Box art - Resistance 2

Resistance 2 FAQ/Walkthrough



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                             | G u i d e  I n f o |

                G a m e  T i t l e   ..... Resistance 2
                P l a t f o r m      ..... Playstation 3

                F A Q  F o r m a t   ..... FAQ/Walkthrough (Spoiler-Free)
                A u t h o r          ..... ChaosDemon
                C o n t a c t        ..... chaosdemonN[at]gmail[dot]com

                V e r s i o n        ..... 1.16
                L a s t  u p d a t e ..... December 9, 2008
                F o u n d  a t       .....


| i. )          T  A  B  L  E      O  F      C  O  N  T  E  N  T  S           |

      1] - Introduction...........................................[IN00]
      2] - Version History........................................[VH00]
      3] - Game Basics............................................[GB00]
           3.01] Combat Basics....................................[GB01]
           3.02] Enemies..........................................[GB02]
      4] - Walkthrough............................................[WK00]
           4.01] Prologue: Iceland................................[WK01]
           4.02] Chapter 1: San Francisco.........................[WK02]
           4.03] Chapter 2: Orick/Battleship......................[WK03]
           4.04] Chapter 3: Idaho.................................[WK04]
           4.05] Chapter 4: Utah..................................[WK05]
           4.06] Chapter 5: Chicago...............................[WK06]
           4.07] Chapter 6: Holar Tower...........................[WK07]
           4.08] Chapter 7: Louisiana/Mexico......................[WK08]
      5] - Weapons................................................[WP00]
      6] - Trophies...............................................[TR00]
      7] - Intel Locations........................................[IT00]
      8] - Contact & Closing......................................[CC00]
      9] - Credits................................................[CR00]
     10] - Legal Disclaimer.......................................[LG00]

| 1]                        I N T R O D U C T I O N                 [IN00]    |

D e d i c a t i o n
 * This FAQ is dedicated to AstroBlue and Dallas, two of the all-time greats,
   for all their help and advice when I first started writing.

F o r e w a r d
Hello I'm ChaosDemon and welcome to my Resistance 2 guide! You might remember
me from my Metal Gear Solid 4 FAQ. If so, HI! If not, then I hope you are going
to enjoy what you are about to read in the 79 characters per line that follow.
The now Resistance franchise offers PS3 owners some pretty intense first person
action against a breed of scary looking dudes called the Chimera. There is no
question that the multiplayer aspect of the game is what attracts most people
to put in their $67.19 after Canadian tax. Nonetheless, if you find that you
are stuck in any portion of the game, I hope to help you out.

I will include a full walkthrough here, which contains no plot spoilers. I will
not comment on any of the cut scenes or dialogue so you can rest assured you
will not get any of the story spoiled here. I have also included an in-depth
analysis of the weapons, as well as detailed locations to find all 20 Intel in
the game! Finally, you will find a detailed Trophies guide to help you snag
those semi-elusive achievements. Anyway, that's enough mumbo jumbo... let's 
get on with the Version History! 

| 2]                      V E R S I O N  H I S T O R Y              [VH00]    |
[ Version 1.16, December 9, 2008 ] - I corrected a few spelling errors, as well
as added a weapon I forgot (Wraith). I haven't added any user submissions yet,
so hang on for those. That's it for today, folks! 

[ Version 1.15, December 1, 2008 ] - I completely revamped the Trophies
section. It now has detailed strategies to obtain all the Single Player
Trophies. Check them out! I also finished the Weapons section. The main
sections of the FAQ are now complete!

[ Version 1.06, November 25, 2008 ] - I added some "chapter overviews" to each
part of the walkthrough, detailing the weapons, enemies, and intel obtainable.
If you find any weapon that's not listed, send it in with instructions and
I will find it, then credit you for it! I also started the Weapons section of
the FAQ, but rather pathetically with only the Carbine added so far.

[ Version 1.05, November 21, 2008 ] - Got the Enemies section up and corrected
the Trophies section. Thanks to everybody who sent in suggestions. I hope
everything is OK now, if not, remember to let me know. A Weapons section should
be coming up soon. Until then, everyone!

[ Version 1.00, November 12, 2008 ] - All right, completed the walkthrough,
added all the Intel Locations, and added the Trophies section. Some future
updates to come are: adding the enemies, some detailed strategies to get the
trophies, and the Weapons listing. Stay tuned for those. A spellcheck of the
document will probably come before any of those, though.

[ Version 0.63, November 10, 2008 ] - Added a bunch of walkthrough over the
weekend. Made it up to and including a bit of Chapter 5. I also added the
Intel locations up to Chapter 4, so check those out. I'm fairly certain the
walkthrough will be completed by the next update.

[ Version 0.21, November 6, 2008 ] - Didn't get a chance to add any walkthrough
today. I did make a quick spellcheck, so you shouldn't find anymore errors
now. I also added the last two Intel Locations to San Francisco, CA. I'm
expecting some walkthrough updates this weekend, so check back Monday for

[ Version 0.20, November 5, 2008 ] - A very skeletal first version of the
FAQ. I included the walkthrough up to Chapter 1 basically and added a few
Game Basics as well as intel locations.  No weapons or enemies yet, so stay
tuned for those.

| 3]                         G A M E  B A S I C S                   [GB00]    |
                                     | |
                _,.--.,_             | |              _,.--.,_
               |  _____ |            | |             | _____  |
               |-'     `'.___________|_|____________,'`     `-|
             ,'    __     `.                      ,'    .,.    `.
            /     |  |              SONY        /     (/_)     
           !   __  /  __    |                  !  ,-.  `-'  ,-.  |
           |  |__ >  < __|   !__SELECT   START__| ([] )     ( O ) !
           !       /        ___`-.        ,-'     `-'  ,-.  `-'  |
           |     |__|     ,'   `. ANALOG/ ,'   `.    ( X )     /|
           | `.           /        |    | /           `-'    ,' |
           |   `-.____,-.        / |____|        / ,-.____,-'   |
           |           ,' `.___,' /       `.___,' /`.           |
           |          /   `-.___,-'        `-.___,-'             |
                    /                                           /
                   /                                           /
             `.__,-'                                      `-.__,'

D-Pad.....................Zoom in/zoom out first person scope mode
 a]Right direction........Toggle flashlight on/off
 b]Up/down................Scroll through Grenades
Left Analog Stick.........Movement
Right Analog Stick........Aim Weapon/look
L1 Button (hold)..........Zoom
R1 Button.................Primary fire
R2 Button.................Secondary Fire
L2 Button.................Crouch
L2 Button (hold)..........Sprint
Triangle Button...........Action
Circle Button.............Use Grenade
X Button..................Jump
Square Button.............Reload

| 3.01]                     C o m b a t  B a s i c s                [GB01]    |
|Always use cover|
 When fighting a group of enemies, it is very important to take cover. You will
 find that the Chimera are pretty accurate, even on the Normal difficulty. If
 you stand in the open and try to take them out that way you are almost
 certainly to die. The very least you can do if you aren't going to find any
 cover is to crouch.

|Fire in bursts|
 To avoid any major recoil on your weapon, you should fire in 2-3 fire bursts
 at the very most. The only time you should really spray is when you are in a
 tight area or if an enemy is right up close. Otherwise, you should always
 focus in firing in short bursts, or you will find that you won't land many

|Danger Status|
 Danger Status occurs when the screen is filled with red (presumably blood) and
 you hear a heartbeat. When this happens you are probably about another good
 shot from going down. It is absolutely vital that you find cover at this
 point. Usually crouching behind something will suffice. Always wait out the
 "Danger" Status before engaging in combat again.

|Use the Melee Attack|
 When you find that you are within striking distance of a Chimera and you need
 to reload, don't bother doing so. Instead, just clobber your enemy with the
 Melee attack a few times. It does a pretty high amount of damage,
 surprisingly, so don't be afraid to use it.

|Be Aggressive|
 If you are standing at a far distance and trying to land some shots with your
 Carbine to limited success, look to close the distance. In many cases, taking
 the fight to the opponent is usually the best option. You have much more
 health than the Hybrid, so unless you are dealing with a massive wave, it is
 very advantageous to bring the fight to them. Try it.

|Conserve your Ammo|
 Unlike many games, you will find that ammo will be scarce while playing
 Resistance. This is why you must use your ammo carefully. Fire in bursts, and
 use your melee attack whenever you are dealing with just a single enemy. It
 also goes without saying that it is unwise to start get too trigger happy. The
 only exception to this tip is when you are dealing with bosses -- you will
 have plenty of ammo to use in those situations.

|Use the Secondary Shots|
 A lot of the weapons have very cool secondary functions, mostly of an
 explosive nature. When you find that you are in losing a battle, a lot of the
 time a well-placed secondary shell from the Carbine and the like will be
 enough to turn the tide in your favour. When I first started out, I was kind
 of forgetting to use the secondary shells before ditching the guns, which was
 just a big waste.

|Take Advantage of your Allies|
 When you are in a battle with some allies on your side, you should always use
 them to your advantage. If you start getting in trouble from Chimera fire, go
 hide somewhere and come back. You'll notice that the Chimera will turn their
 attention entirely on your allies, and giving you the opportunity to surprise
 attack them. The best example I can think of is when you're fighting the
 Attack Drones in Chicago.

| 3.02]                         E n e m i e s                       [GB02]    |

| Danger Levels |
1. Minimal: Very basic enemies. Won't be very difficult to bring down.
2. Moderate: A little more dangerous. Increased danger mostly from more armour
or more firepower.
3. Potent: A dangerous enemy that will bring you down if you are not ready.
4. Extreme: Very dangerous enemy. Approach with great caution or it could be
game over.
5. GTFO: Why are you fighting? Get out of there!

 - WEAPON OF CHOICE -: Bullseye
 - DANGER LEVEL -: Minimal
 - DESCRIPTION -: These are the most common enemies in the game. They have the
 yellow spikes sticking out of their spines. You will pretty much find them (or
 a variation of them), at a every point in the game. Their attack patterns are
 fairly simple: they will stay put and open fire with their Bullseye. As forces
 on your side start falling though, they will start closing the distance. If
 they get up close, expect them to make a melee attack, which deals a pretty
 high amount of damage. Occasionally, they will throw some Grenades at you, so
 be sure to watch out for those.
 - WEAKNESS -: Bringing them down will be fairly simple. Just about any rapid
 fire weapon will suffice. Do watch out for their melee attack though, so try
 to separate the distance whenever you can. It is noteworthy that a single shot
 from the Rossmore or the Magnum will bring them down. Bullseye II, Carbine,
 Auger, and even the Bullseye will all work very well against the Hybrid.

|Advanced Hybrid|
 - WEAPON OF CHOICE -: Bullseye Mark II
 - DANGER LEVEL -: Moderate
 - DESCRIPTION -: These are the strand of Chimera that will appear in the later
 chapters of the game. They are genetically superior to the Hybrid and are much
 faster, stronger, and more difficult to deal with. They also have a knack to
 know exactly when to take cover, so you will have to be fast. I guess we can
 be thankful they don't appear all that often.
 - WEAKNESS -: Like their inferior strand, the Hybrid, they too are vulnerable
 to very fast rifles. Ideally, their very own Bullseye Mark II would be the
 weapon you'd want to have. Of course, the Auger is very effective as well,
 because the thermal ability will negate the Advance Hybrid's intelligence of
 knowing exactly when to take cover.

 - DANGER LEVEL -: Moderate
 - DESCRIPTION -: They are a little bigger than the Hybrid, and will be wearing
 a helmet of sorts (hence, their name). Their helmet of course makes them
 slightly more difficult to bring down via the traditional headshot route. They
 aren't all too common throughout the game, which is unfortunate because of the
 very sexy weapon they drop.
 - WEAKNESS -: You can pretty much approach this enemy like you would a Hybrid
 or Advanced Hybrid. I find that going right up to them works pretty well. You
 can still bring them down with headshots relatively easily. It's probably not
 a very good idea to engage them from afar, because of the Auger's ability to
 see/blast you through the walls. This is why engaging them up close is
 probably the best. I wouldn't do that if there are a bunch of them, though.
 Using Fareye is very effective here as well, because even though the Auger is
 a powerful weapon, it still can't measure up to the Fareye in terms of power
 and accuracy.

 - WEAPON OF CHOICE -: Unidentified Weapon + Defensive Force Field, Auger
 - DANGER LEVEL -: Potent
 - DESCRIPTION -: These are those huge things that come on to the battlefield
 guns blazing with a green, defensive, force field. The force field itself
 isn't totally overwhelming or anything, and neither are the Ravagers really.
 However, they can tank a lot of shots before going down, and when they are
 mixed in with a huge wave of Chimera, it often makes the fight a lot tougher.
 - WEAKNESS -: These guys might look intimidating at first, but I assure that
 it's mostly smoke and mirrors. The best way to handle them is to catch them
 off guard, and not give them a chance to activate their force field. The
 Fareye immediately comes to mind as a formidable weapon, because a single
 headshot from it will bring the Ravager down immediately. Once it does have
 the shield up though, any rapid fire weapon like the Bullseye Mark II or
 Auger will do the trick. Just keep aiming towards its head for the most

 - DANGER LEVEL -: Potent
 - DESCRIPTION -: Chameleon are the Chimera that are invisible 99% of the
 the time, and will only become partially visible when they are about to
 launch their attack. They make their first appearance in the river of Gray
 Territory. You probably know by now that their attack is lethal, and a single
 slash from their blade will mean game over for Mr. Hale.
 - WEAKNESS -: Luckily, these guys really aren't all that difficult to bring
 down. Their attacks are extremely telegraphed; that is, you'll pretty much
 know when they will be coming. The best way to know when they'll be coming
 is by waiting for the screen to shake. They will also make a little noise.
 If you are following the walkthrough, I will tell you when there's a
 Chameleon warning, so it's best to proceed slowly. The Chameleon's armour is
 also largely non-existent. A single Rossmore shell will be enough to take
 them down. You'll also find a Rossmore in most circumstances when a Chameleon
 is about to attack. With a rifle, it might take 2-3 shots to bring it down,
 but the shots are so fast it'll probably just seem like a single one anyway.

 - WEAPON OF CHOICE -: Flamethrower
 - DANGER LEVEL -: Extreme
 - DESCRIPTION -: The Titans are found throughout the game, and the easiest
 way to identify them is by their long distance flamethrowers. They are also
 huge too, so that helps, I suppose.
 - WEAKNESS -: Titans can be extremely hard to bring down if there are a bunch
 of them. In most circumstances, it is ideal to keep on moving against the
 Titans. Their flamethrowers do have a wicked range, but it is possible to
 move outside of it. Use any rapid fire rifle like Auger or Bullseye Mark II
 for optimum success. The best way to bring them down is to keep sprinting
 until you are out of range of the flamethrower. You will know when because
 they will stop attacking. Once that does happen, open fire with your rifle
 and aim towards their heads, of course. As soon as they start attacking again,
 sprint like hell, because their flamethrowers do a LOT of damage. Just repeat
 this process until you bring them down. Use the most powerful weapon you have
 (Pulse Cannon, LAARK, etc), in all circumstances because there are only a
 handful of enemies more dangerous than the Titan.

 - DANGER LEVEL -: Moderate
 - DESCRIPTION -: The Leapers are those little Scorpion look alikes that always
 come in huge waves. Once they get close, they will latch on to your face and
 proceed to doing the unspeakable. Once on, they'll take some time to do a
 number on your face before falling off.
 - WEAKNESS -: The best way to bring down the Leapers is to open fire on them
 using a big clip machine gun/rifle. The Wraith instantly comes to mind. If you
 are using a weapon with a smaller clip (Bullseye, Carbine), keep moving
 backwards and shooting at them. When you have to reload, just continue to move
 back before you get a fresh clip. If you are using the Wraith to deal with
 them, you can essentially just stand still and blast in one single direction
 to mow down the entire wave.

 - DANGER LEVEL -: Minimal
 - DESCRIPTION -: These are those "things" that hatch out of the Cocoons in the
 various chapters in the game. They have no armour and are not armed with any
 weapons (as mentioned). Their only basis of attack is to run right up to you
 and take some swipes at you with their arms. Since they have no weapons or
 armour, it follows that their main strength is in the numbers game.
 Their goal is simply to overwhelm you in sheer numbers so you can't possibly
 bring them all down before they bring you down.
 - WEAKNESS -: The most ideal weapon to eliminate the Grims is the Rossmore.
 Luckily for you, often you will find a Rossmore lying around somewhere when
 you have to engage them. But because the shells are often scarce, it'd be nice
 to have a little strategy to engage them. Ideally, whenever you fire a shotgun
 shell, you should take out 3 of them at a time. In all other instances, you
 should try to engage them with melee. The most effective way to do this is to
 avoid their attack, and counter right away with your own. Getting their timing
 down won't be very difficult to do. Remember, as soon as you see that three
 are bunched together (they don't even have to be terribly close), blast them
 with your Rossmore.

 - DANGER LEVEL -: Minimal
 - DESCRIPTION -: These are those things that come after you like the Infested
 Terrans (WHOAMG Starcraft reference). For those who haven't played the
 critically acclaimed series, it means that the Leeches will run up to you and
 explode. They only appear one time in the Campaign by my count, and you'll
 find them in the Holar Tower.
 - WEAKNESS -: They go down about as easy as the Grim, maybe even easier. Just
 blast them with the weapon of your choice. A single shot from a rifle will be
 enough to finish them off, so they really don't pose much of a threat. You can
 pretty much just stay put and pick them off.

 - DANGER LEVEL -: Potent
 - DESCRIPTION -: These are those freaks of nature that look like a really ugly
 fish. They are lurking in most bodies of water, and if you fall in while these
 grotesque bastards are in the vicinity, it means instant death.
 - WEAKNESS -: The Furies are invulnerable, so it's not possible to kill them.
 The best way to beat them is just to avoid them. If you need to go into the
 water with a Fury, just make sure it's pretty far and has its back towards

|Patrol Drone|
 - WEAPON OF CHOICE -: Bullseye
 - DANGER LEVEL -: Minimal
 - DESCRIPTION -: These are the "flying enemies" that are, for the most part
 black, that attack you with the Bullseye. At least I think it is, because
 when they first appear in the Prologue, they seem to leave behind a bunch of
 Bullseye ammo.
 - WEAKNESS -: These things are going to be pretty easy to handle. It takes a
 single shot from most guns to bring them down. The only time I can think of
 when they were actually dangerous was the area right before you first
 encounter with the Attack Drone. Otherwise, these things are just going to be
 there for you to waste some bullets.

|Attack Drones|
 - WEAPON OF CHOICE -: Unknown Machine Guns
 - DANGER LEVEL -: Extreme
 - DESCRIPTION -: These are the drones with the shields. You encounter them
 first in San Francisco, and they will make a few more appearances after that.
 They are armed with two Machine Guns and are bigger than the other drones.
 - WEAKNESS -: Attack Drones are always to be taken very seriously. When you
 spot one, it is ideal to sprint out of range and see if they will turn their
 attention to your allies (if you have any present). Once they do, wait for the
 troops to cut down its shield a bit, and then aim with your rifle on an
 unprotected area. You'll have to look closely. Another method is to sneak up
 behind it and blast its unshielded back. Both ways will work fine.

