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    FAQ/Walkthrough by Rampage88

    Version: 1.12 | Updated: 03/24/03 | Search Guide | Bookmark Guide

    Unreal 2: The Awakening
    A Walkthrough and Guide
    By Grant ďRampageĒ Newby
    A. Introduction
    B. Version History and Dates
    C. Story
    D. Main Characters
    E. Weapons and How To Use Them
    F. Bad Guys and How To Kill Them
    G. Walkthrough
    H. Cool Stuff
    I. Shout Outs and Slag Offs
    J. Contact Me (Please?)
    A. Introduction
    This is my first ever FAQ/Walkthrough and this is only because I bought this
    game yesterday and finished it earlier today. Probably helps that over 36 hours
    I have spent 18 hours playing it. And it's Good. Very Good. To put it simply,
    this game rocks. It kicks ass. It is the Mutts Nuts, the Bee Knees and the
    Skaarj's Fingernails. If you're reading this before you buy it, stop reading
    and start spending. It'll be the best money you've ever spent. I Promise.
    B. Version History and Dates
    13/02/2003 03:32
    V1.0. Started the Walkthrough at 3:15am. God I hate having insomnia. It sucks.
    Did the layout and a few other bits and bobs, like this bit, and the
    introduction. Got a load of pictures as well. Probably won't use them in this,
    but they may end up on Unreal 2 HQ shortly. Check it out. Got as far as the
    Alien Weapons section. Fell asleep about 6:30am. Rampage out.
    13/02/2003 20:29
    V1.01 What happened to TV? When did it all go so bad? Still, gives me a chance
    to do some more on my Walkthrough. Finished off the Alien weapons section and
    did the Bad Guys section. Going to start on the Walkthrough soon. Probably
    later tonight. Rampage out.
    14/02/2003 01:06
    V1.02 I hate Dutch football (or Soccer, if you're American). Yes, I'm moaning
    about TV again. Started on the Walkthrough. Did the Introduction level and the
    first two proper levels, plus the first half of Hell. May do some more
    tomorrow, unless C&C: Generals takes over my life. No guarantees. Rampage out.
    21/02/2003 00:33
    V1.03 Didn't get C&C Generals in the end, but found the joy of Morrowind
    instead. Some serious hours are gonna go on that. Anyway, I'm still awake, and
    chances are for the rest of the night. Managed to finish off Hell,
    unfortunately I forgot to save it last time, and had to do the whole level
    again. It was tiring but, still quite enjoyable. I just hate the damn spiders.
    Rampage out.
    21/02/2003 10:37
    V1.04 I can't feel my face. This sucks. Wrote the guide for Acheron from
    memory, as its one of my favourite levels. Might go and play the Severnaya
    level now and possibly write it up afterwards. Depends if I can arsed or not.
    Probably not. Rampage out.
    22/02/2003 22:36
    V1.05 Watching CSI and Law & Order. Excellent programming for a change. Luckily
    I can pay attention and type at the same time. Wrote up the Sulferon level from
    memory of playing it a couple of days ago. Not sure about the first part of
    this level. Having to kill everyone is a pain in the ass. Gonna start on Janus
    as well in a minute. Getting tired. Rampage out.
    23/02/2003 19:11
    V1.06 Finished off Janus, it was quite easy apart from the defence bit. Just
    completed the Na Koja Abad level and now I'm gonna write it up. Not really sure
    about this level. Also, the best thing on TV is the Antiques Roadshow, so if
    someone can send me enough money to get Sky for the rest of my life I'd be
    grateful. Ta. Rampage out.
    06/03/2003 06:27
    v1.07 Right, wrote the entire Drakk Home World, Avalon and Dorian Grey levels
    from memory. Not completely happy with the Drakk Home World level guide, but
    every time I try to play and write it at the same time, I forget where I am and
    have to start again. All the rooms look idential. Its scary. Also, note to
    self. Once someone has invented a weapon it is usually the same person, or at
    least culture that creates a way of stopping it. Humans created guns and
    kevlar, bows and shields, nukes and anti-nukes. How come the Drakk are so crap
    against their own laser? First thing I would have done is create a massive
    mirror that reflected the beams. That would piss people off. Rampage out.
    06/03/2003 07:29
    v1.08 Okay, I'm done for the moment. Finshed off the entire walkthrough, did
    the Cool stuff and Shout Outs and Slag Offs section. Added a contact me section
    should anyone wish to engage me in sensible conversation, preferably about
    squirrels and why no one trys to keep them as pets. As soon as I get enough
    stuff I'll put in an update, though my next FAQ is not planned yet. May do it
    on C&C Generals, if I can be assed to replay the whole game from start to
    finish, which is at best doubtful. Then I am very tired right now. Might write
    a basic tactics FAQ though. Watch this space. Rampage out.
    07/03/2003 21:05
    v1.09 Turin told me via e-Mail that actually the small spiders in the glass
    cages come out and repair the Drakk Overseers when you've shot them down. I
    think this only happens on Normal and Unreal, because when I was replaying this
    game for the purposes of writing this FAQ I played on Easy, and I never really
    saw it happen. I'm gonna replay the level in a minute when Friends has finished
    and see for myself. Rampage out. 22:07. Okay, checked and he's right, it even
    happens on Easy. I guess I just never noticed because I'm just such a good shot
    :-). Thanks to Turin for that piece of info. Rampage out.
    10/03/2003 13:42
    v1.10 Time to do an update methinks. Uploading the new edition to GameFAQs.com
    today and just recieved some new info from Daniel Almgren, about the seagoat
    and the weird stuff it does. Haven't checked it yet, as I don't have time, but
    I will and I'll get back to you guys with the results. Also answered some
    e-Mails from people who got the question right. Gonna add another one to the
    bottom of the page when I've done this, so check the shout outs section to see
    who knows these obscure pieces of game trivia. If enough of you get it I'll put
    the answer in next update. Rampage out.
    20/03/2003 10:33
    v1.11 Another update, this time theres not much to do, gonna add another
    question, got some info about Sulferon (check the Cool Stuff section) and need
    to add some clever people to the shout outs section. Hidey ho. Incidentally, we
    went to war today, but I'm not gonna comment. I'd rather not offend anyone.
    Rampage out.
    24/03/2003 14:24
    v1.12 Just answering some e-Mails and wotnot. No-ones got the question right
    yet, though one guy wrote in asking if I meant Bang! Gunship Elite. No. I mean
    Elite for the BBC Micro and Atari ST and the early PC's. Kids never knew what
    they missed. Rampage out.
    C. Story
    I'll keep this short, as I don't want to put too many spoilers in this guide.
    You may find I'm a bit oblique at times, but it's for your own good. The story
    really helps to make this game what it is.
    A short note on game difficulty. Easy, as the name would suggest is really
    quite easy, you should be able to complete it in about 9 - 10 hours and you
    should only die/fail a couple of times. Normal is challenging, but by no means
    impossible. Then you get to Unreal. This is hard. Really hard. Izarians become
    insanely tough and very good shots, and the Skaarj become the equivalent of the
    Ballistic Missile. Be Warned.
    You are John Dalton (see below for details on the crew). You and the rest of
    your motley bunch of people have managed to get yourselves chucked out of the
    military for various reasons (except Ne'Ban, who's on exchange). You've managed
    to land possibly the worst assignment in the most boring sector of the galaxy.
    Thatís right, your patrolling the fringe worlds and as such, you're only
    problems tend to be pissed off miners and corporation disputes. Until one day,
    you pick up a distress callÖÖ
    D. Main Characters
    Your Crew
    Aida is your first officer. She is the poster girl of Unreal 2. If you've read
    a review or seen a picture of the game, chances are she was in it. You can't
    miss her. Quite a serious character, Aida, provides the voice of reason on the
    crew, though she has as dark a past as any of the other crew members.
    Isaak is easy to spot by the constant trail of smoke that follows him. He's
    that type of character. He swears, moans, and probably scratches himself though
    I've never caught him doing it. He is the Chief Engineer onboard the Atlantis
    (your ship) and is clearly pretty knowledgeable about anything which is
    mechanical. He also handles the weapons load-out before each mission and
    modifies your weapons to make them better. He also has a haunted past, and Aida
    hates him for it.
    Picked up in an Officer Exchange program, Ne'Ban is a Hex-Core alien. His
    English isn't particularly good, and he frequently comes out with words that
    don't exist and says "Aye-Aye-Aye" instead of the "Aye-Aye". He isn't as dark
    as the two human characters and sometimes he feels like he's just there for
    comedy value, but after a while he really comes into his own as he tries to
    understand the how and why of humans, and helps the humans understand
    This is you. Kicked out of the Marines a little while ago for unknown reasons,
    you're desperate to get back in, but they don't really want you back. So you've
    been shunted to the TCA (Terran Colonial Authority) and get the wonderful job
    of patrolling the ass end of nowhere. Itís the space equivalent of traffic
    duty. It sucks. Luckily you're very well trained and also have a nice way with
    snappy one liners and irony. However, you do have one failing. The military.
    You believe so deeply in the chain of command you follow orders without
    question. But like you said, "You've gotta trust someone."
    Other Characters
    Commander Hawkins
    The commander for the sector. Bit of a weasel but nothing you wouldn't expect
    from the military around the fringe worlds.
