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Chapter 1-1 Counter-attack

Main Objective - Regroup with Sgt. Rico Velasquez on the front lines. Secret Cases - 8 Initial Skills - n/a This is the learning stage. But you can press Triangle to completely disable all the tutorials. The map above pretty much lets you know which cases to hit in what order. The main thing to learn in this stage is how to manipulate the checkpoints and C4 to your advantage. Notice Templar returns to a prior area where he may have looted supply caches already -- unless you are confident you will never return, try to leave the caches alone unless you need something from them (like grenades, health or ammo). Head to the area with case 4 / 8 and man the turret. Drive back the Helghast and move west. Take all the cases before heading back to the gun turret and blow the gate to the north section of the stage. Be sure to take all the money kits before getting close to Rico, or the stage will end right there.

Chapter 1-2 Retreat

Main Objective - Keep Rico alive to the main base. Secret Cases - 8 Initial Skills - n/a This is the learning stage for controlling your NPC ally. Use the cache to pull out all the syringes to heal Rico to full health. Unless the ally drops dead never use the syringe on him or her since they are effectively still firing. Allies can follow the (host) player or stop and guard the spot near where the player currently is. Other preset rally points exist, but only appear on the command menu if you are near them. Also, allies who attack specific enemies will revert to follow mode once the enemy dies. Never move an ally to a spot under fire -- they move first and attack second in their priorities, and will usually drop dead in the middle of a fire fight. When in doubt, have armed allies follow the controlling player. Fight your way back to the south and disable the mines by holding the X button. To get to the case 6 / 8, cross over on the fallen log. Not as hard as other puzzles later. Hit the switch on the exit and clear out.

Chapter 1-3 Evacuation

Main Objective - Find all three VIPs and escort them to the dropship. Secret Cases - 4 Initial Skills - n/a Kill the enemies and the landing pad clears. To blast mines while fighting enemies, use the grenade on the mines and blow them. Fight the enemies on your own with guns. The first VIP is in the north, near the case 3 / 4. Once you near the door and get her following, move back to the landing pad and order her onto the boat. The VIP will automatically enter the dropship if they get near enough. The second VIP is past the gate you blast with C4. Follow the central building around and locate a door near where you can get back to the landing pad. Place the fat forker into the plane and head for Stratson in the northwest. Get C4 from the caches in the northwest (near case 4 / 4), blow the general's door and lead him back out to safety. Easy. drkay easy.

Chapter 1-4 Sabotage

Main Objective - Destroy all four pylons to destroy the base. Secret Cases - 5 Initial Skills - n/a

This stage introduces you to the tank. Take out the enemies near the tank and enter it. The turret in single player will auto-aim slightly to kill enemies, but will also target objects like the obstacles. Learn to crush the obstacles with your tank, then fire the weapons. You need to move slow with the tank until you learn about the landmines on the bridge. Destroying your tank is a bad move since you will need to use the missile launcher in the cache to destroy the gun. Until you reach the bridge, don't worry about landmines. Destroy the enemy tank, get out of the tank and lower the door (switch) and take your tank onto the bridge. When driving on the bridge, move slow and watch for gray circles on the ground (indicates mines). You cannot destroy them (except grenades) but you can avoid them by careful driving. You do want to blast the enemy rocket soldiers with all you have or they shred your tank quickly. One rocket soldier appears at each road block whenever you cross from one span to the other -- keep that in mind and hose/blast the rocketeer and you'll have well over a third of the tank's life intact by the time you hit the checkpoint at the end of the bridge. Use the tank (or missile launcher) and destroy the turret. Take the rocket launcher and C4 the door. To destroy the pylons, aim at the exterior structures of the support ring and rain all three rockets on it to wreck it. Once the cables fall, the pylon is wrecked. Start with the south east pylon and travel counter clockwise. Kill the enemies with a single rocket (or grenade or chainge weapons) who appear after each pylon falls. Once you blast the northeast pylon, trade the launcher for an assault rifle, and continue west. Use the barrels to blast the final pylong (L + R and fire). Don't leave without case 5 / 5. Naturally, IGN needn't tell you that fighting the tank is impossible -- don't do it. If you happen to wreck it, the old build (where you do destroy the tank) may spawn a new tank to hound you. Awesome.

