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    Multiplayer Strategy Guide by CelticLink94

    Version: 1.1 | Updated: 07/09/09 | Search Guide | Bookmark Guide

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    =======================================================================
    Multiplayer Guide
    
    Table of Contents:			Shortcut: Ctrl+f
    ====================================================
    Introduction		[INTD]
    Version History		[VRSN]
    Getting Started		[GTSR]
    Model Customization	[MODL]
    HUD Placement		[HUDP]
    HUD Transparency		[HUDT]
    Wii Speak			[WIIS]
    Matchmaking			[MTCH]
    Game Modes			[GMMD]
    Maps				[GMMP]
    Weapons			[WEPN]
    Tips and Strategies	[TPST]
    Final Thanks		[FINE]
    
    Introduction			[INTD]
    ====================================
    Hello again!  Itís me, CelticLink94!!  Iím back for another go at a 
    Conduit Guide, but this time my focus has been turned from single to 
    multiplayer.  For those of you who have read my previous guide (In the 
    FAQ section of The Conduit on GameFAQS.com), there was a small and 
    somewhat sparse section at the bottom of my guide dealing with 
    multiplayer.
    
    So I thought, why not delve deeper??  The meat and potatoes, as it 
    were, of the game lies in the online multiplayer, and it no doubt draws 
    players back into the game after finishing the single player.  So here 
    it is, the guide to end all multiplayer guides, an in-depth and 
    comprehensive look at the online multiplayer functionality of High 
    Voltage Softwareís masterpiece, The Conduit.
    
    As always, suggestions and comments are welcome.  Just email me at 
    crazycelticblue@aol.com, and Iíll try and accommodate your concerns.
    
    Version History			[VRSN]
    ====================================
    Version 1.0:
    The bulk of the guide was created. Introduction, Getting Started, Model 
    Customization, HUD Placement, HUD Transparency, Wii Speak, Matchmaking, 
    Game Modes, Maps, Weapons, Tips and Strategies, and Final Thanks were 
    created.
    
    Version 1.1:
    Kind of overdue, I fixed an error in the Tips and Strategies section, 
    created a version history section, and updated the Final Thanks 
    section.
    
    Getting Started			[GTSR]
    ====================================
    When you first put The Conduit into the Wii Drive, youíre going to see 
    the customary warning signs (please donít fling the remote at the 
    TV!!), and then the company logos, and finally the startup screen.  
    Next, if this is your first time playing, youíll be asked to make a 
    file.  Choose a name that suits you, and is under eight characters.  
    And, for the love of all things sacred, do NOT PICK MR. FORD!!  Once 
    you get online, youíll see Mr. Fordís left and right, as people are 
    either too lazy or unoriginal to change the default name.  Once you are 
    on the main menu, there are plenty of options and menus for you to look 
    at.  However, our main concern is the multiplayer.  Click on it, and 
    the Wii will begin loading your connection to the Nintendo Wifi 
    Connection.
    
    If this is your first Wifi game, there are several things you will need 
    to play online.  First and foremost, you will need a high-speed or 
    broadband internet connection.  Sorry dial-up fans, but youíre going to 
    need to upgrade.  Second, you will need a wireless router or Nintendo 
    Wifi USB router.  Iím going to leave it up to you to figure out how to 
    configure your router, as each router and computer is different.
    
    Next, youíll want to configure your internet connection on your Wii.  
    To do this, go to the options menu in your Wii, and then click on 
    Internet.  Choose Connection Settings, and then choose a connection 
    slot.  The Wii will find the nearest wireless connection (presumably 
    yours), and then will sync up your Wii to the router.  If you have any 
    problems with the connection, contact your internet provider or 
    Nintendo, as theyíll be able to answer more situational questions than 
    I will.
    
    So, now that you have a connection and youíve chosen multiplayer, 
    youíll be issued a Friend Code, which weíll discuss later.  After that, 
    itís on with the show!!!
    
    Model Customization			[MODL]
    ==========================================
    Once youíre in the main multiplayer menu, youíll see seven options.  
    The fourth one down, the beginning of the options section, will be our 
    first stop.  This is where we get to choose and customize which model 
    will represent our future escapades into the realm of online gaming, 
    and strike fear into your opponentís hearts at every turn!! 
    MUHAHAHAHAHA!!!... Ahem, ok, Iím better.  Now, in all seriousness, this 
    can be an important part in your online experience, as this model will 
    separate you from everyone else.  Plus, itís always fun to make a new 
    player!  
    
    There are four models plus a fifth unlockable model that can be chosen 
    and customized:
    
    Agent:
    ------
    The agent is the most common online skin, and one of the better looking 
    models.  The agent is based off of the trust suit of armor that you 
    find in the single player experience.  The suit has a skin tight helmet 
    with visor, body plate and arm armor, and standard black pants.  When 
    adjusting the colors for the Agent model, the following elements are 
    modified.
    
    	Primary Colors: 
    Helmet Stripes
    	Body Piece
    	Arm Plates
    	Side Leg Plates
    	
           Secondary Colors:
           Visor
           Chest Pin
           Hand Lights
    
    Drone:
    ------
    The Drone skin is the only skin that has accompanying sound effects 
    that arenít human.  That means that the sounds made for grunting, 
    jumping, and crying in pain are not human, but instead guttural alien 
    sounds.  The drone skin is based off of the drone foot soldiers found 
    in the single player experience.  The drone has a standard red body, 
    changeable exoskeleton, and added detail features.  When adjusting the 
    colors for the Drone model, the following elements are modified.
    
