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    Weapon/Enemy Guide by Joylock

    Version: 1.0 | Updated: 04/02/09 | Printable Version | Search Guide | Bookmark Guide

    Blacksite: Area 51: Weapon and Enemy Guide:
    Document Started: August 20, 2008
    by Alan Chan (joylock @ hotmail.com)
    The Usual:
    This document is mine. Please don't rip it off or take credit for it. If you
    use any of the information provided in this guide in your own FAQ,
    walkthrough, or guide, you must acknowledge that you obtained the information
    from me, and give me proper credit.
    That being said, feel free to post it on any site you want, provided you a) 
    don't make any changes to it, and b) don't charge money for it. You 
    don't even have to get my permission to post it (as long as it remains
    unaltered), but it would be nice if you emailed me and let me know 
    (joylock @ hotmail.com).
    Purpose of this Guide:
    After playing through Blacksite: Area 51, I found that, despite being
    something of a budget release, it was put together reasonably alright,
    and I found it to be a fun game. And, since I wrote a weapon/enemy FAQ
    for the previous game, Area 51, I decided to write one for this sequel.
    Version History:
    *                                                                             *
    *1.0: Initial Release                                                         *
    *                                                                             *
    The latest version of this FAQ can be found at www.gamefaqs.com.
    - Game Mechanics
    - Combat Tips
    - Weapons
    - Enemies
    *Game Mechanics:* 
    -  Blacksite: Area 51 has 3 difficulty settings: Casual, Hard, and Expert. 
       "Casual" is easy, "Hard" is more like normal (and also the default 
       difficulty), and "Expert" is more like hard.
          On Casual difficulty:
          - Enemies do roughly 60% damage
          - Enemies have roughly 66% health
          On Hard difficulty:
          - Enemies do 100% damage
          - Enemies have 100% health
          On Expert difficulty:
          - Enemies do 200% damage
          - Enemies have roughly 120% health
       Difficulty may or may not affect enemy accuracy or intelligence, 
       although I personally haven't noticed any significant difference.
    -  The game uses a regenerating health system. When you take 
       damage, your vision turns red, veins appear in the corner of your 
       vision (to simulate your eyeballs bleeding, I guess), and you start to 
       hear your heartbeat. The more damage you take, the more pronouced 
       these symptoms are, so that if the screen is almost solid red, you're 
       about to die. To heal damage, you need to avoid taking damage for 
       about 4 seconds, after which your health will regenerate back to full in 
       less than a second. 
    -  Note that in Blacksite: Area 51, you can take a relative high amount of 
       firearms damage before dying. On the default difficulty level, you can 
       survive more than a few dozen assault rifle hits before dying. Even on 
       the highest difficulty level, Expert, it takes more than a couple dozen 
       shots to kill you. Many of the melee and spitting attacks used by Xeno 
       aliens can kill you in just 3 to 5 hits, however.
    -  For almost the entire game, you'll be accompanied by 1 or 2 Delta 
       Force squadmates. The game uses an extremely simplified, single-
       button squad command feature. There are 3 basic combat-related 
       commands you can give your squad:
         MOVE TO: To move your squad to a position, point at the area you 
         want them to move to, then press the squad command button. Note 
         that your squad likes to stick close to you, and will actually run BACK 
         to you after running to the ordered position if you're too  far away
         from them.
         ATTACK: To get your squad to concentrate fire on a specific enemy, 
         point at that enemy and press the squad command button. 
         USE TURRET: Point your crosshair at a mounted turret, then press the 
         squad command button, and one of your squadmates will man the 
         turret and use it to mow down attacking enemies (this is VERY useful, 
         so be sure to use it when turrets are in the area).
       Even if you don't give them commands, your squad operates 
       independently in a generally effective manner; they take cover, fire at 
       enemies, blindfire around cover, manuever around, follow you around the
       battlefield, and even toss grenades at groups of enemies.
    -  Your squadmates consist of Logan Somers, Cody Grayson, Mitchell 
       Ambrose, and Dr. Noa Weis. Somers, Grayson, and Ambrose are 
       armed with assault rifles (M4 Carbines), while Dr. Noa Weis carries a
       unique pistol which seems to be a wood-handled Beretta M9 with a 
       recoil compensator muzzle extension attached. All four also carry frag 
       grenades, and can also melee attack enemies that get too close.
    -  Squadmates are unkillable. If they take too much damage, they'll be 
       knocked out for a dozen seconds or so, but will recover and get back 
       up again soon enough. The amount of damage squadmates can take 
       before they are knocked out depends on squad morale.
    -  The effectiveness of your squad is affected by the game's morale 
       system. The morale system is based on how well you and your squad
       are doing in combat. Killing enemies, scoring headshots, and 
       commanding your squad to attack specific targets raises morale. 
       Taking damage lowers morale, and if one of your squadmates is 
       knocked out, morale automatically drops to "low".
       When morale is low, your squadmates become very vulnerable, and 
       can be knocked out after suffering relatively little damage. They also 
       become less effective, and will fire back at the enemy much less often 
       (only firing 2 or 3 shots every couple of seconds, for example).
       Conversely, when morale is high, your squadmates become tougher 
       than usual, and can survive more damage without being knocked out. 
       They also become more effective in combat, firing at the enemy in 
       prolonged, accurate streams of gunfire.
       Morale will return to normal over time. Thus, if your squad morale is 
       low, it will eventually go back to normal once the current firefight is 
       over and you go for several seconds without any combat. Likewise, if 
       morale is high, it will also go back to normal after a couple dozen
       seconds or so of you not killing anything.
    *Combat Tips:*
    -  Taking cover behind walls and objects is a good way to reduce the 
       damage you take from enemy gunfire. You can also duck behind low 
       objects, then stand up briefly to return fire before ducking down again 
       to avoid the enemy's return fire. Note that most of the objects you can 
       take cover behind in the game are destroyable by enemy gunfire, so if 
       the concrete barrier you're hiding behind crumbles away, you'll want 
       to run to a new piece of cover to avoid getting shot up.
    -  Don't be shy about using ammo or grenades. Both are plentiful 
       throughout the game, and you'll frequently come across ammo 
       pickups that fill your levels of ammo or grenades up to maximum.
    -  Also, don't get too attached to your weapons, as you'll often be reset 
       back to an assault rifle and a pistol at the beginning of each new 
       mission, and sometimes even at each new level transition.
    -  In Blacksite: Area 51, you can only carry 2 weapons at a time. When 
       you pick up a new weapon, you'll drop the one you're currently 
       holding in your hands. Besides your two primary weapons, you'll also 
       be able to carry 5 frag grenades, which can be thrown at any time. 
       You can also perform a melee attack with whatever weapon you're 
    -  Blacksite has a relatively small weapon selection, with only 6 useable 
       firearms. Of those, only the pistol, assault rifle, scatter gun, and 
       advanced sniper rifle see general use throughout the game. The 
       antitank launcher mostly appears only in boss fights, and the plasma 
       rifle is only available in the game's last few missions.
    -  In the game's first mission ("Iraq"), you're equipped with an assault 
       rifle and an advanced sniper rifle. All of the game's other missions 
       start you out equipped with an assault rifle and a .45 combat pistol.
