ALIEN SWARM FAQ [SEC1]-About [SEC2]-Basic Information [SEC3]-General Tips/Strategy [SEC4]-Weapons/Equipment [SEC5]-Marines [SEC6]-Aliens [SEC7]-The Campaign --------------------------------------------- [SEC1]-About Alien Swarm is a free game for PC, available on Steam, based on an Unreal Tournament mod. This FAQ will be about the PC game. It is a teamwork-based top-down shooter where up to four players fight various aliens and complete missions. As of now, there is only one official campaign, Jacob's Rest, with seven missions. There are also a variety of unofficial community maps that you can play on. I am a level 27 at my sixth promotion (the maximum level in the game) and have significant experience playing, which I hope to share with readers of this FAQ. However, my knowledge for Insane and Brutal Difficulty is a bit lacking. This guide will not go into specific statistics such as weapon damage and alien health; they can be found at other resources such as the Alien Swarm Wiki (found at http://alienswarm.wikia.com). The information in this FAQ may not be presented in an order that lends itself well to a straight read-through, unless you have some knowledge of the game. Information may be repeated in multiple sections if it is relevant. If someone wants to use content from this FAQ, please provide credit where it is due. --------------------------------------------- [SEC2]-Basic Information MARINES: There are 8 characters in the game and four classes, making two marines of each class. -Officer (Sarge and Jaeger) -Special Weapons (Wildcat and Wolfe) -Medic (Faith and Bastille) -Technical Specialist (Crash and Vegas) The special weapons class is also known as heavy weapons, or the heavy, and technical specialists are commonly called techs. Each character has different passive skills that define their role on the team, as well as some class- exclusive weapons and equipment. More information is in section 5. FRIENDLY FIRE: Friendly fire is when one player accidentally damages a teammate with his weapons (hopefully it was accidental). Friendly fire should be avoided in all circumstances. Not only does it inflict damage, making it easier for a teammate to die and requiring healing supplies, but it also wastes damage and ammo that could have been used to fight the swarm. Normally, a marine has a"shield" that prevents damage from occasional friendly fire incidents. If a marine takes prolonged friendly fire, he or she will begin to take heavy damage. The "shield" regenerates after a short period of not taking friendly fire. The "hardcore" option disables this shield, making friendly fire very dangerous. THE CAMPAIGN: There is currently one official campaign, Jacob's Rest, consisting of seven missions. They are, in order: Landing Bay, Cargo Elevator, Deima Surface Bridge, Rydberg Reactor, Syntek Residential, Sewer Junction B5, and Timor Station. Each mission has different objectives, which contribute to it being played more mobile "run-and-gun"-style, or more static and defensively. Of these, a marine playing the tech class is required for Landing Bay, Deima Surface Bridge, Rydberg Reactor, and Timor Station. DIFFICULTY: Alien Swarm has five difficulty levels: Easy, Normal, Hard, Insane, and Brutal. The difficulty level affects the speed, damage, health, and number of enemies in each level. On Insane and Brutal, there are some new spawns of enemy types not found in lower difficulties. In addition, there are three other factors that affect difficulty. Hardcore friendly fire makes teammates more vulnerable to friendly fire. Onslaught mode enables an AI Director, similar to the one in Left for Dead, that places new enemies to combat the team, in more or less of a random fashion. These include parasites, shieldbugs, and packs of drones. Difficulty decreases slightly if there are less than 4 marines in a mission. RELOADING: Reloading in Alien Swarm is based on clips. If you reload a clip with ammo still in it, the extra ammo will be lost and replaced by a completely fresh clip. This makes it important to conserve ammo and reload at safe times. While reloading, a player can decrease reload time by pressing the reload button with proper timing. On the arc near the cursor or above the marine's portrait in the bottom-left corner, there will be a bar showing the progress of the reload, with a small white strip. Pressing the reload button when the progress is in the white strip is a fast reload, while missing the strip results in a slower reload. Difficulty level, the marine's reload speed bonus, and whether or not the marine is moving affects the size of the strip. Adrenaline can help make fast reloads easier. Doing a roll during a reload will set back the reload. MELEE ATTACKS: Every character can do basic melee attacks. The melee attack combo is a punch, kick, and double-fisted slam, which is slower but has a larger hitbox. Marines with a melee attack bonus attack faster and do more damage. Although melee attacks can help a marine kill enemies that are close, it puts them in a dangerous position in close range to the swarm. A melee attack can kill a drone in one hit on normal difficulty. Melee attacks do not damage doors, and cannot damage other marines. Melee attacks can also break boxes and move debris such as barrels and fallen weapons or equipment. ROLLING: A marine can roll to help dodge attacks and get out of dangerous situations. The roll gives a burst of speed in the direction they are facing, but the marine must stop to get up afterward. Rolling does not increase overall movement speed. Rolling allows marines to completely dodge ranger projectiles. It is also useful for getting away from explosives and for passing through firewalls created by incendiary mines. Rolling will increase reload time if you roll during a reload. DOORS: Doors are commonplace in the campaign. Many are unlocked and open automatically when a unit comes near, but some must be opened in one of three ways: hacking (for certain doors), unwelding, or destroying it. When doors are destroyed, they will fall in the opposite direction of the source of damage that took away its last hit point. In other words, if a marine hits the door last, it will fall onto the other side, while if aliens destroy the door it will fall towards the squad. Doors do massive damage when falling and will kill a marine instantly on higher difficulties. EXPERIENCE, PROMOTIONS, AND ACHIEVEMENTS: Experience is gained at the end of a mission. 1000 is received for completing all objectives in the mission, and some hundreds more can be received for things such as kills, avoiding dealing friendly fire, not taking damage, doing the mission in a short time, etc. Achievements will also grant 50 experience each. Failing a mission will still grant some experience. Each difficulty level will add a multiplier to the experience gained from the mission. After gaining enough experience, you will level up, gaining a new weapon or piece of equipment. This allows you to expand your loadout options, although even at level 1 a player can be effective. At level 27, the maximum level, you have the option of "promoting", which resets your level back to 1 and gives you a symbol to mark the achievement. There are six promotions, which require more and more experience to earn. Promotions do not directly affect gameplay, but represent the amount of experience someone has playing the game. --------------------------------------------- [SEC3]-General Tips/Strategy This section contains miscellaneous tips for playing; if you haven't played the game much yet or know about the game, the tips in this section may not make complete sense yet. I encourage you to come back and reread this section as it becomes relevant. The information will be presented roughly from basic to advanced. -If you are completely new to the game, please find some information about the game and how play before playing. The offline practice is an excellent way to get some experience and a feel for how the game plays. Do not immediately jump into a game, especially on hard difficulty or above, as you will most likely die quickly and not be able to contribute much to the team yet. -Avoid hosting/creating a game until you know what you are doing. This goes doubly for those with low upload speed, as it will cause a lot of lag for other players. Instead, use an existing server. -New players should choose either the officer class or heavy weapons; the medic and tech classes require more in-depth knowledge and experience with the game to play effectively. -Although a team with all four classes is well-rounded, a team does not necessarily have to have all four classes. Although only the tech is required, there should always be a medic on the team (except for very advanced ones) to prevent death and infestation. -Think better safe than sorry, and err on the side of caution. If you see a teammate in danger, release your hornet barrage or throw a stun/freeze grenade. It is better to have one less grenade later in the mission than one less marine. Be wary of friendly fire, however. -Consider your own loadout and coordinate with the other members of your team. Try to make it so that your loadouts are as effective and balanced as possible. More information is in section 4. Keep in mind the skills your marine has. For example, if a Crash and a Vegas want to take tesla coils and tripmines on a mission, Vegas should take the tesla and Crash should take the mines. Due to Crash's explosives bonus, he will get twice as many mines to use. -When choosing your loadout, also consider the mission you are playing on. On maps where you are likely to be defending a position, choose defensively- oriented weapons such as the sentry gun, mines, and healing beacon. Maps that lend toward static, defensivenplay are: Landing Bay (end), Cargo Elevator (second half), Deima Surface Bridge (without adrenaline), and Rydberg Reactor. -Always attempt to get the last hit on a door to both kill aliens on the other side and to prevent damage to marines. If a door is being attacked from both sides, the best place to stand is far away from it, since you never know for certain which sideit will land on. Remember that bullets from a special weapons marine and piercing weapons can kill swarm through a door, and that the tesla cannon or coil can stun swarm through the door, preventing them from attacking it. -Communication, both before and during the mission, is key. Talk with your lobby to figure out a general plan for the mission, especially missions such as Deima Surface Bridge or Syntek Residential. Voice chat can help save time during the mission, when typing would make you temporarily lose control of your marine. -Coming off the previous point, be respectful. Avoid being annoying or griefing the other players on your team. Do not spam communication channels, as it is important that someone can get information to the rest of the team when he or she needs to. -Avoid "whoring" for achievements, especially on higher difficulties. They can all be easily gotten in time, especially with a more experienced and organized team. Taking two Tesla Cannons because you need the achivement will only annoy your team as you will contribute little and probably just die uselessly. -Know about the game. Knowing details about how a weapon or equipment works will improve loadout decisions and greatly increase how well you play. Eventually, you will also want to become familiar with the maps: objective locations, important enemy spawns, items and ammo stashes, etc. -An important but commonly unknown fact is that the medic's healing beacon splits healing among marines in the beacon. Knowing this can be the difference between a dead and a living marine, especially during infestations. -Fire in short controlled bursts and aim before you shoot. This is extremely important for minimizing friendly