    	Primary Colors:
    	Drone Exoskeleton
    
    	Secondary Colors:
    	Eyes
    	Side Light Holes
    	Chest Hole
    
    Guard:
    ------
    The guard, although very similar to the Agent skin (as a matter of 
    fact, the Agent skin is a modified Guard skin), it is for some reason 
    less popular than its sleeker Agent counterpart.  The Guard suit has a 
    squared out helmet, visor, body piece, arm plates, back leg plates, and 
    standard black pants.  When adjusting the colors for the Guard model, 
    the following elements are modified.
    
    	Primary Colors:
    	Helmet
    	Body Piece
    	Arm Plates
    	Back Leg Plates
    
    	Secondary Colors:
    	Visor
    	Hand Lights
    
    Scientist:
    ----------
    The Scientist is the only skin that does not represent an actual 
    warrior, but instead an enemy in single player that was handed a gun 
    and told to help the guards (at least, I think thatís what they did).  
    The Scientist suit is a full body Hazmat suit with an oversized visor 
    and chest and leg lights for accents.  When adjusting the colors for 
    the Scientist model, the following elements are modified.
    
    	Primary Colors:
    	Hazmat Suit
    
    	Secondary Colors:
    	Visor
    	Chest Lights
    	Side Leg Lights
    
    Suit:
    ------
    The Suit skin, the fifth skin in the multiplayer mode, is the only one 
    that must be unlocked.  Have no fear, as all that needs to be done is 
    plug in a promotional code.  To plug in the code, go to the main menu, 
    extras, unlockables, and then promotional codes.  Inside the code box, 
    type in SuitMP13. Then, when you return to the customization menu, 
    there will be a fifth skin, the suit.  The skin includes a secret agent 
    in a gas mask and wearing a two piece suit, including a shirt and tie.  
    When adjusting the colors for the Suit model, the following elements 
    are modified.
    
    	Primary Colors:
    	Suit Coat
    	Pants
    
    	Secondary Colors:
    	Shirt
    	Cuffs
    
    Colors:
    -------
    The following scale gives the rough numerical equivalents to what 
    colors correspond to the customization scale.  Obviously, as the colors 
    are gradients, the numbers are not exact, but general areas in which a 
    desired color can be found.  The only definite colors are Black and 
    White, at opposite ends of the spectrum.*
    
    0= Black
    1-13= Orange
    14-21= Yellow
    22-48= Green
    49-69= Blue-green
    70-100= Light Blue
    101-129= Dark Blue
    130-145= Purple
    146-160= Pink
    161-180= Red-Orange
    181-199= Red
    200=White**
    
    * Not only will the colors appear brighter in game than during 
    customization, but some colors may seem different on the different 
    models due to texture of the suits.
    
    ** Although white, when used as a primary color it appears as more of a 
    grayish color, due to suit texture.
    
    HUD Placement			[HUDP]
    ====================================
    The HUD is the visor that the player sees while playing in the first 
    person perspective.  In this game, the HUD contains several different 
    elements that not only give player feedback, but also let the player 
    know where his enemies are and what objectives there are.  All elements 
    of the HUD are movable, and can be placed anywhere on the screen by 
    selecting an element, pressing A, and directing where the element 
    should be placed.
    
    Radar:
    ------
    Possibly the greatest tool in your arsenal, the Radar gives a non-level 
    specific look at the locations of enemies, allies, and objectives.  
    There are several ways to fool the Radar, and therefore the player 
    should also trust instinct while hunting prey.  If a player crouches or 
    moves slowly through the level, then the radar will not detect said 
    player.  However, during objective based matches, if you are holding an 
    objective you cannot fool the radar, even if you are moving slowly or 
    crouching.
    
    Point Tracker:
    --------------
    In the game, there are either one or two point trackers based on 
    whether you are participating in Free for all or Team matches.  The 
    point tracker will keep track of kills and, in some cases, points 
    earned from objectives such as holding onto the ASE, killing specific 
    targets, or staying alive the longest.
    
    Experience Tracker:
    -------------------
    In the game, players earn experience points to rank up.  While in game, 
    each kill is usually worth 2 experience points.  However, if you string 
    together multiple kills in a row without dying, you will raise 
    experience percentages for each kill.  For example, your third kill 
    will be worth 150% of the points, or in other words 3 points.  4 kills 
    is worth 4, 5 is worth 5, and so on and so on.  At 20 kills, the 
    experience maxes out at 1000%, so every subsequent kill in your streak 
    is worth 20 experience points.  
    
    There are also sayings that go along with each streak, to let players 
    audibly know where they stand in their kill streak.
    3 Kills= ďKill StreakĒ
    5 Kills= ďMassacreĒ
    10 Kills= ďKill FestĒ
    15 Kills= ďKill FreakĒ
    20 Kills= ďKill CityĒ
    
    Also, although it does not affect your experience upgrades at all, if 
    you kill two people in a row with no other kills in the game, you will 
    get a ďDouble KillĒ message.  However, that is the only combo kill 
    notification in the game.
    
    Health:
    -------
    In game, the health bar will be depleted every time you are shot or 
    hurt by grenades.  The health will decrease and then flash, until it is 
    emptied and you die.  Another visual reminder to low health is the de-
    saturation of the screen and also the audio reminder of heavy breathing 
    through the TV and speakers.  Health will slowly regenerate if you 
    remain intact after a set amount of time, and all health can be 
    replenished by picking up one of several health packs in the game.
    
    Grenades:
    ---------
    The grenade bar holds up to six grenades, and shows three different 
    icons to alert you of your grenade status and what types of grenades 
    you have.  Round grenades are fragmentation grenades, square grenades 
    are flash grenades, and the radiation symbols stand for radiation 
    grenades.
    
