1. Game Introduction -history 2. Game Basics -controls -option menu -main menu *map* *customise SPR4* *database screen* *item* -life support -enemies -playing the game *combat* *actions* -facilities 3. Character Profiles 4. AR2 Codes (U.K. PAL Version Only) 5. Walkthrough 6. Frequently Asked Questions 7. Dog Tag List ------------------------------------------------------------------------ 3. Game Introduction ------------------------------------------------------------------------ MISSION BRIEFING F.A.O.: Special Reconnaissance Unit, US Marine Corps RECORD NO.: 2005E0412 DATE: December 24, 2005 OPERATION: í¢â‚¬ËœCold Limití¢â‚¬â„¢ TARGET LOCATION: Fort Stewart, a high security government research facility in Antarctica REGION BACKGROUND: Antarctica surrounds the South Pole. A place of extremes, it is the highest, coldest and windiest continent. It is covered by an ice sheet with an average thickness of 2000m, which contains almost 70 percent of the worldí¢â‚¬â„¢s freshwater and 90 percent of the worldí¢â‚¬â„¢s ice. Huge icebergs break off each year from the floating ice shelves and half the surrounding ocean freezes over in winter, more than doubling the size of the continent. The lowest temperature ever recorded on earth (-89 degrees C) was measured at the Vostok research station in Antarctica in 1983. MISSION BACKGROUND: Three days ago, an emergency distress call was sent out by the Fort Stewart research team from their Antarctic base. Since this call was made, no further communication has been received. Repeated requests for more information have gone unanswered. Nothing is known about the function of the facility, or the current status of the personnel stationed there. MISSION OBJECTIVES: Red Light team will travel to Fort Stewart in a C-17E transport plane. On arrival, the primary objective will be to evaluate the situation and exterminate the source of the problem. The RECON Unit must then restore the facility to working order and rescue - or at least account for - the research team personnel. MISSION STATUS: Highly confidential. As so little is known about the nature of the threat in Fort Stewart, it is difficult to estimate the potential risk to human life. Judging by the lack of communication from the facility, it must be assumed that the risk is high. Ensure that you are fully armed and prepared for combat at all times. ---History--- You are Dennis Riley, experienced operative and member of the RECON unit assigned to investigate what has occurred at Fort Stewart following the breakdown of all communication with the facility. Researchers at the base had been investigating an alien creature, codename ORIGIN. But the last contact received from Fort Stewart was a distress call, explaining that ORIGIN has become uncontrollable and urgent assistance is required to contain it. Dennis Riley is immediately dispatched to the base to control the malign being that has escaped from its lab confines. With their mission brief simply to 'exterminate' the threat, on 24 December 2005, Riley and his team board a plane for Antarctica. Within a short distance of their destination, the military plane suffers a mechanical fault and one of its engines inexplicably bursts into flames, forcing it to crash-land. Remarkably, all crew survive the incident. But will they all be as lucky once inside Fort Stewart? As each RECON member faces the strongest test of their military skills, survival instincts are finely tuned, adrenaline rushes throughout the body, and fear is pushed to the furthest recesses of the mind. It's extermination time and natural selection will ensure the weak - both military and alien - are obliterated. ------------------------------------------------------------------------ 4. Game Basics ------------------------------------------------------------------------ ---Controls--- UP, DOWN, LEFT, RIGHT etc - Move character, move gun sight, move menu cursor. X (Cross) Button - Action button, confirm selection.  (Square) Button - Sweeping (strong) knife attack, use secondary weapon attachment. / (Triangle) Button - Display in-game menu, return to game from menu. O (Circle) Button - Quick knife attack, primary weapon attack, return to previous menu. L1 Button - Centre camera behind main character, use zoom scope (when zoom scope is attached). L2 Button - Use zoom scope (when zoom scope is attached). L3 Button (push left analog stick in) - Manual reload for primary weapon. *Note* Secondary weapon attachments cannot be manually reloaded. R1 Button - Hold for third person aiming. R2 Button - Hold for first person aiming. START Button - Display in-game menu. SELECT Button - Display Option Menu. *Note* These are the Type-A default controls. You can change the controls from the Option Menu, which is explained later. Also, from now on all buttons will be represented by the following icons: ****************************** * * * X = Cross button. * *  = Square button. * * / = Triangle button. * * O = Circle button. * * L1 = L1 button. * * L2 = L2 button. * * L3 = L3 button (press left * * analog stick in). * * R1 = R1 button. * * R2 = R2 button. * * START = Start button. * * SELECT = Select button. * * UP, DOWN etc. = D-Pad * * directions. * * * ****************************** ---Option Menu--- Accessed from the Title Screen (by selecting í¢â‚¬ËœOptioní¢â‚¬â„¢) or by pressing SELECT mid-game. To change the following game settings, first highlight the setting you want to adjust and press the X button. Press the X button again when you have finished making your changes. To cancel, press the O button. VIBRATION - This option allows you to turn the Vibration Function of the Analog Controller (DUALSHOCK2) ON or OFF. Press LEFT or RIGHT to make your selection SOUND - Press LEFT or RIGHT to select STEREO or MONAURAL audio output. ADJUST SCREEN - Select this option and press UP, DOWN, LEFT, or RIGHT to adjust the screen position. Then press the X button to confirm or the O button to cancel and restore the default setting. The Option Menu will be displayed. BRIGHTNESS - To ensure that you have the best brightness settings to enjoy Extermination, adjust the brightness of your television until the blocks on the right of the redline on your screen turn black. BUTTON CONFIG - Use this option to choose one of three control types. Press LEFT or RIGHT to view the available configurations. LOAD - This option will only be displayed when you have accessed the Option Menu during the game by pressing the SELECT button. It allows you to load a previously saved file - as long as you have a PS2 memory card with an Extermination save game file on it! DEFAULT - Press LEFT or RIGHT and select YES to cancel any changes you have made on the Option Menu and restore the default settings. RETURN TO THE TITLE SCREEN - Displays the Title Screen. END GAME - This will only appear if the Option Menu is being displayed during a game (by pressing the SELECT button). ---Main Menu--- You can pause the game and display this menu by pressing the START button or / button. Use it to check the status of your health and view the items in your possession. Press UP, DOWN, LEFT, RIGHT, etc. to highlight options, and press the X button to accept. You can view the previous screen by pressing the O button. Pressing the / or the START button at any time will resume the game. STATS - Your characterí¢â‚¬â„¢s personal statistics (displayed in the top left-hand corner). BATTERY - Battery capacity and remaining units of power. There are two custom battery parts to find in Fort Stewart which can raise your battery capacity to a maximum of 24 slots (displayed just below the Stats). SPR4 - Current status of SPR4 Assault Rifle and number of bullets remaining (displayed just below Battery). HEALTH - Amount of health you have left. Your health will be depleted naturally as you use up your bodyí¢â‚¬â„¢s resources. It will decrease rapidly if you are injured. The game will end if the health gauge reaches zero. If you sustain very severe damage, for example by falling from a great height, the game will be over immediately. Please note that your maximum health temporarily drops to 60 when you become infected with a virus. It will return to 100 once you have got the virus out of your system (displayed in the centre of the Main Menu). INFECTION - You begin the game with 0 percent infection. If you are exposed to biological hazards or attacked by infected enemies, this will begin to increase. Should the infection reach 100 percent, your health will start to rapidly deplete. The only way to cure yourself of COMPLETE infection is by using the MTS - Medical Treatment System (displayed to the right of the health gauge). SWITCH - Use this to access the screens described below. Press and hold UP, DOWN, LEFT, RIGHT etc. to select the screen you want to display and press the X button to confirm. You can choose to display the MAP, CUSTOMISE SPR4, DATABASE or ITEM screen. *Map* - Use this option to view any maps you have acquired. First select the map you want to look at by pressing LEFT or RIGHT followed by the X button. Press and hold the R1 button to zoom in or the R2 button to zoom out. Press UP, DOWN, LEFT, RIGHT to move the map around the screen. The red triangle represents Dennis (you) and any orange dots represent your next location. *Customise SPR4* - This screen enables you to customise your SPR4 (Special Purpose Rifle). This is the assault rifle officially adopted by SOCOM (US Special Operations Command) which RECON has developed and modified for its own use. Various items can be installed on different parts of the weapon. -RUS A- - Upper RUS - RECON universal socket for attachments. Collect and install the DOG TAG RADAR to view the location of mutilated soldiers. Their positions will be displayed on the radar in the bottom left-hand corner of the screen. -M.A. Parts- - Select this option for multiple attachments. -Selector- - Use this to select the rifleí¢â‚¬â„¢s rate of firing. You can choose between SINGLE FIRE - single shots - or 3 ROUND BURST, which is more effective but which will use up the ammo faster. It is possible to acquire an attachment that will enable your rifle to fire continuously when set to FULL AUTO. -Scope- - Choose a scope to attach to your rifle. The DOT SIGHT UNIT is the default laser scope. It enables you to aim from a first-person perspective using the laser spot targeting system. The laser will change from red to orange when it is locked on to a target. Later in the game you can collect a ZOOM SCOPE, a sniper sight with a powerful zoom function, and a NIGHT VISION attachment. -RUS V- - Lower RUS - RECON universal socket for attachments. The default attachment is the TACTICAL GRIP UNIT, which has a powerful torch as to assist aiming. It is also possible to acquire other attachments such as the SHOTGUN, a powerful but short-range weapon. The FLAME-THROWER is useful for