Warhammer 40K Fire Warrior


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/ /_ / / ___/ _ \ | | /| / / __ `/ ___/ ___/ / __ \/ ___/

/ __/ / / / / __/ | |/ |/ / /_/ / / / / / / /_/ / /

/_/ /_/_/ \___/ |__/|__/\__,_/_/ /_/ /_/\____/_/

GAME: Warhammer 40K: Fire Warrior

PLATFORM: PlayStation 2 / PC

VERSION: 1.1

DATE: 11/04/03 (mm/dd/yy)

AUTHOR: jkatz0419@hotmail.com

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T a b l e o f C o n t e n t s

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I. Intro

--SINGLE PLAYER--

II. Story

III. Controls

IV. Weapons / Items

V. Enemies

VI. Level Walkthroughs (spoilers)

VII. Unlocking Everything Quick Guide

--MULTIPLAYER--

VIII. Weapons

IX. Skins

X. Game Types

XI. Split Screen Maps

XII. Online Maps

--PC-- (how it differs from PS2)

XIII. System Requirements

XIV. PC Controls

XV. Single Player Missions

XVI. A note about the patch

XVII. Gamespy Arcade

I. INTRO

This is my first FAQ/Walkthrough so bear with me. This game is fairly straight

forward and with this guide you should have no trouble beating the game with

all "A"s, unlocking the cheats, images, and dominating multiplayer. Questions

or suggestions can be sent to jkatz0419@hotmail.com.

This FAQ may not be posted in whole or in part anywhere other then gamefaqs.com

or faqs.ign.com. If you found this FAQ at any other site let me know.

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S i n g l e P l a y e r

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II. STORY

The premise of Fire Warrior is this: You are Kais, a Tau warrior of the fire

caste. The Tau are a race divided into 5 castes, each serving a different

function in their society, you are a solider. The story starts out with your

leader Ko'Vash being kidnapped by the Imperium and you are sent to get him

back... The game takes place roughly over 2 days and you will fight the

Imperium and the force of Chaos. Somewhere along the way you save the universe

and eat cake. Ok so I'm guessing at the cake, but I'D have cake after saving

the universe.

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III. CONTROLS

Controller Setup 1

Triangle Button: Throw Grenade / Zoom In (scope weapons)

Circle Button: Reload weapon

X Button: Actions / Zoom Out (scope weapons)

Square Button: Change Weapon / Pick up new weapon (held down)

D Pad: Menu navigation / Taunts (online)

D Pad Left: Pull out sword (single player only)

Left Thumb stick: Movement

Right Thumb stick: Aiming

L1: Jump

L2: Crouch

L3: Center view

R1: Primary fire

R2: Secondary fire

R3: Not used

Select: Night vision / scores (online)

Start: Pause game

Controller setup 2 is the exact same except for the thumb sticks and shoulder

buttons are reversed. Who uses this? Lefties? I doubt it.

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IV. WEAPONS / ITEMS

SWORD:

Primary fire - Sword slash

Secondary fire - Blocking motion

Notes - Pretty weak, only use this when you're out of ammo as a last resort.

The blocking motion will lessen the damage being done to you from melee attacks

(chain swords and creatures with claws), but it takes so long to pull out the

sword, block, then put it back to keep fighting that it's useless.

PULSE RIFLE:

Primary fire - Energy bolt, automatic fire

Secondary fire - Energy bolt, single shot (more accurate)

Notes - This is the standard weapon of the Tau, it's accurate but fires slowly,

use this for long range shots or when more powerful weapons are not around. 32

shots in a clip.

PULSE CARBINE:

Primary fire - Energy bolt, rapid automatic fire

Secondary fire - Energy bolt, single shot (more accurate)

Triangle Button - Launch grenade

Notes - The grenade launcher makes this a great weapon, it lets you throw

grenades farther, and more accurately. The rate of fire is much faster then the

pulse rifle, but it is a little less accurate. 32 shots in a clip.

BURST CANNON:

Primary fire - Energy bolts, very rapid automatic fire

Secondary fire - Keeps the gun "hot" for instant firing.

Notes - This is the fastest firing Tau weapon, but it has a big scatter pattern

and is useless on long range targets. It also must warm up for about a second

before it starts firing. 128 shots in a clip

RAIL RIFLE:

Primary fire - Energy Rail, single shot

Secondary fire - Scope mode

Notes - This is my favorite weapon. Deadly accurate, super long range with the

scope, and powerful. It will stop almost anything in 1 shot to the head. 10

shots in a clip

LAS GUN:

Primary fire - Laser, automatic fire

Secondary fire - None

Notes - The las gun fires more rapidly then the pulse carbine and pulse rifle,

but is slightly less accurate. 40 shots in a clip

LAS PISTOL:

Primary fire - Laser, single shot

Secondary fire - None

Notes - The las pistol is more powerful then the las gun, but only holds 6

shots in its clip making for frequent reloads.

AUTOGUN:

Primary fire - Bullets, automatic fire (scattered)

Secondary fire - Bullet, single shot (very accurate)

Notes - This is the workhorse weapon for many levels, it has a high rate of

fire and fairly good stopping power. Use the primary fire at close range to

bring enemies down fast or the secondary fire at long range to do some "no

scope" sniping. 60 shots in a clip.

SNIPER RIFLE:

Primary fire - Sniper Bullet, single shot (most accurate weapon)

Secondary fire - Scope

Notes - This is your typical sniper rifle, head shots will bring most enemies

down in 1 hit, body shots may require 2 hits. Some tougher enemies require 3+

shots. 10 shots in a clip.

SHOTGUN:

Primary fire - Single shotgun blast

Secondary fire - Double shotgun blast

Notes - Good for hitting multiple targets bunched together, a poor choice for

long range combat as the scatter pattern is very big. 8 shots in a clip.

BOLTER:

Primary fire - Single bolter slug

Secondary fire - Double bolter slugs (less accurate)

Notes - This baby packs a mean punch but is fairly inaccurate at long range,

double shots are even more inaccurate. 16 shots in a clip.

PLASMA GUN:

Primary fire - Plasma bolt (big)

Secondary fire - Charged plasma bolt

Notes - The primary fire is good for the bigger enemies and it's a big shot so

it's hard to miss with. The secondary fire has the same power but it will hit

multiple targets if they are all lined up. 12 shots in a clip.

PLASMA PISTOL:

Primary fire - Plasma bolt (small)

Secondary fire - None

Notes - This is the smaller version of the plasma gun, it has a LONG pause (2.5

seconds) in between shots, this makes it not very useful against multiple

targets attacking you, but 1 on 1 it's ok in a pinch. 8 shots in a clip.

MISSILE LAUNCHER:

Primary fire - Single missile

Secondary fire - None

Notes - This boom-boom-maker will stop almost anything dead in its tracks (and

catch it on fire), but it has a really long reload after each shot. 1 shot in

a clip.

MELTAGUN:

Primary fire - Flamethrower

Secondary fire - None

Notes - This is a unique weapon, it is a short range flamethrower with tons of

stopping power. Each weapon has 300 ammunition and that is the most Kais can

carry, so if you have a meltagun at 155 shots remaining and pick up another

one, you'll have 300 total, not 455. This thing also chews through the ammo

faster them a termite in an old house.

CHAOS BOLTER:

Primary fire - Single bolter slug

Secondary fire - Double bolter slug

Notes - This weapon is identical to the regular bolter, but it holds 20 shots

in a clip.

GRENADES:

Notes - a grenade will explode if it hits an enemy, or it will bounce off walls

and explode in a few seconds. A direct hit is deadly, but the splash damage to

nearby enemies isn't very big. Use the Pulse Carbine to throw these things a

long distance and faster then Kais can hand toss them.

Pintle (stationary) Guns:

Notes - There are 2 types and both have unlimited ammunition. There is the

laser kind and the bullet kind. Both are stationary, and are very powerful.

To use one, walk up behind it and press the X Button. Press X again to

disengage. The ammo is infinite but be careful, a lot of missed shots will

bring your hit percentage way down, and you can kiss the "A" grade goodbye.

Health (Red & Green):

All of the levels have health pickups strewn about, sometimes in strange places

where you don't need it, and sometimes none to be found when you're really

hurt. They come in 2 flavors, cherry and lime. er. Red and Green. They are

the round tubs with little crosses on them. Red health will heal you about 80%

and Green health will do about 20%. For obvious reasons don't waste health and

only pick it up when you can use all or most of it, extra health you don't need

is lost.

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V. ENEMIES

IMPERIAL GUARD:

This is your basic grunt. They are week and fall down easily, 2-4 shots with

the weak weapons 1 with the big ones. Most carry the Las Gun but a few carry

the Las Pistol or the Sniper Rifle. They are found in The Drop, The Push,

Watch Towers, The Cells, and Deep Level.

IMPERIAL GUARD SERGEANT:

This guy has a hat, a Las Pistol and a Chain Sword. Don't get too close the

Chain Sword will cut you into pieces very quickly. The best approach is to

toss a grenade at one and then fire a few rounds of your weapon to finish him

off. Most keys Kais must find are held by a sergeant. They are found in The

Drop, The Push, Watch Towers, The Cells, and Deep Level.

VALKYRIE:

This isn't a person, but an attack ship that appears at the end of The Push.

It packs 2 Autoguns and rockets. To bring it down just shoot each of the 2

engines until they start to smoke, then it's KA-BOOM! And it rains Valkyrie

pieces.

STORM TROOPER:

This is the upgraded grunt. A little tougher, and packing more heat. Usually

the Las Gun, Las Pistol, Autogun, or Shotgun. They can be found in Unwelcome

Guests, The Invaders, System Shutdown, Diversion, Clear the Decks, Silence the

Guns, Power House, Distant Eyes, and Last Chance.

STORM TROOPER SERGEANT:

These guys are like the Storm Trooper except they have a Chain Sword and Las

Pistol. Again, most of the keys Kais must find are held by a Sergeant. They

can be found in Unwelcome Guests, The Invaders, System Shutdown, Diversion,

Clear the Decks, Silence the Guns, Power House, and Distant Eyes.

TECH PRIEST:

This is the guy who you call when your computer crashes. He packs a Plasma

Pistol and a shield. The shield is actually a good thing for you for 2

reasons. 1) it blocks the fire from any enemy behind him trying to shoot you,

and 2) You can kill the tech priests by hitting the edge of their shields. You

don't actually have to hit the priest at all! Try hiding behind cover and

shooting next to the priest and get his shield, or circle around the priest

while you shoot a rapid firing weapon like the autogun. The faster you circle

him the harder it is for him to hit you. Tech Priests can be found in The

Invaders, System Shutdown, and Power House.

SERVO SKULL:

This is a floating skull robot with a Las Pistol attached to it. They are only

in System Shutdown, and attack in 2 groups of 3. I recommend the Shotgun to

take them down fast.

SERVITOR:

Old baldy. These guys carry shotguns, are slow, weak, have lousy aim, make

funny noises when killed oh and they are bald. They can be found on System

Shutdown, Clear the Decks, Power House, Distant Eyes, Silence the Guns, and

Last Chance.

RAPTORS MARINE:

This is the first type of space marine you'll run into, they are green and

carry Bolters or Plasma Guns. (the blue marines are Ultra Marines and

friendly. sort of) Fairly tough but 4-6 bolter shots or 2 grenades will make

them cry and join everyone else that has gotten in your way. They can be found

in Diversion, Clear the Decks, Power House and Distant Eyes.

RAPTORS MARINE SERGEANT:

These guys are so cool they don't need to wear their helmets. it's their

funeral. They carry Plasma Pistols and Chain Swords. As usual don't get too

close to them. There are only 2, and they are in Distant Eyes.

CHAOS MARINE:

This is the Chaos grunt. Don't let that fool you, they are tough and

plentiful. They pack a variety of weapons, the Chaos Bolter, Plasma Gun, and

the worst kind have Missile Launchers. These guys take 3 grenades, 4-6 Bolter

shots, 2 Plasma Gun shots, 1 Missile, or 1 well placed rail shot in the head.

They flame up real nice and explode if you turn the Meltagun on one. Some of

them will appear to die, but get back up 2-3 seconds later and continue to

fight, very nasty. The worst part is they have FULL HEALTH again when they get

up, BUT a well placed rail to the head will kill them on the ground. Be

careful, the shot must be on the head, it's VERY easy to auto target the

shoulders. Chaos Marines are found in No Rest for the Wicked, Silence the

Guns, Last Chance, City in Tatters, Titanic, Descent, and Convergence.

CHOAS DREADNAUGHT:

This looks like a square upright tank. It has 3 main weapons, an autogun arm

(right side), a rocket launcher arm (left side), and it also throws grenades

from its head. The best way to dispatch this guy is to run right up to it, yes

get in it's face. It can't hit you with its guns. Then blast each arm until

it explodes, and finally put a few shots in the torso to send it back home.

Usually 2 rail shots in each section does the trick, but occasionally 3 shots

in an arm will make the whole thing blow, kinda quirky.

CHAOS RAPTOR:

Oh how I hate the "Chaos Monkey". It sounds like a monkey, and moves like one.

They pack a Plasma Pistol and some nasty claws, so keep your distance. One

Rail shot will turn it into hamburger, and they usually attack in packs of 2 or

3. They can be found lurking about in City in Tatters, Titanic, Descent,

Convergence, and Face of Chaos.

CHAOS SORCEROR:

These guys have a shield like the Tech Priest and the same shield advantages

apply. Their attack is a multiple lightning bolt that hurts and will shoot

through walls and doors. They can teleport too, so watch behind you if it

disappears. 2 rail rifle shots take them down. They are in Titanic, Descent,

Convergence, and Face of Chaos.

CHAOS OBLITERATOR:

Big red. These guys are big and uh red. They have an autogun in one hand and

either a rocket or a plasma gun in the other. They are tough but slow. 10

Rail shots or Plasma Gun shots and they fall down. The lame part is you only

get their autogun when they die. Who's gonna use an auto gun in the later

levels? They are found in City in Tatters, Titanic, Descent, Convergence, and

Face of Chaos.

DAEMON PRINCE:

This guy looks like a big gorilla. With horns. And a fireball attack. And

the ability to teleport. And claw you. Ok so it's not like a gorilla at all.

About 10 Rail shots will take it out and it lurks in Titanic, and Descent.

MUTATED ADMIRAL (Chaos Spawn):

This is one ugly guy and looks like something from H.P. Lovecraft. A character

from the main story transforms into this guy (You should be able to guess by

the name). Use the meltagun and rail rifle on him, he is impervious to

grenades so don't bother. As you damage him he will summon several other

enemies to attack you. He's at the end of Convergence.

SEVERUS:

The main dude, head hauncho, big cheese, the man with a plan. You fight this

guy twice, both times in Face of Chaos. The first time he is in human form, he

packs a Plasma Gun and isn't too hard, 8 Rail shots. The 2nd time he's

transformed into a winged chaos god-beast. This guy attacks with a double

fireball and a lightning attack. He's vulnerable only in the chest area. Most

weapons appear to pass through him unless they are direct hits, so use the

Burst Cannon, It take about 2 and a half clips but it gets the job done. If

you hit his staff right before he raises it he'll stop the lightning attack.

The best thing to do is circle him while you fire to dodge his attacks, stand

still and your toast with chaos jelly. mmm. chaos jelly.

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VI. LEVEL WALKTHROUGHS (contains spoilers)

The walkthrough here assumes you want to get an "A" grade on all the levels so

you can open up all the images and cheats. There are shortcuts around areas of

enemies, but I won't really discuss them in too much detail because you are

going to need to kill most of the enemies to get the "A"s. The grades are

determined on 4 things, 1)Number of kills 2)Hit percentage 3)Time 4)Secret

objectives. The secret objectives are secret (duh!), but I've listed them all

for you here. I've also listed the requirements for(T)ime (K)ills and

(P)ercentage after each levels name.

A note about the level difficulties, easy, normal and hard. The only

difference between the difficulties is how tough the enemies are. My

descriptions earlier in this FAQ describe the toughness on normal. On easy

they are usually 25-50% weaker and on hard they are 25-50% tougher. The only

exception to this appears to be the Valkyrie and the Final Boss, they are

actually tougher on easy then normal and hard. Hard is locked until you have

completed normal, grades don't matter to get the hard levels.

*****************************************

1) BASIC TRAINING T-10:00 K-13 P-28%

*****************************************

This one isn't required when starting a new game, but it IS required if you

want to unlock everything. If you skip it, you can always go back to it

through level select. This level gives you it's own walkthrough with

instructions so I won't repeat it all here. The only thing you need to know is

the SECRET OBJECTIVE is to press all the buttons in the information room. You

don't have to listen to the whole speech for each button, in fact if you did

you'd take too long and wouldn't get the A anyway. So turn each one on with a

button press and then turn it off again with another press, work your way

around the room on both rings.

*****************************************

2) THE DROP T-11:00 K-50 P-40%

*****************************************

Here's where you get your feet wet and shaken around a lot. You are treated to

a nice and long intro movie of Ko'Vash being kidnapped by a group of Space

Marines who are working for a man named Severus. The Tau have sent in several

teams of fire warriors to get Ko'Vash back. Your mission is to locate him.

Start off the level by listening to Lusha your commanding officer. Eventually

the drop ship's door will open and your Tau squad will all rush out. to their

deaths. Fortunately you are held in place until they die, when you are finally

free run out of the ship and head to the right. By the time you reach the

first bunker Lusha will radio in and say the drop ship has crashed, you are now

instructed to make your way to an extraction point.

Enter the bunker and kill the 4 guards here, exit the bunker on the opposite

side and pick up all the weapons and grenades just outside. Kill the 2 guards

here and head straight. You'll fight down a trench against a few imperial

guards, 2 on the ground and 1 up on a beam. Use the pulse rifle and lasgun

accordingly. Be careful not to kill any enemies by exploding a barrel next to

them. You don't get credit for killing an enemy this way.

Eventually the trench will open up at the 2nd bunker. Lusha will tell you the

imperials are sending a messenger for reinforcements. If you don't kill the

messenger you will face 2 extra guards later on. Killing the messenger is the

SECRET OBJECTIVE so kill him. Clean up the remaining imperials here, there are

2 in the bunker and one on a beam to the left. Watch out for the ceiling

mounted gun. When you exit from the 2nd bunker 2 more imperials will have come

up from the trench you already cleared, kill them and turn around. Continue on

down the trench to the 3rd bunker. An imperial will jump out from behind a

small wall when you get close.

This trench dead ends at the 3rd bunker, open the door and step inside. Here

you'll face an imperial and an imperial sergeant. Toss a grenade at the

sergeant and back up. Don't let him get close enough to use his chain sword.

Finish him and his buddy off and exit the bunker via the back.

Another trench (notice a pattern?), this trench has a few imperials and leads

to a 4th bunker. When you get here enter the bunker and collect the 4 grenades

inside after killing everyone. When you exit the bunker be careful, there are

2 imperials on a beam up above the door shooting down on you, sometimes they

drop grenades. Take them out and head down the trench to the ladder.

Climb the ladder to the open area. There are 4 imperials here and the Tau up

there already will usually kill one of them for you. After all are dead the

gate at the far end will slide open revealing 4 more imperials. Kill them and

enter the little gun bunker.

Press the button on the left side of the back wall to open the next sliding

gate. 3 imperials will exit the gate. You are trapped inside the gun bunker

until you kill them, after that your Tau buddies will open the bunker and let

you out. You can use your own weapons or use the mounted pintle gun in the

bunker.

After you are let out, head to the other bunker on the right to gather some

health (if needed) and some weapons. Head back through the newly opened gate

and you will face 6 imperials. 3 are on the ground and 3 are up in perches

shooting down on you. A Tau will help you dispose of them, but if you're quick

you can get them all yourself. I recommend taking out the ground guys first

from behind cover then getting the 3 guys higher up with the pulse rifle

secondary shot.

There is a drawbridge you must lower so head to the right and towards another

small bunker. There will be several explosions on the ground and a pintle gun

shooting at you so dodge and weave. When you get to the bunker open the door

but don't go too far inside yet. There is an imperial with a las pistol

waiting to great you, kill him and then shoot the wooden boxes under the pintle

gun. BOOM the gun is dead. Press the button on the wall, this will lower the

drawbridge for you.

Make your way back to the drawbridge and you'll find 3 new imperials in front

of it, kill them and jump down over the bridge into the lower trench. Kill the

3 imperial waiting and head forward, take the first right at the T

intersection. You come to another T intersection, go left. You'll find some

barriers and 3 imperial here. Kill them and head to the next bunker. When you

get close the door will open and several imperials and a sergeant will attack.

Lob some of those grenades you've been collecting at them and they will all die

quickly. Press the button inside the bunker to open the last gate.

Walk through the gate and head to the right into another bunker, walk to the

back of it and you're done.