    
    Primary Weapon:
    --------------
    The primary weapon box shows a logo for what weapon is currently in 
    your hand, as well as how much ammo is in the current magazine compared 
    to total ammo carried for that weapon.
    
    Secondary Weapon:
    -----------------
    The secondary weapon box shows a logo for the weapon that is not 
    currently in your hands.  Because it is inactive, there is no ammo 
    count with that weapon until it is switched into the primary weapon 
    mode.
    
    Info Bar:
    ---------
    The info bar is a long bar that stretches across the screen.  This bar 
    will alert you to nearby weapons you can pick up, time left, and 
    objectives you have obtained.
    
    Wii Speak Bar:
    --------------
    The Wii Speak bar is a box that shows the name of every player talking 
    to you at the current time.  Because Wii Speak is only between friends 
    or friends of friends, those names are the only ones on the bar.  The 
    names will appear based on if their Wii speak unit is picking up any 
    sound, and if they are on your team (in team matches), or in close 
    proximity (in FFA matches).
    
    Kill Bar:
    ---------
    The Kill Bar is a live feed bar that will alert every player to every 
    kill, objective reached, and streak in the game.  Also, if a player 
    with a streak is killed, that will also appear in the kill bar.
    
    HUD Transparency			[HUDT]
    ====================================
    This option in the main multiplayer menu just adjusts how transparent 
    the HUD is in both single and multiplayer modes.  The higher the number 
    on the slider, the more visible the HUD is.  The lower the number, the 
    more transparent it is.  Although having no HUD creates a more 
    realistic visual effect, it is recommended to keep a visible HUD during 
    multiplayer, due to the feedback and other information you gain during 
    frantic multiplayer matches.
    
    Wii Speak			[WIIS]
    ==============================
    The Wii Speak accessory, sold separately, allows players to communicate 
    in game to friends and friends of friends.  Plug the Wii Speak unit 
    into one of the two USB units on the back of the Wii to allow the unit 
    to function.  For more tips on how to setup and maintain a proper Wii 
    Speak unit, refer to the manual included with the unit.  In game, 
    however, there are several options to adjust your own Wii Speak unit 
    and how you hear those around you.
    
    Wii Speak:
    ---------
    Toggle this option between on and off to allow or not allow use of your 
    own Wii Speak unit.
    
    Volume:
    ------
    Toggle this option between 1 and 10 (10 being maximum) to decide how 
    loud your opponents Wii Speak units are during game play.  Make sure 
    that the volume is set loud enough to be able to hear your opponents 
    over the sound effects and music in game.
    
    Sensitivity:
    -----------
    Toggle this option between 1 and 5 (5 being maximum) to decide how 
    sensitive your own Wii Speak unit is.  The more sensitive the unit, the 
    easier it is for the unit to pick up noise.  If you are in a loud room 
    with others, turn the sensitivity down to block out some of the 
    background noise.
    
    Echo Suppression:
    -----------------
    Toggle this between on and off to suppress the echo heard from your Wii 
    Speak unit.  This is caused by the Wii Speak units of opponents picking 
    up the in game noise and relaying it back to a player, so that their 
    game has an echo.  Turn this on to eliminate some of these problems.
    
    Headphones:
    -----------
    Toggle this between on and off to allow or not allow the use of 
    headphones with the Wii Speak unit.
    
    Matchmaking			[MTCH]
    ==============================
    The matchmaking service of the game is where the actual game begins.  
    There are three options in matchmaking to broaden or narrow the scope 
    of your opponents.
    
    Friends:
    --------
    Choosing this option allows you to organize games between you and 
    people who youíve either friend requested or exchanged Friend Codes 
    with.
    
    	Create Private Game:
    	--------------------
    	This option allows you to create a lobby where you and friends 	
    	can play a private hosted game online.
    
    	Join Friend:
    	------------
    	This option allows you to join rooms that are being hosted by
    	friends, or join any of your friends playing in a public lobby
    	with an open spot remaining.
    
    	Add Friend:
    	-----------
    	Here, you can either look through your Wii Friend roster and send	
    	out invites to your Wii Friends so that you can friend each other 
    	in the game, or you can type in friend codes of people who also 	
    	have your friend code, which is displayed in the main multiplayer 
    	menu.
    
    	Friend Requests:
    	----------------
    	Here, you can look at all of the invitations you have received 	
    	from Wii Friends and where you can either accept or decline their 
    	invitations.  Also, if you sent out a friend request that was
    	accepted, you will be asked to confirm the request.
    
    	Friend Roster:
    	--------------
    	Here, you can look at all of your registered friends in game.
    	Although the manual says 64 slots are open, there are in fact
    	only 32 slots available for most players.
    
    Regional/Worldwide:
    -------------------
    The only difference between these two modes is whether you want to play 
    with people in your region, or anyone in the world.  Each matchmaking 
    option allows for the choice of three modes, Free for All, Team Reaper 
    (death match), and Team Objective.  When in the game lobby, you can 
    vote on more specific modes.
    
    Game Modes:			[GMMD]
    ==============================
    ------------
    Free For All
    ------------
    Quick Match:
    ------------
    This mode allows for a quick skirmish between all of the players.  The 
    kill limit is 25, and the time limit is 10, so the match will be over 
    fairly quickly if you are playing competent opponents.
    
    Marathon:
    ---------
    This mode is an extended version of Quick Match.  Instead of a 10 
    minute limit, the limit has been doubled to 20.  Also, there is no kill 
    limit, so the winner is the player with the most kills at the end of 
    the 20 minutes.
    
