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Game Cheats » Sony Playstation 2 (PS2) Cheat Codes » Games Starting with the Letter W » Warhammer 40,000: Fire Warrior - Strategy Guide (Page 01)

Warhammer 40,000: Fire Warrior - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for Warhammer 40,000: Fire Warrior - Strategy Guide (Page 01).

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GAME:       Warhammer 40K: Fire Warrior
PLATFORM:   PlayStation 2 / PC
VERSION:    1.1
DATE:       11/04/03 (mm/dd/yy)
AUTHOR:     jkatz0419@hotmail.com


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                       T a b l e   o f   C o n t e n t s
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I.     Intro

--SINGLE PLAYER--
II.    Story
III.   Controls
IV.    Weapons / Items
V.     Enemies
VI.    Level Walkthroughs (spoilers)
VII.   Unlocking Everything Quick Guide

--MULTIPLAYER--
VIII.  Weapons
IX.    Skins
X.     Game Types
XI.    Split Screen Maps
XII.   Online Maps

--PC-- (how it differs from PS2)
XIII.   System Requirements
XIV.    PC Controls
XV.     Single Player Missions
XVI.    A note about the patch
XVII.   Gamespy Arcade


I. INTRO
This is my first FAQ/Walkthrough so bear with me.  This game is fairly straight
forward and with this guide you should have no trouble beating the game with
all "A"s, unlocking the cheats, images, and dominating multiplayer.  Questions
or suggestions can be sent to jkatz0419@hotmail.com.

This FAQ may not be posted in whole or in part anywhere other then cheatcc.com, 
gamefaqs.com or faqs.ign.com.  If you found this FAQ at any other site let me know.


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                           S i n g l e   P l a y e r
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II.  STORY
The premise of Fire Warrior is this: You are Kais, a Tau warrior of the fire
caste.  The Tau are a race divided into 5 castes, each serving a different
function in their society, you are a solider.  The story starts out with your
leader Ko'Vash being kidnapped by the Imperium and you are sent to get him
back... The game takes place roughly over 2 days and you will fight the
Imperium and the force of Chaos.  Somewhere along the way you save the universe
and eat cake.  Ok so I'm guessing at the cake, but I'D have cake after saving
the universe.


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III.  CONTROLS
Controller Setup 1

Triangle Button:     Throw Grenade / Zoom In (scope weapons)
Circle Button:       Reload weapon
X Button:            Actions / Zoom Out (scope weapons)
Square Button:       Change Weapon / Pick up new weapon (held down)
D Pad:               Menu navigation / Taunts (online)
D Pad Left:          Pull out sword (single player only)
Left Thumb stick:    Movement
Right Thumb stick:   Aiming
L1:                  Jump
L2:                  Crouch
L3:                  Center view
R1:                  Primary fire
R2:                  Secondary fire
R3:                  Not used
Select:              Night vision / scores (online)
Start:               Pause game

Controller setup 2 is the exact same except for the thumb sticks and shoulder
buttons are reversed.  Who uses this?  Lefties?  I doubt it.


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IV.  WEAPONS / ITEMS

SWORD:
Primary fire - Sword slash
Secondary fire - Blocking motion
Notes - Pretty weak, only use this when you're out of ammo as a last resort.
The blocking motion will lessen the damage being done to you from melee attacks
(chain swords and creatures with claws), but it takes so long to pull out the
sword, block, then put it back to keep fighting that it's useless.

PULSE RIFLE:
Primary fire - Energy bolt, automatic fire
Secondary fire - Energy bolt, single shot (more accurate)
Notes - This is the standard weapon of the Tau, it's accurate but fires slowly,
use this for long range shots or when more powerful weapons are not around.  32
shots in a clip.

PULSE CARBINE:
Primary fire - Energy bolt, rapid automatic fire
Secondary fire - Energy bolt, single shot (more accurate)
Triangle Button - Launch grenade
Notes - The grenade launcher makes this a great weapon, it lets you throw
grenades farther, and more accurately. The rate of fire is much faster then the
pulse rifle, but it is a little less accurate.  32 shots in a clip.

