - Escalation: Heavy Resistance //Objective: Find and neutralize Paxton Fettel, and determine the enemy objective. //Enemies: Replicas, Heavy Armor Replicas (HAR) //New weapons acquired: VK-12 Combat Shotgun, 10mm HV Penetrator, AT-S Proximity Mines You land in a puddle, and listen in on comms between Jin and Betters. You've got a doorway down here, and a ladder you can climb. But the door at the top of the ladder is blocked, so crouch through the tunnels. When you come to the first branch, go right for a MedKit, then head back the other way, jump up on the pipes and out of the hole. You'll hear Replica comms quite close, so get ready - around the corner in the office there's a Replica with his back to you, so Melee his ass and grab the MedKit on the shelves as well as the Grenade on the desk. Keep going down the hall, and when you get to the water room (there's nothing in the water) turn right for another ghost (Jankowski, saying "She's afraid of you") - are you getting tired of those yet? Head through that doorway, {Checkpoint} around the corner and down the stairs for Armor and a MedKit. Back up the stairs, go through the office (nothing in there) and out to the next catwalk. You'll hear more Replicas ahead, at least 7. Take 'em out quick, but watch out for any that try to sneak up behind you. Or you could go across the catwalk in the water room... either way leads to the same place. In this room, with its variety of stairs and catwalks, you'll find a MedKit on a console. Go up either short set of steps to the main floor, and around to the right there's another MedKit sitting on top of a tool kit. If you follow this main floor around through a couple of rooms, you'll end up back at that water room - nothing that way for you, so go up the stairs to the next catwalk. In an office just past the top of the stairs you have a few toys, including Armor, a G2A2, a couple of Frags and a phone you can play with. There's also a MedKit on the wall next to the door. From the office you can either go up the next short set of steps or continue along the catwalk, but both lead to the same place: a room with Armor, MedKit and a G2A2 on the shelves. From here, go out the exit door, down the stairs, and creep to your right. Lean out and you'll see a Replica or two further along (there are 7 in this area). Kill 'em all - apparently you can't shoot through the grating as you can in other games - and collect any toys, including a MedKit on a tool box at the top of a set of steps. Explore all around if you want, but there isn't much - in the central area where you've got two sets of stairs facing each other, one sets leads up to where you entered this area, while the other set heads the way you need to go. Go up those stairs (that's where that MedKit is), and along the catwalk - ignore the ladder and go around the corner; 5 Replicas in the next area, but you get a better shot from up here than you would below. Continue along the catwalk and down the stairs at the end - one of the Replicas has a VK-12 Combat Shotgun, so decide what weapon you want to drop so you can grab it (drop your Pistols - the Shotgun is very good for close and medium distances, but no good for long distances). Follow the alley around to your left from the bottom of the stairs, and go down the next set of stairs - in that room down there you'll find a Reflex Booster. Go up the ladder, left, and through that door. A broken catwalk - no problem. You need to get into the hallway at the other end of this broken catwalk, and the way to do that is to either climb over the blue pipe to the right, or drop down into the pit and climb the ladder. On the far side (near the top of the ladder) is Armor on a pallet. Head around and up the next set of stairs, and in the office at the top, listen to the news on the radio - apparently your fighting is an "industrial accident"... ah, government coverups, how lovely. Grab all the toys (Armor, Frags, MedKit, G2A2) and head out the next door. Now you're on the catwalk crossing over the area you were just in - follow it along to the center and use the red wheel valve on the right. Head back inside and down - that area with the broken catwalk is now flooded, so you can jump across the crates to get into that hallway the catwalk led to. {Checkpoint} Around the corner to the left you have 4 Replicas - you can cap the one on the upper walkway easily enough, then wait for the others to pop out, or flush them out with a Frag. There are two hallways leading out of here, one with a light in it (ahead and left), and one that leads to a set of stairs (straight ahead). Go into the one with the light, around the corner, and around the next corner to the right you'll find 5 or 6 more Replicas that you can take by surprise. Once they're dead - crouch behind that concrete wall and let them come to you - go up the stairs in here (across from where you came in) for a MedKit in a locker, as well as an SMG and two AT-S Proximity Grenades (trip mines) on the bench. From the top of those short steps you just came up, there's a hallway to the left with stairs going up - head that way. At the top, gather any toys left by your dead playmates, and on shelves at the end is a MedKit. Follow this walkway around, and stairs just lead you back to the first room you were in. Head for the room where you killed those last Replicas, and head to the back of the room. Go either way - they both lead to the same place... a hallway headed right. Be careful - in the next room you'll see Armor on a table ahead, and a MedKit on the short wall to your right... but high up on a catwalk to the right is another Replica, so don't let him ambush you. Hey, he's an Olympian... at least, it looked like gymnastics when his corpse tumbled over the rail to the floor below. Unfortunately, his G2A2 takes a tumble along with him, a long way down - no way to get it. Along with the Armor (on the table) are a Frag and a Pistol. Head for those blue double doors, and get very ready - they'll burst open, revealing not only other Replicas, but a new Bad Guy: a Heavy Armor Replica (HAR). The Shotgun works well enough, but the HAR is going to take five or six shots to the head even on the lowest difficulty levels. Once they're dead, walk over the corpses to pick up a 10mm HV Penetrator from the HAR (drop your SMG). However, save the HVP for certain situations - you won't find much ammo for it. Through the busted doors and follow the halls around - when you get to the corner into the next main room, you'll hear the Replicas yell "Fall back!", and Betters will radio with his own profane commentary. Go down the stairs first and circle around down here for a MedKit, Armor, and a Health Booster, then head back up the stairs and along the catwalk. Up the next set of steps, around the corner, and in the next room you'll have at least two Replicas waiting, with more rushing out to join them. Oddly enough, if you miss any, they won't reappear. Once they're dog food, continue around the ouside of this pool - but the door at the other end is blocked. As you maneuver around, note the vibrating wheel on the high pressure gas line - shoot it and it will rupture, which might (or might not) help in your fight with the Replicas. Jump into the water, up the ladder on the other side, then on to the center catwalk and turn that wheel. The water rises up to the top, which will allow you to get into that office. {Checkpoint} At the end of the hall (where that center catwalk is) is a door, so go through that before you go swimming for the second time. Go left first for Armor and a HV Penetrator - you should recognize this room; it's above where you picked up the Reflex Booster earlier. Head to the other end of this area for a MedKit and Shotgun, then go back through the door and go swimming in the smaller pool. Get out and into that office, where you'll have a MedKit and Shotgun on the desk - grab them, then go up the ladder. Down the hall and through the door for another Vision. [CUTSCENE] Fettel questions someone, looking for Alma. You can't go through the next door, so shoot out the grate in the floor and drop down in. Crouch down this area... and Alma comes crawling towards you, only to vanish in a puff of steam. Just keep going, through the vents, Melee the grate at the end, and finish the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 05>>Interval 03 - Escalation: Bad Water //Objective: Find and neutralize Paxton Fettel. //Enemies: Replicas, Wraiths //New weapons acquired: M77 Remote Bombs Through the door and take a look around - it's a long way down. Head along the catwalk, and you'll see a ghostly shape at the end - Alma, but she / it doesn't do anything, so ignore her and head down the ladder... as you start down she giggles and disappears. When you get to the bottom and turn left, Paxton Fettel walks towards you saying "They all deserve to die"... but he too vanishes. Just keep following the catwalk around, down the stairs and into the office. Through the window you can see a security camera high up on the wall in the other room, but you can't do anything about it - and it doesn't affect you anyway. In the next office a radio comments on the gun battle - I guess it's not a secret now. Outside, go down the ladder first - through the bars you can see a Health Booster, but you can't get it yet. At the other end of this area is a corpse with a pair of Frags and a Shotgun, then go back up the ladder. Cross the small yellow bridge and out the door - in here you have stairs going up, and another door. Head up the stairs and along the catwalk - in the office at the end is another Alma ghost that vanishes. Listen to the phone, grab the Pistol (in the other room is a pool of blood but nothing else), then head back downstairs and out the next door (right at the bottom of the stairs). In the next room you'll see another ghostly figure stroll behind the generators and vanish - use the ladder down and work your way through these tunnels for that Health Booster you saw earlier, then back up the ladder and down the next hall. Past the generators (?) and you'll see another ghost - "There's something in the water" - that vanishes. Down the stairs and along this hall... the worklights will sway, and at the end the door will close. Go all the way down there and turn around, and there's Alma again - just keep walking towards her, even during the Vision (shoot the Wraith, turn around and shoot the next, but ignore Alma walking on the ceiling), and the door will reopen. In the next room, more poltergeist activity - grab the MedKit off the shelves and continue. The door at the end is blocked - you can see a G2A2 through there - so Melee the grating behind the dumpster and head into the vents. Melee the vent at the end and drop out, and head right - another brief Vision, while out in the room you can see a corpse slumped in a chair... along with another ghostly Fettel that vanishes. Except... the corpse isn't dead yet. Walk up to him, and he speaks - "Alma... if Fettel finds her... Origin", then he points and dies. {Checkpoint} Grab the G2A2, MedKit and Armor, then head for the door. Unfortunately, it's locked - but fortunately, you have a key... kind of. Get away from the door, and watch out for the Replicas above on the catwalk (at least 4)... you'll also have several more blow through that locked door. Thank them for opening it by blowing them away... Through the now open door, kill any more Replicas, and grab the Proximity Mines from the tool chest in the corner. In the next room, grab the MedKit off the shelves and watch out for the Replicas that attack through the window. Out in the next room there's another gas pipe you can rupture, as well as more Replicas. Just above the gas pipe you can see an opening with a corpse in it - that's where you're headed. From here you can either go up the stairs, or into the hallway to the left of them - you'll want the hallway. If you go up the stairs you'll eventually come to an area with Armor at the top of a short set of steps... but you'll get there anyway by going up the ladder. Climb the ladder, grab the Pistol if you need it, then at the end of the catwalk jump on to the pipes and Melee the grating. Ignore the first grating you come to, and Melee the next - climb out and along the pipes, then into the opening with the corpse. In here you'll find a HV Penetrator and a pair of M77 Remote Bombs ('6' on your keyboard) - use them, then use them again to trigger them. Jump up on the duct, then up on the pipe and keep going. Duck to the left for a Reflex Booster, and wait - Replicas will be coming out of that door you see below, so ambush them. Drop out the opening, and you'll have more Replicas to your left. Grab the MedKit, and go down the stairs into that lower area first - through the hall on the other side for Armor, and pretty soon you'll end up where you were before, in the room where you went up the ladder instead of the stairs. Head back to where you were - go down the stairs behind where the Armor was, and in that bottom area you'll find a Penetrator, Frags and a MedKit. Now it's time to go through that door - the one the Replicas came out of just after you grabbed the Reflex Booster. Down this hall, and there are two ways to go... not really. Through the door and on to the short catwalk (above a room you were in earlier) for a MedKit, but that's all that's there, so head down the other hall. {Checkpoint} Out on to this next catwalk, and Replicas will appear at the other end - kill them, then head down the stairs on the left. Below is the now-dead corpse... head into the office at the end for Armor. Back up the stairs and continue along the catwalk for more Replicas - at the end you can go down the short stairs if any Replicas died there and you need their ammo, otherwise don't bother. Head through the door, and the next - this room at the end appears to have no exits, but don't let that fool you... crouch through the space next to the pipes. On to the ledge, and drop on to the catwalk below to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 06>>Interval 03 - Escalation: Exeunt Omnes //Objective: Eliminate Paxton Fettel. //Enemies: Replicas, Assassins, HAR //New weapons acquired: ASP Rifle "exeunt omnes" is a Latin phrase that means "all go out" - usually used in the theater to indicate that all players are leaving the stage so a new scene can be done. Listen to the radio chatter, and continue your hunt for Fettel - down the catwalk (ignore this water), down the hall, and across the bridge; there's a MedKit down in the water on the right. Into the office and there's a MedKit in a locker, then head up the ladder. As you climb up, you'll see a Replica planting a Proximity Mine - nothing you can do about that right now. Down the stairs and through the office, down the next stairs, along the catwalk and down the stairs for a Penetrator. {Checkpoint} Out the door and you'll end up next to those pipes you just climbed past - turn left and look down the hall for those activated Proximity Mines. There's no way to get past them without setting them off, and shooting them will only create even more of a mess for you (plenty of electricity from the damaged machines), so head into the doorway on the right. However, note the grating to your left before you enter the doorway. Grab the Pistol and Frag in this office, then head back out again - Melee through the grating and head in. More chatter from Betters and Jin - Jankowski's signal has been lost. There's a ladder down into the water, and a blocked door - head down the ladder. Through the tunnels, and at the junction there's a gate to the left, but it's locked on the other side, so go right and into the water. You'll see another ghostly figure jump down (an Assassin), but he won't bother you, so don't worry. At the next junction is another gate locked on the other side, so head right - creep around the corner, and get ready to party with some more Replica friends. Only 3 of them - once they're dead meat, you can go either left or right. Go left, and up the ladder - there's a locked gate at the top, so jump over the rail and on to the pipes. Follow those along, and you'll end up in the room the Assassin jumped down from. Go down to the right end (around to