close-range combat against static enemies. The GRENADE LAUNCHER is powerful but slow to reload - a good long-range weapon. The revolver style magazine of the 6 SHOT GRENADE LAUNCHER allows for a faster rate of fire. All of these firing attachments require special ammo. SELECTING AND ATTACHING ACCESSORIES Use the switch on the CUSTOMISE SPR4 screen to select the part of the rifle you want to attach them to. The available items will be displayed. Select one by pressing UP or DOWN, and then press the X button to install the item. *Note* Items in the M.A. PARTS section are installed in multiple parts of the rifle. Many of these items are extremely powerful. Select them carefully according to the situation you find yourself in. Here is the complete list of customised parts for the SPR4: SPR4 The SPR4 is the United States Marine Corps RECON official issue. It is a new type assault rifle and allows the user to employ three options: either single shot, 3-point burst or full auto. Interior expandability is high - by installing the power-up parts inside the rifle, it is possible to transform the arm into a fully automatic rifle with selector operation. Furthermore, reduction of recoil shock is assured by the installation of the RUS (Rail Unit System), and it is also possible to attach various tools to the main body sections according to mission objectives. In brief, the SPR4 greatly improves the soldier's fighting ability and, most importantly, his chances of survival. FULL AUTO PARTS Enables you to configure the SPR4 for full automatic firing when the  button is held down whilst aiming. Be careful though, ammo is used up with alarming speed. FLAME-THROWER UNIT Enables user to throw flames as a sub-plot. A special cylinder is necessary. DOT SIGHT Allows for initial issue sight. NIGHT VISION SCOPE UNIT Enables starlight-type night vision scope. GRENADE LAUNCHER UNIT Allows user to fire grenades as a sub-shot. Special rounds are necessary. TACTICAL GRIP UNIT Enables light rays to be applied through the sub-shot button whilst allowing the user to hold SPR4 at appropriate combat position. SHOTGUN UNIT Allows user to fire shotgun as a sub-shot. Special rounds are necessary. SPECIAL INTERCEPTION UNIT Additional shooting assistant accessory. Can be locked on to any enemy caught within immediate sight. DELTA AUTO SIGHT Shooting assistant accessory. Allows user to target 3 bodies simultaneously. 6 CONSECUTIVE SHOT GRENADE LAUNCHER UNIT Enables 6 grenades to be launched at any one time. DOG TAG RADAR UNIT This radar unit can detect soldier dog tags within a limited range. ULTIMATE LAUNCHER Additional shooting assistant accessory. Can be locked on to any enemy caught within immediate sight. Requires Ultimate Launcher Parts A, B and C to use. *Database Screen* - This screen is used to view any documents you may have found whilst exploring Fort Stewart. Keep a lookout for such items, as they may help you piece things together. You can also look at memos you have written. Press LEFT or RIGHT to choose a category, and then press UP or DOWN to select the document you want to read. Press the X button to display its content. *Item* - Use this screen to view the items you are currently carrying. Items are divided into the following categories: Event Items - Objects that can only be used in certain areas, such as keys. Battery - This is used for various operations. Equipment - Items that are used automatically when needed, such as the Arctic parka and the climbing spikes. You can also acquire a pulley harness which will enable you to slide down zip lines. Healing Items - These items can be used to restore your health and/or cure infection. They can also be used at any time via the Main Menu. You can also select RETURN TO MAIN MENU from this screen. Viewing And Using The - To take stock of items you are currently Items In Your Possession carrying, highlight and select the appropriate category. You can scroll through the available items by pressing Up or DOWN. To use an item, highlight it and press the X button. ---Life Support--- Life support items are vital aids to the survival of the operative during his mission at Fort Stewart. There are many such items located within the facility. But without the swift retrieval and application of these items, the soldier's days at the Fort will be numbered. JELLY Standard issue health kit that comes in many forms. Jelly A heals 30 percent of any damage incurred, Jelly B heals 100 percent. Furthermore, while single jelly heals damage, double jelly has the dual power of being effective at healing both damage and infection. VACCINE Should you locate the vaccine, be aware that it can only be utilised in vaccination machines, which are scattered around the base. If used in the correct manner, the vaccine provides effective defence against all damage and infection. It should always be utilised in cases where persons have become completely infected. CLIMBING SPIKES Climbing Spikes are extremely useful devices that can be clamped to your boots, allowing for safe and effective scaling of ice walls. ARCTIC PARKA Do not underestimate the severe cold you will experience at Fort Stewart. Located in the Antarctic, much of your mission will take you outside so the cold protection jacket will be a crucial factor in your survival. PULLEY HARNESS Utilise Harness B when attempting to slide down zip lines. By successfully doing this, you will be able to access concealed areas within Fort Stewart. BATTERY Batteries form an indispensable part of your survival kit. Batteries must be charged on a special battery power source, or on electrical re-charger, which are concealed within Fort Stewart. SUSPENSION HARNESS By employing its unique hook, Harness A enables you to shoot while moving along the monkey bars. While hanging from the harness, it is still possible to take aim while remaining steadily suspended. --Enemies--- All creatures encountered in Extermination possess a life preservation organ called the 'Core'. The Core forms both the brain and heart of each creature, and it is only when the Core is destroyed that the creature is debilitatingly injured or killed. But should the enemy be exposed to corroding liquid HO-213, it will evolve to its second, more powerful stage. And most creatures do transform in this way, increasing their offensive power, stamina and resistance against your attack. Life forms that have changed into mutants via infection - a process whereby the life form obeys its instincts and searches for prey or becomes itself a physical trap waiting to capture victims - become creatures, both animal and humanoid. BUGS (HYDRAS) Infected insects have mutated genetically, and as a result, are capable of 'self-duplication', thus multiplying exponentially. Individually, their offensive power is weak, but when attacking in swarms, these creatures are not to be underestimated. In addition to spitting an infecting liquid called HO-213, they attack by attaching themselves to their victims and then bursting, covering the victim in viral liquid in the process. WATCH DOG The Watch Dogs are the end-product of an infesting initiative whereby dogs were used for research. During an attack, half the Watch Dog's body becomes dislocated from its mouth, and it moves with extreme velocity. However, this creature's strong offensive powers are hindered by low endurance. NIGHT STALKER HO-213 has mutated bats into the Night Stalkers, which attack from the air. Although both offensively and defensively weak, they become much more formidable when paired up with other creatures. GUNNER Derived from the RECON team, the Gunners retain the strong fighting instinct instilled into them during their military training as humans. Featuring an assault rifle that is melded to their bodies, the Gunners are impressive enemies that are strong defenders and attackers. HUMAN Humans have also been infected by HO-213, and are characterised by their extremely ugly appearance. Originally researchers posted to work at Fort Stewart, these mutants are fairly weak in defence and attack. But be cautious of Humans which have reached the second stage of mutation. Other humans to watch out for are those which have mutated from the Fort's security guards - they attack with a knife that is fused to their body. These are more obtrusive. PREDATOR The fusion-evolution result of combining infected lab predators and lab primates. The Predator is the only creature that can be active outdoors as well as in, thanks to its molecular structure which can crystallise, forming an exoskeleton, in open air conditions. Conversely, the Predator cannot inhabit warm areas. It can also alter the refractive index of its body surface crystals, allowing it to become invisible. MUTANT GUNS Sentry guns that have been infected with the HO-213 virus. It is very weak and can easily be terminated by shooting its core next to the gun barrel. If it detects you it will shoot infecting acid at you which will both cause damage and infection. HYDRA REPLICATORS They look like the egg sacks seen in the Alien films and are very easily disposed of. It causes no direct damage to you, but can churn out and endless supply of Hydra if it is left alone. Kill it quickly to stop it producing more of those pesky Hydras forever. WATER INFECTED BY HO-213 Certain puddles of water around the Fort Stewart complex are infected with the HO-213 virus. These puddles latch on to any living creature that touches the puddles and infects them. They cannot be killed and the only way to avoid infection is to constantly keep in the move when moving through such puddles of infected water. There is also another manifestation of water infected by HO-213. This type of water does not infect you when you step into a puddle, but instead takes form and attacks you. Looking like the creature seen in the film í¢â‚¬ËœThe Abyssí¢â‚¬â„¢, it cannot be killed so you must avoid it if you can. MUTANT PODS They look like the normal pink blobs of organic matter you see on the floors with one exception; they have a blue egg-shaped core in the middle of them. Unlike the normal blobs, you cannot pass over them without taking damage. Try to do so and they spike you! Just shoot the blue core to permanently disable them. ---Playing The Game--- *Combat* Each member of the RECON Unit is armed with a knife and an SPR4 Assault Rifle as standard. Evaluate every combat situation carefully so that you can select the most effective mode of attack. -Using Your Knife- - Press the  button to execute a sweeping knife attack or the O button for a quick knife attack. A sweeping knife attach has longer range and more power, but can leave you open to enemy attack. You will find that your knife is useful destroying objects such as wooden crates and padlocks so use it to save on some ammo. It can also be used to slash electrical cables (useful for those annoying turret