_____  ______  _____ _____  _____ _______       _   _  _____ ______ 
     |  __ \|  ____|/ ____|_   _|/ ____|__   __|/\   | \ | |/ ____|  ____|
     | |__) | |__  | (___   | | | (___    | |  /  \  |  \| | |    | |__   
     |  _  /|  __|  \___ \  | |  \___ \   | | / /\ \ | . ` | |    |  __|  
     | | \ \| |____ ____) |_| |_ ____) |  | |/ ____ \| |\  | |____| |____ 
     |_|  \_\______|_____/|_____|_____/   |_/_/    \_\_| \_|\_____|______|
                                                                          
                                                                          
       ______      _      _         ____  ______   __  __          _   _ 
      |  ____/\   | |    | |       / __ \|  ____| |  \/  |   /\   | \ | |
      | |__ /  \  | |    | |      | |  | | |__    | \  / |  /  \  |  \| |
      |  __/ /\ \ | |    | |      | |  | |  __|   | |\/| | / /\ \ | . ` |
      | | / ____ \| |____| |____  | |__| | |      | |  | |/ ____ \| |\  |
      |_|/_/    \_\______|______|  \____/|_|      |_|  |_/_/    \_\_| \_|

ASCII Art from: http://www.network-science.de/ascii/
                                                                         
+-------------------------------------+
| Game Title: Resistance: Fall of Man |
| Guide Type: FAQ/Walkthrough         |
| Platform: Playstation 3             |
| Version: 0.95                       |
| First Updated: 12/5/2007            |
| Last Updated: 2/6/2007              |
| FAQ Size: 149KB                     |
+-------------------------------------+

|=============================================================================|
|                           Table of Contents                                 |
|=============================================================================|
1. Introduction
2. Version History
3. Controls
4. Walkthrough
   4.01. "Gauntlet"
   4.02. "A Lone Survivor"
   4.03. "Spires"
   4.04. "Fates Worse Than Death"
   4.05. "Conversion"
   4.06. "Hunted Down"
   4.07. "Path of Least Resistance"
   4.08. "The Cathedral"
   4.09. "Outgunned"
   4.10. "Into the Fire"
   4.11. "Conduits"
   4.12. "Viper's Nest"
   4.13. "No Way Out"
   4.14. "Secrets"
   4.15. "Angel"
   4.16. "Search and Rescue"
   4.17. "Common Ground"
   4.18. "A Disturbing Discovery"
   4.19. "Devil at the Door"
   4.20. "Evacuation"
   4.21. "Parting Ways"
   4.22. "Into the Depths"
   4.23. "In A Darker Place"
   4.24. "A Desperate Gamble"
   4.25. "Ice and Iron"
   4.26. "Burning Bridges"
   4.27. "On the Ice"
   4.28. "Giant Slayer"
   4.29. "Angel's Lair"
   4.30. "Last Hope"
5. Documents
   5.01. Weapons
   5.02. Chimera
   5.03. Vehicles
6. Skill Points
7. Credits
8. Copyright
===============================================================================

-------------------------------------------------------------------------------
1. Introduction
-------------------------------------------------------------------------------

Hi, and welcome to my Resistance: Fall of Man FAQ/Walkthrough, my first FAQ for
a PS3 game! This guide will take you through the story campaign from beginning
to end, and provide helpful strategies for the harder parts of the game. If you
still need help with the game, email me. My email can be found at the bottom of
the guide. Enjoy the guide.

-------------------------------------------------------------------------------
2. Version History
-------------------------------------------------------------------------------

Version 0.30 - 14/5/2007
First version of the guide. Added the first 9 missions of the walkthrough.
Added most of the information for the Documents section and started working on
the Skill Points section.

Version 0.50 - 22/5/2007
Added another 5 missions to the walkthrough. Updated the Skills Points and
Weapons sections.

Version 0.95 - 2/6/2007
Finished off the remaining missions of the walkthrough. Documents section is
now fully complete. I just need to add the remaining skill points.

-------------------------------------------------------------------------------
3. Controls
-------------------------------------------------------------------------------

Note: Controls are from the game manual.

|==================|
| Default Controls |
|==================|

+--------------------------------------+--------------------------------------+
| Left Stick                           | Move                                 |
+--------------------------------------+--------------------------------------+
| Right Stick                          | Aim weapon/look around               |
+--------------------------------------+--------------------------------------+
| Left Stick up/down + right stick     | Shake off flame/shake off bullseye   |
| up/down (rapidly)                    | tag/shake off electrical charge      |
|                                      | (multiplayer mode only)              |
+--------------------------------------+--------------------------------------+
| Left Stick up/down + right stick     | Shake off enemy                      |
| up/down (rapidly)                    |                                      |
+--------------------------------------+--------------------------------------+
| Up/down D-Pad                        | Select grenade                       |
+--------------------------------------+--------------------------------------+
| Right D-Pad                          | Turn flashlight on/off               |
+--------------------------------------+--------------------------------------+
| X Button                             | Jump                                 |
+--------------------------------------+--------------------------------------+
| Circle Button                        | Throw grenade                        |
+--------------------------------------+--------------------------------------+
| Square Button                        | Reload weapon                        |
+--------------------------------------+--------------------------------------+
| Triangle Button                      | Action/melee attack                  |
+--------------------------------------+--------------------------------------+
| L1 Button                            | Alternate fire                       |
+--------------------------------------+--------------------------------------+
| L2 Button (hold)                     | Crouch                               |
+--------------------------------------+--------------------------------------+
| R1 Button                            | Primary fire                         |
+--------------------------------------+--------------------------------------+
| R2 Button (tap)                      | Cycle through weapons                |
+--------------------------------------+--------------------------------------+
| R2 Button (hold) + left stick        | Weapon quick select                  |
+--------------------------------------+--------------------------------------+
| R2 Button + Circle button            | Switch weapon select rings           |
|                                      | (available after completing campaign |
|                                      | mode)                                |
+--------------------------------------+--------------------------------------+
| R2 Button + X Button                 | Rearrange weapon select ring         |
+--------------------------------------+--------------------------------------+
| L3 Button (hold)                     | Voice chat via headset (online       |
|                                      | multiplayer mode only)               |
+--------------------------------------+--------------------------------------+
| R3 Button                            | Zoom in/zoom out                     |
+--------------------------------------+--------------------------------------+
| SELECT Button                        | View intel documents                 |
+--------------------------------------+--------------------------------------+
| START Button                         | Pause                                |
+--------------------------------------+--------------------------------------+

|===========================|
| Motion-sensitive Controls |
|===========================|

+--------------------------------------+--------------------------------------+
| Up/down D-Pad (rapidly)              | Shake off enemy                      |
+--------------------------------------+--------------------------------------+
| Up/down D-Pad (rapidly)              | Shake off flame/shake off bullseye   |
|                                      | tag/shake off electrical charge      |
|                                      | (multiplayer mode only)              |
+--------------------------------------+--------------------------------------+

|==================|
| Vehicle Controls |
|==================|

+--------------------------------------+
| M-12 Sabretooth                      |
+--------------------------------------+
+--------------------------------------+--------------------------------------+
| Triangle Button                      | Enter/exit vehicle                   |
+--------------------------------------+--------------------------------------+
| Left Stick                           | Accelerate/reverse                   |
+--------------------------------------+--------------------------------------+
| Right Stick                          | Camera/rotate turret                 |
+--------------------------------------+--------------------------------------+
| R1 Button                            | Fire cannon                          |
+--------------------------------------+--------------------------------------+
| L1 Button                            | Fire machine gun                     |
+--------------------------------------+--------------------------------------+
| Circle Button                        | Switch to turret                     |
+--------------------------------------+--------------------------------------+
| Right Stick                          | Aim (passenger)                      |
+--------------------------------------+--------------------------------------+
| R1 Button                            | Fire (passenger)                     |
+--------------------------------------+--------------------------------------+
| START Button                         | Pause                                |
+--------------------------------------+--------------------------------------+

+--------------------------------------+
| LU-P Lynx                            |
+--------------------------------------+
+--------------------------------------+--------------------------------------+
| Triangle Button                      | Enter/exit vehicle                   |
+--------------------------------------+--------------------------------------+
| X Button/R2 Button                   | Accelerate                           |
+--------------------------------------+--------------------------------------+
| Square Button                        | Brake/reverse                        |
+--------------------------------------+--------------------------------------+
| L1 Button                            | Emergency brake                      |
+--------------------------------------+--------------------------------------+
| Left Stick                           | Steer                                |
+--------------------------------------+--------------------------------------+
| Right Stick                          | Look                                 |
+--------------------------------------+--------------------------------------+
| Circle Button                        | Switch to passenger seat             |
+--------------------------------------+--------------------------------------+
| R1 Button                            | Fire (passenger)                     |
+--------------------------------------+--------------------------------------+
| START Button                         | Pause                                |
+--------------------------------------+--------------------------------------+

-------------------------------------------------------------------------------
4. Walkthrough
-------------------------------------------------------------------------------

Welcome to the main part of the guide. The walkthrough was written while I was
playing on the Medium difficulty. If you are playing on Easy, you'll find that
enemies deal less damage and they can be defeated more easily. If you are
playing on the Hard difficulty, enemies deal more damage and they are overall
harder to deal with. 

|==================|
| 4.01. "Gauntlet" |
|==================|

Operation: Deliverance
York, England
11 July 1951 - 06:13 GMT

Objective: Get out of the street

At the start of the level, straight away you'll see your ship destroyed by a
rocket. Move down the street and use the tyre stacks for cover. The rest of
your squad will most likely deal with the first few Chimera so just follow
them for now. At the end of the street you'll see a burnt-out bus. A bomb will
be dropped here which will take out your squad and leave you to deal with a
few Hybrids. Keep your distance and zoom in with your weapon. Fire in short
bursts and move to the left or right when you see bullets coming towards you.

Turn the corner on the right side of the street turn around again by the fire
and continue on down the street. There may be another Hybrid waiting for you
so keep an eye out. Turn right and move down the street until you see two
groups of soldiers arrive from the left and right. Follow them across the
roundabout and down the sloping road. At the bottom, more explosions take
out your new allies again. Go between the road barricades and the vehicles
blocking the road to reach a checkpoint.

-- CHECKPOINT --

Objective: Catch up to Baker Company

If you die, and you probably will, you'll end up back here with full health.
Crouch down and move forward towrds the wall in front of you. Stay crouched
down here for a while. There is a Hybrid on the upper floor of the house across
from you. Keep looking out from behind the wall, firing at it in short bursts
and crouching down behind the wall again when you see the bullets coming.

Once the Hybrid is dead, run forward into the street and take cover behind one
of the stone roadblocks. Another Hybrid will jump down into the street from the
same floor where the last Hybrid just was, while another two will attack from
the far left side of the street. Leave the two Hybrids on the far left side of
the street to the other soldiers while you take care of the one in front of the
house. Once the area's clear, enter the house through the doorway on the left.

NOTE: If this is your second time playing through the game, a new weapon called
Reapers will be on the floor next to the wooden crates as you enter the house.

The two rooms on the left side of the hallway are empty, but you will find frag
grenades and M5A2 Carbine ammo on the floor. Go up the stairs on the right to
meet up with two more soldiers and follow them into the next room where they
will be killed by two more Hybrids. Take cover by the doorway and pick them off
from there. They will be hiding behind the crates at the back of the room. Once
the room's clear, go through the doorway to the left of the crates where the
two Hybrids were and enter the room on the left in the next hallway.

As you enter, you'll see a Hybrid run past the doorway of the room in front of
you. Wait for the Hybrid to show its face, before shooting it. To the right is
another Hybrid to take care of. Enter the room that was across from you as you
got here and drop down into the room below. In the room behind you, you'll see
a dead soldier and the Guidelines document is on the floor next to him. These
are Intelligence Documents and you'll find them in almost every level of the
game. There is no real advantage to finding all of the documents except for
skill points (see Section 6) and its rewards. Go back up the wooden ramp and
through the doorway on the right. Go down the steps on the left and drop down
into the alley.

-- CHECKPOINT --

Objective: Get to the bus depot

Follow the alley to the left and you'll find a new weapon, the Bullseye in
the middle of the road. Pick it up and continue down the alley. Near the end,
you'll be attacked by three more Hybrids. Keep your distance and use the
zoom on your Carbine. When the three Hybrids are dead, continue down the
alley, but just before the end, you'll see a pile of rubble and a burning
car. Just before the rubble is another smaller alley which leads to a small
area where you'll find the Infection document next to another dead body.

Leave the alley and go past the rubble. More Hybrids will attack in the small
square area ahead. If you want, quickly rush towards them, and throw a frag
grenade at them as they enter. They'll all be close together so the explosion
should take them all out. Go through the gate behind them and go to the left.
Up ahead you'll encounter another three Hybrids, but more soldiers will arrive
to help you out. Look for an opening in the wire fence and drop down into the
creek below.

Follow the soldiers down into the aqueduct and head to the right for a cutscene
and the level ends.

|=========================|
| 4.02. "A Lone Survivor" |
|=========================|

York, England 07:47 GMT

Objective: Rendezvous with Baker Company at the bus depot

You'll wake up near to where the last level ended. There's a few things you
should know from now on. Health can now be found throughout the rest of the
game and will give you back a quarter of your health. Your health can also
regenerate if you are not hit with a weapon for a certain period of time.
Your health is split into four bars. If there is an inch of health left in a
bar, it will regenerate if you can go without being hit.

At the start of the level, follow the soldier through the aqueduct and round
the corner. Continue further and just before you reach the wooden bridge in
front of you, a new enemy will charge at you. You'll be charged by a group of
Leapers. You should be able to deal with them easily as they aren't very
dangerous. Leapers are small lizard-like Chimeras that like to charge right up
to you and jump on you. Past the bridge, more Leapers will appear from over
the wall in front of you.

Deal with the Leapers in the same way and then go up the steps on the left.
Follow the small path along the creek, deal with more Leapers that emerge from
the bushes on the right and cross the bridge you passed under earlier. Follow
the soldiers along another path and you'll be attacked by more Leapers up
ahead. Once the Leapers are gone, climb over the rubble up ahead and drop back
down into the aqueduct. Just a little further up are two Hybrids on a balcony
of a building. Zoom in with your Carbine and fire at them a little until they
run off. You'll find health in the middle of the area here. Once the Hybrids
are gone, go up the stairs of the building to reach a checkpoint.

-- CHECKPOINT --

Objective: Get to the bus depot

where you'll find more health and the Regeneration document. At the top of the
stairs, enter the building on the right. In the far right corner of this room,
in a small area under the stairs is the Isolationism document. Follow the
stairs up to the third floor, and you'll be attacked by a group of five
Hybrids. Halfway up the stairs, turn around and shoot the first Hybrid behind
you. Retreat back down to the second floor and wait for a second Hybrid to
appear. From the stairs, angle a grenade slightly to the left and throw it at
the wall at the back of the room. It should bounce off the wall and take care
of the remaining two Hybrids in the room.

The final Hybrid is on the floor above you. You can't get up there, so stay
behind the crates for cover and shoot it from there. Once the room's clear,
move to the back of the room where you'll see a bridge leading over to the
building across from you. Before crossing the bridge, take care of the Hybrid
on the roof of the adjacent building and the other two Hybrids that are
hiding behind the crates. Cross the bridge when you're sure the room's clear,
and go through the hole in the wall at the back.