Chapter 2-1 Approach

Main Objective - Enter the refinery Secret Cases - 7 Initial Skills - frag grenades x3, syringes x3, fast c4 Spend time on the challenges to unlock some skills so you can take them into battle. To get by the landmines on the beach, you simply avoid touching the lasers and shoot the spidermines from afar and destroy them before they touch Templar. If a spider gets too close, dodge (L twice while running) at the last moment before the blast. It's not fail-safe, so it's best to shoot them, or if an enemy is close, shoot the spider to "awaken it", then move off. The spider cannot tell friend from foe, so it will blow up the closest enemy instead. At the center building, shoot the dog before it gets close, then take the west path for more supplies. Go east when you want to continue -- the keycard at the top is the checkpoint, so get all seven cases before getting the card. Once you do, simply head back down and exit in the north (check your map for the exit).

Chapter 2-2 Diversion

Main Objective - Throw two switches and leave the refinery. Secret Cases - 6 Initial Skills - frag grenades x3, syringes x3, fast c4 Don't miss case 1 / 6 in the small deadend where those Helghast gather. You cannot get back to it once you leave for the rest of the refinery. It's more helpful to use the west switch first (near case 3 / 8) and then the east switch, since you can get all the cases and use the second switch for a checkpoint. Stick with the assault rifle and learn to move back against the shotgun elites -- you can also use spider mines on them if you leave some around for that purpose. The increased grenades will let you get rid of a lot more enemies than the default two you would have. Exit the stage once you're done.

Chapter 2-3 Assault

Main Objective - Meet Rico and reach the end of the pier. Secret Cases - 7 Initial Skills - frag grenades x3, syringes x3, fast c4 An easy stage if you attack aggressively and correctly. The scouts can be killed (or knocked down) before they call for help. But once their radio emanation occurs, the enemies spawn. It's hard to get the case without alerts, but there's some health in the boxes ahead. Meet Rico and get case 3 / 7 before getting the checkpoint to the turret. Fight the turret with explosives and watch for enemy grenadiers. Take out the rocket soldier for case 4 / 7. Everything else past the turret and rocket soldier are obscenely easy with Rico's assistance. Nuke the opposition and move on.

Chapter 2-4 Breakout

Main Objective - Defend the captured ship and escape. Secret Cases - 6 Initial Skills - frag grenades x3, syringes x3, fast c4

Starting with this stage, you will start having tough elites with shotguns mixed with the others. Start by evading the enemy to the turret and use the crane to move the container. Get case 1 / 6 by blasting the boxes and disarming the mines. Stay away from the lower area (landmines galore) and check out the case 2 and 3 on the upper area before you trigger the checkpoint when you near the boat for case 4. Defend the boat using the shotgun and keep at least one of the three spots from being bombed. Place a remote mine and blast enemies while using the shotgun to clear the air. Get case 5 and get ready to fall back on old caches in wiping out the elites and grenadiers to the exit. C4 the final door to the area with case 6 and get the heck outta there. Chapter 3-1 Reconnaissance

Main Objective - Escape to the highlands Secret Cases - 7 Initial Skills - frag grenades x3, syringes x3, and any other skill you want Do the second tier of challenges for more skills. The hovercraft is fragile as the tank and the primary and secondary weapons are switched. Take things slow -- you abandon your vehicle in the middle of the stage, but use it to preserve Templar's life until then. At case 4 / 7, destroy the obstacle and head to the U-turn. Abandon the vehicle and take up the final two cases before leaving by way of puzzle switch or C4. At this point, you should realize this game is fairly easy ... like the PS2 version.