guns). Only resort to your knife in combat as a last resort. -Using The SPR4 Assault Rifle- - The SPR4 can be used to carry out a variety of attacks, depending on the attachments fitted (see the CUSTOMISE SPR4 section for more details). To use it, first take aim by pressing and holding the R1 button for third-person perspective or the R2 button for a first-person perspective. Shooting From Third-Person - If you choose this perspective, your character will still be shown on the screen. The gunsight will automatically stay trained on the enemy you are attacking. Shooting From First-Person - Pressing and holding the R2 button will enable you to see from your characterí¢â‚¬â„¢s viewpoint. You can the aim the gunsight by pressing UP, DOWN, LEFT, RIGHT etc. *Note* Press UP to aim the rifle downwards and press DOWN to aim up. *Actions* Press the X button to perform an action. The type of action your character carries out will depend on the situation, as explained below. -Collecting And Using Items- - To pick up an item or open an item box, stand directly in front of it and press the X button. You can also sometimes find useful items in wooden crates - break these open by shooting them or using your knife. If you press the X button whilst in a location where an Event Item you are carrying can be used, the item will be used automatically. To use a healing item, you will need to access the Main Menu, which is explained previously in this FAQ. -Jumping- - Press the X button when you are at the edge of a surface to jump across to the other side. Taking a run-up will enable you to jump further. Jumping can be a useful evasion technique when facing enemies. -Climbing- - To pull yourself up onto ledges, climb onto objects etc., press the X button whilst standing in front of them. Some ledges will require you to press the X button twice - once to grab onto the ledge, after which you can edge sideways by pressing LEFT or RIGHT, and once to pull yourself up. -Traversing Narrow Surfaces- - Sometimes you will need to edge along a wall with very little space to move. Your character will automatically adopt the correct position when necessary. Take care when manoeuvring like this - it can be quite easy to fall. The same goes for walking along objects like pipes. You may find that pressing the L1 button to centre the camera helps you to maintain balance. -Using Ladders And Overhead Bars- - To climb a ladder, press the X button whilst standing at the foot of it. Then press UP, DOWN, LEFT, RIGHT etc. to manoeuvre. It is possible to jump from one ladder to another by leaning to one side by pressing LEFT or RIGHT and then pressing the X button. To hang from overhead bars, stand directly beneath them and press the X button. You can then manoeuvre in the same way. To drop from the bars, press the X button again. When you have reached the end of the row of bars and are preparing to jump off them, press the LEFT analog stick to increase momentum and then press the X button to jump off. -Shaking Enemies Off- - Some enemies you come across will try to physically attach themselves to your body. You can shake them off by tapping the X button rapidly. Press UP, DOWN, LEFT, RIGHT etc. at the same time to increase the effectiveness of this manoeuvre. ---Facilities--- There are a number of facilities you can use in and around Fort Stewart. Battery - Many pieces of equipment that you come across are battery- operated. Once you have acquired a battery, you can power such equipment by standing in front of it and pressing the X button. This will not work if you have insufficient units of power. To recharge your battery, press the X button whilst facing a recharger. There is no limit to the number of times you can recharge your battery. Ammo Depots - Use these to replenish your stock of ammo for the SPR4. Stand in front of them and press the X button to reload your magazine. You can do this as many times as you need. MTS - An MTS (Medical Treatment System) is a medical facility that can be used to cure infection. You can only use it if you have a dose of MTS vaccine. Operate it by standing in front of it and pressing the X button. You will be cured of infection and your health will be restored. MTS treatment is also the ONLY way to cure 100 percent infection. Doors - To open a door, go up to it and press the X button. If this doesní¢â‚¬â„¢t work, the door may be locked or blocked on the other side by some kind of heavy object. there may be another explanation, but you must discover this for yourself... If the door has been padlocked, destroy the lock with a weapon (preferably your knife - it saves ammo). If it has an internal lock, there will be an indicator lamp above it - a red light means that the door is locked. It may require a key to open it, or you may have to search the surrounding area for an operating device. ------------------------------------------------------------------------ 5. Character Profiles ------------------------------------------------------------------------ NAME: Dennis Riley AGE: 24 HEIGHT: 5ft 11" WEIGHT: 154 Pounds GENDER: Male RACE: Caucasian COMMENTS: Expert in Special Forces operations and various weapons. A rebellious teenager, Dennis soon changed his ways after an accident robbed him of his parents. On joining the Marines, he was assigned to the RECON unit, specifically team "Red Light". It was during this time he met and fell in love with Cindy, and - along with a group of fellow marines that included his best friend and Cindy's boyfriend, Andrew - Dennis took part in several Special Forces missions. Tragically, Andrew was killed during one such operation. Blaming Dennis for what happened, Cindy sought to quell her grief by taking a position at Fort Stewart, a top secret government facility in the Antarctic. A year on from this event, Cindy is still holed up at the outpost, and Dennis's attempts to contact her have been unsuccessful. NAME: Cindy Chen AGE: 24 HEIGHT: 5ft 11" WEIGHT: 124 Pounds GENDER: Female RACE: Half-Chinese, Half-Caucasian COMMENTS: Has recently regained confidence, and is skilled in both languages and computers. Miss Chen comes from an affluent background, and is highly educated, majoring in molecular engineering at college. Following a night out with friends, Cindy met Andrew, who was so persistent in his pursual of her, that she was almost forced into entering a relationship with him. But as time went on, Cindy began to warm to Andrew and it was just as their relationship became more comfortable that she learned of Andrew's death in action from his best friend, Dennis Riley. Needing time to reflect on the tragic turn of events, Cindy decided to accept a job at Fort Stewart. Still there now, Cindy believes the outpost will afford her the isolation she needs to come to terms with her loss. NAME: Roger Grigman AGE: 26 HEIGHT: 6ft 4" WEIGHT: 154 Pounds. GENDER: Male RACE: Caucasian COMMENTS: Very handy with his knife. Born in the slums of New York City, Roger's father was a drunk and his mother a prostitute. But he was saved from growing up as a hardened criminal by entering a school that was funded by local firemen. And when he turned 16, Roger decided to join the Marines in a bid to give something back to society. It was while at the RECON unit that he became close team mates and personal friends with Dennis and Andrew. He even consoled Dennis when Cindy chose to embark on a relationship with Andrew. But fate had a much more disastrous event in store for the group of friends, and still to this day, Roger continues to wonder if he could have prevented Andrew's death. NAME: Mark Mattigan AGE: 36 HEIGHT: 6ft 1" WEIGHT: 154 Pounds GENDER: Male RACE: Caucasian COMMENTS: Decorated war hero who created Team Red Light, the most elite unit in RECON. Mark's family has always been involved with the military - his grandfather was in the armed forces and his father was a Vietnam war hero. When Mark continued the family tradition and entered the marines, his talents were quickly recognised, and he was soon initiated into the RECON team during the Gulf War. Indeed, along with the Navy SEALS, Mark was an integral part of the victory in Iraq in 1991. After the war, he became the first leader of Team Red Light, the anti-terrorist unit. Since then, he has continued to lead a number of operations, and cares about his fellow soldiers as if they were his own brothers or sons. ------------------------------------------------------------------------ 6. AR2 Codes ------------------------------------------------------------------------ Here is a selection of Extermination cheat codes for Datelí¢â‚¬â„¢s Action Replay 2. More codes may be listed at the CodeJunkies site as I will probably not update this section of the FAQ: (M) (This code MUST be activated!) EC8D348C 1456E60A Infinite Health 4C18B376 145625DD 4C18B4FE 145625DD 0% Infection 4C18B37E 1456E7A5 4C18B38C 1456E7A5 Inf Nato Ammo 4C18BB5C 1456E404 No Reloads(Nato Ammo) 4C18B806 1456E5D6 Inf Shotgun Shells 4C18BB50 1456E404 Inf Grenades 4C18BB4E 1456E404 Inf Napalm 4C18BB52 1456E404 Inf Rockets 4C18BB58 1456E781 Have Inf Battery Power 4C18BB56 1456E7C9 Have 99 Recovery Type A 3C18BB26 1456E788 Have 99 Recovery Type B 3C18BB27 1456E788 Have 99 MTS Vac. 3C18BB2C 1456E788 Have 99 Booster Type A 3C18BB2D 1456E788 Have 99 Booster Type B 3C18BB2A 1456E788 Have Alpha keycard 3C18BB2B 1456E7A6 Have Beta keycard 3C18BB30 1456E7A6 Have Snow Truck Key 3C18BB31 1456E7A6 Have Train Key 3C18BB2E 1456E7A6 Have Crowbar 3C18BB2F 1456E7A6 Have Garys Bomb 3C18BB34 1456E7A6 Have Metal Plate 1 3C18BB35 1456E7A6 Have Metal Plate 2 3C18BB32 1456E7A6 Have Program Disk 3C18BB33 1456E7A6 Have Rogers Knife 3C18BB38 1456E7A6 Have all Dog Tags 3C18BB39 1456E7A6 4C18BB36 1456E6A6 1C18BB3C 1355E6A6 1C18BB40 1355E6A6 1C18BB44 1355E6A6 Have Tactical Grip 3C18B80C 1456E7A6 Have Shotgun 3C18B80D 1456E7A6 Have Grenade Launcher 3C18B80A 1456E7A6 Have 6 shot Grenade Launcher 3C18B80B 1456E7A6 Have Flame Thrower 3C18B810 1456E7A6 Have Dog Tag Unit 3C18B80E 1456E7A6 Have Zoom Scope 3C18B814 1456E7A6 Have Ultimate Launcher A 3C18B818 1456E7A6 Have Ultimate Launcher B 3C18B819 1456E7A6 Have Ultimate Launcher C 3C18B816 1456E7A6 Have Full Auto 3C18B817 1456E7A6 Invincible Mode 4C18B158 1456E6A8 Codes from the Codejunkies website (www.Codejunkies.com) ------------------------------------------------------------------------ 7. Walkthrough ------------------------------------------------------------------------ START - REAR OF COMPOUND Your first task will be to rendezvous with your comrade, Roger. To do this, you must first negotiate your way around the outside of the facility. You will need to take the elevator to the lower level. You will require a battery in order to operate it. To collect one, look for an Item Box. Stand in front of it and press the X button. You will pick up a 6 UNIT BATTERY. *Please