Turn the corner and pick up the health. A little further up, you'll see another
bridge leading across to another building. Cross the bridge but don't drop down
into the next room yet. Strafe around the giant hole in the floor and take care
of the five Hybrids below. A grenade works well if you have any left over. When
the room is clear, drop down and cross another bridge to the next building.
Drop down to the room below and then down to the street.

-- CHECKPOINT --

Objective: Clear a path to the bus depot

In front of you is a tank. Approach it and press the triangle button to get in.
Drive through the roadblock and start driving down the street. The next part is
just driving through the street and firing rockets at all the Hybrids. If you
want to, you can switch to the machine gun to kill enemies. Look out for the
enemies hiding up in the corner of a partially-destroyed building as the road
curves. Use the fire drums to create explosions and destroy things quicker.

At the end of the street, drive over the rubble and straight through another
roadblock. Repeat the same for this area as you move along the street. You need
to go along the left side of the street and in the corner, turn left and drive
under the arch to complete the level.

|================|
| 4.03. "Spires" |
|================|

York, England, 09:16 GMT

Objective: Destroy all enemy gun positions

You'll start the level off on the roof of a building. Immediately, shoot the
two Hybrids in front of you before they deal too much damage. They'll be a
third Hybrid on the left as you start too. Once the roof is clear, you can
find another Intel document at this point and now is probably the best time
to get it. From your starting position, go to the left and down the stairs. Go
up the steps in front of you and the Landing document will be on the left.
Now you've done that, you'll need to work your way around the depot. Start by
the top of the stairs where the initial two Hybrids were. Some of the Hybrids
below are stationed behind blockades, so you'll need to shoot them from a
specific angle.

Once the first corner of the depot is clear, stay on the roof where you started
and move along the left. Zoom in on the Hybrids in the far left corner and
shoot the petrol tanks to cause explosions and wipe out any nearby enemies.
Go back to the stairs and go down to the parking area of the buses. Make your
way along here and take care of the remaining Hybrids on the sentry guns.
Continue towards the petrol station and enter the small building next to it.
Inside are two more enemies on the sentry guns. Kill them both before they can
do anything. Man one of the sentry guns and start firing at the enemies on
the other side of the depot. Once you've got them all, you reach a checkpoint.

-- CHECKPOINT --

Objective: Defend the bus depot

You'll get an incoming message about another Chimeran attack. Go back to the
roof of the main building in the depot and stay up here. You can easily take
care of any attacking enemies from up here. Once the first wave of enemies
have been taken care of, you'll reach another checkpoint.

-- CHECKPOINT --

Objective: Find Captain Winters

There will be a second Chimeran attack shortly after the first attack, so go
back down the stairs to the ground and make your way back over to the small
building by the petrol station. Get on one of the sentry guns and wait for the
Hybrids to attack. They will climb over the gate a little to the right outside
the small building. Once they start climbing over, just keep firing at them
until they stop coming. Once the area's clear, you don't need to worry about
finding Captain Winters, the level will automatically end.

|================================|
| 4.04. "Fates Worse Than Death" |
|================================|

Chimeran Conversion Centre
Grimsby, England
12 July 1951 - 03:15 GMT

Objective: Escape the Chimeran conversion centre

At the start of the level, you'll see two enemies in a room outside. They carry
an unconscious person over to a tube where they are then transported elsewhere.
You'll be facing a few new enemies in this level, one of which are the Menials.
Menials are not proper enemies in the sense that they won't attack you, but if
you get too close to them, they will grab hold of you.

Start by shooting the two Menials just outside and enter the next room to the
left. Another Menial will enter at the back. If you haven't already noticed,
there is a small spherical object on the floor as you enter the room. If you
shoot them, they explode which can be useful for taking out enemies. Wait for
the Menial to get near before shooting it. It takes a few seconds to explode,
so you'll need to time it right. Another Menial will enter shortly after so
take care of it too before entering the next room.

Grab the health by the door if you need it, and look for a switch on the right
side the room. Using a switch triggers a cutscene. After the cutscene, you'll
reach a checkpoint.

-- CHECKPOINT --

Go through the open doorway in front of you and you'll encounter another two
Menials in the next room. The first Menial is right in front of you and will
pick up another sphere. If he sees you he will throw the sphere at you. This
can do quite a bit of damage, so try to avoid it. The second Menial will exit
from the room on the right when you start shooting. The room that he came
from contains Bullseye ammo if you need it.

Go through the doorway on the far left side of the room. Melee attack the
boards blocking the doorway and shoot another Menial in front of you. Go to
the right and up the steps. The next room is empty, but the room after that
contains two more Menials. Kill the two Menials as they approach you and this
will cause three Hybrids to run into the room. Stay by the doorway and pick
them off from here. A grenade will work here if you have one. There is another
Menial in the room on the left. Enter the room and go into the toilets on the
left to find the Conversion document.

Go back to the room you were in just now and go to the far left corner of the
room. There will be another three Hybrids in the next room. Once they're taken
care of, go right and follow the hallway round until you reach a lift. Use the
switch on the wall first and then the second switch inside the lift to take
you up.

Exit the lift and stand by the doorway. The Menials working on the other side
of the glass can't see you so ignore them. Zoom in on the balcony at the end of
the hallway and kill the patrolling Hybrid. Continue along the hallway and
follow the bridge around the corner. Pick up the health on the way if you need
it. Before dropping down below, wait for a Menial to emerge from the left.
Shoot it before dropping down. Immediately spin round and shoot the Menial
waiting for you.

-- CHECKPOINT --

Go to the left and stand by the doorway. In the next area are mines that shoot
up from the ground and fire lasers out you. You should search the area and
immediately shoot any mines that jump up. There are five mines in total. Once
the area's clear, go behind the wooden steps in the corner to find a Rossmore
shotgun. There is ammo and grenades on the raised area under the walkway. Go up
the steps and head to the right. Melee attack the two crates blocking the way
and enter the next room on the left.

Another two mines will pop up by the stairs so shoot them before going further.
At the top of the stairs, cross the walkway in front of you and drop down into
the room below. Quickly shoot the two mines to the left before going outside.
There will be three Menials and two Hybrids on a raised platform around the
corner so keep an eye out. Use the wall for cover and take care of the Menials
first and then throw a grenade towards the two Hybrids.

There is health nearby if you need it. Continue across the area and shoot the
mine in front of the open doorway. Stay by the doorway and zoom into the next
room where you should be able to see a Menial walking towards you. Shoot it
and this will lure another three Menials and a Hybrid into view. You can get
them easily from your position. Stand by the doorway to the next room and zoom
in on the next two Hybrids up on the walkway. There will be another Hybrid on
the left, so take care of that too.

Once the room's clear, go up the stairs to the walkway and press the switch
against the wall to open another door. Step outside and shoot the two mines by
the steps. Go up the steps and turn the corner. Destroy another three mines
and melee attack the crates behind them. Drop down and pick up the health and
ammo. Walk forward to end the level.

|====================|
| 4.05. "Conversion" |
|====================|

Conversion Centre, 05:15 GMT

Objective: Escape the Chimeran conversion centre

At the start of the level, move forward and stay by the wall for a moment.
There are four Hybrids in the next room, two on the ground floor and two on
the containers at the back. Stay crouched behind the crates and wait for the
Hybrids to turn away from you. You should look for some of those electrical
spheres to the left. They will be stacked on top of each other and you should
be able to see them by the leg of the steel tower. Shoot them when the Hybrids
get near it and you should take out the first two. If you're lucky, one of the
Hybrids on the container will get caught in the blast too.

The remaining one or two Hybrids will jump down and run towards you, so just
shoot them from where you are. Pick up the health, grenades and bullseye ammo
lying around and go up the wooden ramp past the steel tower. Cross the two
narrow wooden planks, turn the corner and crouch behind the crates. Another
three Hybrids are patrolling the area below. You have plenty of cover up here
so take your time when dealing with the Hybrids. Once the area's clear, drop
down and pick up any remaining ammo.

Turn the corner up ahead and two more Hybrids will run out of the doorway in
front and charge at you. Just shoot them down before they can do too much
damage. There will be quite a bit of health around if you need to top up after
that. Go through the door the two Hybrids came from and go left for a cutscene
and a checkpoint.

-- CHECKPOINT --

After the cutscene, go through the doorway at the back of the room and approach
the stairs behind the wooden crates. A group of Leapers will attack so quickly
finish them off with whatever weapon you have. Go up the stairs and another
group of Leapers will attack from the right. There will be health if you need
it after the fight. Use the switch on the wall in front of you to open the
door. Enter the room to reach another checkpoint.

-- CHECKPOINT --

This room is empty except for the Carbine M5A2 ammo by the destroyed set of
stairs. The next room holds about 6 or 7 Hybrids. You have plenty of cover up
here so you'll be alright here for a moment. You'll notice that there are loads
of yellow spheres around the room. Watch the Hybrids patrolling and wait for
them to get close to the spheres before shooting them. You should be able to
take out most if not all of the Hybrids with little effort.

Drop down once the room's clear and deal with the Menials that appear. You may
also encounter 1 or 2 more Hybrids but you shouldn't have a problem. Make your
way to the far right side of the room, picking up any ammo you come across and
turn the corner where you'll encounter another group of Hybrids at the back of
the room. Be quick to shoot the spheres nearby before the Hybrids have a chance
to scatter or use a Hedgehog grenade. Stay back while the spheres explode or
you'll get caught up in the multiple explosions.

When the room's clear, use the switch in the corner of the room to open a sort
of tunnel and go through. There will be four more Hybrids in the room below.
One on the right as you reach the end of the tunnel and another three further
up. Use the side of the tunnel for cover and pop out and shoot the first
Hybrid. Quickly throw a frag grenade at the rest of the Hybrids before moving
on. Follow the path round the corner and pick up the health. You'll come across
a Menial and two more Hybrids further up. The Hybrids here sometimes use a
Hedgehog grenade so watch out for them.

After the two Hybrids, you'll be at a bridge. A mine will pop up before the
bridge and at the end of the bridge, so shoot them both. Shoot the next two
mines in front of the lift and use the switch to go up in the lift. Once you
step out of the lift, you'll get a cutscene and the level ends.

|=====================|
| 4.06. "Hunted Down" |
|=====================|

Conversion Centre, 07:38 GMT

Objective: Escape the Chimeran conversion centre

At the start of the level, you'll be in a large circular room with a lot of
mechanical arms behind glass panels. Follow the hallway round to the right
until you reach an opening in the wall. Go through the opening to reach the
outside. Follow the path and go to the left to reach a lift. Use the switch on
the wall and then use the second switch to take the lift down. At the bottom,
walk forward to reach a checkpoint.

-- CHECKPOINT --

On the right is a building. As you reach the doorway of the building, a mine
will jump up so quickly turn to the right and take care of it. There is a
second mine behind the pool table in this room. Turn to the left and shoot the
next three mines that appear just outside the room. One of the mines will be
hidden behind the machinery. Enter the building to the right to find another
two mines, health and the Captured document.

Go back outside to where the three mines were and continue forward. Shoot the
mine near the end of the dock and turn right. Just up ahead are another two
mines. To the left of the two mines is a third mine and some health. Beyond
the first two mines is another building. Two Hybrids will run out of the
building and run towards you so kill them quickly. Once you enter the building,
there are another EIGHT Hybrids. Use grenades to take them down quickly, or
use cover wisely.

Enter the next part of the room through the opening in the corner and crouch
down behind the crates. There are three Hybrids in this room. One on the stairs
ahead of you which you should get rid of first. Two are on the left side of the
room and the last one is around the middle. Once the room is clear, go up the
stairs to the top level where you'll find the York Set Up document to the
right.

Go back down the stairs and leave the room through the door in the left corner.
Go down the stairs and past the forklift. Go up the next set of stairs in front
of you and at the top of the slope is a building. As you enter the building,
you'll be ambushed by Leapers. Retreat if you have to and shoot them all from
a distance. Enter the building and approach the stairs in front of you where a
few more Leapers will attack. Deal with the Leapers and go down the stairs. Go
over to the lift in the corner and use the switches to go up.

-- CHECKPOINT --

Once you exit the lift, leave the building through the door in the far left
corner. The next area is one huge area with Hybrids all over the place. Stay
by the door and zoom in on the first few nearby. From there, move carefully
and use the crates for cover. Grenades are helpful here as you will be facing
groups of three or four Hybrids at a time. Near the end, you'll encounter two
Hybrids on sentry guns. Climb onto the back of the truck trailer to the right
and climb onto the containers from there and you can easily shoot the two
Hybrids from above.

Drop down past the sentry guns and finish off any remaining Hybrids that
appear. Go up the stairs on the left side of the area and along the walkway.
Cross the wooden planks and go through the hole on the left to finish the
level.

|==================================|
| 4.07. "Path of Least Resistance" |
|==================================|

Convoy Recovery
Manchester, England
12 July 1951 - 09:38 GMT

Objective: Get to the convoy

At the start of the level you'll be dropped straight into a war zone in the
middle of the street. Follow the other soldiers across the road and through the
destroyed houses. Crouch down behind a wall or anything else you can see and
start shooting at the Chimera. I suggest starting from the far right side of
the street and moving across. The other soldiers will take care of the other
side of the street. Once the first street is clear, search around for health
and ammo before following the soldiers through the second row of houses. There
will only be a few Hybrids around the destroyed houses so just kill them and
continue on to the next street.

Take cover by one of the blockades. Grenades work well for the next street aa
there will be quite a few Hybrids. Also keep an eye out for the Hybrids in the
windows of the building on the left side of the street. Once the street is
clear, move onto the next row of destroyed houses, once again, using the walls
for cover. You should also be able to see into the next street from here, so
take out as many enemies as you can from here.

Go to the right past the metal fence where you'll encounter two Hybrids and a
wave of Leapers. Fall back and take out the Leapers first before focusing on
the Hybrids. Continue through the rubble and turn left to reach the next
street, taking out any Hybrids you see. More Leapers and Hybrids will show
up here. Get rid of the Leapers first and then take out the Hybrids in the
windows from a distance. Once the street's clear, gather up health and ammo
and follow the soldiers through the houses again to the next street.

A wave of Hybrids will attack from the right side of the street, so retreat as
far to the left side of the street as possible and wait for the Hybrids to get
near. A grenade will work here since they stick together in groups. Once the
street is clear, head to the right side of the street where the Hybrids came
from until you reach a checkpoint.

-- CHECKPOINT --

Continue past the burnt-out bus and a Hybrid will jump out right in front of
you. Gun it down quickly and move on. There are another two Hybrids just up
ahead, so deal with them too. Once you pass the car on the right, two more
Hybrids appear. Kill them and turn the corner up ahead. As you start to head
down the road, a huge wave of Leapers will come crawling down the building
at the bottom of the street. Retreat if you have to, and start shooting them.

Continue down the road and turn left at the bottom. At the end of the road, go
past the metal fences and kill the two Hybrids that appear near the piles of
rubble. Continue past the rubble and up ahead, there is another group of
Hybrids, two of them manning sentry guns. It's easier to get closer to the
sentry gun on the right, so rush towards that sentry gun and quickly kill the
two Hybrids around there. Using the sentry gun for cover, take care of the
remaining two Hybrids on the other gun. The next thing to do is cross to the
other side of the bridge but first, go to the stairs to left of the bridge.
At the bottom of the stairs is a small walkway under the bridge. You'll find
the Of Howlers intel document at the end next to a dead body.