    -  The game features four types of ammo pickups: small ammo crates, 
       large ammo crates, grenade crates, and missile crates. Small ammo 
       crates give you 2 magazines worth of ammo for each weapon you're 
       carrying (1 magazine of ammo for the Scatter Gun). Large ammo 
       crates give you the maximum amount of ammo you can carry for all 
       weapons you're holding. Grenade crates give you 3 grenades. Finally, 
       missile crates refill your store of antitank launcher ammo. You can 
       also get ammo from the weapons that enemy soldiers drop.
    -  NOTE: Area 51: Blacksite doesn't have an SDK or any other method
       for me to browse the game's files, so the damage values given here
       are estimates based on in-game observation.
    Melee Attack: 
    Damage: ~100 to 200
    You can perform a melee attack with the firearm currently held in your 
    hand. This is useful for striking at enemies that manage to get right up 
    in your face. The melee attack is actually pretty powerful; it usually 
    kills enemy soldiers in 1 hit (although you occasionally have to hit 
    Reborn soldiers twice to kill them).
    .45 Combat Pistol:
    Real Name: H&K Mk23 Pistol 
    Damage: 40 
    Rate of Fire: 450 rpm 
    Clip Size: 15 
    Max Ammo: 90
    The .45 combat pistol is the game's backup sidearm. You begin 
    almost all missions in the game with an assault rifle and a pistol. 
    The pistol does more than twice as much damage as the assault rifle, 
    and also has a pretty quick rate of fire and a decent clip size. It also 
    reloads relatively quickly, too.
    On the downside, it's semi-automatic, so you need to press the fire 
    button each time to fire each individual bullet. The pistol also doesn't 
    have perfect accuracy, unlike the assault rifle, so you do tend to miss 
    some of your shots at long range. One final drawback of the pistol is 
    that it's not loaded with tracer rounds, so you won't be able to see 
    your bullets travel through the air, or reliable track where they strike. 
    Overall, the pistol is a decent backup weapon, but it's not as good as 
    any of the game's primary weapons. I recommend you trade it for a 
    scatter gun, advanced sniper rifle, or plasma rifle if any of them 
    become available.
    Assault Rifle:
    Real Name: M4 Carbine 
    Damage: 15 
    Rate of Fire: 600 rpm 
    Clip Size: 45 
    Max Ammo: SP: 450
              MP: 225
    The assault rifle is your default weapon in Blacksite: Area 51, and will 
    be the weapon you use most often throughout the entire game. The 
    assault rifle is actually a really good weapon, with perfect accuracy, a 
    high rate of fire, a large clip size (45 rounds instead of the standard 30 
    round mags of most FPS assault rifles), and a pretty fast reload. The 
    assault rifle is also equipped with a reflex scope, which lets you zoom 
    in somewhat on distant targets. Ammo for the assault rifle is also 
    really common, as most of the enemy soldiers you encounter will drop 
    assault rifle ammo when killed.
    One neat trick with the assault rifle is that it's loaded with two 
    magazines taped together with duct tape. When the first magazine 
    runs out of bullets, you'll immediately swap to the second magazine in 
    a split second (without even needing to re-cock the rifle), allowing you 
    to keep up a constant rate of fire. This "fast reload" is quicker than a 
    manual reload (where you swap both magazines for a fresh pair, then 
    re-cock the rifle), but only occurs when you fire all the bullets in the 
    first magazine. Pressing the reload button performs a manual reload 
    (which, although slower, is still reasonably fast).
    Overall, the assault rifle is a great weapon with no real drawbacks, 
    and should serve you well throughout the game. I recommend you 
    always carry it around.
    Advanced Sniper Rifle:
    Real Name: XM-8 Sniper Variant
    Damage: ~170 
    Rate of Fire: 120 rpm 
    Clip Size: 5 
    Max Ammo: 15
    You start the game's first mission equipped with an advanced sniper 
    rifle, and can also pick one up later in the game from enemy snipers. 
    As you'd expect, the sniper rifle is equipped with a high magnification 
    scope that allows you to zoom in on and pick off distant targets at 
    long range. The sniper rifle is semi-automatic and features a relatively 
    fast rate of fire (you can fire 2 shots per second). It's also reasonably 
    powerful, and will kill enemy soldiers with a single shot to any part of 
    their body. Ammo for the sniper rifle is also pretty common, since it's 
    restored to full whenever you pick up a large ammo crate.
    The only real drawback to the sniper rifle is that it's not particularly 
    effective against Xenos, such as Drudges or Flatworms. It's best to 
    use it exclusively for picking off enemy soldiers (use the fast-firing
    assault rifle for mowing down Xenos). Another drawback of the sniper 
    rifle is its longer than usual reload time.
    The sniper rifle hits instantly. When dealing with moving enemies 
    (such as enemy soldiers who are strafing while firing), you should 
    move the crosshair ahead of their path, then fire once they run right 
    over the crosshair.
    Overall, the sniper rifle is a great weapon, and lets you pick off enemy 
    soldiers at from the relative safety of long range. Don't be shy about 
    using it, as you restock ammo for it pretty often.
    Antitank Launcher:
    Real Name: FGM-148 Javelin Missile Launcher
    Damage: ~1500+
    Damage Radius: 14 meters 
    Rate of Fire: N/A 
    Clip Size: 1 
    Max Ammo: SP: 3
              MP: 2
    The antitank launcher is a bulky, single-shot missile launcher. It is VERY 
    powerful, and will kill any normal enemy (except for Large Flatworms 
    and bosses) in a single hit. It also has a very large splash damage 
    radius of more than 40 feet, and can kill a group of several enemies with
    a single missile. On the downside, the antitank launcher needs to be
    reloaded after each shot, and it takes about 3 to 4 seconds for each
    reload. The launcher is also very heavy, and slows your movement speed
    down to about half when you're wielding it (it's the only weapon that
    affects your movement speed).
    The launcher is equipped with a computerized targeting scope that 
    allows you to "lock-on" to enemies with the missile's heat-seeking 
    feature. Just activate the scope, then aim the crosshair at the enemy 
    for a second or so to lock-on. Once locked-on, the heat-seeking 
    missile will seek the enemy and track it even if it moves or tries to 
    dodge. Missiles fired without using the scope are "dumb-fire", and will 
    travel in a straight line without any heat-seeking ability.
    The antitank launcher and its corresponding ammo is also quite rare; 
    you usually only get it for use in boss fights, i.e. against enemy 
    helicopters, Spore Towers, or Fire Brutes. 
    Unlike the game's other weapons, you won't get missile ammo from 
    ammo crates. You can only get more rockets specifically from missile 
    crates, or by picking up spare antitank launchers.
    The antitank launcher's rarity makes it mostly only useful for the boss 
    battles in which it appears, although you can carry it around after the 
    boss battle and use your 3 missiles to kill some regular enemies too.
    Scatter Gun: 
    Damage: ~30 x 12 
    Rate of Fire: 60 rpm 
    Clip Size: 10 
    Max Ammo: 50
    The scatter gun is an experimental alien weapon used by the Reborn 
    soldiers (most Reborn soldiers are equipped with either assault rifles 
    or scatter guns). It behaves similar to a shotgun, firing a spread of 12 
    orange energy pellets. The spread is pretty wide, making it mostly 
    useful at close range, and less useful at medium or long range due to 
    the pellets dispersing so that only a few hit after a dozen feet or so. 
