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Game Cheats » Sony Playstation 2 (PS2) Cheat Codes » Games Starting with the Letter X » X-Squad - Strategy Guide (Page 01)

X-Squad - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for X-Squad - Strategy Guide (Page 01).

X-Squad
Version: 1.5 - April 13, 2001
Creator:  Ed Osciak III
Alias:  Psycho0022
Platform:  Sony Playstation 2
Email:  manji37@hotmail.com


Copyright 2001, Ed Osciak III
This walkthrough may not be changed, reproduced, or printed in any form 
without the author's expressed permission.  This FAQ is owned and made by me.  
Feel free to print out and distribute this FAQ as long as nothing is changed.


*********************************************************************
VERSION 1.5 UPDATE:
    
+  Added Section 6:  Secrets/Codes for X-Squad.  These codes were added to my 
faq/walkthrough courtesy of Dave A. at Cheat Code Central.
*********************************************************************


========
CONTENTS
========

Section 1:  Game Introduction
Section 2:  X-Squad Member Profiles
Section 3:  Weapons
Section 4:  Equipment
Section 5:  Walkthrough
Section 6:  Secrets/Codes
Section 7:  Acknowledgments


==================
GAME  INTRODUCTION     
==================

     The Year is 2037 and the government has lost contact with one of its top-
secret research facilities shortly after receiving disturbing news about 
suspicious behavior amongst some of the base's personnel.  You have limited 
background knowledge of your mission, only what the scientist's urgent 
transmission communicated - that she discovered some mysterious data  just 
before she sent her transmission.  Your only clue is the name "Project 
Medusa".  
     
     You are Ash, leader of the covert paramilitary organization known as X-
Squad.  Fearing the worst and due to the highly sensitive material within the 
base, your highly skilled team is assigned to infiltrate the top-secret 
research facility, rescue the missing scientist, and uncover the mystery 
behind Project Medusa.

     Good luck.  You're going to need it.


=========================
X-SQUAD  MEMBER  PROFILES
=========================

NAME   :  John G. Conners (ASH)
AGE    :  26     
ORIGIN :  Butte, MT 
HEIGHT :  6'2 2"
WEIGHT :  180 lbs
X-SQUAD:  Team Leader
STATUS :  Active

     The consummate soldier, Ash graduated from West Point at the top of his 
class.  When he is on assignment, Ash has zero tolerance for anything remotely 
unrelated to the job at hand.  Having laced in the top of his class in both 
marksmanship and urban combat simulation, Ash is a formidable soldier.  During 
his final year at West Point, Ash was aggressively recruited by Col. James 
Clifford to join his special ops unit.  Ash joined Clifford's team for the 
experience and prestige.  Under Col. Clifford, Ash earned a reputation for 
being hyper-focused and merciless in combat.  Col. Clifford became Ash's 
mentor, father-figure, and friend.  After a highly-successful stint in 
Clifford's regime, Ash felt the need to break away from his mentor's shadow 
and make his own mark in the world.  Ash left the group and formed X-Squad.


NAME   :  MAYA Estevez
AGE    :  24 
ORIGIN :  Los Angeles, CA 
HEIGHT :  5' 5"
WEIGHT :  115 lbs
X-SQUAD:  Intelligence Gathering, Computer Scientist
STATUS :  Active

     Loyal, tireless, and brave.  Maya is a typical overachiever from an a-
typical background.  Having grown up in the neighborhood of East L.A., Maya 
had to work even harder than her teammates to rise to the top.  Maya excelled 
early in both athletics and mathematics.  In college she was ROTC champion in 
archery, fencing, and marksmanship.  By her Junior year, she had already 
designed and built three computers and a guidance system, which she donated to 
the military (at the suggestion of her C.O.).  After college Maya enrolled in 
the Marines.  During her four-year stint in the Marines, Maya earned the most 
combat decorations of any woman to have ever served in the Corps.  She created 
the TAS hardware that has helped intelligence gathering in remote areas.



