Warhammer 40,000: Fire Warrior - Strategy Guide (Page 05)
Below are the cheat codes, hints and help for Warhammer 40,000: Fire Warrior - Strategy Guide (Page 05).
If you kill an enemy while they have the flag or are near it you get another 2
points for returning/defending the flag. Once an enemy drops your flag it
stays on the ground for a few seconds before returning to your base. It can be
stolen again in this time so touch it yourself to instantly send it back to
your base.
Good flag defense wins matches. If you have 4 players always have one player
guarding the flag with the best weapons, rail rifles and grenades work real
good for flag defense. Have another user walking a patrol around the base sort
of an early detection system, they can stop some attacks before they even get
near the flag. The other 2 users should go for the flag. They can cover each
other, one steals the flag while the other one fights off any enemies trying to
get the flag back. When the flag gets near their base the user on a roaming
patrol can take over cover duties to safely escort the flag carrier in to the
base.
In order to coordinate all this with no real in game communication battlefield
awareness is key. Always know where the flags are. Messages are displayed at
the bottom every time a flag is stolen, dropped, or captured. If you are on
base patrol and your flag is stolen, break your guard duty and head to the
location the enemy will probably go with your flag, wait for them and take your
flag back. If you are on the raiding party and your flag is stolen, be
prepared to hide with and defend the stolen flag a little longer while your
teammates try to get your flag back. Try to find new hiding places each time
the enemy discovers your old one.
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XI. Split Screen Maps
Revolt: (DM)
This deathmatch map is a small center area with 2 trench out coves, one on each
side. The rocket launcher is on the bridge in the center, and the sniper rifle
is on the top floor of the center round room. The fights usually all end up in
the center of the map. Walk around the outside to collect some bolters before
heading into the scrum. There is no rail rifle on the map.
Destroyer: (DM)
This map has 2 main areas connected by 2 hallways. There is the library and
the valley. The library has the rocket launcher and the rail rifle. It's a
nice double ring of bookshelves that make for good cover. Battles happen
everywhere in this map. There isn't a lot of cover to hide behind outside of
the library either. Keep circling the map and you'll run into people,
hopefully behind them. There is no sniper rifle on the map.
Revelation: (TDM or CTF)
This map can be played either team deathmatch or capture the flag. It is
shaped like a mini version of the online map, prisoners. The map is divided
into 2 sides. The flags are located on the second level, take the ramp (the
only way) up to them. Blue is the tam to be in this map. They have a rail
rifle under their ramp that the red team does not have. The red team has a
shotgun. I'd rather have the rail rifle in that fight. The 2 pits in the
center of the map have the rocket launchers. Beware of the courtyard, there is
NO cover and the lighting of the amp makes enemies difficult to see.
Pain: (TDM or CTF)
This map can also be played either team deathmatch or capture the flag. It is
shaped like a mini version of the online map, oppression. This map is on the
tau ship. There are 2 sides and a common middle area. One hallway circles all
the way around the outside going through both bases, the other one cuts through
the center. It may look like a maze of halls, but take a moment to walk around
them, and you'll see how they connect. This can be used to your advantage,
often people get confused an head the long way around. The flags are kept in
each teams little glass dugout. During team deathmatch the dugouts have rocket
launchers instead, this makes for a fun map, lots of rocket in small hallways.
Again the blue base has a rail rifle the red base does not, but the rail is at
the point where the blue base and red base meet so it's not that big of an
advantage. All the weapons are scattered around. A nasty tactic is to camp in
the other teams base and take their rockets, just remember a player is
invulnerable for about 2 seconds after spawning in. So don't fire a rocket
right away, let them try to run, then fire. In flag capture mix it up weather
you run through the center or to the sides, if you always go the same way there
will be stiff resistance waiting for you eventually.
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XII. Online Maps
DIVIDED: (DM)
Layout - This map has a large square center area surrounded by a multi-level
outer hallway and 4 trench cut outs. There is one U shaped trench on each side
of the square. Inside each trench are 4 grenades 2 pulse carbines a shotgun,
and some has a las gun too. Most of the spawn points are in these cut outs.
Just outside each cut out is green health.
In the other hallway you'll find autoguns in 2 of the lower corners. On the
upper ring there is a sniper rifle on each side and health in each corner.
There is also quick access to the 4 corner rooms from up here.
Each corner room has 2 floors and a hole in the floor for easy access to the
lower floor. 2 of the upper rooms have bolters and all of the lower rooms have
health. The upper rooms are connected by a suspended walkway that cross in the
center of the large room.