    The scatter gun is reasonably powerful, and can kill enemy soldiers in 
    a single shot at close range. 
    The big drawback to the scatter gun is its rate of fire is rather slow, 
    especially compared to other FPS shotguns. You can only fire 1 shot 
    every second. Also, there's a split second delay between when you 
    press the fire button, and when the gun actually fires. Finally, the 
    reload time is somewhat long when compared to the assault rifle or 
    The scatter gun can be "charged" by holding down the fire button. A 
    charged shot doesn't do more damage, but the pellet spread is much 
    tighter, increasing the weapon's effective range. Pellets from a 
    charged shot also bounce off walls and other objects. Finally, when 
    you charge up a shot, the gun fires as soon as you release the fire 
    button, without the split-second delay in firing that normally occurs 
    when you just fire a regular shot.
    Overall, due to the low rate of fire and split-second delay when firing 
    uncharged shots, the scatter gun isn't as useful as the assault rifle. 
    I don't particularly recommend it. If you really want to use it,
    for best results you should use charged shots; charge up a shot 
    when you're safe behind cover, then pop out and nail an enemy with 
    it. Since charged shots have a narrower pellet spread, they can still 
    kill enemies at medium range (although it may take 2 or 3 shots to do 
    the job).
    Plasma Rifle: 
    Damage: ~400
    Damage Radius: 5 meters 
    Rate of Fire: 60 rpm 
    Clip Size: 5 
    Max Ammo: 25
    The plasma rifle is probably the most powerful weapon in the game 
    (it doesn't do quite as much raw damage as the antitank launcher, but
    unlike the antitank launcher it's common enough to be used as a "normal"
    weapon and isn't only limited to special encounters). The plasma rifle
    basically fires a fast-moving plasma ball that passes through enemies
    and explodes on impact with a solid surface. It is very powerful, and
    will kill enemy soldiers in a single direct hit. The splash damage is
    also usually lethal with one hit, and has a decent radius of about 
    a dozen feet. Additionally, the rate of fire and clip size are also
    pretty good considering how powerful the individual shots are.
    The plasma rifle is kind of a combination of a railgun and a rocket 
    launcher. The plasma ball can pass through multiple enemies, killing 
    them all, and also produces a small explosion on impact with a 
    The plasma rifle's only real downside is the fact its low rate of fire 
    makes it ineffective against large swarms of small, weak enemies (i.e. 
    packs of Explosive Skrabs). It also has a longer reload time than the
    assault rifle or pistol (just like the scatter gun and advanced sniper 
    The plasma rifle is only available in the game's last few levels (you 
    can pick up it from fallen Reborn soldiers), but it's a great, powerful 
    weapon, and I recommend you use it as your second weapon next to 
    your assault rifle.
    Frag Grenades: 
    Real Name: M67 Frag Grenades
    Damage: ~1000
    Max Ammo: SP: 5
              MP: 3 
    Along with your two primary weapons, you can also carry a few frag 
    grenades to throw at enemies. Frag grenades explode a couple 
    seconds after being thrown, or instantly upon hitting an enemy. They 
    have a reasonably large splash damage radius of more than 20 feet, and
    can kill a group of several enemy with a single blast.
    You can also "cook" a grenade by holding down the throw button to 
    shorten the time it takes for the grenade to explode after landing. Be 
    careful though; if you hold onto the grenade for 2 seconds, it will 
    explode in your hand: this is lethal on Expert difficulty or in 
    multiplayer, and will critically injure you on default (Hard) difficulty.
    Don't be shy about using frag grenades, as refills for them are fairly 
    common (you get frag grenades from grenade crates, and enemies 
    also drop them fairly often).
    -  NOTE: Area 51: Blacksite doesn't have an SDK or any other method
       for me to browse the game's files, so the health values given here
       are estimates based on in-game observation.
    -  Enemy A.I. in Blacksite: Area 51 is surprisingly solid, but nothing
       revolutionary. Enemy soldiers do most everything you'd expect from a
       modern FPS game. They strafe while firing, often run for cover, and
       usually take cover behind objects while popping out to fire at you.
       They provide covering fire for each other and typically advance under
       covering fire, as well as make rudimentary attempts to flank you.
       Enemy A.I. in Blacksite is pretty good at advancing towards you from
       cover to cover. So, instead of charging you head-on, enemy soldiers
       tend to advance forward from one piece of cover to another. They're
       also reasonably reactive, and will retreat to a better position
       if you flank their cover area or shoot them.
       Still, overall enemy soldiers in Blacksite are easy enough to mow down
       individually with the assault rifle. They're reasonably manueverable
       and mobile and do spread out somewhat across the battlefield, yet they also
       can often be caught standing in one spot firing at you (especially indoors),
       making them a stationary target. Overall, it's fairly easy to take cover,
       then pop out and shoot them. They also general always advance towards you
       in a reasonably predictable manner, and don't seem to retreat and set up
       ambushes like, say, the Replica soldiers in F.E.A.R.
       Offensively, enemy soldiers can melee you with the butt of their firearm
       if you get up close to them. Enemy Reborn soldiers can also throw frag
       grenades at you to flush you out of cover or to attack you directly.
    -  Enemy soldiers are vulnerable to headshots. However, the way this is
       implemented is different from most other First Person Shooter games.
       Enemies don't take extra damage from headshots, but after taking 2
       or 3 shots to the head, an enemy soldier will die instantly.
       Iraqi Republican Guards require 2 headshots to kill. 1 shot will
       knock off their helmet or beret, while the 2nd shot kills them.
       Reborn Soldiers require 3 headshots to kill. 2 shots will damage
       their headgear, while the 3rd shot will kill them.
    Iraqi Republican Guard:
    Appearance: Middle Eastern soldier wearing tan-color shirt uniform. 
    Health: 130
    Weapons: Assault Rifle (AK-47)
             Sniper Rifle (Dragunov) 
    Other Attacks: Melee Attack
    Iraqi Republican Guard soldiers are your primary opponents in 
    Mission 1: Iraq. Despite being standard human soldiers (as opposed 
    to the augmented Reborn troops you face later in the game), IRG 
    soldiers can actually survive quite a few bullet hits; on the default 
    difficulty, it takes 9 assault rifle shots to kill one (which is still less
    than a second of constant fire). Still, IRG soldiers are somewhat weaker 
    than Reborn troops; they have less health, and they also either have 
    weaker weapons or lesser accuracy, because it seems to take longer 
    for them to kill you with assault rifle fire.
    IRG soldiers are armed with AK-47 assault rifles, and can also melee 
    you with the butt of their rifles if you get too close to them. Unlike 
    Reborn troops, IRG soldiers don't seem to throw frag grenades.
    IRG soldiers have the same basic behavior and A.I. as the game's 
    other soldier characters. They take cover behind objects, fire from 
    behind cover, advance from cover to cover, strafe while firing,
    change cover when threatened or outflanked, etc.
    Overall, Iraqi Republic Guard soldiers aren't much of a challenge, 
    even on Expert difficulty. You can survive a few dozen bullet hits 
    before your health is significantly threatened, and it's easy enough to 
    mow them down with assault rifle fire, or a well-aimed burst aimed at 
    their heads.