 - WEAPON OF CHOICE -: Unknown Machine Guns
 - DANGER LEVEL -: Extreme
 - DESCRIPTION-: Stalkers are the big mechanical four legged machines. I do
 believe they make their appearance in Chicago. They have very heavy armour
 so pretty much every weapon on your arsenal won't work on them. On top of
 that, their guns come at you at a very high rate, so if you get caught in the
 open for too long it could mean game over.
 - WEAKNESS -: They have very durable armour, which means that most of your
 weapons are of no use against the Stalkers. The only way to put them down is
 to use the LAARK rocket launcher. Luckily for you though, there will always
 be a LAARK around somewhere when you have to deal with these things. Just
 remember that when you're fighting the Stalkers, it's very important to find

|Hellfire Turret|
 - WEAPON OF CHOICE -: Rapid fire flamethrower
 - DESCRIPTION -: These are the stationary turrets that are immune to your
 firepower, and capable of firing with its own weapon without having to reload.
 Luckily, they are relatively rare so you won't have to deal with them all too
 often. Still, whenever a Hellfire Turret IS an enemy in your area, you are
 just one mistake from going down.
 - WEAKNESS -: The only way to give the Hellfire Turret the coup dé grace is to
 make your way behind it, and hit Triangle to switch it off. Luckily, in many
 circumstances this really won't be too difficult to do. Handling these enemies
 will be done on a turret-to-turret basis, so refer to the walkthrough for the
 exact path to take when dealing with these enemies.

| 4]                        W A L K T H R O U G H                   [WK00]    |
Welcome to the Walkthrough portion of the FAQ. Just a reminder that there are
ZERO plot spoilers in the walkthrough. There will probably be some minor
gameplay spoilers though, because I will be describing what you are likely to
see in each area. I wouldn't recommend reading beyond your own point in the
game. Enjoy, everybody!

 * Note: Walkthrough is written while playing on the Normal difficulty.

| 4.01]                         P r o l o g u e                     [WK01]    |
 I g l o o , I c e l a n d
  | W e a p o n  C h e c k l i s t | E n e m i e s | I n t e l  |
  | [ ] Bullseye     [ ] LAARK     | [ ] Hybrid    | [ ] Int #1 |
  | [ ] Magnum       [ ] Carbine   | [ ] Patrol D  | [ ] Int #2 |
  |                                | [ ] Goliath   |            |
  |                                |               |            |
|Accompany Major Blake to the Detention Wing|
 Watch the opening cut scenes and the action will pick up with Nathan Hale in
 the middle of some tall grass. You will immobile at first, but wait for Major
 Blake to hand you the Magnum. Once he does that, you will be able to move.
 Follow Blake up the small hill and hit the X button to jump over the ledge
 when you see it. Continue past the big rocks and you will arrive at the top
 of a small cliff, staring down into a nearby base camp below.

 Jump down and head into the nearby cabin. Without wasting any time, open fire
 on the propane tank directly ahead. Hit it once with your primary fire (R1
 button), and another time with your secondary (R2 Button). This should help
 you blow open the door. Be ready because as soon as the dust settles, 3
 Chimera await you on the other side. Deal with them with some well-placed
 shots from your Magnum. Now proceed through the opening and you will find a
 LARRK on the small table. Pick it up and fire a single missile at the Goliath

 Blake will then kick open the two doors to your left so follow him through.
 You will now find yourself back outside. Sprint down the small stairs, past
 truck, and into the big tube. Hold the Square Button to pick up Bullseye. A
 little prompt will display telling you to crouch, but don't bother yet.
 Instead, wait for Blake to take cover near some lumber stacks. You should
 follow suit and wait for the Chimera. They will be coming roughly from the
 same direction as where the Goliath's foot is.

 Open fire with your Bullseye and crouch behind the stacks when you need to
 reload or get need to wait out the "danger" phase. After you clear these out,
 Blake will continue on. He will move for a while until he reaches the foot of
 a narrow catwalk. Move a little closer to the catwalk but don't go on it. Just
 stay put and soon two Hybrid Chimera will appear on the higher terrain
 directly above. After you've taken care of them, run along the catwalk until
 you reach the end of it. Take note of the wooden palette placed against the
 railing. This will be a good spot for you to take cover. Do so and wait for
 the Chimera to charge towards you from the catwalk.

 This should be a pretty big wave, but you shouldn't have too much trouble
 mowing them down with your Bullseye. The most important thing here is to not
 let them get close. Take care of this wave and Blake will continue on. He's
 going to make a right at the nearby crate and through the little space here.
 There's a Magnum on the floor, so you can switch your Bullseye if you want.
 Otherwise, just follow Blake down the ramp to the detention wing.

|Locate Daedalus|
 Wait for Blake to open the door to the next area. The opening to the next area
 is to your left, and some floating enemies will open fire on you. They
 shouldn't give you much trouble though. Head through the opening now and
 down the hallway. Blake will take some time to open the door. Turn around
 and watch the hallway as he works on the door. Don't let the inaction fool
 you because some floating enemies will be with you shortly. When they arrive,
 spray a bunch of bullets in their general direction and you should be able to
 mow down a bunch of them at once.

 Blake will get the door after you clear this wave. Pick up the Bullseye ammo
 if you need it. Blake will be waiting for you by the next opening. Just stay
 put and wait for the Hybrid to appear in the opening far ahead. Take him out
 and follow Blake to the next position. You should notice that he'll be facing
 some fire as he moves ahead. There's a Hybrid on the balcony in the directly
 ahead. There's one more to the right of that one, but you'll actually have
 to be in that room to see it. After clearing these two out, Blake will make
 his way to the fence and open it up. Follow him through down to the next area.

 Wait for him to go to work on another door. Turn around and watch the opening
 immediately to your right. Some Hybrid will attack you shortly. Clean them
 out and watch the upcoming cut scene. [Checkpoint]

|Accompany Blake to the Airfield for Evacuation|
 After this cut scene, sprint through the now-opened area and follow Blake to
 the upper floor. There won't be any enemies as you make your way up the ramp
 and the stairs. Blake will take cover besides the opening to a hallway at
 the top floor [Checkpoint]. Pick up the Carbine in this room if you want it.
 I personally like it more than the Bullseye. Open fire on the Chimera in the
 hallway and take cover behind the wall where Blake was if you need to.

 Take care of this wave and Blake will then move to the propane tank. Just
 stay beside him and two more Chimera will come from the left. You should be
 able to take care of them with ease. Now follow Blake outside and up the small
 set of stairs [Checkpoint]. Grab the nearby rocket and switch to your LAARK.
 Aim it at the Goliath and wait for it to expose its back. You need to fire a
 rocket at its exhaust system, which is basically the "pipes" sticking out
 with fire/smoke coming out of them. If you did it correctly, a brief cinematic
 should follow.

 Time to follow Blake down to the area with the tanks and through the shrubs.
 You might get hit with some collateral fire here, but it shouldn't put you
 into danger. You and Blake will soon arrive at the foot of a broken bridge
 with a river below. Head on to the bridge and make a jump across the gap.
 Keep going ahead to the narrow plank. Wake carefully across to Blake's

 You are now on the side of a mountain. Proceed ahead for a bit and go directly
 ahead into the building. Follow Blake through the opening on the right. Blake
 will stay put pretty soon, so you can guess that a fight is about to ensue.
 This is going to be a pretty big confrontation. It would help if you can fire
 a Secondary shot from your Carbine here. Otherwise, just stay crouched and
 spray into their general direction; you should be able to take a bunch of them
 out that way. Clean them up and head up the ramp [Checkpoint].

|Take down the Goliath|
 This is going to be quick. Equip your LAARK and fire a single missile at the
 exhaust (the same area as before) to give it the coup dé grace. Follow Blake
 to the extraction point to conclude the mission.

| 4.02]                         C h a p t e r  1                    [WK02]    |
S a n  F r a n c i s c o , C A
  | W e a p o n  C h e c k l i s t | E n e m i e s |  I n t e l  |
  | [ ] Magnum       [ ] Grenades  | [ ] Hybrid    | [ ] Int #6  |
  | [ ] Carbine      [ ] Fareye    | [ ] Patrol D  | [ ] Int #5  |
  | [ ] Bullseye     [ ] Auger     | [ ] Attack D  | [ ] Int #4  |
  | [ ] Pulse Cannon [ ] Rossmore  | [ ] Titan     | [ ] Int #7  |
  |                                | [ ] Steelhead | [ ] Int #8  |
  |                                | [ ] Fury      | [ ] Int #3  |
  |                                | [ ] Kraken    |             |
|Find and Secure the Moon Pool|
 All right, head through the door and down the hallway to initiate a cut scene.
 Following this brief cut scene, go directly ahead and take a left in the
 hallway. Proceed through the opening at the end of it [Checkpoint]. You
 will now find yourself in a room full of water. There are some Furies in
 the water, which means any time spent in there is almost a certain death.

 Anyway, make a jump on to the ramp to the right and proceed along here. There
 is a gap coming up so watch out for that. There's another gap shortly after
 that one so be ready for that. Immediately following the second jump you
 should see a small plank that leads downwards. Proceed along here carefully
 to the next platform. You should be able to see the opening to the next area
 from here. Make a jump across on to the ramp that is partially submerged in
 the water [Checkpoint].

 Now time to take a left and pick up the Magnum right before the opening. There
 are three Hybrid awaiting you in the next hallway so be ready for those. You
 should be able to take care of them with relative ease. Keep going down to the
 end of the hallway, but stop at the foot of the stairs. Go into the room on
 the right. There is an Intel in here, as well as a Carbine rifle with full
 ammo (those guys didn't do a very good job of fighting I take it). Now let's
 go back into the hallway and head up the stairs.

 Take a left into the next hallway here. Just follow the path up the small hill
 and you should see somebody fending off a Hybrid on the other side of the
 steel fence. Just wait at the fence and he should come over for a brief
 conversation. After the small talk, take a left through the opening and to
 the next area. Take another left along the circular platform and you will find
 some stairs leading downwards. Go down and through the door to the next area.

 Just wait near the door for a while. You will see some flying Chimera approach
 you soon. They are kind of elusive here, so it might take a little longer to
 bring them down. Now head up the stairs to the left. Wait at the crates until
 the Chimera appear on the far end of the room. Open fire on them. Feel free
 use your Secondary Shot because there's some Grenade ammo on top of the
 crates. Once you've taken care of them, proceed along your own catwalk and
 you should see another gap on it.

 Make the jump across, head down the stairs and pick up the grenades stacked on
 the crate to your left. Turn your attention to the windows and take out the
 Chimera in the other room to the left. Once you've taken care of them, head
 down the stairs to the right. Sprint across the room and you should see the
 Fareye resting upright near the edge of the cooling tank. It's a Sniper Rifle
 basically so I would recommend that you pick it up. Proceed to the area behind
 the cooling tank and to find two allies waiting. Follow them through the
 hallway to the next room [Checkpoint].

 Open fire on the single Hybrid standing on the stairs. A bunch of Chimera will
 then answer with some fire power of their own. There are a few from above the
 nearby stairs, as well as two more from way across the crevice on the other
 end of the room. Take cover near the crates and mow them down. Start with the
 ones above the stairs because they are the most dangerous bunch. You can use
 your Fareye on the Hybrid in the distance if you wish.

 Now head up the stairs and closer to your target. There are three Hybrid
 waiting in the nearby circular room. Stay close to the wall and wait for them
 to get within your sight. You should be able to take care of two this way,
 but you may need to go inside the room to finish off the last one. Turn your
 attention to the small monitor on top of one of the computers near the
 entrance. As you go towards the right one the Metres tracker on the screen
 will get smaller and smaller. Once you are in front of the monitor, hit the
 Triangle button to close the first flood gate.

 Make your way to the next circular room. You can open fire from the catwalk
 as they come outside. There is one who refuses to do so though so you can
 either pick him off with the Fareye or just finish him off in yo face style.
 Anyway, clean up the last of them and activate the monitor in the second
 circular room to close the second flood gate. A brief cinematic will initiate
 now. When it finishes, head through the hallway to the next area.

|Rendezvous with Dr. Malikov at the Med Clinic|
 Head down the initial stairs and take a left and into the elevator. Now go
 directly ahead to the right of the wall with the SRPA logo. Keep going in this
 direction and then take a left up the ramp. Collect the Carbine ammo in this
 room if you need it. Then head through the opening to the left to reach the
 next area [Checkpoint].

 Go over to where the Hybrid bodies are and head into the nearby tunnel. At the
 end. Some Patrol Drones await you at the end of it. Don't bother engaging
 them here. Instead, just jump down and make a full sprint to the right
 [Checkpoint]. If you die and respawn now the flying Chimera will leave you

 Continue ahead until you receive a radio transmission. They will tell you not
 to engage the drone, but instead to listen to their instructions. First, take
 a left at the end of the hallway and sprint towards the crates. Crouch and
 wait there. As soon as the Chimera move past you to the right, get up and
 sprint like hell to the left towards the next pile of crates.

 Now take a right and continue sprinting in this direction. Jump into the water
 when you see it and swim to the crate in the middle of the water and wait
 there. The radio will tell you when it's safe. When he does so, turn around
 and swim back to the ramp. Now take a left and sprint straight ahead to the
 opening with the stairs leading upwards [Checkpoint].

 You are now in a room full of water. Collect the Carbine or Bullseye ammo on
 your platform. Note the Furies awaiting you in there. Wait for it to be on the
 other side of the room, and jump in. Then swim as fast as you can to the
 platform in the middle.  Immediately take cover behind one of the covers and
 stare towards the opening directly ahead, on the platform. Some Chimera will
 start pouring through so open fire on them. There's some Carbine ammo and a
 Hedgehog for you on this platform. Wait for the Furies to be on the other side
 again and then jump into the water and swim to the stairs. Go up and to the

 Sprint down to the room at the end of the hallway to meet Dr. Malikov.

|Escort Dr. Malikov to the Surface|
 Follow Dr. Malikov out of his office and to the right. He will hold still at a
 crate first. Pick off the Hybrid at the far end of this area to initiate a
 brief fight. Take cover and wait out the "danger" phase if it goes to that.
 Malikov will move to the next position when you clear out the wave.

 Head up the stairs and through the nearby opening. You will see two allies
 engaging a huge Chimera here. Just stay back and focus on bursting some
 headshots at it. If you get in trouble, run away and wait out the danger
 phase. Finish it off and Malikov will continue on to the door the Chimera
 came from [Checkpoint].

 A pretty big fight will ensue here so be ready. Start by taking cover behind
 the pillar and open fire on the Chimera, focusing on the ones on high ground
 first. Move from the pillar to the crates to the left as required. After you
 clear out the first wave, head to the troop waiting by the stairs and a second
 will come, this time with the huge Chimera with the flamethrower again. Just
 stay on the lower level here and pull out your Fareye to fire some support
 fire. Focus on the weaker Chimera before going for the big cahuna.  The
 flamethrower Chimera will turn its attention to you soon, once it does that
 switch to your Carbine and respond, filling its head with bullets.

 Clear out the second wave and head up the stairs. Follow Malikov through to
 the next room. Jump down to the lower level [Checkpoint]. Grab one of the
 Pulse Cannons and wait for the door to open up. Once it does, sprint through
 and up the stairs. Take a right here [Checkpoint] to initiate the boss fight.

/Boss Battle: Kraken/
 As the room fills up with water, quickly make your way to the platform.
 It has two basic attacks. One is it will smack you with its tentacles, this
 does mild damage. His other attack is a huge roar that will inflict some
 massive damage if you stay put for too long. It always does its roar attack
 after you blast it with your Pulse Cannon, so take cover behind the crate
 after firing at it. Fire three more Pulse Cannon shots at it to finish it off.

|Escort Dr. Malikov to the Surface|
 After defeating the Kraken, take note of the white platform to your left.
 Run towards it and jump over. Meet with Malikov again and follow him for a bit
 until he reaches the elevator. Once you reach the upper level, run ahead to
 the outside [Checkpoint]. After a brief conversation, take a right and down
 the long stairs. Follow Malikov to the next opening. Head through after the
 brief radio transmission [Checkpoint].

|Protect Warner while he reconfigures the Battery|
 Head up the stairs and to the opening at the top. The big fight is happening
 to your right. You can either use the Carbine or the Fareye scattered near
 the flour sacks. Whichever you choose though, remember to use the Pulse Cannon
 on the Chimera that get close, like on the other side of the flour close. A
 single blast should clear out the entire wave if they are close enough. Keep
 holding them off until the Battery is complete.

|Escort Dr. Malikov to the landing Platform for Extraction|
 Follow the team over to the opening [Checkpoint]. Proceed through and follow
 the team to the right where another big fight is happening. Begin by taking
 out the Chimera approaching you on the bottom of the hill. Now, head to the
 bottom and take a look at the big group of Chimera to your left. Pull out
 your Pulse Cannon and fire at the group in the front to wipe them out all at
 once. After doing this, it's best to run back to the top of the hill and
 engage the rest of the Chimera from here. Pick up the Auger resting against
 the building at the top of the hill. It has some thermal abilities and the
 Chimera will be glowing, making them more distinct.

 Clear out the Chimera, and watch out for the ones that actually make it to the
 top of the hill and are attacking you from the side. After you clear out this
 wave the team will continue ahead. [Checkpoint] Head over to the car to lure
 the Chimera out. As soon as you do so, run back up the hill and take cover
 behind some flour sacks. After finishing this wave off, take a right and two
 more Chimera will engage. They should be cake though. You will have to deal
 with a few more, watch out for the one on the balcony above. Finish off this
 final wave and sprint up the ramp to your left and follow the team the rest
 of the way to the extraction point. Now head back through the opening to start
 your next objective [Checkpoint].

|Retrieve the Inhibitors from Dr. Malikov's Lab|
 Head directly forward towards the compound. It won't be long before some
 Chimera led by a huge one with a flamethrower appear. There's some Carbine
 ammo behind the car to the right if you need it. There's some more resting
 against the Cabin to the left and seven more scattered on the floor. Once
 you open fire on the big Chimera it will start approaching you. Sit still and
 start filling its head with some shots. As soon as you start taking damage
 from the flamethrower, sprint out of range and create some distance. Then
 continue your fire. Just keep sprinting away and firing at it to bring it
 down [Checkpoint]. The Chimera will explode after it dies so stay far away.