your right at the bottom of the stairs), cross the bridge, down to the other end of the room and into the office on this side for a Penetrator, MedKit and Health Booster. Back out into the generator (?) room, and drop into the water at this end (the end opposite that bridge) - head right through the tunnels to get back to where you were before (the room with the 3 Replicas and the catwalks). Go right and around, into the tunnel on the other side and through. At the far end of the room on the right, on the other side of that pipe, there's a ladder leading up. At the top, turn the corner, back up against the wall, and shoot the Proximity Mine - then move forwards (staying to your left), and worm around to your left... use the switch in there to shut off the electricity. Move out into the room and grab the MedKit off the shelves (to the right of the stairs - it might be partially hidden by the other stuff on the shelves), then head up the steps and through the door. In the office, grab the Armor and use the Laptop. Out the other door {Checkpoint} and down the stairs - to your right is a gate you can open (after you shoot the padlock), while ahead and left are more stairs, and a door beyond them. Shoot the padlock and in through the gate (Proximity Mine on the barrel to your left) - crouch your way through here to emerge in an office... note the door locked on the inside. Grab the ASP Rifle (drop your G2A2, maybe? Personally, I ignore the ASP: it shoots a three round burst and then you have to click again for the next burst... not really worth it), the Health Booster, and the Remote Bombs. Shoot the lock and exit the office. Head right, and go down the stairs (which were on the left before you went through that caged area). At the bottom you'll see a Replica in the office across the way... use the ASP if you want, as it's a nice sniper rifle - but otherwise save it for better situations. Pop the other Replicas in the area when they come running. When all 4 are dead, head left - the double doors are blocked, so continue around and into the office (don't forget the Frag in the locker outside). In the office, grab the MedKit and head out the back hallway. Look through the window ahead to see several Replicas - shoot from here if you want, or wait until you get down there. Go through the door, or down the stairs at the end of the hall - either way, you'll end up in that lower area. However, if you go down the stairs, you can grab a Frag, Armor, and an ASP, then head out the double doors. There's more Armor on a big wooden cable spool to your left, so head over that way and around that side of the room. As you do, a chopper will appear overhead, and several more Replicas will rappel down - more killing for you. Once everybody's dead and you've collected what you can, go up those next stairs (the other double doors down here are blocked, of course). Through the open double doors up here, around the corner and down the hall - before you get to the next corner, crouch and creep up on it... more Bad Guys waiting in ambush. Where are they? Creep into the room, staying to the right - note the catwalks overhead, and the doorways leading off of them... that's where. As you enter the room, you'll notice a MedKit down to the left - save that for later. If you can, sneak out into the room and toss a Frag up into either opening to get the party started - at least 5 Replicas. Once they're dead, head up the stairs and the double doors at the other opening will burst open - more Replicas and a HAR. At the top of the next stairs, grab the MedKit on the machine, then head around to those doors. Through and down the hall, and you'll hear radio chatter about an enemy gunship - lovely. Where the hallway forks, go straight instead of left - into that room, grab the Armor behind the fence, and keep following this hall around for a Penetrator, Armor and a Frag in the next room. Back out, down the other branch of the hall and down the stairs. Head out the next door, down the hall, through the office, and out the door. {Checkpoint} Past the next office (G2A2 and Proximity Mine), and you can hear the gunship through that door with the mesh window - if you look through the mesh (the door is locked, of course), you can see Fettel... shame you can't pop him from here, but that would be too easy. Go into the office for a G2A2 and a Proximity Mine, then out that door and into the next office (ahead and left) - nothing in there for you, but you can break the window and jump through to collect Armor, a MedKit and a G2A2. Peek around the corner and get ready to rumble... Fettel takes off in the chopper, of course, and then a truck roars in and disgorges at least 10 Replicas, including an HAR. Once they're all dead, your ride arrives and the level ends. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 07>>Interval 04 - Infiltration: LZ is hot //Objective: Infiltrate and reconnoiter //Enemies: Replicas //New weapons acquired: N/A [CUTSCENE] arrival by chopper - not a safe landing {New Objective} Infiltrate Armacham facility {Checkpoint} You're pretty exposed up here on the helipad, but there's no place else to go yet. Bad Guys coming through those glass doors, more coming up the stairs to the left, and more coming out the door down on the right... just take 'em out any way you can. A Grenade tossed down to the right works wonders, as does one thrown straight through the office doors - even if it doesn't kill anyone (and it usually will), it will scatter and panic them temporarily. Once everyone is dead, head straight through where the doors were and into the office - you can pick up Armor, Pistol and MedKit. The security gate inside is closed, of course, so you'll have to find another way in. Head back out of the office and go down the stairs now on your right - work around this area and in the door the Replicas came out of. Work your way through these halls - grabbing the Armor and MedKit on the way {Checkpoint} - and crouch your way down the stairs. At the bottom of this first set of steps, you'll hear Replica chatter - there are only 2 of them, so take them out any way that you want. There are two ways to go, left and right - the easiest (and sneakiest) is to crouch left, grab the MedKit, and keep crouching around to the red catwalk; both Replicas will be below, easy kills. Head into the next area, across the catwalk, and down the next set of stairs - Health Booster at the bottom on the left, and 2 more Replicas to the right. Pick up any toys in this area (G2A2), and carefully head down the next set of steps. Lean around that corner next to the rail to pick off 2 more Replicas, then grab the MedKit and move into this next area for a Penetrator. Carefully open the door {Checkpoint} and crouch out - if you're careful, you can headshot a Replica at the top of the stairs on the right (if he's there). Move forwards to the duct on the left, and you can pick off the Replicas as they come around that corner above. Or you can race up the stairs, turn left, and take out any Replicas on the catwalk above or the next set of stairs. There are only a few, after which you can go down those steps for Armor, a G2A2 and Frags. Next, head upstairs to the catwalk - you get a nice view of downtown from up here. Pop any more Replicas, continue along the catwalk, and in the door. Down around to the next corner (you can see the top of the next set of steps on your right), and wait for more Replicas. Once they're dead, grab the MedKit around the corner and the G2A2 in the sunken area, then proceed to the back of the room (stairs going up on your right) for a Reflex Booster on a barrel. There's usually (if he hasn't come out yet) a Replica hiding behind the column at the top of the steps - flush him out or just kill his ass. Head up the stairs, and wait with that grate to your right - kill the next set of Replicas to come investigating. Head up the steps to the left, move around to the right, and across from the bottom of the next stairs is a Shotgun - grab that if needed and head up the stairs. Turn the corner at the top (more chatter from Betters), and you'll see a ghost of Jankowski in the distance, saying "You don't even know who you are". Oh, well - you'll find out what it all means eventually. Up the next steps and you'll find Armor, a MedKit, a SMG and a G2A2 on the table. Head on around, up the next steps, grab the MedKit {Checkpoint} and head through the door - move left, and when you see the next area ahead, a Frag will come flying at you... back through the door quick. Race forwards (in SloMo time) and take out any Replicas below on the roof, plus any that might come charging up the stairs (a total of 4). Once they're all dead, go down there and collect any toys. Where now? That's obvious - smash the glass and drop through for the end of the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 08>>Interval 04 - Infiltration: Watchers //Objective: Get company network online. Find SFOD-D recon team. //Enemies: Replicas, Assassins //New weapons acquired: N/A If the last level was short, this one isn't. Some real pains in here, too. {New Objective} Locate and reset network hub Take a look around - there's a locked security gate (probably the other side of the one you saw before), a malfunctioning security gate (you can't get through that) and a reception area. Hop over the reception desk and in through the busted door. Nothing in here, so down the stairs to the theater - for some realistic physics, shoot the projector hanging from the ceiling and watch the image on the screen move around. Head through the door at the back of the auditorium. Through the double doors, and you'll see a fat guy run past behind the glass wall - he's not a ghost, but he probably will be soon. Decisions, decisions... you can go behind the glass wall and try the door fat boy just went through, or go down the next hall - the door fat boy ran through is locked, so head down the hall. As you make your way along, lights will blow out and ceiling panels will fall, and the door at the far end shuts itself. Where are the Ghostbusters when you need them? That door at the end of the hall will open for you - there's a MedKit inside, and as you exit the room you'll hear Fettel say "Stay out of my way". If you move quickly around to your left, you'll see his ghost through the glass wall. At the end of the hall go right, past the conference / waiting rooms, and through the double doors on the right for more ghost fun. Use the Laptop for info on "Icarus", then through the door at the back of the room (grabbing the security guard's SMG on the way) - to your right you'll have that malfunctioning security gate. Grab the G2A2 and the Remote Bomb from the corpse in the corridor. Down to your left you have offices (nothing in them) and a door that won't open, so head down the next hall - as you do, a body will come flying through the glass on the left... but there's nobody in there. You might see an Assassin race across the hall and into the next office, but he vanishes and won't bother you. Check the office on the right for a MedKit, then head into the left one (bodius flying outus); there's a Remote Bomb amongst those chairs on the left. Use the phone for another nonsense message, then head left and through the double doors. As you go up the stairs, {Checkpoint} the security gate behind you closes and locks - why am I not surprised? This is the atrium, complete with a model of a satellite hanging from the ceiling. You've got stairs on the right leading to the walkway above, double doors straight ahead, and a corridor on the left - head left first for a Shotgun at the end of the hall. Back out into the atrium, and if you want you can go through the double doors (smash the glass), but there's nothing in there for you. Head up the stairs, and in the office on the left at the top of the stairs is a MedKit... and an Assassin. Be careful, these guys can cloak themselves, and they're fast - your best bet is to switch to the Shotgun before you get to the top of the stairs, and as soon as you see the Assassin (usually clinging to the wall of the office like a spider) go SloMo and pop off a couple of shots up close and personal. There's another one in the next office to the left, and a third in the office beyond that. Once all three are dead, go into that last office - where the third Assassin was - for a MedKit and some phone messages that are actually worth something. Not much else in this area, other than another locked security gate - but you can bust the window in that third office and get through that way. Head up the stairs for more ghost nonsense (that electrical flicker usually - but not always - means an Assassin); the office on the right has a MedKit. Check out the slave pens - er, cubicles - and offices for nothing at all, then head into the semi-blocked doorway to hear another radio report. Get in there for Armor, Frags, weapons and MedKits. Where to go? Up, up and away... jump up on the downed shelves, to the soda machine, climb the fallen ceiling panel and get up on to the slab. Just keep going, and you'll fall through the bloody ceiling tiles. Down in this hall, you'll get attacked by a pair of Assassins (first office on the left, and the first office on the right). In the waiting area, crouch to use the Laptop - you'll hear about "Perseus", which was mentioned in one of those last phone messages. A security gate on the left marked "Server Room"... but of course it's locked. There's a body stuck under the next security gate, so around the corner - there's a MedKit on the receptionist's desk. Head into the office at the end (past the cart partially blocking the hall) and... fat boy falls through the ceiling. Norton Mapes, an engineer - just face him through the shelves and click your 'use' key to give him a ComLink; he'll shut down the server if you shut down the security grid. He'll open the door for you, but before you go in (or even better, before you give him the Comlink), check out the office to your left - climb the cabinets, get into the ceiling and the vents, and grab the Reflex Booster, as well as the SMG and MedKit next to the corpse. Then you go into the room with Mapes - and while it's very tempting, don't shoot him. There's a MedKit on the desk in the next room, {Checkpoint} then keep going - you're on the other side of the gate blocked by the body. A locked security gate to your right (are these people paranoid or what?), so head left - go into the office on the right (down at the end of the hall on the left is another locked security gate) and use the phone to understand part of why fat boy is doing what he's doing (this is the first mention of Alice Wade). Head out the back door of this office and you'll hear Replica chatter - move to your right and take out the 4 or 5 Replicas in the area below. Work your way around to the stairs and down - note the locked down elevators. Head through this area and start drooling when you see all the toys in the security office. The gate at the top of the stairs is, of course, locked, so head through the open door next to the security office and party with more Replicas. This doorway is a good place to wait for them - they'll either come around the corner to your left or into that office straight ahead. Once they're dead, go into that office for a MedKit, then head through the rest of the area... through the next door and enjoy. Gather everything you need, then use the screen on the desk. {Checkpoint} The security gates all open. {New Objective} Locate and reset network hub Remember where you saw the gate to the server room? No? Leave the security office and the adjoining offices, and out in the waiting area go up the stairs to your left (the ones that had the locked security gate at the top). Head left at the vending machines, through Mapes' office, and as you go through the next door (the one that fat boy opened for you) some Replicas will pay you a visit. Out into the hall, past that cart that's partially blocking it, go left at the corner, and more Replicas will enter at the other end - kill them off, and the server gate is straight ahead. Go in, and at the first office (the server room) you'll receive a message about Jin heading in. Ignore that door - it's locked. Go