fire, saving medical resources, maxmimizing damage dealt to the swarm, and saving ammo. -A common problem new players have is not being able to tell whether an alien is dead or not, wasting ammo and possibly causing friendly fire. If your bullets are going through the enemy, and it has stopped running toward you or atttacking, then it is dead. Read section 6 for more information. -Stay together as a team. It allows marines to cover each other, the medic to be in easy healing range, and the officer to extend his leadership bonuses to the entire team. However, remember the points above to minimize friendly fire. -When advancing down a corridor, stay to the sides of it. This lets your team fire at aliens through the middle instead of firing at marines who are standing in the way. -If you are aiming at an alien at a different elevation, move your cursor over it and wait for your marine to lock onto the elevation of the target. Look at your marine's gun--he or she will point it at the enemy when the target has been acquired. -Experienced players will want to complete a mission in as little time as possible. Remember your mission objectives; the mission is complete when the objectives are complete, not when aliens die. -Remember that firing your weapon slows you down. If you want to complete a mission quickly, or are falling behind your team, fire in short bursts, and consider using a weapon that is effective without having to hold down the fire button. -If you want to maximize experience, a good way to do it is to grab some easy repeatable achievements during each mission. As mentioned above, however, avoid going out of your way for them. "Under the Gun" (roll under a ranger projectile) and "Stay Frosty" (freeze 6 swarm with a freeze grenade) are examples of easy achievements with minimal danger to your team. -Have fun. It's a game, after all. Don't abandon less experienced players and don't whine at more experienced ones, and don't annoy other people or try to kill them. --------------------------------------------- [SEC4]-Weapons/Equipment A marine can take two primary weapons and a secondary piece of equipment into each mission. Statistics of each weapon can be found on the Alien Swarm Wiki. Note that you can take two of the same weapon, to increase total ammo for both. WEAPONS: This section will use the following format: NAME OF WEAPON (shortened name) Damage : A qualitative rating of how much damage each shot of this weapon does. Fire Rate: A qualitative rating of how fast this weapon fires. Capacity : How much ammo this weapon holds. Number of rounds x Number of clips. Alt Fire : If applicable, what the alternate fire of this weapon does. Level : If applicable, the level at which this weapon is unlocked. Notes : Things to note about this weapon, in addition to the in-game notes. All weapons require 20% of an ammo box unless otherwise noted here. A description of the weapon and its use. ASSAULT RIFLE (Rifle) Damage : Low Fire Rate: High Capacity : 98 x 6 Alt Fire : 5 Frag grenades Notes : Shares ammo with P-rifle The assault rifle is a good all-around weapon. Although its damage per shot is low, it shoots fairly fast. Only several bullets are required to kill a drone on normal difficulty. Fire in short bursts and avoid simply holding the fire button. The alt-fire grenades will travel in a straight line until it reaches your cursor or a body. Be wary of friendly fire with the grenades. PROTOTYPE RIFLE (P-Rifle) Damage : Low Fire Rate: High Capacity : 98 x 6 Alt Fire : 5 Stun grenades Notes : Tech only, auto-aims, shares ammo with Rifle At first it seems that this weapon has little to distinguish it from the normal rifle. However, the auto-aim serves to reduce friendly fire and save ammo, and also can target hard-to-hit swarm and enemies in the dark. Although stun grenades do minimal damage to swarm, this means it also does minimal friendly fire, making it a safe way to rescue a teammate surrounded by drones. The stun is also effective on shieldbugs. AUTOGUN Damage : Moderate Fire Rate: High Capacity : 250 x 2 Notes : Special weapons only, auto-aim, slows movement, uses 100% ammo box, shares ammo with Minigun The autogun is an excellent weapon, and it can take out a drone with only a few bullets. Its auto-aim is helpful for the reasons above, and even allows for more reckless spraying of bullets down hallways. Be careful of the slow movement, especially when using Wolfe, and switch to your other weapon if you need to catch up to your squad. Because of its large but few clips, make sure you know where autogun ammo boxes are, to avoid taking an entire box from your teammates. Time your reloads carefully to get as much as possible from each clip. If you are unsure, have a teammate bring an ammo satchel, or bring one yourself. VINDICATOR Damage : High Fire Rate: Moderate Capacity : 14 x 6 Alt Fire : 5 incendiary grenades Notes : Officer only, spread shot, damages shieldbugs The vindicator is an excellent officer-only weapon. Its high damage output and spread shot allows the officer to get multiple kills with a single shot, and is useful for swarm with high HP, even being able to damage shieldbugs from the front. However, it is mostly ineffective at moderate range, and the high damage results in high friendly fire. Even though the Vindicator can shoot quite quickly, aim carefully before each shot. Be careful that a squadmate does not run past your line of fire. The alt-fire grenades will land at the cursor unless it hits a body. After impact or a short time delay, it will create a large fiery explosion, igniting all swarm in the radius. On normal friendly fire, the explosion usually does not ignite teammates. TWIN PISTOLS (Pistols) Damage : Moderate Fire Rate: Moderate Capacity : 24 x 11 Notes : Ammo efficient, short reload The pistols are a good weapon to use at low levels because of its good damage, ammo efficiency, and effectiveness at all ranges. The fire rate is controlled by how quickly the player presses the fire button, so it avoids the common mistake of firing full automatic. ADVANCED SENTRY GUN (Sentry) Damage : Moderate Fire Rate: High Capacity : 450 Notes : Deploy, no friendly fire The first sentry you have access to is also the most well-rounded. When deployed, it will immediately aim at and shoot aliens in its arc. Damage bonus from the marine applies to the sentry. Although it appears to be doing friendly fire, with hardcore disabled it will not do any damage to marines. For sentries in general, a nearby tech will increase set-up time but not take- down time. The marine must face the sentry as it is setting up and can shoot or use melee attacks. If set-up is interrupted, tap the action button to resume; if the action button is held, the unfinished sentry will instead be taken down. Tap the action button to change the direction the sentry is facing. A sentry can not normally be destroyed, but if it receives too much damage from explosions, it will explode. An interesting property is that marines can run through the sentry, but aliens cannot. Advanced players may take advantage of this to use sentries to block narrow passages and doorways. HEAL BEACON Capacity : 8/9 Notes : Medic only, deploy The heal beacon is the first healing item that medics have access to. They provide substantial but static healing, forcing the squad to stay still to be healed. This means that they are most effective in defensive situations. Healing beacons can be overlapped to increase rate and amount of healing. An important note is that healing is split among each marine in the beacon, so a marine at full or close to full health would do well to stay out of the beacon for a low- health or infested teammate. The beacons also heal faster the lower the marine's health is. AMMO SATCHEL (Ammo box/crate) Capacity : 3 Notes : Deploy Ammo satchels are useful for both inexperienced teams that are ammo inefficient and advanced teams playing on high difficulties. The marine carrying the ammo satchel should periodically check the squad's ammo amounts in the bottom-left corner and deploy an ammo box when the squad stops or when a marine needs ammo. Look for the bullet icon above the marine's head signifying that he or she wants ammo. Ammo satchels are particularly useful for special weapons so that they never run out of bullets. An ammo satchel provides more ammo than carrying two of the same weapon. SHOTGUN Damage : High Fire Rate: Low Capacity : 4 x 9 Level : 3 Notes : Spread shot, uses 10% ammo box The shotgun does a lot of damage and fires slowly, making it an impractical option for a primary weapon. Like the Vindicator, it can kill multiple targets and is effective against larger swarm, but officers should prefer the Vindicator. On higher difficulties, the high damage output of the shotgun becomes more and more useful. TESLA CANNON (Tesla) Damage : Very low Fire Rate: High Capacity : 20 x 14 Level : 5 Notes : Lock-on, multiple targets, stuns, ammo inefficient, fire delay, no friendly fire The tesla cannon is a good support weapon. It can stun multiple targets with its arcing electricity, leaving them open to melee attacks or another weapon. However, fire it in very short bursts and switch targets often to take advantage of its stunning effect while conserving ammo. Holding the fire button does little damage and wastes ammo quickly. The tesla cannon is especially useful against shieldbugs to stun them. It is best used in the hands of a marine with no or a low damage bonus, since its effectiveness does not increase much with the damage bonus. RAIL RIFLE (Railgun) Damage : High Fire Rate: Low Capacity : 1 x 73 Level : 7 Notes : Piercing, 5 clips for 10% ammo box The rail rifle is one of two "sniper" weapons, being able to inflict high damage to multiple targets in a line at long range. This weapon is best used by marines with high reload bonuses and players with good fast reloads, because the clip consists of a single shot. The rail rifle is good as a secondary but not as a primary weapon. The rail rifle is the easiest weapon to achieve the "gunslinger" achievement with (5 fast reloads in a row). MEDICAL GUN (Medigun) Capacity : 80/90 Alt Fire : Self heal Level : 9 Notes : Mobile healing, single target The medigun is the medic's other healing option and is generally considered superior to heal beacons. Aim at the marine you want to heal, including yourself, and hold the fire button to heal him or her. Note that your movement is slowed while healing. The medigun is effective for combating infestation from parasites. Do not heal yourself while being attacked if you have no support; the swarm will kill you faster than you can heal yourself. PERSONAL DEFENSE WEAPON (PDW) Damage : Moderate Fire Rate: High Capacity : 80 x 12 Level : 11 Notes : Rapid fire, uses two clips The PDW can output a large amount of damage, roughly double that of the assault rifle, at the cost of going through its clip in a matter of seconds. It uses two clips to reload, so the number of clips you are carrying may be deceiving. For this weapon especially it is important to control your fire. FLAMER UNIT (Flamer, Flamethrower) Damage : Very Low Fire Rate: High Capacity : 40 x 6 Alt Fire : Fire extinguisher Level : 13 Notes : Ignites, splash damage The flamethrower is one of the most unique weapons in Alien Swarm. When used correctly, it is one of the most ammo efficient weapons in the game and can easily take a single marine through an entire mission; when used incorrectly, it is ammo inefficient and can cause huge friendly fire to a whole squad. Although its damage output seems low, the flamer will set most swarm on fire from the slightest contact with its flame. Most of its damage output comes from the burning effect which does damage over time. The burn is enough to kill a drone on normal. The burn also slows swarm movement and attacks from flinching from