BURST CANNON:
Primary fire - Energy bolts, very rapid automatic fire
Secondary fire - Keeps the gun "hot" for instant firing.
Notes - This is the fastest firing Tau weapon, but it has a big scatter pattern
and is useless on long range targets.  It also must warm up for about a second
before it starts firing.  128 shots in a clip

RAIL RIFLE:
Primary fire - Energy Rail, single shot
Secondary fire - Scope mode
Notes - This is my favorite weapon.  Deadly accurate, super long range with the
scope, and powerful.  It will stop almost anything in 1 shot to the head.  10
shots in a clip

LAS GUN:
Primary fire - Laser, automatic fire
Secondary fire - None
Notes - The las gun fires more rapidly then the pulse carbine and pulse rifle,
but is slightly less accurate.  40 shots in a clip

LAS PISTOL:
Primary fire - Laser, single shot
Secondary fire - None
Notes - The las pistol is more powerful then the las gun, but only holds 6
shots in its clip making for frequent reloads.

AUTOGUN:
Primary fire - Bullets, automatic fire (scattered)
Secondary fire - Bullet, single shot (very accurate)
Notes - This is the workhorse weapon for many levels, it has a high rate of
fire and fairly good stopping power.  Use the primary fire at close range to
bring enemies down fast or the secondary fire at long range to do some "no
scope" sniping.  60 shots in a clip.

SNIPER RIFLE:
Primary fire - Sniper Bullet, single shot (most accurate weapon)
Secondary fire - Scope
Notes - This is your typical sniper rifle, head shots will bring most enemies
down in 1 hit, body shots may require 2 hits.  Some tougher enemies require 3+
shots.  10 shots in a clip.

SHOTGUN:
Primary fire - Single shotgun blast
Secondary fire - Double shotgun blast
Notes - Good for hitting multiple targets bunched together, a poor choice for
long range combat as the scatter pattern is very big.  8 shots in a clip.

BOLTER:
Primary fire - Single bolter slug
Secondary fire - Double bolter slugs (less accurate)
Notes - This baby packs a mean punch but is fairly inaccurate at long range,
double shots are even more inaccurate.  16 shots in a clip.

PLASMA GUN:
Primary fire - Plasma bolt (big)
Secondary fire - Charged plasma bolt
Notes - The primary fire is good for the bigger enemies and it's a big shot so
it's hard to miss with.  The secondary fire has the same power but it will hit
multiple targets if they are all lined up.  12 shots in a clip.

PLASMA PISTOL:
Primary fire - Plasma bolt (small)
Secondary fire - None
Notes - This is the smaller version of the plasma gun, it has a LONG pause (2.5
seconds) in between shots, this makes it not very useful against multiple
targets attacking you, but 1 on 1 it's ok in a pinch.  8 shots in a clip.

MISSILE LAUNCHER:
Primary fire - Single missile
Secondary fire - None
Notes - This boom-boom-maker will stop almost anything dead in its tracks (and
catch it on fire), but it has a really long reload after each shot.  1 shot in
a clip.

MELTAGUN:
Primary fire - Flamethrower
Secondary fire - None
Notes - This is a unique weapon, it is a short range flamethrower with tons of
stopping power.  Each weapon has 300 ammunition and that is the most Kais can
carry, so if you have a meltagun at 155 shots remaining and pick up another
one, you'll have 300 total, not 455.  This thing also chews through the ammo
faster them a termite in an old house.

CHAOS BOLTER:
Primary fire - Single bolter slug
Secondary fire - Double bolter slug
Notes - This weapon is identical to the regular bolter, but it holds 20 shots
in a clip.

GRENADES:
Notes - a grenade will explode if it hits an enemy, or it will bounce off walls
and explode in a few seconds.  A direct hit is deadly, but the splash damage to
nearby enemies isn't very big.  Use the Pulse Carbine to throw these things a
long distance and faster then Kais can hand toss them.

Pintle (stationary) Guns:
Notes - There are 2 types and both have unlimited ammunition.  There is the
laser kind and the bullet kind.  Both are stationary, and are very powerful.
To use one, walk up behind it and press the X Button.  Press X again to
disengage.  The ammo is infinite but be careful, a lot of missed shots will
bring your hit percentage way down, and you can kiss the "A" grade goodbye.

Health (Red & Green):
All of the levels have health pickups strewn about, sometimes in strange places
where you don't need it, and sometimes none to be found when you're really
hurt.  They come in 2 flavors, cherry and lime. er. Red and Green.  They are
the round tubs with little crosses on them.  Red health will heal you about 80%
and Green health will do about 20%.  For obvious reasons don't waste health and
only pick it up when you can use all or most of it, extra health you don't need
is lost.