    3 Strikes:
    ----------
    A 5 minute match, every player only has three lives.  Once the three 
    lives are up, the player can no longer fight in that round.  Therefore, 
    the last player standing is deemed the winner, or whoever has the most 
    kills at the end of the 5 minutes.
    
    Last Man Standing:
    ------------------
    An 8 minute match, every player only has ten lives.  Once the ten lives 
    are up, the player can no longer fight in that round.  Therefore, the 
    last player standing is deemed the winner, or whoever has the most 
    kills at the end of the 8 minutes.
    
    ASE Football:
    -------------
    The one objective mode in FFA, ASE Football revolves around capturing 
    and holding onto an ASE for the longest period of time.  However, there 
    is one catch.  Once you obtain the ASE, you can no longer shoot and are 
    limited to your fist and grenades.  Therefore, the best plan of action 
    is to change directions and jump, all while throwing grenades and 
    punching when an enemy gets near.  Once you have held onto the ASE for 
    99 seconds, or when the 12 minutes of the game are up, the player with 
    the longest hold is deemed the winner and the round is over.
    
    Bounty Hunter:
    --------------
    A unique twist on the classic death match.  In this mode, you are given 
    a single target to follow.  Killing this target will result in two 
    points.  However, you are being hunted by an unknown predator at the 
    same time.  If you catch wind of the hunter, you can shoot and kill him 
    for no points, but then you are saved for the time being.  However, if 
    you kill any player who is neither a target nor a hunter, you lose a 
    point.  The game is up after 10 minutes, or 25 points.
    
    -----------
    Team Reaper
    -----------
    Quick Match:
    ------------
    This mode allows for a quick skirmish between two teams.  The kill 
    limit is 50, and the time limit is 12, so the match will be over fairly 
    quickly if you are playing competent opponents.
    
    Marathon:
    ---------
    This mode is an extended version of Quick Match.  Instead of a 12 
    minute limit, the limit has extended to 20 minutes.  Also, there is no 
    kill limit, so the winner is the team with the most kills at the end of 
    the 20 minutes.
    
    Shared Stock:
    -------------
    In this mode, each team has pool of 50 lives.  Every time a person is 
    killed on a team, 1 kill is deducted from the teamís pool.  After 15 
    minutes if no teamís pool has been reduced to 0, the team with the most 
    lives remaining will win.
    
    --------------
    Team Objective
    --------------
    Quick Match:
    ------------
    In this mode, each team has a total of 12 minutes to capture the 
    enemies ASE 5 times and return it to their own base.  However, if you 
    drop the enemy ASE and an enemy touches it, the ASE will be returned to 
    the enemy base.  After 12 minutes, the team with the most captures 
    wins, or an overtime period is added if both teams are tied.  After the 
    overtime if there is still a tie, the game ends in a tie.
    
    Marathon:
    ---------
    In this mode, each team has a total of 20 minutes to capture the 
    enemies ASE as many times as possible and return it to their own base.  
    However, if you drop the enemy ASE and an enemy touches it, the ASE 
    will be returned to the enemy base.  After 20 minutes, the team with 
    the most captures wins, or an overtime period is added if both teams 
    are tied.  After the overtime if there is still a tie, the game ends in 
    a tie.
    
    Killing Override:
    -----------------
    In this mode, each team attempts to capture the enemy ASE 5 times.  
    However, the match can also be one if one team kills the enemy 75 
    times, hence the name Killing Override.  After 12 minutes, the team 
    with the most captures or the team with 75 kills wins, or an overtime 
    period is added if both teams are tied.  After the overtime if there is 
    still a tie, the game ends in a tie.
    
    Single ASE:
    -----------
    In this mode, a single ASE is placed in the middle of the arena and two 
    players compete to capture the ASE and return it to their side.  After 
    15 minutes, the team with the most captures wins.  However, if there is 
    a tie, an overtime period is added which will end in a tie if neither 
    teams breaks the tie.
    
    Maps:				[GMMP]
    ==============================
    In the multiplayer mode, there are seven maps in total.  These maps 
    range in size from large to small, and each map is mirrored so as to 
    provide an even playing field for each team.
    
    Complex:
    --------
    Size: Large
    
    This map does not seem large from an overhead standpoint, but instead 
    has many branching tunnels that make it a large map.  At the bottom 
    level on either side of the map is a base with health and boxes for 
    protection.  To the left and the right of each base are hallways that 
    contain more boxes for protection.  The tunnels connect again and meet 
    up with the enemy tunnels at the halfway mark of the map.  It is here 
    that the power weapons of the game spawn.  
    
    On the second level is a ramp that connects the base to a set of 
    stairs.  The staircase is straight ahead, and connects to the main 
    arena of the map.  On the outside of the floor of the arena are walls 
    to protect fighters from sniper fire.  On the sides of these halls are 
    stairs to gain access to the sniper perches, and also to restock Drudge 
    and Trust weaponry.  In the middle of the arena are two subway-style 
    entrances that lead to the lower level and a blast shield separates the 
    two entrances.  The walls on either side, being staggered, provide a 
    makeshift stairway to the sniper perch if jumped correctly.
    
    On the third and upper level are the sniper perches and a wall on the 
    north and south ends of the perches to offer protection.  By going down 
    and back up a staircase straight back from the perches, one could 
    obtain human ammo to restock their weapons.
    
    Tips for this map:
    When playing a FFA, use the hallways to your advantage.  They can be 
    long and tedious, and they double up so the radar isnít always an 
    advantage. Wait until the last second to jump out, and try and catch 
    people by surprise.  If being pursued down a hallway, jump to avoid 
    contact.  In team matches, use the lower level tunnels to make contact 
    with enemy territory, as the sniper perch is often populated and the 
    lower level is the only other way to make contact under cover.
    