the damage over time, but can also make them flail around and do heavy damage. The flamer should be fired in very short bursts to let its burn take effect and to avoid setting teammates on fire. The alt-fire extinguisher only needs a short burst to put out a fire, whether it be on a teammate, yourself, an enemy, or on the ground. The flamethrower is the most effective weapon against low-health swarm, such as parasites, buzzers, and harvester spawn, and ensures the death of biomass and eggs. FREEZE SENTRY GUN Damage : 0 Fire Rate: High Capacity : 800 Level : 15 Notes : Deploy, freezes, no friendly fire, fast targeting The second sentry gun you unlock does no damage but instead instantly freezes swarm in place to be killed by marines. Its range is fairly short. Make sure the squad clears frozen swarm to prevent the sentry from wasting ammo constantly re-freezing enemies. MINIGUN Damage : Moderate Fire Rate: High Capacity : 250 x 2 Alt Fire : Barrel spin (Prepare to fire, slows movement) Level : 17 Notes : Special weapons only, spread, rapid fire, slow movement, fire delay, uses 100% ammo, shares ammo with autogun The minigun is the alternate option for special weapons. It boasts a high firing rate and spread to kill swarm as fast as possible. It is more suited for defensive situations given how much it impairs movement. Be careful of friendly fire from the minigun's high damage output. Use the alt-fire to spin the barrel to be able to fire immediately. You can also fire in bursts to keep the barrel spinning. MARKSMAN RIFLE Damage : High Fire Rate: Low Capacity : 12 x 6 Alt Fire : Enhanced target imaging (Scope, slows movement) Level : 19 Notes : Piercing The marksman rifle is the alternative "sniper" to the rail rifle. It allows for shooting multiple times without reloading, but has a fairly long reload time and does slightly less damage. The alt-fire is useful in defensive situations, but is not recommended on the move because it slows movement and restricts your vision range. INCENDIARY SENTRY GUN (Flame sentry) Damage : 35 Fire Rate: Moderate Capacity : 800 Level : 21 Notes : Deploy, ignites, fast targeting The flame sentry will spew a short-ranged stream of fire to burn swarm in its targeting arc. Unlike other sentries, the flame sentry can potentially do substantial friendly fire damage, so is usually not recommended over other, safer sentry guns. Place it carefully and always stay behind it to avoid getting ignited. CHAINSAW Damage : High Fire Rate: Moderate Capacity : Infinite Level : 23 Notes : Melee, infinite ammo The chainsaw, especially in the hands of Jaeger or Vegas, can output a lot of damage. Its high damage and infinite ammo makes it useful for destroying doors without wasting ammo or using a welder. The chainsaw can also destroy rocks. When using the chainsaw, be careful of its high potential for friendly fire and remember that it slows your marine when he or she is using it. The chainsaw is great for killing swarm quickly, but it requires the marine to get into close range, which may be dangerous. The best way to use the chainsaw is to move into the enemy, since drones have a slightly longer maximum attack range than the chainsaw. Since the chainsaw counts as a melee attack, it will knock around debris and will not detonate barrels. HIGH VELOCITY SENTRY CANNON (Cannon sentry) Damage : High Fire Rate: Low Capacity : 25 Level : 25 Notes : Deploy, splash damage The cannon sentry fire explosive projectiles that do well against large enemies and groups of swarm. However, its ammo is often wasted against individual weak enemies. Combined with its low rate of fire and ammo supply, the cannon sentry is generally inefficient compared to other sentry guns. GRENADE LAUNCHER Damage : High Fire Rate: Moderate Capacity : 6 x 4 Level : 27 Notes : Explosive, splash damage, full clips with 20% ammo The last weapon unlocked is rightfully so--the grenade launcher is both very powerful and hard to use. It can be fired quite rapidly to clear a hallway or take down a high-health target, but beware of high amounts of friendly fire both on teammates and yourself. Be careful of where you aim grenades; they will arc toward a distant target but will explode onto a close one. It will often detonate if an enemy, ally, or obstacle such as a railing is close to you when you fire a grenade. The arc of the grenade launcher makes it ideal for taking out shieldbugs, being able to arc over its armored front legs to its vulnerable backside. Marines with an explosives bonus will gain bonus damage. FIRE EXTINGUISHER Fire Rate: High Capacity : 200 x 1 Notes : Found in mission, does no damage The fire extinguisher is found in certain levels and is used to put out fires. Using the fire extinguisher saves on flamethrower ammo, but requires the marine to temporarily drop his or her weapon. Also beware of enemies approaching either from behind or through the fire, as you will likely put burning aliens out. MINING LASER Damage : High Fire Rate: Moderate Capacity : 50 x 1 Notes : Found in mission, does not use ammo without target The mining laser is found in certain levels (in Jacob's Rest, it is found on Timor Station) to blast through rocks, unless someone brought a chainsaw. It can also function as an emergency weapon due to its high damage, but it has a high tendency for friendly fire, has little ammo, and has a fairly long start- up time. Also, you can hold the fire button to prepare the laser without using ammo, and the laser will activate when an alien or marine passes in front of it. The mining laser is best used in tight passages where aliens come from only one direction. The laser also destroys biomass instantly. EQUIPMENT: PERSONAL HEALING KIT (Heal pack) Effect : Moderate self-healing, single use Capacity : 1 Heal packs are fairly useful for healing if the medic is not around or if he/she is inexperienced. Heal packs can also delay death by infestation. However, with a competent medic, heal packs should be unnecessary. Note that medics' healing bonus applies to healing kits also, so they should use healing kits for the most efficiency of healing resources. HAND WELDER (Welder) Effect : Seals and unseals doors Welders are useful on certain missions for opening doors, and more often for sealing swarm on the other side. The presence of a tech will speed up welding. Multiple marines can weld the same door at the same time. A door does not need to be fully welded to prevent entry. See section 7 for information about where welders are most useful. COMBAT FLARES (Flares) Effect : Illuminates an area and provides auto-aim bonus for 30 seconds Capacity : 15 In general, flares have limited usefulness because good aim and map knowledge make their benefits redundant. They can be useful for illuminating dark areas and for defensive situations to improve accuracy, but are generally less useful than other equipment. LASER TRIP MINE (Mines, Tripmines) Effect : Throws a landmine that will explode in proximity of swarm Capacity : 12 Tripmines are great for holding defensive positions and covering the back of the squad. The mines can be thrown onto walls. The explosives bonus increases the number of mines thrown (Crash and Sarge get two each, Jaeger gets three), so in general, those marines are the only ones who should use tripmines to take advantage of the greatly increased effectiveness. TACTICAL HEAVY ARMOR (Armor) Effect : Passively reduces damage taken by 20% Level : 2 Since heavy armor gives a passive benefit, it is useful for beginners so that they have less to keep track of. However, in general, other equipment is more useful. DAMAGE AMPLIFIER (Damage amp) Effect : Creates a small aura for 30 seconds that doubles bullet damage Capacity : 5 Level : 4 Damage amps are useful in a holdout position, to increase damage output and conserve ammo. However, the squad must remain stationary to benefit from the effect. Note that only weapons that shoot bullets will be affected by the damage amp. HORNET BARRAGE (Hornets) Effect : Launches 8 seeker missiles Capacity : 3 Level : 6 Hornets are great for killing packs of drones and dealing heavy damage to larger swarm such as shieldbugs. Their seeking system efficiently targets only aliens, so they do minimal friendly fire and are generally safe to use whenever the squad is in a dangerous situation. The explosives bonus only minimally benefits the hornet barrage (slight damage increase per rocket, no increase in quantity), hornets are a good choice on any marine. FREEZE GRENADES Effect : Freezes aliens in a large radius Capacity : 5 Level : 8 Freeze grenades are excellent for temporarily neutralizing enemies in an area. Frozen swarm are completely unable to move or attack, allowing your team to quickly and easily kill them. The grenades does no friendly fire. Explosives bonus increases freeze duration. Freeze grenades are the most effective counter to shieldbugs. ADRENALINE (Adren) Effect : Slows time for all marines for 10 seconds Capacity : 3 Level : 10 Adrenaline is extremely useful in any dangerous situation to give the squad some breathing room, and is also great on higher difficulties. Slowing time improves accuracy, reload time, evasion. It allows techs more time to hack, making it essential for fast hacking. Having Bastille in the squad substantially increases the duration (to 16 seconds), regardless of who uses it. If you have custom music, it will play during adrenaline. TESLA SENTRY COIL (Teslas, coils) Effect : Places an electric sentry coil to stun and damage enmies Capacity : 3 (each has 30 ammo) Level : 12 After taking a second to deploy, the tesla coil electrocutes nearby swarm. After depleting its ammo, it will self-destruct to do further damage to nearby enemies. The tesla coil is most useful in defensive positions, such as covering a tech during a hack, and can also serve to cover the back of a squad. It will run out of ammo quickly when facing a large swarm. Against shieldbugs, it can keep the bug stunned for quite a long time. ELECTRIC CHARGED ARMOR (Electric armor) Effect : Stuns nearby enemies, damages attached parasites, reduces melee damage taken, lasts 12 seconds Capacity : 3 Level : 14 Electric armor is most commonly used to prevent infestation withot the help of a medic. It is recommended on missions where there is a high danger of infestation. If possible, activate it before entering an area with parasites. Although it is more commonly used against parasites, it is also very effective at repelling attacks from any melee enemies, such as drones and shieldbugs. INCENDIARY MINES (Firewalls) Effect : Officer only. Creates a wall of fire for 20/30 seconds Capacity : 5 Level : 16 Incendiary mines are great for defensive positions. The firewall extends in both directions perpendicular to the officer and ignites and heavily damages swarm passing through the flames. Jaeger's firewalls are longer and last longer than Sarge's. Marines should roll through the firewall to avoid getting set on fire. FLASHLIGHT Effect : Passively illuminates the area in front of the marine Level : 18 Like combat flares, the vision benefit of the flashlight is good to see threats in dark areas, but becomes unnecessary with sufficient knowledge of the map. POWER FIST ATTACHMENT (Power fist) Effect : Passively doubles damage of the marine's basic melee attacks Level : 20 On normal and easy difficulty, drones are killed by a single melee attack from any marine, making the power fist only useful for killing larger swarm faster with melee attacks (not recommended). However, on higher difficulties, it is more useful because it allows one-hit-kills on drones, but necessarily puts the marine in danger of attack. A peace medic may consider using the power fist to help get out of melee situations. Marines with the melee bonus (Jaeger and Vegas) are more effective with the power fist. It does not increase