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V.  ENEMIES

IMPERIAL GUARD:
This is your basic grunt.  They are week and fall down easily, 2-4 shots with
the weak weapons 1 with the big ones.  Most carry the Las Gun but a few carry
the Las Pistol or the Sniper Rifle.  They are found in The Drop, The Push,
Watch Towers, The Cells, and Deep Level.

IMPERIAL GUARD SERGEANT:
This guy has a hat, a Las Pistol and a Chain Sword.  Don't get too close the
Chain Sword will cut you into pieces very quickly.  The best approach is to
toss a grenade at one and then fire a few rounds of your weapon to finish him
off.  Most keys Kais must find are held by a sergeant.  They are found in The
Drop, The Push, Watch Towers, The Cells, and Deep Level.

VALKYRIE:
This isn't a person, but an attack ship that appears at the end of The Push.
It packs 2 Autoguns and rockets.  To bring it down just shoot each of the 2
engines until they start to smoke, then it's KA-BOOM! And it rains Valkyrie
pieces.

STORM TROOPER:
This is the upgraded grunt.  A little tougher, and packing more heat.  Usually
the Las Gun, Las Pistol, Autogun, or Shotgun.  They can be found in Unwelcome
Guests, The Invaders, System Shutdown, Diversion, Clear the Decks, Silence the
Guns, Power House, Distant Eyes, and Last Chance.

STORM TROOPER SERGEANT:
These guys are like the Storm Trooper except they have a Chain Sword and Las
Pistol.  Again, most of the keys Kais must find are held by a Sergeant.  They
can be found in Unwelcome Guests, The Invaders, System Shutdown, Diversion,
Clear the Decks, Silence the Guns, Power House, and Distant Eyes.

TECH PRIEST:
This is the guy who you call when your computer crashes.  He packs a Plasma
Pistol and a shield.  The shield is actually a good thing for you for 2
reasons.  1) it blocks the fire from any enemy behind him trying to shoot you,
and 2) You can kill the tech priests by hitting the edge of their shields.  You
don't actually have to hit the priest at all!  Try hiding behind cover and
shooting next to the priest and get his shield, or circle around the priest
while you shoot a rapid firing weapon like the autogun.  The faster you circle
him the harder it is for him to hit you.  Tech Priests can be found in The
Invaders, System Shutdown, and Power House.

SERVO SKULL:
This is a floating skull robot with a Las Pistol attached to it.  They are only
in System Shutdown, and attack in 2 groups of 3.  I recommend the Shotgun to
take them down fast.

SERVITOR:
Old baldy.  These guys carry shotguns, are slow, weak, have lousy aim, make
funny noises when killed oh and they are bald.  They can be found on System
Shutdown, Clear the Decks, Power House, Distant Eyes, Silence the Guns, and
Last Chance.

RAPTORS MARINE:
This is the first type of space marine you'll run into, they are green and
carry Bolters or Plasma Guns.  (the blue marines are Ultra Marines and
friendly. sort of) Fairly tough but 4-6 bolter shots or 2 grenades will make
them cry and join everyone else that has gotten in your way.  They can be found
in Diversion, Clear the Decks, Power House and Distant Eyes.

RAPTORS MARINE SERGEANT:
These guys are so cool they don't need to wear their helmets. it's their
funeral.  They carry Plasma Pistols and Chain Swords.  As usual don't get too
close to them.  There are only 2, and they are in Distant Eyes.

CHAOS MARINE:
This is the Chaos grunt.  Don't let that fool you, they are tough and
plentiful.  They pack a variety of weapons, the Chaos Bolter, Plasma Gun, and
the worst kind have Missile Launchers.  These guys take 3 grenades, 4-6 Bolter
shots, 2 Plasma Gun shots, 1 Missile, or 1 well placed rail shot in the head.
They flame up real nice and explode if you turn the Meltagun on one.  Some of
them will appear to die, but get back up 2-3 seconds later and continue to
fight, very nasty.  The worst part is they have FULL HEALTH again when they get
up, BUT a well placed rail to the head will kill them on the ground.  Be
careful, the shot must be on the head, it's VERY easy to auto target the
shoulders.  Chaos Marines are found in No Rest for the Wicked, Silence the
Guns, Last Chance, City in Tatters, Titanic, Descent, and Convergence.

CHOAS DREADNAUGHT:
This looks like a square upright tank.  It has 3 main weapons, an autogun arm
(right side), a rocket launcher arm (left side), and it also throws grenades
from its head.  The best way to dispatch this guy is to run right up to it, yes
get in it's face.  It can't hit you with its guns.  Then blast each arm until
it explodes, and finally put a few shots in the torso to send it back home.
Usually 2 rail shots in each section does the trick, but occasionally 3 shots
in an arm will make the whole thing blow, kinda quirky.

