Senin, 06 Februari 2012

Trine 2 Walkthrough

The Story Begins
  1. You start as the snoozing Amadeus. When you awaken, head to the right and notice the on-screen instructions to learn your controls. Jump to clear an obstacle, then use the bubble to grab the orb and slide down the hill, where you’ll be taught to use your magic to levitate objects. Clear the boulder, then use your next magic skill, that of creating a box, to retrieve the orbs above you. Use one to reach the orb above you, then push it to the right to reach the next ledge. Then conjur another box to leap to the left and retrieve the third orb. Push the box to the right to reach the final orb before moving on.
  2. Conjur a box to use the seesawing log before you, and jump onto the toadstool, then up again immediately to reach the next orb. Proceed to the right to meet the Trine and Pontius.
  3. Now it’s time to get the hang of your knight. The controls are the same, but you strike with one button and defend with the other. Use your sword to defeat the nefarious plants ahead, and master the jump attack to move along to the next section. Use the pumpkins to bounce to orbs in the sky, and then push the wagon into the water wheel to reach the plant and activate the wheel. At the bottom, switch weapons to the hammer to clear your path. After that you’ll be cued to learn how to use your shield, and then you’ll reach the Trine.
  4. Finally, orientation with Zoya, your thief. Ascend the wall ahead of you, use your arrows to drop the big rock, then shoot the platform above you to get the orb. In the next section, use your grapple to reach the next orb. Then you will learn to swing from the grapple, how to climb it, and then how to wall jump, earning orbs and finally reaching the Trine.

Forlorn Wilderness
  1. Use the grapple to reach the orb up and to your left. Then use it to proceed, staying up high. When you reach the first obstacle, bring down the log to proceed. Use the knight to break apart the wood surrounding the orb beneath where the log was. Shoot the flower immediately above to drop another orb. Next you find your first true puzzle. Grapple the right side of the log to bring water down, creating a mushroom. Then use levitation to move the catching leaf to grow the second shroom. Gather the orbs, then return the spilling water to the right, and drop a crate on the tipped log to grow more shrooms. There is a hidden orb in some debris on the right, then move up. Around now you should hit 50 orbs and be able to upgrade a power! Remember, you can change your upgrades on the fly as often as you like without penalty, so use them to fit the appropriate situation as much as you want.
  2. In the next chamber you’ll see a rock drop, then jump across and drop your own rock to proceed. Use the hammer to clear the path, grab the orb that drops, and stay as the knight to take on the goblins who face you next. Once they’re gone, use the thief to grab the orbs up above.
  3. Next, conjur a crate to raise yourself up on the platform, then jump across to the bridge to move on. Stand at the very edge of the bridge and levitate the wooden crate to yourself. Build a stack of four crates to reach a very large orb. Conjur another box to your right to block the plant’s fireballs. Move past it then above it to get two more orbs and crush it. Keep going all the way to the right on the bottom for a couple of orbs and a goblin or two. Head back up to the right, riding the swinging rocks, moving to the right to match their pace when you’re on them. A pack of goblins will attack then, and you’ll need a ranged attack for the archer and the knight for the footsoldiers. Blocking will be essential.
  4. There’s another fire plant on the other side, so block it, and then levitate and drop the crate you see above. Bash open the wall to the right, then again. Use a crate to block the fire plants, and use the knight’s block to get past. Use the switch and right about now you should be getting another upgrade! Proceed back the way you came, go up, avoid the boulder, kill the goblin, and then follow the boulder’s path for some loot. Jump over it to proceed. Jump up and grapple the swinging log to reach the leaf above you, then use the bubbles to ascend. Conjur a crate to reach the highest orb, then look for a treasure chest on your right. Collectible!
  5. Use crate and levitate the half log to create a “slide” for the water, then use the grapple to pour it on the left side, onto the plant and that will clear your path! Next you’ll see something scary that is certainly coming up again soon. Kill two goblins and do some shroom jumping to proceed. Then you’ll find a clever little puzzle. Let the log beneath you go, then throw the lever so that the log gets pinched in the lower platform. By the time you reach it, it will bounce back a little and you can leap off it to move up and to the right. If you blow it, levitate the log back up and keep it in place with a little crate until you’re ready.
  6. Shove the block off the edge to kill the goblin, then prepare to kill a couple more. The big block plus a crate will let you move up and over, where there will be an archer waiting. Drop a crate in between the fire plants, climb up and get ready for a posse of goblins. The final one, an archer, is in hiding, so hit him with an arrow. Then conjur a crate to climb up and over. In the next section, drop a crate before the lowest plant, jump up and over it for shelter, then keep going. Use your knight to kill the archer, then use a crate to get up to the left for your loot.
  7. Use levitate to fix the pipe to reach the next section, and use the power of the air to retrieve the orbs. Finally you will reach the snake temple. Boss fight? Boss fight. Whlie the attacks are impressive and the goblins will keep coming, the offense is deceptively simple. There are three wooden platforms in the air between you and him. Destroy them. If you dodge, he’ll take out the one above you eventually, but you can drop crates on the other two and be done in no time. If you’re fast, you don’t even have to get in harms way. First big bad down!
Mudwater Vale
  1. From here on out you’re on your own for collecting all the orbs, this walkthrough will simply get you past the puzzles and the challenges.
  2. Move to the right and note the beehives. You can shoot them to drop them on enemies. A goblin archer is the first enemy you’ll encounter, and soon after, you’ll bump into the first of several big goblins you will face. They’re fast as they come at you, but they have no projectiles and they don’t take any more damage than the smaller goblins. Use the grapple to ascend when you reach the first spikes, and cross the pit over the top, going up and over the swinging log. Stay up top in the next section and go from log to log. After that, you’ll face an archer, a whole wave of big goblins, and then two more archers will drop down on platforms. Start with the knight and switch up to take out the ranged attackers as necessary.
  3. At the next puzzle, drop the box in front of you before the flamethrower, then conjur a crate above you. Pull the lever, then move the crate to keep the wheel in place, keeping the gate open. For the next puzzle, pull a pipe from the flames to the bottom right, and use them to make a funnel that blows air under the ramp, pushing it upright. Conjur crates to ascend it.
  4. Two more big goblins will attack you in the next room. After dispatching them, use the grapple to ascend, then move right. Use the box to get past the flames, then climb on it to get over the next blockade. When you reach the giant frog, shoot the apple so it drops, then use it to follow the frog’s tongue up and over him. When you reach the next level, be very cautious, as these beehives WILL fall on you. Then follows another wave of big goblins and two archers. Following that, stay high and move from log to log, platform to platform, and rock to rock using the theif. Ride a wind-blown bubble to ascend the next section.
  5. Another wave of goblins, same thing again. Then, use the pipe chained near the flame pipe, and the one above you to turn the flame on the beehive to clear it. Use the second lever to open the gate. Chat with the flower to finish the level.
Moonlight Marsh
  1. The pit before you is filled with death, so time your jump carefully, as these platforms, of course, drop. A big goblin will drop in behind you as soon as you move on in the next area. Use the two crates given you, plus one conjured one, to cross the next gas pit. As you move on, you will drop, and fight goblins, including two archers above you. When they’re clear, switch to the theif to jump up and climb across the dropping platforms back to your left to find a chest! Move on, staying up to avoid damage, and when you reach a retracted platform, you’ll fight another wave of goblins. At the bottom right you’ll see an air pipe. Rebuild it to make it pump into the water to reach the next section. Climb through the log and use a crate to change the flow of the water. Levitate the bottom log to water the plant. Move along to face another wave of goblins, and then you’ll hop across dropping platforms and dodge swinging logs with spikes on them. Watch them for your paces, and feel free to let them kill as many goblins as get in the way.
  2. The next section is another watering the plant bit. Use two crates to weigh down the ramp on the left of the log pipe, then one to weigh down the left side of the log pipe itself. Use your levitate ability to move the leaf over the log, causing the water to spill back and forth to the sparkles below. Then put the big crate from the ground level on the highest platform, slide it as far as you can to the right, and use it to leap to the leaf. The plank comes in handy here, too. After that, you’ll drop down into a big chamber.
  3. Meet the biggest goblin ever! Ignore the switch for now, and when he swings at you, get him to hit something wood, and then take advantage of that to beat up on him. Once you get the pattern, he goes down pretty fast. Operate the huge switch to move through the gate. Thought that was it for the level, didn’t you? Well, it almost is. Use the wizard’s levitate ability to lift the platform’s “legs” to move across the gas.
Petrified Tree
  1. Move to the right, break through the barrier with the knight, and then move through the lab. Use a bubble to get up and over. In the next room, use levitate to move the boulder through the mirror and onto the button to move on. Through the door you will be attacked by a giant spider, so have the knight ready, AND be ready to defend. Move on, float up on a bubble, and hit the button in front of the pipe to move the gate in front of you. Bring both crates in front of the gate, and use them to jump up and onto it when it rotates, so you can get onto the other side.
  2. Next you’ll learn to play with portals for real. Use the two switches to manipulate them, and if you fall, use the wind pipe to blow yourself back up to the main level. The more you drop through portals, the more momentum you build, so it’s easy to pop up over the railing on the far side. Conjur a crate to open the gate button and then go up and over. Hey, you didn’t miss those goblins, did you? Because I think they missed you. Another wave of several big guys and several archers is next. Then use the shield to get past the fire wheel that comes up next.
  3. Use the next series of portals to channel the flame into the cauldron, then ride the bubble to the top. If you drop down and go to the right instead, you’ll see the secret chest. Use the shield to get past the flames on the next section, head all the way to the right, then use levitate to adjust the right flame cannon. Then you’ll have to use the open spaces to adjust the switch. You’ll need to move it, run, run back, and keep moving it. Fortunately it rolls back slowly, but it’ll take a couple fo pulls. Through the door is another open section with lots of goblins. Use the hammer to clear the barrier up top to move on.
  4. You’ll head through a library and then run into a spider. Toast it, then move up. Look for another spider to attack from above. Then leap across the dropping platforms, then use the grapple to lower yourself safely past the next shooting plant. In the next section, move the portal so it absorbs the flame, allowing you to safely ascend on the bubble. Use the ascending and descending platforms to get up, go under the gate, throw the switch, and through the door. Now you’re at the end of hte level and OH MY GOD!
Shadowed Hills
  1. Use the wizard’s crates and a plank to create a bridge halfway across the burning chasm, then jump to hit the switch. Break through the barrier and move into the building. The easiest way to get through the next section is by putting two crates (one is already here) in a stack and putting two planks across. Place a crate on the first switch you see, then place one up on the platform. Push it to the right so the crate presses the button and the barrel on the rolling platform is on the second button. Enter the door.
  2. Don’t remove the pipe below you, or salamanders will start crawling out of the cauldron. Instead, put a plank across the fire and run. You’ll take some damage, but make it. Then change to the knight to kill the spider, and go up and back to the left. Stack crates to reach the next level. Then jump off, following the orbs, and prepare to jump fast as the platforms drop. Keep an eye on the platforms, as the first and last ones drop on their own. Leap down when the last one is starting to come back up again and skip the first one altogether. You’ll have to kill another spider if you drop down. Pull the lever to open the door to move on.
  3. Next is a section with two fire wheels. Keep your shield up and it’s easy to get past. Jump over the rumbling boulders to move up the stairs, and you’ll confront a spider. One hit will drop it down to you, where it’ll be easy to take care of. In the next section, drop down. Make a small crate and use it to break the shelf that a pipe is sitting on to the bottom left. Use that to build a wind pipe going through the portal on the left, then follow it through to reach the next area. Take the bubble up to the next level, killing the spider on the way. Drop down, killing salamanders, all the way to the bottom, where you will dismantle pipes that keep bringing them out of cauldrons, then proceed right. Use the portals to reach the orbs, then move the crate onto the platform to open the hatch.
  4. Head along through the passage, read the book, and jump into the portal to move on. Getting up the next platforms is all a matter of timing, jump all the way left, then back again, and jump as soon as they’re starting to come back up. Move the portal so the projectiles go through it to hit the switch, then build a bridge across the pit. There are spiders now, so watch for them, then jump over the next pit, stand in the middle of all the projectiles, and drop the big crate to use to reach the next ledge. Ride the wheel back and forth to get it to move, then jump across to keep it moving to the right, and jump to the floating platform there. Leap to the switch and pull it to keep moving.
  5. Place a plank and crate bridge on the edge as far out as you can without it being hit by the dropping crates, then leap across. Drop into the portal, and use the momentum to reach the swinging platform. In the next section, you’ll face some spiders, and then a pit. Move the portal all the way to the left, drop in and appear up top, moving immediately to the right to avoid being dropped. Then place a plank across the gap and drop onto it immediately, then instantly jumping because it will break apart very quickly. In the next area, use the wizard to pull the pipe out from beneath the first cauldron, and flip it over to kill the boil. Then pull the switch and head off up and to the left. Keep moving and you’ll reach the end.
Hushing Grove
  1. It’s quiet. Too quiet. Move to the right until you meet some goblins. Dust them, then break through the barrier. Use the lantern or stealth to distract the venus fly trap, then run past. Grapple above you to pull open an easy path above. Stay up high, look out for goblins, and you’ll be way better off than taking the low road. Ascend to your right, throw a hammer to break open the barrier to move on, then jump off the leaf when the path is clear. Use stealth again to get past the next flower, pull the switch, and then head up and right.
  2. Next is a horde of goblins, including heavy armored ones, backed up by a archer with fire arrows. Time your leaps and use crates to avoid the two sections of jumping with leaves and guns. In the next section, use a crate to block the cog in the open position. Use the hammer to drop through the floor for a collectible, then ascend the leaves. Use the grapple to get onto the bridge. Again, use the stealth mode to get past the next stretch of flowers, using the grapple to stay high, and kill the goblin archer at the end. For the next challenge, use a crate to pull down the switch behind the waterwheel assembly, and leave it there, balanced, to buy you a couple of extra seconds to make it across the dropping platforms.
  3. The next section is spiders, so stealth out or fight your way past, hop over the edge at the end and move on for a collectible, otherwise back track up and to the left. Break through the barrier on the small, highest platform, before you get there, or you’ll die. Then use the leaves to make your way across. At the next spot, throw the two logs onto the conveyor, stack then, and then use them to ascend the next ledge. Drop down through the hatch to the next area. Toast the archer fast if you can, because a bigger threat is coming. Another bonecruncher goblin. He goes down the same way, so just avoid the club and break out the heavy weaponry!
  4. Move to the left, place a crate past the switch, throw the switch, and then move the crate to keep the platform up. Use it to ascend to the left, avoid the cannon, leap over the swinging rock, and head left to the next continue point. Use two planks to get the water from the bulb to the ground, jump up and over, and into the hollow log. Keep moving to the right to reach the end of the level.
Mushroom Caves
  1. There will be an archer goblin to take care of. Above you is a water bulb, use the thrown hammer or an exploding barrel to open the way to it, and that will bring up some leaves. Use the leaves and time your jumps to avoid the projectiles, then leap up the next ledge. There’s another archer across the way and a spider overhead, and two more leaves to use in your crossing. Then break the barrier to drop down. Head across the bottom and up on the left. Halfway up, you’ll see a swinging platform and a big goblin. From the top leaf across the platform, throw a hammer to the ledge above, then place a small crate and use it to leap up to the area you just cleared. Grow the next plant above and use to to get across.
  2. Move along, avoiding projectiles, until you reach two archers and a few big goblins. You can grapple up here or take out the guys with archers. From there, move to the right and you’ll see a ramp. Conjur a box on the platform above to crank the ramp up, and walk up it to keep going. The grapple can get you up over the next ledge. The snail is big, but easy to jump up and over. In the next section, break a barrier to go down to find a collectible. Otherwise, continue along the top path. There are three spiders kicking around that you will likely run into, so keep an eye out. Throw a crate up at the spiked log above you and swing it, then use it to grapple across the gap.
  3. Keep to the leaves, watch out for the fireballs and the next section is pretty straightforward. Next is a wave of goblins with an archer in support. After that, head up to find a platform you can drop to raise a log. There is a sparkly seed beyond. I built two crates and a plank as a ramp for the liquid. Then jump up, use the hammer to clear the path, and then throw some crates on the greased slope. Use a plank from the last one to make a bridge to the solid ground. Keep heading to the right, read a book, and then you will drop into a hole and slide to the next level.
Mushroom Murk