    There are actually 3 different types of IRG soldiers you'll encounter in 
    the game; basic soldiers, officers, and snipers.
    Soldiers: Standard IRG soldiers wearing tan helmets. 
    Officers: IRG officers wear red berets; usually 1 or 2 of them can be 
    found leading each group of IRG soldiers. Officers don't seem to 
    behave any differently from standard soldiers, as far as I can tell.
    Snipers: There are about 3 enemy snipers in the Iraq missions. They 
    wear red berets and green shirts, and are armed with Dragunov 
    sniper rifles. They usually snipe at you from high-up locations, such 
    as wall ramparts or up in wood scaffolding. They're not too 
    dangerous; on the default difficulty level, you can survive several 
    shots from their sniper rifles before dying.
    Reborn Soldier:
    Appearance: Cybernetically augmented soldier with grey, mottled 
                skin, wearing large black armored vest, armored gloves
                and boots, and grey camo uniform. 
    Health: 170
    Weapons: Assault Rifle
             Scatter Gun
             Plasma Rifle
             Antitank Launcher 
    Other Attacks: Melee Attack
                   Frag Grenades
    Reborn soldiers are your primary opponents in Blacksite: Area 51, 
    and the game's plot revolves around them and their insurrection 
    against the U.S. government spilling out into open war in and around 
    Rachel, Nevada. 
    The Reborn are kidnapped civilians or disappeared U.S. soldiers who 
    have been augmented with alien gene therapy treatments and 
    cybernetic implants. They have mottled grey skin (they look a lot like 
    the newer version of the Borg), and wear a heavy suit of black body armor 
    over dark grey camo uniforms.
    Reborn soldiers are tougher than the Iraqi Republican Guard soldiers 
    from Mission 1. They have more health, better accuracy and/or more 
    damaging asssault rifles, and also throw grenades at you to attack 
    you or flush you out of cover. They can also melee you with their rifle 
    butts if you get too close to them.
    On default difficulty, it takes 12 assault rifle shots to kill a Reborn 
    soldier. Reborn soldiers can also be killed with 3 headshots (the first 
    two shots damages their facial covering, the next shot will kill them).
    Most Reborn soldiers are equipped with assault rifles (M4 carbines) or 
    scatter guns. About 4 Reborn soldiers in the game carry antitank 
    launchers, which can critically injure you on Hard difficulty and 
    outright kill you in 1 hit on Expert. Finally, a dozen or so Reborn 
    soldiers carry plasma rifles in the game's last few levels.
    Overall, Reborn soldiers can be taken out using standard combat 
    tactics. Take cover, pop out and mow a couple down with the assault 
    rifle, then dodge back behind cover before you take too much 
    damage. Aiming bursts of fire at their head can be effective, and 
    grenades can be used to wipe out close-together groups of Reborn 
    There are 3 different Reborn soldier character models, however the 
    difference between them appears to be entirely cosmetic. Which 
    model appears when a given soldier spawns is entirely random.
    Reborn Insurgent: Story-wise, these are the lowest-ranking Reborn, 
    created from homeless citizens, illegal immigrants, or captured enemy 
    combatants. They have unmodified faces, wearing only a pair of 
    combat goggles.
    Reborn Soldier: Mid-rank Reborn, identified by a metal face-plate over 
    their face. These guys have no dossier file describing them, and are 
    only named in the game's multiplayer mode.
    Reborn Recon Troop: An improvement over the standard Reborn 
    Insurgents, the Reborn Recon Troops are made from injured U.S. 
    soldiers who were officially dubbed KIA and shipped to Area 51 for 
    experimentation. The wear black hoods over their heads, and have a 
    single targeting lens over one eye. Although the game's dossier 
    describes them as better trained and more effective than Reborn 
    Insurgents, I didn't really notice any major in-game difference.
    Reborn Elite: The game's dossier files describe "Reborn Elite", special 
    Reborn soldiers injected with Xeno cells. However, they don't seem to 
    appear in the actual game (the photo attached to the "Reborn Elite" 
    file is just a regular Reborn Soldier shrouded in shadows). 
    Reborn Sniper: 
    Appearance: Reborn Recon soldier wearing black mask, with a
                yellow monocular scope over one eye.
    Health: 130 
    Weapon: Advanced Sniper Rifle 
    Other Attacks: Melee Attack
    Reborn snipers are a special group of Reborn Recon soldiers armed 
    with advanced sniper rifles. They actually have less health than other 
    Reborn soldiers, but compensate with their long range sniper rifles. 
    Reborn snipers basically just stay in one position and snipe at you 
    from long range; they won't move around, try to dodge behind cover, 
    or throw grenades (although they do try to melee you if you run up 
    into their faces).
    Reborn snipers are actually pretty rare. You'll face a few guarding the 
    drive-in theatre in the last level of Mission 3: Rachel (entitled 
    "Somebody Call FEMA"). You'll also snipe several in a sniping 
    sequence early on in Mission 4: Counter-Insurgency. A few are also 
    guarding the outpost where Noa Weis crashlands in Mission 5: 
    Topside. Overall, there's only about 16 or so Reborn snipers in the 
    entire game.
    Reborn snipers are very accurate, seldom missing their shots. They 
    also have a decent rate of fire, firing a shot every second or two. On 
    the plus side, their sniper rifle shots don't do too much damage; on 
    Hard difficulty, it takes 8 hits to kill you, and even on Expert difficulty it 
    takes 4 hits to kill you.
    When fighting Reborn snipers, your best bet is to advance towards 
    them while using objects (such as barriers or cars) as cover to hid 
    from their shots. Once you get close enough, counter-snipe them with 
    a few bursts of return fire from your assault rifle.
    Reborn Scout:
    Appearance: 10-foot tall cyborg, consist of a woman's head, arms, 
                and upper torso attached to an exoskeleton frame with
                two large mechanical legs. 
    Health: ~370
    Weapons: Dual Pulse Weapons 
    Other Attacks: Melee Attack
    Reborn Scouts are the most heavily cybernetically augmented Reborn 
    troops, consisting of a woman's upper body surgically severed from 
    the waist up, and attached to a mechanical exoskeleton with two large 
    mechanical legs. They are somewhat mis-named, as their in-game 
    role is more akin to a walking mobile weapons platform. Reborn 
    Scouts are equipped with a pair of energy pulse weapons mounted 
    over their shoulders, which they use to rapid-fire twin streams of 
    energy blasts at you while they stride back and forth across the 
    battlefield. Their weaponry is almost twice as strong as the assault 
    rifles wielded by standard Reborn soldiers. They also have near-
    perfect accuracy, and won't miss you unless you hide behind cover.
    Reborn Scouts are mostly found in Mission 3: Rachel, although 
    several appear in Mission 4: Counter-Insurgency, and a couple 
    appear near the beginning of Mission 5: Topside. Many major 
    shootouts against Reborn soldiers will also feature 2 or 3 Reborn 
    Scouts mixed in as fire support. There are a total of about 23 Reborn 
    Scouts throughout the entire game.
    Reborn Scouts are relatively heavily armored, and it takes a couple
    dozen rounds of assault rifle fire to bring one down. When "killed",
    the Reborn Scout's exoskeleton will collapse, and the torso will detach
    itself and start crawling towards you rapidly; if it gets near you,
    it will explode and do significant damage. Once you drop a Scout,
    be sure to blow up the torso with a few more assault rifle shots 
    before it gets close to you.