*****************************************

3) THE PUSH T-9:00 K-58 P-50%

*****************************************

Like The Drop? Good, you get more of it in The Push. Lusha radios in telling

you to help Mal'caor team reach the extraction point. The level starts out in

the bunker you entered at the end of The Drop. Walk forward through the doors

and you'll find 2 imperials fighting a Tau, kill them if you can quickly, they

are about to get a nasty surprise. Move on down the bunker and collect any

weapons you might want and the grenades. Exit the bunker and turn to the

right, quickly kill the imperial there before he dies in the explosion (watch

your self here too!) Turn around and head down the trench as it curves and

kill the 3 imperials. To get the imperial on the foot bridge to stop (so you

can kill him) shoot him as he runs, he'll stop to fight, if you miss him he's

gone for good.

Continue on down the trench and you'll find another lone imperial, kill him and

keep going. Next you'll run into 3 imperials around a pintle gun, kill then

and head to the left (ignore the gun for the moment). Kill the next 2

imperials in front of a metal barrier that is blocking your path.

When everyone is dead a demolitions specialist will come and blow it up. While

you are waiting for him to do his thing head back to the pintle gun in the

boxes. Activate it and kill the 3 imperials that show up. There will be 2 on

your right and one on your left. A 4th imperial is attacking the demolition

specialist but don't worry, he can't die. After you kill all 4 imperials

activated by the pintle gun you have done the SECRET OBJECTIVE.

Fight down the trench to the door with some blue bars over it. This door is

locked and you must find the blue key. Continue down the trench to the right

to a small opening that has 2 imperials and a sergeant. The sergeant has the

key, kill him and he'll drop it on the ground. There are some goodies in this

area too like health and grenades.

Go back to the blue door and the bars will disappear as you approach. 2 new

imperials have arrived here too. Kill them and enter the bunker. In here

you'll face 2 imperials and another sergeant. One of the imperials has an

autogun, take it after you kill him. Exit the bunker and into a fire fight.

There are 10 imperials spread out here and you must kill them all. Don't

forget to pick up the autogun behind a barrel for some more ammo. When

everyone is dead the large door to the building can be opened.

Enter the building and fight the 4 imperials and sergeant there. Be careful

the imperials will toss grenades at you and the sergeant has his chain sword.

Press the button on the far wall to lower the elevator. Ride the elevator to

the top floor and kill the 2 imperials waiting for you, then walk into the

tunnel and onto the bridge.

Kill the imperial here to the left and head to the other end. There are 2

pulse rifles, health, and grenades behind the tunnel on the bridge if you need

them. At the end of the bridge the gate will close and you are momentarily

trapped. Your drop ship will come under attack (to your left) and dust off

until you have cleared the area of all hostiles. The gate will open. Kill the

imperial and head to the electric fence. Deactivate the fence with the button

and kill the sergeant inside. He has the orange key you need for the other

door. Enter the orange door and make your way downstairs (there are 3 floors)

killing everyone along the way, 8 imperials and a sergeant in total.

On the bottom floor the sergeant has the magenta key. Kill him and open the

magenta door. This leads you out to the open junkyard under the bridge you

crossed. In this junkyard there are 3 imperials and a sergeant, mostly on the

right side. After you have killed all of them the Valkyrie will come to attack

you. Take it out with the autogun. Shoot each engine until it smokes, then

it'll blow up automatically. When it's dead walk around the junkyard and

collect full autogun (60/360) and pulse rifle (32/320) ammunition, you'll need

it in later levels.

If you haven't figured it out yet you get full health at the start of each

level, but your weapons are carried over from the previous level. This makes

it possible for us to carry the autogun and bolters into later levels that

don't have them. All levels can be done with the ammo provided in them, but

carrying over weapons makes the job a little easier in some places.

Once you have full ammo head to the nav point on the door and enter the

building. Head straight and then take the first right, take the next right and

up to the drop ship on the roof. Join Mal'core team inside the drop ship and

the level is over.

*****************************************

4) WATCH TOWERS T-25:00 K-80 P-35%

*****************************************

This is one of the longer missions in the game, and it has the most kills for

you. You start out in the drop ship from the end of The Push with the 2 Tau

from Mal'core team. Lusha is there too and he tells you Ko'Vash has been

located in an imperial prison, your mission is to gain access to the prison

complex. The drop ship touches down and you're off.

Exit the drop ship and head down the small hill, turn to the right and blast

the imperial there, head back to the left and kill the other imperial on your

level. Now there are 3 imperials hiding in the ruined building on top of the

big hill, your Tau friends will kill them, but you should shoot some too. Do

not use the autogun in this mission unless you are having a hard time in the

lower prison level (I'll get to that). The autogun will be much more useful in

The Cells and Deep Level. For now just tote it around with you and use the

pulse rifle until I tell you where to drop the autogun for safe keeping.

After these first few imperials are down a tau will blow up the blockage in the

trench, go through the newly made hole and fight the 3 imperials on the ground.

There is an imperial with a sniper rifle behind you now, ignore him for a while

(we'll get him later), there is also an imperial on top of the ridge shooting

at you, waste him.

Your tau buddies will run forward and wait for you, when you approach them

several more imperials will trigger, kill most of them before your tau helpers

do it for you (you need the kills, it's ok if they get some, but don't let them

get more then a few). Don't forget the imperial walking on the high ledge

behind your position, he throws grenades at your back and is nasty.

Head towards the nav point and waste the imperials surrounding it. There is a

red health pickup on the far side of the open area if you need it. Lusha will

radio in that you can't enter the prison at this nav point, and he'll send you

another back near where you landed.

Head to the new nav point killing the 5 imperials that show up. Walk to the

pink circle and hold down the X button to plant the demolition charge. Back

away and turn to the right (towards the drop ship area). There should be an

imperial running towards you, kill him. Now go back to the sniper and get him

with the secondary fire of the autogun or pulse rifle. By now the demolition

charge should have blown open a nice hole into the rocks. Go jump in.

Climb down the rocks to the next nav point. It is another pipe with a pink

charge circle on it. Blow it up just like you did the first one. Jump down

into the pipe. You are now in the subway system. Turn to the right and kill

the imperial with the sniper rifle, take his rifle and shoot the imperial way

off to the right. You'll need to use the scope (secondary fire, Triangle to

zoom in, X to zoom out). Shoot him or shoot the barrel next to him to watch

him explode. A good note is that enemies killed by an exploding barrel DO NOT

count towards your kills, bummer. Drop the sniper rifle and pick the autogun

back up.

Turn around and head down the tunnel. You will approach 2 ceiling mounted

movement detection devices. They turn and have a red laser beam, if you're

under the beam the alarm goes off. Don't set off the alarm or you'll be in a

world or hurt. The best way to sneak best these guys is to stand directly

under the box projecting the beam, this is a safe zone and they won't see you.

Then look slightly up and time your movement forward when the beam is off to

the side. Slip by the second one the same way.

You should now be in front of a large door and stairs, to the left of all this

is a small door, go inside. This little passage way will take you up and then

down to a room with 2 imperials. In this room there are 2 pintle guns you can

use, some grenades, health and a button on the wall. Push the button. This

will open the shutters in front of the pintle guns and also open the big door

at the top of the stairs. A handful of enemies will come out, mostly imperials

with a sergeant for good measure. Man the pintle gun and mow them down. Some

might stay at the top of the stairs and just out of range. You'll have to kill

them your self by walking up to them. Enter the large door and there are 3

more imperials waiting for you. After you kill them the large door behind them

will open.

Behind this door are several imperials packing las pistols and they all have

itchy trigger fingers. Try to lure them out 1 or 2 at a time to the doorway

and take them apart individually. This is one area charging in head first will

probably get you killed. There is also a sergeant in the room, give him a

grenade to hold onto after everyone else is dead. An easy way to kill everyone

quickly without reloading is to use the alternate fire of the autogun. The

single shots are very accurate at long range and each enemy only takes 2-3 hits

to kill. You can actually get them from outside of their range and not take

damage!

This is where you will drop the autogun until the end of the level. Find a

Lasgun and pick it up, you'll be using the lasgun for the rest of the level,

and on the way out you'll pick the autogun back up. See the 3 blue doors? The

center one is the entrance to the courtyard which is the entrance to the

prison, and your mission goal. Now where are we going to get a key?

Head up the stairwell on the left side of the room. Lusha will radio in that

there are 4 big guns shooting at the tau and you must destroy them. They are

all on this middle level. Walk down the hallway to the first gun, it's guarded

by 3 imperials, 2 have lasguns and one has a las pistol. Kill them and plant

the demo charge. Walk down the hallway to guns 2, 3, and 4. Each one is

guarded by the same type of 3 imperials. Place all the charges. Lusha will

now tell you to open the ramps in the courtyard. If you haven't explored the

level yet you are in a 3 level circular building surrounding a courtyard that

leads to an underground prison. The button to the ramps in on the top floor.

There are 2 ways to get to the top, follow the nav markers provided.

On the top floor there are 6 snipers. You must kill them all for the SECRET

OBJECTIVE. Just walk around the circle blasting them with the lasgun. Be

careful not to get hit too many times, their guns sting, but some health is

around. There will be a door guarded by 2 imperials and a sergeant inside of

it, this room has the button you need to press. Kill everyone and press the

button, an alarm will go off and 2 more imperials will appear outside the door.

Kill them and any remaining snipers you haven't gotten to yet. Take the

stairwell leading down that is outside of the door. Take this down to the

middle floor and then to the bottom floor.

Once down here it's basically a slug fest through several rooms and a lot of

imperials to get to the sergeant with the key. If you want an "A" kill them

all. After getting the key keep going around the circle until you come to a

blue door, open it and viola! you are back to where you started! Remember the

autogun you dropped here? Pick it up and head through the center blue door and

into the courtyard. Be careful in the room with the sergeant who has the key,

if you stand around in this room more enemies will keep appearing, so grab the

key and go.

OOOPS! The imperials took control of the ramps again and closed them! Not to

worry Lusha and the other tau are fighting their way to the ramp controls, you

just have to chill out in the courtyard for a minute while they do that. Oh

wait, there are more snipers? Yep, there are a few snipers at the top again,

don't worry, you don't have to take them out but you can if you want to. Turn

on the night vision to see them better and pop them with the alternate fire

from the autogun. Eventually the ramps will open again and you can go down

into the prison. Mission over.

*****************************************

5) THE CELLS T-9:00 K-50 P-50%

*****************************************

Feel tired? Well this mission will feel nice and short compared to Watch

Towers. The mission goal is to gain access to the deeper cells where Ko'Vash

is held. Kais starts out on the ramp from the end of Watch Towers. At the far

end is a door and you can see 2 imperials. When you open the door the imperial

to the left will go for an alarm. You CAN kill him before he makes it, but

don't. You need to kill all the guards it calls to get an "A". Once it has

been turned on, walk up to it and press X to turn it off (unless you like the

sound, then leave it on). This alarm will summon several more guards to you

location, kill them. Use the doors a choke point and pick them off from the

side as they enter, or just lob a grenade into their ranks.

Look around, you're in a prison. What are in prisons? Prisoners. Tau

prisoners to be exact. Each cell has a red square next to it, blast it with

the pulse rifle and the cell will open. There are a few cells with red lights

but no prisoners. Free the Tau prisoner in this first cell block. He will

tell you to free the others too. There are 8 more prisoners in the level, get

them all and you've got the SECRET OBJECTIVE.

Leave cell block A and head towards cell block B. There are 3 imperials here

and one will set off another alarm. Again turn it off to shut it up, the

button is on the far wall. Kill all the summoned guards like you did the first

group. In this room there are 3 more tau prisoners, free them. Head towards

cell block C, kill the imperial on the right as you walk through the tunnel,

there are some grenades behind him.

Enter cell block C and kill any opposition you run into, no alarm this time.

Free the 2 tau prisoners here. Now enter the door to the purgatorium. Kill

all the guards here and turn to the left. You need to get the magenta key from

the sergeant inside the purgatorium. Throw the switch on the tunnel wall to

open the door and kill the sergeant and his 2 companions. Get the key and heal

up. Go back to the magenta door and open it.

Grab the 2 pulse rifles and shoot the vent in this little tunnel. Climb into

the vent. This leads to a ladder and several guards shooting at you, kill them

from the cover of the vent and then climb down the ladder. Free the last 3 tau

prisoners here and the SECRET OBJECTIVE is complete.

Exit the room via the tunnel next to the tau prisoners' cells. You'll hear

some imperials say the door is stuck and they have to blow it open. If you

love Kais or only like him as a friend, DO NOT stand near the door. After it

explodes a lot of imperials will come through. Use the boxes as cover and pick

them off in small groups. (The alternate fire of the autogun works well here

too as it did in Watch Towers, but if you are running low on ammo try to save

it for Deep Level) Not all of them will come through the door, so eventually

you'll have to enter the door and kill the rest. You are now in a room with a

blue key door to the left.

Walk to the door on the back wall, there is an imperial hiding behind the

podium, kill him and pick up the 2 shotguns there. Enter the top door and

start blasting. Use the night vision to see the enemies better, mow them all

down. In this room there is health another shotgun and 2 pulse rifles which

you will probably be in desperate need of. Exit this room and go back into the

larger room you cam from.

This has triggered 2 imperials and a sergeant to appear. The sergeant has the

key you need. Persuade him to give it to you. with the shotgun. One of the

imperials has a sniper rifle so take him out quick. With blue key in hand

enter the blue door. DO NOT step on the circular elevator at the back of the

room yet.

Kill the 4 imperials here with the shotgun, by now it's probably spent, go back

to where you dropped the autogun and pick it back up. Now you can step onto

the elevator in the blue room. You'll be held in place and the level will end.

*****************************************

6) DEEP LEVEL T-15:00 K-50 P-50%

*****************************************

Hang tight Ko'Vash we're coming for you (for the greater good!). Deep Level

starts out on the round elevator pad The Cells ended on. Ride the pad down to

the lower cells, reload your Pulse rifle while this happens, it starts with 20

shots loaded no matter how much extra you have.

Once it has stopped don't be too hasty to jump off. Look ahead of you, you'll

see 4 imperial guards and a sergeant. 2 of the guards are on a patrol and 2

are standing close to barrels. In front of you is a box with 2 pulse rifles, a

sniper rifle, green health, and a few grenades. Walk slowly to the sniper

rifle, the guards should ignore you. Pick it up and take aim at a guard. Once

you shoot everyone will become active and rush you so make your first shot

count (in the head). As they all charge shoot a barrel when the sergeant nears

it, and he'll be down. Yes you won't get credit for the kill, but you can

afford to miss a few in this level. Now you can pick off the remaining guards

at your leisure. Heal up, grab the autogun again and head down the hallway.

When you enter the next room some story voice over will kick in about how the

guards are going to kill you. Hehe... yeah right. There are several barrels

here in the center and on edges, be careful as there are holes in the floor

too. Shoot all the barrels in the center of the room and pick up the sniper

rifle there. On the far side of the room a platform will be rising, when it

reaches the top a bunch of guards (5) will come out of a door and start

shooting, pick them off quickly with the sniper rifle.

When they are almost all dead several more guards and a sergeant will enter

onto your platform from your right. Drop the sniper rifle for the autogun and

mow them down with it. Be careful not to fall off the platform. Use grenades

carefully because there isn't much room to back up. Once everyone is dead head

through the door they all came in from.

Walk down the hallway to the far door. When you get close it will open and 4

imperial guards will attack you. Use the door as a choke point and get them 1

at a time as they exit. Try using the alternate fire of the autogun, 2 shots

in the head and they drop, or just use the pulse rifle. Enter the door and

stop. To your left is a door that leads to some health, pulse rifles and

grenades. Straight ahead is a staircase divided into 2 sides. Walk down the

stairs and enter the right hand side room.

Work your way down the stairs fighting a lot of imperial guards and a sergeant

at the bottom. The autogun will take them out quick. Be careful of the

barrels scattered around, and try not to kill any guards with the barrels. At

the very bottom there will be a vent next to some pulse rifles and health.

Shoot it. Inside the vent are some barrels blocking another vent, shoot the

barrels. Heal up as much as you can here because there isn't any health for a

while. Climb inside and go forward. At the end of the vent is a guard walking

back and forth, surprise him with a pulse rifle death. Climb out of the vent

and head to the right.

Enter the next room to find a sergeant and 2 guards. Kill them by luring them

to the door and then hand them a grenade or two. Enter the room and find the

cell to the left, walk inside to find a dying tau. He tells you Ko'Vash was

taken to a torture chamber (you can skip the conversation if you want to, it's

just for story). Exit the cell and walk slightly to the left to exit this

room.

As you exit turn to the right and find the guard waiting to shoot you in the

back, BAD GUARD! Teach him the true art of war. Turn around and head down the

hallway. Enter the next door. This room is circular with 3 doors on the

opposite side, your exit (for now) is the middle one. Kill the two guards as

you come in and head to the right. Kill these 2 guards and turn around, wait

for 2 more guards that are coming up behind you and kill them too. The hallway

is getting bloody, but it's going to get bloodier. Turn around again and head

to the center door. It's guarded by 4 imperials and a sergeant. Toss a few

grenades if you have them and clean up with the autogun.

Enter the center door and walk over the little bridge. Keep going and you will

eventually turn right. This little room has a big chair in it with some health

pickups, grenades and a bolter on the chair. If your auto gun is low (under

100 shots left) ditch it for the bolter. Make sure you get the 2 grenades.

Climb into the little shaft.

At the end of the shaft you'll find Ko'Vash suspended in air and 2 guards

walking around him. Kill the guards from the cover of the shaft then drop down

to Ko'Vash. Severus will instruct a space marine to "deal" with you. Find the

large circular door and stand to the right of it. This is the door the space

marine comes out of. Let him come all the way out and stop. If you are

against the right side of the door he won't see you. Lob 2 grenades into his

back and he'll be dead. If you want to fight him like a man (or tau) use the

bolter, 4-6 shots will do the trick. Pick up his bolter and reload. Find the

little door near the vent and go inside, here is a button that will release

Ko'Vash. Push it (duh).

Rejoin Ko'Vash and head out the door the marine cam in from. Lusha will radio

in and tell you to protect Ko'Vash. Don't worry Ko'Vash can't die so you can

basically ignore him from here on out. You'll be back in the large hallway you

were in a moment ago. When you cross the bridge this time stop and turn to the

right inside the door. Kill the 3 guards. Turn around and head for the left

most door of the 3. You'll find yourself walking into some caves. In these

caves are 4 pairs of guards, just follow your nav marker and they will all pop

out.

Don't board the drop ship yet. The SECRET OBJECTIVE for this level is in these

caves. In the caves to the far right (if you were facing the drop ship) is a

brown lump on the ground, this is bread. Walk over it and you'll have the

secret objective. I guess Ko'Vash is hungry. Once you have it walk into the

drop ship. You will be held in place until Ko'Vash and the 2 other tau board

too. When they do, the level will end.

Whew. With Ko'Vash rescued sit back and enjoy a nice movie cut scene.

********************************************

7) UNWELCOME GUESTS T-15:00 K-50 P-35%

********************************************

You didn't really think the game was over after rescuing Ko'Vash did you? Of

course not, there are still 15 more levels! The next four missions all take

place on the Tau starship.

Unwelcome Guests starts out in the landing pad area. Your spaceship has come

under attack and is now infested with an imperial invasion you must push back.

Lusha has taken your weapons from you, follow him and Ko'Vash into the little

control room. Lusha will promote you to Shas'ui and give you a pulse carbine.

This is a nice weapon, shoots fast and can launch grenades a long way, MUCH

better then the pulse rifle. After you get the weapon, head back into the

hanger. Your mission is to stop the imperials from boarding any more storm

troopers.

Open the large door several Tau are standing in front of and you'll engage 5

imperial storm troopers all with las guns, kill them all and pick up the 2

grenades here too. Head right (notice the little round containers? The red

ones are explosive like the barrels in previous levels). Open the next door

and you'll be in a cross hallway. Directly ahead is a door, open it and kill

the 2 imperials, one has an autogun, pick it up. Turn around and then turn

right, 2 more imperials will attack, a sergeant and a regular storm trooper.

Enter the medical bay and exit the rear door. Turn left in this circular hall

and enter the next room.

Another imperial waits for you, kill him and then shoot the containers near the

vent grate. Once the grate is open duck down into it. You should find a

ladder, climb it and then head to the left. When you get near the end of it 2

imperials will appear. Kill them and duck down into the next vent. This leads

to a turbo elevator. The elevator will take you to another level of the ship.

Exit the elevator and you'll find a large room with 2 storm troopers a sergeant

and a ceiling mounted gun. The sergeant has the orange key you need, take it

by trading him a grenade for it. Make sure to take out the ceiling gun, it's

not too powerful but it can cut you down fast if your shields are out. Go back

to the orange door.

Enter the orange door and you're in a map room, stop and admire the holographic

map of the planet and the 2 space ships orbiting it, pretty isn't it? Wait.

something's shooting you. It's another imperial, back to the task at hand of

killing them. Move past this map room and you'll be on the other side of the

blockade under the ceiling gun. There should be another imperial here.