  1. Build a nice ramp with a plank and two crates to pour the water onto the seed. The path before you is guarded by a giant, deadly spider, so you must move on by following the path above. Use the leaves to leap over the rocks, and remember you can only pause on the big leaves, the small ones will drop you quickly here. Up top, hit the continue point, and knock off the goblin fire archer and the big goblin. Time your jumps on the dropping platforms well to avoid the projectiles, and then throw the hammer from the rotating platform to open up a path to the right. Climb all the way up and move over the leaves to the right. There will be a goblin archer waiting, and then another. When you kill the second, drop down and prepare to fight two big goblins. Once they are done, pull the switch to open the gate.
  2. Immediately after, there will be a goblin archer above, two big goblins, and a flaming sword beserker who is very tough. You can lure him back to all the barrels and let him splode himself if you like. Use the archer’s grapple to get up to the cart above and use levitate to get it to move along the rail. Drop down, and push the cart forward again and use it to swing over the chasm. You will drop a long way down. Use a crate and a plank to reach the seed with a ramp, and then levitate another plank to bridge the gap and send the water to the seed. Use the toadstool it grows to jump up to the next ledge. Keep moving to the right and you will drop down a massive ramp, and then into a massive hole, and then you’ll learn how to swim! Head to the right to complete the level.]
Searock Castle
  1. Move to the right. Get the hang of jumping in water, you’ll be doing it quite a bit. Leap from coconut to coconut to cross the next gap, and then you’ll meet a crab. You can’t kill it, but jumping on it will put it down for a little while. Drop off the edge to your right and take up residence on the coconut. Let the crab hit the switch to extend the platform above, and quickly jump across. Use the low ledge you see next to wait for the swinging spikes to swing past, then run along the platforms and jump to the far side before it catches you. Drop a crate on the blue switch, then jump on the platform. Drop another crate against the wall, and be ready to hustle, as the flame will destroy the crate, dropping the platform quite quickly.
  2. The next fight is rough and may make you wish you’d switched to easy mode. There is a flaming berserker, an armored goblin, and a few others to make things difficult. Stay on the defensive to triumph, then pull the switch to move on. Drop down in the next section to play with some pipes. Use the triple valve and then a curve pipe to aim some air at the dropping platform. Get to it and hover in the air until the rotating platforms come around for you to reach the next ledge. As you move along, expect to drop from the next bridge into the water. Come out on the right side and use the grapple to ascend and kill the fire berserker to get a chest. Then keep moving right, dealing with a few more goblins on the way. Use the grapple to stay near the top, it’s much simpler. At the fire wheel, move an exploding barrel across to the small place for it on the right and then blow it up. Place two more barrels on the struts, and jump from the one on the left to the one on the right, grappling it to get through the gap, avoiding the flame.
  3. Head to the right, pull the lever and go for a ride. At the bottom, swim under the first outcropping, then surface to go back to the surface on the right. Hop up and pull a coconut down. Hop onto it and throw a hammer to release the boulder overhead. Follow the boulder down, pop up for air, and continue along the bottom, avoiding the eels. When you pop up again, look for the swinging platform. Jump off to the left for a collectible, and to the right to keep going. Use a plank to block the fire spitter on the far right, then negotiate the platforms while avoiding the fire from the other two. Easier than it looks. The booby trap section to follow is a pain, and I found it easier to just keep jumping that figure out the patterns.
  4. Move to the right and a cage door will open for you. The lovely big bridge you come to next will collapse under you, bringing on a wave of goblins. Put them down and then move to the right. Use the hammer to open up the path. Head up and to the left for another continue point and a switch. Blow up the exploding barrels to the left to clear the path, take out the goblin, and then use crates to get up on the platform. Destory the goblin who pops up and then wreck the crate jamming the gear. Pull the switch and move on. Use two planks to block the fire breathers on the right and left sides of the next section, and then hop up and use the knight to clear the barrier. Stack crates on the third crab to reach the next ledge, and then jump across the octopus platforms to reach the next section. Head right and then jump up to the next ledge, break through a barrier, and enter the castle.
  5. The painting will shake and a big wave of goblins will attack, mostly normal, but with an archer above, an armored guy, and a fire berserker to keep things interesting. Head over the fallen bookcase on the right when you’re done. Use the wizard to move the fire cannon out of the way, then use a fire barrel to block the gears when the rotating platform is flat. Then use a crate and a plank to cross the remaining gap. In the next section, use the grapple to pull the wood platform down, then put a crate on it. Jump onto the platform it extended, move all the way to the very left edge of it, and pull down the platform above with the levitate power. Jump on it and let it carry you up, burst the water bulb, and then adjust the platform so it waters the seed. Climb the pods it grows to reach the next area, move to the right, fall down off the dropping platform, and now you’re in the lair of the king!
  6. His attack is the same as the bonecrusher, only his weapon is on fire. There’s only one place where his weapon will be trapped, and it’s all the way to the left. Take out the annoying extra goblins as fast as you can, and remember, the weapon doesn’t hurt when it’s swinging down, just when it hits, so keep jumping at him until you get over him to safety, and whale on him. That’s all there is to it!
  7. Once the battle is won, head through the hole that opens and read the secret note that falls. The Trine will show up, break open a hole for you to drop into and the level is over.
Eldritch Passages
  1. Move to the right and drop into the hole. Throw a hammer to the left to break open some rock, and then hit the critter in the eye to chase it away. Remove the “plug” on a pipe just to the left of the platform on the right. Use the two pieces of pipe to build a curve blowing up, and then place the plug in the empty pipe beneath the ledge above you. Float up and land on the plug, then jump up to proceed. Use the shield to spill the first acid burst down the drain, and avoid the second. Then there is a wave of salamanders. Above you, note the spike ball, and place a full-size crate on it. Grapple up to the bucket, climb on top of it, and then leap to the crate. Conjure a crate on the other side of the chasm, and then place a plank across the gap.
  2. Once you’re on the other side, huddle in the lee of the next ledge to let all the spike balls go past overhead. At the next pit, conjure a crate, leap onto it as Pontius, throw a hammer up and to the left, and then jump back. You’ll have to be fast, the acid will eat the crate. This will drop a rock you can use to get across the acid. I slid the rock 3/4s of the way to the right, used another temporary crate to leap into the acid, then across to the rock, and then just built a ramp to get out.
  3. Next you will face a wave of salamanders. Pull the switch to bring up dropping platforms, and either leap across them, watching the timing and not being afraid to jump back when you need to buy a bit more time, or swing overhead via the bucket. Pull the switch in the middle of the next section to drain the pool to the left. Descend, cut the log to the left loose, and then carry it up. Use the two barrels to get as far into the water as you can. It sounds ridiculous, but the next part is easy. Place the biggest plank you can on the ledge to the right. Then create another one and place it on top of it, about half way down its length. This will tip the whole assembly toward you, allowing you to run up one plank to the second, before they all fall into the water.
  4. Leap the acid pit and onto the first cog. There’s a plank above you that you can grapple to and get over the second one. Look out for spiders! Head to the left and use the grapple to ascend to the next ledge. Use the barrel above you on the left to splode the space open, then throw a hammer straight up. Use a couple of crates to ascend, and then use the grapple to get the rest of the way up.
  5. Use the levitate power to rotate the wheel to get some momentum, then drop a crate on the platform to the left to raise the one on the right, then leap to it. Hop across the dropping platform and grapple above you to fight off some spiders and get a collectible. Look to your right where the spiked balls are dropping and see a fragile point in the floor. Hit it to stop some of the acid flowing your way and making your path easier. On the other side, you’ll want to jump from the dropping platform onto a plank or crate to save you some damage, then leap to the right and grapple to safety. There are salamanders too, just so you know.
  6. Keep going and now it’s time to drop down a lot! Head to the right, fight off some creepy undersea dudes, the hammer helps with their shields, and then keep going to the right, pulling a switch to clear your path. Reach a small stone platform and throw the hammer straight up to clear the path, then grapple up. Pull down all the pipes. Build a u-bend off the left one, attach the T junction to the pipe on the right, and then connect them with the curve and the straight pipe. Drop down and pull the switch on top of the platform to clear the path ahead of you. Drop all the way to the bottom, push the barrel to the right, and block it with a crate. Return to the switch, flood the chamber again, and then swim to the barrel, using it to gain the next ledge.
  7. The spider web behind you is deceptive, as you will be hit by a big wave of mermen. The first bridge will collapse after some damage, and you’ll need a ranged weapon to hit the guys off to the right. A spider will join the party, but he’s easy to toss in the acid. Throw the switch to drain the pit to the right, then move on. Use the grapple to pull the acid pourer to the left, then set up beneath it and grapple to the right side of it to clear the pit. Watch out for the glowing pods from now on.
  8. Pull the acid pourer to the left and put a crate on it to keep it away. Jump from the dropping platform to the right onto the acid pourer. Place another crate to keep it steady, then jump two platforms to the right, and quickly take out the tentacle. Head to the right, jump onto the swinging platform, and take out another tentacle. Then quickly move to the left, up to that side, and take out one more. There are acid pods about, so clear your path first, and the tentacle above the swinging platform will spit out acid periodically. When the danger is clear, keep going and enter the mirror to finish the level.
Icewarden Keep
  1. To move through the door you have to “disappear”. Place the crate that is already there on the spikes on the far right of the screen to create a platform. Then build a tower of crates to reach it and then the door will open and a goblin will come out. In the next area, use a crate to move safely on the spikes and kill the goblin to the left above you. Then set the barrel high on the right on fire. That will clear your way. Use the next barrel that you drop to blow up the wall across from you, then swing over with the grappel. Conjure a small crate on the snow, change to the archer, and slowly edge forward, aiming at the water bulb, as you knock the crate off the edge. That will open the space, shoot the bulb, and watch the plant grow!
  2. Head up the plant and to the right and expect to face a pack of goblins. Place a crate on the spiked ball and give it a good push with the wizard. Then grapple to the crate and swing as far as you can to the right. It may take a couple of tries to get the timing right. To get past the next section, I built a stack of two crates, and then put a long plank and a smaller crate on top, to hold the plank in place. That got me halfway across, then a well-timed jump made the rest a snap. The next section is very Indiana Jones. Bust out the ceiling to let light in, then place a crate on the empty hand so you can adjust it. Use the levitate to move the crate until the light shines through the crystal into the portal and opens the door!
  3. For the next leap, watch for the first two chunks of stalactites to fall at the same time, then start leaping. Once you go you can’t stop, as the platforms are icy slopes, but if you start at that point, you should make it just fine. Next comes a big force of goblins, finished with a fire berserker. For the next puzzle, stack three crates high and then angle a plank against the blue button overhead to keep it pressed. Obviously, build this to your left while you stand at the right edge of the pit. Then drop to the platform and throw the hammer. You’ll need to keep jumping to keep from falling, but when the passage opens, go in and pull the switch, then hop up to your right.
  4. Obviously the next mechanism is jammed, so look up for a barrel. Shoot it with a fire arrow and then pull the switch. You’ll want your shield to the left for the first bout of fire, then look for a pipe to pull out on the left side and then block to your right. At the bottom, a collectible chest is to your left. On the right, drop an exploding barrel, and then another. Place them both in the laval with the wizard, one on the far left, and one on the right, and use them to cross the pit. Oh, did I forget to mention? Either bring the T-junction pipe with you, or you’ll have to go back and get it! Place it so the air blows up and to the right, then stand atop the air. Use the shield to protect yourself when the flame comes around, and use a crate and plank to make a small bridge to reach the upper right.
  5. Fire berserker? You bet! Next, ride a platform over lava, and keep the shield handy and up. Jump the spikey ball and you’re fine. The next section, however, is quite a pain. Hop up onto the platform above you first with the thief. Then place the curved pipe over the lava pipe to fall to the right. Jump on the moving platform, which takes a LONG time, and when you get under the pipe, pull it loose so the lava drops behind you. After that, it’s just a matter of getting over one more spikey ball. In the next section, throw a hammer up to the left to free the pipe. Put the pipe on the lava, flowing out to the left. Then, place a plank beneath the upper portal, then drop through it to land up top. There is a chest to your right. Move the upper portal over the ice, then move the lower portal to the left so the lava flows through it, clearing your path.
  6. On the swinging platform, rotate it to the right until it’s at its farthest point and the next platform is raised. Conjure a crate or two on your platform to move up and on. So what do you thinmk next? Goblin wave? Yeah, goblin wave. After that, start sliding a little bit to your right and throw the hammer up to free the boulder. This next battle will seem very familiar. Let the giant goblin clear the path to the right to find the “trap”. Equip your biggest weapon and put him down. Then build a pile of crates to the right to get you up and over. Then, your path will clear magically before you.
The Final Chapter
  1. Head to the right, open the chest for a collectible, then keep going. Move the picture, enter the next room, jump into the portal.
  2. There’s a video, and then the final fight. Dragon! Before anything, grow the seeds on the right side so you can punch the continue point. Hit the dangly bit on it’s chin, then aim for the glowy earrings. After that, some ceiling will collapse in and some salamanders will appear. Take them out, then hit the dragon in the “ears” again, generally by aiming for it’s quest. The hammer was most useful for me. After the initial shock, hit each of hte ears twice more, and that’s all there is to it.