On the walkway are the power weapons. 2 rocket launchers and the rail rifle
with health in the center.
The large center room has health, grenades, autoguns, and las guns scattered
about. It is also a dangerous place. The good thing is there are some tanks
and boxes to provide quick cover.
Notes:
*All skin colors are equally visible, so be your favorite.
*The grates in the corner rooms do not have collision with weapons, you can
shoot through them from above or below to surprise people.
*The tanks and boxes can be used as a quick way to get to the upper walkway
without going the long way around the map to a ramp.
*Most battle happen in the center, but another good strategy is to circle the
outer hallway with the pulse carbine and grenades. There are lots of grenades
on each side of the square so ammo is never in short supply. Most of the spawn
points are in the side trenches so get people as they head into the center.
*Grab the rockets and hide in the lower rooms. When others run across the
walkway fire your rocket under them. The splash damage is powerful enough to
kill through the floor.
*Another good way to make people pay is to stand over the sniper rifles. From
each one you have a clear shot at the center walkway where most people run to
get the rail and rockets. Pick them off and watch them get mad.
ASSAULT: (DM)
Layout - This map is on the imperial ship, and looks a lot like Clear the
Decks. The center courtyard is surrounded by many ledges, side rooms and
walkways. There very few safe places on this map, death is around every
corner.
The center has a rail rifle near the edge, an autogun on the other edge, a
rocket launcher in the center and a bolter and shotgun near the boxes. To the
right (facing away from space) there is a door leading to a stair way. At the
base of the stairs is a rocket launcher. Up the stairs is health, a pulse
carbine and grenades. At the top of the stairs is a sniper rifle and you can
go left or right.
To the left and down a drop to a ledge you'll find a rocket launcher, health
and grenades. From this ledge toy can jump to the two large boxes. They have
health and grenades. If you go right from the top of the stair way you'll be
on a walkway. This walkway goes all the way to the other side of the map. If
you drop down to the left near the corner you'll end up on another small ledge
that has a rail rifle, grenades and health.
From the center courtyard head forward and into the ship. Inside here you'll
find a pulse carbine, health, and grenades on the lower level. Up the curved
stairs and you'll find (another) rocket launcher, grenades and health. There
are also 2 doors that lead to the outer walkway. Turn left.
At the far end of the walkway is the blue room. Inside here is a sniper rifle,
bolter, health and grenades. Just outside the room is another set of stairs
leading down to the main gun ledge. On this ledge is a sniper rifle, health,
and shotgun. There is also a set of stairs leading back to the main courtyard,
under the stairs is health.
Notes:
*The blue imperial is the best skin to use, the map is dark so he blends well
*Watch out for rockets, there are a TON of them on the map.
*Be careful when picking up the power weapons in plain sight. Someone usually
has their sights set on them and is waiting to blast you.
*See the above note, Set your sights on exposed weapons like the rocket and
rail in the center courtyard, then blast people as they go for them.
*Keep moving. Every spot has a blind side and with 8 people running around,
you are going to be killed standing still.
*Grenades are harder to use on this map. There are too many blind corners so
be careful and watch your twitchy trigger finger (same thing applies to
rockets).
*Be careful of the ships edge. Unlike in Clear the Decks, you CAN fall off the
edge. If you do, you will lose a point.
Intervention: (DM)
Layout - This map is a large library like the one in Power House. The library
is the center of the map and under the stairs is the rail rifle. On the stairs
is a bolter. The library has 3 exits, one to a hallway on the ground, one to
an open room down some stairs, and one at the top of the walkway leading to a
large drop.
At the top of the walkway to the right is the large drop (to the left is a
sniper rifle). There are 4 pads floating in mid air you can jump down to get
to the lower level. The pads contain grenades, a shotgun, health, and one of
the 2 rocket launchers. The drop puts you out on the side of the large open
room connected to the library.
Inside the large open room you can find a shotgun, and pulse carbine. At the
end opposite the library and up some stairs is a bolter and health. Continue
to the left and there is a walkway heading back towards the library. The
walkway has grenades and an autogun.
This walkway turns into a closed hallway with grenades, the other rocket
launcher, pulse carbine, and las gun. At the end of the hallway is a little
room connecting it back to the library. This little room has a pulse carbine
and grenades.
Notes:
*The rail rifle is a very popular gathering spot, so be careful here, or use it
to your advantage.
*Pick the red tau skin and jump from the upper walkway in the library to the
painting. Stand in front of the painting and snipe. The red skin makes you
look like part of the painting at a quick glance.