Enter the room to the left, it has a walkway and a large broken pipe. Kill

everyone here, 4 imperials and a sergeant. When you near the far door Lusha

will tell you it's locked and he'll send a tech to open it once the area is

secure. securing the area includes making sure all the enemies in the previous

rooms are dead too, but you've already taken care of that. right?

Several imperials will drop on ropes down the pipe. To kill them fast stand at

the base of the pipe and shoot up at their heads. After about 7 imperials the

tech will have the door open. If you don't get the imperials quickly they will

kill the tech, but Lusha has more to send so don't worry. Once the door is

open go through it. It locks behind you.

To your left are 2 rooms with some health and weapons, and a storm trooper. At

the end of the hallway is another turbo elevator. Ride it to another large

dinner room with lots of action going on. There are a few tau and imperials

fighting it out here, help the tau by clearing out as many imperials as you

can, there is a sergeant lurking around too. To the left of this area is a

hallway and a 2 room kitchen. There are 4 imperials in this general area and

you must kill them for the SECRET OBJECTIVE. The real objective is to protect

the tau hiding in the kitchen, the imperials will kill him if you leave before

they are all dead. You won't get the secret objective completed text until the

end of the level so don't worry. Once these 4 are dead head up the small

stairs and into the next hallway.

There are a few imperials here fighting a tau, kill them and move on to the

next room that has several weapons and health pick ups. Exit the room and

you'll find another imperial. Kill him and head right into a damaged hallway.

This leads to a large open area where the boarding parties are coming onto the

ship. Kill the 2 imperials in the tunnel and head down the stairs. Kill the

sergeant on the stairs and the 2 imperials on the bottom floor. One might be

hiding down the left side.

Find the ladder on the right and climb up to the top. Kill the 2 imperials at

the computers and then find the shorter ladder going down to the middle level.

At the bottom of the ladder go left and kill the 2 imperials on this side.

Turn around and then head to the right side, kill these 2 imperials as well.

Follow the nav marker and place the charge on the wench. You now have 45

seconds to escape the room.

Climb back up the small ladder, there will be an imperial waiting for you.

Kill him and head back down the large ladder to the bottom floor. Be careful

not to fall off the ladder, it's a fatal drop. If you're good you can jump

from the ladder to the staircase (saving a few seconds), if not simply go all

the way down and then up the stairs and out the door. A steel barrier will

slam down preventing you from going back in.

If you take too long in the previous area a boarding party will reach the ship

and you will have several more imperials to deal with, so speed is good, but

you have almost 3 minutes to do all of this so don't worry too much about it.

You're almost done. Lusha will radio in after the bomb explodes, do not stand

near the tau guarding the hallway, he's about to die. When he does, grab his

weapon. He won't need it any more. Head into the door Lusha unlocks and kill

the imperial. Walk into the turbo elevator and the mission is done.

*****************************************

8) THE INVADERS T-6:00 K-36 P-40%

*****************************************

Invaders is a short mission. The objective here is to get to another turbo

elevator that will take you to the generator level. You start out in the turbo

elevator from the end of Unwelcome Guests. Exit the elevator and you'll find

several doors, one is locked and needs a blue key. You'll also find 4 storm

troopers and a tau. Kill the storm trooper on your left first (this is usually

the one the tau gets if you don't). Then dispose of the other 3. Sadly the

tau doesn't make it through the fight. A few seconds after they are all dead a

sergeant will come out of the door across from the elevator. He has the blue

key. The large room to the left of the elevator has weapons and health in it

if you need them. The room the sergeant came out of also has some grenades and

health.

Once you have the blue key open the blue door. Here you'll find 5 more doors

and 3 storm troopers. One of the storm troopers is on the top level, get him

with a grenade and then take care of his friends. Be careful the storm

troopers are now starting to use shotguns and they will wreck you at close

range. Of the 5 doors one is locked and needs the magenta key and only 1 is

open to you right now. Turn to the left and go up the ramp hallway.

Inside this hallway you'll face 6 storm troopers, 2 at the bottom and 4 at the

top. There is a red health at the bottom where you entered, save it for after

this little battle, then use it if you need it. At the top of the hallway turn

left. There will be a door, enter it. You are now on top of the platform

overlooking the room you were just in, this is where you tossed a grenade.

Kill the 2 imperials here quickly. Turn to the right, but don't walk down the

hallway yet. Get the attention of the sergeant. Wait for him to come to you

and kill him.

Walk down the hallway the sergeant came down, and you'll trigger some

explosions. YOU wanted to kill the sergeant and get the credit (not the

explosions) that's why you had to wait for him. At the next branch turn left,

you'll see a tau being chased by 3 storm troopers. Kill them all. Lusha will

radio in that you are near the turbo elevator, approach it at the end of the

hallway. When you get close it will fall and take the screaming tau inside

with it. Turn around and head to the right. Lusha will tell you to reactivate

the power to that turbo elevator.

A few steps down the hall you'll find 2 doors on the left. Enter the farthest

one first. Inside is a single storm trooper about to kill 2 tau. The SECRET

OBJECTIVE is to save the tau, simply kill the storm trooper. Exit the room and

enter the other room now on the right. Inside here is a tech priest. Kill him

with the autogun and remember you don't have to hit him, but just the area

around him to bring up his shield (hitting the shield damages him too). A

little bonus and sneak peek at a good weapon is in this room. Behind the glass

is a meltagun. It only has 100 shots in it and they will go really fast but

grab it anyway, it's a fun weapon.

Take the meltagun and head down the hallway to the next crossing. Turn left

and you'll find 2 storm troopers and a sergeant battling a tau. Use the

meltagun to light them up. Sniff, sniff. bar-b-que. The meltagun will

probably be out of juice now so drop it for an autogun. Head down the hallway

again and it'll start to drop downwards. This will trigger several explosions

on the right side wall. Quickly launch a grenade at the 2 storm troopers at

the bottom. You want to kill the right most storm trooper before the

explosions do. The other one you can polish off normally.

Open the door in front of you. Directly in front of you is a sergeant. He has

the magenta key, and you are also back in the room with the magenta door.

There is also another storm trooper here along the back wall. The door right

next to the magenta door is also open now and it has lots of weapons in it.

Open the magenta door and go inside. You'll find a storm trooper and a ceiling

gun there to greet you. Further up the hallway are 2 more storm troopers, kill

everything. You could leave the ceiling gun they don't count as kills, but

it's better to take it out then to have it continue to shoot you.

At the end of this hallway is a door. Inside that room is the button you must

press to reactivate the power. There is also another tech priest and a storm

trooper with a shotgun. Kill them both, and press the button.

Head back towards the turbo elevator. In the big room you'll find 2 new

imperials and another sergeant, kill them and move on, back up the hallway

(stop and look at the air caste "petting" the dead tau, it's funny). When you

near the elevator an imperial will come around the corner, kill him. Now just

step onto the elevator and the mission is over.

*******************************************

9) SYSTEM SHUTDOWN T-15:00 K-70 P-40%

*******************************************

System Shutdown starts in the turbo elevator you reactivated in The Invaders.

The objective in this mission is to stop the tech priests from taking over the

engine room. Simple, but first you have to get into the engine room.

Exit the elevator and enter either of the 2 doors in front of you, they both

lead to the same room. Inside you'll find 2 storm troopers, kill them and head

into the hole on the wall. Once you step inside 3 imperials will drop out of

the ceiling, one will come at you from behind and another from the far side of

the room, kill all 5 without walking around the center column. There is a

ceiling mounted gun on the other side that you don't really want to deal with.

Grab any health and weapons from these 2 rooms; you won't be coming back here.

Head to the other side of the column, past the ceiling gun, and through the

door. On the opposite side of the door are 2 more storm troopers. Kill them

and head to the left. Through the next door you will find the tri-color

barrier. Lusha and the tau computer will tell you this barrier must be opened

with 3 keys, all 3 are located near by and can be obtained in any order you

want. Each one is about the same in difficulty except for the blue key, it's a

little easier. Near each key is a tech priest, you must kill all 3 of these

tech priests for the SECRET OBJECTIVE.

BLUE KEY:

Face the tri-color barrier and turn to the left, open this door and head down

the slanted hallway. You'll face 2 imperials right away. Kill them and keep

moving. Enter the next door and turn left (there are weapons and health if you

go straight behind the big box) You'll find 3 imperials at the end of the

hallway. Kill them and enter the next door. This room has a multi level

walkway. Kill the 4 imperials on this walkway. Notice the blue force field?

The sergeant with the key is on the other side. Open the only door you can

along the walkway. Inside you'll find 2 imperials and a button, kill the

imperials and press the button. This deactivates the force field. Run back to

it and jump over the small gap. Kill the sergeant and his 2 guards. Pick up

the key and walk up the ramp to the room behind the sergeant. Inside you'll

find one of the tech priests for the secret objective. Kill him. Pick up any

remaining items and walk back to the tri-color barrier to deactivate the blue

barrier.

MAGENTA KEY:

Face the tri-color barrier and turn around. Enter the X shaped door, this puts

you outside the turbo elevator you started the level in. Kill the 3 storm

troopers here and then the next 2 that join them. Enter the room next to the

turbo elevator that is now unlocked. Inside you'll find 2 rooms with weapons

and health. You'll also find 3 servo skulls. Kill them quickly, they hurt

you. Exit the room and turn right, head down the hallway and through the next

door. You'll find 2 doors to your right that both lead to the same room, enter

the room and kill the 3 imperials here. Walk to the back of the room and out

onto the little ledge. Here you'll find another tech priest for the secret

objective and a storm trooper for a guard. Kill them and turn around, another

storm trooper should be attacking you now, kill him too. Now look over the

balcony railing to the lower landing (where the blue key sergeant was or will

be). There will be another storm trooper down there, pick him off with the

autogun alternate fire or a well thrown grenade. Exit this room back to the

main hallway and turn right again. Enter the final room. Here you'll find 2

servitors and a sergeant. The easy way to kill them is to press the button to

turn on the reactor and then again to turn it off, but you don't get credit for

the kills and you might miss the A grade, so just walk into the reactor and

kill them with grenades (there are some conveniently placed in the room for you

if you don't have any) The sergeant has the magenta key. Take it and head

back towards the tri-color barrier. On the way you'll be attacked by 5

imperials, 4 of then are ahead of you and one is off to the side near the tech

priest area. Kill everyone and grab any pick ups you need. Stand in front of

the tri-color barrier to deactivate the magenta barrier.

ORANGE KRY:

Face the tri-color barrier and turn to the right. Go back through this door

and head to the next one. A lightning effect will be on the door for a few

seconds before you can open it. When you do you'll find a pile of dead bodies.

you didn't do this, who did? A little foreshadowing. Pick up any weapons you

want and head into the door on the left. There are 2 imperials on the bottom

floor and 2 more at the top of the room. Kill the bottom ones from the safety

of the near wall (shielded from the fire of top two), then make your assault on

the top guys, grenades work well. Climb either ladder and then crawl into the

vent. Down this curving hallway you'll find 3 servo skulls. Kill them quickly

and try to face them one at a time. Keep walking down the hallway, there will

be 3 vents on your left, ignore them for now. At the end of the hallway is the

last tech priest for the secret objective. Kill him then head into the closest

vent. All 3 vents lead to the same room, but this one give you a good grenade

launching point. Stop at the end of the vent and launch a grenade at the

sergeant. Drop down into the room and dispose of his two guards. Pick up the

orange key and head down the slanted walkway. You'll face 2 more imperials on

your way back to the tri-color barrier.

Now with all 3 keys found the tri-color barrier should be down. Walk through

this door and into the engine room. The engines are protected by a force

field. You must plant 3 charges to destroy it. In the first section you'll

find 2 storm troopers. Kill them and plant the first charge. Head to the

right to the next nav marker. In this section you will find 3 imperials and a

sergeant. There is a green health at the top of the ramp. Kill everyone (use

a grenade on the sergeant) and plant the 2nd charge. After this move to the

right and towards the next nav marker. In the third section you'll face a tech

priest almost as soon as you open the door, so be careful. Kill him and all of

his friends in this last section. Again there is green health on the ramp.

Place the 3rd charge and step back, 10 seconds later the force field is down.

Lusha will radio in saying you must kill all the tech priests, there are 4 of

them around the inner engine area. Take them on one at a time making your way

around the engines. Sometimes one or two will activate and wander around the

outer sections. You must kill them all, after you do Lusha will guide you to

the exit area. It's up the ramp in the 3rd section. Enter the door at the top

of the ramp and the mission is over.

*****************************************

10) DIVERSION T-11:00 K-60 P-50%

*****************************************

Silly Kais the attack on the engines was just a diversion! Hmmm. shouldn't the

previous mission have been called diversion then? And this one called

something like "Final Push" or "Reclaim Command"? Any way Lusha tells you your

efforts, although not unappreciated, were made in the wrong place. The bridge

is where you are urgently needed now. The time requirement on this level is

tight and so are the kills. It's easy in the beginning to have explosions rob

you of kills so pay careful attention to things that explode.

Diversion starts out in the room Kais enters at the end of System Shutdown. In

here you'll find several grenades and pulse carbines. Grab them and crawl into

the vent. On the other side of the vent you'll find 2 storm troopers waiting,

they have autoguns for you. Kill them through the white gassy stuff.

The white gassy stuff is actually coolant gas, it'll hurt you. Soooo coooold.

Walk through all the coolant jets by timing them, you will usually take at

least a little damage the middle one is particularly long and I get bored

waiting for it to stop. At the far end are 2 more storm troopers, try to

resist shooting them until you have a clear shot. There are explosive

containers behind them and you really want these kills. You can still finish

with an A if the containers blow them up, but it'll be more difficult (later on

there are lots of tau taking your kills from you). After these two are being

reacquainted with everlasting peace climb into the vent on the right.

Work your way down this vent to the computer core. Don't jump out of the vent.

There are two imperials on guard duty down below. Use the secondary fire of

the auto gun to snipe them. Drop down (use the boxes directly below to avoid

fall damage) and head for the unlocked door. Take note of the blue locked door

to the right, you'll be coming back here. Enter the unlocked door and you'll

find a fire fight.

There are 3 storm troopers here, one to the left, one to the right and one

directly ahead. Kill each one, then head to the left of the door you came in

from. When you approach this next door a force field will appear (there's

radiation in the next room and you must start a fan). The tau computer will

unlock a door for you and give you a nav marker if you can't find it. Inside

this room is a sergeant (has the blue key) and 2 storm troopers. You don't

have to worry about saving the tau in this room. Grab the key and exit the

room. To your right is the second blue door inside this room are weapons and

health if you need them. Now go back to the first blue door in the computer

core.

Inside this room is a storm trooper and the fan controls. Kill the guard and

press the button. This will turn off the force field. When you exit the blue

room a storm trooper will be coming for you from the area you already fought

in. He has a plasma pistol, be careful, toss him a grenade as he enters the

computer core. Back by the force field door are a few new imperials waiting to

kill you, show them how it's done in the big boy's league. Now is a good time

to visit the weapons room to replenish your supplies. Head through the door

that was protected by the force field when you are ready.

Walk down the slightly curved hallway and kill the two storm troopers chasing

the air caste (they run funny). Enter the next room and you'll find a tau

fighting two storm troopers. Kill them quickly. Below you on the lower level

are 4 more storm troopers. You can kill them all from the cover of the upper

balcony, or just drop down and start blastin' caps like you were a madman.

It's your choice. Once they are all dead however you chose to do it, the two

doors on the lower level will be opened. Go inside either (they both go into

the same room).

Welcome to the tau cinema. Be sure to visit the concession stand and remember

NO TALKING. You'll find a rather cumbersum set of stairs and a tau battling 3

storm troopers. This tau is good and will kill many imperials for you (all of

them if you let him) Don't let him, they are you kills, so be that selfish

brat everyone hates on the playground. When the first wave is beaten you'll be

instructed to place a demolition charge on the rubble, as soon as it's placed

the second wave of 4 imperials attacks from the top. Kill them quickly too,

use grenades. To make getting all these kills easier use the "night vision"

it'll help the enemies stand out in the soft glow of the holo-projector. Once

everyone is dead you can admire the funny images in the cinema and then crawl

into the newly unblocked vent.

Climb the ladder and shoot the vent covering. Take care of the two imperials

guarding the doorway to the large dining room. Inside the dining room are

several imperials and a sergeant with a plasma pistol. Take the sergeant down

first, the plasma pistol is no joke compared to the las guns of the others.

There is some extra health at the far end of the hallway with the vent if you

need it. Once everyone is dead the locked door will blow open (so don't stand

next to it) and another storm trooper will enter bravely to his death which you

will give him. Take a second to reload all your weapons. This next section

can get rough. A tau will try to take your kills and the action doesn't let up

for a bit so every shot counts.

Enter the hallway and turn right, kill the two imperials. Usually one will

toss a grenade at you as you rush him, be a man (tau) and take it or try to

dodge it. Keep running past them and into the next room. Here are 3 imperials

behind cover. Shoot to kill, that means head shots, and I'm not talking the

type actors and models give to agents. Once these 3 are done the next door

opens to reveal 2 more imperials. Kill them fast too. Now take a second to

reload. When you enter the next room 3 imperials will enter the previous room

behind you, and your tau buddy will be standing in your line of fire, so rush

back and kill the new enemies before he does.

And as if THAT wasn't enough now Lusha gets on your case about not standing

still. Enter the now unlocked turbo elevator. This will take you to the

bridge level. When you get off there will be 2 tau fighting 4 imperials behind

some blockades. Kill each set of imperials and the tau will plant demo

charges. Once the blockade is clear enter the door to the right.

Walk down this hallway and kill the 2 imperials on patrol. Crouch and you can

sneak up on them. There are 2 rooms on the right, one has lots of weapons, the

other has a hiding air caste, 1 of 3 you must find for the SECRET OBJECTIVE.

All you have to do is walk up and bump into him. He's in the shower or closet

thing. Exit this room and continue on to the right. Here is the large door to

the bridge itself. Kill the sergeant and his two friends. The sergeant has a

plasma pistol. Ignore the bridge door for now, we need to find the other 2

hiding air caste.

Continue on down the hallway and through the next door. Kill the 2 imperials

on patrol here too. In each of the 2 rooms on the right a hidden air caste can

be found. One by a bed and one in a store room. Make sure to grab the

grenades in the store room, you're going to face 5 space marines in a bit and

you'll need them.

Once all the air caste are found head to the bridge door and enter it.

Everything looks ok. Everything will be ok until you walk to the back of

either side room on the top level. Enter the side room on the left and collect

any grenades you need. Walk all the way to the back of the room. A speech of

Severus will kick in and the captain will be killed. You must clear the bridge

and avenge the captain. Exit the room and start launching grenades. There are

3 space marines on the top level and 2 on the bottom. Deal with the top ones

first. They pack bolters, a plasma pistol and a plasma gun. Grab what you

want, I like to ignore them all and use the grenades. 2 per marine does the

trick. More grenades can be found in the left side room on the top level.

Once the 3 on top are done, walk down the ramp and take out the 2 down here,

they are along the wall by the maps. Use the night vision if you have trouble

finding them. Sometimes if activated, one will run into the back rooms. Once

everyone is dead grab the 3 bolters. You should have 16 shots in the bolter

and 72 spare, unless you used it during combat with the marines. It'll make

the next level a piece of cake. Also collect any remaining grenades from the 2

side rooms.

After getting all the bolters head to the amber elevator and ride it to the

boarding craft. Enter the devilfish troop ship and the level is over. Sit

back and watch a nice movie of your "crash" landing on the imperial ship.

********************************************

11) CLEAR THE DECKS T-15:00 K-50 P-50%

********************************************

The imperials landed troops on your ship and tried to take it over, you beat

them back, so now it's your turn to land on THEIR ship and try to do the same

thing. Can't the tau just call it a draw? They got Ko'Vash back. They should

count themselves lucky and go home. But then the game would be over, and we're

just half way done.

Clear the Decks starts Kais outside of his crashed transport. That was you

skidding to a stop in the cut scene. Kais takes a few seconds to regain

consciousness and he is instructed to help stop the defense guns.

You start out on the ships deck, head towards the far wall, there will be a

stair case. Under the stairs is an imperial. There are several pulse carbines

around this deck, grab them if you need them, don't forget the grenades under

the stairs and near the large open container box. After killing the imperial

under the stairs head up them. You'll face 3 guys coming down. Smash through

them and up onto the upper deck. Here is the first gun you must destroy. On

the upper deck it is guarded by 3 imperials, 2 are in view from the stairs, the

other is hiding between the two containers. Kill them all and head down the

ladder to the gun.

Around the gun at the base of the ladder are 3 more imperials, use the bolter

here to dispose of them quickly, grab the red health if you need it and place

the charge. Run back to the stairs and climb up them. At the top are 2 more

imperials waiting for you. One at the top and one off to the right. Kill them

and then walk back down the stairs.