Chapter 3-2 Ambush

Main Objective - Escape to the highlands with Rico Secret Cases - 5 Initial Skills - frag grenades x3, syringes x3, and any other skill you want Take Rico and move as quickly as you can to the spot located near case 3. The bridge can be pulled and the enemies stop respawning for a while to let you rest. Use a combination of Rico's chaingun and a sniper rifle to take down the enemies. Skilled placement of Rico will let you hose down the enemies who drop in. Before crossing the final gap, snipe the enemies from the wrecked house and sweep up all the loose cases. Note that case 1 and 2 you cannot get back to once you cross the first bridge.

Chapter 3-3 Catastrophe

Main Objective - Survive the ambush, escape using the jetpack Secret Cases - 6 Initial Skills - frag grenades x3, syringes x3, and any other skill you want Pick a sniper rifle and stay near the insertion point. Take out all the enemies and don't worry about ammo. All the cases in this stage are not in boxes for a good reason. Pick them up as you see them on the spots in the map. At the first cache box, take the jet pack and fire away. You have unlimited ammo! Slowly butt-jet Templar's way to the exit while collecting all the cases and minimizing your losses. Only once you cross onto the final island (the very north one in this guide's map) should you equip some smoke grenades and slip by the sniper to the exit.

Chapter 3-4 Pursuit

Main Objective - Enter the base and destroy Colonel Cobar Secret Cases - 5 Initial Skills - frag grenades x3 and any other skills you want This stage will stop most people if they are not careful. Take case 1 and head to the middle where you fight the pyro troopers. Kill the first pyro trooper by kneeling and "blind aiming" your bullets. Once the first fire trooper is dead, move into the next ring when you have an opening in the fire -- a second pyro trooper will come to defend the fort. Defeat the second pyro trooper and get into the base for the keycard -- this gets you a checkpoint and stops the infinite respawns (always a bad sign in any game that relies on infinite enemies for 'challenge'). take case 2 and sweep the southern clearing of enemies. The crossbow you may want to use now against the enemies here and now so to save about 300 bullets for your assault rifle. Destroy the east AA gun first for case 4 and after you destroy the west AA gun (or the last AA gun), go back all the way to the fort and loot the health and ammo. Take an assault rifle (alternate is the crossbow, but bad for the mines) and trade it for the missile launcher (left box) in Cobar's room. Destroy the mech's wiener gun by holding L + R and pressing fire. Once the gun is gone, there are five more weapon ports to destroy -#1 -- the grenade ejector on top of the mech #2 -- the left missile pod #3 -- the right missile pod #4 -- the left mine dropper #5 -- the right mine dropper

Using the L + R will let you see what you are targeting. Use the crossbow to put on the damage if you brought it, but the assault rifles are also okay -- and you can destroy the spider mines the boss drops with one shot each without coming to harm. This is a tough fight, so you need to clearly prepare from the start of the stage to the finish. Having less than full life and not enough ammo will cause you to retry the entire mission, not just from a checkpoint. Chapter 4-1 Infiltration

Main Objective - Bypass the hydroelectric plant with Luger Secret Cases - 4 Initial Skills - frag grenades x3, melee damage, more player life Do the challenges -- you will notice the difficulty increased immensely. If you do not get all the gold, don't worry. You need mostly your life to increase by 50% (initially -- you cannot recover the blue life bar) so you can muscle through the hard parts for now. Luger uses the crossbow and has a tendency to kill you if you get in her way. Place her in spots where she can fire back, or have her follow you, but stay behind (or next) her so she fires at enemies and not Templar. Most of the stage is straight forward, if a bit more oriented to commanding Luger to open switches using her grappling hook. Move through the area with swiftness and use Luger to attack turrets and enemies so you can quickly take them down from the other side. Enemies can only aim at one of you at a time.