    General Drexler
    You never actually see him in the game, but he is a presence. Hawkins
    commanding officer.
    Danny Miller
    1st Technician on the Liandri Mining Operation of Sanctuary. Turns out to be a
    bit of a wuss, but you have to rescue him anyway.
    Dr Meyer
    You meet him about half way through the game. He's a bit of a pain in the ass
    and he moans like an old woman, but he is useful thanks to his scientific
    Not a character as such, but a bunch of characters. Come in a variety of sizes
    and colours. Look very cool, especially the guys in the Heavy armour with the
    Rocket Launchers and Flamers. On your side, you get to command them sometimes,
    when you're defending places.
    The Kai are a slave race who move around the galaxy like nomads and pay their
    way by doing menial jobs. They do things like cook, clean and act as assistants
    to people like scientists and officers. No one thinks much of the Kai and they
    tend to treat them as a lesser race, though they aren't openly hostile to them.
    E. Weapons and How To Use Them
    Human Weapons
    Unreal 2 has a great selection of weapons which, believe it or not, are all
    useful and you will find yourself going back to certain guns for a specific
    task unlike in most shooters, where you get the best gun and stick with it.
    Dispersion Pistol
    Also known as the "popgun" by most people, this weapon is of practically no use
    unless you're hunting the local wildlife. On the plus side you don't need any
    ammo as it auto regenerates. The secondary fire isn't bad, but it takes time to
    charge up and if you want to do any damage you'll need to charge it for a good
    5-6 seconds. Bit of a last resort really.
    Assault Rifle
    The "Duster". An excellent weapon. Unlike most automatic weapons in most games,
    the duster is brilliantly accurate, even over a medium distance. The primary
    fire lets rip in full auto, and if you can control the recoil then it's very
    accurate and dangerous. The secondary fire launches a group of five slugs which
    burst on impact and ricochet of at an angle, which can be used to fire around
    corners. There's one rule with this weapon. If the target is moving use the
    primary fire. If the targets just standing there use the secondary fire.
    Incidentally, if you shoot a mercenary in the chest with the secondary fire,
    and they survive, they will fall on their ass. Make sure their dead before
    moving on, or they'll shoot you in the back.
    Grenade Launcher
    The "Hydra". Useful weapon this one, as it's very versatile. Comes with 6
    different flavours of ammo, Fragmentation (Basic Explosives), Toxic Gas (Eats
    through metal, great in enclosed rooms), Incendiary (Frag with extra flames),
    Smoke (work it out for yourself), Concussion (Non-Lethal, useful for spreading
    Toxic Gas or Smoke), and EMP (shuts down electrics like field generators and
    auto turrets). The primary fire, if tapped fires an impact grenade, but if you
    hold the button down it becomes a timed grenade instead, with about 5 seconds
    on the fuse. Whilst a generally useful weapon, the Hydra comes into its own
    when you have to defend. Once you've put down the plasma field generators, you
    can't fire through them, so you have to either stand outside them, or fire over
    them. This is where the Hydra comes in. It's tempting only to use the
    Fragmentation and Incendiary grenades, but use them all, the Toxic or Smoke
    ones work brilliantly if you fire a Concussion grenade in a few seconds after.
    It goes absolutely everywhere. Use the EMP grenades to knock out Turrets whilst
    you finish of the human defenders.
    Riot Shotgun
    A superb weapon, which is also known as the "Crowd Pleaser", usually because
    there are crowds of people saying "I'm pleased that didn't hit me!". Primary
    fire gives you your basic 16 pellet firing pattern, which is useful up to about
    12 -15 feet in game distance. After that it gets a bit vague. However,
    secondary fire is excellent, shooting out incendiary pellets which burst into
    flames after about 12 feet. Perfect for killing large amounts of Araknids or
    setting fire to Mercenaries, then finishing them off with the primary fire
    while they run around screaming.
    The "Vulcan". It's great for dealing with large numbers of enemies or when you
    don't feel much like aiming. It is also without a doubt the most beautiful
    flame effect in any game I've seen so far including Return to Castle
    Wolfenstein. Primary fire gives you a long burning flame with which to set fire
    to whatever you want. Secondary fire is much more interesting. It shoots out a
    jet of the Napalm fuel used by the Vulcan, which can be used to douse a target
    or set a trap. One of the best things in the game is covering a mercenary with
    napalm, run away, pull out your Duster and pop a few slugs at him. He'll burst
    into flames as he runs at you. It's so hilarious, it's sick.
    This is your all new improved pistol. Also known as the "Avenger" and Aida owns
    one called "Grace". Fires .50 cal explosive ammo and is accurate at quite a
    distance. Perfect, when you're too close for a Sniper Rifle, but too far away
    for the Shotgun. Primary fire pops a single cap at whatever your pointing at,
    whilst secondary fire unleashes three rounds in a row but it then needs
    re-cocking. In my opinion, the secondary fire isn't really worth bothering with
    as the primary rate of fire is pretty good as it is and the accuracy goes down
    when you use the secondary fire.
    Rocket Launcher
    Now we're talking. Heavy Ordinance. Known as the "Shark" because of its shape,
    this rocket launcher fires four rockets at a time. When you hit the primary
    fire four small rockets are bound together and then fired accurately for large
    splash damage. The Secondary fire releases four missiles which fly off in a
    drunken pattern weaving back and forward. That is until Isaak modifies it and
    puts a targeting system on the secondary fire allowing the four separate
    missiles to be aimed and guided at whatever target you want. All you have to do
    is hold the secondary fire button and run the crosshair over your target. You
    can split all the rockets between 4 separate targets or you can have 2 rockets
    on 2 enemies or all on one, basically whatever you want. It's very intuitive.
    Sniper Rifle
    Hooray. You have to love Sniper Rifles. They are fantastic, and this one is the
    best. It's called the "Widowmaker" and is a precision instrument of death. It
    has an onboard computer that compensates for wind speed and other factors
    leaving you with an instant hit of whatever you're pointing at. Primary fire
    looses a slug, secondary fire uses the zoom. If you need some more accuracy the
    mouse wheel will zoom in some more. Have fun.
    Alien Weapons
    Shock Lance
    Not a great weapon, but it does do a fair amount of damage. You nick them off
    the Izarians, and then Isaak modifies it to be a bit more powerful. Primary
    fire shoots out two blue laser bolts which bounce off walls, which is useful,
    but can be dangerous because you can shoot yourself. Secondary fire launches a
    slow moving EMP blast which works well on machines like turrets and the Drakk.
    Spore Cannon
    This is a really fun weapon, though it isn't terribly useful. Primary fire
    looses a spore with loads of little spiders which cover the target that then
    runs around screaming. At this point, itís a good idea to switch to another
    weapon because this doesn't do a great deal of damage. Some of the bigger
    enemies you have to shoot a few times to get it working, and for some reason
    the Skaarj don't seem to care when you shoot them with this. Secondary fire
    shoots a sac which releases a couple of small Araknids which attack people.
    Never really found it that useful myself, as the spiders get killed pretty
    quickly and don't do a great deal. Still, it's useful when fighting
    Drakk Laser
    This is an excellent weapon and will become part of your regular rotation once
    you've got it. Primary fire acts like a railgun, firing an accurate orange
    burst at whoever you're pointing at. This works very well on Skaarj, especially
    the unarmoured or lightly armoured ones. The secondary fire shoots a short beam
    of controlled Laser which is a bit like the flamethrower only twice as
    powerful. This is a great way of killing practically anything, though it does
    eat up ammo like nothing else and only has a short to medium range.
    These are strange balls you pick up on Na Koja Abad. For those of you who play
    scrolling shooters these are a little bit like options. Primary fire shoots a
    ball which then floats around firing at the person you attached it to. It
    doesn't do much damage, but it is extremely annoying and the enemies will try
    to shoot it out of the air, which gives you a chance to switch weapons and
    shoot them in the head. Secondary fire makes the balls hover around you and
    shoot the incoming fire. This is great if people are trying to shoot you with
    rockets, as they move quite slowly and balls are very quick. Use them sparingly
    though, as you don't get many.
    Singularity Cannon
     Without a doubt the best gun in the game, unfortunately you only get it on the
    last level, as itís the only gun that can kill the Tosc.  Only the Primary fire
    works, and it fires a mini black/green hole which sucks anything within a
    certain radius into it. This instantly kills anything that gets sucked in and
    it looks brilliant as well. Luckily you get a good 600 ammo when you pick it
    up, so you're unlikely to run out, unless you go nuts. Remember, the Tosc carry
    these so whatever you do, don't let them shoot at you or it'll be game over and
    no remains.
    F. Bad Guys and How To Kill Them
    These are very strange, psychotic lizard aliens who tend towards mass
    slaughter. The Skaarj have enslaved them and pressed them into service as foot
    soldiers. All evidence points to the fact the Izarians don't much care and
    actually enjoy it. They carry Shock Lances which are a little less powerful
    than the one Isaak modifies for you. However with the bouncy fire they can be
    quite dangerous in large numbers and should be dealt with quickly. The obvious
    way of killing them is with the Duster, as they don't take a great deal of
    damage. If they stop to fire open up with a secondary fire of the Duster and
    that should kill 'em in one hit. If there's a few of them use the Hydra and
    that should take out the lot. As I said before they don't take a lot of
    These are a bit more of a problem. If you use the Primary fire on the Duster
    after a few shots they'll begin blocking your fire with their hand blades. Best
    bet is to line them up and use the Secondary fire, or switch to a better
    weapon. Unfortunately the Skaarj come in several flavours. At first they are
    only armed with fighting claws and weak guns, but they are still quite
    dangerous. After a few levels you start bumping into more of them and this time
    they have bigger and better guns. They don't seem to be collectable, these
    guns, but the bullets are quite slow so you shouldn't have a problem dodging.