into the office and use the panel. {New Objective} Determine status of missing SFOD-D team As you leave the server room, more Replicas appear. Once they're dead, head for that door, which is now open. {Checkpoint} Through this area, and at the junction you have a locked security gate on the left, so head right. More cubicles, and as you move towards the hall, Alma appears through the windows above. The only place to go is down that hall towards the "wet floor" sign... this area is still under construction. Betters calls, telling you to clear the area and wait for Jin. Great. Keep going, and when you round the corner where there's a stack of drywall, you'll see a Fettel ghost ahead - he disappears, but you hear him muttering something about Alma: "I was made from her, and I was born from her. We are separate, and we are one." Okay, weird. There are MedKits in several of these unfinished rooms, but other than that just keep going until you get all the way to the end... the double doors with fire on the other side. Go through... and another Vision. Keep going straight until you hit the desk, then turn right towards Alma - or not. Kill the 3 or 4 Wraiths, and immediately go left (upon entering the doors) and go up the stairs, and through those doors. The Vision ends (the naked chick on the right is Alma as she is today), but you hear more chatter from Fettel. "She is a prisoner, floating in darkness, like the unborn in a womb. Soon I will find her, and I will set her free." Okay, he's a freak... but you already knew that. Go into the unfinished office on the left and up the stairs for a Health Booster. Grab the MedKit on the table, then go the only way that you can. Ignore the unfinished cubicles and other areas and just keep going, back out into finished building. Follow the blood trail to the elevators, and Jin will arrive (via elevator, with an escort, so don't shoot them). The escort will open the security gate on the other side of the room. {New Objective} Continue the search for Paxton Fettel Watch Jin for a little while if you want (niiiice), then head through the now-open security gate on the other side of the room. At the end, jump over the railing to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 09>>Interval 05 - Extraction: Bishop //Objective: Attempt to intercept Fettel. //Enemies: Replicas //New weapons acquired: N/A Just head straight through the doorway... like you could go anywhere else. Grab the Armor at the reception desk, then go behind it and into the small room to the right for a MedKit. Two ways to go from here - you can climb up into the ceiling, or go back out into the hall and do it that way. Either way, you're going to want to go through that hall eventually to pick up a few toys, but by going through the ceiling you can sneak up on some Bad Guys. In the ceiling, you'll come to a spot with ceiling tiles - go past that, and you'll have a grate on the wall, and further on, more ceiling tiles with a blinking phone visible. You'll also hear the Replicas talk about a hostage. Through the grate you can see Replicas - but obviously smashing through the grate is going to alert them. If you go back to the first set of ceiling tiles, you can shoot down through and kill the Replica below (if he's in there) and drop down to party with the rest (Shotgun in this office). There's a total of 4 Replicas - some will be on the walkway above (across from you), while others will be in the cubicles. From the doorway of this office, go straight and then left to get back to the hall - there's a room on the left with a MedKit in it. Back through the cubicles and in an office (past the one you dropped in on) is a phone with a very profane message (from Harlan Wade, the chief Bad Guy at Armacham, the guy responsible for all of this). You'll also find a Shotgun, Penetrator, MedKit and Armor out in the cubicles. Grab everything and then head through the next door. Pistol and Frag on the cabinet to the left, and a G2A2 leaning against it, as well as a MedKit on the other side of the room. Through the next door for a pair of Replicas making their way through the cubicles. There's a Sub-Machinegun in one of the cubicles, and another in the little office - then head down the hall. Into the office on the left for another phone message, then down the bloodstained hall {Checkpoint} and in the next office for a corpse and a Shotgun. As you round the corner at the end of the hall, you'll hear Replica chatter - "He's after the hostage." Turn the corner and throw a Frag straight ahead to the office at the end - 5 Replicas in this area who want to play. Collect any toys and then go into that office for a few more (including Grenades). You'll hear the hostage - open the door and you'll find him, but he's wired with explosives. Get close enough to give him a ComLink (the way you're giving these things away - how many do you have? - you'd think no one had ever heard of communications security). Aldus Bishop - now you've got to play escort (don't forget to grab the MedKit). {New Objective} Rendezvous with demolition expert at elevators There's only one way to go from here - out the double doors and left, down this hall (with its overturned chairs), and in the office on the right is a MedKit. Two ways to go from here {Checkpoint} - go left first, ignore the offices along the way (nothing in them) and on the desk at the end is another MedKit. Betters calls. Okay, here are the elevators, but they're not empty - your best bet is to retrace your path to the junction, then go down the right side (MedKit in the office on the left) and hug the left wall as you get near the elevators. There are six elevators total - three along the right wall here, and three along the wall in front of you. Get near the ones on the right wall, and Replicas will come out of the other ones, one elevator at a time, then out of these ones... a total of 7. Check 'em all, and eventually the demo expert (D. Holiday) will show up with an escort (don't shoot them!). {New Objective} Escort demolitions expert Just bring them back to Bishop - as they work on the explosives, a fire alarm will go off. {New Objective} Investigate cause of fire alarm Never a slow day, huh? From the hostage office (how did he get out of the closet?), go straight and left, through the security gate that just opened with the blinking yellow lights, {Checkpoint} down that hall and to the stairs. Grab the MedKit and G2A2 at the desk, and continue down the hall - get the toys out of these three offices, including a Health Booster. Head back to the stairs and up. You'll be above the cubicles you were at earlier (when you dropped down through the ceiling) - MedKit in the first office, phone message in the next (the first one from Alice Wade), then continue down the hall to the bloody elevators. Ignore the elevators for the moment and continue around to the left - enter the office for a phone message, MedKit, and Sub-Machinegun. Once you've listened to the message, click the screen on the control panel. Turn around and head out of the office - you'll see Alma through the window (she says, "I know who you are" - great, I wish she'd tell us). Circle around, and she walks towards you and disappears. Betters calls in. {New Objective} Rejoin Holiday and Bishop on the roof. As silly as it sounds, use the elevator - not tactically sound, but it's the only way you've got. It'll get stuck at the 12th floor, which is under construction - grab the MedKit, listen to the radio chatter, then get up on the barrel (to the right as you get out of the elevator), the drywall, and into the ceiling. Smash through the grating and into the vent - punch through the next grate and out into the room, in time to watch a corpse drop down the shaft to land on a growing pile of them. Grab the MedKit, through the door, and use the Laptop (gee, I wonder who the first prototype is?). Down the hall, {Checkpoint} enjoy the view, and into the office - yeah, you've got to be a pigeon for a bit. Don't look down (unless you enjoy the view), and don't let the raven (a tribute to the designers) startle you - into the next office and grab the MedKit, then out into the hall and continue on your way. Round the corner into the area under construction, and play with more Replicas - a Frag tossed down that way before they know you're there works wonders. (They're in the doorway - the one to the right - past the boarded up opening in the center of the room) Grab the MedKit and head out the right side of the room for some more Replicas down at the end of the hall - grease them, then gather the toys (Pistol, Armor, MedKit, Frags). Through this next area, and when you see the wooden crates, hug the left wall and peer around the corner - several more Replicas down there, one of them stupid enough to be standing next to a yellow barrel (which blows up when you shoot it). Once they're gone (3 of them), go past them and either left or right will take you to the same area - several MedKits in here, which doesn't bode well. Three more Replicas just past the railing in the next area, but also a few explosive barrels - boom boom. Keep going around into the semi-finished section, past this next railing and to the next. Betters calls - they've given up all hope on Jankowski; as far as they know, he's wandering around the harbor with amnesia. You know better, of course, having seen his 'ghost'. Grab all the toys, then drop down through the gap and on to the scaffolding. Grab the MedKit, and go either way. More locked down elevators, and in the next hall, some friends. When they run off, head into that room and snuggle yourself behind those wooden crates on the left - watch the balcony above, and that other doorway, and play with your friends. Go through that doorway and into the next room - duck down behind the drywall - for several more Replicas. Once everyone's dead, enter the room and gather any toys. There's a hallway to the right, one to the left (with weapons and Armor), and up in the ceiling you can see the green glow of a Reflex Booster. Go into the left hallway and up the stairs - through the double doors for more toys up here (Proximity Mines, weapons, MedKit), and eventually you'll come to that hole in the ceiling with the Reflex Booster. Go back down and out the other hallway. Up the concrete stairs, jump up into the slab, and up the wooden ramps. Up the scaffolding, and use the toolbox to jump over the fence for the end of the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 10>>Interval 05 - Extraction: Blindside //Objective: Rendezvous with Holiday at the LZ. //Enemies: Replicas, ATC security, HAR //New weapons acquired: N/A Through the door, then peek out the window before going through the next - several Replicas waiting out there. Kill them off (4 or 5) and head around to the right. You'll see more playmates on the next roof down - kill the ones you can then head down the stairs. More Replicas coming out of that door ahead, so watch out - but usually you can see them before they see you. Through the door and ahead, killing as you go. There's a doorway to your right with several toys in there and stairs heading down, but explore the rest of this area first. Down at the other end of this room - past the gray pipes - is Armor, and probably more Replicas on the right. Go into the hallway at the far end on the right, and through the door on the right for a MedKit - those stairs will lead you to the other stairs you saw, but there's nothing else in that area. Back out the door and go straight for another MedKit, several weapons and Armor, then continue down the hall. Listen to the radio, then you'll hear a chopper outside. Jump over the rail {Checkpoint} and collect the goodies, then head out the door past the elevator (ASP Rifle there). Whoops... there goes your ride. ATC guards coming up the stairs on the other side. {New Objective} Eliminate ATC threat. Head for the stairs, but stay crouched behind those machines, keeping them between you and the next roof to the left - several ATC security twits over there who are happy to see you. These guys are nothing, but they're still dangerous enough - go down the stairs and use what cover you can, taking out the ATC twits as you go; there should be about 10 out here. Two ways to go - up the stairs and in the door, or go along the roof to the right of the stairs and in that door down there. Either way, it's up to you - but going in the side door (instead of up the stairs) gets you a few toys before you meet any more 'resistance'. In there, up the short steps for a couple of weapons, then you can jump the rail to get the Armor and Frags underneath this walk. Continue on through, and when you see the stairs in the next room, wait - you'll have 4 or 5 ATC guys coming down them. Some of the chatter from the ATC wimps is hilarious: "Is he still there?" (referring to you); "You okay?" (directed at a guy who just had his head blown off). Once they're toast, grab the weapons and Armor and head up the stairs. Pistol halfway up if you want it, and Armor at the top on a crate. Out the door, and you're on the higher section of roof where a few of those ATC wimps were. Collect anything if you need it, but from the door, swing around to your left and that end of the roof - turn left to see a lower section and a door. More ATC wimps coming out that door... easy pickings. Really cute - if you use the ASP and wait until they first appear in the doorway, you can get both of them with one three-round burst. Jump over the rail and down to the lower roof, and in the door - MedKit on your left. Down this short hall and crouch before the corner, staying to your left. Grab the MedKit on the shelves, then look over the rail to take out more ATC weinies. Jump over the rail and oops... no floor. Even if you're careful and land on the duct, it will collapse under you. You make a soft splashdown, though... yuck. {New Objective} Find a way back up into the main building Up the ladder and up the stairs... down past the cage you'll see your girlfriend. She vanishes, then you get to shoot the padlock - the ensuing explosion blows you backwards all the way into the water... thankfully you don't take damage. Make sure that you're in the center of the hall, not on either side. The gate you just shot is now blocked by rubble and flames, but the one on the left is open - so go through and grab the Reflex Booster. Where to now? Go back out to the water, and you'll notice that the explosion damaged the catwalk - you can climb up that. Don't worry about the twitching - I don't think it's anything harmful. Up and around, and the door slams in your face - but you can open it. Up the steps for some smoke and poltergeist activity, then head to the right. {Checkpoint} Around the corner for more poltergeist activity. The stairs don't go anywhere, so head left and crouch into the pipe alley (more poltergeist) and through. When you exit it, head left for a MedKit, then continue along the hall. As you start to get on the catwalk, disaster... now what? Drop down to the ledge under the catwalk for another pipes tunnel. At the end, go up the ladder or jump up the pipes and into the next room - there's a flaming catwalk on your right, so you can't go that way. Out onto the next catwalk - watch out for the flames. Jump over the rail and go through the tunnel - a skeleton will drop from overhead, but no worries. A MedKit on the right, and the flaming pipe above is the one you saw through the doorway. Up the steps and right, and use the wheel valve to shut off the flames. Head around the corner and up the ladder, up into the vents - there's a Health Booster in the right branch. From here you can either go back the way you came (the busted catwalk with the flaming pipe) or you can continue to the end and drop down to find yourself in a familiar room. Either way, get back on to that busted catwalk and go up the ladder... "They left her in darkness. They left her to die." Ah, your ghostly friends. How sweet. Walk through where the Jankowski ghost was for more poltergeist, and into the next room. {Checkpoint} Ramp on your right, locked gate on your left. Also note the elevator shaft, with a car stuck partway up it. It doesn't matter if you go along the ramp or up the stairs, since