 Proceed ahead into the compound and sprint to the garage door directly ahead
 and slightly to the left. Once the door opens, you will see a darkened
 elevator Proceed ahead to the opening at the end of the hall [Checkpoint].
 You'll be in a room almost completely filled with water now. Don't jump in,
 but instead take note of the rocks sticking out towards your left. It
 creates a path for you to proceed. Once you reach the end of it, take
 note of the second safety point directly ahead. Wait for the coast to
 clear (ie no Furies) and swim across. You can now just walk on the rocks
 over to where the door is.

 You can't go in so head over to the broken platform leading to a pile of junk.
 Run and jump across to that pile. Once you reach the top of it a single
 Chimera will introduce itself [Checkpoint]. After disposing of it, sprint
 on to the platform and jump across to the where the Hybrid's carcass is.
 Proceed ahead through the opening [Checkpoint].

 There's a door to the left so let yourself through. Feel free to pick up the
 Magnum here. Proceed down this hall, careful to avoid the fire. Turn into the
 door to your right to Malikov's lab to procure the inhibitors. There's a
 Rossmore shotgun right outside of the door (the one Malikov was using) if
 you need it.

|Escape the Base|
 Head up the nearby stairs and soon a bunch of enemies will attack you. The
 assault will begin with some of the flying ones, so take out as many as you
 can first. Shortly after the Hybrid will rush you so at that point it's
 important to retreat. Switch to the Rossmore or Magnum and take out the
 Chimera as they get close. Now continue up the stairs and take a right down
 the hallway.

 Head to the end of this room to find the next door and sprint through
 [Checkpoint]. Go over to the crates and take cover. Open fire on the Chimera
 up at the balcony. After that, take out the three on the other side of the
 crates. Sprint up the ramps and then through the stairs to the next area
 [Checkpoint]. There will be some Chimera here so dispose of them. Then
 continue through to the next room. Sprint up the stairs here and take cover
 at the crates. A pretty big wave of Chimera will open their attack on you,
 including one of those flamethrower ones. Just use your cover and pick off all
 the Chimera attempting to close the distance first. Then, switch over to your
 Rossmore (or Magnum) and finish off the one with the flamethrower. Retreat out
 of its range if you have to.

 Sprint up the remaining stairs and to the circular elevator to the surface.
 Head over to the Helipad for one more confrontation against the Kraken.

 All right, this one is going to take a little longer than last time. The basic
 principles still apply -- watch out for its roar attack, and tentacle smash.
 Note that if you take a direct hit from its tentacles, meaning if you stand on
 the spot and the tentacle collides on your head, then you will die instantly.
 Wait for your Pulse Cannon to charge and open fire on it. Keep moving from
 left to right to avoid a direct hit from its tentacle. After about three
 shots it will submerge into the water. Just watch all directions until it

 Note that when the Kraken goes farther than it usually does (you will know
 when you see it), after you shoot at it there, its next position is a surprise
 attack on the platform you are standing on. So it is important to remember
 that immediately following a shot to it when it's farther away than usual, go
 as close to the elevator you came from as you can, but keep watching in that
 direction for it to appear again. After that just repeat the process until
 you bring it down to complete the mission.

| 4.03]                         C h a p t e r  2                    [WK03]    |
O r i c k , C A
  | W e a p o n  C h e c k l i s t | E n e m i e s |  I n t e l  |
  | [ ] Marksman     [ ] Carbine   | [ ] Hybrid    | [ ] Int #9  |
  | [ ] Bullseye     [ ] Rossmore  | [ ] Patrol D  | [ ] Int #10 |
  | [ ] Fareye       [ ] Grenades  | [ ] Chameleon |             |
  | [ ] Auger                      | [ ] Ravager   |             |
  |                                | [ ] Titan     |             |
  |                                | [ ] HellfireT |             |
  |                                | [ ] Steelhead |             |
|Fight off the Ambush|
 Begin by moving directly ahead and picking up the Carbine to the left, near
 the truck. Continue going in this direction, towards the shots fired. You
 will soon find the Marksman [Checkpoint]. It's an automatic sniper rifle. It
 is very useful right now, because of the annoying Hybrid perched on the hill.
 So pick up the Marksman and move up just a bit, past the truck. Go into scope
 mode and aim towards the hill, where the shots are coming from. Pick off
 the three Hybrid on the hill. Proceed ahead a little further and pick off the
 remaining Chimera on the high terrain.

 Continue down the road and take out the lone Chimera with its back towards
 you. Hold your fire until you meet your allies. Don't get too comfortable
 because a few Chimera will charge at you shortly. You should switch to the
 Marksman after taking care of the charging Chimera and picking off as many of
 them as you can. Keep moving ahead on the road and picking off the Hybrid
 until you arrive at a dead end and a radio transmission tells you to go
 towards the creek. Take a left and jump down to the river [Checkpoint].

|Reach the Town of Orick|
 Advance further down the creek, but just relax for a bit because there are no
 enemies here. You will soon see a brief cinematic. Following that, proceed
 to the end of the creek and back to the grass [Checkpoint]. Go deeper into the
 forest, and fight off the small ambush from the Patrol Drones. Be sure to
 pick up the Rossmore along the way. Keep shooting at the flying Chimera and
 proceeding ahead until you reach the next checkpoint. Don't get too
 comfortable because of the two Chameleon in this area (invisible slashers).

 It's best to advance very slowly when we have the "Chameleon Warning" up. You
 need the Rossmore to handle them effectively. A single shot would be enough to
 bring them down, but the same can be said about you. One slash from them and
 it's game over, so it's absolutely important that you are quick. After taking
 care of the two Chameleon, sprint ahead and a distance indicator will appear
 on your screen. Keep sprinting ahead and veering off to the right to arrive
 at the next checkpoint [Checkpoint].

 Take a left towards the Rossmore ammo. Keep advancing in this direction,
 slowly. A single Chameleon will attack you from straight ahead. Be ready and
 quick and you will be fine. Keep moving towards the target to arrive at an
 area with a bunch of tree stumps [Checkpoint]. Jump down to the stumps area
 with your Rossmore ready, looking in the forward direction the entire time.
 Another Chameleon will charge you, so blast it when it's visible. That will
 be the last one for a little bit, so sprint down the slight hill and jump
 into the river when you see it [Checkpoint].

 Tread the water briefly and head towards the camp area. Sprint in the
 northwest direction until you hit a truck blocking off the path. Jump into the
 stream and swim east. You can hold L2 to swim under water and move a bit
 faster. There won't be any enemies in the water so just focus on swimming
 through this stream. You will soon reach land again [Checkpoint].

 Pick up the Marksman if you want, and open fire at the Patrol Drones. Don't
 forget about the two Chimera in the distance. After downing those two, sprint
 directly ahead until it seems like you've hit a dead end. Just take a right
 here to small the circular hill and you should soon see a Motel sign in the
 distance. Keep going until you reach the town of Orick [checkpoint].

|Rendezvous with Echo Team|
 Proceed towards the Motel and pick off the Chimera on the roof top. A wave of
 Chimera with a huge shielded one will then appear. This best way to handle
 this wave is to get right up and personal and empty out some clips. If the
 big shielded one gets close, you can hit it with a melee attack (R3 Button)
 when you have to reload. Continue through the opening on the right, where the
 Chimera came from. Sprint towards the house with the stairs and go inside.
 Grab the Intel in front of the television in the next room. Jump down through
 the opening to the left.

 Proceed across the parking lot and take care of the Patrol Drones. Take care
 of them and be ready to deal with a Chimera with a flamethrower. If you are
 having trouble bringing it down, try closing the distance on it [Checkpoint].
 After taking care of it, sprint down the path to the right, towards the
 broken crates. There's a single Chimera perched on top of the junk, a bit to
 the left. Make your way to the junk and jump through the broken crate that
 creates a tunnel.

 Head towards the northeast corner in this area, towards the Chimeran cocoons.
 Jump through the tunnel/create to the left now. Go into the crouch position
 and make your way through the little crack until you emerge on the other side
 [Checkpoint]. Now jump through the opening ahead and go down the ramps to the
 ground level. There's a Hellfire Turret here and it is immune to your weapon
 fire. You are going to have to make your way to its spine and deactivate it
 with the Triangle button, so let's do that.

 First, sprint towards the dumpster and take cover here for a bit. Next, sprint
 towards the wall on the right and take a breather behind the tipped-over
 dumpster. Now make your way to the lumber stacks in the centre of the area.
 All there is to do now is to make a full sprint to the small stairs to the
 northwest. Make your way along the path you are now until it ends. Then, jump
 down and press and hold Triangle behind the Hellfire Turret to disable it.

 Sprint up the stairs toward the right of the turret and wait there
 [Checkpoint]. A huge wave of Chimera will soon converge on your position. Pick
 up the Marksman and start picking them off. Luckily you are going to receive
 some heavy support fire. After clearing this wave up, continue through the new
 opening behind you. Go to where your ally is waiting [Checkpoint].

 Continue deeper into this area and fend off the Chimera group here. It's a
 a fairly basic group, so no worries here. Head towards the opposite wall and
 make a right turn into the factory. Run up the stairs inside to initiate a new
 cut scene.

|Hijack a Chimeran Shuttle|

 Follow the team down the stairs to the left [Checkpoint]. Fight your way
 towards the other end of this area, where the Chimera were [Checkpoint]. In
 the new area, two huge Chimera with flamethrowers will attack you with a
 new wave of Hybrid. It's important to be aggressive here and take the fight to
 the Chimera. Use your melee attack if you have to reload. Sprint into the
 warehouse and up the stairs [Checkpoint]. Follow the team back outside
 [Checkpoint]. You are now on a balcony, jump down through the crack on the
 left. Sprint towards the right and continue in this direction.

 Run up the ramp when you see it. Use the lumber stacks as terrain and continue
 in this direction until you hit the fence. Take a left and jump up the small
 stacks and you should see a Hellfire Turret on the other side. Eliminate as
 many Chimera as you can before going after the turret. Watch out for the
 turret's shield deflecting your fire when you are trying to hit Chimera behind

 When it looks pretty safe, jump down and disable the Hellfire Turret. Use it
 as cover now as you work through the big Chimera and the remaining Hybrid.
 Once the huge Chimera is taken down, sprint towards the plane to initiate a
 cut scene and to conclude the Orick portion of the chapter.

B a t t l e s h i p
* It is recommended that you pick up a Bullseye over your Carbine so you will
have plenty of ammo to use.

|Infiltrate the Chimeran Battleship|
 Following the cut scene, you will now find yourself on the Chimeran
 Battleship. Sprint through the tunnel to the right of the platform where the
 troops are standing. Go past the first fork and take a right at the next. Take
 an immediate left and proceed slowly, because there's a Chameleon coming up.
 It will charge at you from directly in front so be ready to pull the trigger
 in that direction [Checkpoint].

 Proceed to the next room and crouch to get into the tunnel. Mow down the
 Leaper Chimera when they come in hoards, but when they start coming one-by
 one, it is in your best interest use your melee attack to preserve some ammo.
 You will find a Fareye at the end of the tunnel. Pick it up if you want. There
 is also some Carbine ammo and a grenade in the corner to the left, just behind
 the cocoons.

 When you're ready, take a right and continue down this hallway until you reach
 an elevator. Descend to the bottom and go up the ramp to the right
 [Checkpoint]. You will be faced with heavy resistance from the Chimera below.
 Just ignore them and take a left around the circular pillar and continue down
 the path. You should still eliminate the Chimera on the same level and above
 you, because they are much more of a threat than the ones on the bottom. Now
 continue along the path until you reach the next ramp [Checkpoint]. Head up
 the ramp and take a left, clearing out any Chimera that may get in your way.
 Go through the upcoming opening and take a right.

 Two Chimera will attack you now but they won't be anything significant. You
 should also pick up the Auger at this point. Keep going in this direction
 and you should soon reach the next [Checkpoint]. Time to proceed slowly ahead
 because another Chameleon will charge at you from in front. Continue slowly
 down the next hallways to take care of the remaining Chameleon.

 Move past the first fork and take a right on the next. Take an immediate left
 after that and be ready for another Chameleon attack. Now take a right and
 sprint straight towards the tunnel and help yourself through.

|Plant Demo Charges on Bridge|
 There won't be any enemies until you drop down to the lower tunnel, at which
 point the Leapers will make themselves acquainted to you. They won't come in
 very threatening waves, so just melee them down. Continue along this lower
 tunnel until you suddenly drop. Don't get shocked because a Chimera awaits you
 immediately below. Head up the ramp to the right, but don't go far. If you
 have your Auger equipped you will see a massive wave of Chimera awaiting you.

 Take cover behind the wall and peek out to mow down as many Chimera as you
 can. Don't forget to use the Grenades you have. As soon as you need to reload
 quickly hide behind the wall again. Use the Auger to see when the Chimera are
 approaching to know exactly when to pop out to attack. Repeat this process
 until you bring them all down. Sprint to the elevator the Chimera were
 guarding now. Head towards the huge computers to plant the charges.

|Evacuate the Battleship before it Explodes|
 Head towards the opening and down the stairs. Two Chameleon await you at the
 bottom so be ready for them. Take a left, but continue past the first opening
 and instead head through the second one you encounter, going downwards.
 There's another Chameleon here. Now take a right in the next room and through
 that opening towards the elevator. Watch out for another Chameleon coming from
 this direction [Checkpoint].

 The ship is just about ready to blow up now, and you have 2 minutes to make
 your escape. Sprint towards the right and follow the path here. Once you reach
 the rubble, continue through and you should drop down to a lower level.
 Immediately take a right and sprint in this direction and take a left for
 the remainder of the way until you see two Chimera. Don't worry about them
 though because they'll get destroyed by falling debris (Owned). You'll now
 meet up with an ally [Checkpoint].

 Follow your ally until he jumps into a tiny pit. Get ready to engage a mass
 of Chimera. The best way to handle this is to empty your clip into the door
 and catch many of them running in. Spam all the grenades you have as well.
 You should have no problems mowing them down with your Auger or Bullseye.
 Don't worry about the time because you are only a few seconds away from your
 ship. Just focus on eliminating all the Chimera. Once you do so, follow your
 ally and sprint towards the ship to conclude the chapter.

| 4.04]                         C h a p t e r  3                    [WK04]    |
T w i n  F a l l s , I d a h o
  | W e a p o n  C h e c k l i s t | E n e m i e s |  I n t e l  |
  | [ ] Rossmore     [ ] Carbine   | [ ] Grim      | [ ] Int #13 |
  | [ ] Marksman     [ ] Bellock   | [ ] Hybrid    | [ ] Int #12 |
  |                                | [ ] Steelhead | [ ] Int #11 |
  |                                | [ ] Ravager   |             |
  |                                | [ ] Titan     |             |
  |                                | [ ] Leapers   |             |
  |                                |               |             |
|Search the Houses for Survivors|
 Turn around and head into the darkened building. Hit the "right" button on the
 directional pad to turn on your flashlight. Take a right inside the house and
 go up the stairs. Hit the R3 button and clobber the cocoons a couple of times
 to destroy them. Continue ahead and go through the door to emerge back
 outside. Go into the backyard and make a right into the garage. Continue ahead
 through the door ahead.

 Now sprint northwest across the field and towards the building. Once inside,
 go through the door directly ahead. Take a right and up the stairs. There's a
 Magnum in the bedroom with the two bodies to the left. Once you grab the
 weapon, jump down the balcony and to the field of cocoons. This looks quite
 disgusting, but just ignore them and head north. A few of the cocoons will
 hatch so don't be surprised. Take care of them and take a right into the main
 street [Checkpoint].

 Go into the house in the northwest. Take a left to the den and another cocoon
 will hatch. Dispose of it and proceed ahead into the kitchen. Now continue
 ahead into the field and sprint towards your target, some basement doors that
 actually lead into the ground. Head into the basement area and turn on your

 A bunch of Chimera will hatch and attack you. You should be able to easily
 mow them down though. Continue deeper into the basement and take a right
 through the opening and up the stairs behind the boxes. You will now see one
 of your allies. Follow him up the stairs and jump down the balcony to the
 yard [Checkpoint].

|Rendezvous with Hawthorne at the Used Car Lot in Town|
 Take a right in front of the house and continue in this direction. Get ready
 for a huge fight against the hatched Chimera. They will charge towards you and
 it is very easy to get overwhelmed. Keep your cool and try to blast at least
 three at time with your Rossmore. Blast a bunch of at the same time and clean
 up with your Carbine. Do your best to reserve some bullets though because
 another huge fight is coming up. Focus on using your Rossmore to do the
 initial attack, cleaning up with your Carbine and using your melee attack
 if you ever need to reload and have to take out one last attacker. Don't
 forget to back up as well.

 After you clear this wave, sprint across the field and closer to the target.
 Some more Chimera will attack you here but you should be able to handle them
 easily after the first wave. Remember to still focus on saving up some ammo,
 though. Turn into the house to the right when you see it. A single Chimera
 will hatch and attack in the kitchen. Club or slash him (melee). Go into the
 den and another will attack (two if you're unlucky). Take care of them and
 leave through the front door. Prepare for a huge fight here.

 Make your way to the front yard and start blasting away with your Rossmore.
 Similar principles apply as last time; try to bring down a bunch of them at a
 time with your Rossmore, clean up with Carbine, and keep backing up to
 separate some distance. Being able to take out a bunch of them at a time with
 your Rossmore is critical to your success.

 After clearing this wave, sprint across the street to the stairs in the
 northwest. Keep following your ally until you reach the next fight

|Rendezvous with Capelli in the Town Square|
 Pick up the Marksman and proceed ahead slightly. Just beyond the barb-wired
 boards to the right will suffice. Use the Marksman and pick off as many of the
 unsuspecting Chimera through the fence as you can. Don't forget to start with
 the one on the roof. Watch out for any grenades that may come in your
 direction. Once you run out of ammo on your Marksman, drop it and pick up the
 weapon you traded for it. Proceed into the parking lot.

 Finish off the remaining Chimera with your Carbine [Checkpoint]. Sprint across
 the lot towards the Diner. Pick up the Marksman again and pick off the Chimera
 in the Diner. You can also pick up the Bellock (basically a grenade launcher
 that incinerates the target). It's a very powerful weapon so I would recommend

 Time to proceed into the diner. Jump across the counter to where your ally is
 standing. Pick up the Auger, because its night vision will really help in the
 darkened areas to come. Proceed deeper into the diner and out of the exit in
 the rear. Follow your team into the alley [Checkpoint]. Go into the storage
 building and get ready for a pretty big wave of Chimera to come from the
 hallway to the right.