note that button presses described in this FAQ assume that you are using the Type-A button configuration* You will then be able to activate the elevator by going to the battery power supply unit, on the left hand side, and pressing X. To make the elevator go down, face the control panel inside it and press the X button again. After leaving the elevator, you will need to climb over the ice shelf nearby. To do this, press X whilst standing next to the crates in front of it to climb onto them and over the ledge. Alternatively, you can break the crates open by using your knife ( or O buttons) or by shooting them (R1+ or R2+). Then climb over the wall by facing it and pressing X. Open the box found at the top for a RECOVERY UNIT A. Now go down the slope behind you to get the MAP off the wall. You will then need to cross a wide crevasse, using the roof of a truck as a bridge. You will find that your weight will cause the truck to fall downwards when step onto its roof - when this happens, quickly press X to leap across the gap. If you fail to do this in time, you will fall into the crevasse. However, there is a ledge that you may fall onto, from which you can climb back onto the truck by pressing X. You can then pull yourself out by pressing X again. Now go through the gate (in the fence) to find a box with another RECOVERY UNIT A in it. Climb the nearby ladder and shoot the barrels at the top (be careful not to get caught in the blast). To climb ladders, stand in front of them and press X (as described earlier in the FAQ). The barrels hid another box which contained a SPR4 MAGAZINE. Thereí¢â‚¬â„¢s nothing else here for now so go back down the ladder and go back out into the compound via the gate. Go up another ladder to the right. After talking to Roger, you will need to negotiate your way across another chasm, this time using a pipe as a bridge. This requires skill and precision of movement. Press UP, DOWN, LEFT, RIGHT etc. to cross the pipe _SLOWLY_ and carefully. If the camera angle becomes awkward, press the L1 button to centre the camera directly behind your character. Once you reach the other side, climb the ladder attached to the tower. You will find a RECOVERY UNIT B at the top. Climb back down to find that you must jump over another gap. To do this, you will need to take a good run-up, and press the X button just as you reach the edge of the ice shelf you are jumping from. Then you will be one more jump away from Roger. Take another run-up and jump over to the ledge with Roger on it. Wait for the cut scene to finish (or press START to skip it) and time your run through the faní¢â‚¬â„¢s rotating blades. SECTION B Ignore Rogerí¢â‚¬â„¢s order to í¢â‚¬Ëœsearch the surrounding areaí¢â‚¬â„¢ and enter the room that he just entered. take the MAP from the wall and also the FILE on the wall. Pick up another FILE next to Roger and then turn to face the wall to you left. If you look closely you can see that there is an air duct near the floor. Stand next to it and press X to enter it. Follow it round to yet another RECOVERY UNIT A (doní¢â‚¬â„¢t worry, youí¢â‚¬â„¢re going to need them!). Crawl back to the room with Roger and exit through the door that had the FILE on it (the door you entered by). Head right from here and steer clear of the flames - they will hurt you. Climb onto the crates on the right and jump onto the broken train carriage. You can now either jump again on to the ledge in front of you, or you can drop down and use the ladder to reach the ledge. Pick up the RECOVERY UNIT A and run along to the right to reach a door with a red light above it. Press X in front of it to find that it is locked. A short cut scene sees you talking to Roger. Go back to the room with Roger - collecting the FILE in the box found along the way - and press X next to him to talk to him. Roger will now open the door and tell you where you have to meet the rest of the Red Light Squad. Leave the room and go around the corner to find some doors leading to a save game point. Use it and then go through the door that Roger has just unlocked. SECTION A Was that a slug on the wall as you entered? It sure moved fast for any slug that I know! So if it isní¢â‚¬â„¢t a slug, then what the hell was it!? This my friends, is the not-so-friendly Hydra. You can learn about them in the Enemies section of the FAQ. Doní¢â‚¬â„¢t try to shoot all of them you come across - that will use up your ammo in no time at all. Only waste the ones that attack YOU! Go down the stairs pick up another FILE on the walkway. Turn around and head through the gate in the fence. Turn right and climb up the crates to find a RECOVERY UNIT A at the top. Mind all the Hydras though - theyí¢â‚¬Ëœre vicious little buggers when in packs. However, when you do climb up for it you can also pick up another FILE located on a body further along the ledge along with other goodies. Climb down a ladder near the body and climb up to the ledge opposite to find a SPR4 MAGAZINE in the crates. Be warned, some crates in this room house dozens of Hydras so you may want to shoot the crates from a distance instead of breaking them with your knife. Drop down and into the water to get BOOSTER SHOT TYPE A. Now head for the padlocked door labelled í¢â‚¬ËœControl Areaí¢â‚¬â„¢ and pick up the FILE on the dead body, watching out for the Hydras that feasted on the corpse. Now either shoot the padlock on the gate or break it with you knife and enter the room beyond. Pick up yet another RECOVERY UNIT A (no there isní¢â‚¬â„¢t too many of them - youí¢â‚¬â„¢ll probably use them all later in the game!) and walk up the stairs. Press X in front of the computer type device and watch the short sequence where the train changes position. Exit the room from where you entered and make your way to the section where the train used to be. Youí¢â‚¬â„¢ll find an air duct there which leads to a RECOVERY UNIT A, an SPR4 MAGAZINE and a MTS VACCINE (do this before you leave the room after activating the transformer or you cannot get these items). Go back out of the air duct and climb onto the now moved train. You can now jump onto the crates nearby and access the air duct above the transformer Room. Enter it and turn on the transformer. Collect the FILES in the room and destroy the crates so that the door is accessible. Leave through the door and now note that you no longer need to go through the duct to access the transformer room. Not that you need to go back in it anyway! Pick up the FILE in the water nearby and then head back out to the room where roger was fiddling with the computer. If you want to, you can destroy the crates near the transformer room for another RECOVERY UNIT A. Be careful though, one of the crates contain several Hydras that are released once you destroy the crate. Bad idea. SECTION C Now that power is restored, so are the security guns! Either skilfully dodge their fire whilst heading back to Roger or climb onto the ledge and cut their wires to disable them permanently. Whatever you decide youí¢â‚¬â„¢ll eventually reach the area where you first entered the complex to find Roger fending off a swarm of Hydras. Doní¢â‚¬â„¢t even bother trying to kill them from a distance to help Roger out - youí¢â‚¬â„¢ll just be wasting your ammo. As you close in a cut scene kicks in. I woní¢â‚¬â„¢t spoil the surprise for first-timers so you can find out what happens for yourselves... Pick up the SPR4 MAGAZINE in front of you and cross the lowered drawbridge entering the room on the left at the other side. This is the Intensive Care Unit where you can save your game and/or heal and cure any infection by using the MTS machine. The MTS machine is best used for severe or complete infection as it requires the rare VACCINE to use. It is better to use the BOOSTER SHOTS for less severe infection. Pick up the FILE and save you game. Recharge your battery by standing in front of the recharger and pressing X. Select YES at the prompt to fully recharge your battery. Go through the other door in the room to refill your SPR4 ammo at the Ammo Depot and to find a MTS VACCINE. Leave the room and enter the air duct located near the floor by pressing X. Pick up another MTS VACCINE, located to your left, and then swipe the FILE from the wall before climbing up the ladder to the left to get a MAP. On the wall opposite the ladder is a button - push it. As soon as you regain control of Dennis, steam back up that ladder like greased lightening to escape the mangled train wreck. Luckily for you, the runaway train created a passage into the adjoining room. Go through the newly made hole and get a RECOVERY UNIT A from the crate at the far end. Climb up onto the platform and pick up some DOG TAGS from in between the indestructible crates. Use the battery in the terminal next to the door and then go through the door. UNDERGROUND STORAGE/LV1 LAB Run over to the entrance to the Lv1 Lab and watch the cut scene with the mysterious woman (come on, as if we doní¢â‚¬â„¢t know who it is!) who writes the password for the elevator on the door. It is written backwards, but you should have no problem working out the code. If you do have trouble here it is; 51204791. After the cut scene, destroy a nearby crate for a FILE and then enter the room next to the Lv1 Lab entrance. Take the MAP off the wall as well as another FILE and use the computer to activate the conveyer belt and move the heavy object. Leave through the door you entered by and then destroy all the crates on the ground floor to find 2 more RECOVERY UNIT As. There is also a RECOVERY UNIT B on a platform at the top of the ladder in the centre of the room. If you walk over to the door you first entered the room by, you can shoot the padlock off the door to a cage which house 2 more items (a MTS VACCINE and a SPR4 MAGAZINE). Now go up the now clear conveyer belt and pick up another FILE which is located inside a crate at the top. Break the other crates to find some SHOTGUN SHELLS and then exit through the door to the right of the elevator. Break open the nearby crate to get another FILE. Dodge the Hydras as you make your way to the door opposite or shoot the barrels and kill them instantly in the blast. Make sure you have the TACTICAL GRIP equipped and that the flashlight is ON. The next couple of rooms are _VERY_ dark... In the next room, you have to aim your gun so that you can see whatí¢â‚¬â„¢s ahead. I advise that you kill ALL of the Hydras as this will make this room clear of all enemies for the rest of the game so you will not have to worry about the flashlight to see potential hazards. There is an MTS VACCINE in the crate at the very end of this corridor so make sure you get it before you go through the door. In the next room, jump the gap and pick up another FILE before carrying on to the end and entering the Control Tower. CONTROL TOWER Get the RECOVERY UNIT A inside the crate to your left and