 

 

 
 

Rabu, 01 Februari 2012

Anomaly: Warzone Earth walkthrough


Anomaly: Warzone Earth is a reverse tower defense game by 11 bit studios
By reverse TD, you direct "creeps" and navigate through various types
of tower setups. As your "creeps" destroy enemy towers, you gain money
which can be used to upgrade your units and buy additional units.
Your commander or hero have special abilities and is free to wander away
from the set route.

I beat the game recently, and I have to say it was a lot of fun.

==============================================================================

About the Author: This is my second time writing a faq. First one
is on gyromancer. I think I like writing faqs for smaller Indie games.
I've gotta be bored out of my mind to do a faq for Dragon Age or Mass effect 2
That my friend is for Pros.

==============================================================================

The Basics

==============================================================================

Units:

The first thing to understand is Unit composition.

Your units is composed of six different type of ground units. None of these
are too Sci-Fi like the enemies you are facing. They travel on roads, and
march in a single file in a set speed that cannot be changed. The order of
the file however, can be changed. Units can be upgrade 3 times total. First
upgrade cost the unit's purchase price, and each upgrade cost double the
previous upgrade.

==============================================================================

APC

Cost $100
Start HP 120
Max Upgrade HP 300
Start Attack 60
Max Upgrade Attack 96
Upgrade - $100 - $200 - $400 Total cost 800 for a fully upgraded unit

Pros: HP, Rate of Fire
Cons: Damage, Range

The APC is the cheapest unit you can buy and upgrade. Starting with 120 HP
that can be expanded up to 300 HP. APC's machine guns have a short range,
lower than all enemy towers! APc's machine gun locks on quickly and fires
rapidly, but each upgrade only gives you 12 more attack power. This unit is
your damage soaker. Don't expect it to take down an cluster of towers by
with only APCs.

==============================================================================

Crawler

Cost $125
Start HP 70
Max Upgrade HP 112
Start Attack 85
Max Upgrade Attack 280
Upgrade - $125 - $250 - $500 Total cost 1500 for a fully upgraded unit

Pros: Damage, Range
Cons: Rate of Fire, HP

The Crawler is the most damaging unit you can get into your team. Fully
upgraded it can take out enemy blaster tower in 1 hit. It is my favorite
Unit, it's low HP can be off set by shield generators. It's long
range allows for Sniping. In fact it has the higest attack range of all of
your units. However the crawler takes time to change targets
if turning is required, and it's rate of fire is very low.

==============================================================================

Shield Generator

Cost $150
Start HP 125
Start Shield HP 40
Max Upgrade Shield HP 80
Upgrade - $150 - $300 - $600 Total Cost 1200 for a fully upgraded unit

Pros: Protect other units
Cons: HP, can't attack

The second most favorite unit is the shield generator. The shield generator
provides shields for itself, and the units directly infront of it and behind
its Shields will auto recharge when the unit is not being fired on. All
damage must first deplete shields before the unit itself takes damage.

The shield generator has no attack, it's HP cannot be upgraded.

==============================================================================

Tank

Cost $200
Start HP 140
Max Upgrade HP 308
Start Attack 75
Max Upgrade Attack 165
Upgrade - $200 - $400 - $800 Total Cost 1600 for a fully upgraded unit

Pros: HP, Damage
Cons: Expensive to Upgrade

The tank is a like a APC but with more damage potential. Tanks fire a bit
slower, but do much more damage. A fully upgraded tank has the highest
HP among your units, although only beats a fully upgrade APC by 8.
The cost difference is huge. An fully upgraded tank could buy you 2 fully
upgraded APCs! So do you go tank or APCs? The question your should ask is
How much money do I have.

==============================================================================

Dragon

Cost $250
Start HP 120
Max Upgrade HP 220
Start Attack 65
Max Upgrade Attack 123
Upgrade - $250 - $500 - $1000 Total Cost 2000 for a fully upgraded unit

Pros: Attack both sides, Burn enemies
Cons: Short range, Extremely Expensive to Upgrade

This unit is kind of interesting. It's got two short range plasma flame
throwers that allow it to shoot at 2 different enemies at the same time.
The damage is okay but it's steady. Did I mention how short the range
on those flame throwers are? They have the shortest range in the game.
So if you put them in front you are liable to give the bad guys many
free shots.

HP of the Dragon starts off low and increases in large chunks with upgrades,
but it is extremely expensive to upgrade. A fully upgrade Dragon can buy
you 2 fully upgraded Crawlers!

Okay there is the good part about this unit. This unit can engage 2 enemy
towers at the same time! The plasma flame thrower can also sets the enemy
on fire. And they keep burning even after your units have moved past.
This damage is also increased in upgrades. It's a nice feature, but my
approach is to leave nothing behind, so I tend to prefer crawlers over
Dragons.

==============================================================================

Supply Truck

Cost $175
Start HP 120
Upgrade order Repair - Smoke - Decoy - Airstrike
Upgrade - $25

Pros: More commander abilties
Cons: No Attack, takes up a slot

If your have the supply truck, everytime an enemy is destroyed, it fills a
gauge. When the the gauge is full an ability is available for your
commander to pickup. Upgrades cycles through the different upgrades,
repair is first, then to smoke, decoy and airstrike. Upgrades after
airstrike will go back to repair. Do know that different abilities cost
different numbers of kills to fill. If you don't fill and upgrade, what you
had will carry over.

The truck is very useful on harder difficulties when reinforcements are not
as common. It's more useful with a large horde of enemies.
Also the truck's HP cannot be upgraded.

==============================================================================

Enemy Towers

Priority: Enemy towers will fire on the commander, but if your units are also
in range their priority will switch to your units. The highest priority
is a decoy that is in range, all enemy towers in range will switch to
targeting the decoy if able.

==============================================================================

Blaster

HP Low
Range Medium
Damage Low
Turning Fast
Rate of Fire Fast
Special None
Weaknesses Smoke

These are the most tyical enemy towers, have the lowest HP and damage.
They can be destroyed easily with a single airstrike. However in clusters
these towers become much more dangerous.

Blaster towers are weak against Smoke, as they have no area damage they
will miss their target and even a large group of them can be easily defeated
with a well placed Smoke.

==============================================================================

Scorcher

HP High
Range Very High
Damage Very High
Turning CANNOT
Rate of Fire Very Fast
Special none
Weaknesses Approaching from the side

Scorchers are a long range unit that fires a nasty plasma beam that quicky
fries anything in its way. It is a stationary unit and cannot change the
way it is facing, so approaching it from the side would be best. Head on
attacks will result in unit loss unless abilities are used. It's a tough unit
1 airstrike will not kill it. Scorcher detroys Decoys quickly and will only
miss some of the time in a smoke screen.

==============================================================================

Behemoth

HP Very High
Range High
Damage High
Turning Slow
Rate of Fire Slow
Special Radius AOE
Weaknesses Decoy

Behemoth units have massive HP and are hard to kill. It's AOE attack is
very damaging. The best way to fight it is to take advantage of its slow
turn speed. The tactic I use is called the double turn.

C=commander U=your units B=Behemoth > = direction behemoth is facing
D=Decoy #=range

First I run up to it with my commander before my units are in range, and
get to the opposite side of the behemoth.

U###########C

When your units are in range the behemoth will slowly turn to
attack your units.

U######D

Once he is there he still has to shoot it. After he destroys the decoy he
still has to re-acquire your units.

This tactic provides a huge bracket of time for you to fire on the behemoth
without it being able to returning fire. Once your commander drops the
decoy, he is free to engage in other support options.

Smoke screen is not very effective against behemoths as your units will still
take AOE damage.

==============================================================================

Storm Ray

HP Medium
Range High
Damage Medium
Turning Fast
Rate of Fire Very Fast
Special Drain shields, Slow commander, Secondary target
Weaknesses Decoy

Storm Rays shoot a long range beam of lighting that deals continuous damage.
The beam also jumps onto any secondary targets with in 1 space of the primary
and deals a smaller amount of damage. The beam sucks shield away off in
seconds. In addition your commander will be slowed if he is hit by the beam.

Storm Rays can be fooled by decoys, but if you decoy is too close to your
own units they will be hit by secondary beam. Smoke screen is also
an imperfect counter, the primary beam will hit the ground nearby but
secondary damage can still occur to your units. 1 Air strike will not
be able take this unit out. Overall this is one of the tougher enemies
to face.

==============================================================================

Hacker

HP Very High
Range Very High
Damage None
Turning Perfect
Rate of Fire Slow
Special Radius AOE
Weaknesses Decoy?

This unit does no damage but it is very troublesome. First it can attack from
a long range, creating a big AOE field. If you units and your commander
are both in the field, your units will switch priorites to attacking your
commander. If you units are well upgraded, a successful lockon could mean
instant death for your commander. Your unit's attacks are not affected by
smoke screen. So this means your units are not attacking enemy towers, and
your commander can't get close to use support abilities without risking death.

Hacker's attack homes in on the target, and will follow the target even
out of it's normal aggro zone. Its effective field last quite a while.
At maximum it might be able to maintain up to 2 of such fields. Hacker units
are affected by decoys, but you have to get close to it
so the decoy radius covers the hacker unit.

==============================================================================

Energizer

HP Low
Range Very High
Damage None
Turning Perfect
Special Neutralize Abilities, Revive Towers
Weaknesses Airstrike

The Energizer unit is a very annoying one to face. It does no damage,
However, if your commander is in range and not blocked by a building it will
lock on to him. Once locked on if your commander deploy any ability then
the energizer unit will start draining the ability's power and make the
area of effect smaller, After 3 seconds it will regenerate all dead enemy
towers in the region. Which believe me, really sucks.

The key to fight it is to run past other enemy defending towers to reach the
Energizer tower, and place an airstrike right next to it. Yes it will
drain the airstrike. However airstrike activates before 3 seconds, so
it will not resurrect. A single airstrike is enough to destroy the unit.
Also be sure to place the airstrike right NEXT to the energizer unit so you
dont lose coverage when the area gets smaller.

==============================================================================

Commander Abilities

All abilitis are deployed from the position of the commander when he activates
them. The commander's HP is quickly regenerated when enemies are not firing
at him, so he can basically not die standing under a behemoth or a blaster
tower. StormRays will kill him. If the commander goes down, he comes
back after a set number of seconds. Your units will get no support during
the time he is down.

All abilities have cool down, it is not possible cover the field with
say...decoys all at once. So timing is important.

==============================================================================

Repair

The repair zone is the smallest of the abilities. It doesn't last very long
either, but the HP gain is significant. With the right placement, you can
heal an unit completely with a single repair no matter how badly damaged.

==============================================================================

Tactic 1: Corner Repair

The amount of repair done in a repair zone is based on time. Since your units
can't stop, the longer the route, the more time, and thus more HP. If you
put the repair on a corner, the units spend more time in it thus get more HP
back.

When you are trying to repair a single heavily damaged unit, it's best to
place it right before that unit enter the zone, so it traverse the full
distance. When you are trying repair multiple units that are moderately
damaged. File these units one after the other and place the zone on top of
the first damaged unit.

==============================================================================

Tactic 2: Combat Repair

Repair is based on percent of Max HP, not total HP. Thus a 50% damaged
crawler and a 50% damaged APC heal at different HP rates but at the same
percent rate. It's best combat repair an unit with high HP than one with
low HP.

==============================================================================

Smoke:

Smoke screen will cause enemy to miss when firing into the smoke field. It
is very useful when your units are passing through an road heavily defended
by enemy towers.