you'll end up in the same room. Cross the small bridge and use the wheel valve on the catwalk - the water will rise, and along with it the crates that were blocking the tunnel... drop down and swim in. Up the ladder, up the ramp, and turn on the electricity at the switch. You can shoot the lock on the cage if you want, but of course the gate is blocked, so why bother? Climb the ladder, along the catwalk and through the hall {Checkpoint} - you'll end up above the room where you just turned the wheel valve. Drop down and head into the other room (it should look quite familiar), and the elevator is now working - 2 Replicas and a HAR come out of it. Kill them, and use the elevator yourself for the end of the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 11>>Interval 06 - Interception: Sayaonara, Sucker //Objective: Traverse research area to intercept Fettel. //Enemies: Replicas //New weapons acquired: MOD-3 Multi-Rocket Launcher Radio call from Betters - Fettel is on the other side of the research complex. {New Objective} Find and neutralize Paxton Fettel When the elevator gets to the top you'll immediately spot some Replicas, so be ready. When they're dead, ignore the stairs straight ahead and go right - Armor, Penetrator and G2A2. Up these stairs and into the office for toys, including a MedKit, Frags, and plenty of weapons. Through the door and around - that glass is a security door that you can't get through, so go right through the automatic door. In the cubicle on your right is a Proximity Mine, and there's a MedKit in the cubicle to the right of the next door. Around to the right is another locked security gate, so head up the stairs. Around the corner... and there's fat boy, pretending to be a potted plant. How the hell did he get here from where we left him? {New Objective} Override security lockdown Yeah, right - sure, he's gonna stay put. Can we kill him now? Nope. There's nothing through the wooden door yet, (the elevator is blocking the far side), so go straight through the glass one at the end of the hall. {Checkpoint} There's nothing in the offices to the left, but there's a Proximity Mine on the desk to the right. Don't go through the next auto door yet, but go through the other offices - you'll see a corpse dangling from a vent in one. Grab the MedKit and Health Booster in there, then use the phone. Back out and through that automated door - a couple of Remote Bombs on the counter in here, then head through the next door. As you go through, look left to see several Replicas running past the window - head left and get ready to party. 6 Replicas, and once they're dead, enter that area - MedKit to the left. A couple more MedKits further on (one on the cart, one in the cubicle to the left), then a few more friends. Into that room and there's a MedKit on the other side of that counter. Head out into the next hall - locked security gate to your left, so head right. You can see several MedKits and weapons through those next windows, but you can't get in there yet, so head left down the hall (passing a locked security gate with a smoking auto-door beyond it on your right) and through the door. A bunch of toys on the desk ahead of you, and several Replicas coming up the stairs on the left. Head on in, and in a caged area on the right you'll find a lovely MOD-3 Multi-Rocket Launcher - drop whatever you want to pick it up. Or not - while it's a powerful weapon, it can be very dangerous to you if you fire at a target too close to you. It's good against Turrets and PARs, but that's about it. Head down the stairs and through the concrete tunnels - when you get to the other end you'll hear more playmates. Do your killing bit (nothing around that tank to the left) and head up the stairs - collect the Armor, weapons and MedKit, then use the Laptop on the desk. Head through the door, and to your left you'll have a locked security gate and a non- functioning door (the smoking one you saw before), while to the right you have a railing... and more Replicas beyond. Kill 'em all and jump over the rail - locked security gate down here, so head right and into the office. Grab the MedKit, use the phone, then use the screen at the desk to end the security lockdown. {New Objective} Find and neutralize Paxton Fettel {Checkpoint} Exit the office and the security gate across from you is now open - go through to find yourself in a familiar area. Go past the stairs and head left, through the door, through these offices and head right through the next door. Out here you'll note that the security gate to the right is now open - head through it. Grab the Reflex Booster in the next office, but the exit door at the end of the hall is still shut, so go back into the other room and up the stairs. At the top you'll see fat boy getting in the elevator - he's got to be either one of the company bigwigs, or an industrial spy... either way, I hope we meet him again. Soon. Go in the wooden door, and with the elevator out of the way you can see a ladder on the far side. Jump the rail, head up the ladder, and try not to get shafted. Around the corner, up the next ladder, jump the rail and Melee through the grate to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 12>>Interval 06 - Interception: Unauthorized personnel //Objective: Reach Fettel before he relocates. //Enemies: Replicas, Power Armor Replica (PAR), Gun Turrets //New weapons acquired: Type 7 Particle Weapon (railgun) Crouch through and exit the vent - in the next room, check out the cylinder at the end... that's a Gun Turret housing (with the yellow and black "Caution" label). Just so you know what to expect later. Follow the pipes and down the ladder - locked security gate on the left, so keep moving. Turn the corner... and there's fat boy, working at a console. Go up to the window and "Oopsie..." - a Gun Turret will drop down to the right of the window... kill it quick. No place to go, seemingly - head back up the ladder, and the Gun Turret housing is lowered, allowing you to get to the hole in the floor behind it. Drop down {Checkpoint} and go left for the room that Mapes was just in - MedKit in there - and then head the other way down the hall (don't forget to grab the Remote Bombs from the cart outside the door). At the top of the stairs / ramp, you'll get a computer generated message about the automated defenses... next time we see Mapes, let's kill his fat ass. Get to the bottom of the ramp (not stairs) and move left, hiding at the corner - another Gun Turret will drop down at the end of the hall. Shoot the padlock on the cage door, then wait until you hear the Gun Turret stop, then race across and into the cage. Use the switch to shut off the electricity and disable the turret, then grab the MedKit. Enter the office at the end of the hall and use the Laptop. Note the blueprint on the wall to the left as you go through the door - that's a Security Drone, which you'll meet later. Nothing else in here, so head right - around the other side of that counter is a MedKit. Two doors in here, one on the right and one on the left - if you go out the right one, you'll come under fire from another turret. Actually, your best bet is to peek out the right door long enough for the turret to activate and spot you - then duck back inside and go out the left door, through these rooms, and out the door... that same turret will now be on your right, facing away from you; you can kill it before it turns around. From this door you have a few choices - down to the left is a locked security gate, so nothing there. You've got stairs going down almost across from you, a hallway to the right (which is where that right door is), and a ramp / stairs going down. If you go down the ramp and turn the corner, you'll see fat boy in an office in the distance - but there's also a turret down that way. Go down the stairs and duck into the vent - it takes you to the same place, but slightly hidden... you should be able to nail the turret before it lines up on you (it may not even be active, but it will be soon). MedKit on the wall when you exit the vent. Up the short stairs and stay crouched - locked security gate to your right, so move left, staying hidden behind the counter. There are a couple of different ways to go - at the end of the counter is a grating; Melee that and in, out the other end for Armor and a MedKit. Or you can just go up to the window where fat boy was - he'll run off, of course. To the left of the window is a door, while down at the end of the hall on the left is a door which is the room where the Armor and MedKit are (after coming out of the vent). Either way, enter the door next to the window - go immediately left and enter that small office for a MedKit (if the phone rings you can actually answer it), then head into the office where Mapes was. Nothing in there, but be careful - when you go out the door a turret will open up from the left, down at the other end of that hall. You can't get into the caged area across the way from this side, but just a little further down the hall you can duck in next to the pipes to get in there and shut off the electricity to that turret. Shoot the lock and grab the MedKit. Down at the end of the hall is a locked security gate, so head right up the stairs / ramp (nothing in that little cubicle down here). Through the window at the top of the stairs you'll see Mapes trying to get his fat ass into a vent - head left and around, and the door won't open. Back to the window, and Mapes has succeeded getting into the vent. Later, fat boy. Head down the hall {Checkpoint} for the next ramp /stairs, and another turret - it won't open up on you until you go into the hall on the left... and there's another turret down at the end of that hall. At the end of this hall (straight ahead from the bottom of the ramp) on the left is a grating, but one you can't get into. Run into the hall (left from the bottom of the ramp) and into the door - listen to the phone message, then get into the vent at the back of the room. Head right, smash the grate, and this is the vent you just saw that you couldn't get into... from here you can take out the turret at the bottom of the ramp. Or just ignore this turret - probably the best bet. In the vent, go left instead - go into the opening on the left (the upper one)... the other opening (the lower one) is blocked at the far end. Out the end of the vent and nuke that turret - the easiest way is to shoot that yellow barrel before you crawl out of the vent... the Gun Turret will focus on that, giving you a chance to drop out and blow it away (on your left as you exit the vent). Head up the stairs. The way to go should be fairly obvious - only one door that will open (look down through the railed pipes next to the door to see a corpse), so in there and down the stairs. Grab the MedKit and head into the tunnel - if you go right, you'll end up at a corpse and a MedKit under the railed opening you just passed above, but be careful not to go too far in, because of electrical discharges. Head left in the tunnels and up the ladder. Out the door, {Checkpoint} and to your right is the locked security gate you passed when you went up those last stairs (after killing the turret). As you round the corner - another locked security gate at the end - and head into that next hall, glass will break ahead and fall from the ceiling. That's from 4 Replicas dropping in for a visit - welcome them appropriately. Locked security gate on the left, office ahead, ramp and stairs on the right. Go into the office and grab the MedKit, down the stairs in there for another MedKit and a Reflex Booster. From there you can just jump over the rail - those are the same stairs there that were on your right just a minute ago. Around the corner for a security gate that's offline, yet open... {Checkpoint} go through and you'll hear a chopper and weapons fire. Left is a locked security gate - you can see a Rocket Launcher leaning against the wall - so head down the hall. Stop at the next doorway and take out the Replicas (3 or 4) in that room. To the right is a turret, but it's dead - if you really feel nervous about it, shoot the barrel below it to kill it completely. Grab the Penetrator in this room, and in the middle is a cargo lift - but of course it's not working, and of course both security gates in here are locked. You can go around the corner at the end, but first duck into this office. Hit the switch on the console, and the cargo lift on the other side of the window lowers, and a rocket firing Power Armor Replica (PAR) comes down with it. Take him out any way you can, but be very careful. Into the next office for a MedKit, Armor, and other toys - out the far door, and on your right is the Rocket Launcher you saw earlier. Enter the office across the hall for another MedKit, then head around the corner of the hall for that cargo lift the PAR was on. Grab any toys in this room, then get on the lift and use it. Nothing up here for you, so head down the hall - into the office for Armor, a Shotgun and a G2A2. Around the corner, and you're at the top of the non-working cargo lift... but there's a nice ladder and catwalk in here. Into that small room and into the tunnel - at the end you'll have to drop down through the ceiling, because you can't get into the other section even if you're crouched. As you land, a computer voice will mention a toxic substance and an emergency lockdown - lovely. Look through the windows to see toxic vapors pouring out of that cabinet. Because of the lockdown you can't get into the office, so head to the end of the hall and up the ladder. On the right is a vent - go through that to get to the other ceiling area you couldn't get at a few minutes ago... next to the corpse is a Type 7 Particle Weapon (a railgun). Very, very nice. There's not much ammo for it yet, so save it. Back through the vent and continue through this area, up the ladder, and down through the next grate. Use the console to shut off the lockdown (look through the window to see the fumes dissipating), then go up the stairs for a MedKit, phone message and Health Booster. Back down the stairs and through the door for the office you saw earlier - a bunch of toys in there, as well as a Laptop. Obviously you don't need to go out into the hall, since you were just there earlier, so head out the other door (to the right) and down the stairs. Head left, obviously, and into the next room - look down to see the Replicas you killed earlier. Through the next open security gate, {Checkpoint} and again the way is obvious - in the wooden door. Penetrator, MedKit and Proximity Mines in here... and at the end of the room, a security monitor, where you can see Replicas sneaking around. Hey, fun time - use the console, and you get to control the ceiling turret... time to kill as many Replicas as possible. Once you've killed as many as you can before they kill the turret (I got 9), jump over the counter and out into the hall. The two wooden doors along here won't open, so proceed - you'll have several Replicas coming around the partition to the right. Use the Particle Weapon if you want... one shot, one very charred skeleton. However, ammo isn't easy to find, so save it for when you really need it. Kill everyone in these rooms - a grand total of about 20 - and gather what little there is, then head through the wooden door. Around the corner and down the hall, and the body of an ATC twit will come tumbling over the rail... more Replicas to play with. Just wait in the hall and pick them off one by one as they come along the balcony - if you jump up on one of the chairs you can get a better view of the rooms above; Replicas will be coming through the big doorway up there. Once you're finished playing, go down the hall and up the stairs (Armor up here) and through the open security gate. Two elevators, one bloody. Enter the office for a MedKit, then jump over the rail to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 13>>Interval 06 - Interception: Afterimage //Objective: Locate Fettel, take Mapes into custody. //Enemies: Replicas, HAR, ATC, PAR //New weapons acquired: N/A Finally, we get to do something about fat boy. About time. Only one way to go - straight ahead; as you move forwards, a Gun Turret will drop down