    Pentagon:
    ---------
    Size: Large
    
    This map is the largest in the game, with four levels and a long 
    stretch of street.  On the fourth level, there is a room in the back of 
    the wall, with a staircase that leads down.  One could circumvent this 
    staircase and exit through a doorway, which would lead to a hallway 
    that is open to fire from the street.  The right doorway is blocked, 
    but to the left are a staircase leading down and also a long hallway 
    with another staircase at the end of the hall.  Halfway down this hall 
    is a catwalk that connects to the other side of the street.  On this 
    hall, which is on the right side, there are a staircase leading down 
    and also a hole in the floor which offers access to the third floor.
    
    On the third floor at the back is a staircase leading up.  This 
    staircase connects the fourth floor with the third floor, which opens 
    up on a ramp to the street below.  To the left of this ramp is a human 
    ammo box, which reloads human ammo and grenades.  There is also a 
    staircase going up and down.  Finally, there is a hallway to the left 
    with a staircase that connects the left hall on the fourth floor to the 
    left hall on the third.  The doorway on the right is blocked, but by 
    taking other stairs or jumping obstacles, you can reach a hall on the 
    right.  This hall has a staircase leading to the fourth floor, and also 
    is where the hole in the fourth floor lets off.  By following the hall 
    on the right, you reach a central junction with a staircase down to the 
    street, a health pack in the center junction, and windows on either 
    side to allow for sniping.  The hall that is mirrored on the other side 
    connects here, and allows for one player to go from end to end, 
    penetrating deep into enemy territory.
    
    On the second floor is the street, with boxes and tanks for protection.  
    Note: the tanks are for environmental decoration, and cannot be driven.  
    By jumping up on a dumpster on the right, one could jump onto a balcony 
    that leads to the third floor through a window.  On the left, closer to 
    the ramp, is a room that leads to the staircase that connects levels 4, 
    3, and 2.  Further on to the left is a stair case that leads down to 
    level 1.  Down the center of the street, one would reach a junction 
    that provides a staircase to the level 3 junctions, and also ammo for 
    Drudge and Trust weapons.
    
    On level 1, underground, is a long hallway with a manhole entrance 
    (accessed from level 2), boxes for protection, and a stairway on the 
    left to regain entryway to level 1.  There is also a central room that 
    houses the power weapons of the map, and is allow the player to sneak 
    into enemy territory from their own staircase.
    
    Tips for this map:
    In FFA, use the long hallways to double up the radar and render it 
    useless.  Stay away from the streets, as people in the windows on 
    either side can snipe you.  If you must use the streets, hop around and 
    duck into the manhole to take pressure off of yourself.  In team 
    matches, use the right hallways and level 1 to gain entrance to enemy 
    territory, but beware of players trapping you because of the well known 
    entry marks into their territory.
    
    Bunker:
    -------
    Size: Medium
    
    This level starts in the north and south ends, with a ramp up to a 
    platform to provide advantage on level 2.  In front of this mini 
    platform is a large monitor which offers protection, and also has a 
    human ammo box.  To the left and right are tunnels that lead to the 
    sides of the map, which on the left are actually pillars that connect 
    to level 1.  If you jump these pillars, you can gain access to the rest 
    of level 2, which is a large circular balcony in the center, connected 
    by a staircase structure, and you can also enter into the enemy 
    tunnels.  By taking the right tunnel instead, you enter the area where 
    enemies must jump the pillar.  Going down the stairs on the area, you 
    reach level 1.
    
    On level 1, there is a small room under the pillars with boxes for 
    protection and in the circular area and side sheltered walkway and an 
    open central area that circles the staircase structure, which has the 
    power weapons for the map.  On the north and south ends are ramps up to 
    level 2.  There is also a small area behind these ramps on level 1 that 
    connect back to level 2ís tunnels, and can only be accessed by going 
    down the ramps into the area, or dropping off of a bridge that connects 
    the back base on level 2 to the ramp in the central area.
    
    Tips for this level:
    Use the tunnels to your advantage, similar to the strategy for the 
    Complex.  Many people focus on the ramp structure as their entry point, 
    so gaining access into the other base is easier through the tunnels.  
    Also, the red tunnel has drudge ammo and the blue tunnel trust, so use 
    those weapons depending on what team youíre on.  Use the pillars to 
    your advantage as well, to offer sniping to the area below and as a 
    quick getaway if you were found in the enemy tunnel.
    
    Sanctum:
    --------
    Size: Medium
    
    This map, on level 4, is actually a single strip that overlooks level 
    2, and can be accessed by jumping up boxes on the ends of level 3.  The 
    center of this strip houses the power weapons, but leaves you wide open 
    to attack from level 3 AND 2.  
    
    Level 3 is a simple balcony level that circles level 2, and provides 
    sniping areas.  On one side of the balcony is a drudge ammo cache; on 
    the other is a trust one.  On the north and south sides are entry ways 
    into the complex tunnel system of the Sanctum, and on the left entrance 
    is a human ammo cache.
    
    Level 2 in the center is an open arena with a stairway up to level 3.  
    The area has no cover; except for two hallways on either side that 
    reach a small side hall that connects level 3 to level 2.  This side 
    hall also has a tall staircase that reaches down to level 1, the under 
    belly of the Sanctum.
    