At the bottom of the stairs 2 imperials will come out of a door that was blown

open by the first charge. Kill them and head into the door. This is a hallway

that will lead down to the 2 guns in Deck A you must destroy. Make your way

down the hallways and kill the few imperials you come across. If you stand

around they will keep coming after you with more troops so just run to the

bottom killing all in your way.

Once inside the gun rooms you'll face 2 imperials in the first room. Kill them

(watch out for the explosives on the ground). Head to the far door and to the

2nd room. Kill the 2 imperials and 2 servitors here. Place the demolition

charge on the gun. There is red health hidden behind the crates in the corner.

Walk back to the first room. Another imperial has come in to stop you, kill

him. Grab the grenades on the table and plant the next charge. While you are

planting it another imperial will enter. Either stop planting the charge and

kill him, or take a few hits and kill him when your done. Just remember to

stand clear of the charge when it blows.

After these two guns are down head back up to the main deck. Lusha will tell

you that you have access to another part of the ship. On the way up the

hallway you'll face 2 imperials. Once back on the main deck there is an

imperial waiting for you, kill him and turn to the left, take out his friend

too. 2 imperials will come out of the back door and 1 will appear under the

stairs, take them all out. Once this is done, grab any health and weapons

you've left. There is red health inside the big container. Head into the

newly opened door.

This is another hallway with several large statues of space marines in it.

There are also some tau loitering around. Walk to the other side of the hall

and press the button on the wall. This opens the next door for you. Inside

this door is another button, press it to get into Deck B.

Run out the door and stay to the right of the large containers. Just on the

other side kill the 2 imperials to the left. Now see the broken stairs along

the wall? On top of that bunker are some barrels. Shoot them. Destroying

these barrels is the SECRET OBJECTIVE. Once this is done head into the bunker.

Again this is a hallway that leads down to some guns you must destroy. And

again there are several imperials trying to stop you. Just run them down.

At the bottom there is the next gun room. Enter the room and you'll find a

servitor on each side of you. Luckily they are lousy shots. Kill them and

then kill the 3rd servitor hiding in the corner. Again watch out for the

explosive boxes on the floor. In this area there are 3 charges to place, and

they can be done in any order. Head to the door leading to the back gun room.

Clear this room of its 2 imperials and 2 servitors. The bolter works fast

here. Plant this charge. Head back to the first gun room. Now 2 imperials

have appeared, take them out with the bolter and head up the ramp behind the

gun.

This ramp leads you to another charge to plant and 2 more imperials. If you're

crafty, crouch and sneak up on the first guard. Slice him up with the sword.

Plant the charge and head back down the ramp. 2 more imperials have appeared

down here, they are to the left and right of the ramp exit.

Once they are gone, plant the last charge right in front of you. Now head back

up to the surface of Deck B. Pull out the pulse carbine, up to this point

you've been saving your grenades. right? Well it's ok if you didn't as long as

you've got some bolter ammo left. The grenades will be easier. You've got 4

space marines to deal with. Exit onto Deck B and you'll see a space marine

dying, grab his bolter. To your right are 3 of the 4 space marines. One by

himself is the closest, lob 2 grenades at him. The other 2 will probably

retreat around the container, chase them and lob more grenades. Grab all the

bolters you can as they die. Now head to the door leading to the statue room,

the last marine stands guard, waste him with the bolter or grenades if you

still have some left. Enter the statue room again. Make sure to get all the

bolter ammo you can carry (16/120)

Lusha radios in telling you the shield is still up and you must flush out the

control room, head up the stairs. At the top are 3 imperials, they may have

already come down if you didn't rush in fast enough, don't worry, just kill.

When they are dead head up the next flight of stairs to the elevator. Press

the button to ride it to the top.

Exit the elevator and you are in the control room. Kill the 3 imperial guards

here and press the button to deactivate the ships shields. Some tau will come

up and you will be frozen in place as they talk to you. So it's important to

press the button only after the 3 guards are dead.

Congratulations, you have made it easier for more tau to board the imperial's

ship.

*****************************************

12) POWER HOUSE T-25:00 K-70 P-40%

*****************************************

The good times just keep on coming. This next mission, or at least the

beginning of it, will try your patience. Not because it's hard to get through,

but because it's hard to get the kills. You need 70 for the A and there are

only 72 total enemies. You do the math. 70 would be easy except for you have

2 tau buddies with you, and they are very good. They are so good in fact that

they can kill almost every enemy you encounter up to the point they split off

from you. That said, you have to kill like you've never killed before, you

must be one with your weapons, you must become death.

Once you get past the first section it's relatively easy going. So lets start

bustin' some imperial skull. Kais starts out a little further into the ship

and is instructed to disable the engines. Pick up the grenades and pulse

carbine where you start. This is a hallway with a large closed gate and a

door. Guess where the switch for the gate is. Open the door and the quickly

dodge the plasma pistol shot of the sergeant inside. Kill him and his 3 storm

troopers. The switch for the gate is near the door you came in. You're in the

kitchen so stop for a snack. Exit the kitchen and then head down the stairs

behind the gate.

Your 2 tau friends should follow like little lap dogs. At the bottom of the

stairs is a large room with 3 locked doors. The one to the left has weapons in

it, the one to the right has the magenta locked door, and the one directly

ahead has the library with the magenta key. Your tau friends will tell you to

"expect the unexpected" and then 2 imperials from all sides will rush out,

including behind you, a total of 8 imperials. This is the crazy part.

Luckily each group comes out a few seconds apart from each other, the ones on

your left are first and then it's clockwise around the room. The best bet is

to use grenades and the bolter. Don't get crazy with the bolter, reloading

take a long time. Use a grenade on the first imperial of each pair them a

double shot of the bolter on the second one. Grenades have a habit of hitting

the already dead enemy so don't bother wasting 2 on a group. Kill each group

quickly and move to your right to face the next. It's OK if your tau friends

get 2 kills, but more then 2 and you need to restart the level. Once all 8 are

dead head into the weapons room to grab some health if needed and more

grenades. If you still have bolter ammo keep it, don't bother with the

shotguns and autoguns. Next head into the door with the library.

There is a short curved hallway before the library door, open the door and walk

inside. There are 2 imperials, 2 servitors, and a sergeant on the lower level.

2 more imperials are on the upper level. Kill the imperial on your left then

head right to the group of an imperial, servitor and the sergeant. Be careful

the sergeant does not kill any one with his plasma pistol. Sometimes if they

get in the way he will. When you kill him he will drop the key, pick it up and

head to the stairs, the other servitor is lurking in this area, kill him and

head up the stairs.

At the top kill the imperial and then go back down, the other imperial is on a

ledge only accessible by a ladder next to the door you cam in from. Climb up

the ladder and let him have it, there is also red health up here. Make your

way back down and into the main room again. Once there turn to the left and

into the door there. The tau will follow you inside, open the magenta door.

Just inside the magenta door is an imperial with his back to you. Kill him and

then turn your guns on the 2 imperials at the bottom of the stairs, your tau

friends will come to help you dispose of them, once they are dead the door at

the bottom of the stairs will open and another imperial will attack, kill him.

From here on out you go solo, as the tau stay behind to guard the area.

Turn to your left and walk down the short hallway. Enter the door on the left

at the end, this is the furnace room. Inside is an imperial and 2 servitors

waiting with shotguns, take out the storm trooper first since the servitors

have lousy aim. Once they're all down crouch down into the open furnace on the

right. Once inside head for the end of the vent, just before you get to the

end it'll collapse into a storage room. When you fall there will be 2

servitors waiting for you, one on each side. Kill them and head up the stairs

leading out of the storage room.

At the top of the stairs a storm trooper will enter, kill him, exit the room,

and go left. You'll find 2 storm troopers guarding the next door, eliminate

them and enter it. The next room is small with some boxes in the center and 2

more storm troopers guarding another door. Kill them, but don't get too close.

You don't want to open the next door yet. Once the guards are dead pull out

the pulse carbine and make sure you have at least 2 grenades ready. Enter the

next door, there is a storm trooper to your left and right, both of them have

shotguns, and both are really good shots. Try to open the door and activate

them without stepping in too far for them to hit you, then as they retreat up

the stairs lob a grenade at each one. Go back for the red health and grenades.

Climb the last flight of stairs, and out the door.

Kais is now in a long hallway with some ceiling mounted guns. The guns are not

active until you fire at them, DON'T FIRE AT THEM. Setting them off will cause

you to fail the SECRET OBJECTIVE which is to not set off any sentry alarms in

the level. There is another hallway similar to this one later on, you can't

set off either alarm. At the far end of the hallway is a space marine guarding

the door you need to enter, don't attack him either, this will also set off the

alarm. Instead, see that little hole on the wall on the left? And see those

barrels by the door? Climb into the hole and shoot the barrels. This will

attract the space marine without setting off the alarm. Walk down the secret

hallway you are in and turn right, viola! You are at the next door and the

space marine is at the other end of the hallway.

Enter this door and you'll be in a strange room. To your left is a hole. This

hole leads to a crawl space, BUT part of the crawl space is missing. You must

throw a switch to complete your path. The switch is in the next part of the

room and is guarded by 2 space marines. Pull out the old bolter. Walk forward

a little bit and the space marines will spring into action. To beat them

simply run up to and stand next to the door they are guarding. For some reason

their pulse gun shots are attracted to the door and will not hit you! Give

each of them a face full of bolter while they try helplessly to fire on you.

When they are dead grab both of the plasma guns. Now throw the switch (it's in

between the two parts of the room on the wall), and climb into the hole.

Once inside climb up the ladder and over the crawl space to the large opening.

This is an elevator shaft so don't fall. Stand near the edge, this will

trigger the elevator to come to your level. Just before it gets to you jump on

top of it. See those 2 storm troopers inside? Shoot them with the plasma gun

through the metal grating. You must use the plasma gun, all other weapons will

not shoot through the grate. These 2 kills are optional if you forgot the

plasma gun, but you must get every other kill in the level then. The elevator

will automatically go back down, when it does walk onto the little landing and

the elevator will rise again. After it passes jump from the landing to the

floor.

Once on the floor open the elevator shaft door and kill the storm trooper on

the other side. This is the second hallway with a sentry system. Don't go

down the hall yet. Go into the little control room and kill the storm trooper

there. Grab the grenades and health if you need it. Don't bother with the

shotguns or autoguns, you want to keep the plasma gun. Look at the little map

in this room. The hallway is guarded by 4 of the same type of laser boxes

Watch Towers had. This map shows you their field of vision and their dead

zones. Press the button by the map, this opens the door at the end of the

hallway, but only for a few minutes, don't worry this is plenty of time to make

it down the hall. If you set off the alarms the door will close and you'll

have to return here (while being shot at) to turn off the guns and open the

door again. But you aren't going to do that, because you would fail the SECRET

OBJECTIVE.

There are 2 ways down the hall. The first is to time your movements from dead

zone to dead zone along the edges so the sweeping red lasers don't see you.

The easier way is to use the dead zones directly under the laser boxes. Again

time your movements so the lasers don't hit you. All the lasers travel at the

same speed so the timing is pretty easy, and you don't need to stand under the

last laser. You can make it from the 3rd all the way around the corner. Once

you are past the lasers walk up to the door, stand just on the other side and

pull out the plasma gun. In this next little hallway there are 3 tech priests.

Walk carefully so you don't activate 2 priests at the same time. When you can

see the first one to your right shoot him 3 times with the plasma gun, he may

get a shot off at you, just duck back towards the door. Once he's dead walk a

little further into the room and activate the next priest. He's also to the

right and sort of behind you now, kill him too. The third one is now on your

left, kill him too, and duck into the area he was in. As soon as he is dead a

space marine enters the room from the far end and starts blasting. Kill him

with the plasma gun or grenades. If you still have 6 shots in the plasma gun

keep it, if you don't, grab the bolter. Exit the room through the same door

the marine came in from.

Now go right into the observation lounge. This will set off an alarm, don't

worry you have to set this one off and it won't fail the secret objective.

This will send several storm troopers up to you. They will open the locked

door opposite the observation lounge. Kill them and turn right inside the next

hallway. Make you way down the sloped hall killing all the imperials coming at

you, 4 in all. At the end of the hall is the orange door. Turn right and go

down the next hallway, at the bottom is a door. Open it and take a few steps

in, but stop when you see the 2 tech priests and servitor.

Sometimes the tech priest or servitor on the left will run into the wall and

disappear from the level. This is bad, you need the kills. Shoot the tech

priest on the left with the plasma gun, the servitor and other tech priest will

ignore you. Dispose of them next from the doorway. When they are dead walk

across the room to the next door. Open it and you are now in the operating

room you had been looking down into from the observation lounge. Grab the

orange key and any grenades and pulse carbines you need. Leave the red health,

you'll probably need it in a second. With orange key in hand head back the way

you came.

As soon as you enter the room behind you, 3 storm troopers with shotguns will

open fire on you doing major damage, use grenades on them very quickly or

you'll be dead in short order. Feeling beat up? Go back for the red health,

and then back to the orange door. On the way 2 storm troopers will stop and

guard the door, kill them and open it.

Once inside the door make sure all your weapons are loaded, arm the plasma gun

or bolter. Enter the next room. This is a large round room with a very large

pit in the center. There are 2 imperials and a space marine around the edges.

Press the button in front of you, this calls up an elevator, it's slow so you

want it to start right away. Walk around the edge and kill everyone. If you

still have the plasma gun drop it for the bolter. Wait for the elevator and

then get in. Press the button to start it going back down.

When it reaches the bottom exit the room. Walk up the stairs to the left

killing the storm trooper, but don't hang out on the stairs. There is a

sergeant with a plasma pistol shooting at you. Walk down the other side and

teach him it's not nice to point guns at people. This is the engine room

(finally). Enter the door behind the sergeant and turn right. There is a

servitor in front of you, and behind him is a space marine and another

servitor. Kill them all with the bolter. Now grab as many grenades as you

can, at least 6. There are some by the first servitor and some by the engines.

Plant the first charge then back up. A space marine has entered the room, kill

him with the bolter. Plant the second charge and arm the pulse carbine. 3

marines have entered the room, 2 have plasma guns and one has a bolter, lob the

grenades you have at them. This is much faster then the bolter. When everyone

is dead, grab all the bolter ammo on the ground and head to the far door they

all came out of. This is another elevator and the end of the level.

*****************************************

13) DISTANT EYES T-10:00 K-67 P-45%

*****************************************

All right kids take a 15 minute break to ice down that trigger finger. Now we

get to Distant Eyes. The bad thing about this level is you must get every

kill. You need 67 and there are 67 enemies. Lusha radios in saying you are

near the enemy bridge and if you can capture the Admiral you can force a truce.

Hmm. doesn't this sound familiar? Lets see. The Imperials boarded YOUR ship,

attacked YOUR engines, then attack YOUR captain. Now you boarded THEIR ship,

attacked THEIR engines and are going to attack THEIR admiral. Well "when in

Rome" I guess.

The level starts Kais off in the elevator from the end of Power House. Ahead

of you is a door, go through it. To your right are 2 storm troopers with

autoguns and one with a sniper rifle. Kill them however you want and pick up

the sniper rifle. I hope you like the sniper rifle because it's going to be

your primary weapon for the first 2/3 of the level. After you get it head to

the U turn at the end of the hallway. Walk up to the window and find the

imperial with an autogun shooting at you. Snipe him. Turn around and walk

down the part of hallway you weren't already in.

Your mission objective is to clear the outer snipers. There are 3 of them, and

they are all on your right. See the windows on your right? Stop near the 2nd

one. Crouch and look up to a large spire. There are 2 imperials sniping you.

Use the night vision to find them better. Snipe each one. You can hide behind

the window to get them one at a time. Next turn almost 90 degrees to your

right so you are almost looking back the way you came from. The third sniper

is a far distance off, about half way up a big spire. Again use the night

vision or try to trace the trail of his bullets. Once all 3 are dead continue

down the hall and turn right to the little bridge. DO NOT CROSS the bridge if

all the snipers are not yet dead. You will be killed instantly if any of them

are still alive.

When it is safe, cross the bridge. On the other side turn to your left and

kill the 2 storm troopers waiting for you. Now turn around and you'll see a

glass covered hallway. Walk to the middle of the hallway down the left side,

stop. Use the scope to look near the left edge of the flag hanging in front of

you. Another sniper. Shoot him in the head. Now turn slightly to your right.

There is another sniper on the high walkway, kill him too. Walk to the end of

the bridge and stand in the corner. 2 imperials will exit the orange locked

door. Do not cross the next bridge to engage them, snipe them from here or

wait for them to come to you. Kill them and then start to cross the bridge.

When you are about 1/3 the way over the bridge, stop. Use the scope to zoom

into the doorway of the other side. Walk slowly until you can see the heads of

2 imperials. Do not get close enough to activate the sergeant behind them.

The sergeant has a plasma gun and if activated will often kill the imperial in

front of him. Snipe the 2 imperials when you see their heads. Pull out the

pulse carbine and cross the bridge. When the sergeant attacks, give him a

grenade. Enter the room and waste the last imperial here. Grab the sniper

rifle in the corner and reload.

See the switch on the wall by the door? This turns off the orange door. When

you throw it, 2 imperials will appear. 1 is on the high walkway over the

bridge, the other is over the orange door. Snipe them both quickly. Now go

back to the switch area. 4 imperials are going to run across the high walkway.

You must pick them all off for the SECRET OBJECTIVE. They run fast. If you

miss some don't worry, they stop just on the other side and you can get them in

a little bit. This is probably the most difficult secret task (that is trying

to get all 4 as they cross).

Now enter the orange door, but don't go to far inside. Turn to your right, and

you'll see a nice hole in the wall. Zoom into the hole with the sniper rifle

and slowly side step until you see an imperial. There are 2 imperials standing

near a barrel. If that barrel is hit, it'll kill the imperials and take your

kills from you. Snipe the first imperial in the head, then continue to side

step and get the second one too.

When they are dead grab the grenades in the hall. Take a minute to explore

this twisted hallway. There is an unlocked door near the way you came in, and

a blue locked door at the other end. The button for the blue door in through

the unlocked door behind you. Enter this door and kill the 2 imperials

waiting. Don't press the button yet. Look out the window by the switch and

you'll find 2 sniper shooting at you, snipe them first. Now pres the button.

Uh-oh What just came out of that far door? 2 space marines. They are headed

for the blue door you just opened. Make sure your have 4 grenades and switch

to the pulse carbine. Go meet them at the door and lob some death pellets at

them. Take a few steps out of the blue door onto the next bridge. Then run

back inside.

Your new objective is to clear the inner snipers. There are 4 of them. Walk

back to the 3 windows facing out to the open area. We're going to shoot the

snipers left to right. From the right most window (closest to the blue door)

zoom into the far left. The first sniper is on top of a large box, he doesn't

appear until you zoom into him. The net sniper is on almost the same level and

a little to the right. The third sniper is further to the right and up a bit

more. The 4th one can only be shot from the middle window. Stand in front of

the middle window and look to the far right. He's up on the large spire ledge.

Use the night vision to help you find them all. Once they are dead go back out

through the blue door. As you exit tour to the left. See the large square

with lights on it? There is an imperial with an autogun on it. Take him out.

Now is your chance to finish off the 4 guys you may have missed earlier. They

are hanging out on top of the walkway over the far door (the one the space

marines exited). Snipe them. Now pick up the bolters the dead marines left

behind. You're done with the sniper rifle. Head across the 2 bridges. Once

inside head right and arm the bolter. An imperial will drop down from the

ceiling behind you. Turn and take him out, 2 more will drop from the ceiling

in the direction you were facing so now they are behind you. Turn around and

kill them too. Turn right at the corner and head down the hall. When you near

the center 2 imperials drop down in front of you. Kill them both and another

one drops down, but he has a plasma pistol, be careful. One more imperial has

dropped behind you again. Take him down too. Whew.

Ok now head to the break in the hallway. There is a large locked door, but the

switch is next to the opening in the hall, throw the switch. The doors open to

reveal a long staircase hallway with lots of imperials charging down at you.

Walk up and grab the grenades before the large door. You can get through here

2 ways, with grenades or with the bolter. The grenades are easier, but they

will come in handy at the very end of the level. I use a little of each, maybe

4 grenades then finish the rest off with the bolter. At the top of the stairs

is another door, but there is a bolter along the right side and red health

along the left near the door.

Enter the door and kill the 2 storm troopers. The one on the right often

throws grenades so kill him first. There is red health behind the stairs.

Start going up the spiral stairs. When you get to the second level turn

around, there are 2 imperials hiding on top of the ledge over the stairs.

Nasty. Kill them and keep walking around the second level to the next stairs.