 Stick close to the nearby wall and use the racks for cover. Just move up and
 down this wall, and pick off any Chimera that you see. Use your Auger to see
 where they are coming to catch some of them off guard. The Bellock shell will
 eliminate the big Chimera in a single blast. If you get into trouble, just
 sprint out through the entrance and wait it out before continuing your attack.
 Once you clear this wave, sprint to the exit on the opposite end of the room.

 Follow your team into the barn restaurant and prepare for another fight.
 Luckily, the Chimera will be nice and bunched up, making them prime targets
 for grenades and explosive shells. You can also just mow them down with the
 weapon of your choice. All-in-all this fight isn't very tough. Clear out the
 wave and proceed outside with your team. A lone Chimera will make a last ditch
 for its wave to bring you down. It should be of no concerns, though. The team
 will now head through the door across.

 You are now in an auditorium with a mass of Chimera converging on your
 position. Thankfully, they're the ones who just hatched, so they have no
 weapons. Take out the weapon of your choice and make some Chimera stew (yummy)
 out of them. It's also very fun, I might add. Anyway, after this wave, sprint
 down the auditorium towards the rear exists. You are now in Town Square.

|Head to the North Tower|
 Pick up the Carbine with full ammo on the ground if you don't have one. A
 bunch of huge Titans will attack you with flamethrowers. Begin by sticking to
 the right and sprinting down this sidewalk. Stop when you see the pile of
 rubble with a fallen TV cable pole. Open your attack on a single Chimera

 Begin by emptying your Bellock shells, but try to see if you can deal some
 splash damage on the other Chimera with this. After the Bellock, follow up
 with some Carbine fire. It is of utmost importance to sprint away from their
 flamethrowers as soon as they attack you. Since they deal so much more damage
 it doesn't make much sense to stand there and trade firepower with them.
 Instead, create some distance and focus your attacks when they are slowly
 walking towards you. Do NOT stay still. Keep on moving and only stop to
 attack when they have stopped.

 Repeat the process to bring down the rest of them. I forgot to add that it is
 important not to stay close to the cars, because their flamethrowers can torch
 them in a split second and deal some significant damage to you. Also, try to
 focus your attacks on the Chimera that are emitting smoke, because these are
 the ones that have taken the most damage and ready to go down. After you've
 defeated them [Checkpoint], follow the team into the alley.

 There is a group of 3 Chimera on the roof and a few more on the ground. These
 are the basic enemies though, so you should be able to handle them with ease.
 After you've taken care of them, jump down to the area below [Checkpoint].
 Continue on to the train tracks area [Checkpoint]. Now take a right into the
 tunnel to the right. Remember to turn your flashlight on.

 Once in the tunnel stick to the right and move past the truck. There's some
 Carbine ammo leaned against the pillar and a Rossmore on the ground nearby as
 well. Move to the right of the pillar and advance slowly ahead. Keep an eye
 on the group of cocoons just behind the pillar because they hatch soon. As
 soon as they do, wish them a happy birthday with a swift shot to the temple.
 Clean up the rest that hatch as well.

 Now move past the train cart and to the left now, get ready for another brief
 fight shortly. Continue advancing on the left side and switch over to the
 right when you see the daylight again. Make your way to the destructed train
 carts and go up the ramp just to the left. Continue through and jump down the
 other end [Checkpoint]. Follow your ally down to the train tracks and get
 ready for a big fight. Take cover at one of the structures and open fire. Once
 focus your fire on the head of the larger Chimera at first. You can use a
 secondary shot to bring it down quicker.

 Clear out the remaining Hybrid and follow Capelli through to the tunnel, and
 up the stairs. Keep following for a bit and there won't be any enemies until
 you reach the point with the water [Checkpoint]. Jump in and handle the
 attacking Leapers. Follow Capelli up the stairs at the end of the room. Jump
 through the opening and sprint across to the sealed door and watch the brief
 sequence [Cutscene].

|Restore the North Tower|
 Turn around and sprint up the small set of stairs to the computers. Press and
 hold the Triangle button to open up the door. A hoard of Leapers will now
 converge on your position. Head up one of the stairs either to the right or
 the left and mow them down from here. Use the Rossmore for optimum success.
 There are also some Rossmore shells near the computers. Spend some time and
 clear the Leapers out before heading through the opened door.

 You should have no enemies to deal with now. Sprint across the next room to
 the elevator and head skywards. Once you reach your destination, head back
 outside [Checkpoint]. Keep sprinting up the stairs to initiate a brief cut
 scene. Now head up some more stairs until you reach the top platform with
 a broken terrain. There's an elevator here so go on it and proceed to the top
 level [Checkpoint].

 Go around and stock up on all the Carbine ammo here. Why you ask? Look up.
 That's why.

 /Boss Battle: Mother Spinner/
 This fight is going to be pretty simple. Begin by opening fire at it with your
 Carbine. You should try to get accustomed to the Mother Spinner's timing,
 because following a brief attack, it will unleash a primal roar, and if you
 are staring directly into it, it's game over. I counted 2 seconds before it
 does so. It's fairly easier to see when it's going to open its mouth when the
 Spinner is resting on a nearby tower. Soon, it will spawn a bunch of Leapers
 to attack you, but they should be no problem since you have a lot of ammo to
 use. Also, watch out for it when it jumps from one of the surrounding towers
 back to yours, because if it crushes you, that's game. When it makes this jump
 stick as close to the railing as you can without falling down.

 So to sum up the fight is basically broken down like this, [1]Fire at the
 Mother Spinner, [2]turn away from its roar, [3] fight off the summoned Leapers
 [4] stick close to the railing when it makes its jump on to your platform.

 Finish it off to conclude the mission and the chapter.


| 4.05]                         C h a p t e r  4                    [WK05]    |
B r y c e  C a n y o n , U t a h
  | W e a p o n  C h e c k l i s t | E n e m i e s |  I n t e l  |
  | [ ] Fareye       [ ] Carbine   | [ ] Hybrid    | [ ] Int #14 |
  | [ ] F. Grenade   [ ] S. Grenade| [ ] P. Drones | [ ] Int #15 |
  | [ ] Wraith       [ ] Rossmore  | [ ] Chameleon | [ ] Int #16 |
  | [ ] A-F Grenade  [ ] Auger     | [ ] Ravager   |             |
  | [ ] Pulse Cannon               | [ ] Titan     |             |
  |                                | [ ] Leapers   |             |
  |                                | [ ] A. Drones |             |
  |                                | [ ] Steelhead |             |
|Clear a Landing Zone for the VTOL|
 Begin by opening fire on the Chimera on the Helipad. Soon some Patrol Drones
 will open their attack on you. They should be no problem though. Turn your
 attention to the Chimera hiding behind the crates. Pick off a couple of them
 and soon they will retreat, giving the VTOL a safe landing zone.

|Find a way into Station Genesis|
 After landing, follow your team to the first [Checkpoint]. Soon another wave
 of Patrol Drones will attack you, take care them as well as the wave after
 that. Some Hybrid will start pouring following the third wave of the flying
 Chimera. Open fire on the Hybrid by the rocks. When there are about two left
 sprint towards their position and get in their faces. Finish these two Chimera
 off and be ready to take care of the Chameleon that will charge you shortly
 after [Checkpoint].

 Turn your attention to the Chimera at the lower area of the Canyon. Take cover
 by the boulder to the left and use your Fareye to pick off as many of the
 Hybrid as you can. Get ready for a Chameleon to appear shortly. Once it does,
 blast it right away. Switch to your Carbine now and sprint down to the Chimera
 and start pushing them out of this area. Some of them will start retreating so
 mow them down as they make their run. Stalk them to the right and wait at the
 rocks, where you have a good view of the cave entrance. Open fire on the
 Hybrid at said entrance and make your way to the cave when they are down

 Take out any enemies you see here. Soon, a bunch of Ravagers will burst
 through boulder blockage and ambush your team. Retreat out of range and open 
 fire on their heads as soon as it is safe to do so. There is some Carbine 
 ammo in the camp area behind you in a little ditch to the left of the lamp.
 If you do want to grab that ammo, you can get back to where the ambush took
 place by circling around the rocks and up the ramp.

 Anyway, head through the opening the ambushers created to the next area and
 jump down [Checkpoint]. There is an Intel document and some Carbine ammo in
 the tent to your left. Follow your team towards the cave entrance. They will
 stop there and allow you to lead the way (aren't they thoughtful)? Go through
 the cave and as soon as you see the Ravager turn around and sprint out of the
 cave. Go to the ditch where the team is waiting, take cover, and get ready to
 open your attack on the Chimera.

 Throw a grenade or fire a secondary shell at them if you'd like. Focus on
 bringing down the Titan with well-placed headshots. Once this is done, proceed
 into the cave. Follow the team up the hill until they stop. To the right of
 their position is a little alcove with some cocoons and a Wraith, a very
 powerful weapon. Not only does it have a 300-sized clip, its secondary
 function is to create a defensive force field that will minimize the damage
 you take greatly.

 Grab the weapon move towards the base area to initiate a cut scene. Following
 the scene you will be in a new cave. Proceed deeper into the cave and wait for
 your ally to say "what the hell is that?" It won't be long until a bunch of
 Leapers start attacking you now. Mow them down with the automatic weapon of
 your choice. After clearing this wave, proceed even deeper into the cave. Soon
 after another wave of Leapers will converge on your position. After taking
 care of them, sprint down the hallway ahead and to the door [Checkpoint].

 Before going directly ahead to the next room, take a right and down this tube
 here. You'll see two bodies soon, with a Spider Grenade nearby. Pick it up
 because it will be useful shortly. Now head through the door across from
 where you came from. As soon as you are into the room, throw the Spider
 Grenade at the opening across from you. If you did it correctly all of the
 Hybrid will be blown up and dead. There are still two Titans to deal with
 though, so use Wraith headshots to finish them off. Now head through the
 door that they came from [Checkpoint].

 Proceed down the hallway slowly because we have a Chameleon Warning in effect.
 Watch the door up ahead and as soon as it opens, fire some shots at the
 Chameleon to bring it down. You can use the Rossmore on the floor but it's
 not really a must. After bringing down the first one, advance slowly ahead
 and wait for the second to arrive. Greet it the American way with some
 smoking hot lead. Now sprint down to the end of the hallway and to the
 elevator [Checkpoint].

 Grab the Wraith ammo and the Air-Fuel Grenade and proceed into the elevator
 to descend to the battle below. Equip your Wraith and throw some Grenades at
 the unsuspecting Chimera on the bridge. Follow it up by unleashing the fury of
 a full Wraith clip. Don't forget to turn on your defensive force field as
 well. Clean out the Chimera and also bring down the flying Drone support. The
 bridge is now yours. Make your way towards the elevator and finish off the
 "surprise" attack of 3-4 Hybrid [Checkpoint].

|Locate Dr. Malikov|
 Enter Station Genesis and open fire on the Chimera advancing to you from the
 ramp towards the right. Pick it off and finish off the one in the tube. Grab
 the Auger that it dropped. Progress deeper into the tube to where the bodies
 are [Checkpoint]. After a brief conversation, follow the team through the door
 on the right and down the ramp to the next area [Checkpoint].

 The door to your left is locked so take a right further through the tube and
 get ready for two Chimera to charge you. You should be able to handle them
 with your Auger, though. Continue through the tube and two Chimera will be
 attack you from behind the wall on the left and the right. The one on the left
 should start retreating when it realizes it's in trouble. Stalk him deeper
 into the tube and finish off the rest of the Chimera. A sudden flash of white
 will fill your screen, followed by a brief message. Following this, continue
 ahead a bit and follow your team left [Checkpoint].

 Go over to the power switch and activate it with the Triangle button. A swarm
 of who-knows-what will suddenly start converging on your position. Immediately
 start sprinting backwards, and back towards the elevator. You also need to
 turn around periodically and fire some shots at the swarm to slow you down.
 Keep sprinting ahead and turning around every 2-3 seconds until you make your
 way to the elevator [Checkpoint].

 On the upper level, go down the small hill to the fallen ally. There's a
 Carbine with full ammo here. Grab it and continue down, through the door and
 into the tube [Checkpoint]. Continue slowly into this tube and soon your
 friend, The Swarm, will attack you once more. You will have to perform a juke
 to get out of this alive. To do so, immediately turn around and sprint
 backwards, back through the immediate door so you're still inside the tube.
 Wait here until The Swarm uses the cracks to go outside, as soon as it does
 so, sprint back through the door you just came from and all the way to the
 target [Checkpoint]. Now continue down, through the door to meet Dr. Malikov.

|Escort Dr. Malikov Out of Station Genesis|
 Follow Dr. Malikov to the Chimera development chamber, where he will talk
 briefly about "Pure Chimera". Next, head through the door with Malikov to
 begin a brief confrontation. Begin by gunning down the Hybrid in the distance.
 Soon some Titans will burst on to the scene so handle them with your Auger.
 Move down the path towards the elevator [Checkpoint]. Finish off the remaining
 Chimera. take the elevator down and watch this brief cinematic.

 Once out of the elevator go with Malikov across the bridge and into the
 electric generator. Following the brief conversation and "What do we do now?"
 The Swarm will once again burst its way on to the scene. Open fire on it with
 the weapon of your choice until it leaves shortly after. Next, follow Malikov
 into the tube and soon to the second generator. This time The Swarm will once
 again launch another attack, but this time accompanied with a Titan.

 Focus your fire on the Titan first. Bring it down and wait for Malikov to give
 you the cue to sprint to the door. Follow Malikov through to the next fight.
 Pick up the Wraith by the fallen sentinel up ahead. Now head back to the door
 and use the rock walls for cover as you engage the Chimera. Sticking near the
 door is ideal because it prevents you from getting flanked and tee'd off on
 from behind.

 Stay by the walls and picking off the Chimera until the Titans appear. Switch
 to the Wraith, activate the force field and handle them. Now follow Malikov to
 the next door. Soon you will find out that The Swarm has cornered you (dun dun
 dun). Go with Malikov out to the computer and he will tell you that you need
 to lure The Swarm on to the generators to finish it off.

 All right, head over to the elevator to the lower level. Jump on to the pipes
 and navigate them until you reach the platform where the generator is located
 [Checkpoint]. It's time to du-du-du-du-duel!!!

 /Boss Battle: The Swarm/
 Begin by picking up the Pulse Cannon. Move on to the first generator and fire
 some shots at The Swarm with your Carbine. As soon as it approaches you, move
 out of the generator and Malikov will activate the generator, trapping The
 Swarm there temporarily. Blast it with your Pulse Cannon to deal some heavy
 damage. Taking precisely 33.3% of its life from it. Following that shot, make
 a full sprint towards your target, the next generator. Be sure to pick up the
 Pulse Cannon ammo by the body in the second generator room.

 Move into the generator for some safety. Luring it this time will be slightly
 more difficult. You will have to actually get close to it, and sprint
 through the generator at the last moment. It might take a few tries so repeat
 until you can get it on the generator. Once you do so, blast it with the Pulse
 Cannon the second time and sprint through the door, and up the ramp to the
 final generator.

 Repeat the same process as the second generator and blast it with the Pulse
 Cannon once you have it trapped to finish it off [Checkpoint].


|Escort Dr. Malikov Out of Station Genesis|
 All right, now it's back to escorting Malikov out of the Station Genesis.
 Sprint up the ramp to meet him. Follow him to the elevator [Checkpoint]. Now
 follow Malikov to the next area [Checkpoint]. Two Titans armed with
 flamethrowers will be looking to engage. Use your Pulse Cannon and blast a
 single shot at the first Titan. Now move down to the sand area and take cover
 behind the big rock in the middle as your Pulse Cannon recharges. Blast it
 a second time to finish it off. Be sure to watch out for its explosion after
 its death.

 Another Titan with some Leaper support will now burst on to the scene. Circle
 around the big rock until your Pulse Cannon has cooled down. Then, blast the
 Titan with another shell and immediately switch to your Assault Rifle and
 fill it with lead until it goes down. As always, aim for the head. All there
 is to do now is to mow down the Leapers. Once you do so, follow Malikov to
 the extraction point to conclude the chapter.

| 4.06]                         C h a p t e r  5                    [WK06]    |
C h i c a g o , I l l i n o i s
  | W e a p o n  C h e c k l i s t | E n e m i e s |  I n t e l  |
  | [ ] Carbine      [ ] Splicer   | [ ] Grim      | [ ] Int #17 |
  | [ ] Fareye       [ ] Rossmore  | [ ] Hybrid    |             |
  | [ ] Magnum       [ ] Grenade   | [ ] HellfireT |             |
  | [ ] Bullseye II  [ ] LAARK     | [ ] P. Drones |             |
  | [ ] Wraith                     | [ ] Ravager   |             |
  |                                | [ ] Fury      |             |
  |                                | [ ] A. Hybrid |             |
  |                                | [ ] A. Drones |             |
  |                                | [ ] Stalkers  |             |
|Lead Echo Team to the Chimeran Node|
 Head towards the team and follow them into the alleys [Checkpoint]. Remember
 to pick up the Splicer along the way.

|Survive the Alleys|
 It's best to crouch on top of the structure in front and fire at the Chimera
 with your Carbine from here. Just keep blasting them down as they charge
 towards you. You might run out of ammo here so drop it and switch to your
 Splicer if you have to. After that big wave goes down, continue deeper into
 the alley and cut down any of the Chimera that may attack. Following the big
 wave there really isn't anymore challenges ahead, though there is a relatively
 big group that will attack you by the burning car. Keep fighting them off and
 progressing deeper into the alley until you reach the [Checkpoint]. Turn into
 the main street to initiate a cut scene.

|Neutralize the Hellfire Turrets|
 Run up the fire escape and into the apartment building. You should see the
 first Hellfire Turret through the hole below. Jump down and neutralize it.
 Wait behind the turret until Warner tells you he's under attack. Pick up the
 nearby Fareye to the left of the Hellfire turret and open fire on the Hybrid
 in the building across. There are three in total. You can take out the first
 by hugging the wall on the right and blasting it through the little opening.
 The next two will require you to move left slightly. Each target requires two
 shots to bring down. If the Hellfire Turret across starts attacking you, turn
 around and sprint out of range until it's safe to continue your sniping.

 After taking out the three Chimera [Checkpoint], go outside to the balcony and
 sprint across, into the next room. Go further into this room and take a right
 into the kitchen. Leave through the exit and back on to the balcony now. Run
 up the stairs and disable the second turret. Crouch down to the left of the
 turret and fire at the Hybrid across. After 2 shots, a Grim will attack you
 from up close. Don't get surprised -- just clobber it once with your melee
 attack. Now time to check all the floors with your Fareye and take out any
 Hybrid you may see until the coast is clear [Checkpoint].