    Fighting Reborn Scouts is straightforward enough; aim your assault 
    rifle at them, hold down the fire button and don't let up until they die. 
    They're pretty tough, so expect to use more than 2/3rds of a full clip of
    ammo to bring one down. Be sure to fire from near cover, and to dodge or 
    duck behind cover once you start taking significant damage from their 
    constant energy pulse fire. At close to medium range, you can toss a 
    grenade at a Reborn Scout to kill it instantly, although you'll still have 
    to deal with the kamikaze torso.
    - "Xenos" is the term used for the various alien lifeforms that are
      appearing around Rachel, Nevada as a result of the alien device
      the Reborn have activated. Although the Reborn soldiers will be
      your primary enemies in Blacksite, encounters against Xenos are
      staged at regular intervals between Reborn shootouts to give the game
      a good level of variety.
      Most Xenos, such as the Skrab, Bug-Ridden, and Drudges will simply
      charge towards you and attack you when they get close. Flatworms
      are a stationary, turret-like Xeno that will spit average-speed
      homing balls of plasma at you.
      Xenos are fairly simple-minded, monster-type enemies, and generally
      attempt to overwhelm you by attacking in groups of several at once.
    Explosive Skrab:
    Appearance: Pig-sized, lobster-like insectile alien with glowing yellow 
    eyes and spider-like legs. 
    Health: 1 
    Attacks: Exploding
    Described by one of your squadmates as "walking IEDs", Explosive 
    Skrabs are basically small, insect-like aliens that scuttle towards you 
    and, when they get close, will leap at you and explode themselves. 
    They do significant damage, and on the default difficulty level can kill 
    you with 3 direct hits. Skrabs usually attack in large groups of up to 
    several at once, and you'll often face swarms of several groups in a 
    single area. They are the most common Xeno enemies you face in 
    the game.
    On the plus side, Skrabs' speed is pretty average (more of a scuttle 
    than a full run), and their highly explosive nature also makes them 
    very fragile. A single hit from any weapon will kill a Skrab, causing it to 
    explode and blow up any other Skrabs near it. In fact, a swarm of 
    several Skrabs can be killed by just shooting one of them; the 
    explosion will create a chain reaction causing all the other Skrabs to 
    Since killing a single Skrab tends to blow up its entire swarm, Skrabs 
    are actually pretty easy to fight by mowing them down with quick 
    bursts from your assault rifle. In fact, they're a good way to rack up 
    kills to boost your squad's morale level.
    Bug-Ridden (Xeno-infected Human):
    Appearance: Muscular mutated human, with barbed tentacle growing 
    out of its mouth, blade-like claws, and glowing yellow eyes. 
    Health: ~170 
    Attacks: Melee Attack, Goo Spit
    Bug-Ridden are mutated humans who have been exposed to Xeno 
    spores. They mostly attack by running at you and swiping at you with 
    their claws when they get close. They can also spit a large wad of 
    brownish goo at you in an arc from a few dozen feet away. Their 
    attacks do average damage; it takes 5 claw strikes or several goo spit 
    hits to kill you. Bug-Ridden can survive roughly the same amount of 
    damage as Reborn soldiers. They tend to attack in groups of several 
    at once.
    Bug-Ridden actually only appear about 4 times in the entire game; 
    Several of them attack you in a condemned building in Iraq, and a few 
    more can be found inside the bunker at the end of the Iraq mission. A 
    couple dozen Bug-Ridden also attack you throughout the suburbs in 
    the "Domestic Surveillance" level about halfway through Mission 3: 
    Rachel. Finally, a dozen or so Bug-Ridden attack you at the beginning 
    of the game's final mission inside the ruins of Area 51, Mission 6: 
    Wrecked. There are a total of about 52 of them throughout the entire 
    Shooting a Bug-Ridden in the head will cause it to enter a confused 
    state. The Bug-Ridden will stop running and instead lurch towards you 
    in a walk, and may even attack other Bug-Ridden that get in its way. 
    Thus, the best way to stop Bug-Ridden from swarming you is to shoot 
    them in the head, slowing them down significantly. Note that, when 
    lurching, Bug-Ridden can still spit goo at you from long range.
    Bug-Ridden have a nasty habit of getting back up again a few seconds
    after seemingly being "killed". On the plus side, when they do get back
    up, it only takes a few more bullet hits to kill them again, permenantly.
    Overall, the best way to kill Bug-Ridden is to shoot them in the head 
    to slow them down to a slow lurch, then finish them off with gunfire 
    from your assault rifle. Be prepared to mow them down with an 
    assault rifle burst if they get back up again after being "killed". Slowing 
    them down with headshots is pretty important, as several of them can 
    swarm and overwhelm you and your squad if you let them run at you 
    at full speed.
    Appearance: 8-foot tall, brown, sandcrab-like alien, with a large 
    crested head and a single glowing yellow cyclops eye. 
    Health: ~250 
    Attacks: Melee Attack
    Described as "Octopus-Dogs" by your squadmates, Drudges are 
    large, Crab Spider-like aliens based on the urban myth of the Iraqi 
    Camel Spider. They scuttle towards you, and claw at you when they 
    get close. Their claw attacks do decent damage, and can kill you in 4 
    hits. Although they move at average speed, Drudges are tougher than 
    average, and take a decent amount of firepower to bring down (it 
    takes almost half a clip of assault rifle fire to kill one).
    Drudges can sometimes slide sideways when shot to try and avoid
    your fire, but mostly they simply charge straight at you. 
    There are several areas throughout the game where you'll encounter 
    Drudges. They're rarer than Reborn soldiers, but more common than 
    Bug-Ridden mutants. You'll face a few dozen of them throughout the 
    Drudges are probably best mowed down with the assault rifle. Aim for 
    the head, and particularly the glowing eye, for the most damage. It still 
    takes almost 20 shots to kill a Drudge even when shooting it in the 
    eye, but you'll do somewhat more damage aiming for the eye or head 
    than for the body. Shooting them in the eye also causes them to twitch,
    briefly stunning them and preventing them from advancing on you.
    Despite their higher-than-average durability, overall Drudges aren't 
    too much of a threat if you're reasonably skilled. Just mow them down 
    with the assault rifle as they come. Rack up kills to boost your squad 
    morale, and they'll help you mow down the Drudges much more 
    Dark Drudge: 
    Appearance: 8-foot tall, black, sandcrab-like alien, with a large 
    crested head with spiky protrusions, and a single glowing yellow 
    cyclops eye. 
    Health: ~450 
    Attacks: Melee Attack, Goo Spit 
    Dark Drudges are a tougher, more advanced class of Drudge that first 
    begin to appear from Mission 4: Counter-Insurgency onwards. Dark 
    Drudges have about twice as much health as regular Drudges, and 
    also can spit a spray of greenish acid at you from medium range. 
    Their acid attack does heavy damage, and can knock off almost half 
    of your health in a single hit. Their claw attacks are also stronger than 
    those of standard Drudges, and can often kill you in just 3 hits.