*You don't take any fall damage jumping over the walkway to the floor below,
use this as a quick escape, or to surprise someone below.
Redemption: (DM)
Layout - This map is basically the large junkyard area from The Push. There is
a TON of debris sticking out of the ground and the weapons are scattered
around.
In the area the valkyrie appears in (in The Push) is a rail rifle, the other
rail rifle is on the walkway to the left of this area. There is also a sniper
rifle on this walkway. The other sniper rifle is in the very center of the
map.
The rocket launchers are located near the center under the bridge and in
between the pipes on the back wall.
All the other weapons and health are scattered around fairly evenly.
Notes:
*The yellow skins blend a little better then most, especially the yellow tau.
*Use the cover wisely. Duck behind it, but make sure you have a clear shot
when firing things like rockets. You can easily sidestep right in front of a
beam while firing and blow yourself up.
*The rail in the valkyrie area can become popular. Grab it and hide behind the
pipes here. Then shoot people as the come up over the ramp looking for the
rail rifle.
*It is possible (but very hard) to make it up to the bridge and walk around the
outside of the map. Here's how to do it. 1)Walk up the ramp by the back
rocket launcher. 2)Jump across the 3 pipes sticking out of the wall. 3)Jump
from the last pipe to the large X of the broken wall (right next to the bridge)
4)Walk up the X to the very top of it, you must get around the center of the X
this is the hard part. There is a sliver of collision for you to walk on.
5)Jump from the top of the X to the curved support of the bridge. 6)Jump from
the support up to the edge of the bridge. 7)Walk through the wall and onto the
bridge. Once up here you will have to jump along the bridge to move, and don't
forget to bring some weapons with you.
*Shoot the bottom of the walkway with rockets if people are camping up there.
Prisoners I/II: (TDM or CTF)
Layout - I used to hate prisoners for it's design, but the more I've play it
the more I like it, and now I think it's the best flag capture map of the 4
choices.
The map is divided into 2 halves, red base and blue base. Each base is laid
out the exact same and are equipped the same too. The center courtyard has the
sniper rifles and assorted other weapons. It also has 4 ramps lowering into
the ground. 2 of the ramps lead into the bases, the other 2 lead to dead ends
with weapons. The rail rifle is at the very center of the ramps.
Each base has 3 floors and 2 ways to get from each floor to the next one. Each
base also has the underground entrance that comes form the courtyard. The main
entrance from the courtyard leads to a round room with 2 pulse carbines. There
is a spiral staircase on the right leading up. Under the stairs is health and
grenades (conveniently located next to the pulse carbines). If you go left
you'll walk down a hallway to the other side of your base. At the far side is
the underground entrance and a ramp leading up to the next floor.
The spiral staircase puts you at one side on level 2 and the ramp takes you to
the other side. At the top of the ramp is a rocket launcher. On the second
level are 2 windows overlooking the courtyard.
From level 2 there are 2 ramps leading up to level 3, one on each side. On
level 3 there is another rocket launcher, a glass room overlooking the
courtyard, this is where the flags are, and a small hole in the wall for
hiding.
Notes:
*The glass rooms on level 3 can be hit with rockets like walkways and kill
whomever is in them.
*With full health you can survive a drop out of the windows into the courtyard,
hit the ground not the lower ramps. This is a good quick escape with the flag.
*In flag capture use the spiral staircase. This side of the base is often left
unguarded, as most defenders stand near the window with the rocket.
*Use the hole to defend you flag. Hide in here with a rocket launcher. On the
flip side be prepared for a rocket when going for the flag. Toss a grenade in
this hole before going for the flag.
*Stand in either of the 2 weapon holes in the center and snipe up at the
opposing team's windows.
*Sneak up the ramps in the enemy base and take out "window watchers" from
behind.
*Stand in your windows or the courtyard and keep the attention of guards in the
other team's windows focused on you as your teammate runs for the flag.
*If your flag is captured, watch the underground passageway, this is a favorite
of most people for sneaking back to their base.
Oppression I/II: (TDM or CTF)
Layout - This map is inside the tau ship and looks like The Invaders. Both
sides are the same and are connected by a center room on the top level and a
long hallway on the lower level.
The center room up top has the only rocket launcher, while the long hallway on
the bottom has a sniper rifle at each end.
Each base has a central room. The bottom of the central room connects to the
long hallway. It also has a bolter and health. When facing the other base, to
the left is a multi level room with weapons and to the right is a ramp leading
up to the top level.