Go back up the stairs to the bridge and start crossing. Once you near the end
of the bridge, Hybrids will start to appear. There's plenty of cover along the
bridge, so use whatever necessary. Be careful if you use a car for cover. If
the car catches fire, move away from it before you get caught in an explosion.

Once the Hybrids are dead, get off the bridge and head across the street to the
cathedral on the left. Once you get near the cathedral, a Howler will appear
from behind the wall. Keep your distance and just keep firing at it. They are
quite weak but their swiftness makes up for it. They like to charge towards you
and swipe at you. Once the Howler is taken care of, the level ends.

|=======================|
| 4.08. "The Cathedral" |
|=======================|

Manchester, 11:14 GMT

Objective: Get to the convoy

As the level starts, you'll see a huge wave of Leapers crawling down into the
cathedral. As soon as you can move, start falling back and use the Rossmore to
deal with them. You'll have to face three waves of them, so there will be quite
a few. Once they stop coming, the boarded up archway in the middle of the
cathedral will be busted down and two Steelheads will run into the room.
Steelheads are very similar to Hybrids except they wear armour which makes
them tougher and they are more evasive. The weapons they use can also shoot
through objects which makes using cover useless.

You can do two things when facing Steelheads. The first is to just run towards
them and just shoot at them with the strongest weapon you have or keep your
distance and just throw grenades towards them. Once they're dead, pick up the
Auger they carry. The Auger is very useful for the reason I mentioned just now.
They can fire through any objects and you can also deploy a shield with L1
which will block any incoming fire.

Go through the archway the Steelheads just destroyed and shoot the Hybrid that
jumps out in front of you. A Howler will also come charging towards you from
the right side of the room. The Auger should be able to kill it easily. Three
more Hybrids will also appear from the far right corner of the room. Using the
Auger should be enough to deal with them. Before doing anything else, search
the last shelf to the left as you exit the archway for the Crawlers document.

Cross the cathedral to the hole in the wall in the far right corner. Outside
you'll see three more Hybrids, one on the ground and two on the upper balcony.
From the edge of the wall, you can just about look over the brick jutting out
of the wall and zoom in on the two Hybrids on the balcony. Once they're dead,
just shoot the remaining Hybrid. Cross the street and enter the house in front
of you.

NOTE: If this is your second time playing through the game, the Backlash
Grenades can be found in the kitchen on the left as you enter the house.

Search the other room in this house for grenades and ammo. Leave the house
through the door at the other end, and two soldiers will join you.

-- CHECKPOINT --

Go to the left and down the stairs. Turn the corner and you'll encounter two
Hybrids and a wave of Leapers. Kill the two Hybrids quickly before taking on
the Leapers. Continue down the alley and just before you pass under the
bridge, two more Hybrids will run out from the left. Gun them down and move
on. Turn the corner at the end of the alley and you'll see a Steelhead run
towards you. Quickly gun it down.

Two Hybrids will appear from the other end of the alley while another two
will start attacking from the windows of the building on the right. Take
cover by the dumpsters and wait for two of the Hybrids to get nearer. Once
the Hybrids in the alley are dead, another two will arrive. Throw a grenade
through the window to deal with the Hybrids in the building and then focus
on the others in the alley. There will also be a Hybrid on the walkway above.

Once the alley is clear, continue on to the end and turn left. At the top of
the stairs will be another Hybrid. Shoot it down and head up the stairs. Go to
the right and stand by the archway. There is another Hybrid beyond the archway,
on the ledge of a building. On the ground underneath the ledge is an electrical
sphere. Shoot the sphere and it will destroy the ledge when it explodes.

Go down the street on the left until you reach a roundabout at the end. Two
Howlers will appear from the left and right corners. Keep your distance and
just keep firing at them. Focus on one at a time and use the tree in the middle
for cover. Strafing around it helps too. When the two Howlers are dead, go
through the opening in the wall beyond the tree to reach a checkpoint.

-- CHECKPOINT --

You'll have to be very careful while going through the next area. There's are
two new types of mine in this area. For the first one, instead of the laser
mines, these mines shoot out hedgehog grenades. They have a longer range so
getting out of the way of them can be hard. The first three are in front of
the barbed wire just after you go through the opening in the wall. Approach
them and then back off before they explode.

Drop down into the grassy area on the left and start moving slowly through it.
They seem to be grouped together along the far left side of the area, so try to
stay away from there, however, along the open part of the area you'll find
radial mines that shoot out sonic waves. You have to jump over them to avoid
them. Make your way over to the right and drop down into the trenches. Follow
the trench to the right until you reach a dead body where you'll find the
Stalker Hunt document.

Backtrack through the trench and climb back up to the wooden bridge. Head to
the right of the bridge. You'll find two more hedgehog mines along the way.
Continue up the slope to the park area and quickly shoot the lone Hybrid up
ahead. Crouch back down behind the wall before the three Hybrids on the left
can do too much damage. One of them is behind a sentry gun. Stand up and
quickly run to the stone wall to the right. Stay here for cover and move along
to the left. Quickly throw a grenade towards the Hybrids and get back behind
the wall. If any of them survive the blast, just shoot them normally.

Go through the park, around the trench and watch out for the hedgehog mine by
the tree. Leave the park and just outside are another five radial mines. Only
two of them will be activated initially, so just move back. Grab the health
and then get rid of the remaining three. Move forward towards the street and
three Hybrids will appear from the alley across the street. Use a destroyed
car for cover and wait for them to get near.

Go down the alley they came from and stop by the corner. There are two Hedgehog
mines just around the corner. Turn the corner to activate them and then quickly
duck back round the corner to avoid them. Continue through the alley and take
care of the Steelhead just beyond the mines. There are another two Hybrids in
the area, one hiding behind the stone pillar on the left as the alley ends, and
one on the balcony above. Zoom in and snipe them from the alley.

Once the area's clear, there's a building on the left that you need to get
through. Stand by the window from outside and zoom in on the Hybrid on the
upper floor. As you enter the house, another Hybrid will jump out from behind
the stairs. Go up the stairs and enter the adjoining room. There's a Hybrid
in the room below with his back to you so you can easily kill him. Drop down
into the room and leave the house.

Turn the corner in the alley and quickly jump back behind the corner before the
hedgehog mines hit you. A group of Leapers will follow so keep moving away as
they get near. Turn the corner again and shoot the lone Hybrid on top of the
wall at the end. Turn left in the alley again and three more radial mines will
jump up. This time you should crouch down to avoid them. Kill the two Hybrids
that appear in the archway and a third Hybrid to the left. From where the third
Hybrid was, shoot the electrical spheres on the corner of the next alley. This
will eliminate a Hybrid manning a sentry gun round the corner. Go up the stairs
behind the sentry gun and at the top the level ends.

|===================|
| 4.09. "Outgunned" |
|===================|

Manchester, 13:35 GMT

Objective: Eliminate the Chimera and recover the convoy

At the start of the level, make your way down the street and take cover by the
sandbags on the right side of the street. From here, take down as many Hybrids
as you can see. Once the majority of Hybrids around the roundabout have been
dealt with, head over to the supply truck on the right side of the roundabout.
You'll find health and ammo around here.

Start moving around the area, using the walls and vehicles for cover, and
shooting at the Chimera. The walls around the perimeter of the area are also
good cover points. Once the area's been cleared, you'll reach a checkpoint.

-- CHECKPOINT --

Objective: Defend the convoy

A Chimera ship will fly over the area and a swarm of Hybrids and Steelheads
will pour into the area. Fall back and shoot at them from a distance. There
will be a lot of Steelheads firing Augers at you so cover is pretty useless
here. Just keep moving and strafing around the enemies. Once you've cleared the
area, a Stalker will arrive.

-- CHECKPOINT --

Objective: Destroy the Stalker

Stalkers are very annoying enemies. They are huge mechanical vehicles on four
legs that come equipped with turrets and missile launchers. What makes them
even harder to deal with is the fact that they can't be damaged from the
front. Its only weak spot is an electrical sphere behind its head. Throughout
the fight, you should use the supply truck for cover.

Wait for the Stalker to turn around and expose the sphere behind its head and
then open fire on it. Stay behind the truck and wait for opportunities to
attack it. Once you've damaged it a little, it will start sparking. Stay behind
the truck and keep shooting at the sphere when you get a chance. Once it
catches on fire, it will start shooting missiles everywhere. If you are behind
the truck, the missiles can't be fired over the truck and the Stalker won't
come behind it, so you're perfectly safe where you are. Just keep shooting at
and it will eventually go down.

Alternatively, if this is your second playthrough, a Backlash Grenade works
very well for Stalkers. They practically destroy themselves. Just chuck a Back
lash Grenade at the Stalker to trap it in a bubble and whenever it fires a
weapon it will be deflected back at the Stalker. Once the Stalker explodes,
the level ends.

|=======================|
| 4.10. "Into the Fire" |
|=======================|

Chimeran Tunnel Nexus
Nottingham, England
12 July 1951 - 16:48 GMT

Objective: Eliminate the mortar teams

You'll start the level off near an overturned car. Cross the street beyond the
overturned car and take cover behind the wall. Peer over the steel barricades
and zoom in on the Hybrids manning the sentry guns. The Auger works well here
for shooting through the shields mounted on the guns. Once the first few are
taken out, move forward and continue taking out the Hybrids until you reach
the trenches.

Drop down into the trenches and start clearing them out. You'll find quite a
bit of health down here and ammo too. Once the trenches are clear, make your
way to the back of the trench (straight ahead and take the second left). There
will be a group of five Hybrids around here so be careful. Go up the steps and
take cover inside the outpost. There is another Hybrid manning another sentry
gun further up the hill.

Whwn you're ready, crouch down and quickly make your way up the hill, using
the fallen tree and the walls for cover. Once you're near the Hybrid, throw a
grenade towards the ceiling of the outpost. If done right, it will bounce off
the ceiling and land right next to the Hybrid. Go around the left side of the
outpost and through to the other side. Drop down into the trench past the
fallen tree.

On the right as you enter the trench is a Hybrid manning a sentry gun. It's
impossible to reach it from your position so head into the tunnel directly
in front of you and into the empty square room. Go through another tunnel to
the right where you can easily shoot the Hybrid dead. Continue through the
trench and a little further up you'll see another tunnel on the right. Go
down the tunnel to the bunker and just outside the bunker you'll see another
Hybrid. Collect all the ammo and health in here and the Harbinger intel
document.

Go back through the tunnel and head to the end of the trench. Go up the ramp
and crouch down by the steps leading into the house. There are four Hybrids
in the house, two on the left, two on the right. The quickest way to clear the
house out is to shoot the barrels around the room. Once the room is clear,
make sure you get the Tunnels intel before going up the stairs.

On the next floor, you'll encounter two Hybrids and two Menials. This part
should be easy, just try to kill the Hybrids before they can reach the sentry
guns. Once the room is clear, the level ends.

|==================|
| 4.11. "Conduits" |
|==================|

Nottingham, 17:15 GMT

Objective: Catch up with K Troop

You start the level off in a dark underground tunnel. Follow the train tracks
forward through the tunnel and go to the left. As you approach the gate, you'll
see a new enemy - a Titan. Watch the Titan take out three or four soldiers
with one swipe before it turns and sees you. It will destroy the gate and start
shooting at you.

Immediately retreat and shoot at it from a distance. Titans are huge bulky
Chimera which can be difficult to take down. They charge towards you and a few
hits from the cannon they carry is enough to kill you. Don't stop moving and
continue firing at it. When it catches fire, it will explode, so move away from
it. Once the Titan's gone, continue through the gate and cross the room to the
far left corner. A soldier will unlock the gate for you. Go through the gate
and enter the room on the right to reach a checkpoint. You'll pick up a Fareye
L23 as you enter.

-- CHECKPOINT --

Objective: Find Lt. Cartwright

As you enter the room, crouch behind the wall and zoom in on the three Hybrids
in the distance with the Fareye. Take out the three Hybrids and then head over
to the left side of the room and drop down into the room below. Leave this
house and go down the path on the left. Use the crates and barricades for
cover and take out the Hybrids that appear. You'll find health and ammo on one
of the crates along the wall.

Once the path leads up again, be careful going up. The area opens up and you
are ambushed by a large group of Hybrids and Steelheads. Fall back and wait
for the Hybrids to come into view. There's plenty of health on one of the
crates for whenever you need it. Grenades work well here too. Once the Chimera
stop coming, cross the area to the bridge and cross it. At the other end of
the bridge, more enemies will attack from the right.

Use the containers for cover and continue down the street. At the end the road
will slope down on the left. As you get near, a swarm of Leapers will come
crawling down the wall of the building in front of you. Fall back and take
them out quickly with the Rossmore or a grenade. Kill any remaining Hybrids
and take cover by the open entrance of the building.

Zoom in on the electrical spheres right on the middle platform at the back of
the room and shoot them to take out any enemies in the room. Enter the room
and use the two ramps to reach the middle platform. Enter the room on the right
and pick up the Regarding Cloven document on the shelf. Go up the ramp on the
right and at the top the level will end.

|======================|
| 4.12. "Viper's Nest" |
|======================|

Nottingham, 18:03 GMT

Objective: Eliminate the Chimera at the first pylon

As soon as the level starts, you'll immediately notice the soldiers engage
the Titan in the area below. Use the same advice as before, strafe left and
right to avoid the shots from the cannon and just keep shooting at it. You
have a little more cover than last time, so use it. Once the Titan is down,
the door at the base of the pylon will open and Hybrids will come out.
Keep your distance and they shouldn't be a problem. Once the area's clear,
enter the pylon and a wind will shoot you upwards to the walkway around
the pylon and you'll reach a checkpoint.

-- CHECKPOINT --

Objective: Destroy the sentry gun on the second pylon

Exit onto the walkway and move around to the right until you encounter two
Hybrids. Shoot them quickly and move to the platform on the left. You have
to cross the narrow beam to the other side. There are five Hybrids over on the
next pylon. Use the Fareye to take out all of them or as many as you can. Once
you've crossed the beam, take out any remaining Hybrids as you make your way
around the walkway.

Cross the bridge to the next pylon and follow the walkway round until you run
into a group of four Menials. Take them out quickly and fall back. Switch to
the Fareye and snipe the three Hybrids on the pylon across from you. Follow the
walkway round to the end and use the switch to lower the bridge in front of
you.

To reach the bridge, backtrack around the walkway, cross the bridge to the
previous pylon and then you can reach the bridge from there. Shoot the Hybrids
that appear and go around the walkway. At the end you'll reach a checkpoint.

-- CHECKPOINT --

Objective: Clear out the final tunnel

Refill your health and ammo and then enter the core of the pylon. At the
bottom, you'll encounter a Titan that you have to defeat by yourself. Switch
to your Auger and use the force shield to block any shots fired at you. Just
unload on the Titan and don't worry about being hit. Once the force shield
wears off, use it again and repeat the process until the Titan is down. Once
the Titan explodes, the level ends.

|====================|
| 4.13. "No Way Out" |
|====================|

Northern Command
Cheshire, England
13 July 1951 - 03:34 GMT

Objective: Restore auxiliary power to Northern Command

At the start of the level, immediately move to cover behind the wall as a group
of Hybrids and Steelheads attack you through the smoke. To the right of where
you started you'll find some health if you need it. Head through the tunnel and
you'll encounter a few more Hybrids and Steelheads up ahead. Throw a grenade at
them to take them out and continue on. Go down the tunnel on the right and
enter the kitchen straight ahead.