==============================================================================

Tactic 3: Zone stacking

By other abilities with smoke you can increase your survival at a cost.

Version A: Smoke Stack Repair

This is your ultimate defense. stacking Smoke + repair ensures less damage
and regeneration, if done well you can survive anything thrown at you.


Version B: Smoke Stack Decoy

Now your enemy sees the decoy and wants to kill it, but it can't hit! So they
have to wait till the timer runs out. This is great for distracting a single
clusters of tough enemies such as a combination of stormrays, behemoths and
blasters.

==============================================================================

Decoy

Decoy has creates a fake unit. Only enemy towers within the radius of the
decoy prioritizes the decoy. If they are with in range of the decoy but
the decoy is not within firing range or blocked by terrain, the enemy towers
are still free to shoot at your units.

The decoy have a timer and HP. if either runs out, the ability ends. It will
quickly die if multiple enemy towers are firing on it. Therefore it is best
to use decoy to distract one single enemy unit than to use it draw the
attention of multiple enemy units.

==============================================================================

Airstrike

This is when you are desperate to finish a few key towers that is
giving you trouble. The area is big enough to cover maybe 2 adjacent towers
and there are no normal towers that can stand 2 airstrikes in a row.

In addition, the airstrikes do not cause damage to your commander or your
own units.

==============================================================================

General Strategy: Unit composition

What is the right mix of units?

Crawlers are too frail, APCs can't kill anything. What's the right mix?
At higher levels of difficulty, these questions become more and more important.
My favorite line up: (well before that let me do a legend)

C=Crawler A=APC S=Shield T=Tank D=Dragon X=Supply

I ususally go with 2 Crawler 1 Shield 1 APC 1 Supply, but I might add sixth
unit.

Do I need a long line?

Yeah. I think a 5 unit line is definitely needed. Longer the line, the more
room for restacking.

Some may ask: it seems like a simple game, but where is the strategy?
Well there is a lot of it, just in how you line up your units!

==============================================================================

Selling units and what doesn't work.

You may have noticed, that you can sell your units at full price with 100%
refund of your upgrades. That's great, and I thought of a plan to exploit
that at first.

Since buying and selling is instant....What if I sell a unit that is heavily
damaged in combat, and immediately purchase a new one at full HP?!

Well I discovered that selling units are based on % HP. If you sell at unit
at 50% health, you get half the refund. So if you want to sell an unit,
best heal it up to full before you do it.

==============================================================================

Tactics 1: Combat Restack

This is where the meat of the game is. You can restack a unit and move it out
of the way in the middle of the fight.

C=Crawler A=APC S=Shield T=Tank D=Dragon X=Supply >> = movement direction
#=space between your unit and enemy Tower

Example A:

This is a hypothetical setup

A4-A3-A2-A1>>###Enemy Towers

A1 move in and get shot up. But you can change the order

A1-A4-A3-A2>>#Enemy Towers

Now A1 is out of range, and you are now forcing enemy towers to shoot A2. You
can always repair A1 later.

This is the basics of restacking. Now for some units with different range.
Say enemy blaster tower has a range of ###, your crawler has a range of #####
and your APC only have range of ##

Now at A4-A3-A2-A1-C1>>#####Blaster Your C1 fires.

your units move closer A4-A3-A2-A1-C1>>###Blaster. Your C1 fires again but
now enemy tower is locking on. You restack:

A4-A3-A2-C1-A1>>###Blaster

Your frail crawler is out of enemy range, and your enemy will be shooting a
tough APC. But my Crawler is still able to fire.
So now my units move closer.

A4-A3-A2-C1-A1>>#Blaster

Now my A1 opens fires on the enemy tower, but I restack:

A4-A3-C1-A2-A1>>#Blaster

Now both A1 and A2 are in fire range, and so is C1, with 3 units attacking

Basically long ranged high damage units are frail, but short range ones
are tough. So the plan to restack is to:

Keep long ranged units in front on approach, and restack them to the
back later and put the short range units into reach.

This maximizes usage of firepower, and minimize damage to your frail units.

Crawler sniping is another tactic I use, mostly when shooting an enemy
relatively far from your route.

Enemy
#
#
#
#
A1-A2-A3-A4-C1-C2>>

My C1 and C2 Fires and move past, enemy tower still alive, but now it is
are out of range. My APCs can't reach enemy at all.

Enemy
#
#
#
#
A1-A2-A3-A4-C1-C2>>

I restack:

Enemy
#
#
#
#
C1-C2-A1-A2-A3-A4>>

Now My crawlers gets another pass.

Destroyed
#
#
#
#
C1-C2-A1-A2-A3-A4>>

==============================================================================

Tactic 2: Shield Swap

The point in this game, is not to lose a single unit. Losing units is losing
money, you can't allow that to happen if you want the strongest army possible.
Say you have a formation of A1-C1-S1-C2, both C1 and C2 has max shields.
If you change to C1-A1-S1-C2, now C1 is out of range and loses all shields.
However, A1's shield will start at 0 and only start to charge.

If you stack the formation to

A1-C2-S1-C1, or C1-S1-C2-A1, Shields remain.

So if I fight an enemy and C1's shield is depleted. I can quickly swap C1
with C2, maintaining the shield unit in the middle. Then the enemy is forced
to shoot C2, who has max shields. Now the enemy has to beat 2 layers of
shields before causing a single point of damage.

So what do you do if you see a storm ray?

Say I start with:

A1-A2-C2-S1-C1>> Enemy Storm Ray. The Ray attacks and damages shields of
C1 and S1.

I restack to:

C1-S1-C2-A1-A2>>

Now my crawlers are in the back recharging their shield while shooting back,
while the enemy tower can deal some ping damage to my 2 APCs in front.

==============================================================================

Anomaly: Warzone Earth Guide to Game Mechanics and Strategy, 
An Unofficial Guide for new players by DrGinx
(FINAL)  

Copyright 2011 Xing Gao 
 
source: gamefaqs 

Senin, 30 Januari 2012

Dark Souls Review: X360

Dark Souls
There are some things that only videogames can do. For me, Dark Souls' predecessor Demon's Souls was emblematic of all of them. Where most games do their best to be something else – to tell a story like a novel, to impress with cinematic techniques like a film – Demon's Souls is pure game, a complete and darkly fascinating vision that makes no concessions to the modern conception of how games should be. Instead, it was an exploration of how games could be; how bleak, how twisted, how focused and – most famously – how challenging. Most developers take pains to protect you from failure. FROM Software turns it into an artform.

Dark Souls is the next step along that path. Like Demon's Souls, it is a brutal and demanding third-person action-RPG set in a world full of monstrous, disturbing things that are trying their hardest to end your life as quickly as possible. Using whatever weapons and armor you can scavenge, buy or forge, the challenge is to inch your way through this damned and deadly place, now and then coming across gigantic bosses that take especial valor and tenacity to kill. The eventual aim is to make it out alive, but there are about 50-60 hours of creative cruelty between you and that goal.

You will die, a lot. You will die on the end of a sword, on the edge of an axe, crushed by a boulder, impaled on fangs; you will be poisoned, eaten, stabbed, assassinated and pushed off cliffs. Death is everything in Dark Souls. It's education, it's progress, it's the recurring stylistic and thematic motif that runs through all of its spectacularly varied, decaying and depraved environments. The first thing that you have to understand about this game is that survival is in itself a tremendous accomplishment. It can be punishing, cruel, sadistic and uncompromising. It can also be the purest, most thrilling adrenaline rush in gaming – it can take over your life and reward you like nothing else can. Exactly because your chances of success are so slim, each victory feels monumental.

The open-world structure is the biggest change since Demon's Souls. Beginning in a rotting asylum for the undead, you move through a vast, connected world comprised of fetid swamps, grandly dilapidated towns and castles, magma-carved caves and tunnels deep within the earth, trap-filled dungeons and much else. Some are reminiscent of Demon's Souls' environments, like the rickety, swampy, disease-ridden Blighttown, whilst others are entirely new; austere marble palaces, murky forests, ashen lakes.

The further you get in Demon's Souls, the more hideous and creative the monsters and environments become. Thirty hours in, stuck in an underground poisonous swamp, you'll feel like you'd give anything to see the sun again. Dark Souls' design is so consistently twisted that it actually starts to encroach on your mental well-being after extended play – it never wavers for a second from its singular stylistic vision.

There's no central hub, no safe haven for you to run back to and recuperate. Instead, there are bonfires strategically placed around the world. Bonfires are your checkpoints, the place where you can hunker down to replenish your health flasks, spend the souls of vanquished enemies on leveling up, repair your equipment, and meditate on your doomed existence. Resting at a bonfire ensures that you'll spawn there the next time you're dispatched, but resting also respawns all the enemies in an area (except bosses). Deciding when and where to rest, then, becomes a major part of your strategy. You can go through the same areas again and again, collecting souls and learning enemy attack patterns to make yourself stronger, or you can push onwards towards the next bonfire, risking the unknown.

Online, you'll frequently see the ghosts of other players huddled around the bonfires, giving you a sense of togetherness and camaraderie in situations that would otherwise feel depressingly hopeless. Dark Souls' world is (for the most part) exquisitely designed around these checkpoints – shortcuts and secret passages open up that let you access more and more of the map from a single resting point, so making your way around a world that at first seems intimidatingly huge quickly becomes second nature.

When you die in Dark Souls, you become Hollowed, and lose any souls that you've collected. Make it back to your bloodstain before dying again, and you can get them back – but you usually run straight into the clawed arms of whatever horrendous thing dispatched you the first time. Souls can be spent on leveling yourself up, buying an extra sliver of health or stamina or magical capability. Humanity, on the other hand, is much more precious resource; you can only get it from items or by beating bosses, whether in your own game or as a helpful Phantom in someone else's. It can be used to kindle bonfires, giving yourself extra health flasks, and to revive yourself to Human, which lets you summon other players to help you in your game.

The combat system is the beating black heart at the center of Dark Souls. Given the sheer variety of demons after your blood – serpent-warriors, evil butchers, skinless undead, cat-alligators, skeletal swordsmen and much, much else – your survival depends greatly on how you adapt to changing situations. You can switch between armored tank and nimble thief just by switching around your weapons and armor. To be a mage or a healer, all you need to do is find a sorcerer's catalyst or a talisman. The game never forces you into a certain playstyle. There's no limit to what you can carry, for instance, so you can hold on to any dagger or bow or interesting spell in case it comes in handy hours later.

The way that magic works has changed since Demon's Souls, making it much more difficult to rely on it as an easy way out and forcing you to engage with the heart-in-mouth, up-close melee combat. Instead of a magic bar, you get a certain number of casts for each spell each time you rest at a bonfire – powerful Pyromancy or life-saving Miracles will usually be limited to just a few uses. Magic is as relevant to the game as ever, but it's no longer a cheap-and-easy, rechargeable long-range option. Sooner or later, especially in the boss battles, you're going to have to wade on in there with an axe and risk your hide up close.

This is one of many reasons that Dark Souls is considerably harder than Demon's Souls. (For context, I played through Demon's Souls about four times, and nothing in that game gave me the same trouble – and the same rush – as some of Dark Souls' crueler moments.) It appears to be FROM's mission to send you into harrowing spirals of despondency and self-pity at every opportunity. Levels and enemies alike are designed to be especially lethal. Like its predecessor, the game starts off borderline impossible and becomes more manageable the longer you play as you get together some half-decent equipment and build up your stats, but Dark Souls discourages grinding.

There's a slightly uneven, discouraging distribution of souls throughout most of the game, where extremely strong enemies reward you with only a few hundred souls. It evens out later; as the going gets tougher, the game design seems to acknowledge that you'll need to build up your level through repeating sections that you already know, and litters them with soul-rich enemies to farm. But overall, it's time-consuming and impractical to progress through grinding alone. Instead, Dark Souls' difficulty pushes you towards its forward-thinking online features.

Dark Souls is tightly designed around its community and co-operative aspects, far more so than Demon's. Because the game doesn't bother to explain itself to you at all, you will rely on other players to build up your knowledge, sharing strategies, directions to secret areas and tips on where to find rare weapons and items, piecing together a collective understanding of arcane arts like weapons forging. This community aspect is the most extraordinary thing about Dark Souls – you're all in it together, and the knowledge that there are others sharing your experience is what turns Dark Souls from a depressing solo journey into a breathtaking collective achievement.

As you wander the parapets of the Undead Burg, you'll occasionally hear the tolling of the bell at the top of the gargoyle tower, signifying someone else's triumph over a boss. You'll feel spurred on to success yourself, reassured that it's not impossible, or you'll smile at the memory of your own victory if you're already further on. The shadows of other players move through the world, showing you snatches of someone else's game. Bloodstains splatter across the flagstones where people have died, replaying the final seconds of their life when you touch them. By offering yourself up as a phantom to assist in someone else's game, you can not only earn souls and Humanity, but you can learn new things, gaining experience from others. The absence of voice chat and matchmaking is integral to this sense of collective suffering and achievement. Your rescuer will always be a stranger.

It is impossible to overstate how crucial online play is to the Dark Souls experience. Without it, it's half a game (and about four times as difficult, too, which is really not what you want from a game that's already difficult enough to sap your will to live). Multiplayer is your get-out clause, the thing that stops Dark Souls from ever being straightforwardly impossible, no matter what your skill level. There are points in the game where you actually need help; FROM's tacit admission of this comes in the form of NPC summon signs that appear outside certain boss battles, letting you summon help even if you're playing the game offline. Run out of Humanity, though, and this option is closed to you, leaving you with the choice between hours of grinding or hours of fruitless attempts at battles that are incredibly difficult on your own.