On this ramp are grenades. The ramp leads up to the flag location for both
bases. From here a right turn will take you to the central room with the
rocket launcher, or going forwards to the top floor of the weapons room.
Inside the weapons room is a ramp on each side allowing for easy up and down
access.
The center room also has 2 ramps that lead down to the long hallway.
Each base has the same weapons, but in slightly different locations.
Notes:
*The long hallway can be a death trap. A good sniper can crouch at the back of
their base and get a clear shot to the feet of people in the other base as they
enter the hallway.
*If you need to hide with the flag, the small ramps in your weapons room are a
good location, they are remote and have quick escape routes.
*There are really only 2 ways into an enemy's base, the high road or the low
road, use the ramps in the center to confuse your enemy if they think you are
coming from a particular direction.
*Once you grab the flag jump over the railing, it's you best escape route if
there are enemies behind you blocking the high path. Then turn around and run
backwards down the long hallway to your base. As you run, lay down a
suppressing fire to stop any followers.
Deception I/II: (TDM or CTF)
Layout - This level comes out of Titanic. In the center is the Titan. Each
base has it's main room with its weapons and a small side room that has the
flag. The weapons found in each base are an autogun, pulse carbine and
shotgun.
Just outside each base are grenades to the left. The outer walkway has
grenades on both sides, a bolter down one side, and a rail rifle on the other.
From the red base the rail rifle is down the right side, and from the blue base
it is down the left.
The center walkway splits around the titan then joins again in the center. The
rocket launcher and sniper rifles are in the center landing. Health and
grenades are on the slopes near the bases.
Notes:
*Pin your enemies in their base if you can. All it takes is 2 of you in their
base with some big weapons. All of the spawn points are in the base so you
always know where they are going to be. This can be VERY frustrating if you
are on the receiving end, and some call it a "poor moral decision" on the
offending team.
*Jump onto the arms of the Titan from the outside walkway. Sit up here with a
rail or sniper rifle. You've got a clear shot into each base depending on
which side of the titan you sit on. Be careful, don't fall off and give your
team a -1.
*Similar to the previous one, watch where you run on the ramps. It's easy to
fall off while running and dodging.
*Flag capture has 2 extra health in the center, run through them as you flee
with the flag. If you are escorting your guy back to your base be considerate
and let him get the health.
*If the enemy are defending their base very tightly, come at them from all 3
sides at once, or try to draw them to one side with a decoy.
Ballistic I/II: (TDM or CTF)
Layout - This map is a variation of the junkyard from the Redemption map.
Another base (blue) has been added to the back corner, and the walkways have
been removed. This map is tight and death comes quick.
The weapons are still scattered around like Redemption, but there is only one
rail rifle, in the very center with the sniper rifle too. Near each base is
also a rocket launcher. Blue has the slight edge here, their rocket launcher
is right at the bottom of their exit ramp while red has to run a bit for
theirs.
The grenades are scattered mostly on the edges near the blue base, but each
base has it's own shotgun and grenades inside of it.
Notes:
*Like Deception pin the enemy in their base. This map is even easier. Just
stand a few feet back from their exit ramps, you know this is exactly where
they are coming from. Them paste them with rails, rockets, bolters and
grenades. Once a team is pinned by a well coordinated effort it is very
difficult to break out of the base.
*If you can, be on the blue team, the close proximity of the rocket launcher
and grenades give them a slight edge.
*Jump up onto the outer edge of your base and hide behind the pipes. This is
good for flag defense or for hiding with the opposing flag.
*Because the map is so small flags are dropped all the time. Know what's going
on at all times to swoop in and grab a dropped flag.
*Grab the sniper rifle and stand along the wall next to the side of your base.
It's a relatively well hidden location.
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PC
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The PC version is 95% the same as the PS2, but there are enough differences to
make a special section for it. As I use gamespy arcade more, I'll eventually
put some notes in here about that too.
XIII. System Requirements
The readme.txt file contains a lot of answers and known issues dealing with
video cards and other stuff. Go there first for tech questions.
Like all computer games, the minimum requirements aren't designed to be the
minimum for best performance, they are the minimum to run the game at a
reasonable quality.
To get the best performance you need the best available hardware. But even
with the fastest RAM, CPU and video card the game will still slow down
sometimes when there are lots of explosions on the screen.
MY recommended minimum machine for reasonable quality looks like this: P4 or
AMD 1.2+ Ghz, 256 MB RAM, NVidia Ti4200 or better graphics card.