from the ceiling, but it's not really a problem (it literally falls apart). Down the ramp / stairs, and in the office ahead (which you can't get into yet) you'll see a Reflex Booster on the table. Head left, down the darkened hall - use your Flashlight sparingly, but use it; it renews itself quickly enough. Just be careful, because enemies can use the Flashlight to target you. As you get further down the hall to the lit area, you'll have a ghost vanish on the right. Nothing in the first office on the left, but there's a Health Booster in the next one. In the office at the end is a MedKit on the table to the right, and a phone to check. Around the corner of the hall and in the door - there's a MedKit on the table in here, but that's it. Into the next room and you'll see Fettel through the window - but he's just another ghost, muttering about damnation as the streets turn to dust. Lovely. Up the stairs and through the next door - this is the office where you saw the Reflex Booster, so grab it and head up the darkened stairs, and out the next door. Head left, and up the stairs / ramp - there's nothing behind the desk, so head down the hall... as you do, you'll have another Vision; as always, just keep moving forwards. You'll end up at the end of the hall, but there's nothing there for you (why don't vending machines work like they did in "Half-Life"?), so backtrack slightly and in the door. Nothing in this area, so just keep moving ahead and through the next door. Turn to your right for 3 ATC wimps down at the end of the hall. There's a MedKit in the office on the right, and at the end of the hall is another disabled turret. Head down the stairs for 3 more ATC wimps, then go into the office on the left for weapons, Armor, and a Laptop - more chatter about "Origins". Continue down the hall, and before you get to the corner you'll hear weapons fire - Replicas vs. ATC. As usual with situations like this, just wait it out and let them kill each other - not that you can do anything about it anyway, as it all takes place on the other side of a locked security gate. Once the fighting has stopped, slip around the corner and into the security office for a MedKit, Armor, and several weapons. Head through the next door and move forward quickly, using that half wall ahead for cover - turn right and take out any remaining Replicas, including an HAR. Once they're all dog food, move ahead and gather any toys in the area. Don't bother with the open elevator - it's offline; Armor on the couch just past the elevators. A locked security gate on the left, so head right and down that next hall. {Checkpoint} As you move down the hall, you get a call from Betters. {New Objective} Locate Alice Wade (mentioned in that last phone message you heard) Nothing else in this hall, office, or waiting area, so just continue past the vending machines and down the stairs. When you get to the landing on the stairs, turn left quickly and take out the Replicas down at the end of the hall. Move ahead, and you'll have 2 more Replicas firing at you through the windows on the right. Contine down the hall and in the first office on the right you have a MedKit, while in the office on the left you have a Penetrator, several Grenades, and a phone message. There's a Pistol on the desk in the darkened office on the right, a MedKit and a couple of G2A2's in the next office. Around the corner for more Replicas and an HAR. Grab the Armor on the floor next to the kiosk, and at the end of this area is a locked security gate on the left and double doors on the right. Go through those for that outside area you saw through the windows before, and watch out for more Replicas down on the left (Armor on the planter here). Over the rail to the roof, and down - watch out, because there are more Replicas and a PAR down the next hall. You can open the double doors under the roof, but obviously you can't do anything in there, so head down the hall. In the area on the left (before the hall) there are double doors, but again there's a locked security gate just inside, so don't bother. There's Armor on the other side of the planter just inside the hall (foyer?), and more Replicas approaching. Watch yourself as you go down the hall, because there's a Replica on the right side of the lit area with a Particle Weapon. Smash the windows on your left and go in, not only for some cover, but also Armor, MedKits and Grenades. Once everybody's dead, there are double doors at the end of this foyer / atrium on the left, with a Particle Weapon inside, and a hall that leads only to that office. On the other side of the atrium - at the end on the right - are stairs, so head in that way. In the double doors and around to the left - as you get into the cafeteria, Replicas shut off the lights and open fire from the right. The only way to go is into that lit snack room where the Replicas were - grab the Armor and MedKit and head through the door. Oddly enough, the door seems to take a couple of tries to open - but once inside, there's a switch on the right which will turn on the lights again. Turn the corner and there are a couple of Replicas down past the shelves. There's nothing in here or the next room (other than their weapons), so head through the door as Betters tells you he's lost Fettel's signal again. Locked security gate on the left, windows ahead overlooking another outdoor area, and an office on the left - head into the office for Armor and a pair of G2A2's, one of which appears to be sinking through the rack. Smash a window in the hall and jump out into the courtyard to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 14>>Interval 07 - Redirection: Alice Wade //Objective: Locate Harlan and Alice Wade and evacuate them. //Enemies: Replicas, HAR //New weapons acquired: N/A {New Objective} Locate Alice Wade's office Double doors to your right, more down at the end on the right, but in either case there's a locked security gate just inside. Go in the only obvious way - smash a window. Use the Laptop, but there's nothing else in either section of this office. Leave via either door - around behind these offices is a locked security gate. Head down the hall and around the corner - when you get to the blue mosaic wall, to your left is another office. There's a MedKit and Proximity Mines on the shelves, then watch the security screen - you'll see another ghost (Fettel?), and then Alma blocks the view and the camera goes dark. Continue down the hall and into the reception area (a really stupid arrangement for a security gate), and one of the elevators can be used. The elevator goes dark while you're riding it up (and Alma will briefly appear), but you still arrive intact on the 6th floor. Head right, and through the security gate you can see an office dripping blood. Go into the office next to the gate for nothing more than a profane phone message from Harlan Wade. Isn't he such a nice guy? Head the other way past the elevators and into the open area for a Laptop which mentions that Harlan Wade created Origins. There's nothing for you in the little room with the vending machines, so head right - around the corner is a door into the break room, but again there's nothing in there for you so don't bother. Past the security gate and around the corner (there's nothing in that first office), and the next office in line is Alice Wade's - it's obviously been trashed, but there are a couple of phone messages which will give you your next task. Check out the photo on the desk - Harlan and Alice Wade. At least you know what she looks like now (a little cross-eyed). {New Objective} Locate Harlan Wade's office The next office in line is the blood dripping one - when you get in there, you'll hear a phone ringing faintly, but you can't find it... stand back and shoot the bloody ceiling tile (shoot the long edge of the ceiling tile furthest from the blood), and a body will drop down (along with a Pistol). That appears to be it for this floor - head back to the elevators... but as you leave this office, you'll see Alma walk past on the other side of the security gate. As you approach the elevator it malfunctions and drops down - there's your way up to the next floor, but do it quickly. Jump on top of the elevator, quickly turn and jump over the railing to the right - and then the elevator will drop. Grab the MedKit and head up the ladder, then jump over the railing and carefully make your way along the ledge - hug the wall, because the other elevator will go speeding past on its way down. There's a door up here, but it won't open fully, so again jump over the rail and make your way across the ledge. As you pass the closing elevator doors you'll see Alma again. Climb the ladder in here for Armor and 3 Remote Bombs, then go back down to the ledge. The door on the other side will open - grab the MedKit and head through the next door. Nothing in that sunken area, nothing down by the elevators, so just head down the hall - as you do, Betters calls in and says he hopes that nobody has been snacking on Alice Wade (nice guy, huh?). Circle around and enter the office on the right for another useless phone message. Down the hall and there's nothing in that first office on the left, but there is a MedKit in the supply room to the right (behind that cubicle). Head down the next hall and you'll run into 4 Replicas - toast 'em and head up the stairs (there's nothing beyond the pink wall except a locked security gate). At the top of the stairs, turn around quickly for 2 more Replicas on the other side. Down the hall and around the corner - you can see a MedKit in that office, but the door is on the other side. Around the next corner, and there will be several Replicas waiting straight ahead, and around to the right. Once they're dead, enter the office on the right for a phone message from Alice Wade. Head out the other end of the office and swing right for the office where you saw the MedKit (as well as a Shotgun), then head out the other end of this office. Ignore the hall for the moment and go into the office straight ahead on the right for Armor, Frags and weapons. Head back into the hall and head left (straight ahead from this office door is where you came from originally), through the waiting area and past the vending machines. Several more Replicas around the next corner. At the end of this hall is a small waiting area and another locked security gate, so bust a window and jump into the office across from the next set of vending machines - MedKit on the desk. Nothing in the office to the left, but the next office has a MedKit and Shotgun. Use the Laptop on the table for more on "Origins". The office beyond the Laptop on the right has a pair of Frags. As you round the corner and go down the hall, you'll get more poltergeist activity (look left to see Alma scamper towards you and vanish). Down to the left is another locked security gate with a blocked door just before it (those gates aren't much use when you can get around them this easily), so head right - around the next corner will be more Replicas, so have fun. Into the next office and swing around to the left for the security office - use the console to open that security gate. In the back room of this office on the left are a MedKit, Armor, and several weapons - at the other end of this back room is a gun console... use it to take out 9 or 10 Replicas. {Checkpoint} Head through that now open security gate (the one just past the blocked door) and you're back where you were before - that hall where you broke a window to get into that office. Continue down the hall and the next security gate is open... that's where you just wasted the Replicas with the Gun Turret. In here you can go left or right - left leads to a set of stairs; head up those for Armor and a Shotgun. Back down, and head right and clear out the rest of this floor. The first office on the right has a MedKit, then head to the other end of it for several more Replicas, including an HAR. Continue through this area (another MedKit in another office) and out to a foyer with a balcony above - more Replicas to play with. There's a locked down elevator on the right, and an office on the left with another MedKit. Across from that are more stairs up, and more Replicas. In the office next to the stairs (at the bottom) is a Reflex Booster. The door at the top of the stairs on the left doesn't open, so head the other way. In the office on the right at the top of the stairs is a MedKit. You can jump up on the desk and into the ceiling - fire down through the holes or toss Grenades for easy kills. Past that office and to the right is the balcony, with more Replicas in the area. Circle around the balcony, and in the offices on the other side are Frags, Armor and weapons - and more Replicas. Note the door blocked by the furniture and plants. Continue around for more toys, more Replicas, and an HAR or two - that door with the stuff against it it the one at the left at the top of the stairs. In the darkened double door office / conference room, there's a MedKit on the table, and a Health Booster on the shelf. There are two halls here - the one the conference room is on, and another just across from it (from the conf room, head left and into that office for toys). It doesn't matter which hall you head down, as they parallel each other and lead to the same place anyway - down at the end on the right are more Replicas and an HAR with a Particle Weapon. Toast them, and there's a MedKit at the back of the room, near the Exit sign - note the blocked door. Through the double doors, and there on her knees is Alice Wade (somehow the song "Figured You Out" from Nickelback seems appropriate here). There's also a MedKit on the shelf. Before you give Alice a Comlink, check the phone messages and the Laptop, /then/ give her a Comlink (but no groping). {Checkpoint} If you don't check the Laptop before giving the Comlink to Alice, you'll get the following objective: {New Objective} Recover data from Harlan Wade's Laptop. Otherwise, you'll get: {New Objective} Escort Alice Wade to roof for evac You've got to get back to the elevator, so head that way - make your way back to that blocked door, {Checkpoint} and as you go through these offices Alice will make a comment about the mess... after that you'll hear Replica chatter, so get ready. When you get out to the balcony you'll come under fire from across and from below - kill 'em all before they kill you, or more importantly, Alice. Down the stairs, and once you get to the elevator Alice will run into it - follow her quickly. "You don't mess around, do you." It won't be an uneventful ride - it will stop several times, each time for Replicas. Watch out - they may throw Grenades, so kill 'em quick before they do. At the first stop, there are toys (including a MedKit and Frags) on the other side of that curved wall. At the second stop, there are MedKits on that desk; there's nothing for you in that other room, so it's a good thing you can't get in there anyway. At the third stop there's nothing, so just kill and stay in the elevator. "You don't have to kill everybody" The power will flicker and the elevator will open again - no Replicas waiting for you this time, but they're nearby. Head into the office and use the panel to open the security gates. If you get in there quickly enough, look through the window to see Alma approach Alice before the elevator door closes. Head left, grab the MedKit on the couch, and ignore the malfunctioning security gate - go in the wooden door and head up the stairs. Lean left out the door and you can pick off 3 Replicas before they know you're there, then grab the MedKit on the cart. Up the stairs and you'll have 2 more Replicas coming down the hall. Go the only way you can, in the wooden door and up the stairs - at the top the red door has some sort of combination lock on it, but hey... somebody conveniently piled crates in front of that grating. Bust it and head in to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 15>>Interval 07 - Redirection: Flight //Objective: Locate Alice Wade and secure LZ for evac. //Enemies: Replicas, HAR, Drones //New weapons acquired: N/A Well, gee, you lost another civilian - that's what, 3 Comlinks and 3 civilians? Not a good record, bub. You