As you enter the kitchen, a group of Leapers appear. Retreat back into the
tunnels and keep your distance as you take them out. When the Leapers are gone,
re-enter the kitchen and go through the open door in the far-left corner. Go
through the tunnel and turn left. Turn right and then left again. You'll see
an enemy run past the doorway up ahead and then a group of four Hybrids will
attack you.

Throw a grenade towards them and fall back. Shoot another two Hybrids that
appear behind you and go through the doorway the initial group appeared in.
Go to the right, up the stairs and into the next room. Kill the two Hybrids
in this room and look for the Invasion intel document on the floor in the
middle of the room. Go up the stairs on the opposite side of the room and go
through the doorway.

There will be a Hybrid on the left as you enter the next room. Go past the
train carriages and you will be ambushed by a large group of Hybrids and
Steelheads. Use a couple of frag grenades to take them out and continue
through the room. Head across to the left to reach the train tracks again.
Cross the train tracks and go down the tunnel on the left to reach a check-
point.

-- CHECKPOINT --

Objective: Escape Northern Command

A Hybrid will appear on the right so kill it immediately. Go down the tunnel
on the left and take cover by the room on the right. There are one or two
Hybrids in the open but a large group of them will behind behind the wall on
the right. Throw a grenade towards them to take care of them. Go behind the
wall and through the hole in the wall that leads to the next room. The next
room has two tunnel entrances. It doesn't matter which entrance you pick as
they both lead to the same place, just go to the left and the tunnels will
start rumbling.

Go through the door to the next tunnel on the left. Head down the tunnel
until you spot a Chimera run past you. Take cover outside the next room and
switch to the Fareye. In the next tunnel are three Slipskulls. Slipskulls
are very fast and can hit you from quite a distance. They cling to walls
making them harder to reach. Press L1 to slow down time and snipe them from
outside the room.

Enter the tunnel and ignore the first two rooms on the left and right. Go
down the stairs and enter the room on the right. In the left corner of the
room is a tunnel leading to another room. Go through the tunnel and look for
the Specimen Tank intel document on the table in the corner. Go back to the
tunnel where you encountered the Slipskulls and continue on. As you reach the
gate at the end, a huge machine will come crashing through the tunnel,
creating two giant holes in the wall.

Note: If this is your second time playing through the game, the Arc Charger
will appear in between the gates.

Jump up into the hole on the left and head through the tunnel. Continue through
the tunnel until you reach the next room. There are two enemies in this room,
one on the walkway on the left and one on the walkway on the right. Once
they're taken care of, drop down into the room and head up the stairs in the
middle of the room. At the top, use the switch to open a door below. Go back
down the stairs and you'll see the door you opened. Take care of the two
Hybrids in the next tunnel. Go through the doorway and go to the right to
reach a checkpoint.

-- CHECKPOINT --

Follow the walkway around and go down the stairs where you'll be attacked by
two Howlers. A couple of shots each from the Rossmore should be enough to take
care of them. Go through the archway they came from into another tunnel and
go straight ahead to the second tunnel. Go to the right until you reach a
small area on the right with generators. Approach the switches on the back of
the wall to end the level.

|=================|
| 4.14. "Secrets" |
|=================|

Northern Command, 06:12 GMT

Objective: Escape Northern Command

You start the level off exactly where the last level finished. Two Hybrids
will appear from the left at the start so be ready to kill them quick. Follow
the tunnel back to the large circular room where you encountered the two
Howlers in the previous level and you'll find a group of five Hybrids and a
Steelhead in the room. Use the tunnel walls for cover and throw a frag grenade
into the room. 

Once the bottom floor's clear, look around the walkway above for another
Hybrid. Go back up the stairs to the upper walkway and follow it around to the
doorway on the left side of the room where another Hybrid will emerge. Shoot
the Hybrid and go through the doorway. Go up the steps and make your way
through the tunnel directly ahead. Switch to your Fareye and zoom in on the
two Hybrids and two Steelheads that run into the room. Once they're gone, three
more Hybrids appear from a room on the left side of the tunnel.

Kill the three Hybrids and enter the room they came from. Go down the steps and
go through the gap on the left side of the structure in the middle of the room.
Go through the vent and then quickly retreat as you are ambushed by a large
group of Leapers. Go back through the vent once the Leapers are gone, and go
to the left. Turn left again and go through the vent to appear in a room very
similar to the one you just came from.

Go up the stairs and through the door. Use the switch on the wall on the left
to open a steel door and go through to reach a checkpoint.

-- CHECKPOINT --

There is health at the top of the stairs in front of you if you need it. Go
through the door on the left and head through the tunnel. Throw a grenade at
the two Hybrids and the Steelhead in the tunnel. At the end of the tunnel, go
to the right and through the door. Continue through the next tunnel and you'll
see another huge tunnel created by the machine you saw in the previous level.

Go through the tunnel and a little further up, more Leapers attack you. Kill
them with the Rossmore shotgun and continue on. Further along the tunnel,
you'll encounter a group of pods that look like pulsing brains. Make your way
past them but get ready for them to explode and ambush you with more Leapers.
Retreat back down the tunnel if you are surrounded and take care of them with
the Rossmore.

Continue through the tunnel until you reach a dead-end. Jump out of the tunnel
to the right and enter the room on the left to complete the level.

|===============|
| 4.15. "Angel" |
|===============|

Northern Command, 08:03 GMT

Objective: Escape Northern Command

At the start of the level, you'll be in the same room where the previous level
finished. Leave the room through the door behind you and go through the next
door on the right that leads to the tunnel. Go to the left and at the end of
the tunnel, a door will open on the right. Inside this room is a large group of
Menials. You can use the explosive barrels around the room to take them out
quicker, otherwise just shoot them as you normally would. Before leaving the
room, look for the Post Mortem document on the table in front of you as you
enter.

Leave the room by smashing one of the glass windows on the right side of the
room. Step through to the next room and head up the stairs. At the top, a huge
group of Hybrids will run into the room behind the glass. Shoot the glass, and
then just throw about 3 or 4 grenades into the room until the Hybrids stop
coming. When the room is clear, jump through the window and move into the
next room where a Steelhead will appear. Keep your distance as you take it
out.

Continue through the next few small rooms and enter the tunnel at the end.
To the left are two more Hybrids at the bottom of the stairs. Kill them and
start to descend the stairs. About halfway down, a group of Leapers will
appear. Use the Rossmore to deal with them and then continue through the
tunnel. As the tunnel curves you'll notice a row of windows along the right.
There are three Hybrids behind the windows who start shooting at you. Kill
them before entering the room. On one of the tables you'll find the Autopsy
intel document.

Leave the room and continue down the tunnel, killing any Hybrids that
appear. Use the crates for cover and shoot them from a distance. On the
right is another room where Hybrids are waiting. At the end of the tunnel,
two steel doors open and you reach a checkpoint.

-- CHECKPOINT --

Objective: Defend the specimen tank

In this next room you'll encounter a new enemy. You'll be stuck in this room
as one by one, specimen tanks rise out of the ground and release Gray Jacks.
Gray Jacks are tall, decrepit Chimera that charge towards you and swipe at you.
Keep moving around the room and kill the Gray Jacks one by one as they are
released from the tanks. There are nine Gray Jacks in total. Once the room's
clear, a door will open.

Go through the door and up the stairs and head forward into the next room.
Across the train tracks, you'll see a large group of Chimera around the
Angel specimen tank. Keep moving around the room and just keep firing at the
Chimera. You should definitely use frag or hedgehog grenades for this part
as you'll be outnumbered for most of the fight. Once the room's clear, go over
to the right side of the room. The machine you saw a couple of levels back
will burst through the wall and release another group of Hybrids and a
Steelhead. Once they're taken care of, the level ends.

|===========================|
| 4.16. "Search and Rescue" |
|===========================|

Cheddar Gorge
Somerset, England
13 July 1951 - 09:52 GMT

Objective: Find Cartwright's Team

This is quite a short level so it shouldn't give you too many problems. At the
start of the level, you'll see a plane flying away from you. Start off by
following the garden path out into the street where you'll see a group of four
Hybrids run past. Follow them down the street and as you pass the truck in the
middle of the road, a Howler will charge out from the left side followed by the
four Hybrids.

Quickly retreat and shoot the Howler with the Auger. Take cover behind one of
the destroyed cars in the street and take out the four Hybrids. A couple of
them might try to chase you down, so keep an eye out and kill them quickly.
Once the area's clear, continue down the street past the truck again until you
reach the crossroads. Another group of Hybrids will suddenly attack from the
right.

First, go behind the partially destroyed house on the corner and duck up and
down behind the wall of the nearby steps as you take out the Hybrids. There
might also be another Hybrid on the balcony of the house across the street. You
should be able to take it out from where you are. Once the street is clear
you'll reach a checkpoint.

-- CHECKPOINT --

Objective: Help Cartwright eliminate the Chimera

Once the area's clear, go back to the street you started in and go back to the
crossroads. Head down the street on the left and enter the small park area at
the end. You'll find the Field Guide 1 intel document on the right side of the
park as well as ammo on both sides. Leave the park and go back to where the
last group of Chimera was.

Go up the steps of the house on the left and crouch down by the steps. There
are a total of five Hybrids pinning down Cartwright's team in the street below.
Three of them are right in front of you at the top of the stairs. The other two
are just round the corner to the left. Once they're all dead, you'll have to
deal with another very large group of Hybrids in the street. Just remember not
to go down into the street. Stay up on the platform of the house and slowly
take out the Hybrids from here. Frag grenades and Air-Fuel grenades work well
here if you have any. Once the street is clear, you'll reach another check-
point.

-- CHECKPOINT --

Switch to the L23 Fareye and look around for a group of Slipskulls crawling
around on the roof of the building across the street. Zoom in on them, focus
and snipe them. If you need health, it should be easier at least to venture
down into the next street and grab some. If you are overwhelmed by the
Slipskulls, you can use the empty house across the street for cover. Once the
Slipskulls are gone, you'll be attacked by one final group of Hybrids. They
should be easy to deal with. When they're dead, the level ends.

|=======================|
| 4.17. "Common Ground" |
|=======================|

Cheddar Gorge, 11:37 GMT

Objective: Find the source of the Chimera

You'll start off in a jeep and will be using it throughout most of the level.
You'll have an ally for this mission, who mans the turret on top of the jeep
and will shoot any enemies that get near. Start by driving down the road and
smashing through the blockade a little further up. The road reaches a dead-end
up ahead, so drive across the grass on the left, through the trees and down
the hill towards the blockades below. You'll be attacked by Hybrids as you
drive down the hill, but since they are without cover, you can easily run them
over.

At the bottom of the hill will be a bunker. First of all, circle the bunker and
drive over any Hybrids lurking around behind it and let your ally shoot any
remaining enemies. Leave the jeep parked behind the bunker, out of view and get
out. Make your way back round to the front of the bunker and start shooting at
the Hybrids inside. There are two inside and another four upstairs. There may
be more or less depending on how many you killed outside. Once the bunker's
clear, go upstairs and use the first of two switches needed to open the first
gate.

Return to the jeep and get in. You now need to drive over to the second bunker
that's on the right side of the area as you exit the first bunker. Repeat the
same process for the second bunker, however there are quite a few more Hybrids
guarding this bunker. I counter 14. Seven downstairs and five upstairs,
including another two outside. Anyway, go upstairs and use the second switch
to open the gate. Return to the jeep and drive through the first gate which is
in between the two bunkers you just cleared out. Continue on to the right and
you'll reach a checkpoint. 

-- CHECKPOINT --

Before going any further, there is an intel document in this area if you want
to pick it up. After passing through the gate, drive right and continue
straight ahead until you reach a small wooden shack. The Spires document is
just inside the wooden shack. Return back to the area where you passed the
first gate and look for a small rock. Drive over the rock and you'll land in a
clearing below.

Drive through the canyon and you'll be attacked by dozens of Leapers. Run over
any that get in your way and let your ally do all the shooting. As you exit the
canyon, drive across the field and drive into any Hybrids that may be running
towards you. Drive up the huge dirt ramp on the left side of the area and
continue along the path, taking care of any Hybrids that are shooting at you. A
little further up you'll see another bunker.

The problem with the next part is that the two bunkers are so close to each
other you'll be attacked by both bunkers at the same time. Leave the jeep
parked outside the first bunker and the ally will just continue firing at any
Hybrids that attack from the second bunker while you focus on the first. There
are four Hybrids and a Menial upstairs, so take care of them and use the first
switch to the second gate.

Go back down to the jeep and drive over to the next bunker. The next bunker has
a lot of enemies. About eight Hybrids and a Steelhead on the bottom floor. A
frag grenade should clear them out easily and you can enter. The upstairs has
another five Hybrids so just throw another frag grenade. Use the switch to open
the second gate and go back downstairs. Return to the jeep and drive through
the second gate up ahead.

-- CHECKPOINT --

As you drive through the gate, a dropship passes overhead. Just ignore it and
continue on. A small group of Hybrids awaits you up ahead. Once they're dead,
drive around the container sitting on the hill and continue along the road.
Cut across the grass and drive up the next hill at the back of the area. Follow
the path up the hill until you reach another blockade. There are four more
Hybrids here, three of them manning the sentry guns and another hiding behind
the blockade near the wooden shack at the back.

Once the area's clear, continue up the hill and take out a Hybrid by another
sentry gun. At the top of the hill are the final two bunkers. These bunkers
are practically right next to each other, so dealing with one at a time can
be a little difficult. What I did here was just charge into the first bunker,
ran upstairs and used a Hedgehog grenade to take out the Hybrids upstairs, and
use the switch. From up here, you can take out any remaining Hybrids and
Steelheads that enter the bunker. Use the sentry gun up here to aim over at
the bunker across from you and you can eliminate any enemies upstairs.

Repeat the same thing for the second bunker. Charge in and run upstairs. If you
used the sentry gun at the first bunker there shouldn't be any enemies here.
Use the switch and take care of any remaining enemies outside. Return to the
jeep and drive through the gate. Drive down the road but continue straight
ahead where the road curves. Drive through the blockade on the right to end
the level.

|================================|
| 4.18. "A Disturbing Discovery" |
|================================|

Cheddar Gorge, 12:20 GMT

Objective: Find the source of the Chimera

The level will start with a soldier telling you to split up so more ground can
be covered more quickly. Use the switch to the right where you start to open
the gate. Head along the path and zoom in ahead. There are two Hybrids up ahead
that are patrolling the area. As soon as you fire a hangar-type building at the
back of the area will open.

Kill the initial two Hybrids and make your way towards the hangar. Kill the 3
Menials walking towards you and approach the hangar. Snipe the two Hybrids
patrolling at the back of the room on the upper level before entering. As you
enter the hangar, a large group of Menials will ambush you from all sides of
the room. Retreat back outside and shoot them before re-entering the hangar.
Search the room for health and ammo before doing anything else.

You can find an intel document around here. On the bottom level of the hangar,
use the switch in the far left corner of the room to open a door. As you step
outside, you'll be attacked by Hybrids and a Steelhead. Once they're dead, the
Field Guide 2 intel document can be found behind the last blockade on the left
side of this small area.

Go back inside the hangar and there will now be Slipskulls and Menials in the
room. Keep moving around to avoid the shots from the Slipskulls and use the
Fareye to deal with them. The Menials can be taken out however you wish. Use
the switch against the back wall to open up a large door in front of you.
Continue outside and go around the side of the hangar and you'll be attacked
by a Hybrid and a Steelhead on the left. Kill them both and follow the wall
around to another hangar.