    Level 1 is the most complex level, as it extends beneath the entire 
    map.  By the side hall stairs are trust and drudge ammo caches. Going 
    through two entry ways, you come upon a small clearing with a human 
    ammo cache and health.  On either side is a tunnel that connects to a 
    series of staircases to go up to level 2 and even 3.  These tunnels 
    then reconnect on the other side, and both sides of the map are 
    connected through this way.  Due to the non-descript hallways, this is 
    the most confusing part of the level.
    
    Tips for this map:
    Learn the halls.  That is the best tip for this map.  Once you learn 
    the halls, you have a distinct upper hand over anyone clumsy enough to 
    wander in.  Level 1 is the most complex level, and where about a third 
    of all players end up: Some to avoid the constant fire on level 2, some 
    to try and breach enemy territory.  If in FFA matches, use the tunnel 
    techniques from the Complex and Bunker.  In team matches, take a buddy 
    down traverse the tunnels to catch unwary travelers and those trying to 
    do exactly what youíre doing: enter enemy territory.
    
    Infirmary:
    ----------
    Size: Medium
    
    The infirmary level is the only 1 level map in the game.  However, it 
    is not the simplest level in the game because of the many hallways.  
    The center of the map is actually a wash-up area with a stairway 
    towards two operating rooms. On the sides of the operating rooms are 
    halls that connect both ends of the map, and circle around the back and 
    down the other side to the right, creating a full circle.  Going to the 
    left, however, is another hallway that leads to a side room, and then a 
    shower area.  This shower area allows for Human ammo reloading, and 
    also a hall down into the hallway again, where across the room is a 
    drudge or ammo cache, depending on which side of the level you are on.  
    Although it has many hallways, it is the lowest level in the game and 
    can be traversed rather quickly for its size.
    
    Tips for this Map:
    Here, youíre going to want to keep to the showers and the side rooms.  
    The halls and operating rooms draw the most action, so stay to the side 
    until the fighting calms down.  Then come in, mop up, and exit on the 
    other side.  Since the level is low to the ground, your only defense is 
    pretty much hopping around to detract gunfire.  Otherwise, matches in 
    this level turn into a game of ďwho has the longer firing gunĒ, as the 
    gun with most range will pick off people running down the hall.  If 
    caught in the hall, turn into a room or jump up onto the low stairs to 
    stay out of the way of gunfire, and use tight corners to your 
    advantage.
    
    Streets:
    --------
    Size: Small
    
    The streets level is probably the most popular map in the game, as it 
    offers plenty of strategy for a small two-level map.  On level 2 on the 
    north and south are sniper perches that give you a view of most of the 
    map.  However, the only way down is going straight down the ramp onto 
    the street, which leaves you open to attack.  Also to the right of 
    these ramps on level 2 are office buildings that have open terraces for 
    sniping, and an inside office area.  One of these windows looks out 
    onto an alley, and when on the ledge you can jump across the alley to 
    the next window, which leads into a garage with a balcony.  Taking the 
    stairs down the balcony from the garage or the stairs in the office 
    will lead to level 1.  
    
    On level one in the office there are side rooms to reach the alley, and 
    a front desk area the looks out onto the street.  Across the street is 
    a garage with either 1 or 2 doors, depending on the side, and across 
    the alley is the other garage.  In the street are cars that offer some 
    protection from snipers, which are right in front of the rubble ramps 
    up to the sniper perches.
    
    Tips for this map:
    The ledges from window to window and the alleys are probably the 
    greatest gifts to mankind in this game.  If you ever get into trouble, 
    jump the ledges or cross the alleys to get out of the range of gunfire.  
    This is especially helpful in ASE Football or capture the ASE, as you 
    can hop across the ledges without needing guns to do the talking for 
    you.  However, stay off of the streets.  They are open to fire from the 
    sniper perch, terrace, garage door, and windows on the garage balcony.  
    With all of these options for snipers and other predators, sticking to 
    the alleys and buildings are your best bets to stay alive long enough 
    to take down your enemies.
    
    Warehouse:
    ----------
    Size: Small
    
    This level is a two story level, with a lot of jumping required.  On 
    level two is a back room with human ammo boxes, leading to a balcony.  
    On the left side is a ramp down to level 1 and on the right is a health 
    pack and also a drop off point to the enemy ramp.  Straight ahead is a 
    catwalk with doorways to the left and right. On either side, the 
    catwalk breaks up and you must jump the gaps in order to cross, and 
    then go back through the doors to get to the other side.
    
    On level 1, there are three center rooms broken up by a wall.  This is 
    the same wall that separates the catwalk, and therefore each room is 
    under a section of catwalk.  On either side room in the center are 
    entrances to the ramps, but in the central center room is where the 
    power weapon of the map would be located.  On the sides of level 1 are 
    hallways that connect all four sides of the map, and side rooms with 
    drudge and ammo caches.
    
    Tips for this map:
    Using the catwalks may seem like a good idea, but concentrating and 
    making the gaps can leave you open to fire from ahead and below.  Iíve 
    found that the best strategy is jumping from level 1 to the hole in the 
    side of the ramp, going up to level 2 and jumping back down.  This 
    keeps you ahead of your enemies, and letís you catch the stragglers.  
    Itís also possible to string together long captures in ASE football 
    using this strategy.  However, since this is a closed small map, donít 
    abuse that strategy.  Itís the only one you have other than taking to 
    the halls, and once you abuse it, it is gone.
    
    Weapons:			[WEPN]
    ==============================
    Human Weapons:
    --------------
    USP45: The pistol of the game, this weapon is good for quick headshots.  
    Use this when you have nothing else, or youíre at a disadvantage with 
    any other weapon.
    
    MP5kA4: Although this weapon seems strong, it can run out of ammo fast.  
    Conserve this and reload during lulls, otherwise youíll be caught in 
    the middle of a thick and fast firefight with nothing to fight with.
    