Along the way you'll find 3 more storm troopers. Kill them and head up the

stairs to the third level (the bridge). Now once up here kill the 3 servitors

in front of you, then turn around. Walk counter clockwise around the center

circle. You'll come up behind 2 more servitors. Kill them and reload all

weapons. Arm the bolter and head for the small stairs that lead to the center

circle. There are 2 marines guarding it. Don't use grenades, if you do they

back up onto the platform and will become harder to kill.

After they fall, reload your bolter and heal up if needed. Climb onto the

center platform. 2 space marine sergeants will attack you. They are tougher

then normal marines. The Admiral will also attack, DO NOT HIT THE ADMIRAL YET.

Take out the 2 space marines first. This is where a few saved grenades comes

in handy. Once they are dead attack the Admiral, after a few hits a voice will

tell everyone to stop firing and Kais will pass out. This is the end of the

level. Attacking the Admiral triggers this ending, so make sure all other

enemies are dead first before going for the Admiral. It's movie time again,

the plot thickens, and just who is this Capitan Ardias?

***************************************************

14) NO REST FOR THE WICKED T-20:00 K-20 P-40%

***************************************************

So the Tau and the Imperium are going to sign a peace treaty. Ardias is

worried about a threat from within the imperium, and Kais is being "returned"

to the tau. You wake up in a barracks while Ko'Vash and the Admiral discus

your heroic actions. Once you are fully revived walk to the left and down the

ladder. You have no weapons yet so don't worry. At the base of the ladder

head straight and then left. There are 2 ultra marines standing guard, don't

worry they're not enemies any more. Walk to the door at the end and press the

button to open it. This is where captain Ardias is waiting for you.

When you enter the room walk up the steps and stand next to Ardias. Severus

will come out from the left and they will discuss the peace talks. Severus

doesn't seam too happy, eh? Now you can watch through the glass into the

conference room. Severus will enter the meeting and proclaim that there will

be no peace, only the embrace of chaos. With this proclamation several chaos

marines teleport in and start shooting up the place. Adrias goes crazy and

tells you to rescue your leader (again).

Enter the small room to the right when the door slides open. Inside you'll

find 2 burst cannons, this is now your default weapon for a few levels. It is

really bad at long range so don't even bother. Head back out the door you came

in from towards the starting room. Once you're out a chaos marine will kill

the ultra marine standing guard. Waste the chaos marine with the burst cannon

at close range. Pick up the chaos bolter, not the regular bolter from the dead

ultra marine. The chaos bolter has horns on it. Walk down the stairs and 2

more chaos marines will teleport in. The secret to facing multiple chaos units

(anywhere in the game) is to position yourself so one is directly behind the

other, this way the middle one acts as a shield for you from the fire of the

one in back.

So run down the stairs and get along side of one of the chaos marines using him

as a shield against the other one. Once both are dead grab their bolters and

arm them. This will be your weapon for the rest of the level. Enter the next

room and you'll see a broken statue with some red ooze coming out of it. This

lava looking stuff is chaos slime, if you touch it you take a lot of damage, so

don't touch it.

Head up the stairs on the right that are not covered in slime and a chaos

marine will teleport in right at the top of the stairs. You're at a good angle

below him to pop a few rounds into his head while he can't shoot you too

easily. At the top of the stairs take a quick left. A chaos marine teleports

in at the end of the hallway, kill him and then go back to the stairs. There

are a few red health around, pick them up if needed. From the stairs go

straight towards the 2 doors, go through either one, they both lead to the same

room. Once inside walk to the right towards some slime blocking your way to a

door. Jump the slime and a chaos marine teleports in. Kill him and then jump

back over the slime. There's red health in the room he was guarding.

Now go to the back corner opposite of how you came in. Once you get about half

way a chaos marine will teleport in front of you. Kill him and turn around, go

back to the doors you came in from. Another marine will teleport in here.

Kill him and grab any health in this room you need. Head to the far back

corner again. There is a door, open it and BAM another chaos marine is in your

face. Kill him and walk into the door. This is sort of an elevator. Press

the button to bring it up. There is red health to your left. If you haven't

figured it out already there is what looks like hardened slime on the door

edges, this is safe to touch. Once the elevator comes up, get in and press the

button to go down.

At the bottom, run off the elevator, it'll blow up behind you. Walk down the

hallway until you come to a large open pit with no apparent way to cross it.

Wait a minute and a walkway will be lowered for you. Get on the walkway and

run for the other end. Before you make it the walkway will rise again, run

back to the starting end and turn around. A chaos marine will teleport in on

this end, but you are behind him now so blast away and he won't be able to turn

and fire at you in time. Now the walkway goes back down. And you can get off.

Make a left and then a right into the little hole in the wall. Crawl through

here and up a ladder. Continue to crawl until you get to a grate. On the

other side are 2 chaos marines bullying an imperial. Wait for the conversation

to end and then blast the remaining chaos marine. Enter the room and head down

the ladder. At the bottom exit the door and turn left. Walk down the little

walkway towards the door on the left. When you get close a reddish cloud will

appear over the door, do not touch it. You will be killed instantly. These

things are called chaos portals, or warp gates. From now on they will appear

in levels and block your path, usually until all the enemies have been killed

in an area. A chaos marine will teleport in, kill him and the portal will go

away. It take several seconds for the portals to disappear so be patient.

Enter this door to an S shaped hall. Walk about 1/3 the way down and a chaos

marine teleports in directly in front of you, kill him and keep walking,

another one will teleport in just before the exit door. Once they are dead go

back for any health you left behind.

Exit the S shaped hallway but don't fall down out of the door, hang out here

for a second. There are 2 chaos marines down below. Wait for one of them to

see you and shoot him, then the other one will attack you. Now you can drop

down. Head to the right. Near the next small ladder you'll see some barrels

stacked on a pipe over the sewer. Shoot these barrels, it's the SECRET

OBJECTIVE. Climb up the little ladder. Ardia will radio in that you must kill

everyone to move on. Keep walking around the curve and you'll eventually see

the door with a chaos portal over it. This is your exit, but there are 4 chaos

marines left to kill.

When you near the door one will teleport in on your side of the sewer. Kill

him and cross to the other. Another marine will teleport in, kill him too and

walk back the way you came. When you near the next set of planks, a marine

will teleport in, kill him, and the fourth one will teleport in on the other

side. Cross the beams and kill him too. Now you can enter the door at the

end.

Enter the door and go up the ladder, this is the end of the level.

*********************************************

15) SILENCE THE GUNS T-20:00 K-29 P-45%

*********************************************

Party time is over, from here on out you face chaos units. This level starts

out with Ardias telling you that you are near the conference room where Ko'Vash

was attacked. Does he really think Ko'Vash is still in there? Well it's a

good place to start looking I guess.

Exit the vent you are in and turn left. Make your way to the hole in the

floor. Kill the 4 servitors standing around here. Find the pipe leading down

into the hole. Slowly walk/slide down the pipe to the ground. Once there walk

forward to the door on the right. Before you get there a chaos marine will

teleport in, kill him and another one will teleport in just inside the next

door. Kill him too and move into the hallway.

Run to the middle cutout on the right side. When you enter this hallway some

deadly gas jets will turn on blocking your way. Throw the two big switches in

this cutout to turn the gas off. When it's all gone pick up the plasma gun in

between the switches and turn right down the hallway. There will be a chaos

marine waiting for you at the end. Kill him and drop the plasma gun on the

floor for a bolter. (The door to the switches will lock behind you, so you just

moved the plasma gun temporarily so you can get it later)

Run up the stairs to the conference room (watch the chaos slime). A chaos

portal will block your way and 2 chaos marines will teleport in, one on the

left and one on the right. Stand to the side of one and kill him as he shields

you from the other, then take care of his friend. There's lots of health

around so use it. When the portal disappears, enter the conference room.

Ugh, someone made a big mess in here, the cleaning staff isn't going to be

happy. Be careful of the chaos slime on the ground and walls. Head down the

left side of the conference room and 2 chaos marines teleport in, 1 in front of

you and 1 in the way back. Kill the 1 near you and then head to the back of

the room for the other one. After they are dead Ardias will contact you again.

Adias will tell you that Severus has sent several chaos forces to reactivate

the main gun. If they do the tau and imperium will start their war back up and

chaos will win. Your job is to stop that gun from being fired. Exit the

conference room and walk back down the stairs to the left. Find the broken

pipe with red health and a plasma gun inside of it. The pipe is at the floor

of the stairs. Grab this plasma gun and the one you dropped in this room

earlier, pull out the burst cannon for now, we want to save the plasma gun.

Enter the door to the left and follow the hallway. When you near the exit a

storm trooper with a sniper rifle will attack, kill him with the burst cannon.

Pick up his sniper rifle but leave the red health alone you'll probably need it

later on. Don't walk too far out onto the little elevator yet. Turn on the

night vision and look to the right along the high walkway. At the far end you

should see a servitor hunched over. Kill him, this is the SECRET OBJECTIVE.

Next swing your sights to the left and there'll be another servitor walking a

patrol on the left side walkway. Snip him too. Now edge forward a little

until you can see the 2 servitors on the ground floor, or they see you and

start shooting. Don't worry, at this long range their shotguns will barely

scratch you. Snipe them too. If you hit the first one, the second one will

become scared and stop attacking, it doesn't matter, everyone dies. If you

still have 1 shot left look to the right on the ground floor in the way back.

There is 1 more servitor lurking around, snipe him too. Pick the plasma gun

back up and arm the burst cannon.

Step onto the little elevator and press the button to go down. Once it's down

turn to the right and waste the servitor there. Follow the twisting path as it

goes by some boxes, 2 imperials wait here. One is on the floor and one jumps

down from the boxes behind you. Waste them and keep moving. Now you can go

left to a locked door, or right to an unlocked door. Leave the green health

alone for now. Go to the right and through the 2 double doors.

This is the gun room. Arm the plasma gun. This room has a walkway around the

gun, on this walkway is some red health and a plasma gun, grab both. Below the

walkway is another red health and at the far left side of the room is more

health, grenades and a burst canon, leave them be for now. Climb down the

ladder to the gun.

When you get near the gun 3 chaos marines will teleport in. Don't worry. Run

behind the gun, yes, jump down into the little trench and press your self up

against the front of the gun. There is another plasma gun here for you too.

When you stand here the marines can't hit you. Side step to the left and see

the marine on this side of the gun, shoot him with the plasma gun and duck back

behind the gun as he fires at you. Do this little dance 2 more times (3 hits

should kill him). Then poke your head out to the right side of the gun, do the

same dance with the marine there. The third one will sometimes attack on the

left or right. Regardless, reload the plasma gun now, you want to still have

ammo in it as soon as he's dead. Find his side and dance with him , or just

jump back up to the main floor since he's all alone now. As soon as he's dead

a chaos sorcerer will teleport in. Ugh. You can hit it 3 times with the

plasma gun or a bunch of times with the burst cannon. If you choose the burst

cannon make sure you circle to the side around the sorcerer as you shoot,

you'll be harder for him to hit.

This guy will teleport around the room, so be careful. He usually goes behind

you so if he teleports, keep moving and spin around. Once he is dead collect

all the weapons and health you have left behind. Now climb the gun and plant

the demolition charge. Turn around and exit the room the way you came in.

Once back in the dark engine type room again you'll see the path splits around

some pipes. Go to the left first, a chaos marine will teleport in front of

you. Shoot him once with the plasma gun and then duck back behind the pipes.

Peek out and let him have 2 more shots. Your plasma gun will shoot through the

railings, so you don't have to worry about getting a clear shot like you would

with other weapons. Next do the exact same thing on the right side (side with

green health) After both of these guys are dead go back for the red health on

top of the elevator if you are not 100% healed.

Once you are a healed as much as you can be, walk into the door that is now

unlocked. This is a slightly curved hallway, when you get to the center 2

chaos marines teleport in and start hammering you mercilessly with their

bolters. Use the shoot-n-shield trick to fight them. Once they are dead head

into the far door.

This is a large room with some more elevators. There is red health to your

left as you walk in, try not to use it yet, but you can if you need it. There

are 2 more chaos marines here. One to your right on an elevator and one in the

far back left of the room. I recommend running for the one on the back, this

will put some objects between you and the guy on the right side. Kill the back

guy, then return for the other one. If you need more health there is some

hidden behind some boxes in the back of the room. You must jump over them to

get it. Now stand on the middle elevator and press the button to start it

moving.

As you start a chaos marine teleports on each of the other 2 elevators. If you

hurry you can get a shot or 2 of the plasma gun on the marine to your right

before he is shielded by a wall. As you travel down the elevator the wall on

the right will disappear and you'll find your marine friend shooting at you,

finish him off, then turn to the left. This wall will disappear too revealing

the other marine. The best way to deal with them is to circle your own

elevator, if you stand still you're dead. Now just ride your elevator to the

bottom.

Once there pull out the burst cannon (save any remaining pulse gun ammo) and

shoot the storm trooper waiting for you. He has 3 friends with him on this

landing too. Kill them quickly and walk into the next elevator, press the

button and the level is over.

*****************************************

16) LAST CHANCE T-11:00 K-24 P-40%

*****************************************

RUN!! PANIC!! The ship is going to be destroyed!! There really is no need to

worry. You have plenty of time in this mission, at each checkpoint more time

is added to your counter.

Kais starts out in the elevator Silence the Guns ended in. Hopefully you still

have the plasma gun with 9+ shots. Arm the burst cannon and step out of the

elevator, when you do the timer starts. Run forward and collect the burst

cannon on the ground if you need it. 2 storm troopers should run across your

path and to the right, follow them and shoot them from behind. Follow the path

and head left. The door at the end will open automatically, and out comes a

storm trooper being chased by a chaos marine. Kill them both quickly with the

burst cannon.

Enter the door to find a broken bridge and 2 storm troopers on the far landing

shooting at you. Grab the grenades in front of you. You can try to toss them

at the imperials or just ignore them for now. Walk along the broken pipes to

the other side. You can take either pipe, they're both safe. Don't get too

close to the edge though, once you start to slip off you can't get back on, and

you'll fall to your death.

Once you reach the end of the pipe you will have to jump over the last bump and

onto the platform. If the storm troopers are still here kill them with the

burst cannon. If they ran off, don't worry you'll get them just around the

next corner. Enter the door on the platform and follow the path to the right.

Along the way you will encounter several storm troopers mow them all down with

the burst cannon, it only takes about 3 shots to kill each one so move from

target to target quickly. Once they are all dead the elevator should open

itself to you.

Get in the elevator and press the button to make it go down. When it reaches

the bottom exit and head right. This is the first drop pod area and you'll see

all the pods leaving. There are 2 servitors in this room, kill them quickly

before the 3 storm troopers coming into the room from the other side kill them

for you. Kill the imperials after the servitors and keep moving forward. In

the next hallway you'll find a servitor and 3 more storm troopers. There is a

burst cannon on the floor and health in the small side room. Be careful of the

chaos slime on the ground by the burst cannon. Once you are healed up and

armed head down the stairs.

You are starting on Deck 5 and must jump down to Deck 2. Walk down the stairs

and around the first bend until they stop. Jump over the middle and down a

little bit to a landing on the other side. Turn around to face Deck 4 (slightly

above you). Wait for the imperial to come out and lob a grenade at him. He is

the first of 3 imperials you must kill for the SECRET OBJECTIVE. The second

one should be below you now on Deck 3. Lob another grenade at him. Jump from

your platform to the next highest one along the far wall. Once there walk down

the metal rail to Deck 3.

Enter Deck 3 and turn left, kill the 3rd imperial for the secret objective.

There is more health to the right if you need it. Go back to the stairs and

jump to the small broken ledge to the right of Deck 3. From here you can jump

to the next ledge with some boulders on it down by Deck 2. Now it's a small

jump from the ledge to Deck 2. Enter Deck 2 and turn left. This is a

checkpoint and more time is added.

Once on Deck 2 you will find yourself following 3 storm troopers, shoot them in

the back as they flee. Keep moving forward and enter the next Drop pod area.

2 storm troopers will enter from the far doorway, kill them and enter the

doorway. Walk down this curved hall to the next drop pod area.

In this area there are 3 chaos marines. Be very careful, 2 have bolters and

one has a rocket launcher. Ugh. Arm the plasma gun. When you enter the room

the far chaos marine will start shooting, but not move towards you, the other 2

are on the right side and will move towards you. The best advice is to use the

curve hallway to duck back into for cover as you do a hide-n-seek dance with

them. Shoot them with the pulse gun, then duck back as they shoot at you.

There is a red and green health in the drop pod area behind you. Once the 2

chaos marines are dead go back and finish the one who doesn't move. Use the

beams in the room to block his shots. Drop the pulse gun if it has less then 5

shots and grab the 2 bolters instead.

Enter the door the last marine was guarding, this is another drop pod area with

a large hole in the floor. This hole leads down to Deck 1 where your drop pod

is waiting. Climb down the edges and onto the rubble pile. This is a

checkpoint and you get more time. Down here is the first dreadnaught you'll

face. There are 2 metal beams leading down to the ground. Find the one with a

rock at the top end and walk down this one. It will put you to the

dreadnaught's side, the other one puts you out directly in front of it

unprotected.

At the base of the beam walk forward and then turn right. You'll see the

dreadnaught behind a box. Keep that box between you two as you advance on him.

Once you are near him get right up in front of him. Yep the closer the better.

He has a very hard time hitting you if you stand close, and he'll only use the

autogun arm. He won't use the rocket launcher or grenades at this close range.

That being said take out his right arm first (the autogun) Use the burst

cannon and just hammer away at it. You'll see fire coming from it when you are

hitting it, and an explosion once it's destroyed. With that arm dead focus

your burst cannon on the left arm (rocket launcher) It'll blow much the same

way, now back up a few steps and put a few rounds into the torso. It doesn't

take a lot once both arms are gone, and the dreadnaught will explode.

There is another way to defeat the dreadnaught if you feel brave. Once you are

down on Deck 1 run to the back and find the drop pod bay with no drop pod.

There are 3 bays in the level, one has the rubble you climbed down, one has

your escape pod, and one has a large door that can be opened in the floor. Get

the dreadnaughts attention and lure him over the trap door. When he is in

place hit the button and he'll fall down and die. This is difficult to do

because he'll pummel you with his rockets and grenades as he makes his (slow)

way to the trap door, and often getting him into the room is difficult, he just

doesn't want to go.

Once the dreadnaught is dead regardless of how you killed him head to the drop

pod in the 3rd bay and climb inside. The mission is over and you get another

movie. This one shows the destruction of the ship and your escape to the

surface of the planet below.

********************************************

17) CITY IN TATTERS T-13:00 K-25 P-40%

********************************************

CRASH! Planetside again. Now you are taking the fight to Severus. Kais

starts out this mission in the wrecked drop pod. Ardias radios in telling you

to meet up with him at the rendezvous point.

Walk forward and head left. Pick up the 3 rocket launchers there. You'll come

back for the plasma gun later. Keep heading left to the little door. Before

you get there it'll open and a chaos marine will pop his head in. Say hi with

a rocket. Reload and wait for his friend. Blast him the same way. Load the

last one and step into the door.

There are 2 more chaos marines, one by the other drop pod and one closer to

you. Blast the closer one and head for the drop pod. There is a rocket on the

right side. Grab it and load it. Blast the last chaos marine and arm the

burst cannon. Take out the chaos head flyer hanging around the drop pod. Now

go back for the plasma gun you dropped, and the one dropped by a marine. Also

heal your self up. Go back to the 2nd drop pod and press the button behind it

on the wall. This open up the door next to it.

Enter the double set of doors and you'll find 2 Ultra marines. Don't shoot

them and they won't shoot you. 2 raptors drop into the room with you and

attack the marines. Kill the raptors quickly, while trying not to hit the

marines. Once they are dead head for the far door. Just inside the door is

another raptor so have the burst cannon handy.

Once you are past this guy you'll be at the top of some stairs. To your left

is a small room with health and bolters. Leave the bolters, unless you prefer

them or are running low on plasma gun ammo. Walk down the stairs and turn to

the left. Up on the ceiling is a little door, it'll open and out comes a

raptor. You can get him with the burst cannon before he drops.

At the far end is a slanted elevator, or there will be. It's on its way down

carrying 2 chaos marines. Unload on them with the plasma gun. Heal up with

the red health under the stairs and then jump on the elevator and press the

button to ride it to the surface.

Once there Quickly jump off and head right, behind the large truck thing.

You'll find 2 raptors here, blast them with the burst cannon. Walk back to the

other side of the large object and find the chaos marine on the ground floor

with you, kill him. Then head up the steps to the 2 chaos marines on the

walkway. Run them down too. Once they are dead head into the door on the

right on this walkway. There is red health at the bottom. Follow the hallway

and enter the next room which has some tanks in it.

Walk down the stairs to the bottom level, killing the chaos marine on the

second level as you go. Once on the ground, there are 2 more chaos marines.

In the far back corner is the rail rifle. Dump the burst cannon and pick up

the best weapon in the game bar none.

Head back up the steps and go left at the first platform, then left again.