 All right, the final turret is to the left of your current position. Jump
 across the balcony, sprint towards the turret and disable it. Now take cover
 and pick up the Carbine with full ammo. Open fire on the drones that are
 trying to make their presence felt. Bring them down [Checkpoint]. Now wait for
 your ally on the building across to tell you the final turret has been

 Now walk across the mesh plank to the left and head inside the apartment. Jump
 down through the hole once inside. Use your melee attack on the door to the
 left of the lamp to burst it open. Sprint through and jump down to the bottom
 level [Checkpoint].

|Lead Team Echo to the Chimeran Node|
 Go straight down this balcony until you are able to jump into the water. It
 won't be long until a bunch of Hybrid open fire on you. Press L2 to go under
 water and swim outwards, towards the ramp leading to the Hybrid. It won't be
 long until you arrive at that platform. Once there, sprint to the Chimera and
 waste them. Immediately head through the door on the left now to head to the
 area behind the pillars. Use the pillars for cover and shoot down the flying
 enemies. If you find you are still getting shot too much while behind the
 pillars, head into the room where the Intel is and fight the flying Chimera
 from there.

 Pick up the Fareye ammo near the dead body outside and use it to pick off the
 Chimera across from you. There's a Ravager with a flamethrower over there as
 well, so watch out for that. After you've defeated the Chimera on the platform
 across [Checkpoint], head over to the tipped over van in the water.

 Hop along the cars until you make it to where the train is, and where the
 radio transmission begins. You have to jump on the white car to the red car
 to the left to continue. Jump on the next few cars and don't forget to drop
 your Fareye for the Rossmore. Shortly after, you will encounter a big white
 van. Get a sprinting start and jump on to the top of it. Continue along on the
 next few cars and you should soon reached a tipped over train. Use it as a
 ramp and sprint upwards to initiate a brief cut scene. Following this scene,
 sprint across the train tracks, and just continue on to the narrow portion --
 you won't fall. Jump down to the train below and sprint towards the front of

 Another brief cut scene should follow. You should now notice that the area is
 filling up with water, with some Furies ready to take no prisoners. Don't
 panic though, begin by sprinting straight ahead and taking a left towards the
 lumber palette. Continue going ahead and jump on to the rock on the left when
 you are in within range. It should be straight forward sprinting until you
 reach the tube [Checkpoint].

 Continue ahead a bit, and make your way up the ramp. Sprint up the rest of the
 ramps and you should soon need to make a jump on to the last one. Get on it
 and head into the apartment building. Turn on your flashlight and make a right
 inside. It might get a little creepy so try not to flinch. Anyway, sprint up
 the stairs and keep on doing so until they cut off, then turn into the nearby
 hallway. A Grim will suddenly descend upon you, but you should be able to
 take it out however you prefer. Next, jump through the hole down to the level

 Continue slowly and get ready for a wave of Grim. Keep your cool and mow
 them down (remember I told you to get a Rossmore earlier?) Try to get them
 bunched up to take a few of them at a time. Either way, you should be able to
 take them with ease. Proceed down the hallway now and look to the right,
 another Grim will hatch so go up to it and give it the smack down. Now turn
 left and continue down the hallway [Checkpoint]. Take a left into the room and
 down through the hole.

 Watch out because part of the room is filled with water and a Fury. Anyway,
 carefully make your way to the northwest corner of the room to find the exit.
 Some Grim will try and intercept you along the way, but they are no match
 for Nathan Hale! There's a Magnum immediately to your left now. Take a right
 when you're ready and continue down the hallway [Checkpoint].

 Wait outside of the double doors with the single table in front of it. Have
 your Rossmore ready. It won't be long until a bunch of Grim bursts through
 the door and into the hallway. They are all bunched up though, so they should
 be easy pickings. Go through the doors when they have been taken care of and
 take a right. Sprint up the stairs to see daylight again.

|Rendezvous with the Ground Forces|
 Jump down to where the troops are and get ready to for a fight. Begin by
 throwing a grenade at the arc where the Chimera are standing. Next, jump down
 to the outside area and open fire on the Stalker (massive spider thing).
 It will take some persistence but it can be done, so just keep firing at it
 until it explodes. If you in trouble, retreat out of range and resume your
 assault when it's safe [Checkpoint].

|Clear an Air Corridor for the VTOL|
 Next head to the left of the arc to find a fallen helicopter. You will find
 plenty of Carbine ammo around the tree. When you're ready, focus your fire on
 the Chimera in the distance, standing on the van. When you bring them down,
 head through the arc and open fire on the Advanced Hybrid standing on the van.
 Don't forget about the one in the tree to right. You have an opportunity to
 pick up the Bullseye Mark II, which is a very good weapon. Before you do so
 though, make sure you use up all your Rossmore shells.

 Anyway, work your way to the left, where all the cars are. You'll be dealing
 with a bunch of Advanced Hybrid, so it'll take a few more shots than usual to
 bring them down. Focus your fire first on the Chimera perched on the vans,
 because they are capable of dealing the most damage, then sweep through the
 rest of them on the ground. After you clear the first wave, (you'll hear
 Across the bridge, move!") some shielded Titans will open their attack on you.
 Use up your remaining Rossmore shells and switch to the Bullseye II. Empty out
 some clips on their heads to bring them down. Take out all 3 [Checkpoint].

 Next a mass of drones will move in, crouch down behind a car and open fire
 on the Patrol Drones first. Next, the larger Drones will start opening fire on
 you. Retreat until they get distracted. Once they do, move in with your
 Bullseye II and empty some clips on them. Keep firing at them until they are
 destroyed. Air support will now come [Checkpoint].

 Pick up the LAARK against the van and head up the ramp, but don't jump across.
 You should see a line of Chimera by the cars below. Fire a single LAARK rocket
 at them to bring them all down at once. Next, jump down and run up the park
 stairs to the left. Push the Chimera back here with your Bullseye Mark II and
 turn your attention to the Chimeran forces down the stairs [Checkpoint].

 Wait for the ones behind the tree to get bunched up and fire a single rocket
 at them to take out a bunch of them at once. Clean up the rest with your
 Bullseye II. Follow the team into the building and clear out the wave in here
 as well. Go deeper into this building and now it's time to show the
 Stalkers some love. Pick up some LAARK ammo in here and launch some rockets
 at the Stalkers. It will take two rockets to bring down one of them. Repeat
 the process until they are all taken care of [Checkpoint]. Your team will now
 start moving. Keep a LAARK with full rockets because it will come in handy.

|Rendezvous with the Ground Forces|
 Follow your team up the stairs and clear out the Chimera. Wait here to
 initiate a brief cut scene. You will now find yourself in a new building. Move
 to the adjacent hallway [Checkpoint], and take a right down to the hole. Jump

|Neutralize the Leviathan|
 Look for the double doors and smash them with your melee attack to emerge
 back outside. Pick off the two Chmiera and follow the ramp upwards. Soon a
 group of Chimera will engage you [Checkpoint]. Wait for the Ravagers to drop
 their force fields and launch a single LAARK rocket to take them all out at
 once. Sprint up the pile of rubble [Checkpoint] and take a right. Immediately
 some Chimera will open fire on you so take cover. Pick up the nearby Fareye
 and pick them off. There are about 5 of them. When the coast is clear sprint
 across the platform on the right to the other side.

 Sprint up the rubble and past the electrical tank [Checkpoint]. Keep sprinting
 upwards towards the rubble on the other end. Turn left and across the
 platform. A hoard of Grim will charge you now. Retreat back and clear this
 wave. Pick up the Magnum if you want. After the Grim are taken care of, sprint
 across the platform again and take care of the Chimera in the corner to your
 left. Use up your LAARK rockets because it'll be your last opportunity to use
 them on basic Chimera. When it's quiet, head up the nearby stairs. Turn left
 and then up some more stairs. Ditch your LAARK for the Carbine and your
 Bullseye for the Wraith.

 Soon a bunch of drones will start attacking you. Open fire on them with your
 Wraith. They shouldn't be too difficult to take down. Shortly after that a
 bunch of Patrol Drones will enter your room so crouch in a corner somewhere
 and pick them off. You can use your force field here if you wish. Finish
 off the remaining drone and head up the stairs in the corner to the right.
 Don't fall into the hole because some water and a Fury below will lead to
 your certain death. Keep sprinting up the next few set of stairs until you
 arrive on the roof.

/Boss Battle: Leviathan/
 Go over to where the team is and grab the LAARK. The Leviathan will soon
 approach your position. It will open with a roar, so turn away. Wait for the
 beast to pick you up and open its mouth. When it does, fire 3 LAARK rockets at
 it to clear the first phase. Next, run towards your target inside the building
 [Checkpoint]. Sprint up the next few set of stairs until you emerge back
 outside. Don't bother engaging yet, instead sprint across the bridge towards
 your target, the building across. Don't stop until reach a Checkpoint.

 Now run down the set of stairs and down the next few stairs as well. The
 stairs are in the same position on every floor. Once you reach the floor with
 the fallen comrade, pick up the LAARK ammo. When you're ready, sprint towards
 the platform and jump out the window. You will land outside on the roof,
 again. Wait for it to pick you up and open its minty fresh mouth again, then
 fire another LAARK rocket at it.

 It will then throw you, what seems like, across the city [Checkpoint]. Grab
 the Bullseye II, head outside, and turn left down the ramp. Go inside and
 down the hallway. Take a right into the tube when you see it. Continue down
 the tube and get ready for a brief exchange with the Chimera. You might as
 well use any grenades you have here. Continue through the opening on the left
 and take care of the Hybrid hiding behind the pillar in the next room.

 Head over to that pillar and down the circular ramp. Once you reach the
 bottom, head through the tube and eliminate the Hybrid. Next, jump down to
 the area below and clean up the remaining Chimera. Grab the LAARK ammo and
 fire a single rocket at the Leviathan. It will now make its way towards you.
 After a brief message telling you the charges failed, fire a single rocket at
 the bridge when the Leviathan is below. The bridge will collapse and crush
 the Leviathan, dealing some heavy damage. Fire every rocket you have at the
 beast to finish it off and conclude the chapter.


| 4.07]                         C h a p t e r  6                    [WK07]    |
H o l a r  T o w e r , I c e l a n d
  | W e a p o n  C h e c k l i s t | E n e m i e s |  I n t e l  |
  | [ ] Marksman     [ ] Magnum    | [ ] A. Hybrid | [ ] Int #18 |
  | [ ] Bullseye II  [ ] LAARK     | [ ] P. Drones |             |
  | [ ] Rossmore     [ ] Bellock   | [ ] Stalkers  |             |
  | [ ] Fareye       [ ] Carbine   | [ ] Hybrid    |             |
  | [ ] Wraith       [ ] Auger     | [ ] Ravager   |             |
  |                                | [ ] Titan     |             |
  |                                | [ ] A. Drone  |             |
  |                                | [ ] Grim      |             |
  |                                | [ ] Chameleon |             |
  |                                | [ ] Leapers   |             |
  |                                | [ ] Steelhead |             |
  |                                | [ ] Leeches   |             |
|Infiltrate the SRPA Station Igloo|
 Begin by sprinting straight down the road ahead. When you arrive at the
 trucks, head up the stairs to the right. Keep going up the stairs and take a
 right down to the grassy area [Checkpoint].

|Plant Demo Charges on Chimeran AAGs|
 Take out your Marksman (you have the weapon by default) and start picking off
 the Hybrid across the field. If you need more Marksman ammo, there's some to
 the left by a fallen ally in front of the door. Spend some time to pick off
 the targets across the field. When the coast is clear, sprint across to the
 field towards the Chimeran bodies and stairs. Pick up a Bullseye II. Some more
 Chimera will barge through the door to the left and open an attack on you.
 They should be easy enough to handle, though. Don't bother going through the
 door they came from, because it's locked.

 Instead, continue up the stairs directly ahead. Before you even make a few
 steps some Titans will come crashing on to your screen. Immediately retreat
 down and create some distance. Once you're in a safe position, empty out your
 clip on their heads. Now continue up the stairs and to the first AAG to
 initiate a brief cut scene. Following the scene, turn on your flashlight and
 turn into the tunnel.

 Take the stairs on the right down to the machinery area. There are two
 openings in this room. Go through the one on the far right and sprint across.
 You'll see a Hybrid running as well, but don't stop to fire at it until you
 are safe from the turret. Proceed further down this hallway and get ready a
 Titan to greet you from the opening on the left. Bring it down the usual way,
 along with the other Chimera that accompany it. After defeating them, take a
 left down the opening they came from.

 Switch to your Marksman and take out the Chimera behind the fence ahead. Now
 continue down this hallway and take a left through the opening. You now find
 yourself in a room full of lockers. In the northwest corner of this room is
 an Intel document, and the exit is to the right. In the next room, jump down
 to the level below [Checkpoint].

 Go through the garage door opening to the left. A Stalker will immediately
 open fire on you. Just ignore it and sprint straight towards the opening on
 the ground ahead. It's a set of stairs that lead down to an underground
 shelter. Continue down this hallway and take a right. There's a LAARK on the
 ground beside the body. Grab it but don't turn around -- just keep going
 ahead and take a left. You should see a set of stairs. Return to the surface
 and, with any luck, the Stalker will have its back to you. Even if it
 doesn't, fire a rocket at it and head back underground while you arm another
 missile. As soon as it's ready, go back up and fire it at the Stalker.
 That should be enough to bring it down.

 Clean up the Patrol Drones that may try and harass you while you work on the
 Stalker. While on the surface, two Hybrid standing on opposite catwalks
 will be attacking you. Take out both of them [Checkpoint]. Head through the
 newly-opened garage door under the catwalk where the Hybrid was. Take out the
 Chimera in this building and turn right up the stairs to set the charge on
 target number two. Following the brief cut scene, head through the new opening
 and jump down to the area filled with Cocoons (where's a LAARK when you need
 one?) [Checkpoint].

|Rendezvous with Echo Team in the Observation Room|
 Turn left towards the garage door. There's a Bellock around here, so pick it
 up. Close to the Bellock is an opened cell door. Proceed through and take a
 right, then take a left through the opening when you see it. Sprint down
 the following tunnels and you should soon see Team Echo. Jump down to where
 they are and take your position in the corner to the right [Checkpoint].

|Clear Chimeran Defenses for Aerial Assault|
 Some drones will open an attack on you through the window now. Pick them off
 and a big fight will ensue now, through the two doors behind you. Take cover
 behind the computer and open fire with your Marksman. Keep picking them off
 and crouching when you need to reload. If you are out of Marksman ammo, switch
 to the Bellock and make your way towards the tunnel on the right. Clear the
 way of any Chimera and pick up one of their Bullseye Mark IIs. Once you grab
 one, immediately run right back to your spot behind the computers.

 You'll notice that a Marksman with full ammo will suddenly appear so you can
 switch back if you'd like. Just keep picking them off and surviving the
 assault until the Chimera start retreating. Now follow your team through the
 tunnel. You should be armed with the Bullseye II and Marksman. Follow them to
 the next fight. Switch to your Marksman and pick them off. When the coast
 seems clear [Checkpoint], head outside and turn left with your Marksman ready.

 Pick off the Chimera on the catwalk above while the aerial support arrives.
 Work your way towards the Chimeran camp to the left. Pick off anything in
 sight with your Marksman. Sprint to the flour sacks on the left and ditch
 your Marksman for the Fareye. Pick off the Chmiera forces above. Just stay in
 area with the sacks and continue picking off the Chimera. Two key targets are
 the Titans with flamethrowers between the crates and the one on the tower.
 If you get in trouble during this big exchange, run to the fence on the right
 and stay there until you are no longer in danger status.

 As soon as you take out the Titan on the tower, a bunch of Hybrid will
 appear on the catwalk above. Pick them off one by one. Keep shooting every
 Chimera in sight and soon a shielded Drone will arrive on the scene. This one
 is going to take a little patience. Just stay put and wait for your team to
 wear down its shield. What you need to do is shoot sparingly and keep watching
 the drone. Wait for part of its shield to disintegrate near the top. As soon
 as you see part of it not being shielded, open fire on that area to further
 damage the drone and finish it off.

|Enter Holar Tower|
 Now follow the team through the garage door on the left. There are some
 Chimera in here so bring them down. Wait for Warner to open the door. Once he
 does, sprint through to the control centre area [Checkpoint]. It won't be long
 until a bunch of Grim charge towards you. Pick up the Rossmore on the computer
 directly ahead. Be smart here -- use your melee attack on any single Grim, and
 only fire at them when they get bunched. Keep repeating this process and
 picking up more Rossmore ammo from the computers if you need them. You will
 need to fight them off for a while. After fighting them for a good 3-4 minutes
 the garage doors should close. Don't get too comfortable yet because a few
 more Grim will hatch within the room and attack you. Take care of them and
 head to the lift. Once you reach outside [Checkpoint], jump down to the

|Rescue Foxtrot Unit|
 Run up to the helicopter and grab the Carbine. Then sprint to the right and
 drop down to the area below. Sprint towards your target now. When you are at
 about 65m from your target, some Chimera will engage you from above. You
 should be well-trained to deal with them, though. Follow the team to the
 chopper and hop inside. It won't be long until a huge wave of Chimera come
 from your left. Use some Grenades if you have to [Checkpoint].

|Clear out Chimeran Ground Forces|
 Follow the team to the next opening. Watch out for the Chameleon; there are
 3 of them. Don't walk too fast and you should be fine. Pick up the LAARK along
 the way. Continue towards the tower entrance and open fire on all the Chimera
 that may block you. Start with the ones standing on the rocks above. Work your
 way towards the tower and pick up the Wraith [Checkpoint] along the way.

|Enter Holar Tower|
 Sprint towards your next target and stay put with the rest of the team. Stop
 right in front of the big crater and soon Capelli will say "Tell me that's not
 what I think it is." Take this as a cue and follow your team backwards. Get
 ready to fight off a swarm of Leapers. Switch to your Wraith and you can start
 mowing them down as they come in a straight line. You can take out a bunch of
 them this way, and just staying still. After blasting the Leapers for a while,
 a Ravager should arrive on the scene. Switch to your LAARK and blast it with
 two rockets to bring it down quickly.

 Now follow the team ahead towards the Holar Tower. Make your way to the lift
 and when it reaches the bottom, proceed directly ahead into the next room and
 watch the brief cut scene.

|Track down Daedalus|
 Following the cut scene [Checkpoint] and the brief conversation, take a right
 through the opening. Follow the team for a bit until you encounter a
 Steelhead. Shoot it down and pick up the Auger. In the next room, two
 relatively large waves of Chimera will engage. If you still have your Laark,
 fire rockets at both of those waves to bring them down quickly. Follow the
 team and soon they will stop right below a ramp. Sprint up the ramp and you
 should see a lone Chimera firing at you. Look for the little opening to the
 left to get into where the Chimera is and blast it.