CHAOS RAPTOR:
Oh how I hate the "Chaos Monkey".  It sounds like a monkey, and moves like one.
They pack a Plasma Pistol and some nasty claws, so keep your distance.  One
Rail shot will turn it into hamburger, and they usually attack in packs of 2 or
3.  They can be found lurking about in City in Tatters, Titanic, Descent,
Convergence, and Face of Chaos.

CHAOS SORCEROR:
These guys have a shield like the Tech Priest and the same shield advantages
apply.  Their attack is a multiple lightning bolt that hurts and will shoot
through walls and doors.  They can teleport too, so watch behind you if it
disappears. 2 rail rifle shots take them down.  They are in Titanic, Descent,
Convergence, and Face of Chaos.

CHAOS OBLITERATOR:
Big red.  These guys are big and uh red.  They have an autogun in one hand and
either a rocket or a plasma gun in the other.  They are tough but slow.  10
Rail shots or Plasma Gun shots and they fall down.  The lame part is you only
get their autogun when they die.  Who's gonna use an auto gun in the later
levels?  They are found in City in Tatters, Titanic, Descent, Convergence, and
Face of Chaos.

DAEMON PRINCE:
This guy looks like a big gorilla.  With horns.  And a fireball attack.  And
the ability to teleport.  And claw you.  Ok so it's not like a gorilla at all.
About 10 Rail shots will take it out and it lurks in Titanic, and Descent.

MUTATED ADMIRAL (Chaos Spawn):
This is one ugly guy and looks like something from H.P. Lovecraft.  A character
from the main story transforms into this guy (You should be able to guess by
the name).  Use the meltagun and rail rifle on him, he is impervious to
grenades so don't bother.  As you damage him he will summon several other
enemies to attack you.  He's at the end of Convergence.

SEVERUS:
The main dude, head hauncho, big cheese, the man with a plan.  You fight this
guy twice, both times in Face of Chaos.  The first time he is in human form, he
packs a Plasma Gun and isn't too hard, 8 Rail shots.  The 2nd time he's
transformed into a winged chaos god-beast.  This guy attacks with a double
fireball and a lightning attack.  He's vulnerable only in the chest area.  Most
weapons appear to pass through him unless they are direct hits, so use the
Burst Cannon, It take about 2 and a half clips but it gets the job done.  If
you hit his staff right before he raises it he'll stop the lightning attack.
The best thing to do is circle him while you fire to dodge his attacks, stand
still and your toast with chaos jelly.  mmm. chaos jelly.


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VI.  LEVEL WALKTHROUGHS (contains spoilers)

The walkthrough here assumes you want to get an "A" grade on all the levels so
you can open up all the images and cheats.  There are shortcuts around areas of
enemies, but I won't really discuss them in too much detail because you are
going to need to kill most of the enemies to get the "A"s.  The grades are
determined on 4 things, 1)Number of kills  2)Hit percentage  3)Time  4)Secret
objectives.  The secret objectives are secret (duh!), but I've listed them all
for you here.  I've also listed the requirements for(T)ime (K)ills and
(P)ercentage after each levels name.

A note about the level difficulties, easy, normal and hard.  The only
difference between the difficulties is how tough the enemies are.  My
descriptions earlier in this FAQ describe the toughness on normal.  On easy
they are usually 25-50% weaker and on hard they are 25-50% tougher.  The only
exception to this appears to be the Valkyrie and the Final Boss, they are
actually tougher on easy then normal and hard.  Hard is locked until you have
completed normal, grades don't matter to get the hard levels.



*****************************************
1) BASIC TRAINING  T-10:00   K-13   P-28%
*****************************************
This one isn't required when starting a new game, but it IS required if you
want to unlock everything.  If you skip it, you can always go back to it
through level select.  This level gives you it's own walkthrough with
instructions so I won't repeat it all here.  The only thing you need to know is
the SECRET OBJECTIVE is to press all the buttons in the information room.  You
don't have to listen to the whole speech for each button, in fact if you did
you'd take too long and wouldn't get the A anyway.  So turn each one on with a
button press and then turn it off again with another press, work your way
around the room on both rings.