then pick up a SPR4 MAGAZINE before making your way carefully across the pipe. Smash the crates and duck under the power cables being mindful of the sparks. Grab the MTS VACCINE and enter the control room. Pick up the FILE and BOOSTER SHOT TYPE A and then press X in front of the computer. Enter the code the woman gave you (51204791 for those who have forgotten - shame on you!) and the elevator in the Underground Storage/Lv1 Lab area is now operational. Save your game and exit the room. There are two ways to make your way back from this room; you can either use the overhead bars to climb back across over the electrified water, or you can go back across the pipe again. If you choose the pipe, it will collapse but will still enable you to reach the other side without being electrocuted by the water. Before you go back, pick up the FILE from the box near the control room and also some more DOG TAGS (also near the control room). Climb the ladder on the side of the control room to reach a platform with a MTS VACCINE on it. Walk along the overhead platform and use the pipe dangling over the other side to reach a platform with a FILE on it. Jump across to the adjacent platform for yet another FILE. Now jump back to the entrance of the room using the platforms and be cautious of the electrified water. Exit the room and start to make your way back to Underground Storage area. When you get to the gap in the walkway you can either jump it as you did before or you can now use the ladder and pipe combination just before it to safely climb across the hole dropping down at the other side. Go back through the pitch black room (using your torch to spot enemies if you did not exterminate them all earlier) and back to Underground Storage. UNDERGROUND STORAGE/LV1 LAB The LV1 Lab door is now unlocked so go through it to find the mystery lady and learn a little more about the situation facing you. The mystery woman is Cindy Chen (surprise, surprise) and she gives you an ALPHA KEYCARD. After the cut scene, pickup the SHOTGUN SHELLS, ZOOM SCOPE and SHOTGUN UNIT in the room and immediately attach both the ZOOM SCOPE and SHOTGUN UNIT (youí¢â‚¬â„¢ll see why soon enough...).Exit the lab and go over to the far right hand corner. Press the switch there to raise the platform (and unleash some nasty little Hydras in the process) and then press the switch on the side of the forklift truck to raise the crate on it. This will make it easier to access the higher level later. Also, if you have not already got the goodies in the cage from earlier you can climb up the crates on the forklift truck, jump the gap over to the locked door and use the pipe on the wall to shimmy over and drop down into the cage. However, this process means a loss of health (due to the fall) so it is advisable to break the padlock at the ground floor and access the cage that way. As you have the ALPHA KEYCARD in your possession you can choose to climb the ladder in the pitch black corridor (on the way to the Control Tower) and access a room with a BOOSTER SHOT TYPE B and some SHOTGUN SHELLS. When you are ready, use the keycard in the slot to the right of the elevator in the Underground Storage area and get prepared to face your newest enemy - the mutant Human. On his own the Human would be quite easy, but he is backed up by several Hydras which make this fight slightly trickier. My advice is to quickly waste the Hydras in one go with a couple of well-aimed shotgun blasts and then retreat out of the mutant Humaní¢â‚¬â„¢s reach. To make this guy go down with much of a fight, use the first-person mode (L1) and aim for the glowing green í¢â‚¬Ëœcoreí¢â‚¬â„¢ located in his shoulder. This is his weak point (it is also the weak point of _ALL_ the mutants!). You can stand further back and still have a perfect aim by using the ZOOM SCOPE effectively. Once the mutant Humaní¢â‚¬â„¢s snuffed it, take the DOG TAGS in the purple pool of blood and enter the lift. Press the button located inside to use the lift. FRONT OF COMPOUND Once you have left the lift you can find a RECOVERY UNIT A in one of the crates. Go through the door to find another survivor - Travis, a journalist (or is he?). Watch the cut scene and then pick up the FILE. You can also refill your SPR4 ammo and save your game here too. When youí¢â‚¬â„¢re ready, press the switch on the wall to open the shutters and access the outside. Go around the corner to the right and take the MAP from the wall. Further around the corner you will find a door - enter it. You are now in the tool shed. Take the ARCTIC PARKA hanging on the hook, pick up the CROWBAR in the box and take the FILE from the wall. There is also a battery recharger in the Tool Shed if you need a recharge. I advise you do (youí¢â‚¬â„¢re running low by now, surely?). Doní¢â‚¬â„¢t go down the hatch in here for now, but instead exit via the door you entered by. Head back towards the shutters and climb the ladder you find on the way round (near to where you picked up the MAP). Pick up the nearby DOG TAGS then walk across the bridge. Take the FILE from the corpse and press X in front of the detonator. Select YES at the prompt and get the hell out of there! When the dust settles climb the ladder and go right when youí¢â‚¬â„¢re on the roof. Head towards the dome type structure and descend the stairs (pick up the NAPALM TANK on the way down). At the bottom cut the wires with your knife to disable the guns and pick up the BOOSTER SHOT TYPE B. Head back up the stairs and back to the newly created bridge. Once across turn left and walk over the fence covered in snow (thereí¢â‚¬â„¢s a small gap) to get the FLAMETHROWER UNIT. The other box contains a NAPALM TANK - ammo for the FLAMETHROWER UNIT. Head back to the bridge and move forward towards the new building. The soldierí¢â‚¬â„¢s cries should indicate troubleí¢â‚¬â„¢s ahead. Not one, but TWO Predators face you. These are formidable foes, but are vulnerable to heat. Use your FLAMETHROWER UNIT at close range aiming for the core of the beast. Be wary of the second predator attacking your rear. After sustaining severe damage, the predators turn semi-invisible making first-person aiming very difficult. Be prepared to use several healing items in this battle. Once defeated, pick up the box in the back of the truck which contains ULTIMATE LAUNCHER A parts. You need parts A, B and C for the complete ULTIMATE LAUNCHER, unfortunately you only get to use it for a short period of the game... Bummer! However, if you are lucky enough to own an Action Replay 2 for the PS2 then you can use the codes (mentioned in the FAQ earlier) to get _ALL_ the weapons whenever you want! One of the crates behind the van also contain a MTS VACCINE. Ascend the nearby stairs after collecting all the items and use the ladder. The laser trap can be deactivated with a careful slash of you knife. One wrong move though and it can literally blow up in your face! Unfortunately, the only way to get past these laser traps is to either deactivate them or get blown up by them! Climb the next ladder and jump the gap instead of descending the ladder. You woní¢â‚¬â„¢t be able to get up the other side so jumping is the only way. Climb down the ladder after the jump and climb down the next ladder too. Ití¢â‚¬â„¢s advisable to cut the cables of the guns to deactivate them before going through the next door. Take the 2 FILES in the next room and use your CROWBAR to access the Water Filtration Plant. UNDERGROUND WATER FILTRATION PLANT Drop down a level and use the narrow ledge to the left to avoid those nasty laser traps. You hear that squeaking? Thatí¢â‚¬â„¢s another new enemy - the Nightstalker. Weak on their own they are dangerous when paired with other mutants. Not to mention the fact that they are a bugger to aim at! Grab the DOG TAGS beneath the ladder before climbing it. A cut scene should now cut in. Pick up the MAP behind you and shoot the mutant Human from your position in relative safety (your ZOOM SCOPE is a big help) doní¢â‚¬â„¢t waste secondary ammo on this guy. Grab the overhead bars by pressing X whilst standing on the striped square and shimmy along and use another set of overhead bars. Keep a lookout for those pesky Nightstalkers. At the far end another cut scene is initialised which provides fresh information about Fort Stewart and its personnel. Pick up the FILE and use the valve by pressing X next to it. Make your way back to where you first entered the Water Filtration Plant via the overhead bars and ladders, and enter the door at the very beginning (which is now unlocked since you drained the place). Go down the stairs and pick up the SPR4 MAGAZINE in the water. Climb back onto the walkway and go up the other set of stairs. Pick up the RECOVERY UNIT A in the corner and climb the ladder nearby. Open the gate in this new area and take the FILE. Shoot the mutant Human when he comes into view, remembering to concentrate on the core. Press the switch on the right wall to activate the sprinkler system and douse the fire previously blocking your path. Climb up the ladder near the truck on grab the grating at the top and make your way over to the broken walkway segment in the far corner. Drop down onto it to collect an ULTIMATE LAUNCHER MISSILE. There arení¢â‚¬â„¢t to many of these babies. Laugh madly as you shoot a second mutant Human from you safe position. Laugh even more when he explodes into gooey mess! Walk onto the roof of the van and drop down safely. Pick up another FILE from the floor and press the second switch on the wall to jack-up the van. Crawl underneath the van to reach another hatch (collecting the RECOVERY UNIT A along the way) and breath a sigh of relief as you clear it just before it drops to the floor. Then curse as you find that thereí¢â‚¬â„¢s no way back. Descend the ladder, go up the steps and jump the gap. Cut the wire to disable the gun and grab the overhead bars. Jump to the ladder in front when you have cleared the bars and kill the mutant gun turret at the top of the ladder. Pick up the nearby SHOTGUN SHELLS and open the box at the far end to receive an ULTIMATE LAUNCHER MISSILE. You might as well get the RECOVERY UNIT B too while youí¢â‚¬â„¢re at it. When you have collected the items jump off the end to get back to where you started. Repeat your previous steps, but grab the ladder to your right as you are moving along the overhead bars. As Dennis says, you should do it whilst on the bars. To do this, hold RIGHT to lean towards the ladder and press X to jump and grab it. If you doní¢â‚¬â„¢t automatically do this then you are not properly lined up. Move along a bit and try again. Climb down about halfway and repeat the leaning and jumping technique to reach another set of overhead bars. Drop down at the end of the bars and climb up the following two ladders to finally reach the rendezvous point - B Wing. B WING Ignore the first door to your