As you enter the next hangar, the room is filled with laser mines. Four Menials
will also appear around the room. Once the room is clear, search the room for
health and ammo again and use the switch in the far left corner of the room to
open another door in front of you. Continue past the blockades and a Gray Jack
will jump out from the left. Kill it and continue on. Up ahead you'll find
another Gray Jack and a couple of Menials.

Follow the area over to a metal bridge and start heading across it. You'll be
attacked by two Hybrids as you cross. Just kill them and keep moving. At the
other end of the bridge you'll meet up with an ally who's trying to fend off a
couple of enemies on a hill up ahead. Take cover behind the containers on the
left and zoom in on the enemies on the hill.

Approach the hill and head down the path on the right. There'll be several
Hybrids around so take cover and deal with them first. Follow the path up to
the ridge to reach a checkpoint and see a cutscene.

-- CHECKPOINT --

Objective: Find the Chimeran base

After the cutscene, start following the ally back the way you came. Go down the
path and through the gate at the end. The area mainly consists of Menials and
Hybrids but a Gray Jack will rush towards you at the start. Cross the area and
go through the gate at the back. Head to the left and as the path turns to the
right, a group of Leapers will rush towards you. Retreat and take them out
quickly. Approach the area they came from and kill the two Gray Jacks that are
lurking around here. Follow the path along the side of the hangar and you'll
reach a checkpoint.

-- CHECKPOINT --

Objective: Escape the gorge

Watch out for the four Hedgehog mines up ahead. Quickly crouch down behind the
containers when they appear. There are three more Hedgehog mines up ahead as
you turn the corner along with three more Hybrids. Kill them all and enter the
hangar on the left. Enter the hangar and Slipskulls will appear in the room.
Retreat back outside and take them out from the doorway. Once the room's clear,
use the switch to open the large door in front of you.

Outside you'll find more Hybrids to deal with. Don't go outside until you've
taken care of them. Once the area's clear, move outside and go around the left
side of the building. You'll find the Tower Notes intel document by the body of
a dead soldier right at the back. Go back round to the front of the building
and head up the ramp against the wall. At the top, move forward through the two
gates and approach the jeep to end the level.

|===========================|
| 4.19. "Devil at the Door" |
|===========================|

Southern Command
Bristol, England
13 July 1951 - 14:24 GMT

Objective: Eliminate the Chimera outside Southern Command

At the start of the level, you'll see two Stalkers in the area. You won't have
to worry about dealing with them though as one of your allies will lead them
both up a hill and away from the area. There are about 7 or 8 Hybrids in this
area. Just stay behind cover and take them out one by one. Once the area's
clear, head across the grass and go through the small area between the barbed
wire fence.

This narrow area has hedgehog mines laid out so quickly crouch behind the
steel barricades whenever they jump out. Up ahead are two Howlers running
about. Lure them back to the area you started in and use the Rossmore to take
care of them. Continue through to the next area and head across the field on
the right. Up ahead are more Hybrids hiding behind the barricades. A Hedgehog
grenade should take them out easily.

Head over to the right and enter the bunker in the corner of the road. You'll
find a load of health and ammo in here. Stay here a moment and keep an eye on
the gate at the end of the road up ahead. A Titan will appear from there in a
moment, so be ready. Switch to the Fareye and target its head. If it fires at
you, quickly move behind a wall for cover, though you have plenty of cover if
you stay inside the building. Once the Titan is defeated, go through the gate
it came from.

-- CHECKPOINT --

Objective: Enter Southern Command

Go to the left after passing through the gate and you'll come across two paths
that you can take. The path on the left is covered with radial mines while the
path on the right is covered with Hedgehog mines. If this is your second play
through of the game, take the left path. Either duck under or jump over the
radial mines and at the end, enter the small bunker at the end.

NOTE: If this is your second time playing through the game, you'll find the
L11-2 Dragon in the small chamber on the left.

As you leave the bunker, five Menials will appear. Just gun them down and make
your way back across the mines. Take the right path up the hill this time. As
you move up the hill, watch out for Hedgehog mines and quickly move behind the
barricades when they pop up. At the back, you'll find a few more radial mines.
Continue up the hill and shoot the Hybrids waiting further up. You'll also see
groups of cannons firing rockets into the sky. You can destroy these if you
want, but it's not necessary.

Continue through the barricades and make your way down the hill on the right.
At the bottom, you'll rejoin your allies. Continue past your allies and make
your way up the road towards the hangar. Take out any Hybrids and Steelheads
that get in your way and keep moving. As you reach the hangar, approach the
jeep to end the level.

|====================|
| 4.20. "Evacuation" |
|====================|

Southern Command, 15:59 GMT

Objective: Get to the hangar

You'll start the level off in Southern Command. Gather up any ammo you need
in the hallway that you start in and switch to the Fareye. You'll encounter
three Slipskulls on the stairway, so focus with the Fareye and snipe them.
Stay at the top of the stairs for a moment and wait for a few Hybrids to
appear. Use the Rossmore to gun them down. If they don't appear, you'll have
to track them down on the stairs. There is also a Steelhead on the stairs
that can shoot you through the stairs with the Auger, so watch out for that.

At the bottom of the stairs, go through the doorway and turn round the corner
on the right. Kill the Crawlers by the dead body and pick up the Crates intel
document. Turn around and go down the hallway in the opposite direction. As
you turn the corner, there will be a Steelhead so kill it quickly. Take cover
in the hallway and kill the Hybrids in the next room.

Once the room's clear, cross the room and enter the hallway through the door
at the back. The next room has two Hybrids lurking around. They shouldn't be
any trouble. Go down the steps and another Hybrid will emerge from the other
side of the room. Kill him and go up the stairs opposite. Go through the door
on the left and enter the next room. The next room is empty apart for the ammo
you can pick up. Approach the lift to reach a checkpoint.

-- CHECKPOINT --

Objective: Eliminate the Chimera attacking Parker's transport

Use the switch on the wall to open the lift doors. Enter the lift and use the
second switch to ride it down. Have a strong weapon ready to deal with a Titan
as you reach the hangar below. Take cover behind the crates scattered around
nearby and start picking off the Hybrids. Once the first area's clear, head
forward through the gates in the middle of the room. Right in front of you is
a raised platform. Follow the spiral ramp under the platform down below and
you'll find the Preparations document under the ramp as you reach the bottom.

Follow the ramp back up to ground level. There are more Chimera in the area.
First, move to the right side of the area and take out the group of Hybrids
around here with a Frag grenade. Enter the small hangar and go through the
doorway on the other side. Quickly kill the Hybrid in the hallway before it
notices you. Leave the hangar and cross over to the other side of the area.
You'll find three more Hybrids around the crates.

Continue crossing the hangar and stay crouched down. Right at the back of the
room is a group of sentry guns manned by a group of Hybrids. Stay behind the
nearby barricades and throw a couple of Frag or Air-Fuel Grenades to get rid
of them. Once you've cleared the sentry guns, the enter area is clear and
Parker's transport is able to take off from the platform.  Go over to the
rising platforms that line the hangar and use the switch on the generator. It
will lift you up to another room. Go down the hallway on the right to reach
a checkpoint.

-- CHECKPOINT --

Objective: Evacuate Southern Command

At the end of the hallway, take cover by the entrance to the next room. Switch
to the Fareye and zoom in on the two Hybrids shooting at you from the other
side of the room. Once they're dead, another two will follow with a Steelhead
so snipe them too. Angle yourself by the entrance so that you can pick them
off one at a time. Take the Steelheads out quickly or they will kill you with
the Augers.

Once the room is clear, cross the room and go through the open entrance on the
other side of the room. Go to the right and follow the hallway as it slopes up.
A group of Leapers will attack you here so be ready to take them out. At the
end of the hallway, pick up the nearby health if you need it and use the switch
on the wall to activate the lift. Enter the lift and use the second switch to
ride it up.

Exit the lift when it stops and go through the doorway on the right where there
will be two Hybrids. Go through the next doorway just past the two Hybrids and
enter the generator room. Two more Hybrids will emerge from the other side of
the room so take them out and go through the door they came from. Go straight
ahead to find the Broadcast Guide intel document.

The next room holds two Slipskulls and two Steelheads. Snipe the Slipskulls
from the hallway and then throw a grenade into the room to clear out the
Steelheads. When the room's clear, go up the stairs at the back of the room
and have the Rossmore ready to blast the three Hybrids that appear at the top
of the stairs. Head down the hallway on the right and go round the corner.
Shoot the Hybrid waiting for you and four more will emerge from the doorway
opposite in the next room. Throw a Frag Grenade at them if you have on and
enter the room.

Go through the doorway opposite and head down the hallway. Shoot the
Steelhead a little further up and continue along the hallway until the
level ends.

|======================|
| 4.21. "Parting Ways" |
|======================|

Southern Command, 17:05 GMT

Objective: Hold off the Chimera until the evacuation is complete

This is a very short level that should take 2 or 3 minutes to complete. You'll
start off in control of a Stalker. Leave the base but stay behind the base
walls for cover. There are three Titans up ahead. Switch to the turret and
you can take them out easily. Switch back to the driver's seat and aim at the
three cannons in the area. Once they're destroyed, head down the slope and move
forward to end the level.

|=========================|
| 4.22. "Into the Depths" |
|=========================|

Chimeran Tunnels
Bracknell, England
13 July 1951 - 18:14 GMT

Objective: Follow the Chimeran tunnels to their origin

You start the level off in one of the Chimeran tunnels. You'll notice two
Menials carrying those electrical spheres across the room again from where you
start. Use the Fareye to zoom in on one of the spheres and shoot them. The
resulting explosion should take out the two Menials. Head down the slope and
shoot the next group of Menials that appear from the tunnels.

Go through the narrow tunnel on the left and as you exit, a small group of
Leapers will attack from the left corner. Begin crossing the room and look out
for the pods on the left and right side of the room. More Leapers will burst
out of those pods when you get near. A Gray Jack is also waiting behind the
Leaper pods on the right side of the room. It will be followed by another wave
of Leapers. Drop down to where the Gray Jack was to find the Conduits intel
document.

Go up the ramp at the back of the room and follow the walkway across the small
bridge to a doorway where you'll find another group of Leaper pods. Use the
Rossmore to deal with the Leapers and then continue through the tunnel. In the
next room there will be two Menials right at the back of the room that start
walking towards you as you enter. Stay by the entrance to the room and shoot
them when they come into view. There are also four or five Gray Jacks hiding in
this room that like to spring attacks on you. Keep an eye out and just melee
attack them if they get close.

Once the Gray Jacks are gone, two Steelheads and a Hybrid will enter the room
from the other side. Stick close to the right wall and follow it along until
you reach the walkway where the Steelheads are. Take out the Steelheads one by
one, and keep an eye out for the shots from the Augers. There's also another
group of Leaper pods on the left side of the walkway. Once the room is clear,
continue down the tunnel on the walkway.

More Hybrids will appear as you reach the end of the tunnel so just use the
Bullseye to take care of them. Follow the path round to another group of
Menials that are easily taken care of. Try to shoot the electrical spheres
before the Menials have a chance to throw them at you. Follow the path up
along the right side of the tunnel and drop down into the room on the right
to reach a checkpoint.

-- CHECKPOINT --

Objective: Escape the Tower

As you drop down into the room, quickly cross the small bridge on the left and
pick up the Surrounded intel document on the walkway. In a moment, you'll be
ambushed by several groups of Chimera. I've found the Rossmore can be very
effective for this part, you'll kill any enemy in 2 or 3 shots. When the
enemies stop coming, search the room to refill your health and ammo. Cross the
small bridge on the opposite side of the room where you entered and continue
through the tunnel.

Follow the path downwards and a new enemy will attack you here. Rollers are
almost exactly the same as Leapers, except they are a little bigger, faster
and they roll around the area. When the Rollers are dealt with, continue down
the sloping tunnel and at the bottom, drop down into the hole in the floor.

A little further up is a small group of Leaper pods. Continue past the Leaper
pods and follow the winding tunnel through to the end. You'll reach a check-
point.

-- CHECKPOINT --

The next room is filled with loads of criss-crossing conduits. You need to get
up to the top of the room. Start by walking along the first conduit. Three
Slipskulls will show up here, so have your Fareye ready to snipe them. If you
stay on the conduit while you snipe them, they'll never attack you. Move onto
the platform and head over to the next conduit. You have to use the two fans
attached to the wall to jump over to the next conduit.

Once you're across the first two fans, follow the conduit down to some ammo
if you need it. From where the first two fans were, you should see another fan
just below you. Use the fan to jump over to the conduit that runs overhead on
the left. Follow the conduit up to another platform. Head up the ramp to the
second platform higher up.

Continue up the next conduit and use another fan to jump over to the conduit
opposite. Follow the conduit up to another two fans attached to the wall, but
before you jump across, zoom in and shoot one of the Menials. The shot will
alert a Hybrid and two Hardfangs on the platform behind you higher up.
Hardfangs do not use cover and prefer to just run at you and shoot with the
Arc Charger they carry.

Ignore the Menials and focus on taking care of the Hardfangs first. Finish off
any remaining Menials before using the fans to cross over to the platform. If
there are any remaining enemies, shoot them once you're on the platform. Cross
the platform to the next conduit.

Before heading up the conduit, look down on the left side to see another
conduit below. If you jump down here, you'll find the Stranger document at the
other end of the conduit. However, there is no way back up to the conduit, so
you'll have to kill yourself and start back at the bottom of the room.

Head up the conduit and jump over the gap to the next platform. Pick up the
health here and enter the tunnel.

-- CHECKPOINT --

Follow the tunnel up and at the top will be a large group of Menials and a
couple of Steelheads. Quickly throw a couple of Frag Grenades towards them and
finish off any survivors. Follow the walkway round and up through another
tunnel. Go between the machinery on the left and immediately shoot the Hybrid
and Steelheads. A couple of Hardfangs will also appear around here, so watch
out for them. Continue following the walkway round and kill any more enemies
that show up. Go up the ramp and enter the chamber to end the level.

|===========================|
| 4.23. "In a Darker Place" |
|===========================|

Chimeran Tunnels, 22:33 GMT

Objective: Escape the Tower

You'll start off exiting the lift where the last level ended. As you start, a
large group of Menials will be closing in on you. Retreat as far back as you
can and have your Bullseye ready. Once the Menials are dead, a couple of
Hybrids will appear followed by a few more Menials and a Steelhead. Just keep
strafing around the room and use the pillars for cover.

Head into the centre of the room and pick up the L209 LAARK. This will be very
useful later on. Search the room to refill your health and use the switch in one
of the lifts to leave the room. Exit the lift and pick up the health and ammo in
front of you if you need it.

Slowly start heading left around the room. A little further up you'll be
attacked by a couple of Steelheads and a group of Leapers. Fall back and deal
with the first group first before continuing. Further up is another group of
Leaper pods, followed by more Steelheads. A third group of Leaper pods and
Steelheads are again further up.

At the end of the room, go through the door on the left and enter the tunnel
beyond it. There's a group of Leaper pods on the right as you enter the tunnel
so be ready for them. Make your way up the tunnel and destroy the second group
of Leaper pods and two Hybrids further along. Go up the ramp and enter the
next room.

-- CHECKPOINT --

You'll be in a large circular room. There are two Menials, two Steelheads and
two Gray Jacks around this room. Circle the room and take them out one by one.
When the room is clear, look for two switches on either side of a large door
on the opposite side of the room. Switch to the L209 LAARK before using the
switches.