    SCAR: Although this is a scoped weapon and most undoubtedly a human 
    sniper, it is also an assault rifle and should be treated as such.  Use 
    it in hallways to trump the MP5ers, and take some mid-range shots at 
    advancing (or retreating) enemies.
    
    SPAS 12: One of the most powerful weapons in the game, this is kind of 
    an overused weapon.  It can be a disadvantage while reloading, but use 
    those eight bullets to your advantage.  It can be a lifesaver for you 
    with such a strong gun, but beware of those with long-range weapons.
    
    SMAW: This is the human power weapon.  Slow to reload and short on 
    ammo, all of this is forgiven when youíre blowing up hordes of 
    opponents with one shot.  The center piece of the explosives set, this 
    weapon is one of the most sought after weapons in the game, and can 
    easily turn the tide of battle with one or two well-placed shots.
    
    Trust Weapons: 
    --------------
    
    Deatomizer Mk4: The SCAR, for Trust agents.  Itís scoped and is semi-
    automatic, but itís charged shot greatly overpowers its normal shot 
    feature.  By charging up and releasing, you can actually wrap up an 
    enemy in three anchored plasma shots, spelling out almost instant 
    death.  Shoot one ball at a wall to anchor the other two shots around 
    if thereís an enemy taking refuge behind a box or around a corner.
    
    Carbonizer Mk16: One of the two power weapons in the Trust arsenal, a 
    three second shot of this concentrated laser stream can completely 
    destroy anyone in its line of fire.  This weaponís one drawback is the 
    fact that a ďmagazineĒ can be used up in about five seconds, and a 
    twenty second stream totally depletes your ammo.  Use this sparingly, 
    and stay near a trust ammo dump to make the most of this uber weapon.
    
    TPC Launcher: The other power weapon, this plasma grenade launcher is 
    vicious when on target.  However, donít get too close to your target as 
    the explosions may cause an unwanted suicide.  Also, the ammo runs low 
    quickly, so you may want to conserve this and use a more basic weapon 
    when roaming around.
    
    Drudge Weapons:
    ---------------
    
    Strike Rifle: The Strike Rifle is the SCAR for the drones.  Semi 
    automatic and scoped, this weapon is also the only zoomed weapon for 
    the drudge.  The ammo is plentiful and the reload time is decent, so 
    this weapon is a very dependable one for any fire fight you find 
    yourself in.
    
    Hive Cannon: This mini-arm cannon shoots out explosive bugs... yeah, 
    you heard me, explosive bugs.  The ammo on this is also plentiful, so 
    donít worry about running out too quickly.  Itís pretty powerful, and 
    by tilting the remote you can even change the reticule size. Just 
    because itís not the strike rifle doesnít mean it should be 
    underestimated.
    
    Warp Pistol: This pistol is an iffy weapon.  With its single shots, 
    itís pretty weak.  However, when itís charged up it can be pretty 
    powerful.  Yet, this weapon has no scope, so itís hit or miss. The ammo 
    isnít that limited though, so go to this if youíre not finding any 
    other weapons that work with you. 
    
    Shrieker: A heat seeking missile that follows your reticule?  Sweet!!  
    However, the ammo is limited and itís very easy to overshoot your 
    target.  You can fire off quick three burst shots, but doing this three 
    times will bring about a reload.  This weapon can be pretty iffy as 
    well, and you donít want to stay too close to the back splash.
    
    Grenades:
    ---------
    
    Fragmentation Grenades: Frag Grenades are the grenades that clear a 
    room and root out enemies.  These grenades will bounce off of terrain 
    or bounce on the ground, and then explode and take out several enemies 
    at once.  Donít get too close to these however, as you can easily 
    suicide.  Also, in team matches, you can bounce these off of a 
    teammate, since thereís no friendly fire.  That means that if a 
    teammate gets in your way when you throw, it comes right back at you 
    and you suicide.  Why!!?!?!?  But for that risk, the reward is very 
    great.  
    
    Flash Grenades: These grenades will help ease the pain of a firefight, 
    detonating on contact with anything.  Players who come in contact with 
    a detonation will lose sight, sound, and radar capabilities for several 
    seconds.  This can help you escape, or take down your enemies.  
    However, donít detonate them too close to you or youíll be just as 
    blind.
    
    Radiation Grenades: Rad Grenades are the sticky grenades of The 
    Conduit.  These grenades, when they make contact, will react to a 
    biomass mixture and burn off dangerous amounts of radiation.  The 
    radiation will continue to be emitted until the grenades burn them out.  
    If someone is stuck with a rad grenade, it is almost assured death.  
    However, overlapping grenades will not matter, as you get as much 
    damage from one or two.
    
    Weapon Sets:
    ------------
    Human:
    ------
    USP45
    SCAR
    MP5
    SPAS
    SMAW
    
    Frag Grenades
    
    Drudge:
    --------
    Strike Rifle
    USP45
    Warp Pistol
    Hive Cannon
    Shrieker
    
    Rad Grenades
    Frag Grenades
    
    Trust:
    ------
    Deatomizer
    SCAR
    USP45
    TPC Launcher
    Carbonizer
    
    Flash Grenades
    Frag Grenades
    
    Near/Far:
    ---------
    SPAS
    Strike Rifle
    SCAR
    Deatomizer
    TPC Launcher
    
    Frag Grenades
    Flash Grenades
    Rad Grenades
    
    Chargeable:
    -----------
    Strike Rifle
    MP5
    Warp Pistol
    Deatomizer
    Carbonizer
    