Chapter 4-2 Revelation

Main Objective - Enter the prison and free Bratton Secret Cases - 3 Initial Skills - frag grenades x3, melee damage, more player life This is a tough stage. You should have the Scylla weapon unlocked by now. Feel free to take it or you can remain with any of the assault rifles. The Scylla has no weapon limit (except heat) but you move slower when you move and fire with it. Destroy the gun turrets by targeting the cameras -- enemies will fire on it once it goes berserk. Otherwise, you have to clear things the old fashioned way. The enemy with the shield cannot be killed so easily this time (no ally to help you), so use the dodge to go past him and quickly use the switch before he kills you. Once you enter the room with the star-like platform, use the Scylla in the right cache to hose down the cyborg. Note Templar can only move counter clockwise, but the boss can move in any direction. You don't want to be trapped, so be observant and be patient. After the cyborg dies, loot the place before moving on, since you cannot come back to the room.

Chapter 4-3 Confrontation

Main Objective - Escort Bratton to safety and defeat Metrac Secret Cases - 4 Initial Skills - frag grenades x3, melee damage, more player life Take things slow -- Bratton cannot fight back so leave her in a safe area, clear the road ahead, and then call her to follow. Repeat to the edge of the runway and race to the spot near case 2 to kill the pilot. If you let the pilot leave, you fail the mission. Grab the pilot's keycard, kill all the enemies and stash Bratton in the plane for a checkpoint. Kill the rocket soldier and the two gun turrets before grabbing the remaining cases. Loot the boxes (not coming back) and equip your fastest strongest weapon (anything V2 is good) and stack as many frag grenades you have left. Time to kill Metrac. Metrac fights in three phases and there are two supply boxes for each phase. Do not use grenades on him but just shoot him. Avoid his grenades by dodging to empty space and making sure you leave Templar space to dodge. Each time Metrac leaves a phase to flee, loot the boxes for supplies before you move on (you cannot go back). At the final phase, Metrac uses a turret to kill you. Unlike Cobar's mech, this gun only hits the cover you have with stray fire, so use up your grenades to weaken the turret, the destroy it using all your weapons. Metrac should have about 100 to 150 life by this time, so you simply need to kill him and you win, he doesn't.

Chapter 4-4 Liberation

Main Objective - Flee the base and escape with Bratton Secret Cases - 3 Initial Skills - frag grenades x3, melee damage, more player life Avoid the bombs by moving the screen left, then retreating. The bombs are limited, and there are shadows where the bombs are falling, so dodge to get out. Loot all caches before moving on -- they tend to be destroyed or isolated once you move on. After blasting the C4 obstacle, move east and up the rubble to kill the rocket soldier and his buddies. The last two cases are very close by -- stay away from the plane (you can edge around it) until you get all the cases. Throw the switch to raise the plane from the hangar pit (easy), kill the enemies (medium) and avoid the fire (easy to ignore if you are rushing). Head back up the ruins to the switch if you need to kill the two enemies firing on the plane.