will meet up with Alice later, but she... well, you'll find out. Bust through the grate and head into the room - a double door down at the far right (locked), a regular (red) door on your left (locked), and a window on your right, as well as a MedKit on the table. Through the window you'll see Alice. Talk to her (and Betters when he calls in), and the evac chopper will arrive... and get blown out of the sky by the Bad Guys. Their chopper comes flying in (an old Russian MiL-4 Hind), and Alice rushes inside via the door next to her, headed for the garage. If you've got the Type 7 Particle Weapon, you can take out all 4 Replicas as they're rappeling out of the chopper - in either case, the double doors of the room you're in will be blasted open. No, you can't take out the chopper... unfortunately. Out the double doors {Checkpoint} and the door Alice went through is locked, of course - you'll have to find another way. There's a railed balcony running along the wall to your right, and further ahead is a lower roof - jump down to there. Move straight ahead - nothing out here for you - and up the stairs to that balcony, stopping briefly at the helipad to grab any weapons. The double doors open, despite looking like they're screwed up, so head on in. {Checkpoint} Head around the corner, and you'll see a Replica in the distance that you can probably take unaware, but the other 3 will be alerted. Down to the end of the hall and down the stairs - two elevators down here, one open... when you get to the bottom of the stairs 2 Replicas will come out of the other elevator. Grab the Penetrator and Proximity Mine, then head through the wooden door across from the elevators. Down the stairs and you'll hear a radio conversation between Betters and Wade - just great. There are short stairs ahead of you, but they're only worth going up if you need a MedKit and Pistol - otherwise head for the back of the room (to your left) for stairs going down. In the room down here, grab the MedKit and head through the door - as you round the corner, look up and you'll see Alice trucking along the balcony... you'd better go get her. You may also see a blue light through one of the windows - that's a Security Drone. Nothing in the cubicles, but around the corner to the right is a Health Booster on a couch - after that, head into that office for three phone messages. There's nothing in the next office, so around the corner and down the stairs. Nothing in this area either, so through the next door and into the lobby for some poltergeist activity and a Laptop. {Checkpoint} There's nothing in the next office except a couple of Sub-Machineguns and some poltergeist activity, so head up the stairs. You can't go left, so head right - when you round the corner you'll be greeted by a pair of flying, Y-shaped Drones... shoot one to 'wound' it, then shoot the other to 'wound' it, and then finish them both off. Head down to the end of this area and around the corner - you can hear another Drone ahead, so watch it. Grab the Penetrator, and as you get near the Exit sign a Drone will break through the window. Kill it, round the corner and you'll hear yet another one - head right around the rail (this is where you saw Alice running earlier), and a 4th Drone will break out from the room ahead and left. In that break room, grab the MedKit and G2A2, then go out the window on to the ledge - watch out for 2 more Drones out here. Move along the ledge, drop down to the roof, and in the door. MedKit just inside, then head up the ladder and through the next door - use the ducts to jump up to the next section of roof. In the door and around - there's nothing for you in the office, so continue around the stairs and in the double door... another Drone will come breaking in. You can go out through those windows on to the roof, but there's nothing out there for you other than a great view. Up the stairs at the end of the room, grab the Pistol on the desk, and through the next door. As you go through the open security gate, several Replicas will rappel down on the left - watch it. Kill them off and head up the next stairs - as you do, 2 Drones will break in. Get a nice view from the rounded windows and continue up. Into that office and listen to the radio reports - sounds nice, huh? No place else to go but in that next door, grab the MedKit, and through the next door. {Checkpoint} Ah, the utility stairs - up or down? That decision is taken out of your hands temporarily as several Replicas come racing up the stairs - for some real fun, as soon as you get to the stairs, move forwards to the rail and toss a Proximity Mine down to the 7th floor landing, then back off... Replica sushi. After that... up to the 8th floor and through the door, then through the next for a pair of MedKits. Down to the 7th, and it's locked, as is the 6th. Next, though, head all the way down to the 4th floor for a Reflex Booster under the stairs, then head back up to the 5th and in. Listen to the 2 messages on the phone in the first office (Genevieve's, apparently), then head down the hall - around the corner you'll hear Replica chatter, so get ready. Get near the beginning of those metal panels on the left, and toss a Proximity Mine down the hall, then back up... the four metal panels on the left will open up, revealing some Replicas in that room, and more down at the end of the hall. Once all 4 are dead, collect any toys in that room (including guns, Frags and Armor), and continue down the hall. Around the corner by the vending machine you'll run into 4 more Replicas. On the other side of that partition (to your right as you round the corner into this lobby) are a pair of shut down elevators, a Penetrator and Armor - then head for the next offices. As you enter, around to your left is a wooden door - there's another Replica in there, along with a switch that will turn the lights back on and reactivate the elevators. For fun, approach the door at an angle and open it, then back off and toss a Grenade in there (bouncing it off the door). Use the Laptop, grab any toys, then use that switch. Back out in the lobby, the far elevator now works - ride it down to the garage levels. As you exit, you'll hear another message between Betters and Wade... she must have a death wish. Grab the Armor and MedKit, then head through the only open door and into the garage area. Head down to the other end and up the ramp - you'll come under fire from 4 Replicas down to the left. Grab the two MedKits, head down the other end and up the next ramp - the truck the Replicas arrived in is at the top of the ramp, and to the left are more friends (a Grenade works wonders). Kill them off (6 of 'em), grab all the toys out of the truck, then go down to check out the Armacham company car - Alice didn't get very far. Armor on the trunk of the car. Up the next ramp and there's another truck at the top, with more Replicas - you can probably take out a few before they know you're there, but watch out for the HAR approaching from the left. Again, collect any toys and then head down to the far end - through the red door, up the stairs and through the next for Jin and the end of the level. Jin: "It's good to see you in one piece." Betters: "You guys can make out later - just get that bird in the air." (snicker) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 16>>Interval 08 - Desolation: Urban decay //Objective: Secure Alice Wade, locate Harlan Wade. //Enemies: Replicas, HAR, PAR //New weapons acquired: MD-50 Repeating Cannon [CUTSCENE] yet another disastrous helicopter ride [CUTSCENE] Holiday chats with Betters {New Objective} Eliminate enemy patrols Hang around long enough to listen to the chatter between Jin and Holiday if you want. Go out either doorway and up the stairs {Checkpoint} None of the apartment doors in this building open, so keep going and into the room at the end. Betters calls about the water treatment plant. Into the little room on the right only if you need a Pistol, then smash through the boards and into that hall. Again, just keep going down the hall {Checkpoint} and up the stairs - as you get to the top you'll hear Replica chatter. Toss a Grenade past the blockage in the center to distract (and possibly kill) a Replica or two, then take out the rest (and the HAR). The room on the left has a MedKit and Proximity Mine, while the one on the right has a Frag and andother Proximity Mine. Just continue through this area, clearing out Replicas along the way - at the end of the hall you can't get past that hole in the floor, so you'll have to drop down. Just remember to get back up here at some point for the Reflex Booster you can see in that one room. Clear out all the rooms down here... left for busted stairs, right for outside - no Bad Guys, but plenty of toys to pick up. The stairs are, of course, broken, so bust through the boards and head outside. There's nothing beyond the fence for you, though you can look down to spot Replica vehicles - head in the door on the left for more friends (they'll be on the right). Kill them, then go into the room on the left (from where you came back in) - climb the debris ramp and into the room up here for that Reflex Booster you saw earlier, as well as Armor, a MedKit and a Penetrator. Either go back down the ramp, or just drop through the hole in the floor again. Head into that room where you killed the Replicas, and keep going around - in one room there will be an arch on the right wall, and another arch further ahead on the left... as you enter this room, it starts shaking, and a PAR drops in just beyond the arch. Once it's dead, go through the room, Melee the boards and crouch through the doorway, and head right. {Checkpoint} Into the next room for a Particle Weapon and Armor, and if you look out the windows you can snipe a couple of Replicas. Out into the hall, and when you get to the hole in the floor, look right for 3 Replica snipers in the windows across the way - do unto them before they do you. There will be one in the unlit windows (second row down), and one in the lit windows to the left of that. Stay here for a few minutes, because more Replicas might show themselves in those windows - the more you can take out now, the better (usually 3 of them). Yes, you can jump this gap - move up to the very edge on the left (inner) side of the gap, and jump across... make sure you QuickSave first, of course. Around the next corner to the busted elevator (Particle Weapon and a MedKit), and you'll have another sniper firing at you from outside, as well as several Replicas on the roof up and to the left. Get out into the courtyard and wait - more Replicas sniping at you from various windows, so be quick on the trigger when you do spot movement. Once they're all wasted (about 5 or 6 in the windows, 2 or 3 on the roof to the left), move forwards, and at the end of this area, on the other side of that piece of equipment on the right, you'll find the MD-50 Repeating Cannon. It's a very excellent toy, but you won't find much ammo for it yet. It's definitely /not/ a close range weapon - that will just get you killed. Through the gap in the wall, across this section of roof, and jump up through the gap on the other side. More Replicas over here, coming out of that open door to the right. A note: when firing at a HAR or PAR with the MD-50, shoot once, wait until they recover from their stagger, then shoot again before they do; if you just keep firing at them when they're staggered, it doesn't seem to do anything. In the door and down the stairs - it's easier to go right, if only to recover weapons from the corpses of those snipers. Through these rooms, then out into the hall and head right - in that first doorway on the left (yellow Condemned notice) there are three Replicas, so give them a Grenade. Go into that room and into the bathroom on the left for a Health Booster. As you leave the bathroom, shoot the Replicas you can see through the windows. There's a MedKit in the main room, and another in that small room next to the bathroom - check out the window to make sure there are no more Replicas on the fire escape. Nope, there's no way to get over to that fire escape. Back out into the hall and down to the end - into that room, and into the small room on the side for Armor, then drop down through the hole (try and land on the mattress, though I don't think it makes any difference). Grab the MedKit in the bathroom, then head out into the hall. {New Objective} Locate Rammelmeier industrial compound Continue your sweep. Open the red door at the end and don't shoot! There's Alice, standing down at the end. Get closer and Paxton Fettel is behind her, saying she smells nice. Get closer and they'll both disappear... more ghosts - or are they? Maneuver through these rooms, past the half open elevator for more poltergeist nonsense, and continue around. Around the corner and down the hall - entering the next room you'll see a blood-splattered wall ahead, and you'll hear Fettel saying "She told me so many things". Uh-oh. Head into that room and you'll see a corpse on the floor amidst the blood - it's Alice. But as you approach, the room flickers and the blood and corpse disappear... more ghost nonsense. But you know that she's dead. Through this room, and as you walk over the fallen door you'll enter another Vision - Alma at the top of some stairs. As usual, just keep moving forwards - and as usual, the Wraiths that come flying out at the end of the Vision clip your armor down unless you shoot them first. Continue through this area, and when you get to the last room, jump up on the radiator and out the window to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 17>>Interval 08 - Desolation: Point of entry //Objective: Secure Alice and Harlan Wade. //Enemies: Replicas, HAR, PAR, ATC //New weapons acquired: N/A This is a long level, and a little freaky. You'll hear a chopper fly by overhead, and you know it's not one of yours. Go forward and around the corner, and Betters will call you to report major enemy movement. No shit. Around the next corner, don't bother with the door on the left, move forwards and you'll hear Alma say "Come here". Move into the alley on the right and the TV will flare into life... you'll see Alma on the screen, and as the TV dies, she'll say "Give it back." Do you really want to know? Back out of this side alley and head down to the end, towards that fence - turn the corner for more poltergeist activity. Over or around the stairs, and in the open area at the end you'll have some Replicas to play with - as usual, SloMo and take out as many as you can before they spot you. Round the corner into that area and down at the far left a truck comes racing up to disgorge more Replicas - if you still have the Rocket Launcher, you can take them all out as they're getting out of the truck (watch the bodies fly!). Grab everything you can, including a MedKit and Armor in the truck. It's completely blocking the alley, so go right, bust the boards and in. {Checkpoint} There's a couple of MedKits in here, then go through the double doors. A truck will come racing in - kill the 3 Replicas as they get out, then the 3 out in the alley, and the HAR with them. In the little office here for a pair of MedKits, then you can either continue through and out the door, or go out the door the truck rammed through - either way, grab everything you can, including a couple of sets of Armor, Frags, and weapons. In the truck at the end are more MedKits and Armor. None of the doors out here open, so don't bother - instead go down to the end and use the barrels {Checkpoint} and crates to get over the fence. As you start down this alley a truck will come racing in from the other end - run into the door on the right, turn around once inside and toss a Grenade. Get to the end of this room and up the stairs, and take out any Replicas that come into the room - even without SloMo it should be easy enough. Head out the door and take out the 4 or 5 Replicas that are jumping over the fence - again, Mr. Grenade is your friend. You can't get over that fence, so head down to the end and right into the alley - Betters will call to let you know that the Rammelmeier facility is just ahead, and that's where most of the enemy is. Lovely. Through the hole