This is the exit. to the outside. Once outside arm the rail rifle. There is a

large flight of steps. At the very top of the steps on either side are 4

raptors, 2 on each side. They are on the roof and will jump down one at a

time. Use the scope and pick them off before they come down. Next head

towards the steps. When you get about half way a chaos marine will teleport

in. Kill him quickly before you tau friends do. After he is dead walk to the

steps again. This time another chaos marine teleports in behind you. Kill him

too.

This will open the large door at the top of the stairs. In this room are 2

chaos obliterators. Killing both of them is the SECRET OBJECTIVE. There are

also 2 chaos head flyers up there too. Take aim at the first obliterator and

keep your distance. You want lots of room to dodge his rockets. Strafe back

and forth so he can't hit you and eventually he'll fall down (with enough shots

put into him).

An alternate way that doesn't always work, is to run up the stairs and to the

left or right of the first obliterator. Sometimes he will be totally focused

on your tau friends he doesn't take notice of you. You can then stand to the

side of him and blast away!

When he's down walk up the steps to get the attention of the second

obliterator. Kill him in much the same way. By now the rail rifle ammo is

gone so switch to the plasma gun. When he's dead mop any of the remaining head

flyers and press the button in the obliterators room. This opens the door to

the left. Enter the door and the mission is over.

*****************************************

18) TITANIC T-23:00 K-35 P-60%

*****************************************

Get nice and comfy because this is a long one. It could be a lot shorter if a

locked door on the top floor would open giving you easy access back to the

middle floor. but it stays locked forcing you to do a lot of timely back-

tracking. This is also one of the most difficult levels, well the beginning

is. Once you are past the first section of guards it gets easier. Enough with

the gripes, lets start taking down that titan!

Kais starts out in the hallway he ended up at in City in Tatters. Walk forward

and exit to the outside. This is a large courtyard with a broken tank. Don't

worry, no enemies attack you in this area. Collect the 3 rail rifles found

here. One by the ramp down where you start, one near the tank, and one on the

left side of the courtyard. Once you have these head for the door in the far

right corner. Open the door and start down the sloped hallway.

In a pile of gore is another rail rifle, you should have full ammo now. This

will be your primary weapon in this level. You can use a chaos bolter or

plasma gun as your backup, whichever you like better. If you have fairly good

aim and don't miss a ton of shots all you really need is the rail rifle.

Open the door at the bottom of the ramp. On the other side are 2 chaos marines

waiting for you. One has a plasma gun, and one has a bolter. So when they are

dead you'll have your choice of secondary weapons. 1 stop shopping. The

easiest way to deal with them is to NOT run into the middle of the room.

Instead open the door then back up, lure them to walk past and shoot them 1 at

a time using the door as cover. When they are dead head into this room. There

are 3 doors, 2 on the far wall and one to your left. The one to the left is

locked for now, of the 2 on the wall the right side one has green health, the

other has a chaos marine.

Enter the left one. The chaos marine is talking to Severus over the radio and

doesn't notice you right away, use this to your advantage. Use the scope and

snipe him in the head which is conveniently just sticking over a box. When he

is dead his friend will open the locked door and attack you. Kill him too.

Watch out for all the explosive containers in the level. Head through the

previously locked door and up the twisting hallway. The door will seal behind

you.

Open the next door and run into the room. There are 4 doors. One in each

corner. The near right has green health, near left has a chaos raptor, far

left has red health, and far right has 2 chaos marines. The marines and raptor

are moving to attack you, so get them first. Run to the far right door and

shoot the chaos marines, head shots here are key since you will now have a

raptor attacking you from behind. Use the health in the 2 other rooms if

needed, and then head up the path the 2 chaos marines were guarding.

This path leads to another room. This room has a blue locked door. Ignore it

for now. Head to the door on the far left. Open the door and quickly back up,

a chaos marine with a plasma gun will attack you. Duck into the room for cover

and snipe him, or blast away with your secondary weapon. Move past him into

the hallway and head for the next door. Open this door and move quickly to the

side. Another chaos marine with a bolter will be shooting at you. Kill him

the same way by using the doorway for cover. Enter this room. This is the

titan. You are at his feet on the bottom floor. There is a middle floor and a

top floor above you. The blue door leads you to these floors.

Stand in the location the last chaos marine was standing in (behind the boxes)

Look just past the titan's left foot (on your right). There is a chaos

sorcerer. Shoot him. You can use the same shield trick you used on the tech

priests. Just shoot near him and it counts as a hit. Once he is dead head for

where he was standing. Ahead of you is a "maze" of boxes, it's really nothing

complicated. In fact ignore it and head to the door on the right. Enter this

door and you'll be in a hallway heading down. Walk down the slope and shoot

the chaos marine at the bottom. Enter the next room, this is where the blue

key is.

See the boxes on your right? Crouch to the right side of them. You should

have a clear shot at the head of a chaos marine guarding the blue key on the

floor behind him. Once you've dropped him, grab the key and head to the other

side of the room. Enter the door here. This is another sloped hallway leading

you back to the titan room. Walk slowly near the next door. If you are

careful you can see and snipe a chaos marine guarding the door from behind him.

When he is dead enter the titan room again. Now head left around the boxes and

you'll run into a chaos raptor. Kill it and weave your way through the boxes

back to the feet of the titan. Once back here grab all the rail ammo on the

ground and head back to the blue door via the door near the feet.

Once back in the room with the blue door a chaos raptor will enter and attack

you from the far right door. Kill it, grab all the ammo and health you need

and open the blue door. Step inside and you are on a little elevator, press

the button to go up. It only goes up a little bit, the rest of the way you

have to walk. When the elevator stops there is red health directly behind you,

leave it, but remember it's here in case you need it.

Walk off the elevator and head up the spiral walkway. Watch out for the chaos

slime in all the corners. After you have gone up a few flights you will see a

door on the right (this leads to the titan room again), and more ramp going up.

The ramp continues up to a locked door. Turn to the door on the right and open

it. Don't walk through it yet. When you open it you'll face several chaos

marines. One is to the left of the door and you can't see him yet, one is in

the middle of the room on a walkway, one is on the far side of the room on a

walkway, and one is on the upper walkway to the left.

Snipe the marine on the middle walkway first. This should activate the marine

to the left to walk in front of you, kill him too. Now the marine on the top

floor should be shooting down at you. Zoom in and kill him, you have a narrow

shot, and he's shooting at you so you'll take damage, but this is the SECRET

OBJECTIVE. Now the far marine should still be walking his regular patrol back

and forth. Snipe him. Sometimes a chaos sorcerer will appear here while you

are fighting the marines, and sometimes he won't. It doesn't matter, if he

does, lure him into the hallway away from any marines shooting at you and

dispose of him. Now is the time to go back for the red health if you need it.

Enter the titan room. You are now on the 2nd floor. There are several walkways

to the areas you must place charges, left knee, right knee, and pelvic joint.

The left and right knees are easy, the pelvic joint is blocked right now and

you must lower the walkway to it. We'll get tot that. When you enter the door

the pelvic joint is to your left, go right and into the next door. Go through

this short room to the next one. This room has 2 doors at the other end. The

one on the right leads outside (and up to the 3rd level) and the one to the left

leads to the both knee joints. Go left. As soon as you open the door and go

through it aim up at the ceiling. There is a chaos raptor about to drop on

you. Blast him with the rail rifle before he gets the chance.

Now go left through the next door and there will be a chaos marine waiting for

you. Tell him where his friends went and then give him directions with your

rail rifle. Now enter the door on the right. This leads to the knee joint

walkway. Walk down the walkway and head left at the split. Follow it around

the titan to the knee and place the charge. Start to walk back. When you get

near the split a chaos marine will teleport in and start shooting at you. Kill

him, be careful not to fall off the walkway. Next follow the walkway to the

right knee joint and place that charge as well. Now head back to the door

leading outside.

Once outside, head to the right and around the wall. You'll come face to face

with a chaos marine. Shoot him quickly and arm the plasma gun if you have it

(the bolter or rail rifle will also work, but I like the plasma gun) Here is an

obliterator walking a guard path. Engage him and kill him. It'll take about

7-8 shots with the plasma gun or the rail rifle, I'm not really sure how many

bolter shots, probably about 20. I like the plasma gun here because it's easy

to hit him while strafing back and forth from a distance to dodge his autogun

and plasma gun. Start shooting him when he is at the far end of the walkway

and slowly back up giving him some ground as he comes after you and you shoot

him.

When he is dead head up the slanted walkway he was guarding. When you reach

the top there will be 2 chaos marines waiting for you. One directly in front

of you and one to the right. If your good you can stop about _ the way up the

ramp and snipe the one on the right through the railing, it's a long shot and

your window is small, but you can do it. Then sneak up slowly to the top and

try to snipe the guard up there while he doesn't see you, this too is a little

difficult but can be done. When you are at the top head to the right. Ignore

the health unless you are REALLY beat up. There is more in just a little bit

if you can hold out. Keep heading to the right and you'll find a door leading

back into the titan room. You are now on the top level. This is where the

button to lower the pelvic ramp is.

Head to the right and pick up the rail rifle on the ground and then turn around

and go left towards the control room (it has the glass windows and the door).

Enter the control room and blast the chaos marine on the other side. Press the

button, this lowers the pelvic ramp for you. See the locked door on your

right? This is the door at the top of the spiral hallway you were in a while

ago, wouldn't it be nice if this opened and you could quickly get back down to

the 2nd level? Well forget about it, it stays shut. Collect the red health and

head out of the control room the way you came in. Walk all the way back down

to the 2nd level the exact same way you came up, outside, down the ramp, back

inside. Once inside again head to the original door you came in from, the one

you sniped from for the secret objective.

When you get back to the door keep walking forward towards the pelvic joint.

When you reach the end of the walkway turn around a chaos marine will teleport

in behind you. Kill him and then turn around again and walk to the pelvic

joint. Place the charge. Now Ardias radios in and tells you that you have one

more charge to place and it goes in the head. Tired of walking yet? Well head

back outside and back up the ramp to the 3rd level again. This time when you

are about ? way up the outside ramp a chaos marine will teleport in directly in

front of you. If you're quick you can shoot hi in the head from this angle

while his first shot misses you. Once e is gone walk up the ramp and slowly

sidestep looking left. There is another chaos marine guarding an elevator

here. If you are careful you can snipe him without letting him see you. Don't

head to the elevator yet.

See the group of boxes at the top of the ramp? Shoot them. This will clear

the path to a meltagun hiding behind the wall. Pick it up. This can make the

end of this level easier and the secret objective in Descent very easy. Now

head back to the elevator. Collect the red health and activate the elevator.

It goes up to a platform with 2 buttons. Press the button on the right, this

calls a little platform to come over to you. Step onto the platform and press

the button, you'll be whisked away to a large open area. Drop down onto the

boxes directly below you. If you miss the boxes and land on the ground you'll

take a lot of damage.

Head to the door on the right, a chaos portal will activate and out pops a

chaos raptor. Kill him and quickly head to the other door on the right. Stand

directly in the doorway (the door is locked). A Demon Prince has teleported in

on top of the roof. He doesn't see you yet. Slowly side step down the ramp

until you can see him. Arm the rail rifle and start to snipe his arm. If you

are lucky he'll never see you and stay on the roof. Keep sniping him until he

falls over. If he teleports down to the ground Put you back up against the

locked door, for some reason he has real trouble attacking you if you do. If

he still comes after you arm the meltagun and circle him while you roast him.

Whenever you manage to kill him the portal will disappear. Collect any health

you might need by the boxes and head into the door. Don't drop the meltagun

even if it's empty, carry it into Descent. trust me.

Stop just inside. There are 2 chaos marines and a chaos sorcerer. You can see

one marine on the left side from here, scope in and snipe him. This will

activate the sorcerer who comes around the right corner. Kill him too but try

not to move too far from the door way. If you do, you'll activate the other

marine. Once the sorcerer is dead sidestep to the left and you'll see the

other marine working at a console. Shoot him in the back of the head. Now

walk forward and jump down the hole in the ground. Once down walk forward

again and down another hole.

This one lands you onto a little cross beam before the ground. Crouch while on

the beam and take aim at the chaos marine working at another console. Once he

is dead jump down off of the beam and turn to the right, enter the little door

and place the charge in the head. Turn around and head for the exit. There is

a button by the door. This exit you out to the 3rd level of the titan.

Adrias says he has activated an elevator for you. Head to the left and follow

the nav point to the elevator. Don't go outside, it's on the 3rd level. When

you near the elevator a chaos portal will appear behind you, turn around and

shoot the chaos raptor coming out of it. Turn back around and get into the

elevator. Ride it down and exit it. Walk forward into the next room and

you'll find Ardias by his speeder, walk up to it and the level is over.

*****************************************

19) DESCENT T-16:00 K-35 P-60%

*****************************************

Kais is in the home stretch now, just 3 more levels to go. You start out

Descent outside of the chaos temple. Aridas says he will enter from the other

side since Severus has laid a trap for him. What a nice guy Ardias is letting

you be the decoy.

A special note, the SECRET OBJECTIVE is to find the meltagun near the end of

this level, BUT if you carry over the meltagun from Titanic then the secret

objective is done as soon as you start this level! Once the level starts you

can ditch the meltagun for your favorite alternate weapon.

Hang out in the starting location, but back up a few steps. There will be 3

chaos marines coming down the trench from the chaos temple. The first one will

see you and fight, but he'll eventually stand still so you can pick him off

easily. The other 2 will come down the trench and stop if they don't see you.

This makes them very easy targets for the rail rifle. When all 3 are

dispatched, climb down the blocks and into the trench.

At the trench entrance head left and follow it around the next 3 curves.

Around the last one a chaos raptor will attack, just blow him away. Head to

the right and up out of the trench. You'll come to the chaos temple, it has 2

entrances and they are both the same, pick either one. Once inside start down

the stairs. About ? way down the doors at the top will become chaos portals.

Turn around and walk back up the stairs. Out of each portal a chaos marine

will exit, and after it is destroyed a chaos raptor will follow. The right

side portal (looking up the stairs) will have the first marine quickly followed

by the left side portal. Kill both marines and both raptors. Head back down

the stairs. At the bottom are 2 exits, one to the left and one to the right.

The exit to the left leads to a small room with a rocket launcher, the one to

the right will become a chaos portal as you get near it. Hang out and wait for

the chaos marine to exit the portal, then give him a rocket launcher a-la-mode.

Once the portal is clear head down the stairs. To the left is a room with some

health and rail rifle ammo. Go right down the next flight of stairs and stop

just before the doorway. Look to the left and a chaos raptor will charge you.

Shoot him from the doorway and then enter the room. A chaos portal will block

your exit until you clear the other raptor.

Head to the left and through the next 2 rooms. In the 3rd the raptor is

waiting. You can get him from the 2nd room. Once the raptor is dead keep

walking in this direction, there is a bonus target for you. Walk into the 4th

room (dead end) and a chaos marine will teleport into the 3rd room behind you.

Turn around and blast him, then head back to the exit that was blocked by the

portal.

This is a hole in the wall, climb down the hole to the next room. There is one

exit and a portal will block it as you approach. A rocket launcher marine will

exit this portal to attack you. He will mess you up if you don't get him on

the first shot. Crouch in front of the portal since he will fire as soon as he

enters, the shot will sail over your head, then from the low angle shoot up at

his head as he aims down at you. Once he is dead and the portal is clear grab

the health, rail ammo and head down the stairs.

This next series of 3 short rooms has a chaos sorcerer in the 2nd room and a

chaos marine in the 3rd. Walk just into the 2nd room and wait a second, the

sorcerer will appear, dispose of him and walk into the 3rd room. Hang out for

another second and the chaos marine will appear. Once he is dead walk out the

exit and down the ramp. A chaos portal will seal the door behind you, and

another marine will pop out of the portal behind you. When you are near the

bottom of the ramp turn around and give the new marine something to think

about. how about a rail to the face or a few plasma shots.

Enter the room at the bottom of the ramp and you'll find a little chaos head

flyer blocking the exit. Laugh at it's weak attempt to stop you as you blow it

away, and head down the next ramp.

At the end of this ramp turn around. A chaos portal will appear and a chaos

raptor will emerge behind you. Blow him away and sidestep to the left and

you'll see another portal in the next room. Another raptor is coming out of

this one too. Kill him and head towards the portal. A chaos sorcerer will try

to stop you. Kill him too and head out the door the portal was blocking.

You'll go down a ramp and then down a spiral stair case. On this stair case

you'll run into 2 chaos raptors, kill them and keep running down. When you

reach the bottom you'll cross another ramp and then drop down a little jump.

This is a checkpoint by the way. You should see the large fire column in front

of you now. Walk towards it, but crouched. When you near it a chaos marine

with a rocket launcher will teleport in. If you are crouched his first shot

will miss you. Kill him the same way you did the other rocket launcher guy, a

quick shot to the head. Now enter the spiral ramp room.

The meltagun you need to find for the SECRET OBJECTIVE is to your left. Follow

the walkway until it stops, and you'll see it behind the fire. You have to

jump over to it and then jump back. If you carried a meltagun over from

Titanic then this is optional, but you will face another demon prince so it

might be helpful to you.

Once you have the meltagun head up the spiral ramp. When you near the top a

chaos sorcerer will appear and attack you. Sometimes the sorcerer will fall

off the ramp after you shoot him one time, try not to let this happen. Once he

is dead walk through the little tunnel and a chaos marine will teleport in

front of you. Kill him and start back down the spiral ramp. When you near the

bottom another chaos sorcerer will attack. He usually teleports behind you

after you hit him the first time, so watch out.

At the very bottom of the ramp a chaos portal will appear blocking your exit.

Stand well to the side of the portal, not directly in front of it. A chaos

marine will exit the portal. If you are to the side he will not see you and

he's easy pickens. If you stand in front of the portal he will see you and

usually back up into the portal making you fight him without seeing him,

bummer.

Pick up the ammo and health on the little landing and head into the door the

portal was blocking. Down another ramp and into a large room with a large red

portal at one end. Enter the room and stay on the left hand side. Walk about

a third of the way down the left side and turn around. A chaos portal has

appeared behind you and a chaos raptor is coming out, blast him quickly then

turn around. There is another portal off to the left side and another raptor

is coming out, blast him and turn around again to face your original entrance.

One more chaos raptor is entering, kill him too. Now turn around again (dizzy

yet?). Walk to the last doorway on your left, but DO NOT GO PAST IT. If you

go past it the demon prince will come out, you don't want to face him quite

yet.

Walking near the last door will trigger a chaos portal near the ceiling on the

right side of the room. 2 raptors will come out, snipe them before they even

hit the floor. Now take a look around. There are 4 doorways on each side of

the room. The 2 doorways on each side closest to your entrance can be ignored,

there's nothing of interest in them except for green health. The others hide 4

chaos head flyers, 2 on each side. On each side there is 1 on the ground

floor, and 1 up the ramp to the second floor. Clear out both of the side

rooms. With all the head flyers dead step near the large red portal.

Some lightning will cover it and a demon prince will exit. Run to any of the

doorways and hide there. From here you can snipe the demon prince. He'll

probably try to come after you, but from the safety of the hallway inside the

doors he can't really get you. If you find yourself in open combat with him,

use the meltagun. Once he is dead collect all the remaining rail gun ammo and

walk into the portal. It won't disappear, just jump into it and keep walking

forward into the darkness.

You'll be taken to the final room for this level. There is a chaos sorcerer on

the far side and an obliterator guarding another portal in the floor. Kill the

sorcerer first. You usually have to shoot him one time to activate him, then 2

more times to actually kill him. Turn the meltagun on the obliterator. When

both guys are dead jump into the purple portal on the floor and the level is

done.

*****************************************

20) CONVERGENCE T-15:00 K-36 P-60%

*****************************************

Welcome to Convergence, and by the way what IS that smell? Remember at the end

of Descent when Kais jumped into the pit? Did you notice the dead bodies

falling in too? Well those bodies were falling into a pile which Kais is now

standing on top of. Ahh gross.

Climb down off the body pile and pick up the 2 rail rifles to the right of it.

Then turn around and walk backwards down the long hallway. 2 Chaos raptors

spawn in behind you and attack. This way you're ready for them. Don't go too

far down the hall yet. When they are done turn back around and walk down the

hall. When the chaos portal appears blocking your path move to the far right

or left of the hallway. In a couple of seconds a chaos raptor will run out

firing, if you're on the sides he'll miss you. Blast him before he has the

chance to see you and change directions.

When the portal disappears don't go running to far. See the crack in the wall

just to the left and behind the portal? Jump up and into it. This is the only

way into this area. It is a landing with a dead tau and some rocket launchers.

Grab the launchers. Notice the dead tau? This is the first of 3 dead tau you

must find for the SECRET OBJECTIVE.