    Frag Grenades
    Flash Grenades
    Rad Grenades
    
    Close Combat:
    -------------
    MP5
    SPAS
    Carbonizer
    TPC Launcher
    Warp Pistol
    
    Frag Grenades
    Flash Grenades
    Rad Grenades
    
    Explosive:
    ----------
    SMAW
    Hive Cannon
    Shrieker
    Deatomizer
    TPC Launcher
    
    Frag Grenades
    Flash Grenades
    Rad Grenades
    
    Long Range:
    -----------
    Strike Rifle
    SCAR
    Hive Cannon
    Deatomizer
    USP45
    
    Frag Grenades
    Flash Grenades
    Rad Grenades
    
    
    Tips and Strategies			[TPST]
    ==========================================
    Along with the level specific strategies, there are some generic 
    multiplayer strategies that should help in pretty much any situation.  
    These strategies usually take care of most problems, but they are not 
    guaranteed fixes.  To find strategies that work best for you, you will 
    want to play in your own style and play to your strengths.
    
    	
    	-Keep jumping to make a harder target.  Along with moving around, 
    hopping makes it harder for you to be targeted.  Players aiming at your 
    head one moment suddenly are pointed on your feet or below you 
    altogether.  You, meanwhile, can fire off a couple bursts or come down 
    hard on them with a melee move.  Jumping around will help you in many 
    situations, but donít get carried away.  If someone else is hopping 
    around and you lose track of them, you could be taken down very 
    quickly.
    
    	-Keep on the move.  There is nothing easier for someone to hit 
    than a stationary target.  Although you are tricking the radar, the 
    second someone sees you stationary they can begin planning.  They can 
    choose what hall to take, and even take it slow to trick the radar 
    themselves.  They know youíre not moving, so they have all the time in 
    the world.  Also, if someone is adept at sniping, the best way to get a 
    headshot is take steady aim at a target.  You may not realize someone 
    sniping amidst all the action, and therefore moving cuts down on the 
    possibilities of headshots.
      
           -Team mates are team mates for a reason.  Pair up. Trio up.  Do 
    anything to get someone else on your side.  In team matches, you have 
    the advantage of extra firepower, so use it wisely.  Often times, 
    people will try and go solo so if youíre teaming up, youíll take them 
    down twice as quick.  Also, in objective matches, this provides cover 
    if one of you gets the objective.  At that point, if you find yourself 
    providing cover, remember this: those without the objectives do not 
    affect the score total.  So take one for the team and use your body and 
    gun as a shield until the rest of your team comes to the aid rescue.
    	
    -Donít camp.  If you camp, they will come.  People are often rubbed the 
    wrong way by campers, and will make a concerted effort to take them 
    down.  Plus, if youíre camping, you may be blocking yourself in and 
    making it harder to escape a close shave.  This goes in tandem with the 
    ďkeep moving ruleĒ, so use them both wisely.  
    
           -The power weapons are your friends, but know your enemies as 
    well.  If you know where the power weapons are, you have the upper 
    hand.  But if someone else beats you to them, donít fret.  Thereís 
    nothing worse than a player throwing caution to the wind to get one 
    weapon, instead of playing with what they have.  Also, each power 
    weapon has a drawback and therefore can be exploited.
    	
    	-Evolve with the game.  As some methods become well known and 
    others are forgotten, youíll find that the playing styles of the game 
    can change.  Donít be the guy who still plays the old way, as then 
    youíll be the first to go.  Part of the challenge of FPS Wifi games is 
    the real-time strategy.  But if youíre using strategies from several 
    months ago that everyone else has done, theyíll know your weaknesses 
    and where to get you.  So keep playing, and go with the flow. 
    
           -Stay to the edges as much as possible.  Going out in the open is 
    a sure-fire way to get you killed, so youíll want to make sure that you 
    use the environmental coverage to your advantage.  By doing this, 
    youíre not only out of sight from some players, but those who see you 
    find a wall or box between them and their target.  It might seem 
    cowardly to those who like going in all guns blazing, but when you do 
    that, who usually kills you??  Yeah, the guy on the edge of the screen.   
           
    Final Thanks:			[FINE]
    ====================================
    Thanks to GameFAQS for hosting this FAQ.  I had a lot of fun making 
    this guide, and I hope it helps others play through the multiplayer.
    
    Thanks to High Voltage Software for making a game, that in my opinion, 
    has the best multiplayer of any Nintendo game to date.  Hereís to a 
    sequel!!
    
    Thanks to Sega for publishing this game, and not getting in the way.  A 
    lot of publishers like getting their hands in everything, so Sega did a 
    good thing by keeping relatively hands off and letting HVS develop the 
    game they and the fans wanted.
    
    Thanks to you, the reader.  I have to say I got an overwhelming 
    response from my first guide, and I hope you find my second guide just 
    as helpful.
    
    Thanks to the following contributors for pointing out several errors on 
    my part.  Without these people, the guide wouldnít be what it is!! For 
    obvious reasons, I will omit the websites to locate these people (to 
    avoid spam mail), and will simply put their screen names.
    --------------
    berserkserpent 
    gunfreak010
    --------------
    
    Finally, on a semi-legal note, this guide is only permitted to be shown 
    on GameFAQS.com.  As of this time I feel pretty comfortable with them, 
    so Iím not entertaining any requests to share this guide with other 
    sites.  Thanks!!
    
    Remember, email me at crazycelticblue@aol.com to comment, suggest, or 
    complain (politely!!) about this guide.  Without your feedback I 
    wouldnít know if this guide was a help or not.  Thanks again, and hope 
    you enjoy THE CONDUIT!!
    
    
    

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