in the fence and down this narrow alley - around the corner, go up the board, smash a window and in; grab the MedKit. If you miss the board or you fall off, you can use the cable spools and crates to climb up. Up the stairs and out the door {Checkpoint} - you obviously don't want to get into that construction site, so jump the low wall to the right and into this next alley. Turn the corner, but don't move far, just down to the pipe on the right - a truck will be coming into the alley from the far end, and you don't need to get squished. Duck back around the corner and let it drive to its doom (oh, that is so nice), then head down the alley. The only way into anywhere is that loading dock on the left - but down at the end of this area on the right are a pair of Frags on a barrel. As you enter the door (Pendleton Machinery Co., Inc.) you'll hear another chopper, but no worries (not really). Enter the office to hear another news update on the radio and to grab a MedKit, then head down the hall and through the double doors. No place to go but down - drop through the open grate then down into the service tunnel. {Checkpoint} Follow the pipes through the section where you have them on either side of you, then you'll hear Replica chatter. Around the corner to the right are a pair of Replicas you can take out with ease. As you head into that area, look up and right to see a green glow above - a Reflex Booster. No apparent way out of here, so jump up on the pipes (at the end on the right) to get up to the next level - watch out for more Replicas above. Grab anything you need on this ledge, then head up the ladder - watch it, you'll probably come under fire as you move up. At the top, kill any more Replicas then look back to see a MedKit and the Reflex Booster - head to the end of this catwalk and drop down to the platform. Into the doorway and around - don't fall down that hole yet - to get the Reflex Booster, a MedKit and Shotgun. Head back out to the platform and head up the next ladder - grab the Penetrator and Armor up here, then get back down the ladder. Now you can drop through that hole in the floor. Drop down from this next ledge and go through to the top of the ramp. Head along the ledge to the right of the ramp and through that door - note the truck below, then make your way around to the end of the catwalk on the left for a couple of Proximity Mines. Head into the office at the other end for a MedKit and Pistol, then you can either go down the stairs here or down that ramp. The truck isn't a threat, so head out the other hallway, {Checkpoint} past the steam, and in the next area you'll have Replicas - you can probably ambush a couple of them. Head down the stairs and you'll have another Replica or two on your right, along with a HAR. There are several alcoves down that way, and some have toys in them - don't forget to grab the Armor on top of that barrel either. As you get to the end you'll come under fire by a Replica hiding around the corner, then by a HAR in that office. Thanks to the HAR you can't get into that office to grab the MedKit, but you can get it later - for now go up the stairs. Head around this area for toys, and when you get to the far end a Replica will be coming up the stairs on the other side. Blow him away and head down those stairs - the door at the bottom leads into the office where the HAR was. Continue on, noting the Rocket Launcher and MedKit on the platform to the right. At the end, kill the 3 Replicas and continue on. Into the next room for more poltergeist stuff - "She's close now... her presence is strong here." (oh, thank you, Luke Skywalker) Two doors in here, one red, one blue - but the blue one is blocked, so through the red door and down the stairs. {Checkpoint} Grab the MedKit and turn the corner - ahead must be one of the secret entrances that Alice was talking about. Head inside and blow away the 2 Replicas, then head into the office for a bunch of weapons. That lift in the center - who knows what it's for (you'll see it again later in Level 21). Grab anything out in the room, and head up the ladder. Through the red door and then through the next open secret door. Into this room and to door on the right is blocked, so go left - head through these rooms and Betters will chatter at you. At the branch, head right into that office for a pair of MedKits and a Shotgun, then head left down to the end of the hall and through the double doors. {Checkpoint} Just keep going, through the red door, down the hall and around the corner. Through this next doorway, across the plank 'bridge' and head right - down near the other end a window will smash and a couple of Assassins will drop in for a visit. Once they're dead, cross over the next bridge, through the next room and up the stairs. As you get near the next doorway an Assassin will drop down through the skylight. Up the next set of stairs and if you're quick, you'll notice an Assassin off to your left, jumping over to join you. Head down to the other end, across and in, and through the doorway on the right. Through this area, through the door, down the stairs {Checkpoint} and through the next door. Down left through the windows you'll hear people calling for help - look out and then take out the PAR (or are there 2?) down there. ATC wimps down there, and any survivors will be ungrateful bastards that will shoot at you, so send 'em to hell. Just keep going, through the doors, along the catwalk and down the ladder - check out the rooms for MedKits and Armor, then head outside via the small door next to the big one. Head down to that intact ATC car at the end, and around the corner to the right is another PAR - kill it, then grab any toys out here (very few), go up the steps and head in. Go right for 4 more ATC wimps (or as the radio calls them, "minimum wage commandos", which is funny as hell), then collect anything in here and head to the other end of the room. Down on the left you'll see a red light - get closer, and you'll find another of those secret entrances. Use the switch on the wall (I thought there were special codes needed?) and in for a whole bunch of weapons - pig out, baby. Head into the office, watch the monitors if you want (and grab the Armor), then head out the next door. Ignore the elevator shaft, watch for anything overhead, and go up the stairs. Through this room and through the next door - you'll hear a call from Holiday, saying that the medevac just got there. Poltergeist activity which you can ingore, then up the next stairs. There's the elevator at the end, but first go across the catwalk and into that room for a Health Booster. Into the elevator and use it... more Visions. Just drop way, way down into the water, swim down through the hole in the floor past naked Alma, then up the stairs - as usual, keep going forwards, and kill any Wraiths that appear (at least 6). Once the Vision ends, use the elevator. As it drops down you'll get a call from Betters. Facing the buttons, turn left - as you drop down you'll pass by Alma in the midst of another of her killing sprees. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 18>>Interval 09 - Incursion: Lapdog //Objective: Secure Alice and Harlan Wade, and eliminate Paxton Fettel. //Enemies: ATC, turrets //New weapons acquired: N/A The elevator is a little jerky, but it gets you there. {New Objective} Locate Harlan Wade As you exit the elevator and move forwards, a Gun Turret will drop down ahead and left - take it out quick. Head down the ramp and into the room on the right (down the steps) for a MedKit. This next bit you can do a couple of ways - go down to the end of the lower area (on your left as you exit the elevator) and around the corner to take out a turret, or shoot off the lock of the caged area at the bottom of the ramp and go in there - turn left to take out that same turret. You can pick up a Penetrator and Armor under the turret. In the caged area, crouch through the vent and down to the end to pick up a couple of Remote Bombs. Go into the area where the turret was, and down the ladder - crouch through the tunnels and up the next ladder to get you past the locked security gate. {Checkpoint} Head around the curve and pick off 3 ATC wimps up on the balcony. Keep going, down the steps, then turn to take out 3 more ATC on the balcony above. Wimps. Grab the MedKit, and through the window you can see who else... our fat friend Mapes - you'll hear him telling the wimps that he needs more time. Into the next hallway and the door on the left won't open... darn it. Head right instead, around and down the steps for more ATC. Through here, and around to the left should be another group of ATC wimps. Into the small room on the left for Armor, then in the office at the end for a MedKit, Frags, Shotgun and a Laptop. More chatter from Betters about the prototype (they put her in a coma, then induced labor so she could give birth to the genetically engineered prototype), then head into the next room and up the ladder. Through the short tunnel, up on the pipes and head left - at the next junction head left as well. At the next group of pipes, go right and get up on to the bigger pipe, then into that next tunnel. Just keep following the double pipes all the way to the end, then drop down to the right next to the vertical pipes - you'll be in the office where Mapes was... unfortunately, fat ass is gone. Go up the stairs, and you'll see a video message from Harlan Wade. {Checkpoint} Go up the next stairs and you'll have ATC in the hallway to the right, and a MedKit in the office to the left - grab the MedKit then go wimp killing. Enter the hall and go left for Armor, a MedKit and a Penetrator, go right for a small balcony above the curved section of hall you passed through earlier, and go straight to continue. As you continue along the hall, you'll hear mechanical noises - look through the window to the right to see a turret deploying. It can't shoot you through the windows, but once you enter that room you'll be fair game, so watch it. You can either go in the door, or you can note the pipes outside the door of the room - you can jump up on those and follow them around to drop down on the other side of that room. From here you can go into that room via the door next to you, and you'll be partially protected from the turret by the ceiling overhang. Kill the turret, grab the Reflex Booster, Armor and MD-50, then head back out the door. Either way you go, when you go out the door at the far end of the room (or when you drop down from the pipes), you'll hear someone yell "It's gonna blow!", and the barrels in the hall do - no problem. Well, kind of - the exploding barrels also broke a gas line, which gives you a little problem about getting down that hall. But as with everything else in this game, finding a way around is pretty easy - just head into the offices on the left. Take out the turret, grab the MedKit, and out the far door - you'll hear an idiot yell "Fire in the hole!", and an ATC wimp will throw a Grenade that doesn't even come close... show him what real killing power means. Go past the three barrels ahead and around the corner to pick up the Armor near that gas flame, but other than that there's nothing for you down that way. Head into the other area for more ATC wimps, and through a window you can see your fat target. "What good are you jackoffs?" Kill any ATC wimps on the balcony above, then head up the stairs (nothing down the small steps unless you need corpse weaponry). More ATC wimps to kill - some of them stupid enough to be standing near an exploding barrel - then move through this area to pick up a few toys, and head down the next stairs. More wimps down at the bottom, so mow through them and keep following the hall around - down at the end for a few more wimps, then around the corner (at the fallen machinery) and you should be able to kill yet another before he gets behind the security gate. Grab the weapons and Armor on the other side of that fallen cabinet. The wimps do, however, close the various security gates, meaning you'll have to go the long way around. Into the office at the end {Checkpoint} for a Laptop (there's a telepathic link between Fettel and Alma even though she was in a coma, he killed several people when he was 10), then down the ladder. Blow away the wimp below and head down the stairs... you can't get into that caged area from this side, and that yellow pipe is a gas line. Go along the catwalk and around the corner for more wimpery on the right, as well as a MedKit (left). Duck under the pipe, blow away the padlock, and head in. Just follow this around, and into the hall on the left - turn to corner to see an activated Proximity Mine across from you, and another below, as well as a very shaky valve on a gas line. Rather than shoot these things and blow that gas pipe (if you do, you block the way to the next Health Booster, though there are ways around that), very very carefully work your way to the right - edge past the end of that big pipe and slide into the space on the other side of it. Climb the ladder, grab the Health Booster and weaponry, and in that next door. That office has nothing for you but a chattering radio and an amusing whiteboard, so head back out to the catwalk. Jump over the rail where the twin pipes are and you'll have bypassed the Proximity Mines. Down this hall for more ATC wimps, duck under the pipe, grab any toys (Armor and Frags), and into the next area. See that wheel valve on the yellow pipe ahead? That shuts off the gas in the line near the Proximity Mines... as if you need it now. If you did blow the Mines and block your path, shutting off the gas will let you get to the Health Booster now. Don't waste any ammo shooting that padlock, just head left for the next stairs. Up the ladder, and you're on the other side of the security gates our wimp friends closed on us. From this room, note the alcove with the pipes in it further down the hall - wiggle your way in there and crouch through the tunnel. Drop down on to the vents, and down again to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 19>>Interval 09 - Incursion: Bypass //Objective: Secure Alice and Harlan Wade, and eliminate Paxton Fettel. //Enemies: Replicas, Drones //New weapons acquired: N/A Recover evidence of ATC wrongdoing? Who are we - the cops? Into the vent and drop down, then bust out into the room. Head for the rail, and what's on the monitor is what you can see through the window - Harlan Wade kills Mapes. Damn! I wanted to cap that fat twerp myself! Down the stairs, through the door and through this room... down the next set of stairs. Through the next door, and you're in the room where fat ass bought it. Go over to him... and he's not dead yet. (Cute belt buckle... RTFM means "Read The F****** Manual") {New Objective} Divert power to Vault door Go over to the panel and note the symbols, how they're all dim and halved. Don't waste any ammo on fat boy - you can't actually kill him. Go the only way that you can, but skip that door on the right for now - the lift in there can't be used yet. Of the two ladders, go down the one on the left if you need a MedKit - otherwise go down the right. [LEFT] down the stairs and through the door, then head down the ladder at the end. Grab the MedKit, up the stairs and around, and the door on the right just takes you out to the other ladder, so continue along the pipe - at the end you'll run into a pair of Replicas. [RIGHT] down the stairs, in the door and turn right - continue along, and at the end you'll run into a pair of Replicas. Around the catwalk and lean out into the next room for two more - the Replicas with the red and white masks are 'elite', but they still die the same way. Down the ladder for a MedKit, Remote Bombs and an MD-50, then back up the ladder and continue on. At the stairs grab the Armor if you need it, then head left down the hall - that door on the right is locked for now. Note that the symbols above the keypad are the same as the ones for the Vault door. Down the stairs and you've got a choice of right or left - it doesn't matter which one you do first, since you have to do both. At the end of each way, use the panel to divert power. Note how the yellow circles become whole on the panel - one set