Challenges Templar always uses the default M82 rifle in most of the challenges. Occasionally you will start with two grenades, a variable amount of C4 and maybe a different weapon. It is a challenge to stay alive, but the cache boxes will have challenge crucial materials. To succeed, simply achieve the minimum for the bronze and die or let time expire. Challenge Tier 1 Target Practice - This is easy. Stay in the ruins and you don't even need to visit the box for ammo if you only R and aim at the white and red targets. Enjoy your free 20 points. They do not come easily later. Target Pratice Run - Learn which targets come up and attack them.Like stationary Target Practice, reloading once you fired off the last shots are best, but some targets show up at inopportune moments during that time; if green targets show up while reloading, you lucked out -- that means more white targets are available later. C4 Course - The first C4 challenge is not really tough. You start with two C4 and you bomb four targets. Two more C4 are in the supply box in the middle. Begin with the southeast pylon. Clear the two enemies there using a grenade and you will kill none, one, or both. Place the first charge. Take out the next target in the northwest. Doge roll the sniper and kill him. Grenade the final enemy to the supply box, restock on helath and C4 and bomb the last two pylons in any order (top right and bottom right are best). Spidermine Catch - Use the two cages on the "north". Shoot two spider mines and lure them into those cages. This leaves ample time for the last spider mine to be trapped in the "bottom" cage. Object Course - Five cases. First case is near the red barrel at the start. Second case is past the tripmines (use grenades to clear) in the northwest. Third case is north of the landing pad. Fourth case is on the landing pad near a steel box (right wood box). Final case is southeast of the landing pad. Base Defend - One spot to defend. Place Rico near the southwest rally point, and Templar can cover the north. Put the obstacle behind you to shield bullets and take down enemies as they come. Having a mine deployed means you cannot use grenades. The Circle will destroy the mine before you can throw grenades. Challenge Tier 2 Object Course - Five cases. First is in the south catwalk near where the supply box was. Second case is in the first tier -- the right two boxes (you may want to grenade the left enemy while the lift goes up and kill the other guy with the gun). Third case is on the first tier, before the lift. It's next to the red barrel. Fourth case is in the same layout as the second case; on the second tier's right side there are two boxes. The fifth case is at the top of the stairs on the second tier. Again, your grenade will ditch one enemy on the second tier, but you have to gun down the remaining two. Base Defend - Two spots. Use the shotgun and place Rico on the southwest rally point so the bulk of the super structure will defend him. Enemies come from the northwest and the northeast. You have to defend just one spot, but having two points makes it harder for the enemies to human wave tactic you and place C4. Use the mines to delay the inevitable and the shotgun to do instakills. Target Practice Run - The exit it the lift away from the refinery, but you have to re-learn the path as a speed run. Not very hard, but there are targets that appear north of the exit you should try to shoot if they are white targets. Spidermine Catch - Slip by the rotating mines and disarm the tripmine. Move past the tripmine and kneel at a spot to shoot both spiders. Shoot the left one and then the right one. This gives you the delay you need. Run back to the cage-trap on the bottom right. Once that mine is snared, run to the closest cage on the upper left. The two mines snared, take out the last one by going back through the rotating mines and snaring the mine in the final cage. C4 Course - Three spots, three C4. No caches. This is a hard one. Begin by moving north and detonating the north most point. Use a grenade to the clear the shock trooper and his buddy, grab the health and place the first charge.