left and instead make you way up the stairs. Disable the laser trap and take the FILE off the wall. Go through the door about half way up the stairs to initiate a cut scene and be reunited with your comrades. Pick up all of the FILES and the RECOVERY UNIT A and save your game at the save terminal. Recharge your ammo and refill your SPR4 MAGAZINES by using the ammo depot. Exit the room and collect the FILE in front of you before making your wat around to the bar/billiards room. Pick up a MTS VACCINE and talk to Sonia (sat at the bar). After the conversation leave the Residential Quarters and climb the remaining steps and go through the door at the top to access the Rooftop. Ignore the gunfire and go around to the left of the stairs. Crawl around the corner disabling the laser traps as you go. Break all of the crates that you come across to receive SHOTGUN SHELLS and a NAPALM TANK. At the end there is a SPR4 MAGAZINE and some DOG TAGS. go back around the corner and climb the stairs to find the source of the gunfire. Your team mates are firing at a mutant Human that has attached itself to the water tank. Help them to shoot it down and watch the cut scene of the water in the cooler acting all í¢â‚¬ËœAbyssí¢â‚¬â„¢-like before freezing into a solid statue. Great way to show off the PS2í¢â‚¬â„¢s graphical capabilities doní¢â‚¬â„¢t you think? The Major will hand you the DOG TAG RADAR UNIT and youí¢â‚¬â„¢ll be whisked back to the Residential Quarters. Talk to Sonia to find out about the detonators and receive a SNOW TRUCK KEY. Go back into the MTS Machine room, heal and wounds and your immunity, refill your battery and SPR4, and save your game. Exit the residential Quarters once again and enter the door at the bottom, the one you ignored earlier. It would probably be wise to break the padlock first though... Two more mutant Humans now inhabit this room so waste them both. Use the SNOW TRUCK KEY on the flashing panel at the back of the truck to open it. Pick up the RECOVERY UNIT B, MTS VACCINE and the CUSTOM BATTERY PARTS. the CUSTOM BATTERY PARTS raise your batteryí¢â‚¬â„¢s capacity to 16 units and enables you to unlock doors that have high battery consumption. Go back out of this room via the door you entered by and descend back into the Underground Water Filtration Plant. At the bottom of the ladder, grab the FILE from the wall around to the right (disable the laser trap first, for goodness sake!) and use your battery on the slot near the door. As you now have a 16 slot battery you can gain access to Section D SECTION D Disable another laser trap with your knife and press the button inside the lift to activate it. Kill the Watch Dog out side and disable the sentry gun further down the hall, pick up the FILE and kill another couple of Watch Dogs. Doní¢â‚¬â„¢t miss the RECOVERY UNIT A in the crates. Disable another sentry gun and kill yet another Watch Dog. Collect the DOG TAGS on the other side of the overturned train carriage and kill the last Watch Dog up the stairs. Go through the door and waste yet another Watch Dog and also the two egg sacks on the floor. You might as well kill the other Watch Dogs in the area whilst youí¢â‚¬â„¢re at it and collect the FILE from the upper level. Pick up another FILE and destroy the crates so you can clear a path to the other side of the indestructible crates and pick up another set of DOG TAGS. Go down the corridor with the organic webs and get a MTS VACCINE from the small box near the floor. Go through the door next to the box to find a SPECIAL INTERCEPTION UNIT (which allows you to automatically lock onto targets in first person aiming mode). Exit the room and use your knife to cut through the organic webs and make your way to the Lv2 Lab door kill yet another Watch Dog hiding around the corner and pick up the DOG TAG. Return to the main area of the room and unlock the door at the end of the corridor, but doní¢â‚¬â„¢t go through - youí¢â‚¬â„¢re only doing this to make it accessible later on. Go back and enter the air duct in the wall on the upper level. There is a NAPALM TANK at the very end of the duct as well as some more DOG TAGS so get them if you want to. Whatever you choose, you must follow the air duct around to drop into a new room. Collect the ULTIMATE LAUNCHER MISSILE in the box before climbing into another air duct in the opposite wall. Follow it round to a room containing two corpses and a lot of alien organic matter. Drop into the room and pick up the DOG TAGS and METAL PLATE 2 and watch the cut scene with Dennis communicating with Sonia. Make your way back through both air ducts and walk back down the corridor to the door you unlocked earlier and go through it to find yourself back in (a radically altered) Underground Storage. UNDERGROUND STORAGE/LV1 LAB The area is now inhabited by fresh adversaries - two Gunners. As you have not encountered these enemies before, use extreme caution. From you vantage point on the upper level use the ZOOM SCOPE to snipe at the foes from above. Be careful though, a direct hit on the them makes them angry and they spray bullets all over the place. Take a shot at the core of a Gunner then take cover temporarily whilst he lets rip. Repeat the process when he has calmed down to kill him. Kill the second Gunner using the same technique before dropping down to the ground floor and talking to Gary. Enter the LV1 Lab to find that the bar across the lift inside has been lifted enabling you to access it. Use the lift and quickly exit to the door on the right when the lift doors open. Grab the FILES and the MAP and save your game at the terminal. Exit the save room and kill the mutant Human you avoided to get to the room. Go through the door opposite to the save room once you have wasted the mutant Human. Another mutant Human waits inside - take him out. Enter the room with the battery recharger and grab the FILE. Recharge your battery too whilst your at it. Exit the room an enter another room, this time next to the corpse. Kill the Hydra replicator on the ceiling and activate the switch to unlock the door in the previous corridor. Exit the room and go back to the corridor taking the unlocked door. Disable the guns by cutting the cables with your knife and enter the air duct in the wall just before the fire. Follow it around and exit out the other end. Pick up the RECOVERY UNIT A on the way. destroy the egg sack on the floor once you are out and disable even more sentry guns. Exit through the nearby door and take the MTS VACCINE and RECOVERY UNIT A found in the room beyond. waste the mutant Human lurking around the corner and enter the detonator room up the stairs. Collect the FILE and activate the detonator by pressing X in front of the flashing computer terminal. There is nothing more to do in the Lv1 Lab so back track to the Underground Storage Area (where you met Gary) and enter the door on the upper floor which is directly above where your team mate was sat. Go down the corridor and descend the stairs before turning right. Cut through the organic webs and enter the Lv2 Lab. LV2 LAB The lift in the next room is also now unlocked so use it. Kill the mutant Human that provides a nasty surprise - serves him right for making you jump! The next area will be pitch black so attach the TACTICAL GRIP and enable the flashlight. Kill another mutant Human roaming the corridor as you exit the lift before entering the room to the right of the lift. Grab the MAP and FILE and leave the room. Enter the door opposite, kill the Hydra replicator and smash the crates in the room to find a SPR4 MAGAZINE and the NIGHT VISION SCOPE UNIT. Attach it if you want to see in the dark, but I advise the TACTICAL GRIP as you can also still see whatí¢â‚¬â„¢s ahead if you use the third person aiming method. Been wondering what that ominous thumping sound was? Doní¢â‚¬â„¢t worry, youí¢â‚¬â„¢ll find out soon enough... Press the flashing green button on the terminal by pressing X and open the door to your right. Out jumps another mutant Human so dispose of him as quickly as possible in the small space that you have. Enter the room that the mutant human inhabited find that annoying Travis bloke again. After the cut scene pick up the FILE in the box and read it. It seems that Travis has been telling lies about who he really is... Leave the room and go back to the corridor with the lift. take the door at the end of the corridor (disabling the laser trap and picking up the FILE along the way). Use the crate in the next room to reach the grating on the ceiling and swing all the way around the corner to drop safely on the over side of the electrified floor. You may need to pause to use your HARNESS so that you can kill a few annoying Hydras along the way. Enter the next room and kill the mutant Human. Enter the detonator room at the top of the stairs, pick up the FILE, recharge your battery and activate the second detonator. Enter the air vent in the wall and grab the SHOTGUN SHELLS around the first right junction. Turn around and go straight ahead to find yourself the previous room. Grab the ladder to the right whilst hanging from the vent by leaning towards it and pressing X. Grab the SHOTGUN SHELLS, BOOSTER SHOT TYPE A and FILE at the bottom and climb back up the ladder. Lean and jump over to the pipe on the left of the air duct and use it to shimmy left to drop down at the exit to the room. Go through the door and run through the room to the door around the corner and go through. Doní¢â‚¬â„¢t worry, the floors are no longer electrified so youí¢â‚¬â„¢ll be fine. Use the lift to exit the Lv2 Lab and make your way back to the Residential Area where you first rendezvoused with your team and met Cindy and Sonia. Use the directions mentioned earlier in the FAQ or use your MAPS if you caní¢â‚¬â„¢t remember the route there. B WING Just before you enter the Residential Area of b Wing you find the woman from earlier, Sonia, dead outside. Take the BETA KEYCARD that she is grasping and enter the residential Area. Enter the infirmary, talk to Cindy and then stock up on ammo and battery power. Heal and cure any infection too if you wish. Save your game and leave the Residential area. As you now have the BETA KEYCARD you are able to access a previously locked door in the Underground Filtration Plant. Make you way back to the Underground Storage Area and use the lift on the upper level to access the Front Of The Compound once again. Enter the Tool Shed, but this time DO go down the hatch by using the CROWBAR. At the bottom of the ladder, cut the organic web with your knife and slide down the slope. Disable the laser trap and take the door in front of you. You find yourself on the same platform in the Underground Filtration Plant that the man attacked by a mutant Human was on. Grab the SHOTGUN SHELLS, CUSTOM BATTERY PARTS (which increases you batteryí¢â‚¬â„¢s capacity to the maximum 24 