chainsaw damage. HAND GRENADES (Grenades) Effect : Throws an explosive grenade Capacity : 5 Level : 22 When thrown, the grenade will arc toward the cursor and explode either after a time delay or when it hits a solid object. Beware of friendly fire, including on yourself. The explosives bonus increases damage, blast radius, and creates extra explosions. Because hand grenades are relatively weak without the extra explosions, this equipment is generally not recommended to marines without the explosives bonus. NIGHTVISION GOGGLES Effect : Gives the player night vision for 20 seconds, recharges in 15 seconds Level : 24 Nightvision goggles allow a marine to easily see any swarm onscreen, even in the dark. However, it only gives a direct benefit to one player. It has unlimited uses but must recharge after each use. Like combat flares and the flashlight, it becomes unnecessary with knowledge of the mission. SMART BOMB Effect : Launches a storm of 32 seeker missiles Capacity : 1 Level : 26 The smart bomb is essentially one charge of four hornet barrages in a row. The missiles do massive damage to all nearby enemies and are great for clearing out large areas. Move foward while using it to hit as many aliens as you can and maximize damage. ASSAULT JETS Effect : Jump a short distance Capacity : 5 Found in certain missions. The assault jets provide more mobility to a marine and escape when surrounded. Using them can allow a player to reach places faster or reach places he could not access on foot. The marine will jump to the mouse cursor. Upon landing, the marine will crush or knock back nearby swarm. See section 7 for map-specific uses. BLINK PACK Effect : Teleport a short distance and stuns, 20 second recharge Found in certain missions. Like the assult jets, the blink pack allows a marine to move faster, access new areas, and escape surrounds. After a brief delay, the marine will teleport to the mouse cursor, stunning nearby swarm both at the marine's original and new locations. The marine will be unable to move for a short time afterwards. See section 7 for map-specific uses. --------------------------------------------- [SEC5]-Marines OFFICER CLASS SKILLS: Sarge Jaeger Leadership 5/5 3/5 Vindicator 2/5 5/5 Explosives 2/5 4/5 Health 4/5 3/5 Damage 3/5 Melee 2/5 Leadership: Officer exclusive. Provides a chance for nearby marines (roughly within the same screen) to have a chance of doing double damage or to receive half damage from an attack. Does not stack. Vindicator: Officer exclusive. Increases damage of the Vindicator shotgun. Explosives: Increases effectiveness of explosives (tripmines, incendiary mines, hornet barrage, freeze grenades, hand grenades, grenade launcher). Health: Increases health of the marine. Damage: Increases damage of standard weapons (exceptions are Vindicator, autogun, chainsaw, and grenade launcher). Melee: Increases damage and speed of basic melee attack, and increases damage dealt by melee weapons (chainsaw). GENERAL: Both officers have a health bonus, which when combined with their leadership aura, gives them the ability to take damage better than most other marines. They have a class-exclusive weapon, the powerful Vindicator shotgun, and a piece of class-exclusive equipment, incendiary mines (more information in section 4). They also have explosives bonuses. Note that officers do not receive reload speed bonuses. An officer should stay close to the rest of the team to make the best use of his leadership aura. Because of their health bonuses, officers should try to absorb damage in place of his more fragile teammates, which means covering either the front or back of the squad. SARGE VS. JAEGER: Sarge is more balanced and is a good choice for beginners. He has slightly more health than Jaeger, and a stronger leadership aura, which means he benefits his team significantly even when he is not fighting. His damage bonus makes him proficient with almost all weapons. Jaeger is more specialized and suited for more advanced players. He does more damage with the Vindicator and has the highest explosives bonus in the game, which means that although he can likely output more damage than Sarge, he has more of a chance of causing significant friendly fire. Jaeger's melee bonus lets him get out of some close situations better, and is one of the only two marines that gets bonus damage with the chainsaw (the other being Vegas). Note that Jaeger does not get a damage bonus for general weapons. SPECIAL WEAPONS CLASS SKILLS: Wildcat Wolfe Autogun 4/5 5/5 Piercing 2/5 3/5 Reloading 3/5 2/5 Damage 4/5 2/5 Speed 4/5 Health 3/5 Autogun: Special Weapons exclusive. Increases damage dealt by the autogun and minigun. Piercing Bullets: Special Weapons exclusive. Increases chance of a bullet piercing through the first target into a second one. Reloading: Increases reload speed and size of fast-reload window. Damage: Increases damage of standard weapons (exceptions are Vindicator, autogun, chainsaw, and grenade launcher). Speed: Increases movement speed. Health: Increases health of the marine. GENERAL: Special weapons marines specialize in dealing damage to the swarm. They have two class-exclusive weapons: the autogun and minigun, both of which are effective at mowing down swarms (more information in section 4). An important note is that both of these weapons slows down the movement of the marine wielding them. Piercing bullets allow them to do even more damage by effectively doubling the damage output of the piercing bullet. This also lets them kill enemies through doors. Reload and damage bonuses give them proficiency with standard weapons. AUTOGUN VS. MINIGUN: The autogun is more versatile than the minigun and is more suited for missions where the squad will be in constant motion. The minigun is more defensively oriented, and harder to use, but its higher damage output can be essential on higher difficulty levels. A special weapons marine has the option of carrying both, but it is generally not recommended because it limits movement (less so with Wildcat). WILDCAT VS. WOLFE: Wildcat is more fragile and less proficient with the autogun than Wolfe, but compensates with movement speed (in fact, she is the fastest marine in the game) and effectiveness with non-autogun weapons. However, she is still good with the autogun. Her speed bonus makes her a primier speedrunner and also offsets the slowing property of the autogun. Wolfe is slower, but is more effective with the autogun and minigun than Wildcat. He also can take more of a beating with his higher health. When using Wolfe, be careful not to fall too far behind your team, although he is an excellent guard for the back of a squad. If you begin falling behind, switch from your auto/minigun to your other weapon for a while to catch up. MEDIC CLASS SKILLS: Faith Bastille Healing 5/5 4/5 Infest. Cure 3/3 1/3 Reloading 2/5 3/5 Damage 1/5 3/5 Speed 3/5 Combat Drugs 3/5 Healing: Medic exclusive. Increases effectiveness and amount of healing supplies. Infestation Curing: Medic exclusive. Decreases infestation time when healing a marine infeseted by a parasite. Reloading: Increases reload speed and size of fast-reload window. Damage: Increases damage of standard weapons (exceptions are Vindicator, autogun, chainsaw, and grenade launcher). Speed: Increases movement speed. Combat Drugs: Bastille exclusive. Increases duration of adrenaline used by any marine. GENERAL: Although medics are not required for missions, they might as well be. They are essential for keeping the team alive, and are the only ones who can prevent death by infestation, barring the use of electric armor (see section 6 for more information. They have two class- exclusive weapons, the healing beacon and medical gun (medigun), neither of which do damage to the swarm. Due to having no health bonus, medics are relatively fragile and should stay close to teammates for support. Because a healing item will take up one of their weapon slots (it is pointless to have a medic otherwise, except for speedrunning), they are more limited in their loadout options. When playing a medic, it is essential to keep an eye on your team's health in the bottom left corner, and to judge when it is appropriate to heal instead of fight the swarm. HEALING BEACONS VS. MEDIGUN: (Please see section 4 for information about the beacons and the medigun.) In almost all cases, the medigun is superior to healing beacons. Although healing beacons provide more overall healing, most of the time the squad will both be on the move and only require one marine to be healed. The medigun is also more effective at combating infestation. If a lot of healing is required, consider taking both healing weapons; remember that this gives you no weapon to fight the swarm with, so bring equipment such as the hornet barrage or power fist to help keep you alive, and stay close to teammates. FAITH VS. BASTILLE: Faith is more of a specialized medic than Bastille. Her higher healing bonus gives her more healing supplies at the beginning of a mission and increases the rate of healing. Her infestation curing is exceptional in missions with parasites (Syntek Residential and after). Her speed bonus makes her valuable in speedruns and also gives her the ability to run quickly to teammates who need healing and away from swarm. When using the medigun, it also offsets the slowing effect of firing it. Since her damage bonus and combat ability is relatively low, she should take either a support weapon or a high-damage weapon, and stay close to her squad. Bastille is a combat medic. He has less healing ability but more combat ability than Faith. Be careful that you do not run out of heals too quickly, since Bastille gets less of them than Faith, and also be careful of parasites. Although his combat drugs bonus does not seem that great at first glance, it is actually his biggest asset. Adrenaline is extremely useful for dangerous situations and on high difficulty levels. TECHNICAL SPECIALIST CLASS SKILLS: Crash Vegas Scanner 3/3 3/3 Engineering 1/3 3/3 Reloading 4/5 3/5 Explosives 2/5 Damage 3/5 Health 3/5 Melee 4/5 Scanner: Tracks swarm movement on the minimap. Engineering: Increases welding and sentry set-up speed for nearby marines. Reloading: Increases reload speed and size of fast-reload window. Explosives: Increases effectiveness of explosives (tripmines, incendiary mines, hornet barrage, freeze grenades, hand grenades, grenade launcher). Damage: Increases damage of standard weapons (exceptions are Vindicator, autogun, chainsaw, and grenade launcher). Health: Increases health of the marine. Melee: Increases damage and speed of basic melee attack, and increases damage dealt by melee weapons (chainsaw). GENERAL: Techs are the only required class, required in Landing Bay, Deima Surface Bridge, Rydberg Reactor, and Timor Station. Death of all techs results in failure on those missions, so keeping the tech alive is a priority. In addition to their hacking skills, techs have various useful abilities to aid their squad. The scanner is helpful for knowing the number and direction of swarm, periodically tracked on the minimap around the location of the tech. Engineering allows any nearby marine (including the Tech himself) to weld/unweld doors and set up sentry guns faster. The tech has one class-specific weapon, the prototype rifle (P-rifle) (see section 5 for more information). HACKING: There are two types of hacks in Alien Swarm: wire (panel) hacks and computer hacks. Wire hacking involves a minigame where the player rotates pipes to connect the left and right ends of the wire. It is fairly simple to perform if the tech follows the path of the lit wire from the left to right. Computer hacks are more complex. During a computer hack, the tech must horizontally line up columns of moving 1s. Clicking a column changes the direction it moves in. Fast hacking is when a tech