A Stalker will be waiting for you behind the door. Quickly retreat and start
firing rockets at it. If this is your second playthrough, Backlash Grenades are
good for trapping it then you can just shoot it with rockets until it explodes.
When the Stalker is dead, the level ends.

|============================|
| 4.24. "A Desperate Gamble" |
|============================|

City Outskirts
London, England
14 July 1951 - 05:05 GMT

Objective: Get to the Central Tower

You start off in a room that's been wrecked. Head outside and go to the right.
In the corner of this area, look for a vent in the wall. Crouch down and melee
attack the vent to destroy it. Crawl through the vent and you'll find the
Weather document next to a dead soldier.

Crawl back out of the vent and head to the right where a group of Rollers and
Steelhead will appear. Retreat back into the vent and deal with the Rollers
from in here and then take care of the Steelhead. Go through the archway where
the Steelhead was and quickly take cover in the room on the left. There may
be a few more Rollers outside so deal with them before continuing.

Six Hybrids, a Steelhead and a Hardfang will show up after the Rollers are
dead, so stay in one of the rooms for cover and take them out one by one. The
first two Hybrids are in the two rooms a little further up from the one you're
currently in. The second pair are on the stage-like platform in the middle of
the area. The final pair are on the upper walkway of the area right at the
back. The Steelhead and the Hardfang could be anywhere in the area, they will
be searching the area for you.

Once the area's clear, search the area for health and ammo. Part of this area
is blocked off, so you'll have to go around. Make your way round to the other
side of the stage and head up the stairs to the walkway above. Four Hybrids and
a Steelhead occupy the room on the left so use a grenade to clear them out.
Enter the room and exit through the door at the other side.

Make your way around the walkway and a group of Rollers will emerge from the
room on the corner straight ahead. Retreat and take them out with the Rossmore.
When they're gone, enter the room they came from and then exit through the
door on the other side to get around the stall blocking the way outside.
Continue along the walkway and a Hardfang will jump out from a room on the
left, so quickly use a force shield from the Auger. If it hits the Hardfang
it will kill it. Kill the three Hybrids that appear further up and continue
around the walkway.

NOTE: If this is your second playthrough of the game, the Splitter will be
lying on the floor on the corner of the walkway here.

-- CHECKPOINT --

Head along the walkway right round to the end and take cover in the room on
the left. A group of Rollers will appear outside so switch to the Rossmore and
take them out one by one as they enter the room. Slowly venture back out onto
the walkway and head to the right where there are two more Hybrids waiting.
Kill them both and head down the stone steps.

As you go down the steps, more Rollers will appear with two more Hybrids. Take
them out quickly and get to the bottom of the steps. At the bottom, stay behind
the wall and angle yourself so you can pick off three more Hybrids that are
hiding around the pillars. Follow the path through the snow and a group of
Rollers will appear from the top of the hill past the destroyed helicopter.

When you've taken care of the Rollers, head past the destroyed helicopter and
head over to the giant stone pillars on the right where you'll find two more
Hybrids. Use the pillars for cover as you shoot them. There are three Hybrids
and a Steelhead in the area on the left so use the pillars for cover once
again as you shoot them. When the area's clear, gather up any dropped health
and ammo and head over the ridge. Go through the tunnel to reach a checkpoint.

-- CHECKPOINT --

Objective: Find a landing zone for the transport

As you exit the tunnel, go out into the hallway and enter the room on the
left. Go through the blockade of furniture in the room. You'll find a load of
ammo in this room and the Drowned intel document on the bed next to a dead
soldier.

Leave the room and enter the room opposite where a Hybrid and a Hardfang will
appear. A second Hybrid will also appear in the hallway outside. Retreat back
into the bedroom if you want to, and wait for the Hardfang to enter the room,
and you can then take care of the Hybrids easily. Go back into the room when
it's clear and re-enter the hallway. In the room opposite, a group of Rollers
and a Slipskull will appear. Use the Rossmore on the Rollers and just shoot
the Slipskull however you wish.

Enter the room and go through the hole in the wall on the left. Turn left again
and re-enter the hallway. Go to the right and two Slipskulls, a Hardfang and
three Hybrids will enter the room. Keep moving to avoid the shots from the Slip
skulls and throw a frag grenade at the Hardfang and the Hybrids as they come
down the stairs.

Once you've cleared the room, head up the stairs, go to the left and follow
the balcony round. Enter the room at the end and cross the hallway to the room
opposite to end the level.

|======================|
| 4.25. "Ice and Iron" |
|======================|

London Outskirts, 07:42 GMT

Objective: Destroy the Stalker

The dropship is ready to drop a tank into the area for you to use but a
Stalker is stopping that from happening. You need to destroy the Stalker before
the dropship can land with the tank. If this is your second playthrough of the
game, the Splitter can destroy the Stalker in no time, otherwise you'll have to
use either Air-Fuel Grenades or whatever else you can.

Continuously strafe around the structure in the middle of the area to avoid
the Stalker. You can take cover underneath the structure where you'll find a
lot of health and ammo but you won't be entirely safe from the Stalker while
you're under there.

Once the Stalker is destroyed, a Titan will appear from a corner of the area.
Air-Fuel Grenades is the easiest to deal with the Titan or just use the Auger.
Use a force shield and just unload on it. Once the Titan is gone, the Dropship
will fly overhead and drop the M-12 Sabretooth tank down for you. Get in the
tank to reach a checkpoint.

-- CHECKPOINT --

Objective: Destroy all Stalkers in the area

Immediately after you get in the tank, a Widowmaker will appear on the right.
It will be behind the roadblock so it can't reach you properly. Widowmakers are
huge spider like Chimera that spits out poisonous blobs similar to those fired
from a Sapper. Just shoot at the Widowmaker with the turret until it explodes
and drive through the roadblock.

Up ahead, just past a bridge are two more Stalkers. Fire a couple of rockets
at them and they'll go down easily. Continue along the road and into the
square. Another Stalker will appear on a hill to the right. Shoot it and
continue along the road on the right. The square is full of Hybrids and Steel
heads shooting at you, just shoot rockets at them when they're in a group.
There are two more Stalkers on the road up ahead.

Slowly make your way along the road, taking out the Hybrids and Steelheads
when you get close and drive up onto the raised road. Continue along and two
more Stalkers will appear from some wreckage in between two buildings. Keep
your distance and just keep firing rockets at them. Follow the road round and
back in the direction you came from.

Follow the road up until another Stalker appears. Destroy with rockets and then
aim up at the bridges above. Shoot the four Hybrids that appear along there
before they get a chance to fire any rockets at you. A little further up, a
Widowmaker will appear from behind a house on the left, followed by another
Stalker from the right. Reverse the tank up a little and fire rockets at them
both.

Shoot the Hybrids on the roof of the building further up in front of you and
head down the road on the left. There will be another Stalker round the corner
so destroy it quickly. A little further up as the road curves, is a small
mound. Beyond the mound is a Titan. Destroy the Titan from where you are before
driving over the mound. Exit the tank and finish off any Steelheads and Hybrids
that might be around. Head forward and go between the piles of snow. You'll
reach a giant roadblock here so just enter the building on the left to reach a
checkpoint.

-- CHECKPOINT --

Objective: Hold off the Chimera until reinforcements arrive

After entering the building, go through the door on the right. Go through the
next door on the right up ahead and look behind the counter on the left to find
the Goliath intel document. Return to the room where you entered and head up
to the second floor. As you enter the hallway, debris will fall from the
ceiling and block off the hallway. You won't be able to go back and get the
intel document.

The debris crashing will alert three Hybrids and Steelhead on the stairs to
the right. Throw a Frag Grenade at them as they appear to take them all out at
once. Enter the hallway on the left and then search the next room on the right
to find another Hybrid. Search the room on the left to find ammo. A Hybrid may
appear behind you here so keep an eye out for it.

Return to the stairs (keep an eye out for more enemies) and head up the stairs
to the third floor. Shoot the two Hybrids at the top of the stairs and enter
the hallway on the left to end the level.

|=========================|
| 4.26. "Burning Bridges" |
|=========================|

River Thames
London, England
14 July 1951 - 08:49 GMT

Objective: Hold back the Chimera until the bridge is destroyed

You'll start off on Tower Bridge. Move forward and into the street and head
towards the partially destroyed building on the right. Head upstairs and start
firing at the Hybrids and Steelheads in the street below. Once the street is
clear, quickly take out your L209 LAARK. A Stalker will appear from the right
side of the street, so quickly aim and fire a rocket at it. It will take
roughly three or four rockets to take the Stalker down. There are more rockets
scattered about on the floor if you need it.

Once the first Stalker is down, another one will appear, followed by more
Hybrids. Use the LAARK on the second Stalker and if you run out of rockets,
finish it off with the Auger or Hailstorm. Once the second Stalker is down,
head back downstairs. Kill any Hybrids that have entered the building and go
back out to the street.

Quickly cross the street and enter the partially destroyed building on the
left. A Widowmaker will soon appear if it hasn't already. Get in the building
first and then deal with any Hybrids around. Head upstairs where you'll find
health and more LAARK rockets. Use the LAARK to take down the Widowmaker.
Once the Widowmaker is down, you'll get a very brief cutscene of the bridge
being blown up. After the cutscene, you'll start off in a narrow alleyway.
Go through the archway and head forward to reach a checkpoint.

-- CHECKPOINT --

Objective: Rendezvous with Cartwright's team

There are two Hybrids hiding behind the wall of the partially destroyed
building on the right so take care of them first. Head to the left and enter
the next street to find a Hybrid and a Steelhead and two laser mines. Once
the street's clear, go over to where the laser mines were and look for the
mound of dirt between two buildings. The Construction intel document is on the
mound of dirt next to the body of a dead soldier.

Head back to where you started and enter the partially destroyed house. Head
up to the second floor and look for a wooden pallet by the edge of the floor.
Go over to the pallet and look down in the street below to find two more laser
mines. Deal with the laser mines first, and then use the pallet to jump over
to the roof of the building across from you.

Kill the two Hybrids that appear on the roof and head across the roof. Jump
across to the next roof using the roof of the attic. Two Hybrids and two
Leapers will appear as you land on the roof so quickly kill them with the
Rossmore. Stand close to the edge of the roof and throw a Frag Grenade or two
down into the street below. This should eliminate the Steelheads down there
that are shooting at you.

Drop down into the street and head to the right. Go under the archway and
enter the garden area on the left. Kill the Leaper, Hardfang, and two Hybrids
that appear and go through the hole in the wall. A group of Leapers and a Gray
Jack will charge towards you so kill them quickly with the Rossmore. Continue
down the alley and pick up the Demolitions document next to a dead soldier at
the end.

Take the stairs up to the roof of the building and shoot the three Hybrids and
Steelhead that's up here. Head right to the back of the rooftop and cross the
top part of the archway that you came through earlier. There is a Hardfang and
two Hybrids in the room below. A Frag Grenade should take care of them. Drop
down into the room when they're all dead, and go down the stairs outside.

Go through the hole in the wall at the bottom of the stairs and look to the
left. Two Hybrids and a Steelhead will emerge from the subway across the road.
Head back up the stairs and wait for the Hybrids to appear before blasting
them with the shotgun. Finish off the Steelhead in the street and enter the
subway to end the level.

|====================|
| 4.27. "On the Ice" |
|====================|

River Thames, 09:38 GMT

Objective: Get to Southwark Bridge

You start off in a tunnel in the subway. Exit the tunnel and kill the Hybrid
in front of you. Stay hidden behind the pillars and shoot at the Chimera ahead
in short bursts. Two more Hybrids will appear from the stairs in the far right
corner at the back of the room, so keep an eye out for them.

Once the room's clear, equip the Rossmore and enter the room on the right. A
group of Leaper pods will burst open so be ready to kill them. Leave the room
and head for the stairs in the corner at the back. Stand by the top of the
stairs and fire at one of the enemies on the walkway to the left. Run back
through the room you started in and wait for two Steelheads and a Hybrid to
appear on the stairs. Shoot them and then stand by the stairs again. There is
a third Steelhead and another Hybrid on the walkway to the left. They can't
reach you because of the door blocking the way, so just shoot them from where
you are.

When the area's clear, head down the stairs and cross the tracks. Head up the
stairs on the other side of the platform and follow the walkway round. Pick up
the health and ammo on the way. A Hybrid and a Steelhead will appear on the
tracks below which you can kill from the top of the stairs. Slowly head down
the stairs and watch the wrecked traincars on the left. Two Steelheads and
three Slipskulls will emerge from there. Throw a grenade down towards the two
Steelheads and then use the Fareye to deal with the Slipskulls.

When the area's clear, head down the stairs and jump into the traincar leading
into the tunnel. Head through three traincars and then exit in the middle of
the tunnel. Crouch down and crawl under the suspended traincar and head to the
right. Jump onto another traincar and continue through the tunnel. Exit the
train and kill the two Steelheads in the tunnel on the left. Head down into
the tunnel and pick up the health at the bottom. Go through the drainage pipes
to exit the train station.

-- CHECKPOINT --

Objective: Destroy Southwark Bridge

Pick up the ammo waiting for you outside and head to the right. Follow the icy
path until two Hybrids drop down in front of you from the left. Kill them and
move on. A Steelhead and another Hybrid appear a little further up, so shoot
them both too and continue. At the end of the path, two more Steelheads will
drop down, so be ready to shoot them. There is a sentry gun mounted on the
platform above that you can't reach at the moment so just try to avoid it.

Turn around and look alongside the wall for a small ledge leading up. Head up
the ledge, killing the two Steelheads along the way and following the path
round to a burning spire. The Loved Ones intel document is around here and is
very easy to miss. Look under the corner of the archway of the blocked off
tunnel near the burning spire.

Head through the tunnel to the right of the burning spire and follow the path
upwards where you'll find two Hardfangs and the two Hybrids on the sentry guns.
Take care of the Hardfangs first and then the Hybrids. Continue round the
corner past another burning spire and take out the two Hybrids around here.
Drop down to the area below and take out the four Menials approaching you. Go
through the tunnel ahead head through a hole in the wall on the right to end
the level.

|======================|
| 4.28. "Giant Slayer" |
|======================|

River Thames, 10:55 GMT

Objective: Commandeer a Stalker

You'll start the level off in a jeep again. Start driving across the snow and
straight away you'll run into a Stalker. Keep circling around it and let your
ally on the turret gun shoot at it until it's destroyed. Drive over to the far
right corner of the area and shoot the two Hybrids in the doorway. Get out of
the jeep and enter the tunnel. Two Steelheads will be coming towards you so run
back to the jeep and wait for them to appear in the doorway where your ally
will shoot them.

Exit the jeep and enter the tunnel again. As you exit the tunnel, you'll be in
a large open room. This room is full of Steelheads and Hybrids so proceed
slowly and use the Auger to fire through the containers. Pick up any health as
you go through the room and kill the two Steelheads guarding the Stalker at the
end. Stand under the Stalker and enter it to reach a checkpoint.

-- CHECKPOINT --

Objective: Join the assault on the Tower

Smash through the blockade in front of you and head towards the Goliath. The
Goliath is possibly the biggest and most dangerous enemy in the game. It mostly
just fires barrages of rockets but they do a lot of damage. Keep moving from
side to side to avoid the rockets and just be constantly firing at it. Once
the Goliath goes down, two Stalkers will show up. If you're low on health at
this point like I was, keep your distance and just shoot at them. It's possible
to destroy them without them ever hitting you.

Follow the path the Stalkers came from until you reach a checkpoint.