Second target is "in the middle" where some tanks are and an enemy. Take him down with gunfire and place the charge. Go west, south, and then east (left, down, right) to get to the final point. You will need a lot of luck and time here. Use a grenade to damage, delay or clear the shock trooper and enemy near the last point. If you miss the grenade, the shotgun will kill you or the loss of time will. Target Practice - Easy if you remember to reload as soon as you fire at the last target in a set. You do not need to visit the supply cache if you don't miss any white or red targets and focus on shooting. You will have gold criteria before you run completely out of bullets. Challenge Tier 3 Target Practice - Hard but not impossible if you know the final wave (around 35 to 40 hits) will result in a flurry of targets that will swarm you if you do not have a full clip. Prepare for that eventuality and watch your score for the warning. C4 Course - A deadly one with three C4 spots. You need to grab the C4 from supply bins after killing (or avoiding) all the enemies. Head west and kill the enemy by the tree. Grab the C4 in the bin. Kill one of the enemies upstairs and set the C4. Luck will determine if you are knocked out of the stance. Kill the enemy on the top and the rocket soldier. Place the C4 and grenade the final enemies for the last box and last target. You may find that using the first grenade before you place the first C4 may kill one of the enemies (before the rocket solider) and you can weaken (or kill) the second enemy while the C4 counts down. Dodge the rocket and kill the soldier. Grab the C4 and place it. While it counts down, grab the health kits and use the second grenade on the elite and other soldier before the last box. Luck will let you have 10 to 15 seconds to grab the C4, run back and spend the 8 seconds to place it and watch it explode. Object Course - Easy with the shotgun. Five cases. Grab the first one behind you at the start. Take the second at the revolver soldier. Move down the bank and kill the shotgun guy. Grab the case in the northwest by the lamppost. Case four is on the pier by the water. The last case is no where near the final enemies -- break the boxes at the top of the ramp to the high area for the last case. Spidermine Catch - The goal here is to lure two of the mines quickly into the top left and middle cages, then the last mine into the right cage while you avoid the rotating mine laser. To give yourself more time, shoot the mine the furthest from the cage you want it to go to so you can "adjust the path". Target Practice Run - Tough, but you can count off the six enemies -- some target you melee. Once you shoot six enemies (batch-wise), you need to stop and reload. Moving the screen will spawn the targets while you reload and you will not be able to shoot them all for the needed time. Run at the last part (going up) so you need to gauge what you need to fire on and what you need to spare. Base Defend - Tough but not impossible since you are alone. Use the mines smart and play smart but safe with the weapons you have. Consider using the V2 shotgun and run n' gun all the enemies while staying away from explosives. Challenge Tier 4 Target Practice Run - A reverse run at the lower dam. This one is much harder than the tier 3 one and you cannot stop effectively because the spawns are closer. You will lose a few (about one or two) targets while you must stop to reload and stop more targets from appearing. Patience and timing on this run is mandatory. C4 Course - An easy one -- you use Rico to set C4 charges, meaning you can go around and kill enemies quickly and aggressively while he comes under fire. The three tanks are along the way and you really only stop if you want to grab health and grenades. Use them liberally to take out the elites and you're clear. Object Course - Five objects -- four of them are around the outer ring with the shotgun elite and revolver guy. Two are on the west side. One is in a "box crook" near the gate. One is in the area where you and Luger start off in (spider mine). And one is guarded by two spider mines at the very top. Use one grenade on the shotgun elite when picking up the case near the single spider mine. The second grenade can blast the two spider mines later. The difficulty here is you need to hold R to quickly shoot an enemy twice or thrice to kill them effectively. Once you get the run and gun attitude of the crossbow, you can quickly get this gold with several seconds to spare. Spidermine Catch - Randomized drops. You need luck to get the right mine in the right spot to the right cage. There's no sure method except for what you intuitvely feel. Try going between the left two cages and go "northwest" to lure the upper mine out to the top cage. Lure the second spider (if it appears on the east) to the west cage. The southern spider may give you the easiest time

once you deal with the intial two mines -- simply lure it to the last (right-side) cage. The randomness of the mine spawns seems to stop once you retry a few times, so that's all the help you'll get! Base Defend - Somewhat easy with the V2 weapons (this assumes you unlocked them). One spot to defend but you are by yourself. Place a mine and use the V2 chaingun to prolong the inevitable overrun. Target Practice - Hardest since the targets are barely out of your weapon's range. Kneel at the top of the ramp to the supply box with the V2 weapons and flick the stick quickly while crouched to down your targets. Gear & Skills Templar starts off with his trusty M-82, which lacks the ubiquitous grenade launcher from the PS2 version. However, it's accuracy is important to your initial survival. You will muscle through most of the game with this weapon (or others like it) but along the way, you will find and unlock more weapons. Note about the stats. The bars are relative and do not represent the behaviour of the weapons. However, the bars give you a general idea of each weapon and what they do. All the guns use different ammo: Light bullets - For the two assault rilfes and submachinegun. Heavy bullets - For the revolver and sniper rifle. Shotgun Shells - For the shotgun only. Rockets - For the rocket launcher only. Crossbow Bolts - For the crossbow only.

M-82G Assault Rifle Fire mode - 4 round burst Magazine - 24 Range - Medium ROF - 65 / 100 ACC - 30 / 100 DMG - 20 / 100 IGN Notes - A handy rifle you need to get good with if you want to beat those challenges, since the majority of the challenges with target practice, spider mine catch, and others use this default weapon. It's accuracy is matched only by the sniper rifle and once you get the V2 version of this gun, you will enjoy the firepower it brings. M-82G Assault Rifle V2 -- $75K Fire mode - 4 round burst Magazine - 32 Range - Medium ROF - 65 / 100 ACC - 60 / 100 DMG - 40 / 100 IGN Notes - This weapon you won't unlock until much later in the game. In fact, you will need to beat Colonel Cobar first (the giant ass mech in stage 3-4) before you can even think about getting more money cases to unlock this awesome version of the M82 V2. Once you unlock it, you will find it in some of the challenges in tier 4.