After you have the rockets jump down to where the upper ledge (had the portal)

would have dropped you. From here you can go to the right side dead end area

if you want to. There are 2 rail rifles up there, only go if you NEED the

ammo. When you walk back down from the dead end a rocket launcher chaos marine

will teleport in DIRECTLY in front of you and he will not miss. You will take

LOTS of damage, but there is a red health back up on the landing for you. You

don't need this kill either to get an A, so I usually skip this guy.

If you skip him or after you've killed him walk straight towards the next big

room. Before you get there a portal will appear on a ledge. Turn around. A

marine with a rocket launcher will teleport in behind you. Crouch so his first

rocket misses them blast him with yours. When he's dead grab his rocket and

reload. Turn around and walk towards the new portal. Enter the room and

sidestep to the right, another marine on a ledge will jump down to fight you.

Blast him with a rocket and reload. This will make the portal disappear, and

there is green health up there.

See the little area sunken into the ground by a set of steps on each side?

When you step through this area 2 chaos marines teleport in. One is behind you

(near the 2 previous portals) and one to your left. I usually back into this

area facing either marine. Blast him then run around while you load your last

rocket. When it's loaded, blast his friend. Now you can drop the rocket

launcher for the bolters on the ground. Don't leave this area yet.

Stand on the landing where the 2nd portal was. Face the center of the room and

look to your left. Notice the dead tau and health on that upper ledge? This

is the second dead tau and you have to jump up there from this ledge. It's not

too easy either. Just take a small running start and jump at the edge of the

stairs. Aim for the landing right next to the column. If you hit the column,

you'll slide off the ledge. It'll probably take a few tries, just keep at it.

After you've collected any health and bolters from up here drop back down and

head through the center area and to the left. You'll walk down a narrow

hallway. Near the end a chaos sorcerer will appear directly in front of you.

Shoot him with the rail and watch him teleport. He'll either go behind you, up

onto a ledge to the left or right in front of you. Take him down.

Now took to your left and slightly up. See that ledge by the stairs? The 3rd

and final dead tau along with some health and a rail rifle are up there. This

jump is about as difficult as the last one. Run down the right side of the

hall and use the slightly angled wall to help guide your jump. The angle of

the wall is a good angle to jump to the ledge at. Again, it'll take a few

jumps to get it right. Once you are up there collect the health and rail, and

you've done the SECRET OBJECTIVE.

Jump down from the ledge and keep going to the left. See the stairs going down

to another door? When you start down the stairs a chaos sorcerer will appear

at the base and slightly behind the right side wall. A well placed rail shot

can get him, and then when he teleports behind you he only needs one more shot

to bring him down. Walk to the door and wait for the portal to disappear.

When it does walk through it and into the "blue face room" You'll quickly see

why it's called that, at one end is a large door that looks like a face, and

it's. um. blue. This room has lots of weapons and health scattered around the

edges. Stick to the bolter for now. There are rail rifles as you come in and

in the far right corner. All these weapons and health. can't be a good sign.

There'll be a big fight here, but it's not too bad since the enemies attack in

waves and not all at once.

Walk up to the blue face and a portal will appear blocking your exit, another

one appears on the door you came in from. Run into either corner of the room

by the blue door. A chaos sorcerer comes out of each portal. Shoot the one

from the blue face as he exits. This will draw both of them to you. Just

circle them and fire a few rail shots. 3 more shots and they'll both be dead.

When they die make sure you are still on the side of the room with the blue

door.

3 chaos raptors will drop down from the ceiling near the other door. If you

are far enough away they'll never see you. Switch on the night vision and

they'll pop out. Snipe them at your leisure with the rail rifle. When they

are dead reload the rifle and head for the red mist cloud in the center of the

room. A chaos dreadnaught will appear here. Kill him like the other one you

faced in Last Chance. Only this time he's easier since you have the rail

rifle. Just put 2 shots in each arm (do the rocket launcher arm first, his

left) and one shot in his chest. Ka-boom he goes, remember to back up before

the chest shot or you'll take splash damage from him.

One more enemy to go. Now a chaos obliterator comes out of the mist. Use the

bolter or rail rifle on him at close range, but not too close. If you stand

directly in front of him the bolter slugs pass through him! Keep close enough

so he only uses the autogun. When he's dead grab any rail rifles left and heal

up. Now grab the meltagun on the left side wall and walk through the blue face

when the portal disappears. You'll save the meltagun for the fight with the

chaos spawn.

You are now in a little room. With no apparent exit. There will be one soon.

Walk to the back wall near the red health. This will trigger a chaos portal,

in a few seconds the portal will disappear sealing you inside. 2 chaos raptors

will also teleport in, one on each side of the room. When they are dead (go

ahead and kill them now) a chaos portal will appear on the back wall and the

wall will open into a doorway.

Step up to the door way just a little, and look over the ledge to the left.

Don't go too far, there is a chaos marine with a rocket launcher below you.

Watch the lower ledge until you see a chaos marine run up it. Back up into the

small room near the red health and wait. The marine will run up the ramp,

around the corner and stop at the bottom of the ramp coming out of your room.

He won't see you either so snipe him.

When he is dead step slowly out of the door, remember the marine below you?

Look to the far left side and lower then either ledge. The marine is standing

on this lower ledge. Snipe him too. When he's dead run down the ramp and

around the first corner, then stop just outside the next doorway. Look to your

left again and in a few seconds you'll see another chaos marine with a rocket

launcher running up the lower ramp. Backup again to the corner and wait for

him. He'll run around the next corner and be waiting at the base of the ramp

you are standing on. Snipe him too.

There is one more rocket marine to snipe. Walk down the ramp and around the

next 2 corners then stop. The last marine is guarding an elevator and is next

to some red health. Snipe him and walk to the elevator. Get on the elevator

and it will automatically start down.

When the elevator reaches the ground floor 2 chaos raptors will rush in and

attack you. Kill them quickly but don't exit the elevator. After they are

dead back out of the elevator, 2 more raptors will jump down from the ceiling

and attack. Kill them quickly. When they are dead walk around the circle to

the far doorway. When you pass it a chaos portal will cover it blocking your

path. Run back to the first elevator. 2 chaos marines come out of the portal

but don't attack you if you are far enough away, you'll get them in a second.

Now there is a red mist cloud in front of the elevator. Guess who's in there,

another dreadnaught. Same deal as before, 2 shots in each arm and one in the

chest.

Now you can snipe the 2 marines from the safety of the other side of the room.

They won't budge. When they are dead grab any health and the 2 rail rifles

left and head into the door the portal was blocking. This is another elevator.

This thing takes you down to the Admiral. Notice the 1st red health at the

bottom? It's actually 2 health pickups on top of each other, just a little

bonus tip.

Walk down the curved hall way and out comes the Admiral. He'll ask you to come

closer so he can talk to you, go ahead and stand next to him. When he starts

his speech about Severus back up a bit. Still have the meltagun? Good. Arm

it now. As the Admiral talks he will transform into the chaos spawn. If the

lightning of his transformation touches you, you will die, so don't touch it.

When he is done transforming the meltagun should auto-target him. Start

firing. Keep firing until it gets too hot for Kais and he pulls his hand off.

Every time the chaos spawn lifts his head in pain he will summon 2 "friends" to

help him. The first time it's 2 chaos raptors, the 2nd time it's 2 chaos

sorcerers, and the 3rd time it's 2 more raptors. Each time one comes form each

end of the hallway.

The best way to deal with the spawn and his friends is to keep firing at the

spawn until he calls up reinforcements. Then break off the attack and deal

with them. You'll be cut to pieces if you concentrate on the spawn only.

Eventually the meltagun will run dry. Switch to the rail rifle and keep

firing. Keep your distance, the spawn's claw attack is really nasty. Just

slowly back up giving him ground as you shoot him, making sure to walk over the

red healths as you do.

Eventually (just after he calls up the 2nd pair of raptors) he will collapse in

a heap of lightning. It's ok to walk through this, you won't be hurt. Finish

off any remaining raptors and head for the far door (the one the admiral came

out of) This is another elevator.

If you die while facing the chaos spawn you might as well restart the level.

It takes too much time to respawn and listen to the Admiral all over again and

you'll get a B, you can always go ahead and finish with a B (or a C, or. no

grade) and come back to this level (or any other level without an A) through

the level select menu later.

This elevator will take you down to another level, get off and head to the

right. Keep going until you find the stairs leading down. Walk down the

stairs to finish the level.

*****************************************

21) FACE OF CHAOS T-10:00 K-8 P-65%

*****************************************

So. close. can taste victory. This is it, the end of the line, the last level

just you and Severus. But first you have to get through 4 rooms of various

chaos evils. Honestly this level is easier then Convergence so pat your self

on the back for that one and let's kick this pig!

Kais starts out in the stairway from the end of Convergence. Walk down to the

end and you'll see a big round room. There are 2 levels, you are on the upper

ring. Below you is the lower pit. The upper ring is divided into t2 halves

separated by gaps, each half of the ring has 1 stairway leading up to it.

Around the upper ring are 4 rooms, 2 on each side, and each room has it's own

color, blue, yellow, green, and pink. In each room Kais must plant a

demolition charge and shoot the chaos candelabra, getting all 4 candelabra will

earn you the SECRET OBJECTIVE. Each room also has 1 to 3 enemies for you.

Grab the plasma gun, there are a ton of them scattered around. Then walk to

the right and down the stairs to the lower pit. Head over to the other ring,

and up to the blue door, this is the first room.

Blue room: Open the door and step inside, turn around and face the door. Back

up to the area you must place the charge on and wait a second. A chaos raptor

will teleport in and attack, kill him. Now look just over the doorway. See

the skylight? See the candelabra in front of it? Zoom in and shoot it. This

is 1 of 4. Now turn around and place the first charge. Not so bad eh? Now

head back out and over to the other ring again, go to the yellow door.

Yellow room: Walk inside and head to the left side of the room. A chaos

sorcerer teleports in on this side, and a chaos raptor teleports in behind you

by the door. Shoot the sorcerer once and turn around, peg the raptor as he

charges you then nail the sorcerer again by the door. Aim over the door and

shoot the 2nd candelabra. Turn around and place the 2nd charge. Grab the

health and head out of the door to the right. Walk up to the green door.

Green room: Walk in and turn to the left. 2 chaos raptors spawn in, one is on

the left along the wall about ? way into the room, the other is in the near

right side corner. Nail the one on the left then turn around to nail the one

in the corner. Shoot the 3rd candelabra (same location as the other 2) Now

step up to the charge and reload your weapon. When you are done placing the 3rd

charge another raptor will spawn directly behind you. The best thing to do is

to place the charge standing at a slight angle. This way when it's done you

can quickly dodge the attack coming from behind you. Turn around and kill the

raptor. Heal up. Walk out of the door and head over to the pink door. Try to

leave at least 2 red healths on the upper ring, you'll probably need them when

fighting the end boss. Leave all the health if you can, the more you save for

the end the easier it will be.

Pink room: Walk straight into the room. When you near the charge area a chaos

obliterator will spawn in front of you and a raptor behind you. Quickly turn

and dispose of the raptor. Now pull out the plasma gun and start giving it to

the obliterator. Remember to stand close and he will only use his autogun,

there is no cover to hide form his rockets, they are death. When he falls down

shoot the last candelabra over the door. Then turn around and plant the 4th

charge. Exit the pink room.

Now Severus and Ko'Vash (remember him?) are in the lower pit talking. Well

Severus is talking Ko'Vash is trying not to soil himself. Drop the plasma gun

and pick up all the burst cannons on this half of the ring. Yes the burst

cannon. When you have them walk back to the other half of the ring (the side

with all the red health). Arm the rail rifle and wait. Eventually Severus

will turn Ko'Vash into cosmic dust, honestly he got captured twice, he deserved

it. Now Severus will turn on you. When he does, start hitting him with the

rail rifle. About 8 shots should do the trick. Keep side stepping around the

ring to dodge his plasma gun. When you finally kill him he'll burst into

flames and thank you. Thank you? Uh..oh.. when evil madmen thank you, you

usually just played right into their hands. And you did. By killing Severus

you allowed him to transform into a powerful chaos demon lord.

When the winged chaos lord (final boss) appears in the center of the room start

shooting his chest with the burst cannon. Most other weapons appear to pass

right through him. He'll stay in the center using a plasma attack and his

lightning attack. Neither are very powerful. Stand near a red health and when

you start to go red just back up into the health. It'll take about 2.5 full

clips of ammo to kill the demon thing, just be patient. Eventually the demon

will burst into flames and he's dead (for good). Now just sit back and enjoy

the final scene as you are reunited with Lusha and Ardias.

Congratulations and thank you for playing Fire Warrior, now go online and frag

someone, but not before you skim through the multiplayer section of this guide.

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VII. UNLOCKING QUICK GUIDE

This is a quick list of all the secret objectives in each level, and what is

required to unlock each cheat. For more details on where the objectives are

located see that missions walkthrough in the previous section. No grades are

given in the EASY difficulty and nothing can be unlocked.

CHEATS / HARD LEVELS

Hard Difficulty - Finish all levels on NORMAL.

Infinite Ammo Cheat - Finish all levels on NORMAL with an A grade.

Infinite Shield Cheat - Finish all levels on HARD.

Infinite Health Cheat - Finish all levels on HARD with a C or above.

Infinite Grenades Cheat - Finish all levels on HARD with a B or above.

Choice of Left Hand Weapon - Finish all levels on HARD with an A.

MOVIES

The movies in the THEATER unlock after you have seen them, except for the first

2 movies which are unlocked after Deep Level. No movies are unlocked on EASY.

IMAGES

Each "A" grade in NORMAL and HARD unlocks an image in the image banks.

SECRET OBJECTIVES

Basic Training - Press every button in the end briefing room

The Drop - Kill the courier

The Push - Man the pintle gun and kill the 4 guards activated

Watch Towers - Kill all the snipers on the upper ring of the prison

The Cells - Free all the tau prisoners

Deep Level - Pick up the bread in the caves

Unwelcome Guests - Save the air caste in the kitchen from being killed

The Invaders - Save the air caste in the medical bay

System shutdown - Kill the 3 tech priests by the keys

Diversion - Find the 3 hiding air cast on the bridge deck

Clear the Decks - Shoot a barrel on a ledge on Deck B

Power House - Do not set off the sentry alarms

Distant Eyes - Kill the 4 snipers running on a ledge by the orange door

No Rest/Wicked - Shoot the barrels in the sewer

Silence the Guns - Kill the scared servitor in the engine room

Last Chance - Kill the 3 imperials you find as you jump down the stairs

City in Tatters - Kill both obliterators

Titanic - Shoot an enemy on the upper balcony from the middle balcony

Descent - Find the meltagun

Convergence - Find the 3 dead tau

Face of Chaos - Shoot the 4 chaos candelabra

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M u l t i p l a y e r

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VIII. Weapons

Not all of the weapons from single player are used in multiplayer (bummer) and

some of them function a little bit differently. An interesting tactic to try

is to run over weapons and health you already are full on. You will still pick

them up. You won't get the extra health or ammo, but you will deny your

opponents from getting it.

Another nasty thing to do is to pick up weapons you don't want or need and then

put them back down. They will blow up in about 5 seconds. This can kill

someone, but more importantly someone won't be picking up that weapon until it

respawns.

PULSE CARBINE:

Primary fire - Energy bolt, rapid automatic fire

Secondary fire - Energy bolt, single shot (more accurate)

Triangle Button - Launch grenade

Notes - This weapon is a favorite of a lot of users because of the grenade

launching ability. The regular fire isn't very strong and takes good aim to

kill someone with it. Try not to run directly at someone using this gun,

chances are they are about to toss you a grenade.

RAIL RIFLE:

Primary fire - Energy Rail, single shot

Secondary fire - Scope mode

Notes - This is a guaranteed one hit kill weapon, so it's VERY popular. The

only down-side is the trail it leaves when it fires. If you camp and snipe

with it be prepared to move locations often as everyone will know exactly where

you are sniping from.

LAS GUN:

Primary fire - Laser, automatic fire

Secondary fire - None

Notes - The las gun is almost useless. It's the weakest weapon and the scatter

pattern makes it only effective at close range. Avoid these.

AUTOGUN:

Primary fire - Bullets, automatic fire (scattered)

Secondary fire - Bullet, single shot (more accurate)

Notes - Everyone starts with this weapon. It's ok until you get something

better and it's good to switch to when your other weapon runs dry and you can't

take the time to reload it. The secondary fire is more accurate then the

primary, but not as accurate as it is in the single player, it has a slightly

bigger spread.

SNIPER RIFLE:

Primary fire - Sniper Bullet, single shot (most accurate weapon)

Secondary fire - Scope

Notes - This weapon is good and bad for the sniper. Unlike the rail rifle it

is not always a one hit kill. Sometimes 2 hits are required. It doesn't

matter the location, head shots do the same damage as body shots. What it

lacks in strength it makes up for in stealth. It leaves almost no trail to

trace back to the source.

SHOTGUN:

Primary fire - Single shotgun blast

Secondary fire - Double shotgun blast

Notes - An excellent weapon for the player who likes to mix it up real close

and personal. A double shot will kill anyone, and if your aim isn't 100% on

it'll do damage anyway.

BOLTER:

Primary fire - Single bolter slug

Secondary fire - Double bolter slugs (less accurate)

Notes - A wild weapon to say the least, it's very powerful and fast, 1 or 2

shots kills anyone, but its spread limits it to a short-medium range weapon.

MISSILE LAUNCHER:

Primary fire - Single missile

Secondary fire - None

Notes - It hurts, and makes a lot of splash damage that hurts more. Be very

careful when using this weapon. Your target has to be a good distance away or

you'll take some splash damage. Try shooting this baby under walkways, the

splash is enough to kill anyone over it. In fact try to aim for the ground and

walls anyway, your target is moving but the ground isn't so it's an easy shot.

GRENADES:

Notes - just like the single player.

Health:

There is only lime (green) health.

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IX. Skins

There are 3 types of skins, Tau, Imperial, and Marines. They are all the same

as far as speed and collision. You can actually hit the Tau over their head

and miss the marines above their eyes. The only difference is the colors.

The different clans of marines are: Iron Fist (yellow), Chaos (Red), Raptors

(Green), and Ultra (Blue).

Each skin type also has its own taunts. The Chaos Marine also has its own

taunts separate from the other marines. Personally, the Chaos Marines have the

best taunts. Who doesn't like to use "Run, it pleases me!" as you chase

someone down?

Like I said the only real difference is the color of the skins. Keep this in

mind when choosing. Some skins like the white ones can't blend into the

background as easily as others, and the Marines tend to stick out too since

they are larger.

If you are the server use this to your advantage. In team games, each base has

bright lights of their teams color. This can make it difficult to see a skin

of the same color standing in front of it. If you are on red make your team a

red skin, and make the blue team something that stands out, like the white

imperial. Sometimes this slight edge is all you need.

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X. Game Types

There are 3 game types:

DEATHMATCH - A traditional deathmatch... Everyone is against everyone else, so

kill or be killed! Your number of kills (frags) is in the upper left corner

and your place amongst everyone playing is just below it. Deathmatchs can be a

race, who can get to a set number of kills first, or a marathon, who can get

the most kills in 10 minutes.

TEAM DEATHMATCH - This is very similar to deathmatch except there are 2 teams,

red and blue. As a member of one team you must kill as many members of the

other team as you can. Your team receives 1 point for each enemy you kill, and

-1 point for each friendly you kill (on accident or not). Your team also gets

a -1 point for a suicide (falling out of the map, blowing your self up.)

CAPTURE THE FLAG - This game is a specialized team game. The same team

deathmatch rules apply, but now there are flags. Stealing, Capturing, and

Defending the flags all earn your team more points.

Your team gets 5 points for stealing the other team's flag, that is touching it

and picking it up.

You get 10 more points for a capture. To capture the enemy's flag you must

first steal it and then run it back to your base and touch your own flag. If

the other team has stolen your flag too it must be returned to your base before

you can capture their flag (they're trying to get their own flag back to

capture yours so watch out).

If you kill an enemy while they have the flag or are near it you get another 2

points for returning/defending the flag. Once an enemy drops your flag it

stays on the ground for a few seconds before returning to your base. It can be

stolen again in this time so touch it yourself to instantly send it back to

your base.

Good flag defense wins matches. If you have 4 players always have one player

guarding the flag with the best weapons, rail rifles and grenades work real

good for flag defense. Have another user walking a patrol around the base sort

of an early detection system, they can stop some attacks before they even get

near the flag. The other 2 users should go for the flag. They can cover each

other, one steals the flag while the other one fights off any enemies trying to

get the flag back. When the flag gets near their base the user on a roaming

patrol can take over cover duties to safely escort the flag carrier in to the

base.

In order to coordinate all this with no real in game communication battlefield

awareness is key. Always know where the flags are. Messages are displayed at

the bottom every time a flag is stolen, dropped, or captured. If you are on

base patrol and your flag is stolen, break your guard duty and head to the

location the enemy will probably go with your flag, wait for them and take your

flag back. If you are on the raiding party and your flag is stolen, be

prepared to hide with and defend the stolen flag a little longer while your

teammates try to get your flag back. Try to find new hiding places each time

the enemy discovers your old one.

