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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 

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 

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 

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 

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 

There are four models plus a fifth unlockable model that can be chosen 
and customized:

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 

	Primary Colors: 
Helmet Stripes
	Body Piece
	Arm Plates
	Side Leg Plates
       Secondary Colors:
       Chest Pin
       Hand Lights

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:
	Side Light Holes
	Chest Hole

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:
	Body Piece
	Arm Plates
	Back Leg Plates

	Secondary Colors:
	Hand Lights

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:
	Chest Lights
	Side Leg Lights

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

	Secondary 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

* 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.

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 

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.

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.

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 

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 

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.

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.

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.

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.

Choosing this option allows you to organize games between you and 
people who youíve either friend requested or exchanged Friend Codes 

	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 

	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.

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.

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.

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.

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.

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.

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.

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.

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.

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 

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.

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 

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.


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 

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 

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:

Frag Grenades

Strike Rifle
Warp Pistol
Hive Cannon

Rad Grenades
Frag Grenades

TPC Launcher

Flash Grenades
Frag Grenades

Strike Rifle
TPC Launcher

Frag Grenades
Flash Grenades
Rad Grenades

Strike Rifle
Warp Pistol

Frag Grenades
Flash Grenades
Rad Grenades

Close Combat:
TPC Launcher
Warp Pistol

Frag Grenades
Flash Grenades
Rad Grenades

Hive Cannon
TPC Launcher

Frag Grenades
Flash Grenades
Rad Grenades

Long Range:
Strike Rifle
Hive Cannon

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 

	-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 

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.

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!!