    Again these guys don't have much in the way of armour so just let rip with the
    Drakk Laser or the shotgun. Incidentally, they don't seem to care much when you
    set them on fire or attack them with spiders so keep to the regular guns. Last
    but not least, is the Battle Skaarj. These guys wear Heavy armour, have the
    Skaarj Pulse weapon and the nasty claws. Luckily they are quite slow, but they
    do take quite a lot of killing. They take at least 3 shots from the Widowmaker
    which is a lot as the Sniper Rifle is quite powerful. Best bet is to whip out
    your rocket launcher and give them a couple of Primary rockets in the foot.
    Always aim for the ground when you're firing at the Skaarj as they are
    exceptionally good at dodging. Especially, the unamoured ones.
    Izanaghi Ghost Warriors
    These guys are your basic mercs. They come in two sizes, medium and large. The
    regular size ones tend to carry Shotguns or Dusters. The large ones tend to
    carry Sharks, though the small ones are sometimes armed with them as well. As
    they are Mercs, some of the best weapons are the Flamer, Spore Cannon and the
    Incendiary ammo of the Shotgun. Best bet, set them on fire, and then shoot them
    whilst they run around screaming. The Magnum also works well on them, as they
    don't dodge a lot. Just make sure you're careful around the ones that are
    packing Rocket Launchers. They aim behind you in an effort to get you nearer
    too them and their shotgun wielding comrades.
    Liandri Angels
    Again these are your run of the mill Mercenary bad guys. With one small
    difference. They're all ladies. Like the Ghost Warriors they come in two
    different flavours, medium and large. The medium ones tend to carry Dusters and
    WidowMakers. These guys are quite dangerous, but they are nothing compared to
    the large ones. For long range fire they carry Sharks and for short range fire
    they carry Flamers. They also take a lot of killing. They don't run around
    screaming when you set fire to them and they don't much care about the Spore
    Cannon. Best bet is to run at them, and while they're changing weapons give
    them both barrels of the Shotgun. If that doesn't appeal to you use a Rocket or
    the Secondary fire on the Duster. Thankfully their quite slow so you shouldn't
    have any trouble hitting them. Their heads are their weakpoint, and are quite
    big and therefore easy to hit.
    These come in two types as well, though they work very differently. First the
    small ones. Basically they run after you and try to bite you on the foot. The
    best way to deal with these little gits is a Flamer or Incendiary Shotgun. If
    push comes to shove, the Duster will do the job, just open up in automatic and
    you should kill them quite easily. Just remember to run backwards whilst
    firing, and remember you never find just one or two of these things they come
    in packs, so be prepared to get swamped and save some flamer ammo.
    Unfortunately, these guys also come in a larger, red form and these are much
    more dangerous. Instead of running at you, they tend to jump at your head and
    try to crush you. They can do this from quite a distance, so your best bet is
    to use the Secondary fire of the Duster which should kill them in a couple of
    shots. If they do jump, get out the way and whip out your shotgun and give both
    barrels of the incendiary ammo. That'll give them something to think about. If
    you come across both kinds at the same time shoot the big ones first, as you
    can't see them if you're staring at the floor trying to kill the little ones,
    and the big ones hurt a lot more.
    These are robots that worked out how to create and repair themselves, and as
    such decided they didn't need the creatures that made them and decided to kill
    them all. Now there are just the robots left. They come in a couple of
    flavours. First off you have the basic Drakk soldier who has a sort of cattle
    prod weapon and isn't all that dangerous. They do float and dodge though so
    make sure if you're going to use a rocket launcher then you lock onto them. The
    next type is called the Drakk Overseer. These guys use Laser sights to lock
    onto you and open fire with Drakk Lasers like the ones you pick up on the
    mission before. They can be quite dangerous, if a couple of them surround you,
    and they have a very nasty little trick up their sleeves. They take two rockets
    to get them on the floor, but though they look it, they are not dead. After a
    few seconds the strange creatures in the cages come out and repair them and
    then take off again ready to kick your ass. As soon as they're down hit them
    some more until they're in little tiny bits. Itís the only way to be sure.
    As I don't want to spoil the surprise I won't tell you where these guys come
    from, suffice to say they are not nice or friendly and they've been in the game
    the whole time you've been playing. They carry Singularity Cannons and are
    easily the hardest bad guys in the game. The first one you meet, you won't have
    a Singularity Cannon to deal with it, so you have to blow its arm off and nick
    its one. Best way to do this is to open up on it with the Rocket Launcher as
    much as possible. Shortly you'll blow its arm off, so go and grab the gun and
    fire a singularity at it. The thing with the Tosc is you have to get your shot
    off first, because if it fires at you, chances are your dead. If it does fire
    at you best bet is too run in the opposite direction and get away from the
    Singularity as quick as possible. The Tosc weak point is the fact they are so
    slow. Once you fire at them they have trouble getting out of the way, so fire
    at them and run away. Don't stand around watching whatever you do.
    G. Walkthrough
    Okay, first things first. There is going to be no discussion of the story line
    in this guide. Instead of avoiding the spoilers, I'm just gonna skip all the
    story bits out. You want to know the story, buy the game.
    1. Avalon
    Right, first level. You start off in the tower talking to Hawkins. Shortly he
    offers you the choice of doing the training or getting back to the game. If
    you've never played before do the training as it's quite good and very useful.
    If not, then just get back to the shuttle. Either way you have to get to the
    elevator which is out of the door, down the stairs, take a right, down some
    more stairs and into the elevator. If you're gonna train it'll spit you out in
    the basement, if not its back to the Atlantis. I'm not gonna describe the
    training as there's a guy called Raff who does that for me.
    2. Sanctuary
    Okay, so you're clearly in a bit of trouble. Dead people everywhere and some
    nasty Izarians trying to shoot you. Right, jump out of the ship and head for
    the door. Down the stairs and remember to check under the stairs, for a dead
    guy holding some frag grenades. Hit the switch and head through the door. Watch
    the guy get pulled under the door, feel sorry for him, and head to the right.
    Follow the corridor and watch the spooky shape run past. Head out into the room
    where you'll find a bunch of Izarians you have to kill. Shouldn't take too long
    if your good. Just be careful for the bouncing bullets. Once you've killed
    them, listen to Danny and head through the hatch. Head back the way you came
    underwater, past the floating body and up the other side. Go up the ladder and
    then up the stairs. Head into the room and wipe out all the Izarians as you go
    along until you hit a ladder. Climb to the top where you'll find another
    Izarian and then proceed through the door. There are plenty of Izarians in here
    and more appear behind you so run along and remember to blow up the gas tanks
    as you go. Last thing you need is to be standing next to one of them when it
    blows up, so blow them up yourself, preferably from a distance. Once you're
    through the corridor you'll hit a loading point, always a good place to save,
    and then move outside. This time the Izarians are staying out of the way of the
    cameras and are on the roof. Most of them jump down but you may need to pick a
    few off who stay on the roof. Find the broken door and head through it, try not
    to get crushed. Next up is the drainage room which has got a fair few Izarians
    in it, so the best bet is just to run in and hit them hard. Slap a new clip in
    your Duster and go in shooting. Luckily the Izarians aren't all that good. If
    you didn't pick it up before then there's some health back at the entrance and
    a shield boost behind the security door exit. Grab the stuff and jump in the
    lift. After the terrifying drop, give the Skaarj a couple multi-slugs
    (Secondary fire for the Duster) and head through the door. Or don't, as it's
    blocked. Head back towards the lift and jump in the mini-lift instead. Go under
    the stairs and grab the health and shields. Next, head up the stairs and
    through the door, kill the Skaarj and grab the clip for the Duster. It's in the
    bunker next to the plants. Head through the door at the far end of the garden
    and you'll hit another loading screen. Save, remember the F5 key is your best
    friend. Head through the next two doors and you'll come out outside. There's a
    Skaarj on the ground and there's three Izarians on the surrounding cliffs. Kill
    the Skaarj first and then knock off the Izarians. Remember to keep moving and
    with a bit of luck they won't even hit you. Head across the little bridge and
    you'll find a load of Skaarj, four I think. Strangely, I found one of them
    lying on the bank of the lake not doing anything. He wasn't dead, he was just
    lying there. Maybe he was scared. Anyway head around the right hand side of the
    building and up the stairs. Watch the cutscene with the Battle Skaarj and then
    follow the walkway until you reach a hatch. Down the hatch is one Izarian so
    kill him, grab the Grenade Launcher and head through the door. Follow the
    walkway around to the left where you'll find a room with blood dripping from
    the ceiling and an Izarian hiding in the top right hand corner of the ceiling.
    Kill him, jump in the lift and head upstairs. Watch out for the Skaarj who
    jumps through the window and exit the door at the far end of the room. Take
    time to notice the door on the right and the Skaarj mutilating some poor tech
    guy. Look around and you'll see a hatch head down it. Nail the Skaarj with a
    Multi-Slug and head to the right. You'll emerge shortly in the control room.