*****************************************
2) THE DROP  T-11:00   K-50   P-40%
*****************************************
Here's where you get your feet wet and shaken around a lot.  You are treated to
a nice and long intro movie of Ko'Vash being kidnapped by a group of Space
Marines who are working for a man named Severus.  The Tau have sent in several
teams of fire warriors to get Ko'Vash back.  Your mission is to locate him.

Start off the level by listening to Lusha your commanding officer.  Eventually
the drop ship's door will open and your Tau squad will all rush out. to their
deaths.  Fortunately you are held in place until they die, when you are finally
free run out of the ship and head to the right.  By the time you reach the
first bunker Lusha will radio in and say the drop ship has crashed, you are now
instructed to make your way to an extraction point.

Enter the bunker and kill the 4 guards here, exit the bunker on the opposite
side and pick up all the weapons and grenades just outside.  Kill the 2 guards
here and head straight.  You'll fight down a trench against a few imperial
guards, 2 on the ground and 1 up on a beam.  Use the pulse rifle and lasgun
accordingly.  Be careful not to kill any enemies by exploding a barrel next to
them.  You don't get credit for killing an enemy this way.

Eventually the trench will open up at the 2nd bunker.  Lusha will tell you the
imperials are sending a messenger for reinforcements.  If you don't kill the
messenger you will face 2 extra guards later on.  Killing the messenger is the
SECRET OBJECTIVE so kill him. Clean up the remaining imperials here, there are
2 in the bunker and one on a beam to the left.  Watch out for the ceiling
mounted gun. When you exit from the 2nd bunker 2 more imperials will have come
up from the trench you already cleared, kill them and turn around.  Continue on
down the trench to the 3rd bunker.  An imperial will jump out from behind a
small wall when you get close.

This trench dead ends at the 3rd bunker, open the door and step inside.  Here
you'll face an imperial and an imperial sergeant.  Toss a grenade at the
sergeant and back up.  Don't let him get close enough to use his chain sword.
Finish him and his buddy off and exit the bunker via the back.

Another trench (notice a pattern?), this trench has a few imperials and leads
to a 4th bunker.  When you get here enter the bunker and collect the 4 grenades
inside after killing everyone.  When you exit the bunker be careful, there are
2 imperials on a beam up above the door shooting down on you, sometimes they
drop grenades.  Take them out and head down the trench to the ladder.

Climb the ladder to the open area.  There are 4 imperials here and the Tau up
there already will usually kill one of them for you.  After all are dead the
gate at the far end will slide open revealing 4 more imperials.  Kill them and
enter the little gun bunker.

Press the button on the left side of the back wall to open the next sliding
gate.  3 imperials will exit the gate.  You are trapped inside the gun bunker
until you kill them, after that your Tau buddies will open the bunker and let
you out.  You can use your own weapons or use the mounted pintle gun in the
bunker.

After you are let out, head to the other bunker on the right to gather some
health (if needed) and some weapons.  Head back through the newly opened gate
and you will face 6 imperials.  3 are on the ground and 3 are up in perches
shooting down on you.  A Tau will help you dispose of them, but if you're quick
you can get them all yourself.  I recommend taking out the ground guys first
from behind cover then getting the 3 guys higher up with the pulse rifle
secondary shot.

There is a drawbridge you must lower so head to the right and towards another
small bunker.  There will be several explosions on the ground and a pintle gun
shooting at you so dodge and weave.  When you get to the bunker open the door
but don't go too far inside yet.  There is an imperial with a las pistol
waiting to great you, kill him and then shoot the wooden boxes under the pintle
gun.  BOOM the gun is dead.  Press the button on the wall, this will lower the
drawbridge for you.

Make your way back to the drawbridge and you'll find 3 new imperials in front
of it, kill them and jump down over the bridge into the lower trench.  Kill the
3 imperial waiting and head forward, take the first right at the T
intersection.  You come to another T intersection, go left.  You'll find some
barriers and 3 imperial here.  Kill them and head to the next bunker.  When you
get close the door will open and several imperials and a sergeant will attack.
Lob some of those grenades you've been collecting at them and they will all die
quickly.  Press the button inside the bunker to open the last gate.

Walk through the gate and head to the right into another bunker, walk to the
back of it and you're done.