StA-52 LAR Assault Rifle -- $15K Fire mode - Automatic Magazine - 32 Range - Medium ROF - 75 / 100 ACC - 20 / 100 DMG - 25 / 100

IGN Notes - Unlock this weapon after grabbing enough money. Unlike the M-82, this weapon is more for damage up close. For long range sniping, you will find that single shots are best, but time consuming since the gun is basically inaccurate. StA-52 LAR Assault Rifle V2 -- $78K Fire mode - Automatic Magazine - 40 Range - Medium ROF - 80 / 100 ACC - 30 / 100 DMG - 50 / 100 IGN Notes - Unlock this weapon after grabbing enough money. The accuracy improves and the damage is increased. You may find this weapon useful but you're really only a few short kits from the "hose". IGN means the Scylla V2.

IvP-18 Machine Pistol -- $25K Fire mode - Automatic Magazine - 16 Range - Short ROF - 90 / 100 ACC - 10 / 100 DMG - 25 / 100 IGN Notes - Don't use this weapon unless you like going close and assassinating enemies up close. Up close, the shotgun does a better job (one or two hit kills), but once you upgrade this weapon, try it out. IvP-18 Machine Pistol V2 -- $80K Fire mode - Automatic Magazine - 24 Range - Short ROF - 100 / 100 ACC - 30 / 100 DMG - 50 / 100 IGN Notes - The increased ammo capacity helps, but by now, you learn that the Scylla is probably a better choice since you don't have ammo concerns. The damage is impressive however -- as strong as the default revolver. You may want to give this gun a try on some of the stages where you fight Helghast at close quarters and watch those bodies drop.

StA-52 SLAR Sniper Rifle -- $35K Fire mode - Single Magazine - 1 Range - Long ROF - 10 / 100 ACC - 80 / 100 DMG - 50 / 100 IGN Notes - The sniper rifle is the best for taking out enemies at range, but the single round magazine makes sustained fire tough in a game like this. The maps are too small for you to exploit the range and the inability to aim without stopping and kneeling will damper your enthusiasm for this weapon. StA-52 SLAR Sniper Rifle V2 - $81K Fire mode - Single Magazine - 1 Range - Long ROF - 10 / 100 ACC - 100 / 100 DMG - 75 / 100 IGN Notes - Shotgun damage at long range? Almost all the V2 weapons enjoy more ammo but the most powerful do not. The only increase the V2 sniper rifle has is the damage, and it's not by much.

M-13 Semi Auto Shotgun - $50K Fire mode - Single Magazine - 2

Range - Short ROF - 30 / 100 ACC - 30 / 100 DMG - 75 / 100 IGN Notes - A good weapon for running and gunning since you kill enemies in two shots, knock them down (up close) with one, and the range is short anyway. Don't linger and snipe from cover -- this weapon is used only to ambush and move. M-13 Semi Auto Shotgun V2 - $83K Fire mode - Single Magazine - 2 Range - Short ROF - 40 / 100 ACC - 50 / 100 DMG - 80 / 100 IGN Notes - This weapon has improved accuracy and fire rate from the first shotgun. This weapon can take down enemies in one shot at close range. Devastating once unlocked, since all the shotguns in the caches become V2.

M-3 Revolver - $60K Fire mode - Single Magazine - 6 Range - Medium ROF - 50 / 100 ACC - 50 / 100 DMG - 50 / 100 IGN Notes - The revolver is a medium sniper weapon. Unlike the sniper rifle, you can get off several shots and knock down enemies as with the shotgun, then finish them off with a second blast. Unlike the shotgun, you have more bullets in the magazine and can afford to miss. The added range is also a bonus. M-3 Revolver V2 - $85K Fire mode - Single Magazine - 8 Range - Medium ROF - 50 / 100 ACC - 75 / 100 DMG - 75 / 100 IGN Notes - The V2 revolver is better with the range and damage. However, you won't get this weapon until almost the very end of the game. It's helpful with some fights, but you will not be able to use it against Metrac since you need to beat his stage before you can even unlock this baby.