down, two to go. Get back to that locked door, and it's now open - head through {Checkpoint} and up the stairs. Through and up the ladder, and you'll be on that red catwalk you saw earlier (above where you just were). Across it and up the stairs, and on the right you'll have 3 Elite Replicas - easy enough to surprise at least one of them. Kill 'em all, grab the toys, and up the stairs. Grab the Shotgun and use the Laptop for some info on Alma - they goofed here: Betters calls Alma by name, even though he won't learn it until the next Laptop. Grab the MedKit and Proximity Mine under the end of the pipe. There are two different ways to get to where you're going next, and it doesn't really matter which way you use. You can't duck under the big pipe, so use the crate the Laptop is on to jump up on the small pipe, and from there to the big one. From here you can either jump over the rail at the end of the pipe, or drop down on the other side of the big pipe and crawl through the vents - it's easier going over the rail. Grab the Reflex Booster and MedKit, through this area and down the ladder (you can also drop through any of the vents, but why bother?). At the bottom is the other end of the vent you could have crawled through. Head up the stairs and through the door - the room below should look familiar. Across the bridge and through the next door, grab the MedKit and Penetrator, and through the next door. Down to your right you'll have 3 Elite Replicas, with a few more on the way - take 'em all out from your nice sniper's perch here. The catwalk here doesn't really lead anywhere - that door on the other side won't open fully, and there are no ladders. The easiest way it to make your way to the far end of the catwalk and jump over the rail on to the stacked crates. Grab the toys (including Armor and a MedKit), then go up either set of stairs to find another locked door. Go all the way down the stairs and just keep going down until you get to the next power diverter room - use the left panel (the one nearest you) first, then head around and use the other one. Or try to - it won't make the connection because it's blocked by that hanging crate... you'll have to get that out of the way first. Go down the ladder near this second panel and up the stairs - but before going up the next ladder, go through the door and through that area for MedKits, Armor, Remote Bombs and a Penetrator... then go up that next ladder (use the Laptop first - more chatter about Alma and how young she was when the experiments started). Use the panel at the top, and now you can go back and use that other power diverter... blue is now complete. Head back to that locked door. {Checkpoint} Through and around to be greeted by 3 Drones - once they're gone, head across the bridge and through the next room. Through the big windows you can see your next targets (panels)... continue through and up the stairs. Up the next stairs and around, watch the machinery through the window for a moment (and note the Multi-Rocket Launcher), then continue down the hall. This little door won't open, of course, but in the next area there's a grate behind the crates - skip it for the moment. The hall ends - nowhere else to go, but there is a MedKit here. Bust that grate and head in - in the room, grab the Rocket Launcher and Armor. Note that the right belt - nearest the grate - doesn't have a full load, so time it and drop down. Up the stairs and through the door - the final power diverter room. Go down the stairs - note the Health Booster (you won't be able to pick it up on the lower difficulties) way down on the left - and use the panel... almost there. Now you've got to get to the other side of the room - go down and grab the Health Booster, then make your way to the end of the room and down the short steps. Through the door and go either way - they both lead to the same desk. Grab the MedKit, listen to the phone (Mapes was working for Genevieve, trying to clean up Origins - maybe he wasn't a bad guy after all), then head up the ladder. Around and up, and use the final panel - this seems so anticlimactic, doesn't it? {New Objective} Enter the Vault Through the now-open door {Checkpoint} and up the stairs for a pair of Replicas. Grab the MedKit and Armor, and head down the hall - use the panel to lower the lift. Go through the door, and you're back where you started - head left to enter the Vault... after, of course, watching the ghosts of Fettel and Alice, and disposing of three more Drones. Listen to fat boy's last words, then use the panel to open the Vault. {New Objective} Locate Harlan Wade Ramp or stairs, either way - use the panel to ride the lift down and end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 20>>Interval 10 - Revelation: The Vault //Objective: Secure Alice and Harlan Wade, and eliminate Paxton Fettel. //Enemies: Replicas, Wraiths //New weapons acquired: Pistol, MD-50, RPL Sub-Machinegun, Shotgun Get off the lift and look at the nice toy - who knows what it is, but right now that doesn't matter. Look up at the windows just to the right of the 'ball' to see Harlan Wade. Through the door and around the corner to see several Replicas rush by the windows ahead - head down the hall to the blood smear for your next Vision... and the truth of who you are. Keep moving forwards, past Fettel and the flames - turn around and kill each Wraith as it comes at you. If you get lost in here, look around to find Fettel and just keep going towards him, killing Wraiths as you go. Eventually you'll see Fettel kneeling in front of you - move towards him and shoot him in the head, and the room clears to show Alice's corpse. Okay, Fettel is dead - probably. For whatever reason, you have only a Pistol... but weapons are weapons. Grab the MedKit, and head down the hall. Three Replicas, but they're basically dead - they more or less died when you severed their psychic connection top Fettel; shoot each in the head to get them to drop, then grab their MD-50s. Further down the hall, use the Laptop to see Harlan Wade ranting... Alma was only 15 when she gave birth to you. At the end of the hall, use the panel and ride the lift up - head right to the window, and watch as a naked Alma kills Harlan Wade (good riddance). I guess that takes care of your objectives... shame you couldn't save Alice, but that's life. Note that for whatever reason, the ammo count on your weapon has gone down - you're being limited by the game. The window / door slides open, so enter the office - the only way to go is through the door at the end, {Checkpoint} then through the next. As you enter this room, you'll see a naked Alma ahead - follow her. Grab the MedKit and Armor, and when you get to the dust where Alma was you'll have another Vision - as before, kill the Wraiths and keep moving. Kill the Wraiths that come out of the black cloud (the MD-50 works best), and head through the door. Left or right doesn't matter, but grab the Reflex Booster behind the barrels, as well as the MedKit, then head down the stairs. Keep going, grab the Armor almost hidden at the bottom of that cabinet (opposite the windows), around the corner and kill more Wraiths as they appear (2 sets of them, one left and one right). Up the stairs, around, up the stairs, kill more Wraiths, grab the Pistol at the base of those crates. Through the hall, grab the MedKit on the cart, and head left (right is a dead end). Down the hall to the blue glow. {New Objective} Expose and destroy reactor cells to sabotage energy pylons Keep going around, and use the panel to ride the lift up. {Checkpoint} Head left, along the catwalk and into the next room - pick up the Sub-Machinegun from the crate, and go right to use that panel. Shoot the energy cores once they're exposed, then turn and run through the door (it takes a moment to open). At the junction go left (watch out for the flicker), grab the MedKit, and go out on to the catwalks - you'll have Wraiths appear both to your left and in front of you, so watch out. Once they're gone, grab the MD-50 then head along the catwalks into the next room. Just keep moving, and when you get to the next catwalks, get ready for more flickering (naked Alma leads the way). At the other end, head left to grab a Sub-Machinegun, then head right and down the hall. Zip around, use the lift, through the door and across the bridge - back up when the Wraiths appear and kill them all (or you may be able to run past them). Through the next door and up the lift to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 21>>Interval 11 - Retaliation: Ground zero //Objective: Get as far from the facility as possible. //Enemies: Wraiths //New weapons acquired: Penetrator As you go up the lift, Betters reestablishes contact - get to high ground. The room at the top should look familiar - you saw it when you entered the secret facility for the first time when you were chasing Alice Wade (back in Level 17). At the top, grab the Armor, Shotgun, and whatever else, then head through the secret door. Sub-Machinegun and MedKit on the shelves to the left, but just keep going. Up the stairs and you can't go right, so head left. When the pipe explodes, jump over the rail to the left to grab the Penetrator - or not... Pistols, SMG and Cannon are best for dealing with the Wraiths. Up the short steps and down the hall - there will be an explosion from down on the right, so turn that way to waste the Wraiths, then head the other way. Grab the Shotgun and MedKit by the windows, then weave your way through the crates - more Wraiths as you near the end of the room - and through the doorway at the end on the right. Watch out for the Wraiths coming through behind you. Armor and MedKit on the shelves, then head down to the end of the room - the double doors burst open to reveal more Wraiths. Through here, MedKit at the end of the middle row, and more Wraiths down at the end on the right. Up the steps and grab the Armor, then up the next set of stairs. In this next hall, a little poltergeist activity advertises the presence of more Wraiths in that hall on the right - kill them and grab the Sub-Machinegun, grab the MedKit on the shelves, then through the next door. Keep moving forwards, ignore the poltergeist activity (a Shotgun in that hall on the right), grab the MedKit and into the next room. Grab the Penetrator on the desk (or not) and head into the next room {Checkpoint} - don't stop moving. Head right and down the catwalk, up the stairs and you'll have dual Pistols on the shelves. Along the catwalk, and that door won't open, so grab the Armor and jump over the rail. Grab any toys down here and wait - half a ton of Wraiths will be making an appearance. Once they're all dead, the three blocked holes on the right side will be blown open. Grab the MedKit and Armor at the far end of the room, then drop through any of the holes. {Checkpoint} Into the next room and watch out for falling debris, plus the 2 Wraiths that appear - grab the MedKit and head into the next room. More Wraiths, through the next doorway, and as you go down this hall towards the double doors you'll have another Vision. Do NOT shoot Alma or she'll kill you - just move past her without bumping her. Through the doors, and you've been here before - head up the stairs on your left. Through the doors, naked Alma walks towards you and vanishes, and just keep moving, through the doors. Head for the next ones, and when they go bloody, turn around and naked Alma rushes at you. Keep moving that way (away from the bloody doors) for more Vision... your birth. Again, don't shoot Alma. The file on the table says... Alma Wade. Oh, lovely. Once the Vision fades and everything is back to normal (so to speak), you'll hear Alma say "I know who you are"... good, because now so do we. You're back to just a Pistol again, but don't worry about it - there's nothing left to kill. Through the double doors, and use the elevator on the other side of the room. Head left and jump through the window, out on to the street. Start moving down the street, and the ensuing explosion ends the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 22>>Epilogue: Aftermath Not really a level - just a couple of cutscenes to end the game. Just as Jin asks about Alma and what happened to her, guess who climbs into the chopper... Roll credits. (hit the spacebar to skip them) Okay, so know you now... the little ghost girl is Alma Wade, your mother. At age 8 she was put into a coma by her father, Harlan Wade, and through genetic engineering she became pregnant with you - when she was 15, labor was induced, and she gave birth to you. Lovely people, eh? A year later she gave birth to Fettel. Harlan Wade may or may not be your father (I wouldn't put anything past him), but Alice Wade is your aunt, and Paxton Fettel is your brother or half-brother. Man, what a really screwed up family... but right now, you're the only one who knows who you really are. Maybe. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- THE CHEATS Hit 'T' for Talk, type in the cheat, and hit Enter. Note that all cheats are lowercase only, and the spaces are required. The cheats do not save, and must be used in every level, whether loading a save or continuing the game. ammo = gives you the maximum of ammo for all of your weapons, plus the maximum number of grenades for each type armor = gives you full armor build = displays the build version gear = gives you increased health and boosted reflexes gimmegun assault rifle = gives you the G2A2 Assault Rifle gimmegun cannon = gives you the MD-50 Repeating Cannon gimmegun dual pistols = gives you dual Pistols (John Woo) gimmegun frag grenade = gives you a Fragmentation Grenade gimmegun missile launcher = gives you the MOD-3 Multi-Rocket Launcher gimmegun nail gun = gives you the HV Penetrator gimmegun pistol = gives you the Pistol gimmegun plasma weapon = gives you the Plasma Weapon (railgun) gimmegun proximity = gives you the Proximity Mine gimmegun remote charge = gives you a Remote Bomb gimmegun semi-auto rifle = gives you the ASP Semi-auto Rifle gimmegun shotgun = gives you the VK-12 Combat Shotgun gimmegun submachinegun = gives you the TPL Sub-Machinegun gimmegun turret = drops the current weapon god = God mode, what else? Set it and forget it - use it once, and never touch it again; it appears to save. If you're using it (why?) and you start taking damage, type it in again - even if it says "Off" it will actually be on. guns = gives you all weapons health = gives you full health kfa = gives you all weapons + full ammo, armor, and health (shades of id) maphole = skip to the next level poltergeist = ghost mode - turns you invisible and shows your position coordinates (within the current level) on the screen pos = shows your position on the screen tears = gives you all guns and infinite ammo (though you'll still need to reload) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- COPYRIGHTS: "F.E.A.R. - First Encounter Assault Recon" is copyright 2005 Monolith Productions (http://www.lith.com/) distributed by Sierra / Vivendi Universal (http://www.vugames.com/) =============================================================================================== SIGNATURE David "Nightwolf" Masters -- david_masters AT comcast DOT net the Roundhouse -- http://roundhouse.8m.com/ (Railroad Tycoon II) TerokNor -- http://tnhp.tvheaven.com/ (Star Trek silly, filks, fanfic) personal site -- http://home.comcast.net/~david_masters/games.htm LiveJournal site -- http://community.livejournal.com/nightwolf_jfo Walkthroughs / FAQs: Doom II / Doom for Windows 95 Doom 3 Far Cry F.E.A.R. - First Encounter Assault Recon Half-Life Platinum Edition (Half-Life, Opposing Forces, Counter Strike, Blue Shift) Jedi Knight II: Jedi Outcast Jedi Knight: Jedi Academy Quake Ultimate (Quake I, Quake II, Quake III Arena) Quake 4 Return to Castle Wolfenstein Unreal Gold (Unreal, Return to Na Pali) Editing / Scenarios / Strategies: Railroad Tycoon II Railroad Tycoon III Tropico Tropico 2: Pirate Cove Zeus / Poseidon April/May 2009 -- walkthrough; version 1 May 2009 -- second run through for corrections, objectives and checkpoints; version 1 September 2009 -- minor corrections and additions; version 1 October 2009 -- more (hopefully the last) minor corrections; version 1.1