*****************************************
3) THE PUSH  T-9:00   K-58   P-50%
*****************************************
Like The Drop?  Good, you get more of it in The Push.  Lusha radios in telling
you to help Mal'caor team reach the extraction point.  The level starts out in
the bunker you entered at the end of The Drop.  Walk forward through the doors
and you'll find 2 imperials fighting a Tau, kill them if you can quickly, they
are about to get a nasty surprise.  Move on down the bunker and collect any
weapons you might want and the grenades.  Exit the bunker and turn to the
right, quickly kill the imperial there before he dies in the explosion (watch
your self here too!)  Turn around and head down the trench as it curves and
kill the 3 imperials.  To get the imperial on the foot bridge to stop (so you
can kill him) shoot him as he runs, he'll stop to fight, if you miss him he's
gone for good.

Continue on down the trench and you'll find another lone imperial, kill him and
keep going.  Next you'll run into 3 imperials around a pintle gun, kill then
and head to the left (ignore the gun for the moment).  Kill the next 2
imperials in front of a metal barrier that is blocking your path.

When everyone is dead a demolitions specialist will come and blow it up.  While
you are waiting for him to do his thing head back to the pintle gun in the
boxes.  Activate it and kill the 3 imperials that show up.  There will be 2 on
your right and one on your left.  A 4th imperial is attacking the demolition
specialist but don't worry, he can't die.  After you kill all 4 imperials
activated by the pintle gun you have done the SECRET OBJECTIVE.

Fight down the trench to the door with some blue bars over it.  This door is
locked and you must find the blue key.  Continue down the trench to the right
to a small opening that has 2 imperials and a sergeant.  The sergeant has the
key, kill him and he'll drop it on the ground.  There are some goodies in this
area too like health and grenades.

Go back to the blue door and the bars will disappear as you approach.  2 new
imperials have arrived here too.  Kill them and enter the bunker.  In here
you'll face 2 imperials and another sergeant.  One of the imperials has an
autogun, take it after you kill him.  Exit the bunker and into a fire fight.
There are 10 imperials spread out here and you must kill them all.  Don't
forget to pick up the autogun behind a barrel for some more ammo.  When
everyone is dead the large door to the building can be opened.

Enter the building and fight the 4 imperials and sergeant there.  Be careful
the imperials will toss grenades at you and the sergeant has his chain sword.
Press the button on the far wall to lower the elevator.  Ride the elevator to
the top floor and kill the 2 imperials waiting for you, then walk into the
tunnel and onto the bridge.

Kill the imperial here to the left and head to the other end.  There are 2
pulse rifles, health, and grenades behind the tunnel on the bridge if you need
them.  At the end of the bridge the gate will close and you are momentarily
trapped.  Your drop ship will come under attack (to your left) and dust off
until you have cleared the area of all hostiles.  The gate will open.  Kill the
imperial and head to the electric fence.  Deactivate the fence with the button
and kill the sergeant inside.  He has the orange key you need for the other
door.  Enter the orange door and make your way downstairs (there are 3 floors)
killing everyone along the way, 8 imperials and a sergeant in total.

On the bottom floor the sergeant has the magenta key.  Kill him and open the
magenta door.  This leads you out to the open junkyard under the bridge you
crossed.  In this junkyard there are 3 imperials and a sergeant, mostly on the
right side.  After you have killed all of them the Valkyrie will come to attack
you.  Take it out with the autogun.  Shoot each engine until it smokes, then
it'll blow up automatically.  When it's dead  walk around the junkyard and
collect full autogun (60/360) and pulse rifle (32/320) ammunition, you'll need
it in later levels.

If you haven't figured it out yet you get full health at the start of each
level, but your weapons are carried over from the previous level.  This makes
it possible for us to carry the autogun and bolters into later levels that
don't have them.  All levels can be done with the ammo provided in them, but
carrying over weapons makes the job a little easier in some places.

Once you have full ammo head to the nav point on the door and enter the
building.  Head straight and then take the first right, take the next right and
up to the drop ship on the roof.  Join Mal'core team inside the drop ship and
the level is over.



*****************************************
4) WATCH TOWERS  T-25:00   K-80   P-35%
*****************************************
This is one of the longer missions in the game, and it has the most kills for
you.  You start out in the drop ship from the end of The Push with the 2 Tau
from Mal'core team.  Lusha is there too and he tells you Ko'Vash has been
located in an imperial prison, your mission is to gain access to the prison
complex.  The drop ship touches down and you're off.

Exit the drop ship and head down the small hill, turn to the right and blast
the imperial there, head back to the left and kill the other imperial on your
level.  Now there are 3 imperials hiding in the ruined building on top of the
big hill, your Tau friends will kill them, but you should shoot some too.  Do
not use the autogun in this mission unless you are having a hard time in the
lower prison level (I'll get to that).  The autogun will be much more useful in
The Cells and Deep Level.  For now just tote it around with you and use the
pulse rifle until I tell you where to drop the autogun for safe keeping.