    Kill the Skaarj and hit the two generator override switches. The go watch the
    holographics and hit the generator restart switch. Go through the door which
    now opens alright, and go back the way you came killing the surplus Izarians on
    the way. Now go to where you saw Danny fall down, and follow his example. Try
    to avoid the big blue energy rays and just hop down. You shouldn't lose too
    much health. Grab the artefact and get ready for a mini-boss. Though later in
    the game you see quite a few of these guys, the Battle Skaarj are still pretty
    hard, and they look the mutt's nuts. 6 or 7 multi-slugs should kill him, but
    avoid his fire and don't let him get near you or you'll get your guts ripped
    out through your nose. He's not best friendly. When he's dead, go to the lift
    in the centre of the generator and ride it up. Congratulations, you've done the
    first level. Remember to save. You're finally off sanctuary, but not for long.
    3. Swamp
    This is a great level, it's what I call a Defend the Base level. There are a
    few of them, and they're all great. You may want to set a savegame or two apart
    just to store these levels, so you can play them again. Anyway, you won't get
    attacked until you find the marines, so don't get too freaked out by the weird
    howling and set off in search of one of the beacons. Incidentally, if you don't
    fire on the wildlife, they'll leave you alone, but they aren't that hard
    anyway. If you need some target practice, pull out your Dispersion Pistol and
    whack some Seagoats (the things that look like green rabbits). If you're very
    good you may even be able to take out the blind T-Rex things as well, though I
    had to use the Duster for this. Anyway, find a beacon and head in the direction
    it points until you reach the marines. This part is quite freeform, so I can't
    provide exact directions. You'll know you're on the right track by the debris
    everywhere. Talk to the Marine Captain, grab the Shotgun, ammo and any health
    you need and then roll out. Follow the Marines and kill anything you come
    across, it should be mainly Izarians though you may see a Skaarj or two. When
    you reach the clearing the real Defend the Base begins. There are two ways into
    the clearing, the best way to defend the both is to stake out a good place in
    the middle of the area and then just head to which ever end of the clearing has
    gunfire coming from it. All in all it's not too hard but it is very enjoyable.
    After three waves of Skaarj and Izarians your ship will turn up and take you
    all away. Easy. Plus you got the Shotgun.
    4. Hell
    The name says it all. This level got me really jittery. You know that sound
    people invented for when spiders scream and chitter, like at the end of
    Arachnophobia, when the guy shoots the spider with the nail gun. Horrible
    noise. And there's a lot of it. You start off on the far side of a long bridge.
    On this level the wildlife is a bit more vicious. The things that look a bit
    like dogs with massive teeth will attack you if you wake them so shoot them
    from a distance. On the side of the bridge you start on there is a small one
    sleeping and a weird slug thing. The slug ignores you, but give the other
    creature a multi-slug in the face. Now head across the bridge. About halfway
    across you'll find another dog creature. This time though itís the size of a
    small car. Best bet is to sneak up to it and give it a shotgun blast to the
    face. Incendiary ammo works very well on them. When you've got across the
    bridge, head inside and jump on the lift and head down into the base. Before
    long you get stopped at a checkpoint but you'll soon be through it, and you'll
    find yourself in a room thatís on fire. Head to the left and take the first
    door you come to, down the lift, grab the flamer from the dead guy near the
    fire and through the door at the far end of the room. Follow the corridor until
    you reach the Medi-Bay and press the button on the far right Medi-Table to
    revive the bloke. Take him back to the door you came through after the
    checkpoint on the walkway and he'll be able to open the door to the control
    room. Listen to the audio recording (on the desk console) and then continue
    through the other door and into the second lift. The Maintenance guy will
    follow you as you go through the next door and find all his dead mates. Keep on
    going and before long you'll be attacked by the spiders. Open up with the
    flamer though I have a couple of bits of advice. Number one, use the flamer
    sparingly you'll need it a lot more later. If you're running low on ammo use
    the Shotguns Incendiary ammo to take out the spiders. Number Two, if one of the
    big spiders is about to jump, don't set fire to it. It throws itself at you as
    it is, the last thing you need is a giant, killer, flaming spider throwing
    itself at you. Anyway, move along dealing with the spiders, saving ammo by
    using the multi-slugs from the Duster to get rid of the big spiders at a
    distance. If they're surrounded by small spiders all the better they'll get
    creamed as well. If you can, try and nail one of the big spiders in mid-air and
    it should explode if you've shot it enough. It makes real mess and looks plenty
    cool. Thankfully, this level is fairly linear so follow the path the game
    creates for you until you hit a room with a load of orange gas and a burning
    body. You can't walk through the gas so head to the opposite side and duck into
    the fan intake. This is what you need your flamer ammo for. Whilst your
    climbing along the inside of the pipe you'll be attacked by about 70 of the
    little spiders, hopefully you'll have saved a couple of flamer clips for this.
    Luckily you're in an air duct so the spiders don't have anywhere to run so you
    shouldn't have too much trouble. If it does all get too much run back outside
    and start unloading multi-slugs into the entrance, that'll teach them. This
    also works in the tunnel, though you want to be careful of shooting yourself.
    Anyway, climb along the tunnel, turn on the fan and head back out. Now head
    over the other side and sidle past the nasty gas and go on a bit. When the guy
    comes out the door stop dead because your about to learn what else you have to
    look out for on this level. The little spore sacks appear everywhere from now
    on, on the ceilings, attached to crates, everywhere. Just keep an eye out for
    them and use your Dispersion Pistol on them. Keep on going along the linear
    path until you reach a room full of spore sacks. On the walkway above you
    you'll see three big spiders but ignore them unless they jump down. Now when
    you get near the spore sacks they burst and release a small spider, so stand
    back and pick the off with your pistol. Just be ready to change to something a
    bit more dangerous if one of the big spiders comes down. Presuming the big
    spiders don't jump down, whip out your grenade launcher and start launching
    grenades over the railings in timed mode, that'll take care of them. Make sure
    you get all the spores and then head upstairs and through the door. Before long
    you reach another lift, so jump on and prepare for some genre swapping. Thatís
    right. When you get to the top of the lift the main door won't open so head for
    the smaller door and take the lift upstairs. The lift in this room is broken,
    so head for the broken door and prepare for some platforming. The orange ray is
    not good for your health so try and avoid it, your aiming to jump onto the long
    grey block that leads through the window to the control room. If you're playing
    the game on Easy, you can afford to run through all the beams and just jump
    straight onto the block. Ignore the health and shield pick ups unless you're
    really desperate, you can come back for them once you've turned the beam off.
    Anyhow get to the control room, turn off the beam and hit the bulkhead release
    button. Head back down into the broken room, pick up any health or shield you
    need and avoid the melted glass. Leave through one of the non-broken doors.
    Jump back in the lift, go downstairs and go through the door on the other side
    of the big lift you came up on a minute ago. Head down the corridor, killing
    the bugs and you'll come out in a big room I call the generator core. The
    things that look like lifts on the left hand side of the big curving corridor
    don't do anything, so ignore them and walk along the corridor and head through
    the door next to the barricade. Kill the creepy crawlies and you'll find
    yourself in a room with a big machine in the centre and some barrels. Whatever
    you do don't shoot the barrels because they are both toxic and explosive. Head
    through the opposite door. Up the lift, and your into the atmospherics lab. All
    the big doors are sealed so jump in the lift behind and to the right of you.
    Hit all the buttons and make sure you watch the far right chamber with the big
    spiders. Hilarious. Now go back down the lift and through the centre door. Jump
    down the pipe and head along knocking off the little spiders and hit the switch
    on the right. Head through the door and drop through the hatch. There are a
    couple of spiders here so get killing and then move along the corridor. Ignore
    the door at first and go past and grab the ammo at the end of the corridor.
    Head back to the door and go through. Go along the corridor, killing the
    beasties and through the opposite door of the next room. Same format as the
    last room that looked exactly the same as this one. Head to the lift, up to the
    control room and hit all the switches, especially the four buttons on the end.
    This lets some regular creatures through the door and into the beam, they'll
    help kill the little spiders. Head back down the lift and through the centre
    door. Head to the right and drop through the hole in the floor, killing the
    Araknids as you go. Go down the corridor along the pipes and jump down into the
    water. Take a right along the corridor, killing the spiders and watching for
    the spore. For Christ's sake remember to save before going through the hole
    into beam control room and a boss fight. Once you're in the room, you can't
    shut down the beam until you kill the queen. So, how to kill the queen? Now,
    she can't hurt you unless you're close to her so the first rule is keep your
    distance. She's not very quick either so use the shock lance, the Multi-slugs
    from the Duster or the grenade launcher. She has two basic attacks. One is a
    big wall of wind (I know it sounds weird, but thatís the best description I can
    come up with), and the other is to fire spores that spawn little spiders. The
    problem is if the little spiders jump into the beam, they become big spiders,
    so shoot them before they hatch. The big wall of wind won't hurt you as long as
    youíre a fair distance away OR behind an obstacle so if you are too near her
    and she's about to fire, then jump behind something quick. She does have a lot
    of health though so you are going to have to shoot her a lot. When she's dead,
    press the button and grab the artefact. Well done, you've made it out of hell,
    and what's more you're alive. Result!