VNS-10 Scylla - $72K Fire mode - Automatic Magazine - n/a Range - Medium ROF - 80 / 100 ACC - 25 / 100 DMG - 60 / 100 IGN Notes - This weapon is probably your default weapon once you start fighting in chapter 4. It has unlimited bullets, but it overheats easily. Tapping the fire key in bursts will fire the weapon in the same fashion, but at the same time, the thermal meter will not overheat. Use this weapon once you unlock it, and never worry about ammo again. Note your player does walk slower when firing this weapon, unlike the assault rifles. VNS-10 Scylla V2 - $86K Fire mode - Automatic Magazine - n/a Range - Medium ROF - 100 / 100 ACC - 50 / 100 DMG - 80 / 100 IGN Notes - Increased damage and fire rate make this weapon fearsom. Doing sniper rifle damage per bullet will make most of the bosses much easier on hard difficulty when you want to replay the stages. Try packing this weapon against Cobar in stage 3-4 after you unlock it, and see how easy it is to waste his mech with it.

Crossbow - $80K Fire mode - Single Magazine - 1 Range - Long ROF - 25 / 100 ACC - 40 / 100 DMG - 75 / 100 IGN Notes - This weapon you will find in stage 3-4 right before fighting Cobar's mech. You may want to bring it along to destroy the boss, but there are some things about this weapon that makes it quirky. First off, the shot is fires starts dropping once it leaves the weapon. The arc of the shot may cause your grief if it hits the ground in front of your player -- the shot will explode shortly afterwards to do the rest of the damage. Although the range is listed as "long" the shot really falls short a little less. You should consider this a medium range sniper rifle at best. The good thing -- the explosive will damage targets once the bolt sticks to their body. Crossbow V2 - $88K Fire mode - Single Magazine - 1 Range - Long ROF - 50 / 100 ACC - 60 / 100 DMG - 80 / 100 IGN Notes - Very much like the default crossbow, but with more accuracy and slightly more damage. Sniper rifles are more useful against enemies, but for blasting hard targets, the crossbow is a workable weapon.

Personal Skills & Cheat There are ten skills that you can select from during single play in the campaign. Although you can only pick three skills, the skills you choose are vitally important since they directly enhanced your abilities. In Co-Op mode, you cannot select skills (only the starting weapon). Skills are too unbalancing for two players. Skills are unlocked by completing challenges. For each challenge completed, you gain 5, 10 or 20 points depending on the bronze, silver, or gold medal earned. To unlock all the skills, you will need a gold medal in all the challenges. Since you cannot complete the challenges until a story chapter is finished, you should take time out for the challenges before committing to the next chapter or you might find yourself lacking vital skills to make the game easier. Challenges Tier 1 (all gold) 20 -- Frag Grenade Increase (3) 60 -- Syringe Increase (3) 100 -- C4 Rigging Quickened Challenges Tier 2 (all gold) 140 -- Smoke Grenade Increase (3) 180 -- Disarm Mines Quickened 220 -- Pressure Mine Increase (4) Challenges Tier 3 (all gold) 260 -- Melee Damage Increase 300 -- Player has 50% more life 340 -- Ally has 50% more life Challenges Tier 4 (all gold) 380 -- Smoke Grenade Increase (5) 420 -- Frag Grenade Increase (5) 460 -- Player has 100% more life 480 -- Unlimited Ammo Cheat Note the player more life skill - it is non-recoverable body armor. Once the blue meter is depleted, the white meter (life) is worked on. Health kits only recover the white meter.

Note the infinite ammo cheat - your grenades and guns have infinite reserve ammo (meaning the Scylla's advantage is redundant). Any C4 you find will also be infinite for that stage.

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