After these first few imperials are down a tau will blow up the blockage in the
trench, go through the newly made hole and fight the 3 imperials on the ground.
There is an imperial with a sniper rifle behind you now, ignore him for a while
(we'll get him later), there is also an imperial on top of the ridge shooting
at you, waste him.

Your tau buddies will run forward and wait for you, when you approach them
several more imperials will trigger, kill most of them before your tau helpers
do it for you (you need the kills, it's ok if they get some, but don't let them
get more then a few).  Don't forget the imperial walking on the high ledge
behind your position, he throws grenades at your back and is nasty.

Head towards the nav point and waste the imperials surrounding it.  There is a
red health pickup on the far side of the open area if you need it.  Lusha will
radio in that you can't enter the prison at this nav point, and he'll send you
another back near where you landed.

Head to the new nav point killing the 5 imperials that show up.  Walk to the
pink circle and hold down the X button to plant the demolition charge.  Back
away and turn to the right (towards the drop ship area).  There should be an
imperial running towards you, kill him.  Now go back to the sniper and get him
with the secondary fire of the autogun or pulse rifle.  By now the demolition
charge should have blown open a nice hole into the rocks.  Go jump in.

Climb down the rocks to the next nav point.  It is another pipe with a pink
charge circle on it.  Blow it up just like you did the first one.  Jump down
into the pipe.  You are now in the subway system.  Turn to the right and kill
the imperial with the sniper rifle, take his rifle and shoot the imperial way
off to the right.  You'll need to use the scope (secondary fire, Triangle to
zoom in, X to zoom out).  Shoot him or shoot the barrel next to him to watch
him explode.  A good note is that enemies killed by an exploding barrel DO NOT
count towards your kills, bummer.  Drop the sniper rifle and pick the autogun
back up.

Turn around and head down the tunnel.  You will approach 2 ceiling mounted
movement detection devices.  They turn and have a red laser beam, if you're
under the beam the alarm goes off.  Don't set off the alarm or you'll be in a
world or hurt.  The best way to sneak best these guys is to stand directly
under the box projecting the beam, this is a safe zone and they won't see you.
Then look slightly up and time your movement forward when the beam is off to
the side.  Slip by the second one the same way.

You should now be in front of a large door and stairs, to the left of all this
is a small door, go inside.  This little passage way will take you up and then
down to a room with 2 imperials.  In this room there are 2 pintle guns you can
use, some grenades, health and a button on the wall.  Push the button.  This
will open the shutters in front of the pintle guns and also open the big door
at the top of the stairs.  A handful of enemies will come out, mostly imperials
with a sergeant for good measure.  Man the pintle gun and mow them down.  Some
might stay at the top of the stairs and just out of range.  You'll have to kill
them your self by walking up to them.  Enter the large door and there are 3
more imperials waiting for you.  After you kill them the large door behind them
will open.

Behind this door are several imperials packing las pistols and they all have
itchy trigger fingers.  Try to lure them out 1 or 2 at a time to the doorway
and take them apart individually.  This is one area charging in head first will
probably get you killed.  There is also a sergeant in the room, give him a
grenade to hold onto after everyone else is dead.  An easy way to kill everyone
quickly without reloading is to use the alternate fire of the autogun.  The
single shots are very accurate at long range and each enemy only takes 2-3 hits
to kill.  You can actually get them from outside of their range and not take
damage!

This is where you will drop the autogun until the end of the level.  Find a
Lasgun and pick it up, you'll be using the lasgun for the rest of the level,
and on the way out you'll pick the autogun back up.  See the 3 blue doors?  The
center one is the entrance to the courtyard which is the entrance to the
prison, and your mission goal.  Now where are we going to get a key?

Head up the stairwell on the left side of the room.  Lusha will radio in that
there are 4 big guns shooting at the tau and you must destroy them.  They are
all on this middle level.  Walk down the hallway to the first gun, it's guarded
by 3 imperials, 2 have lasguns and one has a las pistol.  Kill them and plant
the demo charge.  Walk down the hallway to guns 2, 3, and 4.  Each one is
guarded by the same type of 3 imperials.  Place all the charges.  Lusha will
now tell you to open the ramps in the courtyard.  If you haven't explored the
level yet you are in a 3 level circular building surrounding a courtyard that
leads to an underground prison.  The button to the ramps in on the top floor.
There are 2 ways to get to the top, follow the nav markers provided.