    5. Acheron
    Right, a giant living planet. God, this is gonna suck. Okay, head towards the
    main building, there's a guy on the road and two more up near the digger. Best
    bet, use the Magnum to shoot them in the head. Seconds later a guy will appear
    in the lift behind you, so kill him and grab the rocket launcher. Next up kill
    the two guys next to the crane you saw at the beginning. Now the crane won't
    come up until you do something. Over on the raised platform is a rocket turret
    so make sure your still some distance away and give it a couple of rockets.
    This should kill it. Head towards the raised platform and climb the ladder up.
    There are two guys up here so kill them and go around to find two more guys and
    some ammo, health and shield. You'll also find a radio. Pick it up, and try to
    reassure the guy on the other end. He'll send the guys in the lift back up.
    Head down to the lift, kill the two mercs and jump in the lift. When you hit
    the bottom jump out and head along the big fleshy corridor. There are plenty of
    mercs along here so make sure you kill them all whilst making your way to the
    end. Here you will find a large fleshy lump with demo charges all over it. Set
    all the demo charges and retreat for cover. When the lump is gone, grab the
    artefact and start running. Now you've done it, the planet is pissed at you. On
    your way back to the lift you'll find a lot has changed. The large lumps flying
    out of the ceiling will home in on you, but there not very fast so kill as many
    as you can in front of you, and occasionally turn around and blast the ones
    behind you. There's a distressed merc somewhere around so kill him or ignore
    him, either way he ignores you. There are now large lakes of digestive acid all
    over the place, so don't fall in them unless your want to form 0.1% of the
    planets daily allowance for metal and ammo. Get back to the lift at full speed,
    pull out your duster and prepare to defend the lift from the flying cubes which
    come from every direction. Before long the lift will start to go up. When you
    hit the top, all hell has broken loose, earthquakes, plumes of acid and other
    annoying features. Run like hell back to your ship and kill the merc who's
    trying to break into it. Cool, another level done, and you've annoyed the
    biggest creature in the universe. Good job!
    6. Severnaya
    First things first, save the marines. Obviously the marines aren't particularly
    good because there are only two mercs and they can't kill either of them. Run
    around the corner, watch the Marine with the Sniper Rifle get killed and then
    knock off the Mercs. Talk to the surviving Marine and after that, head for the
    Dam. Remember to stop off on the way at a convenient vantage point and pick off
    the two guys on the front of the Dam. Once you're on the front platform of the
    Dam, whip out the sniper rifle again and shoot the two guys who make an
    appearance in the centre room above the door. Now unfortunately the door is
    locked, so take one of the ladders on the left or right down to the base of the
    dam. There is turret and a guard on the bridge in the flow pipe so whip out
    your grenade launcher and fire an EMP grenade at the turret and a frag grenade
    at the merc. Swim or wade along the river and jump on the ladder on the right.
    Cross the bridge and go through the door and up the stairs. Once you're through
    the next door you should come out in a small square room with a massive spiral
    staircase. There are two mercs coming down the stairs, so get their attention
    and run back through the door. The moment they come through the door shoot the
    barrels and gas tanks. Now the doors on the spiral staircase are sealed so head
    back down the small staircase and do a 180 degree turn and head through the
    metal gate. Climb the ladder and press the button on the Detonator. Climb the
    ladders up to the top and crawl into the roof space. Once the guys have
    finished talking drop down through the one of the holes and blow the two mercs
    away. Hit the bulkhead release button and get all the ammo, health and shield
    out of the lockers. Head through the door and down the stairs. Go through the
    door halfway up and jump onto the right hand side of the big machine right in
    front of you. There is another Detonator here, so activate it and jump back.
    There is a door on the opposite side of the room so take it and take a left
    into a big room. There are plenty of Mercs in here so take your time and kill
    the all. There are also a couple of turrets, so once you've killed the Mercs
    whip out the EMP grenades. Anyway, head up the stairs and around the big
    generator and down the other side. Kill the merc and the turret around here and
    blow up one of the force field posts to get through. The pipes against the wall
    form a set of large stairs so get up there follow them around the wall. The
    Detonator is on the generator so set it and climb over the pipes next to it.
    You have five minutes to evacuate. Run out of the main door of the big room and
    head straight for the front door of the Dam. When you get outside there's a
    dropship delivering a couple of mercs on the right hand side of the dam. Open
    fire with the sniper rifle or the rocket launcher to take out the two mercs and
    the turret. Then start running like hell until you reach the Dropship.
    Congratulations, another level done, and you've made a hell of a mess.
    Remember, talk to Isaak about the artefacts when you get back for possibly the
    funniest line in the entire game.
    7. Kalydon
    Another Defend the Base mission, but first off listen to Isaak about how to set
    up turrets and field generators. Right, now you have to find some more. Head
    off over the hills on the right and eventually you'll find the cache of defence
    weapons. Once you have them run back to the base and set up the turrets behind
    the concrete defence posts and set up the plasma field generators, remembering
    to leave yourself a gap in the fence to get to the shield and health
    generators. You can turn them off, so you can get through, but in the heat of
    battle this is at best not easy and at worst pretty impossible. Anyway, once
    you're set up the mercs will start arriving. This time they are Liandri Angels.
    With the Sniper Rifle you should be able to kill the smaller ones before they
    even get near the gate, if your good, but the big ones may take a little more
    effort. Best bet is to use the Rocket Launchers lock on feature. Once you've
    locked on, point the launcher up in the air and let fly. Do this because it
    means the rockets come straight down on their targets and not from the side as
    the level is strewn with cover for the wily merc. There are three waves of
    Angels, so preserve your ammo and don't go nuts. Remember to top up your health
    and shield regularly as the Angels have exceptional weapons and aren't bad
    shots even on easy. Before long you should have killed the lot, so jump back in
    the elevator. Remember people, the petition to get levels like this converted
    to Multiplayer by an expansion pack or a mod, starts here. Get writing to Mod
    makers and Legend. I've got to play these levels online!
    8. Sulferon
    Right, bit of a dump this place. First off, nip to the left and grab the Sniper
    Rifle and the ammo. There's an Izanaghi Merc coming towards you with a shotgun,
    so give him one in the head. Now the good news, there's a couple of large mercs
    wondering around, but they won't fire on you until your in their range, so get
    the sniper rifle and shoot them in the head a couple times. Now around the base
    there are a couple of turrets, and these don't move, so fire at them from the
    distance with the Rocket Launcher. They should take about three primary fires.
    Head through the gap in the walls and kill the two guards outside the front
    door. Once inside, kill any guards who are around and head to the left. Jump in
    the lift and head upstairs, there are two guards upstairs, make sure you kill
    both of them as you have to kill all the baddies on this level. Turn off the
    distress call and head back downstairs. There's probably gonna be a couple of
    mercs knocking around so kill them and head through the door opposite the room
    with the lift in it. There's a turret set up in this corridor so give it hell
    with the rocket launcher. Head through to the computer room where you'll find
    the terminal you're supposed to be getting the data from. Unfortunately, one of
    the mercs will disable the terminal. You can't stop this, believe me I've
    tried. Now matter how much you shoot him, he'll destroy the terminal. Kill all
    the mercs and head through the other door to the one you came in through. There
    should be a couple more mercs down here, so kill them, the shotgun should
    probably be your weapon of choice for the close quarter's nature of the
    fighting. Anyway, follow the corridor and you'll come out in another room. This
    one has quite a few turrets and possibly a merc, depending on whether you've
    killed him or not. Knock off the turrets and the merc. At this point you should
    get a transmission from Aida. If not, then you haven't killed all the Mercs. On
    the easy level (which I am using for the purposes of this walkthrough, though I
    have completed it on Normal) there are 4 mercs outside, so make sure you have
    all the ones inside then go check the base. If you still haven't done it, check
    the guard tower, I once found a guy up there I swear wasn't there before.
    Anyway, now its time for another defend the base level.  This time you get to
    boss some marines about, but you need to put them in the right places. There
    are three waves of mercs. The first two come in the front gate and the last
    wave comes in the backdoor. Send the marine with the Sniper rifle to the front
    wall so he can pick off the first two waves at a distance, send the guy with
    the Duster to the front door so he can open up on anyone who gets past the
    sniper. Send the guy with the flamer (medium sized marine) to the back door.
    This guy will remain inside, so he is in close quarters with the attacking
    mercs and has a better chance of setting light to them. Send the heavy with the
    rocket launcher to the control room as the last line of defence, or if you're
    feeling brave send him to the front wall. Once you've done this go to the front
    wall. The first merc wave lands near where you landed in your dropship. Get to
    the gap in the front wall and climb the nearest hill. Get out your sniper rifle
    and you should be able to kill the lot before they get near enough to even fire
    a shot. The next team drop to the left hand side (from the inside) of the front
    wall, these guys need a little more effort as they drop right next to you.
    Anyways, best bet is to use the Magnum or the Duster, or maybe the Shotgun if
    they get near enough. Time for the last wave. Haul ass to the back door, if any
    of the marines are still alive, get them to the back door or the control room.
    You should arrive just in time to see the Flamer marine roasting the mercs.
    Give them a few shots as well, but make sure you check that no-one got past the
    flamer guy and into the control room. Even if they do, the heavy marine should
    be able to protect the tech. Anyway, after the mercs are dead, thatís it.