Like everything in the game, though, the multiplayer has its dark side. Players can invade your world if you're in Human form and assassinate you. But this is a much less frequent occurrence than it was in Demon's Souls. In order to invade other players at will, you actually have to join an in-game covenant – otherwise you have to rely on limited-use items. There's also an indictment system where you can report someone who assassinates you, which enters their name into a giant, publicly-accessible Book of the Guilty. The emphasis this time around is very firmly upon helping other players, rather than hurting them.

The difficulty is central to Dark Souls' ethos, and shouldn't be considered a fault. Without it, it wouldn't be the game that it is, it wouldn't require the same ingenuity and persistence from you, and its rewards would not be so sweet. There are times, though, when Dark Souls crosses the line from thrillingly challenging to straightforwardly sadistic. There are frog-like sewer-dwelling creatures that can Curse you with their attacks, instantly reducing your health bar to half its former size; the only way to get cured is to visit a healer hidden deep within a dangerous ghost-populated area that's a long, long journey away (or to buy an item from a vendor, if you've got enough souls).

Making your way through Dark Souls' death-trap world with half a health bar is hard enough, but the Curse effect stacks – so if you get caught again, you'll be down to a quarter of a health bar. A third time, you'll be down to an eighth. I know one Dark Souls player who lost something like 10 hours trying to make it to a healer when everything in the world could kill him with one hit. There's punishing, and then there's unfair.

One of the mid-game bosses, meanwhile, emits corrosive bile that swiftly degrades your equipment if you get stuck in its flow, potentially leaving you standing naked in front of a hideous dragon with a broken sword. There's no way to repair weapons and armor once they've been completely destroyed, so it's possible to lose all your best gear in this battle. Similarly, there are areas in the mid-section of the game where the main challenge isn't overcoming the skinless poisonous demons that live there, but struggling not to get knocked off narrow, precarious ledges by their attacks.

Without wanting to spoil the plot, Dark Souls sends you deeper into the earth with every victory, becoming extraordinarily imaginative in its sadism. Dark Souls' story is subtly and sparsely told, leaving you to write your own mythology, giving you only cryptic, unsettling verses of vague exposition to go on. The world speaks for itself.

But there are, despite its bleakness, real moments of beauty in Dark Souls – like the moment where you round a corner after one of the game's early bosses and see the sun for the first time, shining down through a break in the clouds, or the moment when you're standing at the top of a belltower looking out at the sprawling land below, trying to decide where to go next whilst you bask in the afterglow of a boss defeat. It's these moments, not the hours spent butting your head up against the same boss without success, that you'll remember about Dark Souls: the improbable, hard-fought victories, the game-changing discoveries, and the moments where a kind stranger lifted you out of a ditch you couldn't escape on your own.

Closing Comments
The reviewer's job is difficult when it comes to a game like Dark Souls. I simply can't unreservedly recommend that you buy it. It's not a game that you play to relax. It doesn't care in the slightest about whether you're enjoying yourself, and it doesn't give a fig for your notions of entertainment or your mental well-being. If you just play games for fun, this isn't for you, and no amount of insistence on my part is going to change that. But if you're interested in the limits of the videogame form – to see just how focused, how pure and how uncompromising in its vision a game can be – Dark Souls is unmissable. If you take the time get into Dark Souls' mindset, to begin to understand the twisted way in which it operates and taste the rewards behind its cruellest challenges, this is one of the most thrilling, most fascinating and most completely absorbing experiences in gaming.

by Keza MacDonald

Final Fantasy XIII-2 Review

Final Fantasy XIII-2 Review
"Linear." A word hurled at the original Final Fantasy XIII without relent, and rightly so. The game funneled players down a hallway for more than 20 hours while it told a provocative story of defying the gods. No matter how you felt about its battle system, you still had precious little to explore.

When word of a sequel spread, the fear of that linearity persisted. But it seems the developers at Square-Enix wanted nothing more than to prove the gaming populace wrong with the same level of defiance Lightning and her friends showed the gods. Final Fantasy XIII-2 showers you with choice and branching paths. The battle system functions faster and includes several new features like tamable monster allies. But with these improvements, the story sheds much of its focus. Characters act without clear motivation, and the only driving force is to find Lightning. Without question, it's a better game, but Final Fantasy XIII-2 makes costly sacrifices to its narrative in order to achieve mechanical advancements.

Much like Final Fantasy X-2, this sequel approaches storytelling with a lighter heart. It still leaves plenty of room to get serious, but much of this emotional weight bears down towards the finale. In the beginning, Lightning somehow finds herself guarding the throne of Valhalla, a realm of chaos unbound by time. She fights a dark-haired man named Caius and -- in the midst of battle -- meets a stranger from a future age named Noel. She tasks Noel with traveling through time to find her sister and bring her to Valhalla, as Lightning can't leave the realm unguarded.

You acquire full control of Serah, Noel, and the systems that power them an hour or two after the opening sequence; a stark contrast to the slow build of the original. As soon as the two heroes leap into the flow of time, Final Fantasy XIII-2's open nature shines through.

Environments no longer follow a single path. With webs of rooms to explore and treasure chests hidden off the map, Final Fantasy XIII-2 encourages you to take your time and look around. You can access these environments, which dot the timeline, in more than one order. While a general flow from one place to another moves the plot along, the freedom to sidetrack greatly enhances the explorative flavor.

More impressively, you can unlock the ability to close time gates and start the area from scratch, correcting mistakes or just trying something new. This functions as a literal "reset button" mid-game. This sense of freedom, even if you choose to ignore it, helps Final Fantasy XIII-2 feel more like a traditional RPG where discovery dominates the experience.
Final Fantasy XIII-2 Review

At each new turn, battles separate Noel from bringing Serah back to Lightning. These battles share plenty of systems with the original, but Final Fantasy XIII-2 includes several crucial improvements, both large and small. One of the bigger changes: Serah and Noel are the only playable human characters in the game with the third party slot ready for a monster ally. Defeat a wild critter and you have a chance to tame it. Each critter has an inherent role in battle and a few special skills. Furthermore, each monster can level up along with the human heroes by consuming items.

Collecting monsters has a special charm, as a little-known franchise called "Pokemon" can attest to. This system gives you even more things to track down, tweak, and make your own. Also, there's a "cool factor" to having a Chocobo fighting at your side. Considering this, along with the many side quests and secret endings, you have much more content to enjoy.

The battle system also benefits from less obvious, but just as important, alterations. The action gauge returns with role-specific abilities that consume segments of that gauge. But Paradigm Shifts, the act of changing roles mid-fight, have been injected with adrenaline. Shifts happen so quickly the overall pace of battle feels much faster. Lastly, auto-battle returns and selects smart choices based on the information you've collected on your enemies.

The prevalence of auto-battle and the general effectiveness of your AI companions make most battles in Final Fantasy XIII-2 a walk down Easy Street. This has its benefits. In one way, it speeds battles up and eliminates much of the hassle from traditional turn-based affairs. Yet it also takes away the more intimate challenge of those same systems. Even though these automated, smart systems speed things along, they fail to deliver the same sense of satisfaction as the "old days" when each command required ample thought and manual input.

All these mechanics represent a fraction of the minutia powering Final Fantasy XIII-2. Other components, including a more streamlined, choice-driven level-up system, also demonstrate how the developers at Square-Enix have enhanced this sequel. Plenty of surprises also delight, including a vocal-heavy soundtrack with a shocking degree of variety from tune to tune.

With all the raw "good" here and a marked celebration of the non-linear, Final Fantasy XIII-2 loses focus when it comes to its story. In fact, you can safely say there's little story at all besides the singular motivation to find Lightning (and resolve paradoxes along the way). Even after witnessing the touching throes of its finale, Final Fantasy XIII-2 could have used more narrative punch. This lack of substance cuts deep into the end result.

In fact, the ending of the game offers no resolution whatsoever. For a franchise known for telling incredible stories, this disappointing conclusion hurts worst of all.

Closing Comments

Final Fantasy XIII-2 proves itself the better game, but it lacks the same focused storytelling employed in the original. It benefits from an improved battle system, open environments, and an overall level of polish that deserves a nod of respect.

Despite its severe lack of closure, Final Fantasy XIII-2 still deserves your time, especially for a few poignant moments set at the end of days.

by Ryan Clements

Kamis, 26 Januari 2012

RED FACTION: ARMAGEDDON (PS3) FAQ/Walkthrough

This guide may only be hosted at IGN FAQs. Posting permission will not be
granted to any other site. I ask anyone who finds this file anywhere other
than IGN to please let me know.
____________________________________________________________________________

__________________________________________________________________________
( Table of Contents )
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I. Game Mechanics [01]

- Controls [01-01]

II. Walkthrough [02]

- Chapter 01 : The Terraformer [02-01]
- Chapter 02 : We're Not Alone [02-02]
- Chapter 03 : Outbreak [02-03]
- Chapter 04 : Road to Bastion [02-04]
- Chapter 05 : Bastion Defenses [02-05]
- Chapter 06 : Water Supplies [02-06]
- Chapter 07 : Ice Mines [02-07]
- Chapter 08 : Infection [02-08]
- Chapter 09 : On the Run [02-09]
- Chapter 10 : Relay Stations [02-10]
- Chapter 11 : Marauder Defenses [02-11]
- Chapter 12 : Older Enemies [02-12]
- Chapter 13 : Roads Less Traveled [02-13]

III, Game List [03]

- Audio Logs [03-01]
- Upgrades [03-02]
- Trophies [03-03]

IV. Extras [04]

- Credits [04-01]

===========================================================================
I. Game Mechanics [01]
===========================================================================

__________________________________________________________________________
( Controls 01-01 )
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This section outlines the controls for the game. Apart from the
normal scheme, there are also other preset configurations for you
to choose from.

On Foot Controls
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Directional Pad -- Select weapon
Left Stick -- Move character
L3 (press) -- Sprint
Right Stick -- Look around; Aim
X -- Jump
O + Left Stick -- Dodge
Square -- Reload; Interact
Triangle -- Crouch
L1 -- Zoom; Snap to target.
R1 -- Attack
R3 -- Melee
L2 (Hold) -- Repair
R2 -- Nano Forge ability
R2 (Hold) -- Bring up Nano Forge radial.
Select -- Display GPS for current objective.
Start -- Pause game.


Exoskeleton Controls
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Left Stick -- Move Exoskeleton
Right Stick -- Look around; Aim
R3 -- Melee 1
X -- Jump
Square (Hold) -- Enter or exit exoskeleton
R1 -- Attack 1
R2 -- Attack 2
L1 -- Zoom; Snap to target.
L2 -- Melee 2
Select -- Display GPS for current objective.
Start -- Pause game.


Walker Controls
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Left Stick -- Move Walker
Right Stick -- Look around; Aim
R3 -- Melee 1
R1 -- Attack 1
R2 -- Attack 2
L1 -- Zoom
L2 -- Target Mode
Select -- Display GPS for current objective.
Start -- Pause game.


Flyer Controls
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Left Stick -- Move Flyer
Right Stick -- Look around; Aim
Square -- Ascend
X -- Descend
R1 -- Attack 1
R2 -- Attack 2
L1 -- Zoom
L2 -- Target Mode
Select -- Display GPS for current objective.
Start -- Pause game.


===========================================================================
II. Walkthrough [02]
===========================================================================

__________________________________________________________________________
( Chapter 01 - The Terraformer 02-01 )
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Objective - Enter the Terraformer
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For starters, allow SAM to check on you and do as she asks. Once
that's done, run up to the wall and smash through it with Maul.
You'll then receive the Plasma Cannon a little further in; switch
to that one and get going. Well, turns out that the entrance is
sealed off by a force field. Use the Plasma Cannon to destroy the
3 solar towers and disable the shield.

The targets will be marked so it's impossible to miss them. A
single charged blast from the Plasma Cannon is enough to bring down
a tower. You can also Maul them to the ground if you want, but
remember that you can be crushed by the debris and die if you're
not careful. With the towers down, feel free to explore then
continue through the newly opened entrance to proceed.

You can pick up the Salvage off to the left some ways ahead. There
will be enemies along the way from now on too, so switch to your
rifle and take them out; you can use the debris as cover as well if
needed. Onward to a cutscene.


Objective - Eliminate the Cultists
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When the calvary lands, you'll be told to secure the area. Destroy
the building with the Plasma Cannon to take out all the enemies at
once. Do explore and restock as needed before you proceed. Follow
the rest of your team and you'll soon meet up with a large group
of cultists. Try to blow things up whenever possible to make
things easier as this can kill multiple enemies with minimal
effort.


Objective - Enter the Terraformer
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Continue on and once you spot a destroyed bridge, use the Nano
Forge to fix it and get across. In the next room, restock then use
the panel by the door to enter the cargo bay.


Objective - Kill the Scout Walker
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Well SAM lied, but really this shouldn't be all that hard. The
Scout Walker has 2 attacks an electric discharge and a laser. Lure
the thing into attacking you then roll out of the way and fire at
it with your rifle; you can use the Plasma Cannon if you want but
it's pretty ineffective. The walker is a bit slow in recovering
between each attack, so you can inflict a good deal of damage
before it fires again. Use the crates as cover and repair them with
the Nano Forge if destroyed. The walker's laser attack deals
massive damage if it connects so try to avoid that one as much as
possible.

After destroying the walker, loot the place before entering the
Terraformer. "Unto the Breach" trophy unlocked.


Objective - Get to the Turbine Room
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The Impact ability is now available. You can use it to smash
through walls; but I suggest sticking to Maul for this. The path
here is straight forward so just move along while eliminating
enemies that are in your way. If you encounter cultists that are
sticking close to each other, use the Plasma Cannon as it's a
lot more effective and saves you rifle ammo.