-- CHECKPOINT --

Continue through the gate and you'll see another two Stalkers up ahead on the
right. Same as before, keep your distance and just shoot at them. Once the
Stalkers are gone, a dropship will fly over the area and drop a group of
Hybrids into the area. The Hybrids should be no problem here. When the Hybrids
are gone, approach the building at the back and you'll automatically exit the
Stalker.

Enter the building and you'll see a brief cutscene of a Widowmaker smashing
through the building. Quickly take out the L209 LAARK and shoot a couple of
rockets at it. If you run out of rockets, finish it off with the Auger. Once
it explodes, get as far away from it as possible to avoid the blobs it shoots
out everywhere and the level will end.

|======================|
| 4.29. "Angel's Lair" |
|======================|

Chimeran Tower
London, England
14 July 1951 - 12:08 GMT

Objective: Follow the power conduits to their source

You start off in a lift, going down. When you reach the bottom, head forward
through the machinery where you'll find a lot of dead soldiers. Past the dead
soldiers, head up the tunnel and you'll get your first proper look at an Angel.
Drop down into the next room and start heading up the ramp on the right. A
wave of Advanced Hybrids will charge at you as you near the top. Quickly fall
back and take them out quickly but carefully. Their weapons are powerful and
can kill you quite easily.

Head up the ramp and you'll find more Advanced Hybrids hiding behind the crates
in the large circular room at the top. They will actually spend more time
behind cover so they'll be easier to deal with. Collect health and ammo around
the room and use the switch in the centre of the room to open a large door in
front of you.

Enter the room and you'll encounter your first Angel that you have to fight.
Switch to the L209 LAARK and fire at the Angel. They move around quite a bit
so you don't have much time to shoot at it. Once the Angel is destroyed, a
door on the other side of the platform will open. A large group of Menials and
an Advanced Hybrid will appear. Once they're taken care of, you can head down
to another platform below you using the nearby ramp and you'll find a load of
ammo.

Head back up and go through the door you opened after defeating the Angel. Pick
up all the ammo and health in the centre of the room if you need it and head
towards the ramp on the right side of the room.

-- CHECKPOINT --

Head up the ramp and take care of the two Steelheads that appear behind the
containers. At the end of this platform in front of a lift, a group of about
four or five Advanced Hybrids will appear. Stay back and take them out from a
distance. When they're gone, check along the sides of the platform you just
crossed to find a ramp leading down to another platform below. You'll find ammo
and the Power Source intel document down here.

Go back up the ramp and use the lift at the end of the platform to go up. When
you exit the lift, go to the right and enter the tunnel. Pick up the health and
ammo as you head through the tunnel and kill the two Advanced Hybrids waiting
for you at the end. Stay in the tunnel and take out the Advanced Hybrids in the
next room from here.

Take out the Fareye and snipe the Slipskulls jumping around the room. When the
room is clear, enter and head up the ramp to the platform above. As you reach
the top of the ramp, three Menials will emerge from a tunnel on the right. Kill
them all and enter the tunnel. Follow the tunnel to the next room. The next
room has more Advanced Hybrids so take them out from within the tunnel. Enter
the room once it's clear and two Steelheads will appear on the platform at the
top of the ramps.

Take care of the two Steelheads before searching the room for ammo. Go back up
the ramp and head through the tunnel on the left. Grab the health as you exit
the tunnel and use the switch on the lift in the middle of the room to go up.

-- CHECKPOINT --

Exit the lift and enter the tunnel on the left. Go through the door on the
right and stick close to the wall. Move forward and enter another door on the
left. Proceed through the hallway and use the Fareye to snipe two Slipskulls
that are jumping around the room. Enter the room once it's clear and go down
the tunnel on the right. Go through the door on the left and start to cross
the beams that run over the giant gaps in the room.

As you start crossing, a group of Advanced Hybrids will appear from the other
side. Get back to the platform you started on and snipe them before crossing
over to the other side. Head through the door on the right and drop down into
the next room. Go straight through this room and enter the next tunnel on the
left. Go through the door on the left and a couple of Steelheads will attack
from the right.

Ignore the first doorway to the right of where the Steelheads were since it's
blocked up, and take the second doorway instead. Go through the hallway and
head upwards through the tunnel. When the tunnel levels out, two Slipskulls
will appear. Quickly shoot them with the Bullseye or the Carbine. Continue
through the tunnel until the end. Exit and use the switch on the lift in front
of you to go up until the level ends.

|===================|
| 4.30. "Last Hope" |
|===================|

Chimeran Tower, 15:13 GMT

Objective: Follow the power conduits to their source

You start off in the lift where the last level ended. Exit the lift when it
stops, pick up the health if you need it and drop down into the room in front
of you. As you drop down, you'll be attacked by a swarm of Leapers and a few
Rollers. Once they're gone, pick up the ammo on the floor in the middle and
then go over to the left side of the room. Behind the wall you'll find the
Observations intel document.

Continue towards the back of the room and a large door will open on the right.
A Widowmaker will appear from behind the door so quickly take out the LAARK
and fire at it. Once the Widowmaker's gone, a wave of Advanced Hybrids will
appear from the same room the Widowmaker came from. Keep your distance and use
up the rest of your rockets on them if you have any left. Enter the room they
came from once it's clear and go through the tunnel on the left. A couple of
Rollers will drop down in the tunnel, so just shoot them and continue.
Towards the end of the tunnel, a few more Rollers will drop down.

-- CHECKPOINT --

Kill the Rollers but stay inside the tunnel. There are a lot of Steelheads
along the conduits outside. Switch to the Fareye and snipe them from within
the tunnel but watch out for their shots from the Auger. First, deal with the
Steelhead on the conduit to the right as well as the two Steelheads on the
platform above in the distance.

Once those three are taken care of, start heading up the conduits and you'll
alert more Steelheads over on the left side of the area. Retreat back into the
tunnel and snipe the Steelheads from here. There is a second Steelhead right
over on the platform on the left that won't appear until you actually get close
to the platform. Follow the conduit round until the remaining Steelhead appears
and then quickly retreat back to the tunnel once more and take it out from
there.

Head up the conduit to the platform and more Steelheads will appear on the next
conduit leading further up. About halfway along the first conduit, you can zoom
in and snipe at least two of the Steelheads. The third and final Steelhead can
be sniped from the platform. Follow the next conduit up to a tunnel. A door
will open as you approach it so head through the door and go down the ramp into
the next room.

-- CHECKPOINT --

As you enter the room a dropship will appear in the air just outside the Tower.
Watch as an Angel flies into it and sends it crashing down out of sight. Switch
to your LAARK and use that to take down the Angel. A second Angel will appear
during the fight along with a load of Advanced Hybrids on some platforms high
up in the room.

Continually strafe around the room and use the LAARK to take down the two
Angels first. You can find more LAARK ammo at the back of the room on the left
side. Once the two Angels have been taken down, focus on the Advanced Hybrids
above. After a while, two allies will arrive and help you fight off the rest
of the Advanced Hybrids. Once the room's clear, look for a ramp leading to a
tunnel. It will be on the right side of the room to the right of where you
entered.

Follow the tunnel and shoot the Rollers that drop down. Pick up the ammo along
the way and further up you'll encounter two Slipskulls. Your allies will do
most of the shooting here. Continue through the tunnel and pick up the Angels
intel document in the middle of the tunnel. This is the last intel document if
you collected all the others before it and will unlock 30 Skill Points.
Continue through the tunnel and enter the room at the end. Pick up the health
nearby if you need it, and use the switch on the lift to go up. Exit the lift
at the top and head to the right for a cutscene.

-- CHECKPOINT --

Straight after the cutscene, you'll encounter a Titan on the right with a group
of Advanced Hybrids. You should probably stay behind cover and leave your
allies to deal with the Titan. Once the Titan is down, continue through the
room and a little further up, three Hardfangs will appear. Past the Hardfangs
is another trio of Advanced Hybrids and a second Titan.

Retreat back through the room and use the LAARK on the second Titan. Continue
through the room and at the end is another four Advanced Hybrids. Use a Frag
or Hedgehog Grenade to deal with them and head up the ramp on the right. Shoot
the two Steelheads on the walkway here and use the switch to open up the power
core in the middle of the room.

-- CHECKPOINT --

Objective: Destroy the reactor

The final part is the hardest. Switch to the LAARK if you have any rockets left
and start shooting at the exposed rods in the reactor core. More Advanced
Hybrids swarm into the room along with an Angel. The Angel doesn't seem to
attack you directly for some reason, it will just fly around the room, throwing
debris around. Just circle around the room and shoot at the rods when they
become exposed. There are four rods in total. Once the four rods are destroyed,
the level ends.

Congratulations! You've just completed Resistance: Fall of Man!

-------------------------------------------------------------------------------
5. Documents
-------------------------------------------------------------------------------

Documents gives a lot of information on stuff not related with the story such
as details on weapons and vehicles and backstory on the Chimera.

===============================================================================
5.01. Weapons
===============================================================================

|==============|
| M5A2 Carbine |
|==============|

The M5A2 Folsom Carbine is the standard-issue rifle of the US Army Rangers. The
Folsom is nicknamed "the paddle" for its wide wooden stock and ability to
"spank" an enemy. The M5A2 uses the same .303 round as the British Rifle, No.
6 Mk 6. Pressing L1 fires the underslung M200 40mm Grenade Launcher. The M200
uses high-explosive grenades which can immediately multiply the firepower
available to an individual soldier.

|==========|
| Bullseye |
|==========|

The Bullseye is the Chimeran main battle rifle. It has a rapid cyclic rate and
a high damage capability. Pressing L1 fires a Homing Tag. Once a foe is marked
the tag will draw the Bullseye's primary fire. Skillful placement of the tag
allows entire magazines of ammunition to be placed on a target from the safety
of cover. It is also very effective against fast-moving targets.

|==============|
| Rossmore 236 |
|==============|

The Rossmore 236 Combat Shotgun is employed by the British Army for base
defence and urban warfare. It is noted for its potent stopping power,
especially in close-quarters engagements. Since the Chimeran invasion,
soldiers have found the shotgun very adept in dispatching Howlers. Pressing L1
discharges both barrels. This method is less efficient than firing the barrels
singly, but using it effectively can sometimes mean the difference between
life and death.

|=======|
| Auger |
|=======|

The Auger heavy penetrating rifle fires blasts of transient radiation that will
tunnel through solid matter. The blasts increase in power with each object they
pass through. While the Auger has a relatively small ammunition capacity, the
fact that it ignores cover means every blast is potentially lethal. Pressing L1
deploys a Force Barrier. This alters the Auger's energy blast to create a
barrier that is impervious to all weapon-fire except that from the Auger.
Enemies will suffer injuries if they move through the barrier.

|=========|
| Reapers |
|=========|

The Chimeran Reaper carbine is designed for the hit-and-run attacks of the
Slipskull skirmishers. Its light weight and collapsing frame keeps the
creature's hands free until the weapons are needed. The Slipskulls'
independently focusing eyes give it the distinct advantage of wielding two
Reapers at once. Hold the reticule over an enemy to engage Target Acquisition.
Once the reticule is red, shots fired by holding R1 or L1 will track an enemy
anywhere in the field of view. Each Reaper can track a separate enemy.

|============|
| L23 Fareye |
|============|

The L23 Fareye is the weapon of choice for British Royal Marine Commando sniper
teams. The rifle chambers a .303 Mk 10 round with a muzzle velocity of nearly
3400ft/s. Press R3 to use the scope. Up/Down adjusts the magnification. Hold L1
to focus concentration. This can give the sensation of slowing down time. All
outside distractions are eliminated. Enemy movements become predictable and
fatal head-shots become inevitable.

|==============|
| L11-2 Dragon |
|==============|

The L11-2 Dragon is an excellent weapon for attacking dug-in Chimeran
positions. Its short range is overcome by its ability to damage numerous
targets simultaneously with a single sweep. Pressing R1 releases an atomised
chemical agent which is catalysed to produce a jet of caustic vapour. Holding
L1 develops a cloud of uncatalysed vapour. Releasing L1 will catalyse and
launch the cloud. This is useful for area-denial as the cloud remains deadly
until its chemical reaction is completely exhausted.

|==================|
| XR-005 Hailstorm |
|==================|

The XR-005 "Hailstorm" is believed to be of US origin, though it is not found
on any known order of battle. The weapon fires subsonic bolts which are
designed to ricochet off hard surfaces. Shots will continue to travel until
they find a soft target or are exhausted. Kills outside the line of sight are
possible with banked shots. Pressing L1 launches the remainder of the
Hailstorm's clip. This creates an Auto-turret as the clip fires its bolts at
nearby targets. The recoil from the bolts will even allow the clip to hang in
mid-air.

|===============|
| XR-003 Sapper |
|===============|

The XR-003 "Sapper" mine launcher is believed by British intelligence to be a
product of secret US weapons progress. Pressing R1 fires a stream of organic
cluster mines. Each mine is encased in a living cell similar to those used by
the Widowmaker. The mines stick to most surfaces, including each other. In
combat, the Sapper can be used most effectively by setting large cluster mine
traps for ambushing Chimera. Aiming at a mine and pressing L1 will detonate
the targeted mine. Other mines within the blast radius will also explode.
Holding L1 detonates all mines in the vicinity.

|=============|
| Arc Charger |
|=============|

The Arc Charger fires a blast of energy which briefly clings to organic tissue.
Additional blasts increase the intensity of the energy. Pressing L1 triggers
the energy to Arc to nearby targets. Upon striking additional targets, pressing
L1 will arc the energy again. The energy's power increases with each successive
arc, as does its ability to strike new targets. With the proper timing many
targets may be attacked at once. The Arc Charger is particularly devastating
against multiple enemies where it can develop maximum intensity.

|============|
| L209 LAARK |
|============|

The L209 LAARK (Light Anti-Aircraft Rocket) was originally designed for use
against Russian armoured divisions. Since the Chimeran invasion it has been
successful against the Stalker and other heavy vehicles. Once fired, LAARK
rockets are capable of user-guided manoeuvrability. Holding L1 will slow down
the rocket, allowing it to be re-oriented in flight. Aiming the reticule at
any desired target will steer the rocket in the designated direction. The
higher the pressure on the L1, the slower the rocket will go. Holding R1 after
firing will release auto-guided submunitions.

|==========|
| Splitter |
|==========|

The Splitter is an advanced Chimeran weapon. Its potential for collateral
damage makes it uncommon outside the most hotly contested battlefronts of the
Chimeran invasion. Pressing R1 fires a packet of high-velocity explosive
rounds. Pressing L1 will split the rounds multiple times. Holding L1 increases
the distance between the split rounds. This can potentially create a literal
wall of gunfire to cut down whole squads of opposition.

|==================|
| Bullseye Mark II |
|==================|

The Bullseye Mark II is an upgraded version of the Chimeran service rifle. It
has the same functionality as the standard model, but uses a supercharged power
cell to develop significantly more firepower. Slugs fired from the Mark II's
create massive permanent cavitation in victims. Those not killed outright
receive wounds which do not readily close. Fatal blood loss is inevitable
without immediate medical attention. It is for this reason the Mark II is
referred to simply as "blue death". The Bullseye Mark II has only been observed
in use by Advanced Hybrids engaged in base defence.

|==============|
| Frag Grenade |
|==============|

The No. 22 Fragmentation Grenade is a standard issue anti-personnel munition
used throughout the British armed forces. The grenade has an exposed fuse which
releases irritating smoke prior to detonation. While not hazardous in the
quantities produced, it does discourage a target from picking up and throwing
back the grenade. The fragmentation grenade is ideal for assaulting entrenched
enemy positions or attacking around corners.

|==========|
| Hedgehog |
|==========|

The Hedgehog Grenade is a Chimeran anti-personnel munition. It is thrown like
an ordinary hand grenade. Upon landing it springs up and expands into a spiny
cluster. At its "kill height", the Hedgehog fires spines in all directions with
enough force to pin targets against nearby walls. The effect is especially
deadly in confined quarters.

|==================|
| Air-Fuel Grenade |
|==================|

The No. 42 Air Fuel Grenade has been issued for combating Chimera in the tight
spaces commonly found in urban conflicts. A thrown grenade adheres to most
surfaces and immediately releases a cloud of flammable vapour. Once deployed,
the cloud is ignited creating a massive explosion. The resulting heat and
pressure wave will cause vast injuries to anything caught in the blast. With
their reliance on external cooling systems, Chimera are especially susceptible
to damage.

|==================|
| Backlash Grenade |
|==================|

The Backlash Grenade has only recently been seen on the battlefield. It has an
extremely rare munition believed to be of human construction, although the
origin of its technology is unknown. When used, the grenade projects a
spherical shield which will damage any Chimeran caught within it. The shield
also reflects most Chimeran weapons fire, effectively turning a Chimeran
creature's own weapon against it.