    Result, another great victory. Time to get back to the ship and drool over
    9. Janus
    Right, you start off under fire, so get moving straight away. There's a large
    merc with a rocket launcher coming toward you and a small guy with a rocket
    launcher also firing from a huge tower just to the right of your screen. Best
    bet is to kill the large marine with the primary fire from the rocket launcher
    and then switch to the sniper rifle for the guy on the platform. Then move
    towards the bridge, with your sniper rifle ready. As soon as you get within 50
    metres of the crates, the mercs will set up a force field and a turret. You
    should be able to kill a couple of the mercs before the filed goes up, but if
    not don't worry too much. Take out the turret with a well placed rocket and
    then use the secondary fire to lock two of the multi-missiles onto each of the
    plasma field generators, then fire the rocket straight up in the air. This
    looks really cool, when the missiles rain down, plus they tend to hurt the
    mercs as well and this will save you a lot of hassle. Once you've destroyed one
    of the generators head up to the crates and whip out your shotgun or duster.
    Kill the remaining mercs. Now if you look over the right hand side of the
    bridge you should be able to see a guy wondering around to the right of the end
    of the bridge. Shoot him with the rifle, or he's gonna be a pain in the ass
    when you reach the end. Keep on going along the bridge and the mercs will set
    up another defence point. Use the same tactic as last time to kill the idiots.
    Just as you enter the main base (preferably with your sniper rifle out) you'll
    see a heavy dude on the right and a smaller dude on the left who sets up a
    turret. Kill both of these morons with the sniper rifle and then get the turret
    with an EMP grenade, as the railings reduce your chances of hitting it with the
    rocket launcher. Once this is done, go up the stairs, round the walkway, grab
    the ammo and jump in the lift. Remember to save it, F5, do it for my sake if
    not your own. I may have missed the odd enemy at some point so it's always a
    good idea to save. Once the lift has reached the bottom, step out and talk to
    the Axon scientist. He'll open the doors for you, so head through. Once you're
    through the next door you'll be in a room with a few mercs and a couple of
    turrets. The best way to get to the turrets is to head up one of the outside
    aisles and come around behind them. Fire EMP grenades at them, as your not
    gonna use them otherwise. There is one regular marine on either side and a
    large one packing a rocket launcher and a flamer at the end near the turrets.
    So kill the lot and head through the door on the right hand side of the room.
    You will eventually come out in a corridor, to your left you will see a Kai
    behind a door. Use the Intercom to try and get in if you like, but he won't let
    you. The door the voices are coming from is locked so ignore it and head for
    the door at the other end of the corridor. Head through the door and you'll
    reach a room with two large stones and a couple of guards. Kill the guards and
    then fire some rockets down the crawlspace to kill the turret. Crawl along the
    duct and you'll come out on a lift. Once you're up drop through a hole in the
    roof, kill the guard and say hello to Dr. Meyer. After this point there is a
    great deal of following Dr. Meyer and making sure he stays alive which isn't
    too hard as he runs away the moment he opens the door to a room with any guards
    in it. Just walk in and massacre anyone who gets in the way. He moans a lot,
    but don't let him get to you. After a short trip you'll reach a window which
    you have to climb out of and clear the area around the roof. Meyer won't come
    with you at this point, so don't worry about him. The thing you have to worry
    about is getting shot with a shotgun or rocket launcher and falling off the
    roof. Falling off the roof is instant death, so save before you go out or
    you'll be here for hours. There is no easy way of doing this bit. Just be very,
    very careful and use either your Shotgun or the Multi-Slugs from your Duster.
    One good tip is stay away from the edge by crawling underneath the pipes on the
    side of the building. This should help you not get shot off but you still have
    to be very careful. Once you reach the lift it's up to the roof and time for
    the best defend the base mission in the game.
    This time, you get turrets, plasma fields and some marines to boss around.
    You're gonna want to save here as well as this is not the easiest of levels,
    and remember there are so many ways to do these levels, my way may not work
    best for you, and in any case I'm only gonna give an overview of what to do in
    this level. There are so many waves of angels I lost count and you just have to
    run around as best you can. First off make sure you have a look around the
    perimeter. There are markers 1, 2, 3 and 4. 1, 2 and 3 correspond to entrances
    to the base so memorise which one is which so when the marines call for help
    you can go there. Next set up a plasma field generator over every entrance.
    This leaves you a couple of extra generators left over, so double up on one of
    the entrances to make a "plasma square". I suggest the right entrance for this
    as most of the troops seem to come through here. Next, send the marines to
    their posts. Send the flamer guy to the Control room, the Heavy to the right,
    the shotgun guy to the left and the remaining guy to the front door. Once
    you've done this set up a turret at each entrance. Bear in mind that the Rocket
    Turret is that much better than the auto turrets so put it where you think your
    gonna need it most. Once you've done this, go to Meyer and tell him to start.
    Now get outside and get ready for a hell of a fight. If you have the game set
    on easy and you're good, you can go outside the forcefield and engage the
    angels as they drop. Use the secondary fire on your rocket launcher for this as
    it looks cool and is great for nailing the little ones that don't move much. If
    you have it set on Normal or worse yet, Unreal, then stay inside and fire the
    Sniper Rifle around the edge of the fields or use the Grenade Launcher to fire
    over the fences. About halfway through you will have to nip outside and raise
    the antenna. No one will attack until you have done this, so stock up on shield
    and health from the free dispensers in the main room and pick up any ammo the
    angels may have dropped. Hit the button on the antenna and get back to killing
    the little buggers. After a while they'll stop and you'll have to go and see
    Meyer and talk to Aida. Well done, you've made it, now you're onto the hardest,
    most atmospheric, scariest (except for Hell) level in the game, Na Koja Abad.
    10. Na Koja Abad
    Right. This level is a bit of a pain in the ass, because itís the first time
    you meet the Drakk. There are also a ton of Izanaghi Ghost Warriors knocking
    around, so be careful for gods sake. Ne'ban drops you in a big round flood
    basin, and there's only one way out. There are a couple of minor setbacks to
    this. There are loads of little blue dinosaurs running around and they tend to
    attack you for no reason. They don't take a lot of killing even by Izarian
    standards, but there are a lot of them and they can be quite distracting,
    especially when you're trying to shoot something else. Anyway find your way out
    of the flood basin there should be a couple of guards talking about the dig
    site. Kill these guys and then notice the two turrets on top of the laser gate.
    Use the secondary fire on the Rocket Launcher to attach the rockets to the
    turrets and then duck behind a rock and fire the rocket up in the air. This
    assures you don't waste rockets missing the stupid turrets. Once you destroyed
    them, head off to the right, kill the merc and head left towards a small
    building with shield generators in it. Here you'll find some ammo and an
    auto-turret, as well as some health and shield platforms. There's also a fuse
    box on the left hand side, so open it and turn the laser gate off. Head back
    through the laser gate and keep on going, killing the mercs on the way, until
    you reach the underside of the bridge. There are a couple of mercs here so kill
    them and grab all the ammo and other stuff thatís knocking around. Continue
    along the path until you reach another laser gate, the switch for this one is
    on the gate, but there is a turret on the other side so be prepared to shoot
    it. Next head for the large sewage pipe and get inside. Climb the ladder and
    remember to save. Next, after you've climbed the ladder, walk about 3 feet and
    you'll find another ladder on the right, which you should climb up. You come
    out on a little walkway, so watch the scientists doing there stuff and then
    snipe the guard so he doesn't get a chance to fire back. Then knock off the
    scientists, because if you leave them they'll go find the guards. Grab anything
    thatís lying about and exit the room, through the door furthest from the merc
    you just killed. The door at the end of the corridor won't open so go back to
    the bit about halfway along the corridor and jump onto one of the platforms.
    Try to avoid the steam, but they don't do much damage, so don't worry too much.
    Once you reach the end, climb up the ladder and head to the right. Just around
    the corner is an auto-turret so get your rocket launcher out and fire a couple
    of rockets at it. Follow the corridor and you'll come out on another walkway.
    Watch what happens, which is quite funny, then snipe the guard and kill the
    scientist. Grab the Taika's from the table, and proceed through the next door
    on the long side of the room. In this room you'll find a merc, a large merc and
    a turret. Kill the lot and head across the little bridge into the central room
    and up the ladder. Follow the corridor and you'll come out on yet another
    walkway. Watch the guy test the laser, and then jump down and grab whatever you
    need from the room around you. Head through the door that leads to a short
    corridor and go through the door at the end. There are a couple of mercs in
    here, so kill them and go down the lift. The level gets fairly linear here so
    just keep on going down the lifts until you find yourself in front of a massive
    Drakk ship. Kill the guard on the ramp, grab all the stuff thatís lying around
    and head through the big door. Again the level stays very linear here, just
    kill the guard and climb the ladders, there are about 4 of them. Once you reach
    the top, follow the corridor and you'll come out in the artefact chamber. Use
    the rocket launcher to kill the 2 guards and then go through the beams. The
    majority of them can be ducked under, but they don't hurt much anyway. Once
    you've grabbed the artefact the Drakk will reanimate. Bugger. Anyway, your
    situation is the worst, you get attacked by the Drakk Overseer. Whenever the
    laser sight turns red start running and dodging around and you shouldn't get
    hit. Give it hell with your rockets and remember to shoot them until they blow
    up or they'll auto repair. Once it's dead you just have to get back to the
    large doors to the outside of the ship. On your way you'll probably see some
    more Drakk, but they have to get near you to hurt you so fire at them from a
    distance with the secondary fire of your Rocket Launcher. Once you reach the
    large doors after you've dropped down all the ladders then you're home and dry.