You also get plenty of opportunities to engage the cultists in
close-ranged combat, kill them off with Impact to get the
"Haymaker" trophy.


Objective - Repair the Turbines
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When you reach the turbine room, SAM tells you that the cultists
are going to destroy the Terraformer so you're gonna have to save
this place. But first, clear the room of enemies then use Nano
Forge to fix the catwalks and turbines. There's also some
salvage under the catwalks, so drop down there before you fix
them. Onward to the core now.


Objective - Save the Terraformer
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Once again we have a straightforward path here. Clear the room of
hostiles first and shoot the canisters to pick up some salvage.
There is a ladder for you to climb then fix the catwalks with Nano
Forge to proceed. There are plenty of close encounters that gives
you a chance to use Impact on enemies too, if you don't have the
"Haymaker" trophy yet. Keep going and you'll soon reach the core
and receive a new objective.


Objective - Find Adam Hale
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Proceed down the corridor to the right for a cutscene. A SHIVA
exoskeleton awaits in the next room. Just stay on the move,
taking cover behind the massive object in the middle of the
area. The Plasma Cannon is highly effective on this enemy. A
door eventually opens, granting access to the bridge controls.

Exit this room and cross the new bridge towards the wall at the
opposite side for one more event.

__________________________________________________________________________
( Chapter 02 - We're Not Alone 02-02 )
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Objective - Explore the Tomb
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Continue forward, collect the salvage and you'll be told to clear a
path to proceed. Use your exoskeleton's magnet gun to fire an anchor
at the door then place the attractor elsewhere to yank the door
loose. Moving on through the new exit, go right. In the next room,
grab all the salvage and walk up to the hologram at the opposite
end of area. A ball will drop from above and smash the hologram.

Now, grab the ball with the magnet gun and use it to smash through
the wall to create a path further into the tomb. You can use your
GPS to figure out which way to go just in case. Enter the new
chamber for a cutscene.


Objective - Destroy the Seal
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Fire at the giant monolith then place attractors on the walls to
pry the seal apart piece by piece. Repeat until the entire thing is
destroyed. "Secrets Long Buried" trophy unlocked.


Objective - Get Back to Bastion
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The Magnet Gun is now unlocked, meaning you can use it even without
an exoskeleton. Follow the path until you see a hole; crouch under
it to get through. Keep going and you'll eventually run into a
creature that SAM can't identify. Further down the path is some
debris to be cleared by the Magnet Gun or Maul. There is some
salvage off to the left side of the cliff, so go grab those first.

Head back up the slope and through the debris. You will see a
broken upgrade station for you to fix using the Nano Forge. Buy
whichever one you like and proceed further along the linear path.
Take note that you can use the magnet gun to collect the salvages
that are too far to reach. You'll have your first encounter with
Creepers some ways ahead so be ready.

This new enemy often come in moderate numbers, so it's easy to be
trapped if you get too close. Hang back and let them come your way
instead then pick them off. These things remain stationary when
they attack so you'll have plenty of time to take them out.

If you picked up the Shockwave upgrade earlier, then this a good
time to start working on the "Zero G War" trophy. Use Shockwave
when a Creeper jumps you then kill them while they're airborne.

Moving on, collect more salvage, kill more Creepers. A cutscene
eventually plays and this time you get to deal with creeper-spewing
pods. Sweep the Creepers from a distance first then aim for the pod
You'll also get a Shotgun somewhere nearby. You can use this new
gun on the next set of creepers and pods if you want. Once cleared,
switch to Maul and proceed. You will fall into a cave full of
creepers; hack them with the Maul when you're surrounded, then turn
your attention to the pair of pods. Grab the salvage here too.

When that's over, make your way the hill for an event. Now, you'll
encounter Ravagers for the first time. These creatures are bigger
and therefore tougher, but fortunately their speed isn't very good
so use this to your advantage and take them out. Push on and drop
off the chasm, quickly clearing out the pods that produce Ravagers.

Letting these things swarm you is obviously a bad idea so don't let
it happen. The Shotgun is very effective against them. You'll
encounter a few more Creepers and Ravagers along the way, kill them
off like usual. Keep going until an event plays.

"We're Not Alone" trophy unlocked.

__________________________________________________________________________
( Chapter 03 - Outbreak 02-03 )
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Objective - Get to the Mining Colony
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Not much to say here. Simply follow the path, collecting salvage
along the way. This contributes to the "Salvager" and "Nanergy"
trophies so try not to miss any. You'll find the Charged Launcher
somewhere as well. A new objective pops up as soon as you reach the
colony.


Objective - Stop the Invasion
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Some pods will appear and send out Ravagers. Use the Charged
Launcher to take them out with one shot. If they start jumping onto
the buildings, use your Magnet Gun to hurl the structures toward
the walls and smash the enemies.

After this, you'll need to find the origin of the transmission
signal. Use your GPS to point you to the right direction as needed.
Do explore the area and grab all the salvage that you find.


Objective - Get to the Elevator
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Use the upgrade station to buy something if you can afford them
then follow the path indicated by your GPS. There are Creepers
waiting to die at the end of the tunnel as well. Beyond here is a
rather large group of enemies that you must clear to reach the
elevator.

Use the Charged Launcher to take out the giant monolith in the
middle; if you run out of ammo, use the magnet gun to hurl
buildings at the creature until gives up. You can now focus on the
remaining Ravagers. You can also try smacking two enemies together
with the magnet gun, as Ravagers happen to like clinging onto walls
This should give you the "Martian Matchmaker" trophy.

Once clear, explore the area for any leftover loot then follow your
GPS to the elevator and activate it.

__________________________________________________________________________
( Chapter 04 - Road to Bastion 02-04 )
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Objective - Secure the Elevator
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Turn around first and collect all the freebies behind you, then move
along to the next objective when ready.


Objective - Stop the Attack
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Here is another monolith and a horde of Ravagers and Creepers. Use
your magnet gun to hurl the pair of gas tanks at the monolith then
take it down with your weapon of choice. Turn your attention to the
remaining enemies afterward. Moving on past the convoy, you'll be
told to try and use the Weapons Locker. Choose whatever loadout you
want and proceed further down the path for an event.

This will be your first encounter with a Berserker. It is
accompanied by Ravagers and Creepers that emerge from pods. Try to
hang back by the road so that you can see the enemies when they
approach, allowing you to take them out without getting surrounded
You might also wnt to try killing Berserker when two other enemies
are nearby. You'll receive the "Boom Goes the Dynamite" trophy if
successful.


Objective - Repair the Bridge
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Simply use the Nano Forge to fix the bridge and continue to do so
until the convoy makes it across. Collect all the salvage that you
find then continue down the path past the convoy for a new goal.


Objective - Investigate the Construction Site
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There are Creepers here waiting to die. Kill them and you'll be
told destroy the infected building.. Use the magnet gun to demolish
the structure to your left until this objective is cleared. Proceed
further down the path and collect all the loot. Use the upgrade
station too if you have salvage to burn. Onward to a new objective.


Objective - Ride the Excavator
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You can pick up a Plasma Cannon near the excavator. Get on the
machine when ready. Now, you'll be facing off against a massive
horde of aliens while the excavator carves a tunnel for the convoy
There is a wall onboard to be used for cover; fix it with your
repair module if destroyed.


Objective - Get to Carver Center
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Proceed along the path and take a right into the tunnel to find a
weapons locker. Use this if you like. Otherwise move up the slope
at the opposite side for an event then kill off the Creepers that
appear afterward. Continue further up for a new objective.


Objective - Destroy the Infected Buildings
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Hop onto the LEO exoskeleton to your right and use it to eliminate
the pods, followed by the rest of the hostiles. Demolish the two
buildings with your rockets next. With this exoskeleton, you can
start racking up kills for the "Crusader" trophy.


Objective - Get to the Gondola Station
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Collect all the salvage dropped by the wrecked buildings before
heading down the path with your exoskeloton. Follow this long but
straightforward path, killing off monoliths and creepers as you go
Also, do check out any structures that you come across and loot
them. Keep going until you receive a new objective.


Objective - Ride the Gondola
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Past the stairs to the east is an upgrade station for you to use.
Activate the gondola when ready. Enemies will appear as the
gondola approaches, so get back into your exoskeleton and clear out
the aliens and defend the convoy. Take a ride on the gondola and
kill off all approaching enemies, which should be easy enough
with the help of an exoskeleton.

Destroy the debris further down the track and defeat more aliens.
Focus on the pods to the right first then kill off any stragglers.
Keep this up until your ride stops and jump off.


Objective - Get to the Bastion Elevator
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Collect all the loot here before you proceed. Mow down the horde of
aliens including the pair of monoliths. Focus on the monoliths
first as they can power up enemies. You might want to try and kill
off 5 creepers at once with the LEO exo's shoulder bash for the
"Ooooh Yeah!" trophy. Continue further down the road, defeat more
aliens and you'll soon receive a new objective.


Objective - Repair the Generator
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Keep going until you see a pair of stairs, head down to find a
weapons locker; change weapons if you wish. Use the Nano Forge to
fix the generator here. You'll run into another horde of aliens
upon exiting the area. As always, eliminate the monolith first
then kill off all the hostiles climbing up from the chasm.

Once the area is clear, wait for the convoy to reach the elevator
and activate it. "Vanguard" trophy unlocked.

__________________________________________________________________________
( Chapter 05 - Bastion Defenses 02-05 )
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Objective - Gather Power Cells
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Check out the upgrade station for some new stuff if you like. Pick
up the Banshees and continue onward for a brief event. After that,
get behind the turret, kill off the aliens then switch to an
explosive weapon to get the power cell down and pick it up. You'll
need to collect 3 of these things by the way. Collect all the
salvage before heading through the tunnel.

In the next section, follow the hill all the way up to the next
power cell, while killing aliens along the way. Shoot the cell to
get it down and grab it. Restock on ammo and proceed.


Objective - Turn off the Force Field
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Activate the controls nearby only to realize its not working so use
your repair module to fix the generators. There are 3 of these to
be repaired. The first one is located right next to the control
panel. A horde of aliens will appear immediately after. Defeat them
and head over to the next generator. Collect all the salvage; the
ones on the scaffold can be retrieved with the magnet gun. The last
generator can be found not too far from the second one. Fix it,
return to where the force field is and use the control panel again.


Objective - Gather Power Cells
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
After the brief scene, get on the turret and take out some aliens.
Continue through the tunnel and once you encounter the next horde
of monsters, run back to the turret and use it to your advantage.
With the aliens gone, you can safely head for the last power cell.
Shoot it to get it down. Fix the nearby upgrade station as well.


Objective - Return to Bastion
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Follow the path until you run into another alien horde. There are
monoliths here too so deal with them first as always. Turn your
attention to the remaining enemies afterward. Get a move on and
keep going until you trigger a cutscene. More aliens will appear
together with a monolith. You can fight these things or just run
for Bastion, which shouldn't be too faraway now.

__________________________________________________________________________
( Chapter 06 - Water Supplies 02-06 )
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Objective - Find the Water Pumps
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Kill the small group of aliens and pick up the Nano Rifle before
exiting. Follow the path down to the bottom, clearing hostiles
along the way. You'll find an even larger horde of aliens at the
bottom so I'd recommend using the Plasma Cannon or Charge Launcher
to deal with enemies that are close together. The gas tanks work
too. There is a pod inside a small room in this area as well; find
that first and destroy it, then deal with what's left afterward.

With the area cleared, your next objective is to fix the 4 water
pumps that are in this room. Use your repair module to do this.


Objective - Find the Next Pumping Station
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Follow the straightforward path wherein you'll encounter pockets of
resistance, nothing big really so keep going until you're told to
clear the area. Most of the enemies are above you, take them out
and repair the two water pumps. Continue onward and climb down the
hatch when you see it.

__________________________________________________________________________
( Chapter 07 - Ice Mines 02-07 )
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Objective - Find the Corporal
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
There is an upgrade station here that you can use if you like. Do
grab the Rocket Launcher too. Continue further into the mine, a
brief event plays, and you'll get to fight a Wraith for the first
time. These things have the ability to cloak themselves and be
invisible. Use the Nano Rifle to take them out quickly. Defeat a
Wraith before it can disappear and you get the "Crack Shot" trophy

You'll be told to repair a generator to restore lights, so head
over to where it is and use the nano forge to fix it. There will be
a few more Wraiths waiting along the way as well so be ready. With
the lights back on, check your GPS and follow the path it points
you to. Small pockets of alien resistance is to be expected, but
it's nothing big, so keep going until you reach a room where SAM
says an attack took place.

There is an upgrade station here; take a look if you like. Clear
the area of aliens and proceed to the lower level where more
monsters are waiting. Use a heavy weapon like Rocket Launcher to
eliminate the pair monoliths before focusing on the smaller
targets. Push on, while fighting your way through small groups of
hostiles. Just use your GPS if you're lost. Keep going and you'll
eventually receive a new objective.

Use the control panel here then start killing aliens until the
bridge locks into place, cross it. There are Creepers here that you
can easily melee to death for the "What's Best in Life?" trophy.
Wait for them to jump onto the catwalk and step on them. Push on
until you see a generator that's located high above you. That
one must be fixed so you get a new objective.


Objective - Repair the Elevator Generator
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Have your GPS point the way and move on. Clear out all hostiles
Fix the upgrade station when you find. Use it to unlock the Repair
Grenade ability. With that in hand, head back to where the
generator is. You'll encounter hostiles which include monoliths
Take these out first as always, then step on the creepers when
they land in front of you. Toss a repair grenade at the genearator
to fix it. Once done, head over to the lift to ride it to the top
for a cutscene


Objective - Get to the Purification Plant
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Follow the corridor, kill some aliens. Waiting in the next room are
a bunch of Wraiths; take them out and loot the place before moving
on. Keep going while fighting through a series of alien encounters.
You'll eventually reach a room that has an upgrade station. Use it
if you want. Otherwise, proceed a bit further for a cutscene.