 The team will now proceed to your position so follow them for a little bit.
 When they stop for a second time, proceed straight through to initiate a brief
 cut scene. Following this scene you will find yourself staring into a tunnel.
 Go on through the door, then turn right. Proceed in this direction and soon
 some Leeches will start charging to you. They are suicidal so blast
 them before they can get close. They go down relatively easy though, so that's
 a plus.

 Continue going in this direction and take a right up through the opening
 into a green room. Turn left and down the exit. Get ready for another
 Chameleon attack, so be quick. Continue down this hallway and take a right
 down the opening when you see it. Keep going through this tunnel and you 
 should see some Chimera at the end of it. Take them down and proceed through
 [Checkpoint]. Take a left in this room now and turn into the opening when you
 see it. Sprint straight ahead towards the ramp in the distance. Take down the
 Advanced Hybrid and immediately turn around, staring towards the opening you
 came from with your weapon ready.

 A huge wave of Chimera will barge through the door and come looking for blood.
 Wait for the Ravagers to drop their force fields and fill them with shots.
 Move to the left or right if you start getting in trouble. You should be fine,
 though. It won't be long until Capelli arrives and when he does, finish off
 the remaining Chimera. When Warner pages you, head through the opening to the
 left and sprint towards your target. Just sprint ahead for the rest of the way
 until you activate the brief cut scene to conclude the chapter.

| 4.08]                         C h a p t e r  7                    [WK08]    |
C o c o d r i e , L o u i s i a n a
  | W e a p o n  C h e c k l i s t | E n e m i e s |  I n t e l  |
  | [ ] Fareye       [ ] Magnum    | [ ] Hybrid    | [ ] Int #14 |
  | [ ] Auger        [ ] LAARK     | [ ] A. Hybrid | [ ] Int #15 |
  | [ ] Rossmore     [ ] Carbine   | [ ] Ravager   | [ ] Int #16 |
  | [ ] Pulse Cannon [ ] Wraith    | [ ] Steelhead |             |
  | [ ] Marksman     [ ] Bullseye  | [ ] Titan     |             |
  | [ ] Bullseye II  [ ]           | [ ] P. Drones |             |
  |                                | [ ] Chameleon |             |
  |                                | [ ]           |             |
|Find the Fission Bomb|
 Begin by heading closer to the house up ahead. Keep checking with your scope
 to see if you are within range to pick the Titan off. Head across the pond
 and check your scope again. The idea is to stay far away enough so they won't
 be able to see you. When you are just a little bit past the pond and close to
 the big tree on the right, you are within good range to take out the Titan.
 The other forces will open fire on you now so take care of them. Make your
 way closer to the house and watch out for the Hybrid coming out of the front

|Clear out the Plantation House|
 Continue on into the house. I would recommend picking up the Auger in front of
 the door. As soon as you enter, turn right with your Auger and pick off the
 Advanced Hybrid shooting at you. Go up the stairs to the next floor. Three
 Chimera await you here. When they see you they will disperse into the rooms.
 Shoot through the walls with your Auger and pick them off. Then, continue up
 the stairs to the attic.

 Quickly pick up the LAARK on the ground and peek out. You should see an
 incoming wave of Chimera from the northwest. Immediately fire a single rocket
 at them and take them out. I should note that you should have ditched your
 Fareye for the LAARK, and not the Auger. After firing the rocket, head
 downstairs and towards the house entrance. You will be able to see the Chimera
 entering into the home with your Auger. If you did the previous part correctly
 there should be one or two Chimera left at most. Clear them out to initiate
 the boss battle, don't worry there's still plenty more to go in this chapter.

/Boss Battle: Marauder/
 This battle is going to be simple. It has two basic attacks: a fire blast
 (through the mouth), and a poison attack. If you get caught with the poison
 attack, it will slowly kill you. You have to sprint out of range of the
 spreading to stop it. All right, so killing it won't take much. You'll need to
 successfully land LAARK rockets on it. Begin this battle by leaving the house
 and circling around until you see it. As soon as you do, blast it and run
 away. If you run out of rockets, run to the attic to pick up some more. Then,
 go down and find the Marauder again. As soon as you see it, blast it with your
 rocket and run back into the house. Repeat one more time to bring it down.


 After taking down the Marauder, use its body as a bridge to cross the water.
 go up to the house now and take a left to go into the garage. Once inside,
 turn right into the next room and then take a left to get back outside. Turn
 left now and go straight down until you see the stairs. Go up the stairs and
 jump down on to the box ahead. Continue along the shack roof and jump down
 again. Continue ahead and you should soon see a body and a Rossmore

|Neutralize the Titans|
 Turn left on to the platform and sprint straight ahead, then take a right to
 run to the other side. Immediately take a left and sprint towards the stairs.
 Run inside this building [Checkpoint]. Wait for the brief conversation to
 finish, and then go to where Capelli is. Head down the nearby stairs. If you
 still have your Auger, you will be able to see that two Chimera are charging
 to your location. Waste them. There's a Pulse Cannon in the corner by the body
 if you want it. It's not necessary, though.

 Sprint back outside and soon the Titans will blow up the platform you are on.
 You will have to make a jump across. Ignore the Steelhead firing at you and
 just continue into the building it's in. Go up the stairs and take out the
 Hybrid firing from the window and finish the Ravager as well. Next, grab the
 LAARK on the ground and open fire on the Titans. You are going to run out of
 rockets, so switch to the Carbine and fire at its head. Every time you are in
 Danger Mode, run back downstairs until it's safe. Keep repeating until you
 bring down the third and final Titan.

 Now head through the door to the left of the big hole. There's a single Hybrid
 in here, as well as a bunch of Patrol Drones. Take them out, and turn left on
 to the wood and continue through the opening. You should now drop back down
 outside. Follow the path on to the tipped over building [Checkpoint].

|Clear the Riverboat|
 Sprint directly ahead and up the stairs. Two Hybrid await you up there. Catch
 them by surprise and blast their heads off. Now take a right through the
 opening. You should see some stairs to the left now. Before immediately
 running up, turn left into the room to find an Intel Document as well as a
 Wraith. Now head up the stairs [Checkpoint]. You will see one more Titan up
 here, so just stay back and keep blasting its head until it goes down

|Find the Fission Bomb|
 Now sprint towards the target. You will soon see a bunch of Chimera engaging
 your troops. Pick them off from here and jump into the building to find
 Capelli (your target). Follow him out and then sprint towards the Aircraft
 to activate a brief cut scene.

|Suppress the Assault|
 Go directly ahead on to the main street and turn left. A huge wave of Chimera
 will now converge on your position. Focus on bringing down the initial
 charging wave without dying. The rest are pretty much going to stay put and
 wait for you to pick them off. There's a Marksman about halfway down the
 street, in the middle. So you can pick that up when you reach that position
 safely to pick off the rest of the Chimera [Checkpoint]. Immediately following
 this Checkpoint, turn away and sprint backwards, on the left side walk. Turn
 into the alley to the left, where the crates are to find an Auger. Don't
 pick it up yet -- instead, use your Marksman to pick off the Ravagers and as
 many Chimera as you can. When you run out of Ammo, pick up the Auger and clean
 up the rest of them.

 Now the coast should be clear. Head down the street and on to the ramp where
 the Chimera were coming from. Then sprint up the stairs to the right

|Locate Major Blake|
 Turn to the structure ahead and walk on the platform on the right. Now sprint
 directly ahead until you reach the other side. The structure should start
 sloping downwards now. Make your way to the stairs on the left and sprint up.
 Once you reach the top you will activate a brief cut scene [Checkpoint].

|Neutralize the Chimeran Outpost|
 Follow the team into the swamp, to the first gate. Wait for them to blow it up
 [Checkpoint]. Follow the team through and they will stop in the middle of the
 tunnel. A bunch of Leapers will enter now. It will help if you still had your
 Wraith. Mow them down and follow the team through to the next gate
 [Checkpoint]. Jump down and pick up the Rossmore. Be ready to deal with some
 Chameleon. There are 5 of them in total. Three of them will attack you while
 you're in the water. The 4th will attack when you are about to reach land, and
 the 5th will appear when you are actually on the land [Checkpoint].

 Turn your attention to the Chimera camp now. Ditch the Rossmore for the Fareye
 and start picking them off. Two pesky ones to the right are partially
 invisible to you because of the shrubs, so you'll have to advance a little
 further before you can see them. After picking off all the Chimera that are
 outside, there's one more Steelhead inside the building you need to take care
 of. Go up the ramp and into the building to eliminate it. Then, pick up its
 Auger. Try to preserve its ammo, because you'll need it later.

 There are a few more Chimera to the left, where the troops are, so make your
 way to that position. Follow them to the final gate and let them blow it up
 [Checkpoint]. Sprint straight through the tunnel to the aircraft to activate
 a brief cut scene.

|Escort the Fission Bomb onto a Chimeran Shuttle|
 All right, this is going to be a huge confrontation. The key is to stay back
 and mow them down with your Bullseye II and your Auger. The first major wave
 will have some Hybrid bunched up together in front. Mow them down with your
 Bullseye. Right behind them are some Steelheads. Wait for them to drop their
 force field and then put some shots into their head. The wave after that will
 have a bunch of Titans. They will be a little more difficult to bring down.
 Focus on moving around and never staying still. Open fire on them when they
 are firing at other targets. After you bring down the Titans, the rest of the
 way should be smooth sailing. If you run low on ammo, there are plenty of full
 clip Bullseyes, and Carbines around. Pick them up if you have to. Make your
 way up the ramp and towards the shuttle to conclude the first half of the

C h i c x u l u b  C r a t e r , M e x i c o
|Find the Control Room|
 Follow Capelli to the room with the bunch of Chimera and Drones. Hale will
 tell Capelli to hold his fire, but don't bother. Open fire with your Fareye
 on the group of Advanced Chimera by the shuttle. Now clean out the drones and
 retreat if you get in trouble. Focus on mowing down the Chimera that will
 try and get closer from the ramp on the left. You will know when they are all
 dead. Once they are, proceed down and sprint towards your target, a control
 hub. Press the Triangle button to activate it.

 Soon after a single Titan will enter from the door on the right, along with
 two Steelheads. Take cover behind one of the crates, and open fire on the
 Titan as soon as it appears. As per usual, when engaging the Titans, it is
 important to keep sprinting around when it's attacking. Bring down this group
 and wait for the elevator door to open. Head through and take the elevator
 to the floor above [Checkpoint].

 As soon as you exit the elevator, a bunch of Patrol Drones will start
 attacking. Don't waste your Auger ammo on them. Waste them with any other
 weapon and sprint across the room to the opening. There won't be any enemies
 in the next room, so just sprint to the next door. Head through to find a
 Bullseye II on the ground to the right. Now head up the long ramp to the left.
 Continue on through to the next door. Now sprint to the next opening
 [Checkpoint]. Some Hybrid are entering from the floor below, so run down there
 and waste them. Go through the door on the right and sprint down the stairs.

 Sprint down the next platform and take a right when it's possible. Follow
 Capelli through the next opening and up the stairs to the next room

|Clear out Chimeran Ground Forces|
 Enter the room with your Auger. You should see two Chimera below. Blast them
 with two Auger shots each to take them down. Continue down the platform on the
 left and a few more Chimera will enter. Pick them off with well-placed Auger
 shots. Follow Capelli further down the platform and take a left through the
 opening. There are a few Chimera at the foot of the stairs so take them out
 and head on down. Pick off the Chimera shooting at you from across -- but
 don't leave this doorway. Take out all the ones across from within this room
 first. Then, advance further and immediately attack the right hand side. A big
 wave of Chimera await you here. It will help if you have some Grenades. Clean
 them up and follow Capelli up the ramp.

 Two Steelheads will open their attack on you here. They should be easy to
 bring down though. Wait for Capelli go over to the computer. Following a brief
 conversation, the elevator door will open. Proceed on through.

|Find the Conduit Hub|
 Once the elevator stops, and the door opens, you'll find yourself in a room
 full of "white hot water", as Capelli puts it. Sprint up the ramps and toward
 the door. Once it opens, you'll reach the next Checkpoint. Turn left and
 sprint towards the catwalk. Follow the catwalk up to the next door and proceed
 through. Capelli will now tell you that there are some enemies on your tail,
 so time to take out the trusty Auger. Blast them all and continue through the
 door. In the next room, move up a bit and take a left through the opening.

 Sprint across the platform on the white hot water and go through the door on
 the left. Proceed slowly in this room because a Chameleon will charge from
 directly ahead. Waste it and go through the next door. Some Chimera will open
 fire on you from a catwalk. Turn left and sprint up the ramp to their position
 and waste them. Go through the door now and take a right. Proceed slowly once
 again because three Chameleon await you. The second one will come very quickly
 after the first one, so be careful. Now move up the ramp and turn right.
 One more Chameleon will attack you. Take care of it and sprint all the way up
 to the door.

 You'll now find yourself in a room with a few small pools of the white hot
 water. Sprint down the ramp and turn right. There are two holes on the wall
 to the right so jump through [Checkpoint]. Sprint straight ahead through
 the tunnel and you should reach a room full of Cocoons. Sprint up the ramp
 immediately to your left. As you are sprinting up, keep your eyes peeled for
 an opening on the left that leads outside [Checkpoint].

|Engage the Manual Override for the Blast Doors|
 Now sprint up the ramp and to the control hub room. There's a dead body and
 a Wraith to the left so I recommend that you pick it up. There's also a
 Marksman to the left of the conduit hub. This one is optional. Following the
 brief conversation, leave through the opening to the left of the hub. Continue
 down the platform and keep looking in the northwest corner of your screen.
 Soon a group of Chimera led by a Steelhead will come through the door. Catch
 them with surprise and fill them with some shots. Then, head through the door
 following the brief conversation.

|Locate Daedalus and the Fission Bomb|
 Once the elevator stops, head outside and sprint to the ramp leading upwards.
 Pick up the Marksman. Go ahead and ditch the Auger for it. As long as you have
 the Bullseye II you will be fine. Head up the ramp and pick off the Chimera
 with your Marksman. A bunch of others will start attacking you now, so pick
 them off as well. Soon a Steelhead will charge at you, so switch to the
 Bullseye II and take it out. When the coast is clear, sprint up the next few
 ramps to the next Checkpoint.

 Proceed ahead a bit and you'll see that two Titans will emerge. Pick one and
 open fire on it. Don't hesitate to retreat. In fact, this is probably the most
 effective way to deal with it. After handling the Titans, sprint to the ramps
 up ahead. At the top of the ramps is a door and another one after that, head
 through. Turn your attention to the left and pick off these two Chimera. Next,
 proceed slightly ahead and turn to the right. Pick off all the Advanced Hybrid
 and Drones you see here and sprint up the ramp up ahead. Follow the path and
 turn left when you can.

 A target should appear on your screen now, so sprint towards it [Checkpoint].
 A group of three Steelheads lie are in front. Use any Grenades that you have
 and clean up with your Bullseye II. Go up to the door and you'll find out that
 it's sealed. Turn to the left and jump down on to the catwalk [Checkpoint].
 There's another Bullseye II here so pick it up and sprint down the catwalk
 until you see another group of Chimera. You should still have your Marksman,
 so take it out and start by blasting the Steelhead's head (ironic, no?) Then,
 clean up the rest of them. Then, head through the door [Checkpoint].

|Battle your way to the Fission Bomb|
 Make your way down the ramp and take out the two Chimera. Head through the
 door and wait there. Soon, your friend and mine, Daedalus will break down your
 structure and start the moment that we have all been waiting for...

/Final Battle: Daedalus/
 This one is going to be pretty straight forward. Begin by opening fire on
 Daedalus with your Bullseye Mark II. Stay away from its tentacles and just
 light it up with your shots. After taking about a clip, it will move. Keep
 track of where it's going and stay as far away to the position where you think
 he is going to end up because he use his tentacles to break down the structure
 you are standing under even more. Stay away from him when he's breaking the
 structure and wait for him to finish. Once he does, open fire with your
 Bullseye Mark II again. Keep blasting him and seeing where he is going. He
 will try to break down the roof you are under 4 times. The best way to stay
 safe is to move to the last spot where he created the hole before he moves to
 break down another part of the roof. This makes sense because he will
 obviously not try to break the roof where there's a hole already. It's also
 noteworthy that once he starts talking, he is done breaking roofs, and the
 door will open, so head on through.

 Some Chimera will enter again. Head back "inside" to the area room where you
 just fought Daedalus. Engage the Chimera from here. This is so you can watch
 out for Daedalus launching objects at you. After taking out the Chimera,
 sprint across to the next room. Repeat the same process as last time. He
 really doesn't have much range, so it won't be very difficult to stay away
 from its tentacle attack. You should also have a good sense of which part of
 the structure he will attack next. Remember to grab the ammo in the room
 if you need it. After a while the door should open. Once again, take out the
 Chimera and head to the next room. Do the same in this room and wait for the
 door to open.

 Head outside [Checkpoint]. Pick up the Auger and open fire on the Chimera
 moving towards you. Now head down the ramp and towards Daedalus. For the final
 part of this battle you are going to need full ammo, so stock up on it from
 the fallen Chimera. Sprint down to the room where Daedalus is standing
 [Checkpoint]. The final part is going to be simple. You see those white
 electrical orbs? One of them is going to create a surge with the core, in
 the middle of this area. Your job is to wait for Daedalus to be between the
 orb and the core with electricity, and when he's in that position, blast the
 orb and break it to deal some damage. Follow the on-screen distance indicator
 to see where the next electrical orb is. Repeat this about 4 times to bring
 him down.

|Evacuate the Ship before the Fission Bomb Detonates|
 You now have 4 minutes to escape the ship. Sprint towards your target and up
 the ramp. Keep sprinting towards the opening back to daylight. Some Chimera
 will greet you at that opening, but you can use R1 to activate a freakin' cool
 move to take care of them. Next, take a left and crouch under the door to get
 through. Continue to sprint towards the target here. Sprint past the opening
 with fire and then the locked door to find the ramp. Go up the ramp and
 sprint ahead. Sprint up the ramp and dispose of the Chimera here. Once you
 reach the creates, take a left through the tiny opening. Sprint up the ramp
 and go left then right. Continue going until you hit the door.