    Only 3 more levels to go and then you're done!
    11. Drakk Hive World
    Okay, I really like this level. The whole feeling of the level is its very
    alien. Usually, in games you'll find the aliens use keycards, regular doors,
    and corridors which are exactly like the human ones. However, in this game
    you'll find the alien landscapes really are alien, really alien. Even the doors
    scare the hell out of me. There just so weird. Anyway, there are loads of Drakk
    on this level, but you do get to use the Drakk Laser, so you shouldn't have any
    trouble killing the regular ones. Also, this tip from Stan Davison, Use the
    secondary fire of the Shock Lance to kill the Drakk Overseers, apparently they
    only take 2 shots from it before biting the dust. Just remember to make sure
    the ones with the laser sights are dead before you move on. I know I keep on
    saying this, but with the number of them on this level if you don't kill them
    properly you could find yourself in a hell of a lot of trouble, and its a waste
    of ammo. You start off outside, so head through the door straight in front of
    you, to get into the base. As you go along you'll see dismembered bodie parts
    in big jars, take the time to press the buttons on the front of the tubes to
    see some really screwed up stuff, jabbering disembodied heads and such like.
    Spooky as hell. The first part of this level is really linear, if you've got
    this far it won't be a problem. On most of the following rooms you'll need to
    kill all of te Drakk Overseer's (they're the ones with the laser sights) before
    the exit will open, so make sure you kill everything in the rooms before trying
    to find a way out. Also, you may notice that when you kill an overseer the
    little cages with the aliens in will open for a second. I've done this level
    killing every single one, and again without killing any of them. As far as I
    can tell it doesn't make the slightest bit of difference whether you kill them
    or not. I'm deliberately not holding your hand through this level, because all
    the rooms look the same up to a point, so it would be difficult to literally
    walk you through. Anyway, after several rooms with jars, eventually you will
    come out in a huge room with a large core building at the centre. Your next job
    is toget into this room. Follow the corridor around the edge, being careful of
    the blue laser grid. On easy this doesn't hurt too much, but if your on Normal
    or Unreal this can really screw up your health for the rest of the level. Just
    be careful and if you get stuck in the middle find somewhere suitable to duck
    and cover until it turns off again. Once your through you'll find a big class
    storage unit with a hideous thing in it. I won't tell you what it is, trust me
    you'll know. Hit the button a few times and electrocute the thing until it
    escapes and then kill it to put it out of its misery. Before long you'll find
    the ramp into the central core, so jump in and take the gravity lift up. When
    you come out, head into the large roomand get ready for a boss, the Drakk
    Caretaker. This guy is quite hard, even on easy because he lasts such a long
    time. I found the best bet is to find yourself a nice pillar to hide behind and
    then use the primary or secondary fires of the Rocket Launcher. You'll probably
    run out of ammo, so use the Drakk Laser as a back up weapon, followed by either
    the grenade launcher or the magnum as a last resort. Another great tip from
    Stan Davison, is to save your EMP grenades and use them on the Caretaker. Upon
    a little checking this is a great idea, as when they split up one of the pieces
    stay still and is really easy to hit. The Duster doesn't do a great deal to
    these guys, and to hurt them you have to lay down a lot of ammo. Still, the
    multi-slugs are probably a good bet, if you can be bothered to fire about 700
    of them. Use it if you run out of everything else. By this time he should be
    very dead, either that or you are a really bad shot. Once its dead grab the
    artifact and get to the next level Marine. Thats an order.
    12. Avalon
    Not gonna need any weapons for this level, my arse. Some git decides to shoot
    you down, so its time to do the one man army thing. From the crash site head
    down to the dead marine and grab his stuff. Listen to the radio for a bit if
    your interested. Now this level is absolutely full of Skaarj, so ignore your
    spore cannon and your flamer, and concentrate on  bringing the more devastating
    weapons to bear. The new secondary fire on the Drakk Laser (like the Drakk
    Caretaker used on you last level) is pretty damn good, but should only be used
    against mass enemies because there is no more ammo for the laser on this level
    and it goes through ammo like nothing else. Anyway, once you've nabbed the
    marines stuff head towards the command centre. On the way you'll meet a Skaarj
    at the top of the hill, and a couple more nearer the building. Make your way to
    the lift at the centre of the far side of the building to where you start, jump
    in and press the buton. Once you reach the top, watch the Skaarj drop the
    marine and the kill him. Make your way up to where you were talking to Hawkins
    right at the very start of the game. Kill the two Skaarj in here, collect any
    health or ammo that you need and press the button to disable the Planetary
    Cannon. Head back down and you'll find the lift won't work. Whip out your
    sniper rifle and get ready for the obligitary FPS sniper bit. You have to
    protect a marine while he fixes the generator. The generator is the thing
    surrounded by the fence, you'll also see the area is strewn with explosive gas
    bottles. Before you start, shoot the ones inside the fence so that they don't
    go off by mistake and leave the rest, they'll come in useful later. Once your
    ready, go and find the marine in your crosshairs and he'll start his trek from
    the door to the fence. Shoot any Skaarj that try to get him, and he'll get to
    fixing that generator. This is where the other gas bottles come in useful. The
    Skaarj attack from three directions, sobe sure you can see them all. They are
    from the hills to the top of your screen, the valleys to the bottom of your
    screen and the far side of the generator complex to the right of your screen.
    The regular Skaarj should only take one shot, though the slower moving Battle
    Skaarj will take a few more, so when they get close to the gas bottles shoot
    them, to save yourself some ammo. Be prepared though, these Skaarj are quite
    hard and they may not stop despite the explosions. If push comes to shove, just
    train your crosshairs on the gap in the fence and shoot them as they come
    through. Remember to reload at quiet points, usually while John and the Marine
    are talking, you don't want to run out of ammo, just as a couple of Skaarj
    break into the area. Depending on the difficulty level, the marine will survive
    for differing amounts of time. On easy, he can take a real good kicking, but on
    Normal or Unreal, you'll have to be quite careful, and tatical. Once your done,
    jump in the lift and head back down. At the bottom you'll meet the marine you
    just covered for, who'll show you the way to the landing pad. Just follow him
    and kill all the Skaarj you come across. Once you make it to the top, get ready
    for another defence level, only this time, its a bit simpler. One entrance,
    guard it. The problem is you get attacked by a load of Battle Skaarj, which is
    a bit of a pain in the ass to say the least. Hopefully, you'll still have some
    rocket launcher ammo left, so use the secondary fire to get a lock, and then
    fire the rocket up in the air, so they don't hit the plasma field. You'll have
    to be pretty good and very quick to keep the fence intact, but on Easy you
    shouldn't have too many problems. I haven't done this bit on Unreal difficulty
    yet, but Normal gave me a bit of trouble so I found another way. Head back to
    the landing pad, find a suitable location you can see the entrance from and get
    the Sniper Rifle out. Wait until the Skaarj start to break through and the
    unload half a clip into each. While this works, it can get a little hairy if
    they get close enough to fire back. Hopefully, you'll get through this bit,
    watch the cutscene and be onto the final level. Hope your ready for the Tosc.
    13. Dorian Grey
    Right, the last level in the game. Watch the cutscene and listen to Hawkins go
    on abouth the artifact. Whilst he's doing this make your way around the room
    picking up all the ammo and health and stuff. Wait until the Tosc is out and
    then give it hell witht the Rocket launcher. Don't bother using the secondary
    fire, as its so slow that you're unlikely to miss it unless your pants, and you
    didn't get this far by being pants. After a few shots a short cutscene will
    play shwing the Tosc lose an arm. Well, that arm is actualy a gun, sograb it
    and let rip at the Tosc, preferably from a safe distance. Once its dead head
    through the door to the right of where Hawkins was earlier on, though if you
    need some health or sheild grab some. There are a couple of those top up
    stations in another room, but I can't remember how I got there in any case. You
    probably won't need them though. After the door take the next door to the left
    and listen to the stunning news Aida has to tell you. I think I kinda saw this
    bit coming. Head through the door and up to Hawkins. Watch the cutscene, press
    the button and head through the opposite door. Now is an excellent time to save
    your game, as your on a timer now and it does get quite confusing. Once through
    the door, kill the Tosc with the Singularity Cannon, don't worry if the marines
    get dragged in by the way, as no one else cares. Head through the only
    available door and keep on going. You'll come out in a room with two bridges
    and a massive gravity drive in it. As soon as you bet onto the bridge, look 90
    degrees to your left and up. There's a Tosc on the balcony above the other
    bridge. He'll shoot it no matter what happens, so make sure you get your shot
    in at him in plenty of time and if he does fire back at you, run like hell.