Objective - Destroy the Building
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
For this objective, smash the support beams until the entire
structure falls apart. There will be enemies getting in the way as
you do this so deal with them first. Once the building is
destroyed, clear the area of hostiles, loot the place, and RTB.

"Things Fall Apart" trophy unlocked.

__________________________________________________________________________
( Chapter 08 - Infection 02-08 )
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Objective - Destroy the Infected Buildings
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Follow the path to a Plasma Beam and pick it up. Drop to the bottom
level where you'll have to demolish 5 infected structures. Kill any
hostiles first, then use the new Plasma Beam weapon to tear the
buildings apart. The magnet gun also works if you don't like
wasting ammo. Loot the place before moving to the next target.
Repeat until all 5 buildings are down.

When that's over, follow the path back to Bastion.

__________________________________________________________________________
( Chapter 09 - On the Run 02-09 )
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Objective - Find a Way Out of the Sewers
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Collect the Pulse Grenade and follow the path, killing hostiles as
you go. The enemies in this area are mostly creepers, ravagers and
pods. Take out the pods first whenever you see them as the
creepers and ravagers spawn from them. Keep going and you'll
eventually receive a transmission from Kara.


Objective - Find Alternate Route
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Proceed further up only to find that the path to your destination
is blocked. Use your GPS to point the way and trace your steps
towards the market, where you'll find an exoskeleton, weapons
locker, and an upgrade station.


Objective - Find Kara
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Board the exo and use it to plow through the aliens. You get
another chance to work on the "Crusader" trophy with this so put
to good use. Keep going until you get a new objective.


Objective - Reach the Elevator to the Surface
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Not much to say except trudge onward with your exoskeleton, plowing
through all the aliens in sight. You will soon come to a ladder
where you must get off the exo to climb up. Grab all the loot up
there and use the upgrade station if you wish. Continue down the
other side when ready.


Objective - Kill the Behemoth
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This creature is big but it's not that difficult to defeat. Heavy
weapons like the Plasma Beam and Pulse Grenade can end this battle
pretty quick. Simply keep a good distance between yourself and the
creature then fire away. Roll backwards to avoid its charge and
swipe attacks. Continue shooting until it drops.

With the Behemoth dead, follow your GPS to where Kara is and hold
[] to join her at the elevator. "Survival of the Fittest" trophy
unlocked.

__________________________________________________________________________
( Chapter 10 - Relay Stations 02-10 )
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Objective - Find and Destroy the Alien Pods
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
As expected, your team gets ambushed by aliens. Kill off all that
you can but it soon becomes clear that the horde will just keep
coming unless you destroy the pods, so that's what we're gonna do.
There are 8 pods in total, and they're not that difficult to spot
since you've seen plenty of them throughout the game already, and
you can always consult the GPS if you get lost.

The main issue here is dealing with the massive alien horde that
gets in the way. I just went with the assualt rifle for this. For
the flower monster, use the Plasma Beam to kill it. Once all the
pods are gone, go rejoin the the Red Faction.


Objective - Defend the Red Faction
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
There will be a ton of enemies on the way back. Retreat for now,
ignoring the monsters until you get your hands on the LEO
exoskeleton, then you can fight back. Kill off all the aliens
that you see and you'll soon receive the "I'm All You've Got"
trophy. Hold [] when the prompt appears for a cutscene.


Objective - Destroy the Relay Stations
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Collect the salvage then plant the beacon at the marked spot. Next
up, you need to destroy 5 relay stations. The first one should be
just a bit up the path, further ahead is a Rail Driver, grab it
and continue toward the rest of the stations. This part is pretty
straightforward as all the targets are marked. You'll run into some
minor resistance along the way so get rid of them, loot the area of
salvage. Repeat until all 5 stations are down.

"Weather the Storm" trophy unlocked. RTB for some events.


Objective - Get to the Perimeter Outpost
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You begin this level piloting a Marauder Scout Walker, which means
you can start working on the "Martian Drive-By" trophy. You will
different orders on the way to the outpost, most of which involves
destroying things and killing people. Fortunately, the Marauder is
an incredibly efficient weapon so wreaking havoc won't be an issue.


Objective - Hold Off Hale's Attack
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You'll be given a chance to pick the weapons you want after all
those cutscenes. To start with, you'll find yourself in a moving
cart with a giant mech on your tail. The key here is to shoot the
explosive devices at the side of the tracks. Shooting the mech
is ineffective so don't bother.


Objective - Escape the Dig Site
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This part of the level involves killing enemies from a lift. Fire
at the cultists with your weapon of choice. You have unlimited
ammo on all of them so don't worry. Do this until you're told to
fix 2 generators. Simply toss some repair grenades at the targets
and get going. Back on the cart, kill more cultists and when you
see a hanging generator, shoot it so that it falls on Hale and
takes him out of the picture for now. The ride ends just a little
further, and you get to fight Hale soon after.


Objective - Defeat the Mantis
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
My weapon of choice here is the Charge Launcher as you can control
when to detonate the explosive charge. Fire an explosive at the
at smaller purple cylinder at the ceiling and detonate it when Hale
walks under the power station. You'll have 3 power stations at your
disposal, which is all you need to get rid of the mech.

"Family Business" trophy unlocked.

__________________________________________________________________________
( Chapter 11 - Marauder Defenses 02-11 )
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Objective - Get to the Marauders
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You're in the Marauder scout walker again. March and destroy! Keep
going until you run into a force field. Use your mech's laser to
tear down the generators and continue through the new exit.

The next objective is to get to Kara's homeland. More marching and
destruction. You'll soon reach the end of the line. Watch the
events. "Must Go Faster" trophy unlocked.


Objective - Get to the Front Line
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Well you're on foot again. Mow down the Creepers from the bottom of
the stairs then have a look at the upgrade station before you
proceed, if you have salvage to burn. Further down the path are
some Ravagers and pods; the latter should be the first to go as
always. Grab the Singularity Cannon and get going.

Follow the path, plowing through a series of alien horde encounters.
When you get to the cave full aliens, destroy the supports to keep
the hostiles out and follow the GPS' lead to the bridge. Enemies
here are pods and creepers. Use the rail driver to pick off the
pods from afar then kill the remaining creepers.

With that out of the way, destroy the bridge then sweep the area of
aliens. Onward to a new objective.


Objective - Get to the Generators
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Make your way back, killing aliens (mostly creepers). The
singularity cannon is effective against a swarm of these things.
When you reach a ledge that has a turret, man the weapon and mow
down monsters until Kara activates the force field. Go meet up with
her afterwards for an event. That concludes this chapter.

__________________________________________________________________________
( Chapter 12 - Older Enemies 02-12 )
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Objective - Find the Lab
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Wraiths and creepers await just outside your pit stop. Kill all of
them and collect some salvage. Further out are some flower monsters
that you can easily kill with the Plasma Beam, while the
singularity cannon is ideal against multiple enemies in tight
spaces. Upon reaching the lab, you'll be told to retrieve the chip.

Be prepared for a large alien encounter consisting primarily of
monoliths plus all sorts of small fry. Use your compass to locate
all the hostiles, and once cleared follow the yellow bleeps to
the chip for a cutscene. "Plan B" trophy unlocked.


Objective - Get to Winters
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
From the vehicle, fire at the marked target to remove the force
field and move on. Next, take out the pair of infected things.
Just a bit further out, cover your allies by the destroying the
red bleeps as indicated by your HUD. Keep going for a new
objective.

For this one, you'll need to eliminate a total of 7 infected
targets. As always, these things will be marked so you won't have
any trouble finding them. There will be aliens shooting at you
from several directions as well, watch out for that; kill them if
you can. Fly until Darius says something about the path being
blocked. At this point, turn around then shoot the bulkhead to
your left to open it. This narrow tunnel is crawling with hostiles
but you have little choice so just blast your way through.

Use your GPS for directions if you need to. You'll reach an energy
tunnel after a while. This needs to turned off before you can pass
through. Fire at the vents where the white light is coming from
until the device falls apart. Fly a bit further for a cutscene.

Your objective this time is to destroy the bridge. Simply fire at
all the marked spots until the entire thing is completely
obliterated. "Old Friends, Older Enemies" trophy unlocked.


Objective - Ride the Barge
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Use the upgrade station if you'd like before getting behind the
turret; this gets the barge moving. Shoot at all the monters in
sight until you encouter a force field. You must find a way to shut
this down first. Get off the barge and trek toward the switch. It's
not that far away, and you'll encounter some minor alien resistance
Do check the side rooms along the way for loot as well. Once the
the shield is off, leap off the ledge and get on the barge.

Kill off monsters and until your ride stops again. Get off and
head up towards the generator at the top. There will be monsters
lurking along the way of course, but you're used to seeing them
by now. Fix the lock generator and head back to the barge. Keep
firing at all the monsters until your ride arrives at the 3rd stop.

Again, head up towards the switch, kill more aliens. With the
switch activated, hop back into the barge... again. Your ride will
soon find itself stuck, fire at the marked rock to clear a path
through. Further ahead are 4 shield emitters, fire at these until
they're all destroyed then blast the giant machine to bits. This
takes a while to do so just keep at it.

"Knock, Knock" trophy unlocked.

__________________________________________________________________________
( Chapter 13 - Roads Less Traveled 02-13 )
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Objective - Find the Ultor Facility
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You're back inside a walker again so start marching and blast
through all the hostiles in sight. An event soon plays and you get
a new objective soon after.


Objective - Find the Queen's Lair
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Still in the mantis, there will be pods among the hostiles from
this point on, and that means you can start working on the
"Exterminator" trophy. Push on for while, blasting through
hordes of aliens. You'll soon lose the walker and will have to
continue on foot. "Losses" trophy unlocked.


Objective - Investigate the Heat Signature
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Continue forward a bit for a change in objective. Kill off the
tentacle, which will be marked. An alien horde arrives soon after,
then you'll be told kill off the remaining tentacle ends. You'll
have quite a trek ahead of you before the tentacles actually become
visible. Move along, killing hostiles as you go. There are upgrade
stations along the way for you to fix and use if you like. Have the
GPS lead the way if you get lost.

With both tentacles gone, you can go back to tracking the heat
signature. Have your GPS lead you to it, while dealing with some
alien resistance along the way.


Objective - Get to the Top
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Next up is another long journey to the top. You'll be encountering
some heavy resistance, so I'd recommend using heavy weapons on
bigger enemies, and do employ a more cautious tactic like hanging
back instead of going rambo out in the open. An event plays when
you reach the top. You get to fight the Queen soon after.


Objective - Kill the Queen
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
I'd recommend using heavy weaponry for this. The queen has 2 main
attacks, the first being flame breath and second being the ability
to produce smaller aliens. What you need to do is shoot her core,
which is the glowing purple thing that opens whenever she uses the
flame breath attack. This core usually appears in the front center
or the rear off to the side. You'll usually have to move to the
side to get a good view of the core during the flame breath atk.

When you knock the queen down to about 25% health, she starts using
a beam attack from her middle. This in turn leaves the rear cores
open for a while, so take this chance to deal as much damage as
possible. The creature dives to the bottom of the pit before she
does the beam attack, so take this as a sign to prepare.

"One Big, Ugly Motha..." trophy unlocked.


Objective - Get Inside the Terraformer
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Once again, follow the straightforward path, blasting your way
through considerable amount of monsters. When you enter a
building, keep going until Darius says that the main entrance is
blocked. At this point, you'll have to locate the service
entrance, so start heading up.

Upon getting through the alternate entrance, kill more aliens.
For the next objective you'll need to activate several environment
controls. Have your GPS tell you where to go. When you get to a
point where you must open a blast door, press the switch and hold
off the massive alien horde until the system reboots then you can
proceed. Once all 3 evironmental controls are functional, follow
the path toward the central control room.


Objective - Repair the Power Cores
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Fend off the large alien horde first then take out the 3 tentacles.
Once at the core, toss repair grenades at the power cores, while
killing hostiles that are in the way. Once all the power cores are
fixed, you defend them from the aliens until the system reboots.

If a power core is destroyed, the system process resets and the HP
meter stops charging. Fix the damaged cores and keep killing aliens
until the HP meter at the top of the screen maxes out.

"Breathe Easy" trophy unlocked.

New game plus, cheats and the Mr. Toots will be unlocked upon
beating the game.


===========================================================================
III. Game List [03]
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( Audio Logs 03-01 )
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In total, there are 45 audio logs in this game -- 35 normal logs
and 10 extra logs. Playing 40 of these things grants you the
Chronicler trophy. The extra logs are obtained at the end of
chapter 13. These also count towards the Chroncler trophy. The
entries below are listed in the order you find them.


Chapter 01 - The Terraformer
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Item : Audio Log #06
Objective : Enter the Terraformer
Location : Head for the shield blocking the terraformer entrance.
Face the shield and turn around to the end of the path.

Item : Audio Log #21
Objective : Find the Cultist Reinforcements
Location : As soon as the calvary lands, they will face resistance
from a group of enemies on a building. Look behind said
structure to find this audio log.

Item : Audio Log #22
Objective : Get to the Turbine Room
Location : Look inside the room labeled "Section A Administration"

Item : Audio Log #23
Objective : Save the Terraformer
Location : By the doorway of the room with the massive glowing
machine in the middle.


Chapter 02 - We're Not Alone
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Item : Audio Log #33
Objective : ---
Location : Automatically obtained at the beginning of chapter.