completes the hack before the progress meter reaches its end. If the progress meter reaches the end, the computer will state that the hack has been logged. Fast hacking has no effect on gameplay other than being fast and is only for the sake of achievements. Note that there are only two computer hacks, in Landing Bay and Timor Station, and the computer hack in Landing Bay does not count towards the achivement, which leaves Timor Station as the only way to get computer fast hacks. Adrenaline makes it significantly easier to perform a fast wire hack and slightly easier to perform a fast computer hack. CRASH VS. VEGAS: Crash, with his damage and explosives bonuses, is more geared toward damage output. They allow him to make great use of the P-rifle and explosives such as tripmines. Since he is more fragile than Vegas, take care that he has the support of his squad. Vegas has more survivability than Crash because of his health and melee bonus. Vegas has the highest melee bonus in the game, making him very powerful with the chainsaw or power fist. However, he does not get a damage bonus for any other weapon. His higher engineering makes him very useful in missions where welding or sentries are needed. --------------------------------------------- [SEC6]-Aliens Throughout missions, the players will encounter a variety of unique swarm types. Some custom alien types will be found on unofficial maps, but this section will only cover the ones found on Jacob's Rest, in order of encountering them on Hard difficulty and lower. It will use this general format: NAME OF ENEMY Appearance: A brief description of what the alien looks like. Damage : A qualitative rating of the damage output of the alien's primary attack. Health : A qualitative rating of how much health the alien has. Notes : Important notes for the enemy, described more in detail below. Weak to : Effective weaponry, but not necessarily ways to kill the alien. A description of what the alien does and how to combat it. DRONE Appearance: Four large claws attached to a small body with stubby legs and tail Damage : Moderate Health : Low Notes : Melee Weak to : N/A The drone is the most common swarm type and can be considered the swarm's "grunt" unit. Their low health is compensated for by numbers, agility, and powerful attacks. Although drones in small numbers are only a small threat, in packs they can easily surround an isolated marine and take him or her down in moments, while preventing him or her from escaping. Drones are also able to leap long distances through the air to engage enemies. Drones are relatively easy to kill, being vulnerable to bullets, fire, and electricity. On Normal difficulty, a single melee attack from any marine is sufficient to kill a drone. One strategy is to "kite" drones by moving away from them while firing. The hitbox for drones is the center of the body, not including the claws. RANGER Appearance: Circle of claws attached to a small spotted body Damage : Low Health : Moderate Notes : Ranged spread attack (dodgeable) Weak to : N/A Rangers are the first support swarm encountered in Jacob's Rest. They fire acid projectiles in threes, which can be rolled under, and have no melee attacks. Although rangers do relatively low damage, their attacks can provide covering fire for other swarm and lock down a marine in trouble. Rangers will back away as a retreat when attacked. Rangers have a fair amount of health and can be killed in the same way as drones. Melee attacks are effective since the ranger is almost helpless, but be careful not to get hit by a volley at point-blank range. SHIELDBUG Appearance: Huge armored front legs, large pale body Damage : High Health : Very high Notes : Melee (knockback), armored front Weak to : Freeze, stun When attacked, the shieldbug will close its front legs to make the shield that gives them its name. In this stance, the shieldbug's front is almost completely invulnerable, and it will move slower. The shieldbug has a powerful melee attack that will knock a marine down and away. This makes them extremely dangerous near cliffs, where the marine will be knocked off and instantly killed, or near walls and in corners, where the marine will be continually slammed into the wall. Although the shieldbug has strong attacks and is large and intimidating, its slow movement combined with its melee attack range makes it easy to avoid damage if you keep your distance. The shieldbug is vulnerable at its pale, unarmored behind. Freezing or electrifying the shieldbug is extremely effective to prevent it from attacking and to allow marines to circle behind it to attack. The grenade launcher can arc grenades over its legs and hit its body. The shieldbug is slightly fire resistant: burns last a shorter time, and more fire is required to burn it from the back, although oddly not from the front (before it makes the shield). Since the shieldbug targets one marine at a time, a good strategy is to draw its attention with one marine and have another shoot it in the back, and repeat when the shieldbug turns around. BUZZER Appearance: Small, flying insectoid, leaves air trails Damage : Very low Health : Low Notes : Melee, disorienting attack Weak to : Fire, auto-aim The buzzer's attack causes the player's screen to rattle and shake, making it very difficult to play for a moment. Combined with its evasive flying movement and hard-to-hit body, the buzzer is an annoyance of an enemy. Their attacks are only dangerous in the presence of other swarm which can take advantage of the player's temporary disorientation. Auto-aim weapons negate buzzers' evasion and make them easy to kill. Buzzers are also easily taken care of by contact with fire. Although melee attacks allow buzzers to easily hit you, they are also effective. BOOMER Appearance: Bulbous sac attached to three long legs Damage : High Health : High Notes : Release explosives on death Weak to : N/A The boomer can do low damage at low range with its sharp legs, but its primary attack involves inflating and releasing yellow bomblets that explode after a short delay. The longer the boomer has been inflated, the more bombs it will drop. If it is killed before inflating, it will not drop any explosives. Boomers will eventually explode once inflated, but can deflate on rare occasions. The explosions can damage other swarm. Boomers have high health and are thus hard to take down. Since boomers will blow themselves up after inflating, the best option is often simply to run past them. After one dies, it is important to get out of range of the bomblets as soon as possible; rolling can help a marine dodge an explosion. GRUB Appearance: Small, pale, caterpillar-like bugs Damage : N/A Health : Very low Grubs hardly count as an enemy, since they are completely harmless. They are common on Syntek Residential and several can pop out of cocoons. Grubs are easily killed with any kind of fire or explosion, and can even be killed by being stepped on. The tesla cannon will lock onto them, but otherwise grubs have no effect on gameplay. EGG Appearance: Brown sac with fluid inside Damage : N/A Health : Moderate Notes : Produces a parasite Weak to : Fire Eggs have no direct attack but can do some damage if a marine touches one. When a marine enters the area, the parasite will begin to hatch. The egg's outer sac will fall, revealing a fluid sac with the parasite inside. The parasite will pop out shortly afterward. The most effective way to destroy eggs is with fire: the egg will take damage until it dies, and the burning parasite inside will be rendered completely harmless, and the egg will no longer damage on contact. Explosions will also ignite any eggs nearby the initial blast. Marines should not enter areas with eggs until the squad is prepared to prevent the eggs from hatching quickly. Keep your distance from eggs that are about to hatch to prevent infestation from the parasite. PARASITE Appearance: Small six-legged creature with a tail and teeth Damage : High Health : Low Notes : Infests Weak to : Fire, auto-aim, electric armor Parasites are one of the most dangerous enemies in Alien Swarm. They can be hard to see and can jump quickly onto a marine, where they will cause an infestation. During infestation, the parasite will continually inflict heavy damage on the marine marked by the yellow part of the marine's health bar. If a marine dies by any source while infested, four parasites will leap out of his/her body, endangering the marines still alive. Once attached to a marine, parasites are hard to remove. Multiple parasites will increase damage done, almost guaranteeing death. Only three things can affect a parasite after it has latched onto a marine. Healing the marine until the yellow bar disappears will end the infestation. If the marine happens to have electric armor, he/she can activate it to damage the parasite and kill it. The tesla cannon can also hit the parasite and reduce infestation time, though the parasite will not die from it. Because parasites can be hard to see, auto-aim weapons and flamethrowers are good for killing them before an infestation can occur. Knowing where parasites spawn greatly reduces the chance of getting infested. Melee attacks are very dangerous and can only hit the parasite while it is on the ground, not in mid-jump. BIOMASS Appearance: Thick, plantlike/rootlike material Damage : N/a Health : High Notes : Only vulnerable to fire, attracts swarm when burned Weak to : Fire Biomass does not attack, although contact with it does some damage. Rather, biomass serves as part of the swarm's infrastructure and gets in the way of marines. Once biomass is set on fire, it is guaranteed to burn until destroyed, but additional fire will destroy it faster. When biomass set on fire or destroyed, swarm will be attracted to its location. Biomass is often a mission objective. Any inceniary weapon such as the flamer or the Vindicator's grenades can ignite biomass, and the mining laser will also instantly destroy it. Be prepared for incoming swarm attacks when attacking biomass. MORTARBUG Appearance: Large, round creature with gaping mouth Damage : High Health : High Notes : Ranged delayed explosions Weak to : N/A The mortarbug is a long-ranged support unit that spits three sticky explosives in a line which detonate after a short delay. Touching the mortarbug also does moderate damage. The explosions can damage swarm. The mortarbug is slightly fire-resistant, requiring more fire to make it ignite. It is not very mobile, tending to shuffle around within the same area. The mortarbug's attack is fairly easy to dodge, but its main purpose is to "zone" out marines, restricting movement and splitting up the squad. The mortarbug is also more dangerous when movement is limited, such as on an elevator or during a hack. It is recommended to kill the mortarbug quickly to prevent it from causing problems later. Its hitbox is smaller than the body: near its middle, toward its back end. HARVESTER Appearance: Short brown body with pale bulbous back end Damage : N/A Health : Moderate Notes : Create Harvester spawn, release several upon death Weak to : Freeze, fire The harvester is another supportive unit that periodically produces a spawn. Although it does not have a direct attack, touching the harvester does some damage. When a harvester dies, it will release several spawn; freezing or igniting the harvester before it dies prevents this effect. It is recommended to kill harvesters before they can gather many spawn. Freeze or ignite the harvester before you shoot it down to kill the spawn it would have released. Melee attacks are fairy effective but not highly recommended because the harvester is constantly releasing spawn. The harvester's hitbox is an area between the pale bulb and the main body. HARVESTER SPAWN Appearance: Small brown creatures, similar in appearance to parasites Damage : Low