 Once you reach outside again, jump across to the platform beside you. Then,
 make one more jump down to the right to the area below. Sprint straight ahead
 and dispose of the Chimera. Crouch under the door to go through. Sprint up the
 ramp now and then towards the ramp straight ahead. You'll have to jump down
 to the platform on the other side now. Next, continue towards the target and
 back outside. Blast any enemies in your way and make your way to the tiny ramp
 towards the ship to conclude the game.


Congratulations, you have now beaten Resistance 2! And for you doing so, you
unlock the following:

Arcade Mode
Chapter Concept Art
Depth Of Field
Level Concept Art
Motion Blur
Screen Tint
Vehicle & Weapon Concept Art


| 5]                               W E A P O N S                    [WP00]    |

About Ratings: The most a weapon can receive is five stars: *****, based on my
personal opinion.

= M5A2 Carbine =
Primary Fire: Carbine Ammo
Secondary Fire: 40mm (grenade shells)
Rating: **
Analysis: The Carbine is the assault rifle of choice for the good guys. It is a
very serviceable weapon in most circumstances. Its best characteristic is
probably its accuracy. It's not very powerful by any stretch of the
imagination, but you can probably get away with spraying many shots in a row,
which can't be said for many other weapons. Each Carbine also has the capacity
to hold two more 40mm grenade shells. These can really help turn the battle in
your favour in difficult situations. Ideally, you'd want to wait for the
Chimera to bunch up before dropping these bombs to maximize damage done.

= Bullseye =
Primary Fire: Bullseye Ammo
Secondary Fire: Tag
Rating: ***
Analysis: The Bullseye is the opposite of the Carbine, and the primary weapon
for the bad guys, of course. Someone can probably make a strong argument that
the Bullseye is the better weapon because of its Tag function. It essentially
"tracks" the enemy that you have tagged, which means you'll be able to see them
through the walls, etc. The Bullseye fires at a very fast rate as well, which
is always a plus, and its accuracy is on par with the Carbine by my estimation.
It's really a matter of preference of which primary weapon you prefer, between
this one and the Carbine. You can't really go wrong with either one of them.

= Magnum =
Primary Fire: .44 Magnum Ammo
Secondary Fire: Bullet Detonation
Rating: ***
Analysis: The Magnum is a very powerful weapon. A single .44 round is enough to
drop the Hybrid like it's hot. The Magnum packs a lot of heat, despite its
relative small size. Its power is about equivalent to a single Rossmore 236
Barrell. Its high power creates a direct consequence to its firing rate.
Indeed, the Magnum is a pretty slow weapon. It also doesn't have the "splash"
ability like the Rossmore does, so fighting a big wave of enemies can prove to
be a little challening. Ideally, the Magnum should serve as a strong secondary
weapon for yourself, and should be used as a clean up tool. In other words,
after doing a whole lot of damage with a clip from you Carbine, instead of
reloading, switch right to the Magnum and finish off the rest of them. You
should also try to have a Magnum every time you're using a Sniper Rifle,
because it's a good way to take out any enemies that actually manage to get
close (which is usually a minimum amount if you're sniping effectively).

= Rossmore 238 =
Primary Fire: Single Barrell
Secondary Fire: Double Barrell
Rating: ****
Analysis: You should be well familiar with this weapon. Whenever you encounter
some Grim, you can expect to find one of these shotguns nearby. The Rossmore is
a very powerful gun, and a single barrell shot is good enough to bring down the
Hybrids. Unlike some shotguns, the 238 doesn't need to be reset after a single
discharge, which makes it that much more dangerous. As mentioned above, it has
what I like to call a "splash" damage. This means that a single barrell will do
the _exact_ same damage to enemies within a small radius. The radius isn't too
terribly small either, the enemies don't have to be very bunched up to get
killed. The Double Barrell shot isn't very required in most circumstances,
unless you're trying to cut down a strong enemy like a Ravager or a Titan.

= L23 Fareye =
Primary Fire: Fareye Ammo
Secondary Fire: Time Slow
Rating: ****
Analysis: As a proponent of long ranged combat, I can't help but give the
Fareye a favourable rating. To me, the advantage of killing your enemy without
even being noticed is one that cannot be matched on the battlefield. The Fareye
is about as standard a Sniper Rifle as they come -- an adjustable scope (using
the Up/Down buttons on the D-Pad), and a very big/deadly shot. The Fareye is
most notably capable of giving the coup dé grace to even the powerful Ravager
with a single shot to the head. It goes without saying that not many enemies
will be able to take a shot from the Fareye without going down. In addition to
its basic sniper rifle functions, it comes with a rather interesting secondary
fire -- that of a "Time Slow". You can activiate it by holding on to the R2
Button. When you do that, the entire scope turns blue and everything slows down
for a limited time. It's a pretty cool function when you have the Hybrids
scrambling from position to position.

= Marksman =
Primary Fire: 3-round burst of Marksman Ammo
Secondary Fire: Electric Shock
Rating: ****
Analysis: The Marksman is a very useful weapon to have on your side. On top of
having the adjustable scope, it fires in a 3-round burst, making it a semi-
automatic sniper rifle. If you land all 3 shots, which is usually what happens,
you can be damn sure that the target is going down. Like most sniper rifles,
however, if the enemy manages to close the distance you are going to be at a
a disadvantage. It's always a good idea to have a Magnum or Rossmore when
using a sniper rifle. The secondary fire creates a little energy ball, that
moves around the battlefield and shocks whoever it comes into contact with.
It's a nice little distraction to have out there while you pick off the poor
unsuspecting Chimera.

= Auger Rifle =
Primary Fire: Penetrating Auger Ammo
Secondary Fire: Defensive Force Field
Rating: *****
Analysis: The Auger is far and away, in my opinion, the best weapon in the
game. Notwithstanding being a very powerful rifle, its main attraction IMO is
the ability to see through walls. It basically "Tags" every enemy within the
vicinity automatically. Not only are you able to see the enemies through the
walls, crates, and all other cover, you can of course blast through these
structures as well. The Steelhead and some Ravagers will drop this weapon, so
always be on the lookout. If you're involved in a big battle of attrition,
finding an Auger could really give you the edge to finish the fight quickly.
Its Defensive Force Field might not look terribly amazing in a big battle, but
having its brief protection could, in many cases, be the difference between a
death and a danger status.

= Bullseye Mark II =
Primary Fire: Bullseye II Ammo
Secondary Fire: Tag
Rating: ****
Analysis: The Bullseye Mark II is basically an upgrade to the Bullseye in every
facet of the game. Its more powerful, faster, and more accurate. It's actually
my personal favourite weapon (because the Auger is pretty sparce). I really
like how powerful and fast it is, and the blue shots that get discharged just
look pretty cool. It comes with a Tag function, of course, and you can check
the original Bullseye if you don't know what that is. There's really not much
to say about the Bullseye II, except that it's an all-purpose assault rifle,
and should be the assault rifle of choice in all circumstances, unless an Auger
is available.

= V7 Splicer =
Primary Fire: Saw Blade
Secondary Fire: Heated Saw Blade
Rating: ***
Analysis: The V7 is the anti-group weapon, thanks to its secondary function. If
you press and hold on to the R2 Button, it will "charge" the blade, and once
you release it, it will cut down all enemies in its path. This weapon is just
lethal in the alleys of Chicago, when you are trying to fend off the Grim. Its
primary fire isn't quite as cool, and it does do the obvious by cutting through
the targets. The V7 doesn't make many appearances throughout the Campaign, but
never pass up an opportunity to pick one up, because a pretty big wave of
enemies is pretty much guaranteed to appear shortly. Additionally, it becomes a
melee weapon of sorts when you are charging your blades, because enemies at
close quarters will be cut.

= XR-13 Bellock =
Primary Fire: Napalm Shells
Secondary Fire: Timed Grenades
Rating: ***
Anaylsis: The Bellock is a very cool weapon because of its incinerating shells.
Enemies that get hit with them will become enveloped in flames. It's also very
cool because of it semi-automatic firing rate. You'll be able empty out the
entire package of rounds before you have to stop shooting, which is very
useful. The most memorable point in the game that involves this weapon for me
is in Holar Tower, when you get attacked by the Chimera from two tunnels.
Taking down groups of enemies with the Bellock won't be a very difficult thing
to do. Its secondary attack will launch some Timed Grenades, which will explode
after a little delay. All-in-all, it's a very useful weapon when fighting large
groups, but it's relatively hard to come by.

= HVAP Wraith =
Primary Fire: HVAP Bullets
Secondary Fire: Defensive Force Field
Rating: ****
Analysis: The Wraith is nothing but an all-purpose whoop-yo-*** weapon. It 
comes packed with an enormous clip of 200 rounds and an unbelievable firing
rate. You can also get much better aim if you held L1 while you fired. The
HVAP's all-purpose fire power comes into mind when you are doing battle against
the Leapers. In Holar Tower, you can essentially mow down like 200 of them just
by holding L1 and firing in a straight line. The HVAP Bullets will cut down any
enemy in their paths, the powerful Titan included. The Defensive Force Field is 
pretty much the same as the Auger's.  

= L210 LAARK =
Primary Fire: RPG-7 Rockets
Secondary Fire: Rocket explosion
Rating: *****
Analysis: There is no other weapon more dangerous than the LAARK. Its RPG-7
Rockets obviously spell a certain death to anything that get caught in the
explosion. Its rockets will pierce through any armour the enemy has, even that
of the extremely formidable Stalker. It is pretty much on par with the Pulse
Cannon in terms of power, but its blast radius is bigger by my estimation.
Whenever you get a chance to pick up a LAARK, always try to use the minimum
rockets required for the task requried (IE shooting the Goliath). That's
because any rockets left over will be yours to use on the battlefield. The
general rule of thumb is, no matter how many Chimera there are, if they get hit
with the LAARK they are going down. Its secondary shot is tailor-made to bring
down the Patrol Drones. It is especially useful when you are trying to earn the
Explosives Expert trophy, because it brings down the Patrol Drones like flies.

= Pulse Cannon =
Primary Fire: Energy Beam
Secondary Fire: Concussion Blast
Rating: ***
Analysis: Hold on. The Pulse Cannon only got 3 stars? Surely, ChaosDemon has
lost it now! First off all, it pretty much is true that Pulse Cannon is the
most powerful weapon in the game, I reckon. It is a weapon that is extremely
powerful not only with its ranged blast, but also from up close with its
Concussion Blast. There aren't many things cooler than going right up to a
Chimera and unleashing a friendly Concussion Blast to send it to Chimeran Hell.
Its power aside though, the main reason why it received the rating it did is
because of how dang hard it is to find these badboys. It's pretty much
impossible to use it on anything but a boss battle, which limits its overall
rating in the game in my opinion. It would also help if the Pulse Cannon had a
big of a bigger blast radius, like the LAARK does. In sum, yes, it's the most
powerful weapon in the game, but the fact that you can't really use it on the
battlefield except in boss battles makes it less awesome.

= Frag Grenade =
Primary Fire: Standard Explosion
Secondary Fire: None
Rating: **
Analysis: The Frag Grenade is the most standardized grenade in the game. It's
the classic, pull the pin and throw! It will detonate immediately when it makes
contact with a solid surface, whether it'd be the ground or a Chimeran arm. Its
blast really isn't strong enough to deal any sort of measurable damage on some
of the more dangerous Chimeran foes, like the Ravager or Titans. Still, don't
hesistate to let a few of these fly in any battle because you'll find a bunch
of 'em.

= Air Fuel Grenade =
Primary Fire: Flammable Gas, followed by Explosion
Secondary Fire: None
Rating: ***
Analysis: The Air Fuel Grenade packs a lot of punch for such a small little
weapon. Once you throw it, it will stick on to any surface, including the
Chimera. A bit of gas will release, followed by a huge explosion. The damage
dealt with this one is just massive. It just might be the biggest grenade
explosion in the game. They aren't found all that frequently, but the ability
to throw a well-placed Air Fuel Grenade out there to instantly win a battle is
too awesome to ignore.

= Hedgehog Grenade =
Primary Fire: Chimeran Spines
Secondary Fire: None
Rating: ***
Analysis: This is the main grenade of the Chimera. When you throw it, it will
always bounce one time before exploding, so be sure to account for that. The
best way to use this one is just to throw it directly at a group of enemies.
Note that these grenades will go a nice, long distance, so it might be worth it
to try a few throws from right field. Once it does blow up, the blast is going
to deal some heavy, heavy damage. There really isn't much to say, but its range
and bounce ability really gives you the opportunity to make some fancy throws.

= Spider Grenade =
Primary Fire: Toxin Explosion
Secondary Fire: None
Rating: ***
Analysis: The Spider Grenade is a proximity weapon of sorts by my books. Its
most effective when you have the Auger as well, because you'll be able to see
when the Chimera are coming. They really make what would normally be a
difficult fight a lot easier by blowing up 95% of the Chimera (in a tight
area). The best time to use it is when you are expecting a group of enemies
(which isn't too difficult to do) and let one of these things fly.

= Phoenix and Proximity Mines =
Unfortunately, these two weapons are in Co-Op only and beyond the scopes of
this FAQ. Proximity Mines are obtained at level 10 with the Spec Op class and
the Phoenix is obtained in level 1 using the Medic class. You also need enough
gray tech to purchase them.

For information regarding these weapons, I urge you to refer to
GunbladeBeserkr's Enemy/Weapon Guide on GameFAQs, where he provides an in-depth
look at each of them.

| 6]                              T R O P H I E S                   [TR00]    |

|                                                                             |
|*** READ ME !!!***                                                           |
|Remember that it is possible to go to favourable locations and just keep     |
|respawning there. Make sure you have your Carbine or a Grenade so you can    |
|kill yourself.                                                               |
|                                                                             |
|Unfortunately, the Multiplayer Trophies are beyond the scopes of this FAQ    |
|(for now). I have not listed any strategies to obtain those, just the basic  |
| requirements to do so.                                                      |
|                                                                             |