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XIV. PC Controls
Default Controls
G: Throw grenade
R: Reload weapon
E: Actions
TAB: Change weapon / Pick up new weapon (held down)
ARROW KEYS: Menu navigation
F: Pull out sword (single player only)
W: Move forward
S: Move backward
D: Sidestep right
A: Sidestep left
Z: Zoom In (scope weapons)
X: Zoom Out (scope weapons)
SPACE: Jump
LEFT CTRL: Crouch
V: Night vision (single player only
ESC: Pause game
MOUSE: Aiming
MOUSE 1: Primary fire
MOUSE 2: Secondary fire
F1-F10, NUM LOCK: Taunts (online)
F12: Show scores (online)
The controls can be remapped to your own personal liking in the launcher, I
like the default, but put grenades on Mouse 3, this makes throwing grenades
online really easy, you don't have to stop moving to reach for the G key.
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XV. Single Player Missions
The enemy A.I. in the PC version is a little bit smarter. They appear to "see"
you better and attack sooner. Some of the hiding spots and tactics I used in
the PS2 version don't work so well on the PC. I'll do my best to give you
workarounds.
Watch Towers - This level is the same up to the end. The hiding spot along the
outer wall of the
courtyard will not protect you from 2 of the snipers. They will still shoot at
you. If you have the
autogun pull it out and switch on the night vision. This will make the 2
snipers pop out. Use the
alternate fire of the autogun to kill them. Then wait in that corner until the
ramps open again.
There are 2 other snipers but they can't hit you if you stand in the corner.
Descent - The beginning of this level is a little different. There are 3
marines and 1 chaos raptor in
the trenches. Stay on the block you start on. The first marine will come down
the trench in front
of you, blast him with the rail rifle. Then watch the far end of the trench.
This is where the other 2
marines and the raptor are prowling. They will see you but not enter the
trench. Pick them off
with the scope from this far distance. This will allow you to dodge their
shots with ease. The
marine with the bolter will sometimes go into the trench and you'll have to
fish him out the regular
way.
Convergence - There are several differences with Convergence. The first one is
with the 4 chaos
marines with rocket launchers just after the blue face room. Here's how to get
by them. After
the portal door opens step onto the downward ramp. Stay on the right side,
walk real slowly a
few steps out until you see the first marine come running up the ramp to your
left. Back up into
the small room and wait behind the column. The marine will stop at the bottom
of the ramp and
fire at you. He should miss. Quickly blast him with the rail rifle. He will
kill himself if you
miss. Now step just outside of the doorway and look down below the ramps.
You'll see the next
marine, snipe him too. If you move too far out, he will see you and start
shooting. Now run
down the ramp and turn the corner. Keep walking down the next ramp. When you
round the
next corner you should see the 3rd marine. The marine will probably see you
and fire. Shoot
him quickly. Continue down the ramp to the fourth marine as normal and snipe
him.
The next difference with convergence is the fight at the bottom of the first
elevator with 2
marines and a dreadnaught. The marines will not sit around and ignore you like
the PS2 version
so we must take them out first. Walk to the opposite side of the room to
activate the 2 chaos
marines. Stand behind either of the 2 columns next to the door and let them
come out. They will
ignore you until you fire at them. Shoot one in the head and he'll drop. The
other one will see
you, shoot him too. Now run back toward the dreadnaught. He will have spawned
in by now
and is firing at you. Use the columns for cover as you run. Shoot out his
autogun arm first, then
he's defenseless.
The third difference is the fight with the chaos spawn. The hiding spot in the
PS2 along the wall
does not work here on the PC. you must fight him. I recommend a hit and run
tactic. Slowly back
up giving him ground as you pump meltagun ammo into him. Break off the attack
to deal with his
friends as he summons them. Just keep retreating and walking over the red
healths as you need
them.
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XVI. A note about the patch
The patch available for easy and free download via the launcher fixes a number
of minor issues in multiplayer and a few in the single player campaign too. I
strongly recommend downloading the patch.
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XVII. Gamespy Arcade
I recommend not using the gamespy arcade options in the launcher menu. I have
had a very
difficult time actually connecting to games through the gamespy arcade. I'd
say about a 40%
success rate.
Use the multiplayer menu in fire warrior instead, this works 99% of the time.
Gamespy arcade
launches into the fire warrior multiplayer menu anyway so it's really just an
extra step that isn't
needed and makes connections more difficult.
Maybe they'll fix it with a patch. Until they do, don't bother with the arcade
for multiplayer, just
launch fire warrior and go from there.
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