On the top floor there are 6 snipers.  You must kill them all for the SECRET
OBJECTIVE.  Just walk around the circle blasting them with the lasgun.  Be
careful not to get hit too many times, their guns sting, but some health is
around.  There will be a door guarded by 2 imperials and a sergeant inside of
it, this room has the button you need to press.  Kill everyone and press the
button, an alarm will go off and 2 more imperials will appear outside the door.
Kill them and any remaining snipers you haven't gotten to yet.  Take the
stairwell leading down that is outside of the door.  Take this down to the
middle floor and then to the bottom floor.

Once down here it's basically a slug fest through several rooms and a lot of
imperials to get to the sergeant with the key.  If you want an "A" kill them
all.  After getting the key keep going around the circle until you come to a
blue door, open it and viola! you are back to where you started!  Remember the
autogun you dropped here?  Pick it up and head through the center blue door and
into the courtyard.  Be careful in the room with the sergeant who has the key,
if you stand around in this room more enemies will keep appearing, so grab the
key and go.

OOOPS! The imperials took control of the ramps again and closed them!  Not to
worry Lusha and the other tau are fighting their way to the ramp controls, you
just have to chill out in the courtyard for a minute while they do that.  Oh
wait, there are more snipers?  Yep, there are a few snipers at the top again,
don't worry, you don't have to take them out but you can if you want to.  Turn
on the night vision to see them better and pop them with the alternate fire
from the autogun.  Eventually the ramps will open again and you can go down
into the prison.  Mission over.



*****************************************
5) THE CELLS  T-9:00   K-50   P-50%
*****************************************
Feel tired?  Well this mission will feel nice and short compared to Watch
Towers.  The mission goal is to gain access to the deeper cells where Ko'Vash
is held.  Kais starts out on the ramp from the end of Watch Towers.  At the far
end is a door and you can see 2 imperials.  When you open the door the imperial
to the left will go for an alarm.  You CAN kill him before he makes it, but
don't.  You need to kill all the guards it calls to get an "A".  Once it has
been turned on, walk up to it and press X to turn it off (unless you like the
sound, then leave it on).  This alarm will summon several more guards to you
location, kill them.  Use the doors a choke point and pick them off from the
side as they enter, or just lob a grenade into their ranks.

Look around, you're in a prison.  What are in prisons?  Prisoners.  Tau
prisoners to be exact.  Each cell has a red square next to it, blast it with
the pulse rifle and the cell will open.  There are a few cells with red lights
but no prisoners.  Free the Tau prisoner in this first cell block.  He will
tell you to free the others too.  There are 8 more prisoners in the level, get
them all and you've got the SECRET OBJECTIVE.

Leave cell block A and head towards cell block B.  There are 3 imperials here
and one will set off another alarm.  Again turn it off to shut it up, the
button is on the far wall.  Kill all the summoned guards like you did the first
group.  In this room there are 3 more tau prisoners, free them.  Head towards
cell block C, kill the imperial on the right as you walk through the tunnel,
there are some grenades behind him.

Enter cell block C and kill any opposition you run into, no alarm this time.
Free the 2 tau prisoners here.  Now enter the door to the purgatorium.  Kill
all the guards here and turn to the left.  You need to get the magenta key from
the sergeant inside the purgatorium.  Throw the switch on the tunnel wall to
open the door and kill the sergeant and his 2 companions.  Get the key and heal
up.  Go back to the magenta door and open it.

Grab the 2 pulse rifles and shoot the vent in this little tunnel.  Climb into
the vent.  This leads to a ladder and several guards shooting at you, kill them
from the cover of the vent and then climb down the ladder.  Free the last 3 tau
prisoners here and the SECRET OBJECTIVE is complete.

Exit the room via the tunnel next to the tau prisoners' cells.  You'll hear
some imperials say the door is stuck and they have to blow it open.  If you
love Kais or only like him as a friend, DO NOT stand near the door.  After it
explodes a lot of imperials will come through.  Use the boxes as cover and pick
them off in small groups.  (The alternate fire of the autogun works well here
too as it did in Watch Towers, but if you are running low on ammo try to save
it for Deep Level)  Not all of them will come through the door, so eventually
you'll have to enter the door and kill the rest.  You are now in a room with a
blue key door to the left.

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