    On the plus side, Dark Drudges are pretty rare. They are spawned 
    infinitely by the Spore Tower bosses, but outside of the Spore Tower 
    battles you'll only encounter less than a dozen or so through the 
    regular course of the game.
    Other than their increased durability and ranged acid spit attack, Dark 
    Drudges behave similarly to regular Drudges. They scuttle towards 
    you, and will slash at you with their claws when they get close. They 
    can be killed in the same manner as regular Drudges, but their high 
    health means that it takes almost a full clip of assault rifle fire to kill 
    one. It's best to order your squadmates to concentrate fire on a Dark 
    Drudge to help you take it down; you can also use grenades against 
    them for easy kills.
    Small Flatworm:
    Appearance: 12-foot tall snake-like brown worm, with a custacean-like 
    split-jawed head. 
    Health: ~1200 
    Attacks: Homing Plasma Spit
    Flatworms are large, snake-like alien worms that erupt out of the 
    ground and attack you at various points in the game, most often on 
    the highway during the game's vehicle sections. Flatworms are quite 
    tough, and it takes about 2 clips of assault rifle fire to kill one. 
    Flatworms are stationary, and attack by spiting out homing balls of
    plasma every couple of seconds. Flatworm plasma balls move at an
    average speed, but will perfectly home in on you and explode upon
    contact. They do significant damage, and can kill you in 3 hits.
    Small Flatworms actually only appear in about 4 different areas in the 
    game, and there are a total of about 22 Small Flatworms throughout 
    the entire game.
    When fighting Flatworms, it's important to shoot down their homing 
    plasma balls with your assault rifle. This is pretty easy to do, since 
    Flatworms have a low rate of fire and their homing balls move 
    relatively slowly. When no homing balls are in the air, concentrate 
    your fire on the Flatworm itself. They're not too tough, as long as you 
    make sure to destroy their projectiles before they reach you.
    When driving an armored Humvee, for some reason your AI-
    squadmates are unable to shoot down the Flatworms' homing plasma 
    balls themselves using the Humvee's machinegun turret. They'll fire at 
    the plasma balls, but for some reason they won't hit them. When a 
    Flatworm appears, you'll have to get out of the vehicle, hop in the 
    turret yourself, and shoot down the homing balls manually.
    When on foot, one way to quickly finish off Small Flatworms is to toss 
    a grenade at them. This will seriously injure them, and all you to finish 
    them off with a quick burst of assault rifle fire.
    Large Flatworm: 
    Appearance: 25-foot tall snake-like brown worm, with a crustacean-
    like split-jawed head. 
    Health: ~4000 
    Attacks: Homing Plasma Spit 
    Large Flatworms are the larger, tougher versions of the standard 
    Small Flatworms. These things are huge, taller than a house (one 
    even bursts OUT of a house, smashing through the roof). They're 
    extremely tough (it takes several clips of assault rifle fire to kill one), 
    and the homing plasma balls they spit out do more damage (2 hits 
    can kill you dead).
    You only fight 4 Large Flatworms on foot throughout the entire game, 
    and each one serves as a sort of mini-boss fight. You'll also fight 
    about 13 Large Flatworms split between two vehicle sections towards 
    the end of the game.
    Fighting them involves more or less the same strategy as the Small 
    Flatworms. Blast at them with your assault rifle, but be sure to switch 
    targets and shoot down their homing plasma balls whenever they spit 
    one (which is usually every couple of seconds). As long as you 
    destroy their plasma shots, they shouldn't pose much of a threat to 
    you, and will go down after you shoot them enough. You'll
    use up a lot of ammo taking one down, but the supporting fire
    from your squadmates helps a lot in killing them faster.
    During the final vehicle section in Mission 5: Topside, you'll drive a 
    military Humvee through a canyon populated by Large Flatworms. 
    Your squadmates seem to have trouble shooting down the Flatworms' 
    homing projectiles, so you'll need to get out of the vehicle whenever a 
    Flatworm appears, man the roof-mounted turret yourself, and hose 
    the Flatworm with machinegun fire while shooting down the projectiles 
    it fires at you.
    Reborn Helicopter:
    Appearance: A Blackhawk military utility helicopter, painted black. 
    Health: High 
    Attacks: Side-door-mounted XM312 machinegun turrets, Rocket launchers
    Military helicopters crewed by Reborn soldiers will strafe you at a few 
    occasions throughout the game. These helicopters have mounted 
    machinegun turrets on each side door, which the Reborn soldiers will 
    use to open fire on you from the sky. Typically, you can kill the 
    Reborn gunners with assault rifle fire, which will cause the helicopter 
    to retreat or even crash.
    You'll also face a "boss battle" against a Reborn helicopter at the end 
    of Mission 3: Rachel. You'll be on the roof of a drive-in theater, while 
    the helicopter circles around while pelting you with machinegun fire 
    from the side-mounted turrets. You can kill the Reborn gunners with 
    sniper rifle or assault rifle fire to temporarily stop the helicopter from 
    shooting at you, but they'll respawn after several seconds.
    Watch out if the helicopter flies off to long range; that's usually a sign 
    it's going to launch a barrage of rockets at you. The rockets are very 
    powerful; a single hit on Hard can seriously injure you, and on Expert 
    even the splash damage from an indirect hit will kill you instantly. To 
    avoid taking damage from the rockets, you need to use the theater 
    walls as cover; if the helicopter flies off to long range and launches 
    rockets, put the theater between you and the copter so that the 
    rockets hit the walls instead of you.
    The key to killing the helicopter is to snipe the pilot with your 
    advanced sniper rifle. You don't even have to aim through the cockpit 
    glass; your sniper rifle is powerful enough to penetrate the helicopter's 
    hull, so all you have to do is hit the front of the helicopter roughly on 
    the pilot's side to score a hit. The helicopter will usually spin out of 
    control for a couple seconds to let you know you've scored a hit (your 
    squadmates will also usually tell you when you've hit the pilot). It 
    takes about 7 good hits to kill the helicopter. An infinite amount of 
    sniper rifle ammo will spawn inside the theater, so you don't have to 
    worry about running out of ammo. 
    Jumbo Flatworm:
    Appearance: 200 foot tall snake-like brown worm, with mass of 
    tentacles serving as a "foot" wrapped around a bridge. 
    Health: Extreme 
    Attacks: Homing Plasma Spit
    You fight the Jumbo Flatworm in a rail-shooting sequence in the first 
    level of Mission 5: Topside. You're inside a helicopter that's circling 
    around the Jumbo Flatworm; you have no control over the 
    movements of the helicopter itself, and all you can do is shoot at the 
    boss with the side-mounted turret.
    The Jumbo Flatworm is the size of a downtown office building, and 
    wrapped around a concrete bridge spanning a desert canyon. Your 
    helicopter will circle around the Jumbo Flatworm and will often dive 
    down to fly underneath the bridge, which is kind of annoying as it 
    prevents you from getting a clear shot at the boss.
    Like the regular Flatworms, the Jumbo Flatworm attacks by spitting 
    homing plasma balls at you every couple of seconds. On the plus 
    side, this balls are weaker than those of the standard Flatworms, and 
    it takes 5 hits to kill you on the default difficulty. Unfortunately, the 
    homing balls are hard to shoot down because they hit you less than a 
    second after the Jumbo Flatworm fires them (due to the lousy piloting 
    skills of your retarded helicopter pilot, who for some reason thinks it's 
    a good idea to fly near the Jumbo Flatworm at point-blank range), and 
    they are also tough to hit because of the helicopter's movements and 
    the limited aiming cone of your machinegun turret. 
