ALIEN SWARM FAQ

[SEC1]-About
[SEC2]-Basic Information
[SEC3]-General Tips/Strategy
[SEC4]-Weapons/Equipment
[SEC5]-Marines
[SEC6]-Aliens
[SEC7]-The Campaign

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[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.

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[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.

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[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.

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[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
feral.orca@gmail.com. Thank you for reading.