Item : Audio Log #20
Objective : Clear the Debris
Location : In the same room where the debris are is a tower, and
at the base of said tower is the audio log.

Item : Audio Log #24
Objective : Get back to Bastion
Location : Found in the middle of cave under a building.


Chapter 03 - Outbreak
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Item : Audio Log #02
Objective : Get to the Mining Colony
Location : Look in the fiery tunnel to your right before crossing
the bridge at the beginning of this chapter.

Item : Audio Log #08
Objective : Activate the Elevator
Location : Upon reaching the colony, get through the short tunnel
then check the wrecked vehicle at the other side.


Chapter 04 - Road to Bastion
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Item : Audio Log #36
Objective : Secure the Elevator
Location : Found behind an ambulance to your left at the beginning
of the chapter.

Item : Audio Log #11
Objective : Activate the Excavator
Location : Can be found somewhere between the lift and excavator.

Item : Audio Log #25
Objective : Get to the Gondola Station
Location : In building east of the 2 alien towers. Exit
exoskeleton to collect this audio log.

Item : Audio Log #35
Objective : Get to the Bastion Elevator
Location : Near the end of the gondola ride, you'll witness an
explosion and a cave-in. Leave the gondola and head
over the newly sealed cave entrance.


Chapter 05 - Bastion Defenses
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Item : Audio Log #01
Objective : Gather Power Cells
Location : On the way to the third power cell, you should see a
tunnel and a pair of machineguns nearby. The audio log
is somewhere by the tunnel entrance.

Item : Audio Log #05
Objective : Repair the Generators
Location : This audio log is found near one of the generators.


Chapter 06 - Water Supplies
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Item : Audio Log #37
Objective : Find the Water Pumps
Location : At the beginning of this chapter, look inside the small
structure near the Bastion guards.

Item : Audio Log #19
Objective : Repair the Water Pumps
Location : In the area where the first set of pumps are, head for
the highest level and look at the other side of the
entrance.

Item : Audio Log #28
Objective : Find the next Pump Station.
Location : On the opposite platform of the monorail station. You
will have to leap across a gap to retrieve it.


Chapter 07 - Ice Mines
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Item : Audio Log #15
Objective : Find the Corporal
Location : You'll find an upgrade station at the beginning of this
chapter. The audio log is somewhere nearby.

Item : Audio Log #16
Objective : Find the Corporal
Location : Proceed through the level and you'll eventually get to
a section where the path forks. Head over to the ledge
and look below you yo find this audio log.

Item : Audio Log #17
Objective : Get to the Purification Plant
Location : After locationg the Corporal, continue through a
narrow hallway and enter the room to your left. The
audio log is near the massive claw in this room.


Chapter 08 - Infection
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Item : Audio Log #12
Objective : Destroy the Infected Buildings
Location : Proceed past the train car to an upgrade station, and
you'll find this audio log nearby.

Item : Audio Log #13
Objective : Destroy the Infected Buildings
Location : On the way to the 3rd infected structure, is a pair of
buildings with a staircase in the middle. The audio log
is in the right building, next to some plants.


Chapter 09 - On the Run
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Item : Audio Log #31
Objective : Meet Kara at the Market
Location : Next to the weapon locker just before the sealed market
entrance.

Item : Audio Log #30
Objective : Meet Kara
Location : Past the marketplace is a Military Checkpoint, as
indicated by a sign. The audio log is in this building.

Item : Audio Log #29
Objective : Reach the Elevator to the Surface
Location : Past the prison is a ledge and a ladder. Climb that
ladder to retrieve this audio log.


Chapter 10 - Relay Stations
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Item : Audio Log #07
Objective : Destroy the Relay Stations
Location : Continue through the level until you spot the Rail
Driver weapon. This audio log should near it.

Item : Audio Log #34
Objective : Destroy the Relay Stations
Location : Follow the path all the way past the 3rd relay station
You'll spot a bridge at the end of the platform. The
audio log should be somewhere nearby.


Chapter 11 - Marauder Defenses
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Item : Audio Log #03
Objective : Get to the Front Line
Location : Once the first generator is activated, look around for
a floating platform, then check the other side of it to
find this audio log.

Item : Audio Log #04
Objective : Get to the Generators
Location : After destroying the cave supports, backtrack through
the maurauder outpost toward a room with a dark floor.
The audio log is in here, to the left.


Chapter 12 - Older Enemies
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Item : Audio Log #18
Objective : Find the Lab
Location : Next to the weapon station at the beginning of this
chapter.

Item : Audio Log #09
Objective : Find the Lab
Location : Past the bridge where you encountered the first tentacle
is hallway with another tentacle at the end. Check the
left side of this hallway to find the audio log.

Item : Audio Log #10
Objective : Find the Lab
Location : In the displayroom where the shaft shifts to a 90 degree
angle. You'll find the log here, at the left side.


Chapter 13 - Roads Less Traveled
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Item : Audio Log #26
Objective : Deactivate the Force Shield
Location : When the barge docks at its first stop, you'll soon be
heading into a building where this audio log is.

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( Upgrades 03-02 )
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The available upgrades in this game are divided into 4 tiers, and
tiers are unlocked as you progress through campaign mode. Salvage
points are required to purchase upgrades from upgrade stations.
Apart from picking up cylindrical containers, you can also obtain
salvage by destroying structures and killing aliens (if the
Autopsy upgrade has been purchased.

Below is a complete list of all available upgrades in the game.


Tier 1 Upgrades
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Upgrade : Recoil Reduction
Salvage : 1,000
Description : Reduces the negative effects on accuracy continuous
weapon fire.

Upgrade : Evasive
Salvage : 1,000
Description : Lowers enemy's accuracy while you are dodging. Also
reduces damage you take while dodging.

Upgrade : Enemy Health Indicators
Salvage : 1,000
Description : S.A.M. displays HP of targeted enemy.

Upgrade : Health Increase 1
Salvage : 1,000
Description : Increases your total health.

Upgrade : Shockwave
Salvage : 1,000
Description : The Nano Forge releases a burst of energy that stuns
and damages nearby enemies.

Upgrade : Fast Hands
Salvage : 1,000
Description : Reduces reload times as well as reducing the time it
takes to switch between carried weapons.


Tier 2 Upgrades
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Upgrade : Impact Boost
Salvage : 1,000
Description : Increases the power of Impact, giving it a faster
recharge rate, increased damage and a longer range.

Upgrade : Dead Eye
Salvage : 1,000
Description : Increases accuracy and reduces camera shaking
while zoomed in.

Upgrade : Autopsy
Salvage : 1,000
Description : Salvage is created from dead enemies.

Upgrade : Shell
Salvage : 1,000
Description : The Nano Forge creates a sphere of protective energy
which stops incoming weapon fire. Enemies within the
Shell are attacked by nanites.

Upgrade : Deep Pockets
Salvage : 1,000
Description : Increases the clip size of each carried weapon.

Upgrade : Melee Training
Salvage : 1,000
Description : Increases damage and effectiveness of melee attacks.

Upgrade : Shockwave Boost
Salvage : 1,000
Description : Shockwave required. Increases the effective range of
Shockwave and reduces wait time between uses.

Upgrade : Improved Explosives
Salvage : 1,000
Description : Increases the damage dealt by explosive weaponry.

Upgrade : Berserk
Salvage : 1,000
Description : The Nano Forge infuses you with energy, temporarily
increasing your speed and damage.

Upgrade : Improved Small Arms 1
Salvage : 1,000
Description : Increases damage dealt by non-explosive weaponry.

Upgrade : Stopping Power
Salvage : 1,000
Description : Your weapons have more stopping power, and hit with
greater force.

Upgrade : Last Gasp
Salvage : 1,000
Description : Reduces damage received when you're low on health.


Tier 3 Upgrades
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Upgrade : Hollow-Tipped Rounds
Salvage : 1,000
Description : Greatly increases the effectiveness of head shots.

Upgrade : Wide Impact
Salvage : 1,000
Description : Impact Boost required. Greatly increases the
effective range of Impact.

Upgrade : Resourcefulness
Salvage : 1,000
Description : Increases the amount of ammo received from ammo
crates.

Upgrade : Berserk Boost
Salvage : 1,000
Description : Berserk required. Increases weapon accuracy, fire
rate and reload speed. Also reduces wait time between
uses.

Upgrade : Extended Clips
Salvage : 1,000
Description : Increases clip size of all weapons.

Upgrade : Rapid Blast
Salvage : 1,000
Description : Increases the rate of fire of all explosive weaponry.

Upgrade : Faster Replenishment
Salvage : 1,000
Description : Your Nano Forge energy replenishes itself faster.

Upgrade : Health Increase 2
Salvage : 1,000
Description : Health Increase 1 required. Further increases your
total health.

Upgrade : Shell Boost
Salvage : 1,000
Description : Shell required. Increases the size and duration of
Shell as well as the damage dealt to enemies
within the Shell.

Upgrade : Killing Spree
Salvage : 1,000
Description : Temporarily increases your attack power after
defeating an enemy.


Tier 4 Upgrades
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Upgrade : Energy Transfer
Salvage : 1,500
Description : Nano Forge energy replenishes faster when you kill
enemies.

Upgrade : Berserk Pulse
Salvage : 1,500
Description : Berserk Boost required. Gain unlimited ammo when
Berserk is active.

Upgrade : Improved Small Arms 2
Salvage : 1,500
Description : Improved Small Arms 1 required. Further increases
damage dealt by non-explosive weaponry.

Upgrade : Shockwave Drain
Salvage : 1,500
Description : Shockwave Boost required. Shockwave now drains health
from stunned targets for you.

Upgrade : Health Increase 2
Salvage : 1,500
Description : Health Increase 1 required. Further increases your
total health.

Upgrade : Reflective Shell
Salvage : 1,500
Description : Shell Boost required. Shell now deflects incoming
fire back at enemies.

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( Trophies 03-03 )
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You must complete each condition to be rewarded with the allotted
trophy. In total, there are 49 trophies in this game -- 37 bronze,
9 silver, 2 gold, and 1 platinum.

Bronze Trophies
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01. Back At Ya! - Make an enemy kill themselves while
shooting at your Shell.
02. Boom Goes The Dynamite - Kill 2 other enemies with a single
exploding Berserker.
03. Bug Hunt - Finish at least one wave on each map
in Infestation.
04. Cheater! - Buy a Cheat.
05. Crack Shot - Kill a Wraith before it re-stealths.
06. Crusader - Kill 175 enemies while in the L.E.O.
exoskeleton.
07. Exterminator - Destroy 100 Pods while piloting the
Mantis.
08. Family Business - Defeat the Mantis.
09. Field Surgeon - Perform Revival 25x in Infestation.
10. Haymaker - Kill 5 enemies in one shot with Impact
11. Hit 'N Run - Kill an enemy by ramming them with the
Inferno GX.
12. Hold Still - Kill 6 enemies in one use of Shockwave.
13. I'm All You've Got - Defend the Red Faction.
14. It's All In The Wrist - Send an enemy at least 30 meters with
Impact.
15. Knock, Knock - Open up the secret entrance.
16. Liftoff - Send an enemy at least 50 meters with
the Magnet Gun.
17. Lock And Load - Keep Berserk active for at least 21
seconds in one use.
18. Losses - Make it through to the lair.
19. Martian Drive-By - Kill 100 enemies while in the Marauder
Scout Walker.
20. Martian Matchmaker - Fire an enemy into another enemy with
the Magnet Gun.
21. Money Well Spent - Buy out any one Upgrade ring.
22. Must Go Faster - Travel to the Marauder homelands.
23. Old Frnds Oldr Enemies - Safely escort Winters through the
depths.
24. One Big, Ugly Motha... - Defeat the source of it all.
25. Ooooh Yeah! - Kill 5 enemies with one L.E.O. shoulder
bash.
26. Plan B - Find out how to reach the lair.
27. Salvager - Find 200 piles of salvage.
28. Secrets Long Buried - Remove the Seal.
29. Soldier - Finish waves 1 through 10 on any map
in Infestation.
30. Survival of the Fitest - Make it to the surface.
31. Things Fall Apart - Destroy the Water Filtration Plant.
32. Unto The Breach - Gain entry into the Terraformer.
33. Vanguard - Escort the convoy.
34. We're Not Alone - Make it back to civilization.
35. Weather The Storm - Destroy the Jamming Devices.
36. What Is Best In Life? - Perform melee finishers on 25 Creepers
(single player only).
37. Zero G War - Kill 50 Shockwaved enemies before they
hit the ground.


Silver Trophies
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01. All For 1, 1 For All - Finish a 4 player Infestation game
beyond wave 9 without anyone bleeding
out.
02. Breathe Easy - Put an end to the threat once and for
all.
03. Catch! - Use the Magnet Gun to fling debris
back at a Tentacle.
04. Chronicler - Listen to 40 Audio Logs.
05. Commando - Finish waves 1 through 20 on any map
in Infestation.
06. In. The. Face! - Kill one of each enemy type with the
Maul.
07. Martian Can Opener - Buy every Upgrade.
08. Nanergy! - Gather 25,000 total salvage.
09. That Coulda Gone Bettr - Finish the Single Player game on Hard
Difficulty.


Gold Trophies
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01. Honorary Mason - Finish waves 1 through 30 on any map
in Infestation.
02. I Need A Nap - Finish the Single Player game on
Insane Difficulty.


Platinum Trophy
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01. RF: Armageddon Master - Unlock all 48 trophies in the game.


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IV. Extras [04]
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__________________________________________________________________________
( Credits 04-01 )
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- Many thanks to Mr. Stephen Ng and everyone at IGN for making this
FAQ possible.
- All the websites and message boards that I have consulted while
building the listings for this guide.