    The Jumbo Flatworm can also occasionally swat your helicopter with 
    its tentacles, but this doesn't do any damage and only serves to 
    disorient your aim. 
    To kill the Jumbo Flatworm, you need to detonate an oil tanker truck 
    that's cradled at the base of its tentacles. The truck can be hard to hit 
    because your line of sight is blocked by the boss's tentacles, so you'll 
    just have to spray at it and hope you eventually get a clear shot. Once 
    the oil tanker explodes, keep shooting the boss until it dies. Be sure to 
    at least try and shoot down the boss's homing projectiles whenever it 
    fires one (don't worry if you get hit a couple times, as your health will 
    regenerate if you can avoid getting hit again for a few seconds by 
    shooting down the next couple of projectiles).
    If you get killed in this boss fight, you'll have to start the entire level all 
    over again, which is very frustrating.
    Spore Tower: 
    Appearance: 40 foot tall, dark brown, trilobite-like alien tower, with 6 
    glowing yellow "eyes".  
    Health: ~1120 per pair of eyes 
    Attacks: Drudge Spawning
    Spore Towers are huge alien pillar lifeforms that ride the winds, and 
    smash down into the ground where-ever they land. Although the 
    Spore Towers have no attacks of their own, they spawn waves of 
    Drudges to attack you.
    Each Spore Tower has 3 pairs of large yellow glowing "eyes" on one 
    side. To kill the Spore Tower, you need to destroy all 3 pairs of eyes. 
    Each pair of eyes counts as a single target, so you only need to 
    destroy 3 targets to kill the Spore Tower.
    Each pair of eyes can be destroyed with about 75 rounds of assault 
    rifle fire, but a much quicker way to destroy each eye pair is with a 
    single shot from the antitank launcher. You don't even need to use the 
    launcher's heat-seeking targeting scope. Just point the crosshair at an 
    eye, and dumbfire a missile at it. 
    You'll encounter 3 seperate Spore Towers throughout the game.
    1ST SPORE TOWER: The first Spore Tower appears in the first level of 
    Mission 3: Rachel, crashing down in the middle of a downtown strip 
    mall. You aren't supposed to actually kill this Spore Tower; air support 
    will appear and destroy it will a missile barrage after a few dozen 
    seconds. Just get far away from the Spore Tower and kill the Drudges 
    it spawns while you wait for air support to kill it for you.
    2ND SPORE TOWER: The second Spore Tower appears towards the end 
    of Mission 4: Counter-Insurgency, crashing down in the middle of a 
    gas station lot. Each wave spawned by this Spore Tower consists of 1 
    Dark Drudge and 2 regular Drudges. You start the fight on the roof of 
    the gas station, where you can use a nearby mounted machinegun 
    turret to kill one of the Spore Tower's pairs of eyes. The Spore Tower 
    will turn around once you destroy one pair of eyes, forcing you to drop 
    down to the ground and circle around it to get a clear shot at the other 
    two pairs. There's plenty of antitank launcher ammo on the ground 
    floor for you to use against the Spore Tower, just keep an eye out for 
    those Drudges.
    3RD SPORE TOWER: The third and final Spore Tower appears in Mission 
    5: Topside, soon after your first battle with a Fire Brute. This Spore 
    Tower spawns pairs of Dark Drudges against you. There's a mounted 
    machinegun on top of a building to the right of the Spore Tower, and 
    you can also take out the Spore Tower's eyes using the antitank 
    launcher you got from the fight with the Fire Brute. In any case, the 
    Spore Tower will turn around whenever a pair of eyes is destroyed, so 
    you'll have to reposition yourself to continue attacking it.
    Fire Brute: 
    Appearance: 35 foot tall, turtle-like alien, with a red-hot armored shell 
    Health: Very High  
    Attacks: Heat beam
    Fire Brutes are massive, building-sized turtle-like alien monsters. 
    They attack with a continuous energy beam that fires from their 
    mouths and lasts for several seconds each shot. The beam is quite 
    powerful, and can gib you in a second or two of exposure. They are 
    also extremely heavily armored, so much so that they're immune to 
    conventional weapons fire.
    The Fire Brute's beam can't really be dodged (it can track your 
    movements even if you try to strafe and jump around), so if you get 
    caught out in the open while fighting a Fire Brute, you'll quickly end up 
    dead. As a result, you need to use walls and buildings as cover to 
    hide from the Fire Brute's attack.
    The only way to hurt a Fire Brute is to shoot it with the antitank 
    launcher in a small, glowing weak spot on their backs. This is only 
    possible if the Fire Brute has its back turned towards you, which only 
    happens if it's attacking another target instead of chasing you around. 
    Since you have no control over your allies in the game's two Fire 
    Brute fights, this is pretty random and kind of frustrating. 
    In any case, be sure to use the antitank launcher's heat-seeking 
    targeting scope to ensure you score a direct hit on the weak spot. it 
    takes 2 direct antitank launcher hits to the weak spot in order to kill a 
    Fire Brute.
    To complicate matters, Fire Brutes are always accompanied by 
    groups of constantly respawning Explosive Skrabs (which are 
    apparently parasites that live in the Fire Brute's hide). Unfairly, instead 
    of spawning the Skrab packs from fixed spawn points or even from 
    the Fire Brute, the game arbitrarily drops them a couple dozen feet 
    behind you every dozen seconds or so. This is extremely annoying, 
    and there's nothing you can do about it too. You'll just have to keep 
    alert for the noises the Skrabs make when they attack, and be 
    prepared to spin around and blow them with with assault rifle fire 
    before they can kamikaze you and explode in your face. 
    There are two "boss fights" against Fire Brutes in the game, both of 
    which take place in Mission 5: Topside, in the outlying buildings of the 
    Area 51 complex.
    1ST FIRE BRUTE: The first Fire Brute fight takes place in the courtyard of 
    several office buildings. You don't have an antitank launcher when 
    you first encounter it, so you'll need to find one before you can fight it. 
    Follow the soldier into the nearby building, then follow the path to the 
    building's balcony. Instead of fighting the Fire Brute from here, turn 
    around and jump across the large gap to the buildings on the other 
    side of the chasm. You should be able to grab an antitank launcher 
    and ammo inside. The Fire Brute should follow, jumping over the 
    chasm and even blowing a hole in the wall of the building you're 
    inside. At this point, the Fire Brute should be distracted by U.S. 
    soldiers firing at it from the building on the opposite side of the 
    courtyard, giving you the chance to nail it twice in the weak spot with 
    the antitank launcher and kill it. 