Health : Very low Notes : Suicide attack, produced from harvester Weak to : Fire, auto-aim Harvester spawn jump at marines, inflicting damage while leaving a streak in the air. Although individually they do relatively little damage, they can do significant damage in numbers. Harvester spawn tend to gather around the harvester until a marine approaches, when they rush at the marine at once. The flamethrower is very effective at clearing any number of harvester spawn at once due to their low health. Since they are small, auto-aim weapons can kill them easily, and explosions can take out many of them at once. Be careful not to mistake harvester spawn for parasites and vice-versa, but it is better to be safe than sorry. Electric armor is ineffective against spawn. SHAMAN *This enemy does not appear in the official campaign, but appears on many custom campaigns. Appearance: Bulbous body (like a mortarbug) roughly the size of a parasite Damage : N/A Health : Low Notes : Heals swarm Weak to : N/A Shamans are a support-type swarm that do not do damage to the squad. Instead, they fire a reddish healing beam at other swarm (except other shamans). Since they are healers, shamans should be a first priority. They are especially deadly when combined with the high health and defenses of shieldbugs. --------------------------------------------- [SEC7]-The Campaign This section covers each of the seven missions in the official campaign, Jacob's Rest. Each level will be covered in parts. Information about items and enemies will be included, but story information in readable PDAs will not. After each part, there may be an asterisk (*) to describe changes in Insane or Brutal difficulty for that part. This information may not be complete. Also note that the changes in Insane may vary depending on how many marines there are at that point. MISSION 1: LANDING BAY Objectives-Access the inner perimeter. -Download the flight data. -Get to the landing bay exit. The level starts off in a small cargo area. Proceed to the left and upwards. Use melee attacks on the boxes in the doorway to save ammo. The next room has two hackable doors on the left and right which lead to the same place. Have the tech hack the door or chainsaw it down to continue. There is also a basketball behind a glass pane to the left which can be moved using melee attacks. Hacking the door finishes the first objective. *Insane: There will be a few parasites before the doors. The paths from the left and right door will converge, and split off again, and again they will lead to the same area. The right path is slightly faster. Drones will attack from the front and climb up from the floor vents. The paths will converge in a small open room. Move to the right, where there is an explosive barrel that you can shoot, but be careful to stay away from the blast. Do not linger in this room, since drones can easily corner and surround a marine. *Insane: There will be some harvesters in the first room. Proceed to an area with two welded doors on the left side. One is closer, but the one further back is slightly more defensively advantageous. Each door has a nearby welder, or can be chainsawed down. Drones will climb up from the floor vent and trickle in from the previous area. Both doors lead to a catwalk area where drones will climb up from the railings. Hornet barrages work well here to keep the drones off. Make your way to the top left and regroup. You can also weld the door behind you to prevent drones from going through. The next room is straightforward but dimly lit. The left side has a welded door that contains a sentry gun; for the sake of time, it should generally be ignored and skipped. *Insane: Two harvesters will spawn on the catwalk area. The last stretch of the mission is to the right. There are stairs to a raised area with drones on it. At the top of the platform is a computer with the flight data that the tech needs to hack. Before the hack, set up a defensive position with mines, sentries, and/or tesla coils to cover the tech. The tech will need to perform a computer hack and download the data while drones attack from the left and bottom sides. When the data is downloaded, the second objective is complete. *Insane: Rangers as well as drones will assault the squad during the hack. Drones will begin to attack the locked door to the right, which leads to the end of the mission. Either attack the door or prepare to kill the drones when they knock it down. A short hallway leads to the end of the mission. MISSION 2: CARGO ELEVATOR Objectives-Activate the cargo elevator and descend. -Activate the facility exterior. When the level begins, move straight northwards, fighting off drones coming up the railings on the right and north. There will be a hallway to the right, with a swarm of drones coming out of it. Kill the drones, while having one marine guard against drones coming from behind. The grenade launcher, smart bomb, or special weapons' autogun/minigun (especially combined with a damage amp) can quickly clear the hallway. At the other end of the hallway, move north and regroup on the other side of the door. Remember to cover the squad's back from drones attacking from the south and east. *Insane: A few rangers will spawn in this hallway as well. The next area has some drones near a pair of barrels to the north. Take advantage of the barrels to blow them up. The next hallway is longer and has more drones, which will attack mainly in two swarms, both at the beginning and end of this corridor. Along the hallway, the windows to either side will explode, allowing drones through. Enemies will also continue to pressure the squad from behind; tripmines or something similar can help cover the squad's back. *Insane: A pair of harvesters accompany the two swarms of drones. At the end of the hallway, there is a medpack to the left. To the north is a spiked pit full of green smoke that will instantly kill a marine that falls into it. Up the short stairs to the right is a pair of barrels that will create a bridge when destroyed. An advanced time-saving tactic is to hug the raised bridge on the right side of the pit and cross it, without having to blow up the barrels. However, this method makes a danger of falling in the pit, and if the barrels are destroyed, any marines crossing will be pushed into the pit and die. The next room is dimly-lit and full of floor vents where enemies will crawl up from. It is recommended to rush through this room and regroup on the other side of the door on the north side. To the right is a cache of two medkits, an ammo box, and an autogun ammo box. Distribute the supplies and stock up quickly, since drones will trickle in from behind. To the right is the elevator, which has a panel on its north side. The elevator can only be activated when all surviving marines are on it. This completes the first objective. *Insane: A few rangers and a mortarbug spawn in the dark room. The cargo elevator comprises the bulk of this level. Activating the elevator will cause a short period of slow motion. The elevator slowly descends while while drones drop onto all four corners. Setting up a sentry is highly recommended to cover at least half of the elevator. Drones will also climb up from the ceiling and will drop onto the elevator if they reach the top. One or two marines with long-range weapons, especially sniping or auto-aim weapons, should take care of the drones on the ceiling before they become a threat. Note that the panel will block bullets, and be careful of friendly fire in the cramped space. Also be wary of drones that come up the far right side, as the pipe there that hides them makes enemies easy to miss. Sentry guns, tesla coils, mines, damage amps, and ammo satchels are recommended for the elevator. *Insane: Four parasites will drop onto the elevator, and again when the elevator reaches the bottom. Depending on the number of marines, a mortarbug at the bottom of the level may bombard the elevator. When the elevator ride is over, the path to the right will open. There will be several drones and a few barrels on the short path between the elevator and the end of the mission. MISSION 3: DEIMA SURFACE BRIDGE Objectives-Gain access to the pipeline. -Destroy the infested pipeline. -Get to the Colony Reactor entrance. Make your way toward the pipeline by moving north. It is recommended to move quickly through the first stretch and regroup at the first rightward bend. This is because large numbers of drones will attack from all sides along the way, so if a marine stays to fight in one place, he or she will likely be quickly surrounded and die. The drones can be quickly mopped up as they gather in a small area at the rightward bend. There is also an alternate route to the right before the bend that has assault jets and two locked doors. One door contains a sentry gun and the other leads to the rest of the level. Using this alternate path spawns extra ranged swarm. This shortcut is not recommended for random or inexperienced teams, as it requires more communication and possibly a chainsaw, but the assault jets can be invaluable for speedrunning. *Insane: Two mortarbugs are near the first rightward bend. Whichever path the squad took, they will have to hack the panel inside of the building to the right of the next area. There will be drones and rangers incoming from the north of the area, as well as large numbers of drones from the previous section. The building itself has 5 openings: two doors on its left side, as well as 3 windows to the south, west, and east (the left window will be closed with glass until shot). The enemies previously mentioned will attack the left side, while one ranger will attack through the south window and drones and rangers will attack through the right window. There are two general ways to deal with this part of the mission, which I will call "slow" and "fast". The "slow" hacking method is simpler and more recommended for inexperienced squads. It involves setting up a defensive position within the building to allow for the tech to hack the panel. Use a welder to seal off both doors and set up tesla coils, mines, and/or sentries to cover the entrances. The most immediate threat is the right window, where enemies have easy access to the tech, so have a marine or sentry cover that front. The south window and left window are not large concerns (assuming the left window is intact). Use tesla coils and mines to prepare for the rush of drones when the doors are broken down. The tech should hack as soon as defenses are set up. After the hack, either shoot down the left door or let it fall to the drones and destroy them, then continue past the opened fence to the north. The "fast" method is significantly faster and recommended for experienced players. Have the squad except the tech stand outside the building and hold off the enemies while the tech goes inside to hack alone. Using adrenaline, he should be able to complete the hack before enemies reach him, and the squad can immediately move to the next area. For even more advanced players, using the assault jets from the alternate route from before can further speed up this objective. The next section is a short run to a panel that opens a short bridge to the right. When a marine reaches this panel, a pack of drones will simultaneously climb up the railings, so the squad should be prepared to deal with them. The next platform has the panel to detonate the pipeline. Since drones will trickle in from the left, if the squad still has a sentry from before, here is a good place to set it up. Detonating the pipeline will cause slow motion as a piece of the pipe falls onto the platform, releasing the campaign's first shieldbug. This shieldbug has significantly more health than normal shieldbugs, and it is recommended to run past the shieldbug through the south side instead of engaging it