units) and the ULTIMATE LAUNCHER B PARTS. This is all there is to do in this area (hey, Doní¢â‚¬â„¢t complain! this is needed to get the ULTIMATE LAUNCHER near the end of the game!) so go back to the Underground Storage Area and go through the double doors on the ground floor to find yourself in the Underground Tunnel. UNDERGROUND TUNNEL Kill all three Gunners as you run past the train wreck and around to the right. Go through the door ahead and destroy the padlock on the door in the room beyond. Enter the now unlocked door. Youí¢â‚¬â„¢ll find yourself in the Intensive care Unit once again. Cure and heal if you need to and save your game at the terminal. Leave the room and run across the drawbridge that has been lowered once again kill the three Gunners that you encounter and also any Nightstalkers that attack you. Destroy the mutant gun at the end of the tunnel and enter the door to Section A. Run down the stairs and collect the FILE near the train and the RECOVERY UNIT A before dropping into the section with the boss creature. After the cut scene quickly pick up the GRENADE LAUNCHER UNIT in front of you and attach it to your SPR4 Assault Rifle. Avoid the tentacle by constantly staying on the move stopping only to fire occasionally at the core of the boss attached to the wall (It only shows itself for a few seconds at a time so make your shots count). Doní¢â‚¬â„¢t get to close to the part of the boss attached to the wall or it will spew out green gas injuring you as well as raising infection. Another attack to watch out for is the bossí¢â‚¬â„¢ swinging attack which is only avoided by staying pressed to the wall next to the bossí¢â‚¬â„¢ core. After a long fight the boss will eventually die and the security door will become accessible. Firstly, climb the stack of crates to get a NAPALM TANK at the very top. Now go down to the door to the Security Room. Use the BETA KEYCARD to unlock it before entering. Take the TRAIN KEY, FILE and MAP, then save your game. Exit the Security Room and use the TRAIN KEY on the red panel of the train (you will need to access the item menu) And youí¢â‚¬â„¢ll automatically head for the Power Plant. POWER PLANT Once you have escaped the wreckage, get a FILE from the crate in front of you and climb up the ledge to the left using the indestructible crates to help you reach. Disable the sentry gun and pick up the CLIMBING SPIKES in the box next to it. Grab the FILE next to the barrels to your right before heading towards the ice wall, initiating another cut scene. The Major would never do something like this - would he? Pick up the nearby DOG TAGS press the X button on the icy part of the wall to climb onto it. You could get the ULTIMATE LAUNCHER MISSILE from the ledge halfway up, but it is risky. If you decide to get it you will need to CAREFULLY walk over the edge so that Dennis turns and grabs the edge of the ledge. You can now get back onto the cliff face from here. When you reach the summit, another cut scene kicks in where the Major will give you the FULL AUTO PARTS and instruct you to retrieve GARYí¢â‚¬â„¢S BOMB. Pick up the BOOSTER SHOT TYPE A next to the inoperable lift and also the RECOVERY UNIT A from the narrow ledge jutting out from the cliff. Now make your way to the right of the Power Plant and disable any sentry guns you come across. Pick up 2 NAPALM TANKS and a RECOVERY UNIT A from the crates nearby and kill the two Predators that you encounter. If you doní¢â‚¬â„¢t mind going through this routine again you can pick up a couple of more items down a slope leading back to the train wreck on the right. If you do decide to do this you have to make your way back to the cliff summit. Whatever you choose, enter the plane next by sliding down through the cargo doors. Once inside, kill the Gunners and pick up the FILE and also some SHOTGUN SHELLS inside a crate nearby. Go left through the door, save your game and recharge your battery if need be. Exit the room and climb up a level. Smash the crates for a RECOVERY UNIT A and leap to the opposite ledge to get GARYí¢â‚¬â„¢S BOMB. It is also advisable to refill your SPR4 ammo at the same time by using the nearby ammo depot and turn around ready to leave. Getting out of the plane is slightly trickier than getting in... Climb on the crate near the end of the ledge and carefully jump and grab onto the crates in front of you in turn before leaping out at the end crate. If your feeling lucky, you could also take a short detour to pick up the GRENADE SHELLS on the nearby crates to the left before leaving the plane. Now that you have GARYí¢â‚¬â„¢S BOMB, head over to the lift after the cut scene and use it to get to the Power Plant roof. Did you wonder where Rogerí¢â‚¬â„¢s body got to after Cindy shot him earlier in the game? Well Roger didní¢â‚¬â„¢t die and he made his way to the Power plant roof - and heí¢â‚¬â„¢s pissed... After the cut scene enter the Main Menu and make sure your GRENADE LAUNCHER UNIT is attached. Keep on the move to avoid Rogerí¢â‚¬â„¢s missiles stopping periodically to fire a grenade at one of the many cores on Rogerí¢â‚¬â„¢s body. There is a RECOVERY UNIT B on top of the crates to your left. If youí¢â‚¬â„¢re feeling brave you can climb up onto the higher platform by using the ladder to the right and jump through the gap in the fence to land on Rogerí¢â‚¬â„¢s platform and face him head on. You really should only do this if you run out of GRENADE SHELLS or you have a suicidal nature. Once Roger is finally dead take his DOG TAGS and ROGERí¢â‚¬â„¢S KNIFE that are nearby and walk over to the edge of the platform where the Major is located. Heí¢â‚¬â„¢ll extend the bridge for you and explain his actions in another cut scene. Pick up the Majorí¢â‚¬â„¢s DOG TAGS to the left and also get the FILE and RECOVERY UNIT A before you press the control panel to activate the lift. You automatically pick up the PROGRAM DISK during the following cut scene so all thatí¢â‚¬â„¢s left to do here is to pick up the PULLEY HARNESS left to you by the heroic Major and use it on the cable to escape the inevitable blast. REAR OF COMPOUND Youí¢â‚¬â„¢re back where you started - out side the Rear Of The Compound. Jump he gaps as you did before and watch the cut scene as Dennis recalls Rogerí¢â‚¬â„¢s words of wisdom. Go through the fan to enter Fort Stewart once again. You can now either kill the re-spawned Gunners, or quickly avoid them before diving into the save room to your right. save you game before exiting and making your way across the drawbridge and into the Intensive Care Unit. Heal up and refill your ammo in the adjoining room before making your way back to the Underground Storage Area. Youí¢â‚¬â„¢ll meet three more Gunners on your way so either kill them or avoid them completely. Once you are in the Underground Storage Area quickly jump up on to the upper level using the crates on the forklift truck and jump over to the door leading to the Information Area. Inside, youí¢â‚¬â„¢ll find that the Watch Dogs have also re-spawned so dispose of them in the best possible taste. enter the door at the base of the stairs and make your way to the underground Filtration Plant, killing or avoiding any enemies you encounter on the way. Do you remember seeing a door that was boarded up and seem inaccessible at the time when you first entered the Plant? Well you can now get to it by sliding down the zip line on the platform next to it by using the PULLEY HARNESS. Accessing the room is very much worth the effort as you get SHOTGUN SHELLS, a RECOVERY UNIT A and best of all, a 6 SHOT GRENADE LAUNCHER that allows rapid firing of GRENADE SHELLS due to the revolver action of the attachment! A powerful weapon _AND_ rapid fire? Yes please! The only downside to this little detour is that you have to make your way all the way back around to the door you entered the Plant by so you can get to the Residential Area of the B Wing! If you caní¢â‚¬â„¢t be bothered to go all the way around again and you can live without the 6 SHOT GRENADE LAUNCHER, then climb the ladder to the Residential Area instead of sliding down the zip line. When you enter the Infirmary, watch the cut scene, save your game and make your way up to the Rooftop Climb the crates to your right and carefully make your way across the narrow ledge before climbing onto the platform through the broken fence. Climb the ladder on the platform, pick up a BOOSTER SHOT TYPE A and use the zip line to access a platform with 2 ULTIMATE LAUNCHER MISSILES and a BOOSTER SHOT TYPE B. Now drop down and exit the Rooftop via the door you entered it by. Your next destination is the Control Tower so make your way back to the underground Storage Area and take the door to the right of the lift on the upper level. MAXIMUM SECURITY AREA If you killed all of the Hydras in the dark room the first time around then they will not be here now. Therefore, you can make your way through the darkness without the flashlight on the TACTICAL GRIP to look out for enemies. when you have entered the Control Tower, avoid all the enemies and quickly drop down and open the door that Cindy has just unlocked. You now find yourself face to face with a barrier of water. This thing was bloody annoying when I first encountered it as I didní¢â‚¬â„¢t know what the hell to do! Fortunately for me (and you) I figured it out in the end. Take a run up and run as far into the water as possible. Quickly slash at the pipe with your knife to completely sever it before you are forced back (you can turn the cooling system on to see where you have to aim for if you wish). You can now freeze the water by turning on the cooling system on the wall to the right. Shatter the now frozen water with you knife or weapon and go up the stairs beyond (picking up the SHOTGUN SHELLS just before the stairs). Turn right and kill any Hydras that pester you. Slash away the organic webs with your knife and use your battery on the door at the end of the corridor to get a RECOVERY UNIT B. You need all 24 units of your battery to access it (youí¢â‚¬â„¢ll see why a little later). Exit and go through the door at the opposite end of the corridor (keep killing any Hydras that get in your way). Go through the next door and take the MAP and two FILES and then go down the stairs and enter the room at the bottom. Collect the MAP and save your game at the terminal. Exit the room and go back up the stairs entering the door to you left. Run down the escalators and climb the ladder you find around the corner. Jump to the pipe you find at the top and shimmy along to get a MTS VACCINE on a platform at the end. drop to the floor and get another FILE from in front of the Origin tank. Get the BOOSTER SHOT A and RECOVERY UNIT A before climbing back up the ladder and getting into the booth. Watch the cut scene, exit the booth and get a RECOVERY UNIT A from a nearby smashed tank. Be careful, from now on the creatures