    2ND FIRE BRUTE: The second Fire Brute fight occurs at the very end of 
    Mission 5: Topside, in an open airfield just outside the entrance to 
    Area 51. When the fight begins, a U.S. soldier is shoot at the Fire 
    Brute with an antitank launcher, distracting it. Behind the large wall to 
    the right of the soldier is an antitank launcher. Move quickly, go and 
    grab it, then manuever behind the Fire Brute. If you're fast enough, it 
    should still be occupied fighting the U.S. soldier, allowing you to get 
    behind it, and score at least 1 good shot at its weak spot. If the Fire 
    Brute kills the soldier before you can get a 2nd shot, you'll just have to 
    hide behind the walls and buildings to avoid its attack, until it gets 
    distracted again by your other allies, allowing you to get behind it 
    again and shoot it in the back with the 2nd, killing shot. Try luring the 
    Fire Brute near your allies so they start firing at it, this should 
    hopefully distract it and give you a chance to sneak behind it. There 
    are a couple functional Humvees lying around the airfield that you can 
    use to drive around the battlefield, but watch out for Explosive Skrabs 
    and the Fire Brute's beam attack.
    Reborn Leader:
    Appearance: Delta Force soldier wearing Reborn uniform. 
    Health: 4120 
    Weapons: Plasma Rifle, Antitank Launcher 
    Other Attacks: Melee Attack
    The final boss of the game, the Reborn Leader, is the game's main 
    villain and the leader of the Reborn insurrection against the U.S. 
    government. Unlike regular Reborn soldiers, the Reborn Leader 
    seems to be equipped with an energy shield that allows him to survive 
    significant damage. In the final shootout, it takes 275 assault rifle 
    bullets or 103 pistol bullets to kill the guy. He's also equipped with a 
    plasma rifle that can kill you in just 2 to 3 shots.
    The final level actually takes part in 2 phases. In the first phase, you'll 
    be running around the edge of the circular alien "spaceship" 
    destroying its "power cores" while being attacked by Reborn soldiers, 
    with the Reborn Leader occasionally shooting at you from the central 
    platform. Once that's finished, you go up to the central platform for the 
    final shootout against the Reborn Leader, which takes place inside 
    what's essentially a large metal can.
    PHASE I: 
    The first phase of the game's final level is a sort of "power reactor" 
    fight, where you need to disable the alien "power core"/"spaceship" 
    while the Reborn Leader shoots at you from the "spaceship" central 
    platform. To make the Reborn Leader go away, just shoot him with 
    several assault rifle bullets, and he'll retreat out of your sight.
    Anyway, you need to destroy the glowing orange energy pods 
    underneath the central platform. A few assault rifle bullets is all it 
    takes. There are 2 energy pods underneath each of the four sides of 
    the central platform, and you'll need to circle around the trench that 
    runs along the edge of the "spaceship" and climb up on four side 
    platforms to get a clear shot at each group of energy pods.
    Four large energy beams circles around the trench at the edge of the 
    "spaceship", and will disintegrate you instantly if you touch it. To avoid 
    the beams, take cover in the alcoves at the edge of the trench 
    whenever one starts approaching you.
    The first side platform at the beginning of the fight is straightforward 
    enough. Shoot the Reborn Leader to get him to stop shooting you 
    with his plasma rifle, then shoot the 2 orange energy pods to destroy 
    When you reach the second side platform, you'll be attacked by a few 
    Reborn soldiers. The best way to deal with them is to lure them into 
    the trench, then shoot them from the cover of one of the alcoves. The 
    2 energy pods here are protected by an orange energy shield, which 
    prevents you from shooting them directly. To get around the energy 
    shield, just stand under one of the large green energy beams leading 
    from your platform to the energy pods, and you should have a clear 
    shot at that pod.
    The third side platform is pretty tricky. Not only are there a few 
    Reborn soldiers waiting there to attack you, but the Reborn Leader 
    will also shoot at you from the central platform with an antitank 
    launcher (which can knock off most of your life on Hard difficulty, and 
    kill you in 1 shot on Expert difficulty). It's best to remain in the trench, 
    outside of the Reborn Leader's line of sight. Don't take cover in the 
    alcove directly below the ramp, as the Reborn Leader can still hit you. 
    Instead, take cover in an alcove just to the side of the ramp. From 
    there, pick off the Reborn soldiers. Once they're gone, charge up on 
    the side platform, strafe to dodge the Reborn Leader's rocket, then 
    blast him with your assault rifle to make him go away.
    The fourth platform is pretty much the same as the third. Pick off any 
    Reborn soldiers from the trench, then charge up the ramp onto the 
    platform and shoot the Reborn Leader before he can gib you with his 
    antitank launcher. Once you destroy the final 2 energy pods, an 
    energy bridge will appear that lets you reach the center platform and 
    the final shootout against the Reborn Leader.
    PHASE II: 
    The actual final battle against the Reborn Leader takes place in the 
    circular center platform of the alien "spaceship". The walls around the 
    center platform will lower, essentially creating a large sealed can for 
    you and the Reborn Leader to fight it. The final battle arena is 
    essentially a wide open circular room, although there are four pillars in 
    the sides of the room, as well as four small balcony-like platforms up 
    in the walls of the area.
    The Reborn Leader essentially stands in one spot and shoots at you 
    with his plasma rifle. He'll occasionally sidestep a few feet when shot, 
    and will melee you if you walk up to him, but otherwise he doesn't 
    really move around or do anything other than just stand still and shoot 
    at you.
    After being shot a few times, the Reborn Leader will climb one of the 
    pillars on the sides of the room, onto one of the balcony-like platforms 
    sticking out of the walls. The Reborn Leader will continue shooting at 
    you with his plasma rifle from the platform. After taking more damage, 
    or after a couple dozen seconds pass, the Reborn Leader will 
    proceed to leap to the next balcony-like platform and fire at you from 
    there. The Reborn Leader essentially circles the room, leaping from 
    platform to platform as time passes or he takes damage. Once the 
    Reborn Leader has made a full circle of the room, he'll drop back 
    down to the floor again and resume shooting you from there. At this 
    point, the Reborn Leader simply stands in one spot shooting at you 
    (occasionally sidestepping when shot) until you kill him.
    Obviously, this battle is heavy on scripting, and the Reborn Leader 
    has almost no actual dynamic tactical A.I. He has a pre-scripted
    sequence where he climbs onto the balcony-like platforms above and circles 
    around leaping from one platform to the next, but after that he just 
    jumps back down to floor against and essentially just stands in one 
    spot shooting at you until one of you dies.
    Anyway, fighting the Reborn Leader is really simple. Just take cover 
    behind one of the four pillars to protect yourself from his plasma rifle 
    shots, then pop out and shoot him with your assault rifle between his 
    shots (you can also just stand in the open and dodge his shots by 
    strafing, but it's safer to fire from behind a pillar). When the Reborn 
    Leader climbs up onto the upper platforms, just follow him around the 
    room and shoot him from cover behind the pillar opposite his current 
    Thanks to his energy shield, the Reborn Leader can take a lot of 
    damage (it takes more than 6 full clips of assault rifle fire to kill him), 
    but he's extremely vulnerable to headshots. Against the Reborn 
    Leader, a headshot seems to do about 10x as much damage as a 
    shot to the body, and you can kill him with just a couple dozen assault 
    rifle headshots.
    One way to make this fight even easier is to hide behind a pillar, and 
    position yourself so that the pillar blocks your view of the Reborn 
    Leader's plasma rifle, but you can still see his legs. This way, the 
    Reborn Leader won't be able to target your body, but you'll have a 
    clear shot at his legs. Just fire away from the safety of the pillar, and 
    you'll be able to kill him without him even being able to get a shoot off 
    at you.