there, stunning or freezing the bug if necessary. After a short run to the north past some drones, there will be a hacking panel along with an ammo box and an autogun ammo box. The ship Bloodhound will appear here to help cover the squad, so when the shieldbug from before arrives, stun or freeze it (or distract it, if disabling it is not possible) to allow the Bloodhound to fire on it. When the hack is complete, the fence to the right will open. *Insane: There will be a second shieldbug on the way to the hacking panel. The next bridge section is very dark, but fortunately the Bloodhound has lights that will illuminate an area as it slowly moves along the bridge. It is recommended to stay near the Bloodhound for fire support and lighting, but some squads will insist on moving ahead of it. Drones will attack in a pack first from the right, the left, climbing up from below, and from the right again along with a shieldbug. The Bloodhound can usually take care of enemies from the left and on top of the ridge to the south. Hornet barrages can help a marine from getting surrounded and to give the squad some breathing room. Be careful of getting surprised by enemies in the dim light, and keep the shieldbug stunned to prevent it from becoming too large of a threat. When the Bloodhound and all squad members make it to the end of the bridge, the Bloodhound will descend to allow the squad to run across the small gap. Although the next area has some rangers and drones, it is not necessary to fight them at all. Simply run the short distance to the exit in the north-east to finish the mission. MISSION 4: RYDBERG REACTOR Objectives-Bring the reactor online. -Reach the north exit. As the mission begins, move to the north, taking out one or two drones, until the squad reaches a fork that splits north and east, with a barrel slightly to the right. The north path is shorter but darker, but both paths will lead to the same place. Guard the squad's back against drones as they will begin to spawn in numbers. The paths will split again, this time one to the elevated catwalks at the right side and to the northern lower tiled area. The north path is the more commonly taken. *Insane: There are more rangers and boomers to deal with. In the north path, there are a pair of barrels which can explode to kill some drones, and sometimes one barrel will fly to the right and explode there. There is a small path split, and each has one boomer. In an alcove to the north is a pair of assault jets, which can be used to jump through the wall to the right. The two paths, as well as the path from the previous area, converge here. There is another barrel in front of the door to the small room, which can be welded shut, although welder usage is very limited in this level. It is recommended to move quickly through this area, ignoring the boomers, and to regroup at the leftward bend to the north. Buzzers will begin to fly in and attack the squad, as well as drones coming from the previous area. To the left is a side area with rifle ammo inside of a large pipe, and a locked door (the only other point where the welder is useful in this level). The locked room contains a chainsaw, sentry gun, and flamer, but this side area is generally skipped. The north path leads to the reactor. This path is divided into a lower catwalk and a higher one off to the left. The left side has a ranger by a barrel, and two drones with another ranger further up. Clear out the area in front of the large hatched door, and be sure to detonate all the barrels now to avoid friendly fire later. *Insane: A shieldbug and mortarbug will guard the path to the reactor. The hatched door has the hacking panel on the left and a terminal on the right. Prepare the squad's defenses before the hack. One marine (preferably the one with the last firepower to contribute) should access the right side terminal and select the turret. This gives the player control of a powerful turret above the hatch that locks on to enemies, but leaves the marine relatively vulnerable, so be sure to have cover for the marine on the turret. When thehack begins, drones will attack from the left railings, right railings, and right vents, so be sure to cover those areas. Rangers will also attack from down the left stairs and up the right stairs, but since they are on different elevations, they are not a large threat. When the hack is complete, the hatch will slowly open while multiple boomers attack from the south and west stairs, along with buzzers arriving in threes. Inside the reactor room is a medkit, an ammo box, and a panel that activates the reactor to complete the first mission objective. After restocking, the squad must backtrack to the middle of the level. On the right side catwalks there is a panel that is now powered that will open another hatched door. Drones and buzzers will begin to assault the squad once the panel is activated. Speedrunning teams will want to split up so that the door is activated as soon as possible after the reactor comes online. Damage amps, incendiary mines, and a sentry are very effective at holding off incoming drones. On higher difficulties, rangers will attack from across the left gap. *Insane: A mortarbug and several parasites will spawn on the way back to the second hatched door. Head through the door once it opens and head north to a room. On its north wall is a fire extinguisher that can be used to put out the fire blocking the right side. However, marines can actually run through the crashed helicopter on the top edge of the fire; not only does this save time, but it also allows the fire to protect the squad from drones running through it. After moving past the fire, there are a few boomers waiting in the area to the north. To the left is a window that spawns rangers. To the right is a metal-floored area with a third hatched door alongside a panel that opens it. While the door is opening, rangers will climb up from two vents on the floor as well as from the window to the far left, while drones will attack from the previous area (if the fire is still burning, these drones are not a concern). In addition, boomers will spawn from the window to the right of the door. To make this part of the level significantly easier, place a sentry gun directly in front of the boomer window to block their spawn. Do not have the sentry face the ranger spawn, as it will waste ammo shooting at it before it climbs up. There are also two boxes of rifle ammo in this area. *Insane: There will be a pair of mortarbugs in the area in front of the door. Once the door opens, there will be some boomers and several drones waiting on the other side. Use tripmines and the sentry as well as grenades thrown through the doorway once it opens to rapidly clear them out. Buzzers will also begin to attack. Simply have the squad run through the door once it is cleared to complete the mission. MISSION 5: SYNTEK RESIDENTIAL Objectives-Destroy swarm eggs (26). -Destroy biomass (8). -Escape using the elevators. The flamethrower, normally unlocked at level 13, is available for this mission. This mission is particularly open-ended and so there are multiple ways of going through it. The following outline is one common route. *Insane: Harvester spawn will appear in groups from low windows throughout the mission. Begin by moving north through the door and into a dark room. The only exit is left (the other exits are blocked), so go left while fighting off drones and buzzers. The first parasites are in the next room to the left, so lead with the flamethrower and be careful to ignite all the parasites (approximately three) as well as the single egg. There are now two paths up and one path to the right, to the middle of the mission. One of the northern paths will have two boomers, so slip past them or take the other path to continue up the left side of the level. The left side has three sections of biomass through the door and a staircase that leads to the higher catwalk. It is recommended to not ignite the biomass until later since it calls additional enemies. On the catwalk, there will be a small group of eggs immediately to the right. Slightly north is a vent that spawns rangers and some more eggs to the left. Even further north is another egg, totalling about five eggs. Head north to the top-left corner of the map. Buzzers and rangers will harass the squad throughout this area while drones and a boomer threaten up close. In the small room in the top-left corner is a locked door with three eggs and a parasite inside. There are three ways to deal with them: one is to hack the door to open it, another is to break down the door, and the third is to use a piercing weapon to destroy the eggs safely through the door. Dual pistols are nearby if they are needed to aid in breaking down the door. After clearing all the eggs on the left, move back down to the lower level and clear the biomass if you did not before. If the whole squad moves through here, a mortarbug will appear from the right window. Destroy it quickly, since it will cause problems later. Rangers, buzzers, and drones will also appear from below and the windows. Quickly pick up the flamer ammo tank and stock up on the ammo box to the right and move right through the door. The next room is the top-middle section of the level, and is where the elevator for the last objective is. To the north is the elevator, to the right is a fire blocking a locked door, and to the south is the middle of the level. Head south through a door and past a boomer to an intersection with 4 rooms, one in each corner of the section. Two randomly selected rooms will have two eggs each, so press the tab key to check which rooms they are and clear the eggs. The top- left room will also have a few segments of biomass. The front biomass partially blocks the one farther back; stand to the left side to reach the back biomass without having to wait for the front one to burn up. *Insane: There will be a shieldbug in each of the middle rooms. After clearing the eggs, head right through the fire to the right part of the mission. There is a fire extinguisher nearby if it is needed. Try to keep part of this fire burning, since it will ignite swarm that run through it to make the right side of the mission easier. The next room splits into a north path and an east path. The north path has a fire and a barrel blocking a doorway as well as some rangers spawning from a vent to the left. The right path has a small fire that will spread to block the way into the ventilation system. Clear the fire to the right to access the ventilation system. This section is dark, so be cautious of attacks from either direction and shoot the flamethrower in single-shot puffs to check for parasites. Immediately in the vents there is one egg. Above is an egg in an alcove to the left and some biomass, and a parasite that comes from the right. Farther right is a heal pack along with some more eggs. Head north to find an egg slightly to the right. Be prepared for a parasite coming from the left and north, then take out the egg to the left. Farther to the left is three eggs in a short stretch of vents and two eggs nearby the biomass from earlier. If you got too close to the biomass from before, one of these eggs may have hatched. The last biomass is to the north, which blocks the exit to the vents as well as the last three eggs, which will likely hatch before the biomass is cleared. Once out of the vents, the squad will end up to the right of the elevator room. Here there is a heal pack, flamer and autogun ammo, and in the lower room is an ammo crate and fire extinguisher. Head south through the fire to return to the path fork from before. Note that you can blow up the barrel to pass through the fire without having to extinguish it. *Insane: A mortarbug will be in this last room. Return to the elevator room (the top-middle of the