                                  |B r o n z e|
|    1] Rampage!                                                              |
| - Kill 40 hybrids in the Single Player Campaign                             |
| - Recommended Checkpoint(s): None                                           |
|                                                                             |
|   This one will probably be very easy to grab. In fact, you can easily      |
|   obtain it in the Prologue. Just shoot up all the Hybrid that you stumble  |
|   upon and you'll receive this one. Probably the first trophy that          |
|   you earn, I reckon.                                                       |
|                                                                             |
|    2] Covert Ops                                                            |
| - Collect 5 pieces of Intel in the Single Player Campaign                   |
| - Recommended Checkpoint(s): None                                           |
|                                                                             |
|   Bronze number 2 might be a little difficult to find at first, because the |
|   Intel are a tad elusive. With the help of this guide though, you should   |
|   have this one all wrapped up by the end of Chapter 1.                     |
|                                                                             |
|     3] Nowhere to Hide                                                      |
| - Tag and kill 30 enemies with the Bullseye in the Single Player Campaign.  |
| - Recommended Checkpoint(s): Prologue                                       |
|                                                                             |
|   "Tag" simply means using the secondary function on your Bullseye to track |
|   an enemy. When you do this, you'll activate a thermal ability that's      |
|   similar to the Auger, which is pretty awesome. The Bullseye is a very     |
|   common weapon (every Hybrid drops one), so you should have no problem     |
|   grabbing it once you know what Tag means.                                 |
|                                                                             |
|     4] Sharpshooter                                                         |
| - Get 30 headshots while scoped with the Fareye or Marksman.                |
| - Recommended Checkpoint(s): Main Street (Idaho), South Courtyard (Holar    |
|   Tower), Gray Territory (Orick)                                            |
|                                                                             |
|   The Checkpoints all have a Marksman very nearby. In Main Street, it's     |
|   directly in front of you, so that'd be an ideal spot. South Courtyard is  |
|   another excellent spot because of all the Chimera that attack, as well as |
|   the seemingly unlimited amount of Marksman ammo available. Gray Territory |
|   is not bad, but there are a limited number of enemies there.              |
|                                                                             |
|     5] Explosives Expert                                                    |
| - Get 150 kills with the Carbine 40mm, LAARK, or Frag Grenade in the Single |
|   Player Campaign                                                           |
| - Recommend Checkpoint(s): Michigan Avenue (Chicago), Uptown (Chicago)      |
|                                                                             |
|   The Carbine 40mm is the explosive, secondary shell. Some key spots for    |
|   this trophy are in Chicago. The first one is when you engage the Chimera  |
|   on the bridge with the cars. Pick up the LAARK and use the secondary      |
|   function on all the Patrol Drones that attack. Another spot is when       |
|   you make your way into the building with the Wraith and the Carbine. Some |
|   drones will subsequently attack, so you can use your 40mm to pick them    |
|   off. The first method is better, by far.                                  |
|                                                                             |
|     6] Pyromaniac                                                           |
| - Set 100 enemies on fire with the Bellock Semi-Automatic, Air-Fuel Grenade,|
|   Spider Grenade, or environmental hazard.                                  |
| - Recommended Checkpoint(s): Main Street (Idaho), Town of Orick (Orick)     |
|                                                                             |
|   An environmental hazard is straight forward, it would involve blowing up  |
|   some crates to damage the Chimera in the vicinity. Such a spot would be   |
|   where you engage the Hellfire Turret for the first time in Orick. When    |
|   the Chimera attack you there, there are a bunch of crates around. But by  |
|   far the best point to get this one is in Idaho. Grab the Bellock, and     |
|   save the rounds until you get into the auditorium. When the Grim make     |
|   their appearance, let the shells fly and let the fireworks begin.         |
|                                                                             |
|     7] Spitting Lead                                                        |
| - Kill 50 enemies using the Wraith with the force barrier engaged in the    |
|   Single Player Campaign.                                                   |
| - Recommended Checkpoint(s): Holar Tower (Holar Tower)                      |
|                                                                             |
|   The best spot to pick up this trophy is in Chapter 6, when you are at     |
|   the foot of the Holar Tower. You will be able to pick up a Wraith near    |
|   the end of this chapter, and a bunch of Leapers will attack you with a    |
|   single Titan support shortly after. Throw up the shield with R2, and open |
|   fire on the Leapers.                                                      |
|                                                                             |
|     8] I See You                                                            |
| - Kill 50 enemies through solid matter with the Auger.                      |
| - Recommended Checkpoint(s): Field HQ (LA), Main Street (Idaho), Battleship |
|                                                                             |
|   A very good spot to pull this off is in Chapter 7, right at the very      |
|   beginning where you find yourself in the house. Pick up the Auger and run |
|   up to the attic. It won't be long until you see a bunch of Chimera        |
|   approaching you from below. Another good spot is in Idaho, inside the     |
|   dark storage room. You'll pick up an Auger at the door and then a big     |
|   wave of Chimera will follow. I also threw Battleship in there because of  |
|   how often you can find the Auger.                                         |
|                                                                             |
|     9] Talk to the Hand                                                     |
| - Use the Auger force barrier to stop 50 incoming enemy shots.              |
| - Recommended Checkpoint(s): Main Street (Idaho)                            |
|                                                                             |
|   Make your way to the Diner and pick up the Auger at the door. Just turn   |
|   the force field on when the battle begins in the storage room, with the   |
|   Hybrid and the Ravager. Use the Auger here to eat up some shots to grab   |
|   the trophy.                                                               |
|                                                                             |
|    10] For Close Encounters                                                 |
| - Get 10 one-hit headshot kills with the Shotgun.                           |
| - Recommended Checkpoint(s): 115 Warrington Drive (Idaho)                   |
|                                                                             |
|   This trophy might sound a little challenging, because how the hell do you |
|   tell if you get a headshot? The best spot to obtain this trophy is in     |
|   Idaho in my view. Get up to the point when you meet with Warner, and the  |
|   mass of Grim converge on you. Let them get real close, and you should be  |
|   able to land some headshots that way. Don't worry if you die, because all |
|   you need is to pull off 10 of these.                                      |
|                                                                             |
|    11] Pincushion                                                           |
| - Get 50 kills with the Hedgehog in the Single Player Campaign.             |
| - Recommended Checkpoint(s): Main Street (Idaho)                            |
|                                                                             |
|   The Hedgehog is referring to the Grenade, of course. It's kind of tricky  |
|   because of the bounces. However, if you can pick up some Hedgehogs and    |
|   head into the auditorium in Idaho, you'll get this one very easily. The   |
|   Grim will be coming in masses, which means you really don't have to be    |
|   very accurate at all to pick this one up.                                 |
|                                                                             |
|    12] Up Close and Personal                                                |
| - Get 50 melee kills with any weapon in the Single Player Campaign.         |
| - Recommended Checkpoint(s): Main Street, 115 Warrington Drive (Idaho)      |
|   Chicago Outskirts (Chicago)                                               |
|                                                                             |
|   This one should be very straight forward to do. The best chapter to       |
|   attempt this one is of course in Idaho. The auditorium immediately comes  |
|   to mind. The big fight in the backyard shortly after rescuing Warner is   |
|   an ideal location as well. Lastly, the opening alley sequence in IL with  |
|   a bunch of Grim is another great spot. Basically, you just want to melee  |
|   down every one of them that attack you.                                   |
|                                                                             |
|    13] Wrecking Machine                                                     |
| - Destroy 40 vehicles in the Single Player Campaign.                        |
| - Recommended Checkpoint(s): Michigan Avenue (Chicago)                      |
|                                                                             |
|   The spot to be is in Chicago, where you rendezvous with the team on the   |
|   bridge. There are a bunch of vehicles here, and a LAARK as well. If you   |
|   still don't remember, it's the point in the game where there's a single   |
|   Stalker with a bunch of Advanced Hybrid in the area. Just take the LAARK  |
|   and blow up as many vehicles as you can, and repeat.                      |
|                                                                             |
|    14] Mind Your Surroundings                                               |
| - Get 50 indirect kills using explosive objects in Single Player.           |
| - Recommended Checkpoint(s): Town of Orick (Orick), Main Street (Idaho),    |
|   Michigan Avenue (Chicago)                                                 |
|                                                                             |
|   This one might sound a little difficult, but load the Town of Orick       |
|   Checkpoint, and make your way to the first Hellfire Turret. Disable it    |
|   and rendezvous with your team. A bunch of Chimera will converge on you    |
|   now. There are a lot of explosive crates around here so try to use those. |
|   The Lumber Yard has quite a bit as well. The location specified above for |
|   Wrecking Machine isn't bad either.                                        |
|                                                                             |
|    15] They Go "Boom" (Bronze)                                              |
| - Get 30 Kills with the Magnum in the Single Player Campaign.               |
| - Recommended Checkpoint(s): Prologue, 115 Warrington Drive (Idaho)         |
|                                                                             |
|   I think once you're actually trying to get this trophy, it should come    |
|   very quickly. The Prologue is obviously a good place to start, because a  |
|   Magnum is given to you right at the beginning. Another good spot is in    |
|   115 Warrington Drive. You'll find the Magnum in a room in one of the      |
|   houses near the beginning. Just hang on to it for a little bit and start  |
|   lighting the Grim up.                                                     |
|                                                                             |
|    16] Recycler (Secret)                                                    |
| - Defeat the Goliath in the Single Player Campaign.                         |
|                                                                             |
|    17] Fried Calamari (Secret)                                              |
| - Defeat the Kraken in the Single Player Campaign.                          |
|                                                                             |
|    18] Exterminator (Secret)                                                |
| - Defeat the Mother Spinner in the Single Player Campaign.                  |
|                                                                             |
|    19] Flyswatter (Secret)                                                  |
| - Defeat The Swarm in the Single Player Campaign.                           |
|                                                                             |
|    20] The Bigger They Are (Secret)                                         |
| - Defeat the Leviathan in the Single Player Campaign.                       |
|                                                                             |
|    21] Big Game Hunter (Secret)                                             |
| - Defeat the Marauder in the Single Player Campaign.                        |
|                                                                             |

                                  |S i l v e r|
|    22] Exotic Weapons Collector                                             |
| - Get 20 Kills with all weapons in the Single Player Campaign.              |
| - Recommended Checkpoint(s): Med Clinic (San Francisco)                     |
|                                                                             |
|   Note that this trophy refers to GUNS only. The Grenades do not count. You |
|   can go through the walkthrough to see which weapon you need to find.      |
|   Chances are you will be needing the Pulse Cannon. A good spot to do so is |
|   to engage in the battle with Kraken at San Francisco the first time. Hang |
|   on to the Pulse Cannon after you blast it a few times, and go back        |
|   outside. Use the Pulse Cannon to eradicate the Chimera above. Repeat      |
|   until you got it locked up.                                               |
|                                                                             |
|    23] Master Spy                                                           |
| - Collect all the Intel Documents in the Single Player Campaign.            |
| - Recommended Checkpoint(s): None                                           |
|                                                                             |
|   This one is about as straight forward as it gets. Refer to the Intel part |
|   of the FAQ to find all of them.                                           |
|                                                                             |
|    24] Snipe Hunt                                                           |
| - Kill 30 Spinners in the Single Campaign.                                  |
| - Recommended Checkpoint(s): 114 Warrington Drive (Idaho)                   |
|                                                                             |
|   The Spinners are those armadillo look-a-likes that are crawling around    |
|   Cocoons. They don't attack and are always minding their own business.     |
|   Unfortunately, you'll have to kill 30 of them to grab this trophy. The    |
|   best spot to do so is the field of Coccoons right after you go into in    |
|   that house with the Magnum on the bed.                                    |
|                                                                             |
|    25] Xenocide                                                             |
| - Kill 1000 enemies in the Single Player Campaign.                          |
| - Recommended Checkpoint(s): West Corridor (Battleship)                     |
|                                                                             |
|   This is a very good spot if you need to rack up some kills. Once you make |
|   it to the little ditch and have to fend off the Hybrid that start         |
|   pouring through the door, it's time to start lighting them up. You can    |
|   pretty much just close your eyes and start drilling shots into the        |
|   door if you feel like it.                                                 |
|                                                                             |

                                   |G o l d |
|    26] R.I.P. Jordan Shepherd (Secret)                                      |
| - Defeat Daedalus and complete the Single Player Campaign.                  |
|                                                                             |
|    27] OMGWTFBBQ (Secret)                                                   |
| - Complete the Single Player Campaign on Superhuman Difficulty.             |
|                                                                             |
|   You can unlock the Superhuman difficulty by clearing the game once on the |
|   Difficult setting. Your success on this trophy is basically dependent on  |
|   your skill level. I can't really give you many strategies here; just keep |
|   practicing and you'll be able to get this one.                            |
|                                                                             |

                               | P l a t i n u m |
|    28] Platinum Trophy (Secret)                                             |
| - Obtain all Gold, Silver and Bronze Trophies in Resistance 2.              |
|                                                                             |

                             | M u l t i p l a y e r |
|    29] Berserker (Bronze)                                                   |
| - Use every Berserk at least once in Online Competitive.                    |
|                                                                             |
|    30] Specter Initiate (Bronze)                                            |
| - Complete 20 missions in the Cooperative Campaign.                         |
|                                                                             |
|    31] Specter Recon (Bronze)                                               |
| - Collect 50 pieces of Gray Tech in the Cooperative Campaign.               |
|                                                                             |
|    32] Team Player (Bronze)                                                 |
| - Complete 5 missions with a fully party of 8 in the Cooperative Campaign.  |
|                                                                             |
|    33] Tour of Duty (Bronze)                                                |
| - Complete one mission on each region in the Cooperative Campaign.          |
|                                                                             |
|    34] Salute Me (Silver)                                                   |
| - Achieve the rank of Lieutenant.                                           |
|                                                                             |
|    35] Point Man (Silver)                                                   |
| - Earn 1 million XP from ranked games in Online Competitive mode.           |
|                                                                             |
|    36] Specter Officer (Silver)                                             |
| - Reach the maximum level (30) with one class in the Cooperative Campaign.  |
|                                                                             |
|    37] Primarch Hunter  (Silver)                                            |
| - Kill 200 Elite Chimerans in the Cooperative Campaign.                     |
|                                                                             |
|    38] Killing Machine (Gold)                                               |
| - Score 10,00 kills in ranked matches in Online Competitive.                |
|                                                                             |
|    39] Specter Intel (Gold)                                                 |
| - Collect all Intel in the Cooperative Campaign.                            |
|                                                                             |

| 7]                       I N T E L  L O C A T I O N S             [IT00]    |

Note: I included the sector of the Chapter that you should load when looking
for the Intel. For example, if you are looking for Intel #1, turn on your game,
go to Campaign, and pick Load Level. Then pick the Prologue and "SRPA

In case you're wondering why I decided to separate the Intel from the main
walkthrough, it's because often seeking out the Intel will take you quite a bit
off the main path. This could be quite tedious for a reader who is just trying
to find out how to clear a certain area when they have to sift through all the
Intel instructions.


I g l o o ,  I c e l a n d
|Intel #1|
 SRPA Airfield
 Shortly after collecting the RPG-7 rocket and firing it at the exhaust system
 of the Goliath for the first time (not counting the first time you fired at
 the Goliath with the LAARK), Blake will lead you through some shrubs and some
 tanks. At the end of it here is a broken bridge that leads you to the side of
 a mountain and a building shortly after that. Once you get inside the
 building, Blake will tell you to follow him to the right; instead, go straight
 to the end of the hallway to find it.

|Intel #2|
 Detention Wing
 After the cut scene with Daedalus, head through the opening, but instead of
 following Blake up the ramp, go up the one in the opposite direction. You will
 find it at the end of the catwalk here.


S a n  F r a n c i s c o , C A
|Intel #6|
 Tactical Command
 Do all the objectives you have to in the beginning. After you jump across
 the platforms in the very first room filled with water and the Furies, you
 will arrive in the next room with a Magnum there. At the far end of the next
 hallway in the final room to the right is this Intel.

|Intel #5|
 Moon Pool Room
 Head through the doors and work your way to the circular control room where
 you close the first flood gate. The Intel is on the interconnected computers
 in the middle of the room. Just circle around until you see it. Go directly to
 Intel #4.

|Intel #4|
 Moon Pool Room
 After closing the final flood gate, a brief cinematic will ensue.
 Following this cut scene, you will have to take an elevator down (sound
 familiar?). Proceed all the way to the where the Hybrid bodies are, right
 before the tunnel leading to the Patrol Drones and the drone. Go over to the
 crates on the right to find Intel #4 sitting there.

|Intel #7|
 Med Clinic
 Work all the way to the point where you pick up the Pulse Cannon, just before
 the first fight with the Kraken. The Intel is placed on the circular computer
 in the centre of the room.

|Intel #8|
 San Francisco Bay
 Sprint downwards and make your way to the extraction point. You will have to
 fight off waves of enemies to do so. Once you reach the ramp leading to the
 helicopter, take a look at the stacks of crates and you should be able to find
 it in the open in that area.

|Intel #3|
 Landing Platform
 Begin by going through the usual process and taking down the two massive
 flamethrowing Chimera. Then head into the building and make your way to the
 Inhibitors. You will now need to fight through the building before it
 collapses. Go up the stairs and take out the enemies. Turn right down the
 long tunnel/hallway and you will soon arrive in a room with a bunch of
 cooling tanks. The Intel is to the left, between two tanks.


O r i c k , C A
|Intel #9|
 Shortly after handling the Chameleon in the tree stumps area, you will find a
 stream at the bottom of the small hill that leads to a little camp area.
 Sprint northwest in the camp all the way to the bridge, just before jumping
 into the river. You should find the Intel right on the bridge.

|Intel #10|
 Town of Orick
 Right after clearing out the wave of Chimera in front of the Motel, there is
 an opening on the right hand side where they came from. Head through the
 opening and sprint northwest to the house. Go up the stairs and you will find
 #10 right in front of the television.


T w i n  F a l l s , I d a h o
|Intel #13|
 115 Warrington Drive
 You begin this level by entering a dark house, going up the stairs, and
 getting into the backyard. Instead of taking a right into the garage, take a
 left to where the car is. You should be able to find the Intel behind on the
 side of the vehicle.
|Intel #12|
 115 Warrington Drive
 Make your way into the basement filled with water, then take a right past the
 boxes and up the stairs. Turn left into the kitchen and look for the Intel
 close to the door that connects the kitchen and the living room. This one is
 a little difficult to find, and probably more associated with chance. It is
 in the floor I directed you to; it just might take some time to find.

|Intel #11|
 Main Street
 Follow your ally into the parking lot and the major fight here. After clearing
 out the first wave, the team will lead you across the lot towards a Diner.
 Make a right, just behind the Gas Station sign and go towards the military
 vehicles. Search for the Intel behind one of the trucks.


B r y c e  C a n y o n , U t a h
|Intel #14|
 Station Genesis Perimeter
 Shortly after making your way into the cave near the start of the level, a
 bunch of Ravagers will burst through the wall and ambush you. After taking
 care of the Ravagers, you will be able to head through the opening they
 created. You will be able to find this one in the tent to the left, after
 heading through the opening.

|Intel #15|
 Exvacation Site
 Go through the whole sequence involving the first encounter with The Swarm
 again. Make your back to the elevator and to the upper level. Now make your
 way down, past the dead body and the Carbine and to the door. Go through the
 doors until The Swarm attacks you again. Once again, pull off the juke
 and sprint towards your target. This time though, make a right as soon as
 you see the opening to grab the Intel next to a body. Go directly to #16.

|Intel #16|
 Exvacation Site
 After picking up Intel #15, sprint down towards Malikov's lab and
 initiate the cut scene. Watch it, and go towards Malikov. He will start
 moving, follow him until you reach the first fork. Go left to find the
 Intel and a body.


C h i c a g o , I l l i n o i s
|Intel #17|
 Cornforth Hotel
 Jump into the water and swim towards the platform where the Chimera are
 located. Take them out and head into the room behind them. You will find the
 Intel on the floor beside a dead body.


H o l a r  T o w e r , I c e l a n d
|Intel #18|
 North Entrance
 After planting the charge on the first target, you'll go into a darkened
 underground base. Make your way to the room with the lockers and go to the
 northwest corner to find it.


C o c o d r i e , L o u i s i a n a
|Intel #19|
 Field HQ
 Make your way into the house in the very beginning and into the attic. You
 will find the Intel right beside LAARK rocket launcher.

|Intel #20|
 The Docks
 After bringing down the 3 Titans, you'll have to make your way down to the
 tipped over building with red paint. Go up the stairs and take out the two
 surprised Chimera. Then, take a right down the hallway and you should see the
 stairs to the left. Instead of going up the stairs, turn into the room
 immediately to your left, you should find the Intel document in there, as well
 as a Wraith.


| 8]                   C O N T A C T  &  C L O S I N G              [CC00]    |

C o n t a c t
If you have any questions, comments, or suggestions, please feel free to drop
me an email any time at chaosdemonN[at]gmail[dot]com. Please try to make sure
your question isn't already answered in the FAQ before e-mailing. I understand
it would be quite unreasonable to expect you to read the entire FAQ before
thinking about contacting me. However, I do expect that you make a pretty good
effort to find your answer by using the CTRL+F function, and searching for your
keywords. If I receive an e-mail that seems like you didn't even bother to try,
I will still not answer it. Usually though, I am pretty good with e-mails so I
am going to do my best to respond to all legitimate messages. Also, don't
forget that there is an extra "N" after the "demon": chaosdemonN[at]gmail[dot]
com. Obviously, you need to replace [at] with @, and [dot] with "." without the

C l o s i n g
Finally I want to thank you for reading this FAQ, and choosing this as your
source of information for Resistance 2. I put in a fair amount of work to
compile and write out this information, and I really think I went through as
much of this game as I could. I am happy with the result and I hope you found
it useful somewhere. The ending to Resistance 2 really left a lot of questions
to be answered in the next installment of this franchise, and if the stars can
align themselves right, you just might be reading a FAQ from me for that too!
If you ever feel the need to send me an e-mail to say thanks, it's not
necessary. You can simply do so by hitting the "recommend" button at the top of
your screen. Thanks for reading, and I'll see you soon!

- ChaosDemon

| 9]                              C R E D I T S                     [CR00]    |
Dennis S: For helping with the trophies section.

Donovan R: For helping with the trophies section.

Icephr34k: For helping with the trophies section.

Keith K: For a correction in the trophies section.

Manuel G: For helping with Intel #12.

osrevad: For the PS3 controller.

Paul B: For helping with the trophies section.

SBAllen: For posting this FAQ.

Stewart S: For correction on one of the Intels.

Tim W: For some corrections in the Enemies section.

| 10]                   L E G A L  D I S C L A I M E R              [LG00]    |
This FAQ is copyright (c) 2008 ChaosDemon. Please do not post this FAQ on your
website without asking for permission first. However, if I granted you
permission to host one of my FAQs before, feel free to host this one without
asking for my permission again. This applies to all future FAQs written as
well. If I grant you permission to host this FAQ, you now have my permission to
host any FAQ I may write in the future without re-obtaining my permission. I
hope this makes life a little easier for you webmasters. Otherwise, you can
email me at chaosdemonN [at]gmail[dot]com to ask for permission. I will very
rarely deny permission but I do have some very reasonable requirements that I
must ask of you when posting this guide:

* Please do not place any ads on the same page as the FAQ
* Please do not edit this FAQ (like adding or deleting text)
* Please present this FAQ as close to the way you see here on GameFAQs as

Copyright 2008

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