===============================================================================
5.02. Chimera
===============================================================================

|========|
| Hybrid |
|========|

Hybrids are the foot-soldiers of the Chimeran army. They are a savage enemy,
but also keen and tenacious. Hybrids quickly learn the methods of their
adversaries. They already display expertise in British Army tactics. Beyond
their adaptive nature, the most obvious attribute of Hybrids is their sheer
numbers. Hybrids have overwhelmed humans on every battlefield since the
Chimeran invasion first reached Britain.

|=========|
| Crawler |
|=========|

Crawlers are small, beetle-like creatures used to spread the Chimeran
infection. Though capable of limited flight, they are most often delivered by
Spire missiles. Upon finding victimes, Crawlers penetrate their bodies,
usually through the mouth and nose. They inject the Chimeran virus and quickly
expire. The infected host falls into a coma as the virus begins the inexorable
conversion of the host into a Chimeran creature.

|========|
| Leaper |
|========|

Crawlers which fail to infect a host will eventually evolve into Leapers. They
first seek out sustenance, such as human or animal corpses. Once they've gorged
themselves, they develop a protective pupae, a Leaper pod. They spawn from
their pods upon maturation. The voracious young Leapers attack opponents with
teeth and claws. They should be dealt with at range whenever possible. Easily
handled individually, Leapers are lethal in large numbers.

|========|
| Menial |
|========|

Unlike other Chimera intended for combat, the Menial strain is bred to be a
tool for basic labour. Menials will generally ignore other Chimera as they
mindlessly handle their duties. Seldom encountered in combat, they are unarmed
and appear sluggish and non-aggressive. However, like all Chimera, Menials are
unpredictable. They should be considered dangerous, especially when cornered.

|========|
| Cocoon |
|========|

Once delivered to conversion centres, Chimera infection victims are enveloped
in cocoons. Within each cocoon, a human body is broken down and recombined into
a strain of Chimera. It is theorised that multiple human bodies are required
for the larger strains. External measures must be taken to keep the cocoons
from overheating. This outside intervention suggests the conversion process is
not being performed in ideal circumstances. It is unknown if there is a more
natural way for the Chimera to reproduce.

|=========|
| Carrier |
|=========|

Carriers collect infected humans from the battlefield after a Crawler attack.
They ferry their catch to the nearest conversion centre. As these infected
bodies are also the Carrier's food source, not all of them survive to be
converted. Early in the Chimeran invasion of Britain Carriers formed caravans
hundreds of miles long. It is unknown if the Carriers have found a new role
now that fewer victims are available for conversion.

|========|
| Howler |
|========|

Howlers are a large quadruped strain of Chimera. Their rudimentary
vocalisations are believed to provide the beasts with some level of
communication. Their calls can be heard for miles and have a chilling effect
on those familiar with the source. Howlers have a leathery hide that shrugs
off most light-arms fire. Combat shotguns at close range have proven highly
effective.

|===========|
| Steelhead |
|===========|

Clever, calculating, and extremely powerful, Steelheads are a superior variant
of the Hybrid strain. Their heavy armour is usually seen at the forefront of
battle as they lead Hybrids and Hardfangs into combat. They willingly endure
any punishment to advance the Chimeran invasion. Steelheads wield the Auger
rifle, a weapon which tunnels through walls, making their relentless attack
virtually unstoppable.

|=======|
| Titan |
|=======|

The Titan strain represents the limit of Chimeran evolution of the human form.
They are massively strong and wield weapons more commonly found on vehicles,
such as Stalker heavy siege pods. Titans aren't known to wear any form of body
armour. Their calloused hides are sufficiently thick to protect them in the
fiercest fire fights. While they have no known weaknesses, attacks to their
head are believed most effective.

|===========|
| Slipskull |
|===========|

Slipskulls are cunning opportunists who prefer to take pot-shots and make
blind-siding attacks rather than face their opponents. With their speed and
stealth they excel as scouts and ambushers. The discovery of a Slipskull
requires immediate engagement to prevent them from summoning Chimeran
reinforcements. Explosives are the recommended response. Hybrid Bullseye
rifles and the Slipskull's own Reaper carbines are also suitable.

|=============|
| Leaper Pods |
|=============|

Leapers are spawned from membranous sacs known as Leaper pods. It is believed
these pods are deposited by other Chimeran strains, possibly Widowmakers.
Spawning is triggered by local vibrations. The pods function in living mines.
Caution should be observed in Chimeran-held territory as early detection of
Leaper pods has the potential to save lives. Explosives such as grenades and
rockets can destroy the pods before they release the Leapers within.

|===========|
| Gray Jack |
|===========|

Gray Jacks are decrepit Hybrids which have nearly outgrown their bodies. As
they approach death, their cooling units are over-taxed and their rampant
metabolism steadily cooks them from the inside-out. The resulting necrosis
gives Gray Jacks an odour of decaying flesh. Though unarmed and seemingly
frail, the long reach of their wicked claws can be deadly. The wounds they
cause are very difficult to clean and often fatal.

|==========|
| Hardfang |
|==========|

Hardfangs are similar to Hybrids, but tougher and crueller. Their conversion
process has been skewed to heighten their aggressiveness and eliminate all
self-preservation instinct. They rush deep into the fray to use the Arc Charger
weapon where it can strike the most targets. Royal Marine Commandos often use
a designated marksman to dispatch Hardfangs before they can get close enough to
be a threat.

|=========|
| Rollers |
|=========|

Rollers are adult Leapers which have developed a faster, trundling locomotion.
As they near the end of their life-cycle, internal decomposition results in
venting of a corrosive spray. Rollers use this as an opening attack, blinding
their prey before closing to strike with claws and teeth. When attacking in
swarms, Rollers have been known to wipe out sizeable troop deployments in a
matter of seconds.

|============|
| Widowmaker |
|============|

The appearance of a Widowmaker on the battlefield requires immediate engagement
by all soldiers. Widowmakers attack with their barbed fore-talons or by spewing
out explosive globules. In addition to causing tremendous casualties,
Widowmakers have a rallying effect on other Chimeran strains. They have been
known to irreversibly turn the tide of battle. Attacks with high-explosives or
vehicle-mounted weapons should focus on the creature's face or body.

|=================|
| Advanced Hybrid |
|=================|

Advanced Hybrids are the fanatical defenders of the Chimeran Towers. Every
aspect of their physiology has been tuned to grant them extreme levels of
performance. They must be outfitted with specialised cooling units to ensure
their core body temperature doesn't climb uncontrollably during the heat of
combat. Incredibly tough, Advanced Hybrids are capable of tearing apart any
intruders they encounter.

|=======|
| Angel |
|=======|

Angels have only recently been confirmed. They are believed to be the most
advanced Chimeran strain currently operating in Britain. Angels are usually
found near Chimeran strongholds, though there have been some battlefield
sightings. Initial observations indicate Angels exert a command influence over
other Chimeran strains. The extent of this connection is unclear. As leadership
units, Angels don't directly participate in combat. The extent of their
offensive capabilities is unknown.

===============================================================================
5.03. Vehicles
===============================================================================

|==============|
| U/AV-17 Hawk |
|==============|

The U/AV-17 Hawk is a US VTOL combat transport for personnel and light armour.
When delivering soldiers, the Hawk swivels its rotors to direct downwash away
from the jump doors. This allows soldiers to fast-rope down while under cover
of the .30 calibre door guns. Once its cargo is away, the Hawk's versatility
means it can loiter to offer tactical support or quickly return to be loaded
for another deployment.

|===================|
| P-1117 Kingfisher |
|===================|

The British P-1117 Kingfisher is derived from an early iteration of the
American U/AV-17. The Kingfisher is exceedingly able at inserting soldiers
into combat situations. Unfortunately, the Chimera have responded to this
ability with the Stalker AA platform. At present, all remaining Kingfishers
are in the service of British Intelligence. They have been largely relegated
to a role of aerial reconnaissance and combat coordination.

|=================|
| M-12 Sabertooth |
|=================|

The M-12 Sabertooth is the US light battle tank. The main turret supports an
80mm rifled tank cannon and a 20mm Gatling gun. A .50 calibre anti-personnel
machine gun is mounted on the coaxial turret. A notable element of the tank's
design is its ability to be carried for short distances by VTOL transport.
Sabertooth brigades are commonly flown in for the final leg of an attack,
known as the "pounce".

|==========|
| Dropship |
|==========|

Chimeran Dropships, known as "buzzards", are armed shuttles and provide limited
close-air support. Advanced propulsion units create dramatic lift allowing them
to be better armoured then equivalent human aircraft. Dropships bring Chimera
troops into battle via external transport containers. Each transport holds
multiple Chimeran squads for maximum tactical flexibility. The containers can
be dropped from low altitude directly into battle.

|=========|
| Stalker |
|=========|

The Stalker is a Chimeran mobile heavy weapons platform. Equipped with an AA
autocannon, a missile pod, and an anti-personnel gun, a single Stalker can make
friendly air-support over a battlefield impossible. Their multi-legged
locomotion gives them superior manoeuvrability over all terrain. Stalkers are
heavily armoured against a catastrophic kill. The vehicle's only know
vulnerability is the partially exposed power core on the rear of their hull.

|==========|
| Burrower |
|==========|

The Burrower is an armoured transport capable of inserting Chimera directly
into battle at a moment's notice. While unarmed, the Burrower does terrific
damage with the excavating teeth on its "face". Outside of combat, Burrowers
are used to develop Chimera infrastructure. They have carved a network of
tunnels throughout Britain to accomodate supply lines. The tunnels also serve
to protect the power conduits found near Chimera structures.

|===========|
| LU-P Lynx |
|===========|

The LU-P Lynx is a British Army all-terrain light-utility vehicle used for
long-range patrols. While un-armoured, the Lynx is extremely crash-worthy due
to its reinforced chassis. It has four-wheel drive and a deceptively wide
track which keeps it from tipping over in tight turns. The Lynx is outfitted
with a 360 degree shock-dampened turret equipped with an L-650 12.7mm general
purpose machine gun.

|=========|
| Goliath |
|=========|

Goliaths are massive walking stage batteries the Chimera use to subjugate whole
cities. They employ concussion mortar batteries to soften up opposition. Entire
companies have broken under mortar barrages and simply run for their lives.
This exposes them to the Goliath's most fearsome weapon, the Spire. Spires are
biological warfare missiles which deliver payloads of Chimeran Crawlers. A
single Spire can infect thousands, and Goliaths never use just one.

-------------------------------------------------------------------------------
6. Skill Points
-------------------------------------------------------------------------------

Skill points can be earned by completing specific tasks in general or during
certain levels. The more skill points you earn, the better rewards you get. I
don't know what all the skill points are yet, but I will add them as I find
them.

Note: This section is incomplete.

|======================|
| General Skill Points |
|======================|

[ ] Reading is Fun! - Pick up 10 of the intelligence documents.
[ ] Chicks Dig Eyestrain - Pick up 20 of the intelligence documents.
[ ] Too Many Secrets - ???
[ ] In For a Penny... - Kill 3 Chimera with a single grenade.
[ ] Fetch - ???
[ ] Acupuncture Is Cheaper - Kill 3 enemies at once with the Hedgehog.
[ ] Why Are These Candles Screaming? - ???
[ ] Lovely Parting Gifts - ???
[ ] Tag. You're It - Kill 5 enemies with the Bullseye in 30 seconds.
[ ] Gasping For Air - ???
[ ] Nowhere to Hide  - Kill 5 enemies in a level by shooting them through a
                       wall with the Auger.
[ ] Twirly-Whirly - ???
[ ] Turrets - Use the Chimeran sentry gun to kill 6 enemies.
[ ] Mechanical Thumbs - ???

|===================|
| York Skill Points |
|===================|

[ ] Supersonic Meat Cubes - ???
[ ] Homing Beacons - ???
[ ] Chimera Pate - Run over 10 enemies with the tank in York.

|======================|
| Grimsby Skill Points |
|======================|

[ ] Don't Worry. Insurance Has It Covered - ???
[ ] 20th Sentry - ???
[ ] Personal Space Bubble - ???

|=========================|
| Manchester Skill Points |
|=========================|

[ ] Lightfoot - ???
[ ] This is My Rifle, This Is My Gun - ???

|=========================|
| Nottingham Skill Points |
|=========================|

[ ] In One Ear, Out the Other - Get at least 5 headshot kills with the L23
                                Fareye in Nottingham.

|=======================|
| Cheshire Skill Points |
|=======================|

[ ] Passive Aggressive - Kill 4 Hybrids or Menials with non-weapon damage.
[ ] We've Lost the Security Deposit Anyway - ???
[ ] Mirror, Mirror - ???

|=======================|
| Somerset Skill Points |
|=======================|

[ ] Next Speed Trap, 50 Miles - ???
[ ] I Can See My House From Here! - ???
[ ] Misplaced Aggression - ???
[ ] They Came From Behind - ???
[ ] I Believe This Is Yours - ???

|======================|
| Bristol Skill Points |
|======================|

[ ] One Eye Dog! - ???
[ ] A New Kind of Sourdough - ???
[ ] Pint in One Hand, Darts in the Other - ???

|========================|
| Bracknell Skill Points |
|========================|

[ ] Karma's A Bitch - ???
[ ] This is MY House - ???

|=====================|
| London Skill Points |
|=====================|

[ ] Leapin' Lizards - ???
[ ] Fast Like the Tortoise - ???

|=====================|
| Thames Skill Points |
|=====================|

[ ] Le Parkour - ???

|====================|
| Tower Skill Points |
|====================|

[ ] Breakin' the Law - Destroy the Reactor without using the L209 LAARK.
[ ] Vanilla Only, Please - ???
[ ] What Would Hale Do? - ???
[ ] Return to Sender - ???

-------------------------------------------------------------------------------
7. Credits
-------------------------------------------------------------------------------

Myself - For writing the guide.
GameFAQs - For hosting this guide.
Neoseeker - For hosting this guide.

-------------------------------------------------------------------------------
8. Copyright
-------------------------------------------------------------------------------

(c) This guide is copyright of Robert Carr 2007.

This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.