that were trapped in the tanks are now set loose with the only exception being Origin in the main tank. Climb up the ladder next to Origin and drop to the left for a RECOVERY UNIT B before climbing the ladders again. this time, use the tops of the tanks to reach a box containing an ULTIMATE LAUNCHER MISSILE. make you way back to the escalators killing any mutants that get in your way and get some SHOTGUN SHELLS from the tank at the top of the first set of escalators and a SPR4 MAGAZINE at the summit of the second escalator. Remember the room that took 24 battery units to unlock? Hereí¢â‚¬â„¢s why it demanded so much power - the tank inside contains ULTIMATE LAUNCHER C PARTS!!! Make your way back to the room to collect the parts and make the complete ULTIMATE LAUNCHER. Thereí¢â‚¬â„¢s nothing else of interest here now so go back to the Control Tower and watch the cut scene. SECRET NAVAL PORT Make your way back to the Underground Storage Area (but first stop off somewhere to recharge your battery) and enter the room to the right of the Lv1 Lab entrance. The other door inside the room has now been unlocked so go through it to get to the Secret Navel Port. Climb down the ladder to the left of where you enter and get the FILE. Go down another ladder to collect an ULTIMATE LAUNCHER MISSILE. Climb the nearby indestructible crates to receive a RECOVERY UNIT B and 2 SPR4 MAGAZINES. Shoot the Gunner from your vantage point before disabling the sentry guns and getting the DOG TAGS and RECOVERY UNIT B from the floor. Grab the FILE from the wall and get the RECOVERY UNIT B and NAPALM TANK further on. Turn around and climb a nearby ladder for another FILE before finally walking towards to hovercraft and initiating a cut scene. HOVERCRAFT quickly grab the FILE from the wall and pick up the MTS VACCINE before accessing the deck. Get an ULTIMATE LAUNCHER MISSILE from inside a crate nearby and climb the ladder to get a RECOVERY UNIT B from inside another crate. Descend the ladder and break all of the other crates on the deck to receive some SHOTGUN SHELLS and another ULTIMATE MISSILE. Grab the FILE attached to the truck and climb the other ladder for another FILE found in a crate. Go back down the ladder and enter the door to get a RECOVERY UNIT A. Leave and enter the door opposite to save your game and get prepared for the final battle of the game. ORIGIN As soon as you leave the room, Origin attacks the hovercraft and you instruct Cindy to lock all of the doors. Watch Originí¢â‚¬â„¢s movement - if he stays near the rear of the hovercraft for most of the time then us the cannons on the top of the truck to shoot him. If he likes to stay near the sides of the hovercraft then climb up the ladder, walk up to the walkway at the rear of the boat and use the zip line to access the gatling gun to shoot him with. If you use the gatling gun be careful not to overheat it as it will take time to cool again before you can re-use it. If you see blobs being fired at you then use your weapon to fire they out of the sky before they can hit you. Youí¢â‚¬â„¢ll be infected if they do hit you. After several clean hits, Origin decides that enough is enough and jumps onboard! Well, seems like you caní¢â‚¬â„¢t use the cannon anymore... Quickly make you way back to the gatling gun and fire at the yellow core on its front. Alternatively you could just use your supply of ULTIMATE LAUNCHER MISSILES to finish him off. After a while, Origin collapses into a pile of mush but ití¢â‚¬â„¢s still not over yet... Out of the mess comes your HO-213 doppelganger! Climb onto the crate to doge the hydras and fire one ULTIMATE MISSILE directly at the deck to hurt your doppelganger and kill the Hydras at the same time. Now drop back down and hide behind the crates to dodge the gunfire. At intervals step out to fire some GRENADE ROUNDS or an ULTIMATE MISSILE at the boss. Doní¢â‚¬â„¢t stay hidden for too long though as youí¢â‚¬â„¢ll be targeted by some missiles. Remember, as this is the final boss feel free to use up your remaining stock of healing items! Repeat this process several times to finally defeat Origin and complete the game. Sit back and watch the mushy ending and credits and feel all smug in your achievement. ------------------------------------------------------------------------ 8. Frequently Asked Questions ------------------------------------------------------------------------ Stuck on a certain part on the game or a part of the plot confuses you? Caní¢â‚¬â„¢t be bothered to work your way through the detailed FAQ above to get your answer? Oh, okay. Ií¢â‚¬â„¢ll answer some regularly asked questions for all of you _lazy_ people... Q - My infection level is at 100 percent so Ií¢â‚¬â„¢m trying to use a BOOSTER SHOT A and B to cure some of the infection, but it doesní¢â‚¬â„¢t work! All it does is give me some health but the infection remains at 100 percent and my health is rapidly depleting! Help me! A - The booster shots only cure infections AS LONG AS THEY DONí¢â‚¬â„¢T REACH 100 PERCENT! Thatí¢â‚¬â„¢s the reason why youí¢â‚¬â„¢re still infected 100 percent. Only a MTS VACCINE used in an MTS Machine can cure _COMPLETE_ infection. Q - When I was standing still in a room I suddenly started to lose health. There were no enemies at all, but Dennis doubled over in pain and the screen flashed! What the hellí¢â‚¬â„¢s going on!? A - You were probably standing in a puddle of HO-213. Not a good idea! If you walk through a puddle of water and it rises up and turns green, you doní¢â‚¬â„¢t want to stay standing still for too long... Q - How do you disable those bloody laser traps? A - The same way you disable the sentry guns - by carefully slashing at it with your knife (or more specifically, the part attached to the wall). It is best to use a weak slash (O button) as it is more accurate. This is the only way to get around these traps Ií¢â‚¬â„¢m afraid - that is, unless you get blown up by one! Q - Why does my health only have a maximum of 60? Whereí¢â‚¬â„¢s the other 40 gone? A - Any infection temporarily reduces your maximum health to 60. Use the BOOSTER SHOTS or a VACCINE in the MTS Machine to reduce infection to 0 percent and increase your maximum health back to 100. Q - Ií¢â‚¬â„¢m having trouble killing any of the enemies apart from the Hydras. They just woní¢â‚¬â„¢t go down! Any tips? A - Aim for the glowing green í¢â‚¬Ëœcoreí¢â‚¬â„¢ of the enemies or youí¢â‚¬â„¢ll be shooting at them for an eternity. Q - Whereí¢â‚¬â„¢s the second Metal Plate? A - Ití¢â‚¬â„¢s found in Section D in a room only accessible by the air ducts. In the room with the Information boards, web walls and several Watch Dogs, there is an entrance to and air duct on the upper floor. Enter it and take the right at the intersection and drop into the room there. Climb into the air duct in the opposite wall and follow it round to a room containing organic matter and two corpses. This room contains the METAL PLATE 2 amongst other things. You can use the DOG TAG RADAR UNIT to help you get your bearing as the room also contains some DOG TAGS. Q - Ií¢â‚¬â„¢ve just entered the high security area of the Control Tower after Cindy has unlocked it. I am now faced with a wall of water and a cooling system. Even if I turn the cooling system on nothing happens and the water wall still pushes me back. How do you get past this annoying puzzle? A - I hate this too. You need to take a long a run-up as possible and run as far into the water wall as possible. Quickly slash the pipe with your knife ( button) and the pipe should sever. You can now turn on the cooling system to freeze the water which is now easily shattered with the SPR4 or you knife. Q - Do you get any rewards for getting all 15 DOG TAGS? A - Unfortunately, no. It seems such a shame as it would of increased the replay value of Extermination somewhat. Q - Do you get any rewards for beating the game and starting afresh, like in the Resident Evil and Metal Gear Solid games? A - Sort of. You can save your game after the end credits have finished (the game file will be displayed in yellow text with a star next to it) and start from the very beginning again - only this time with 20 X RECOVERY UNIT A, 5 X RECOVERY UNIT B, 5 X MTS VACCINE, 5 X BOOSTER SHOT A, 3 X BOOSTER SHOT B, 500 X SPR4 BULLETS, 50 X SHOTGUN SHELLS, 30 X GRENADE ROUNDS, 1000 X NAPALM TANK and 25 X ULTIMATE LAUNCHER MISSILES. This seems like a dream come true, but you need to find all of the gun attachments all over again! Dí¢â‚¬â„¢oh! Having the ULTIMATE LAUNCHER at the start of the game with infinite ammo would have been much more satisfying... Q - Where do you put the Action Relay 2 codes in? The only place I can find to put in codes during the game is in the Control Tower! A - Oh dear. Youí¢â‚¬â„¢re new to this Action Replay concept, arení¢â‚¬â„¢t you? You put the codes into a cheat cartridge that plugs into your PS2. The Action Replay 2 is much like a Gameshark, Game Genie, Xplorer or an Xploder. ------------------------------------------------------------------------ 9. Dog Tag List ------------------------------------------------------------------------ A very special thanks goes to JOHN BOOSTER who took the time and effort to compile a list of the Dog Tagí¢â‚¬â„¢s numbers and locations. Here it is: Dog Tag 1 Hans Grant, Private 1st class Location : Next to elevator, after killing elevator monster. Dog Tag 2 Ferryl Theradis, Corporal Location : On the floor next to the ice wall, just after he dies. Dog Tag 3 Thomas Taylor, Private 1st class Location : next to metal plate two. Dog Tag 4 Arthur McDonnel, Lance Corporal Location : Control Tower, next to building containing the computer. Dog Tag 5 Ross Dickson, Corporal Location : On train loading bay between crates, just after the train has crashed through the barrier. Dog Tag 6 Robert Cameron, Sergeant Location : By overturned vehicle on way to set detonator one. Dog Tag 7 David Muellen, Sergeant Location : In information room, just behind metal crates. Dog Tag 8 Ken Leschner, Master Sergeant Location : In the secret Naval Port, right behind you just before you get on board the LCAC. Dog Tag 9 Ed Collet, Warrant Officer Location : On roof top B wing, under helipad. Dog Tag 10 Lance McLaffien, Warrant Officer Location : Research level 2 lab, just before going after detonator two. Dog Tag 11 Chris Deetman, Second Lieutenant Location : In water filtraction plant, just after entering it for the first time. Dog Tag 12 Matt Shuggart, First Lieutenant Location : On top of outer building, just before blowing up the tower. Dog Tag 13 Kurt Jolata, Captain Location : In air vents, on way to get metal plate two. Dog Tag 14 Roger Griegman, Master Sergeant Location : On platform, after beating him. Dog Tag 15 Mike Madigan, Major Location : On platform, just after he goes off with the bomb. Extra special thanks to Revolution readers Samuel & lucas !