mission) once all the eggs and biomass have been eradicated. Set up defenses in this area and weld the left and south doors if anyone brought a welder. When defenses have been set, hit the panel next to the elevator to call it. The lights will dim as a spotlight swings around and swarm will assault this room until the elevator arrives. A vent to the right will spawn rangers and drones, while the locked door and fire should protect from anything else from that area. The south will also spawn rangers and drones. Boomers and drones will appear from a debris pile between the south and west doors. About halfway through, a mortarbug will appear near the south door. After a certain period of time, the elevator will arrive at the north side of the room. Send the squad into it to complete the mission. MISSION 6: SEWER JUNCTION B5 Objectives-Seal the access tunnel. -Destroy swarm eggs (20). Freeze grenades are almost required in this mission because of the high number of shieldbugs. Chainsaws and grenade launchers are also recommended. Move through the large pipe northward. The squad will soon encounter some drones along with a some explosive barrels to the right. Further north is a small raised catwalk platform with more drones. Regroup after the platform where there is a ceiling fan. *Insane: There may be two shieldbugs in this area. The next raised catwalk has two explosive barrels and a green gas barrel, along with drones running around on the metal railings above. The gas will damage marines and swarm if the barrel is blown up. Rush through this area to avoid taking gas damage and getting surrounded by drones. It is recommended to stick to the north side, since drones tend to climb up the railings and block the lower path. There is a box of rifle ammo below, but it is out of the way and in an easily surrounded position. Move through into an area with some large pipes on the right and a fence to the left blocking the way. Detonate the barrels in the top-left to cause a metal girder to push over the large box, causing slow motion and creating an opening to continue rightwards. *Insane: If two shieldbugs did not spawn in the previous area, there will be two of them here. Move into a large open area where drones will jump down onto. In the bottom- right corner there is a medpack, and up a ramp to the right is a small area with an ammo box, a chainsaw, and a pair of PDWs. The chainsaw will prove useful in the next area, so try to have Jaeger or Vegas take it. The next part near the first objective is known as the "shieldbug rush," where four shieldbugs will defend the pipeline accompanied by drones and buzzers. Freeze grenades and tesla cannons can help lock down the shieldbugs while they can be either run past or dealt with using guns or chainsaws. Alternatively, use frag grenades and hornet barrages or smart bombs to deal heavy damage. Note that thrown items may fall into one of the four holes in the floor. To the right are some barrels; detonate them to cause slow motion and complete the objective. *Insane: A mortarbug here will provide support for the shieldbugs. After destroying the pipeline, head north up the ramp to the second half of the level where the eggs are. Two of the eggs are immediately north, partially blocked by a box. The path splits to left and right; the left leads to the end faster, but at least one marine must go right to clear the eggs there. Head right up another ramp and clear the three eggs to the south. There is also some autogun ammo here. Continue on north to find a few more eggs along with a parasite. The next area is a series of dark, raised catwalks. There is a shotgun at the beginning of this section. Two mortarbugs will bombard the squad from below--because they have high health and are hard to hit from the catwalks, the squad can just keep moving. Watch out for a parasite at the next bend, and another where the next few eggs are in an alcove to the south. Continue north where there is another parasite at the bend. To the north are three eggs, a parasite, rifle ammo, and PDW ammo. Head south to rejoin the previous left path and take out the three eggs there. Then go left to clear out the last three eggs and another parasite. Look north to see a barrel and detonate it to stop the spinning grinders blocking the way. There is an assault rifle nearby to help shoot the barrel if no one has long-range weapons, but the flamer can reach across the gap to the barrel. *Insane: A third mortarbug will be where the shotgun is. Move through the stopped grinders. To the right is an archway where mortarbugs spawn after you pass through. Since the mission is almost over and the mortarbugs will keep spawning, you can simply ignore them. Move up the ramp with a couple barrels and drones and onto the catwalks where there is a box of Vindicator ammo and two boxes of rifle ammo. Go through the narrow walkway to the left to encounter a shieldbug, and another at the mission end. It is not necessary to kill these shieldbugs: simply freeze, stun, or slip past them to the exit to finish the mission. *Insane: A mortarbug accompanies the two shieldbugs at the end. MISSION 7: TIMOR STATION Objectives-Activate cable railway. -Detonate the warhead. -Escape via Bloodhound. Head through the tunnel to the first objective. Watch out for three harvester spawn that can put an early drain on health resources. Once the squad reaches the yellow catwalk, drones will climb up from the north side railings. There are four more harvester spawnlings near the panel that completes the first objective and opens the next door. *Insane: There will be two harvesters in this area. Press the button to open the door and continue around the left bend. There will be two rangers waiting there, so be prepared to roll under the acid barrage and kill them. Drones will come in from behind, and the squad will also have to deal with rangers, drones, buzzers, and a boomer. To the left is an alcove with three eggs, a pack of harvester spawn, and the campaign's only blink pack. This alcove can be ignored if no one wants the blink pack. Head south past a vent to a rocky area with a couple of harvester spawn along with a harvester. Drones will begin swarming in from the ledge above and from the previous area. To the left are some rocks which block the way. After fending off the drones, use a chainsaw or pick up the nearby mining laser to clear the rocks. Beyond the rocks is a small area with four eggs and a parasite. The parasite usually spawns on the raised catwalk on the right, but occasionally spawns below. Either chainsaw the next door or have the tech hack it while defending from drones. *Insane: There will be a mortarbug on the rocky area past the south vent. Beware of a parasite on the other side of the door; if the squad broke the door down, the parasite may still be alive. Also watch out for spawnlings produced by the nearby harvester. Immediately clear the two eggs to the north. Have one marine head to the top-right to activate the panel and start moving the bridge. Near the panel there are a pair of assault jets; the jets and the blink pack from earlier can be used to jump onto the moving bridge. A large number of drones will come up from the left as well as from the previous section, so defend until they are dead and wait for the bridge. There are also two mortarbugs in inaccessible locations, above the bridge panel and to the left. They can be killed, although they do not pose a significant threat since their attacks are easy to maneuver around. Move onto the bridge when the fence opens. On the bridge are two groups of parasites (3 each on normal difficulty), so lead with the flamethrower and keep your eyes open. *Insane: Rangers will spawn from a vent near the bridge panel. Once off the bridge, there are two paths north, each with a ranger and harvester. Kill both pairs to prevent them from harassing the squad later on. To the right is a mortarbug along with another harvester. If anyone brought a sentry gun, this is an excellent place to put it: it will defend the squad during the next area as well as during the return trip. The next area has two eggs and some biomass to burn. On a small raised platform is an ammo box, a medpack, and a mining laser that can be used to instantly destroy the biomass. Destroy the biomass when the squad is ready, as it will call down a large number of drones, buzzers, and rangers. Drones will begin to attack the door beyond the biomass, so try to get the last hit on the door to let it fall and kill them. Note that a marine with assault jets or a blink pack can jump past the biomass to access the door before the biomass has been cleared. The next area is a catwalk with a total of about four shieldbugs and six harvesters. One of each will be immediately ahead and another harvester will be to the left. Also to the north is a box of Vindicator ammo and autogun ammo. Try to stun, freeze, or slip past the shieldbugs to kill the harvesters first, since they will build up a damaging force of spawn while you try to deal with the shieldbugs. Alternatively, ignore the shieldbugs and harvesters entirely and break down the rocks to the north with a chainsaw or the nearby mining laser. Past the rocks is an area with a raised catwalk on the north side and a lower rocky area. Take out the egg under the catwalk and the two above it before they can hatch. Stick to the catwalk and clear the four eggs on the high ground from there. To the right is a panel that slowly brings down a bridge. Across the bridge are three eggs, PDW ammo, and rifle ammo. It is recommended for newer players to wait for the bridge and stay on the high ground to avoid parasites below. To the right are about a dozen eggs. Take them out before they can hatch, or if they hatch, be extremely careful to clear parasites first. On a small platform is the final hacking computer, as well as two boxes of ammo and four heal packs. Heal, stock up, and defend the tech as he hacks the computer. Once the hack is complete, the countdown for the detonation of the warhead will begin. Since there is plenty of time, it is important to not panic and to maintain a proper squad formation on the return trip to the Bloodhound. There is an alternate path out of this room: run or use a blink pack or assault jets to jump up to the south side of the raised bridge. From there, roll downward and drop down the left. This alternate route is only faster with the blink pack or jets, but also allows the squad to avoid most of the harvesters and shieldbugs in the previous area, if they were not killed before. Move back through the shieldbug/harvester area and through the door. Use short bursts to maintain speed while still being able to fight off swarm during the return to the Bloodhound. Once past where the mortarbug used to be, drones and rangers will appear; mines and a sentry gun from before can help fight them off. On the bridge, one group of parasites will have respawned. Be careful that they do not jump from the bridge upwards onto unsuspecting marines. Once off the bridge, go right to a path that has now been cleared and through a door. There will be a shielbug to the north, and a mortarbug with a shieldbug in the middle of the path to the raised platform at the end of the mission. The Bloodhound will contribute firepower which is invaluable for taking out the shieldbugs. The ship will only begin to descend once all surviving marines are present. Fight off waves of drones and rangers until the Bloodhound reaches the platform. This will stop the countdown as well as the Bloodhound's machine guns. Masses of drones will continue to flow in until everyone is on the ship. Congratulations! You have completed the Jacob's Rest campaign. I hope you enjoyed this FAQ. Please direct any questions, comments, concerns, or corrections to firstname.lastname@example.org. Thank you for reading.