    Once the gravity drive has been busted by the falling bridge, you have to get
    up to the second floor above where you entered this room. Now betwwen the two
    bridges there is a little platform built into the wall, so jump on this and use
    it to jump up to the top. Now doors in this level have 2 kinds of buttons. If a
    door has a red button next to it, it won't open. If a door has a green button
    next to it, it will. Head towards the door with the green button (to the left,
    I think, I'm writing this from memory) and head into the next room. Your task
    in here is to reach the highest door in the room, its to the right of where you
    come in. It shouldn't take too much effort what with the low gravity. Anyhow,
    get through that door, and there's only a couple of Tosc left! Shortly after,
    you should meet a couple of marines saying that they have to get through the
    next room to get to the escape pods. The problem is there is a Tosc in the
    other room, and this one isn't scripted (which means his actions aren't
    predetermined like the other 3, they're all on the AI). The best way to kill
    this guy, is to open one of the doors, take a pot shot at the Tosc and then
    IMMEDIATELY run in the opposite direction. Remember, if a Tosc even gets a
    vague hot off in your direction, and your still there when it reaches you, you
    are dead. Not hurt, not injured, not even bleeding, just dead. Once this guy is
    dead, head through the door and the ship will start to list. This means
    pressing the door buttons is now a challenge within itself as you have to jump
    and press the use key at exactly the right time. Now provided you haven't
    messed the button pressing/jumping maneuovre too many times, you'll find
    yourself in the escape pod area with the final Tosc there isn't a great deal to
    hide behind here so fire and move, fire and move. Big movements, make sure you
    stay away from the singularitys until they hit the walls. The Tosc should die
    quite quickly provided your not an awful shot, as I said before, they're very
    slow. Once this is done, look for the only open escape pod and jump in before
    the time runs out. Sorted. Done, dusted, finished, complete, accomplished. Well
    done, you have just completed Unreal 2 and as such deserve a cup of tea. Watch
    the outro first though, its a real tearjerker for a game.
    H. Cool Stuff
    Alright, here's a little section on some things that are worth seeing and doing
    whilst making your way through Unreal 2. Just to get the most out of the game.
    1. On Severnaya you can shoot down the flying things with a sniper rifle, or
    just about any other gun. Find the bodies afterwards and blow them up for extra
    2. On Na Koja Abad you can shot down the giant mosquito things. Once you've
    done this go and watch the corpse and shortly a little blue dinosaur will come
    along and drag the insect back to its cave and eat it. Cool.
    3. Always make sure you talk to all of the crew before/after each mission. The
    storyline really does help elevate this game above the regular FPS's of the day
    and to only listen to the in mission parts of it is criminal,
    4. If you find a bunch of enemies talking, let them finish before you shoot
    them. They either have something useful, helpful or funny to say.
    5. If you see a button on a seemingly pointless object, press it. Whats the
    worst that could happen.
    6. Play the Drakk Hive World level with the lights off. It is really, really
    spooky. Especially, when you find the dismembered body parts and the jabbering
    head. Still makes me cringe.
    7. Shoot dead bodies with the Spore Cannon to see all the little spiders swarm
    all over them again. Get Hypersnap DX 5 and take a picture of it, and use it as
    your desktop wallpaper. Its a great conversation piece.
    8. Stick the game on easy, and try to finish the first couple of levels using
    only the Dispersion Pistol. Note, this is not half as easy as it sounds. The
    Skaarj don't take no crap, and thats about the best word to describe the
    Dispersion Pistol.
    9. Take the time to check out the enemies close up, especially the Skaarj. The
    bulging muscles and really alien eyes are beautifully rendered and the
    animations are well worth seeing up close and personal.
    10. On Sanctuary I found a Skaarj lying on the bank of the lake just before you
    get to the power reactor and find Danny. He wasn't dead or anything, he was
    just lying there breathing slowly. Obviously, he was petrified of me, so I shot
    him for being a coward.
    11. Thanks to the rag doll physics, if you get a grenade to land just behind
    someones feet you can make them do a backflip as they die. Not easy but worth
    seeing for the "Karma" physics engine.
    12. This is more of a request. If anyone knows anyway of killing the Seagoat
    that gets on board the ship please tell me, because its really ticking me off.
    13. Just got this gem of info. After you find the seagoat in the electrics,
    you'll be able to find the thing under one of the portside hatches on the top
    floor. If you talk to it in the right order (Spam, Spam, Spam, Humbug) it'll
    come out with some cryptic clues and say its going to report to Lincoln. When
    Aida gives you the briefing there'll be a picture of Lincoln. Also, after the
    ships been repaired chase the little bugger around and eventually you'll say "I
    hope this thing ain't pregnant." I haven't checked these things yet, but I
    14. This is from your walkthrough >>
    >" Head through to the computer room where you'll find
    >the terminal you're supposed to be getting the data from. Unfortunately, one
    >the mercs will disable the terminal. You can't stop this, believe me I've
    >tried. Now matter how much you shoot him, he'll destroy the terminal."
    >Not true...after many attempts ...this solution will destroy him before he
    reaches the terminal..
    >First destroy the two guards in the room with the techie ...
    >Enter the room by the door at the bottom end of the room...so the techie
    cannot see you
    >blow away guard one...then lob frag grenades towards the corner of the room
    wher the second guard and techie are hiding...
    >The guard will be destroyed...but the technician survives...
    >Without letting him get sight of you ..leave the room and go to the other
    entance ....take out the gun turret in the corridor but do not approach the
    door...which is already open...
    >Using the sniper rifle ....(make sure its fully loaded)...pump 7 bullets into
    the technicians head from the back...in rapid succession...
    >every time he takes a slug he falls on his ass'.....immediately he stands back
    up....hit him again...
    >This will kill him for sure....
    >the whole process is totally pointless....cos when you enter the now deserted
    room....you will hear the ghostly voice of the technician say ..hes seen you
    and has to destroy the panel.......
    >Which is real tricky since he's dead of course....
    >...and of course ....even though you prevent the panel's destruction....you
    still dont get any data....and you still fail that part of the mision....
    from Evan Parton, thanks for the tip m8! 8-)
    Also to Stuart Jackson who had a similar suggestion except with incendiary
    I. Shout Outs and Slag Offs
    Right first off big hello's to everybody at Lanarchy, Mcbain, Crippler and
    Hello to everybody at PCZone magazine, without a doubt the best PC mag in the
    Howdy to Furton at Unreal 2 HQ for being supportive
    Also, hello to all at NX Secure. Great form where you can find out practically
    anything about practically anything.
    Big thanks to Turin for correcting me about the Drakk thing (check the versions
    for details).
    Knight Of Nie (Monty Python reference ahoy) for trying to answer the question
    at the bottom of this FAQ, he got it wrong but it was a good try.
    Daniel Almgren for his info about the Seagoat and his hidden agenda for a dead
    american president. Sometimes, weird just isn't the word.
    SylverHawk (Christopher Guimond) for getting the question at the bottom of the
    FAQ right. Big cheers because clearly he is a smarty pants. Its a very obscure
    Another clever person would have to be Antonio Amezcua who got the question
    right also and sent the answer first I think. My Inbox is a bit of a tip at the
    moment, but well done anyway mate. The next question is gonna be even harder.
    Well done to Chris who managed to get both the questions right (Try the new
    Stan Davidson for his tips on how to kill the Drakk Caretaker.
    White Pointer who also has a guide for Unreal 2 on gamefaqs.com. I haven't read
    it yet,
    but I'm sure its excellent and probably has a better description of how to do
    the Drakk Hive World. I'll rewrite mine one day.
    Wotcha to Neil for living in London and being a good mate
    Hidey-Ho to Bert, just cos he's mad and is always a laugh.
    Oh, and hello to Mum, David, Dad, Lyn, Natasha and Lauren. My immediate family.
    Hello to everybody who knows me.
    Oh, and one last thing. Goto Scott Adams Dilbert page and sign up for the Daily
    Dilbert comics. Without a doubt the funniest thing that happens to me every
    day. Can't remember the web address though. Just look for Dilbert on Google.
    Evan Parton, for his info on the way to kill the tech guy before he disables
    the terminal on Sulferon.
    Right slag offs. Ummmmmm.....
    First off all the people who claim that videogames make people violent. People
    are violent enough without video games and beleive it or not World War 2
    happened before the Video game was invented (well at least in the mass market
    sense) along with WW1, the crusades, the english and american civil wars and
    the 100 years war. Proof if proof were needed.
    Any moron who thinks cheating on Counter Strike is cool. May your hard drive
    crash, start to burn and fly out of your computer and hit you in the nuts.
    Rampage Ownz Joo!!
    People who make bad tycoon games. May you burn forever in the pits of hell for
    forcing micromanagement of trailer parks and traffic flow systems on us.
    The person who invented Jerry Springer and other such high brow psychological
    programming. If I ever see you crossing the road, I ain't gonna brake for you,
    And last but not least Adam Barber, because he's stupider than anyone else I
    J. Contact Me
    If you desperately want to talk/marry/pay me then I'm pretty much always
    available either on the Lanarchy forums or on my e-Mail at
    grantnewby88@hotmail.com. Any
    questions/complaints/suggestions/bribes/proposals/job offers should be sent
    And Have a Nice Day!
    P.S. Here's a little mini-quiz question to see how clever you are. First
    correct answer in my Inbox earns a big mention in the next update and all my
    future FAQ's.
    Q. Which game has the followng line of dialogue in the intro?
    "Welcome to Utopia level 5. Have a profitable day executive."
    Q. Who played the lead character in Privateer 2: The Darkening? He was recently
    on BBC 1 in the UK.
    Q. Which 2 game geniuses created Elite, the finest space shooter ever?

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