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XI. Split Screen Maps

Revolt: (DM)

This deathmatch map is a small center area with 2 trench out coves, one on each

side. The rocket launcher is on the bridge in the center, and the sniper rifle

is on the top floor of the center round room. The fights usually all end up in

the center of the map. Walk around the outside to collect some bolters before

heading into the scrum. There is no rail rifle on the map.

Destroyer: (DM)

This map has 2 main areas connected by 2 hallways. There is the library and

the valley. The library has the rocket launcher and the rail rifle. It's a

nice double ring of bookshelves that make for good cover. Battles happen

everywhere in this map. There isn't a lot of cover to hide behind outside of

the library either. Keep circling the map and you'll run into people,

hopefully behind them. There is no sniper rifle on the map.

Revelation: (TDM or CTF)

This map can be played either team deathmatch or capture the flag. It is

shaped like a mini version of the online map, prisoners. The map is divided

into 2 sides. The flags are located on the second level, take the ramp (the

only way) up to them. Blue is the tam to be in this map. They have a rail

rifle under their ramp that the red team does not have. The red team has a

shotgun. I'd rather have the rail rifle in that fight. The 2 pits in the

center of the map have the rocket launchers. Beware of the courtyard, there is

NO cover and the lighting of the amp makes enemies difficult to see.

Pain: (TDM or CTF)

This map can also be played either team deathmatch or capture the flag. It is

shaped like a mini version of the online map, oppression. This map is on the

tau ship. There are 2 sides and a common middle area. One hallway circles all

the way around the outside going through both bases, the other one cuts through

the center. It may look like a maze of halls, but take a moment to walk around

them, and you'll see how they connect. This can be used to your advantage,

often people get confused an head the long way around. The flags are kept in

each teams little glass dugout. During team deathmatch the dugouts have rocket

launchers instead, this makes for a fun map, lots of rocket in small hallways.

Again the blue base has a rail rifle the red base does not, but the rail is at

the point where the blue base and red base meet so it's not that big of an

advantage. All the weapons are scattered around. A nasty tactic is to camp in

the other teams base and take their rockets, just remember a player is

invulnerable for about 2 seconds after spawning in. So don't fire a rocket

right away, let them try to run, then fire. In flag capture mix it up weather

you run through the center or to the sides, if you always go the same way there

will be stiff resistance waiting for you eventually.

-------------------------------------------------------------------------------

XII. Online Maps

DIVIDED: (DM)

Layout - This map has a large square center area surrounded by a multi-level

outer hallway and 4 trench cut outs. There is one U shaped trench on each side

of the square. Inside each trench are 4 grenades 2 pulse carbines a shotgun,

and some has a las gun too. Most of the spawn points are in these cut outs.

Just outside each cut out is green health.

In the other hallway you'll find autoguns in 2 of the lower corners. On the

upper ring there is a sniper rifle on each side and health in each corner.

There is also quick access to the 4 corner rooms from up here.

Each corner room has 2 floors and a hole in the floor for easy access to the

lower floor. 2 of the upper rooms have bolters and all of the lower rooms have

health. The upper rooms are connected by a suspended walkway that cross in the

center of the large room.

On the walkway are the power weapons. 2 rocket launchers and the rail rifle

with health in the center.

The large center room has health, grenades, autoguns, and las guns scattered

about. It is also a dangerous place. The good thing is there are some tanks

and boxes to provide quick cover.

Notes:

*All skin colors are equally visible, so be your favorite.

*The grates in the corner rooms do not have collision with weapons, you can

shoot through them from above or below to surprise people.

*The tanks and boxes can be used as a quick way to get to the upper walkway

without going the long way around the map to a ramp.

*Most battle happen in the center, but another good strategy is to circle the

outer hallway with the pulse carbine and grenades. There are lots of grenades

on each side of the square so ammo is never in short supply. Most of the spawn

points are in the side trenches so get people as they head into the center.

*Grab the rockets and hide in the lower rooms. When others run across the

walkway fire your rocket under them. The splash damage is powerful enough to

kill through the floor.

*Another good way to make people pay is to stand over the sniper rifles. From

each one you have a clear shot at the center walkway where most people run to

get the rail and rockets. Pick them off and watch them get mad.

ASSAULT: (DM)

Layout - This map is on the imperial ship, and looks a lot like Clear the

Decks. The center courtyard is surrounded by many ledges, side rooms and

walkways. There very few safe places on this map, death is around every

corner.

The center has a rail rifle near the edge, an autogun on the other edge, a

rocket launcher in the center and a bolter and shotgun near the boxes. To the

right (facing away from space) there is a door leading to a stair way. At the

base of the stairs is a rocket launcher. Up the stairs is health, a pulse

carbine and grenades. At the top of the stairs is a sniper rifle and you can

go left or right.

To the left and down a drop to a ledge you'll find a rocket launcher, health

and grenades. From this ledge toy can jump to the two large boxes. They have

health and grenades. If you go right from the top of the stair way you'll be

on a walkway. This walkway goes all the way to the other side of the map. If

you drop down to the left near the corner you'll end up on another small ledge

that has a rail rifle, grenades and health.

From the center courtyard head forward and into the ship. Inside here you'll

find a pulse carbine, health, and grenades on the lower level. Up the curved

stairs and you'll find (another) rocket launcher, grenades and health. There

are also 2 doors that lead to the outer walkway. Turn left.

At the far end of the walkway is the blue room. Inside here is a sniper rifle,

bolter, health and grenades. Just outside the room is another set of stairs

leading down to the main gun ledge. On this ledge is a sniper rifle, health,

and shotgun. There is also a set of stairs leading back to the main courtyard,

under the stairs is health.

Notes:

*The blue imperial is the best skin to use, the map is dark so he blends well

*Watch out for rockets, there are a TON of them on the map.

*Be careful when picking up the power weapons in plain sight. Someone usually

has their sights set on them and is waiting to blast you.

*See the above note, Set your sights on exposed weapons like the rocket and

rail in the center courtyard, then blast people as they go for them.

*Keep moving. Every spot has a blind side and with 8 people running around,

you are going to be killed standing still.

*Grenades are harder to use on this map. There are too many blind corners so

be careful and watch your twitchy trigger finger (same thing applies to

rockets).

*Be careful of the ships edge. Unlike in Clear the Decks, you CAN fall off the

edge. If you do, you will lose a point.

Intervention: (DM)

Layout - This map is a large library like the one in Power House. The library

is the center of the map and under the stairs is the rail rifle. On the stairs

is a bolter. The library has 3 exits, one to a hallway on the ground, one to

an open room down some stairs, and one at the top of the walkway leading to a

large drop.

At the top of the walkway to the right is the large drop (to the left is a

sniper rifle). There are 4 pads floating in mid air you can jump down to get

to the lower level. The pads contain grenades, a shotgun, health, and one of

the 2 rocket launchers. The drop puts you out on the side of the large open

room connected to the library.

Inside the large open room you can find a shotgun, and pulse carbine. At the

end opposite the library and up some stairs is a bolter and health. Continue

to the left and there is a walkway heading back towards the library. The

walkway has grenades and an autogun.

This walkway turns into a closed hallway with grenades, the other rocket

launcher, pulse carbine, and las gun. At the end of the hallway is a little

room connecting it back to the library. This little room has a pulse carbine

and grenades.

Notes:

*The rail rifle is a very popular gathering spot, so be careful here, or use it

to your advantage.

*Pick the red tau skin and jump from the upper walkway in the library to the

painting. Stand in front of the painting and snipe. The red skin makes you

look like part of the painting at a quick glance.

*You don't take any fall damage jumping over the walkway to the floor below,

use this as a quick escape, or to surprise someone below.

Redemption: (DM)

Layout - This map is basically the large junkyard area from The Push. There is

a TON of debris sticking out of the ground and the weapons are scattered

around.

In the area the valkyrie appears in (in The Push) is a rail rifle, the other

rail rifle is on the walkway to the left of this area. There is also a sniper

rifle on this walkway. The other sniper rifle is in the very center of the

map.

The rocket launchers are located near the center under the bridge and in

between the pipes on the back wall.

All the other weapons and health are scattered around fairly evenly.

Notes:

*The yellow skins blend a little better then most, especially the yellow tau.

*Use the cover wisely. Duck behind it, but make sure you have a clear shot

when firing things like rockets. You can easily sidestep right in front of a

beam while firing and blow yourself up.

*The rail in the valkyrie area can become popular. Grab it and hide behind the

pipes here. Then shoot people as the come up over the ramp looking for the

rail rifle.

*It is possible (but very hard) to make it up to the bridge and walk around the

outside of the map. Here's how to do it. 1)Walk up the ramp by the back

rocket launcher. 2)Jump across the 3 pipes sticking out of the wall. 3)Jump

from the last pipe to the large X of the broken wall (right next to the bridge)

4)Walk up the X to the very top of it, you must get around the center of the X

this is the hard part. There is a sliver of collision for you to walk on.

5)Jump from the top of the X to the curved support of the bridge. 6)Jump from

the support up to the edge of the bridge. 7)Walk through the wall and onto the

bridge. Once up here you will have to jump along the bridge to move, and don't

forget to bring some weapons with you.

*Shoot the bottom of the walkway with rockets if people are camping up there.

Prisoners I/II: (TDM or CTF)

Layout - I used to hate prisoners for it's design, but the more I've play it

the more I like it, and now I think it's the best flag capture map of the 4

choices.

The map is divided into 2 halves, red base and blue base. Each base is laid

out the exact same and are equipped the same too. The center courtyard has the

sniper rifles and assorted other weapons. It also has 4 ramps lowering into

the ground. 2 of the ramps lead into the bases, the other 2 lead to dead ends

with weapons. The rail rifle is at the very center of the ramps.

Each base has 3 floors and 2 ways to get from each floor to the next one. Each

base also has the underground entrance that comes form the courtyard. The main

entrance from the courtyard leads to a round room with 2 pulse carbines. There

is a spiral staircase on the right leading up. Under the stairs is health and

grenades (conveniently located next to the pulse carbines). If you go left

you'll walk down a hallway to the other side of your base. At the far side is

the underground entrance and a ramp leading up to the next floor.

The spiral staircase puts you at one side on level 2 and the ramp takes you to

the other side. At the top of the ramp is a rocket launcher. On the second

level are 2 windows overlooking the courtyard.

From level 2 there are 2 ramps leading up to level 3, one on each side. On

level 3 there is another rocket launcher, a glass room overlooking the

courtyard, this is where the flags are, and a small hole in the wall for

hiding.

Notes:

*The glass rooms on level 3 can be hit with rockets like walkways and kill

whomever is in them.

*With full health you can survive a drop out of the windows into the courtyard,

hit the ground not the lower ramps. This is a good quick escape with the flag.

*In flag capture use the spiral staircase. This side of the base is often left

unguarded, as most defenders stand near the window with the rocket.

*Use the hole to defend you flag. Hide in here with a rocket launcher. On the

flip side be prepared for a rocket when going for the flag. Toss a grenade in

this hole before going for the flag.

*Stand in either of the 2 weapon holes in the center and snipe up at the

opposing team's windows.

*Sneak up the ramps in the enemy base and take out "window watchers" from

behind.

*Stand in your windows or the courtyard and keep the attention of guards in the

other team's windows focused on you as your teammate runs for the flag.

*If your flag is captured, watch the underground passageway, this is a favorite

of most people for sneaking back to their base.

Oppression I/II: (TDM or CTF)

Layout - This map is inside the tau ship and looks like The Invaders. Both

sides are the same and are connected by a center room on the top level and a

long hallway on the lower level.

The center room up top has the only rocket launcher, while the long hallway on

the bottom has a sniper rifle at each end.

Each base has a central room. The bottom of the central room connects to the

long hallway. It also has a bolter and health. When facing the other base, to

the left is a multi level room with weapons and to the right is a ramp leading

up to the top level.

On this ramp are grenades. The ramp leads up to the flag location for both

bases. From here a right turn will take you to the central room with the

rocket launcher, or going forwards to the top floor of the weapons room.

Inside the weapons room is a ramp on each side allowing for easy up and down

access.

The center room also has 2 ramps that lead down to the long hallway.

Each base has the same weapons, but in slightly different locations.

Notes:

*The long hallway can be a death trap. A good sniper can crouch at the back of

their base and get a clear shot to the feet of people in the other base as they

enter the hallway.

*If you need to hide with the flag, the small ramps in your weapons room are a

good location, they are remote and have quick escape routes.

*There are really only 2 ways into an enemy's base, the high road or the low

road, use the ramps in the center to confuse your enemy if they think you are

coming from a particular direction.

*Once you grab the flag jump over the railing, it's you best escape route if

there are enemies behind you blocking the high path. Then turn around and run

backwards down the long hallway to your base. As you run, lay down a

suppressing fire to stop any followers.

Deception I/II: (TDM or CTF)

Layout - This level comes out of Titanic. In the center is the Titan. Each

base has it's main room with its weapons and a small side room that has the

flag. The weapons found in each base are an autogun, pulse carbine and

shotgun.

Just outside each base are grenades to the left. The outer walkway has

grenades on both sides, a bolter down one side, and a rail rifle on the other.

From the red base the rail rifle is down the right side, and from the blue base

it is down the left.

The center walkway splits around the titan then joins again in the center. The

rocket launcher and sniper rifles are in the center landing. Health and

grenades are on the slopes near the bases.

Notes:

*Pin your enemies in their base if you can. All it takes is 2 of you in their

base with some big weapons. All of the spawn points are in the base so you

always know where they are going to be. This can be VERY frustrating if you

are on the receiving end, and some call it a "poor moral decision" on the

offending team.

*Jump onto the arms of the Titan from the outside walkway. Sit up here with a

rail or sniper rifle. You've got a clear shot into each base depending on

which side of the titan you sit on. Be careful, don't fall off and give your

team a -1.

*Similar to the previous one, watch where you run on the ramps. It's easy to

fall off while running and dodging.

*Flag capture has 2 extra health in the center, run through them as you flee

with the flag. If you are escorting your guy back to your base be considerate

and let him get the health.

*If the enemy are defending their base very tightly, come at them from all 3

sides at once, or try to draw them to one side with a decoy.

Ballistic I/II: (TDM or CTF)

Layout - This map is a variation of the junkyard from the Redemption map.

Another base (blue) has been added to the back corner, and the walkways have

been removed. This map is tight and death comes quick.

The weapons are still scattered around like Redemption, but there is only one

rail rifle, in the very center with the sniper rifle too. Near each base is

also a rocket launcher. Blue has the slight edge here, their rocket launcher

is right at the bottom of their exit ramp while red has to run a bit for

theirs.

The grenades are scattered mostly on the edges near the blue base, but each

base has it's own shotgun and grenades inside of it.

Notes:

*Like Deception pin the enemy in their base. This map is even easier. Just

stand a few feet back from their exit ramps, you know this is exactly where

they are coming from. Them paste them with rails, rockets, bolters and

grenades. Once a team is pinned by a well coordinated effort it is very

difficult to break out of the base.

*If you can, be on the blue team, the close proximity of the rocket launcher

and grenades give them a slight edge.

*Jump up onto the outer edge of your base and hide behind the pipes. This is

good for flag defense or for hiding with the opposing flag.

*Because the map is so small flags are dropped all the time. Know what's going

on at all times to swoop in and grab a dropped flag.

*Grab the sniper rifle and stand along the wall next to the side of your base.

It's a relatively well hidden location.

-------------------------------------------------------------------------------

PC

-------------------------------------------------------------------------------

The PC version is 95% the same as the PS2, but there are enough differences to

make a special section for it. As I use gamespy arcade more, I'll eventually

put some notes in here about that too.

XIII. System Requirements

The readme.txt file contains a lot of answers and known issues dealing with

video cards and other stuff. Go there first for tech questions.

Like all computer games, the minimum requirements aren't designed to be the

minimum for best performance, they are the minimum to run the game at a

reasonable quality.

To get the best performance you need the best available hardware. But even

with the fastest RAM, CPU and video card the game will still slow down

sometimes when there are lots of explosions on the screen.

MY recommended minimum machine for reasonable quality looks like this: P4 or

AMD 1.2+ Ghz, 256 MB RAM, NVidia Ti4200 or better graphics card.

-------------------------------------------------------------------------------

XIV. PC Controls

Default Controls

G: Throw grenade

R: Reload weapon

E: Actions

TAB: Change weapon / Pick up new weapon (held down)

ARROW KEYS: Menu navigation

F: Pull out sword (single player only)

W: Move forward

S: Move backward

D: Sidestep right

A: Sidestep left

Z: Zoom In (scope weapons)

X: Zoom Out (scope weapons)

SPACE: Jump

LEFT CTRL: Crouch

V: Night vision (single player only

ESC: Pause game

MOUSE: Aiming

MOUSE 1: Primary fire

MOUSE 2: Secondary fire

F1-F10, NUM LOCK: Taunts (online)

F12: Show scores (online)

The controls can be remapped to your own personal liking in the launcher, I

like the default, but put grenades on Mouse 3, this makes throwing grenades

online really easy, you don't have to stop moving to reach for the G key.

-------------------------------------------------------------------------------

XV. Single Player Missions

The enemy A.I. in the PC version is a little bit smarter. They appear to "see"

you better and attack sooner. Some of the hiding spots and tactics I used in

the PS2 version don't work so well on the PC. I'll do my best to give you

workarounds.

Watch Towers - This level is the same up to the end. The hiding spot along the outer wall of the

courtyard will not protect you from 2 of the snipers. They will still shoot at you. If you have the

autogun pull it out and switch on the night vision. This will make the 2 snipers pop out. Use the

alternate fire of the autogun to kill them. Then wait in that corner until the ramps open again.

There are 2 other snipers but they can't hit you if you stand in the corner.

Descent - The beginning of this level is a little different. There are 3 marines and 1 chaos raptor in

the trenches. Stay on the block you start on. The first marine will come down the trench in front

of you, blast him with the rail rifle. Then watch the far end of the trench. This is where the other 2

marines and the raptor are prowling. They will see you but not enter the trench. Pick them off

with the scope from this far distance. This will allow you to dodge their shots with ease. The

marine with the bolter will sometimes go into the trench and you'll have to fish him out the regular

way.

Convergence - There are several differences with Convergence. The first one is with the 4 chaos

marines with rocket launchers just after the blue face room. Here's how to get by them. After

the portal door opens step onto the downward ramp. Stay on the right side, walk real slowly a

few steps out until you see the first marine come running up the ramp to your left. Back up into

the small room and wait behind the column. The marine will stop at the bottom of the ramp and

fire at you. He should miss. Quickly blast him with the rail rifle. He will kill himself if you

miss. Now step just outside of the doorway and look down below the ramps. You'll see the next

marine, snipe him too. If you move too far out, he will see you and start shooting. Now run

down the ramp and turn the corner. Keep walking down the next ramp. When you round the

next corner you should see the 3rd marine. The marine will probably see you and fire. Shoot

him quickly. Continue down the ramp to the fourth marine as normal and snipe him.

The next difference with convergence is the fight at the bottom of the first elevator with 2

marines and a dreadnaught. The marines will not sit around and ignore you like the PS2 version

so we must take them out first. Walk to the opposite side of the room to activate the 2 chaos

marines. Stand behind either of the 2 columns next to the door and let them come out. They will

ignore you until you fire at them. Shoot one in the head and he'll drop. The other one will see

you, shoot him too. Now run back toward the dreadnaught. He will have spawned in by now

and is firing at you. Use the columns for cover as you run. Shoot out his autogun arm first, then

he's defenseless.

The third difference is the fight with the chaos spawn. The hiding spot in the PS2 along the wall

does not work here on the PC. you must fight him. I recommend a hit and run tactic. Slowly back

up giving him ground as you pump meltagun ammo into him. Break off the attack to deal with his

friends as he summons them. Just keep retreating and walking over the red healths as you need

them.

-------------------------------------------------------------------------------

XVI. A note about the patch

The patch available for easy and free download via the launcher fixes a number

of minor issues in multiplayer and a few in the single player campaign too. I

strongly recommend downloading the patch.

-------------------------------------------------------------------------------

XVII. Gamespy Arcade

I recommend not using the gamespy arcade options in the launcher menu. I have had a very

difficult time actually connecting to games through the gamespy arcade. I'd say about a 40%

success rate.

Use the multiplayer menu in fire warrior instead, this works 99% of the time. Gamespy arcade

launches into the fire warrior multiplayer menu anyway so it's really just an extra step that isn't

needed and makes connections more difficult.

Maybe they'll fix it with a patch. Until they do, don't bother with the arcade for multiplayer, just

launch fire warrior and go from there.

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Submitted by jkatz419 - Created 10/1/03 (Last Modified 11/4/03)
See All Warhammer 40,000: Fire Warrior Walkthroughs and FAQs

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