NAME   :  JUDD Johnson
AGE    :  28 
ORIGIN :  Atlanta Georgia
HEIGHT :  6' 8"
WEIGHT :  260lbs
X-SQUAD:  Reconnaissance, Heavy Firearms
STATUS :  Active

     Judd Johnson graduated from Penn State University where he was an all-
American linebacker.  Judd astonished everybody when he announced that he 
wasn't going to pursue a career in the Pros but would instead join the navy.  
Judd started his military career in the navy as a cook.  His ability to handle 
big guns and suspect vessels in the shipping lanes soon earned him a 
reputation among his peers.  During an evening on shore break in Tijuana, a 
buddy bet Judd a dollar that he could not make the Navy SEALS.  An uninhibited 
Judd accepted.  Judd's Navy buddy was a dollar poorer as Judd finished SEAL 
training at the top of his class.  Judd's real talent is in reconnaissance.  
He has an almost instinctive ability to both locate and survey targets.  Not a 
negotiator, his way is to make things head on.


NAME   :  MELINDA Swanson
AGE    :  26
ORIGIN :  Los Angeles, CA 
HEIGHT :  5' 8"
WEIGHT :  125 lbs
X-SQUAD:  Surveillance, Marksmanship
STATUS :  Active

     Melinda makes her own rules and lives by them.  She was born into a 
wealthy family but did not accept the status quo.  She refused to let her 
parents pay for her education and put herself through school by working as 
many as three side-jobs at a time.  After college, Melinda had a tour of duty 
in Tibet with the Peace Corps.  While in Tibet, Melinda studied Gong Fu 
(Chinese Boxing) under an elderly Shao Lin monk.  She attributes her ability 
to concentrate on her target when she has a sniper rifle in hand to her pious 
teacher.  Nimble and strong, Melinda left the corps after she witnessed the 
genocide of an entire village.  Paralyzed by fear, she was unable to prevent 
this travesty.  Vowing to prevent violent incidents like the one she 
witnessed, Melinda joined the CIA to hone her insurgency skills.  Four years 
later, she was their top female operative.  No longer content with doing other 
people's dirty work, Melinda exited the Agency to join X-Squad.


NAME   :  Colonel James Clifford
AGE    :  42
ORIGIN :  Lansing, MI
HEIGHT :  6' 2"
WEIGHT :  190lbs

     Commanding, decisive, and self-righteous, Colonel James Clifford built a 
long and spectacular military career around orchestrating small-scale surgical 
military strikes.  A life-long soldier, Clifford's commitment to improving his 
troops is intense.  He has an explosive temper and little tolerance for 
incompetence.  Impressed by a young West Point graduate's brashness and 
ability to perform under pressure, Clifford took Ash under his wing.  Although 
they no longer maintain a student-teacher relationship, Ash an Clifford view 
each other with a sense of mutual respect.


NAME   :  Dr. Bianca Noble
AGE    :  31
ORIGIN :  Hampshire, UK
HEIGHT :  5' 7"
WEIGHT :  120 lbs

     A reowned computer scientist, Dr. Noble accepted contract work at this 
remote research facility.  She disappeared from the public eye soon 
thereafter.  Dr. Noble can be introverted and consumed by work.  As a young 
scientist, Dr. Noble was obsessed by work.  She pursued science for the sake 
of knowledge until the ground-breaking research got her in trouble with the 
government and military.  Because of the government censorship, she now has to 
work for the military.  The military pays well, but she longs for free 
research once again.  However, she is wary of expressing her wishes to the top 
Brass.  She knows too much to ever do free research again.


=======
WEAPONS
=======

Michaels 45
Handgun
Firing Range:  Close
Auto Targeting Range:  Close
Points:  -
Weight:  100

     This gun is essential to any operative.  It is light, efficient and 
reliable.  Although not the most powerful weapon in your arsenal, the .45 
caliber bullets used by the Michaels 45 are coated with Kevlar and are able to 
penetrate body armor at close range.  Throughout your mission you have an 
unlimited supply of Michaels 45 ammunition.


Michaels 9mmS
Handgun
Firing Range:  Close
Auto Target Range:  Close
Points:  100
Weight:  100

     Equipped with a silencer, the Michaels 9mmS is the ideal weapon for 
stealth attacks.  Its sub-sonic ammunition is designed to be silent and 
deadly.


Taylor M82
Handgun
Firing Range:  Close
Auto Target Range:  Close
Points:  200
Weight:  150

     The Taylor M82 is a fine gun in its own right.  It is far more powerful 
than other guns in its size and weight category.  The M82 delivers a burst of 
three bullets at one time, increasing its man stopping capabilities.  Its high 
velocity ammunition is capable of piercing most types of bulletproofing.  the 
firearm is best suited for skirmishes at close range.


GMS 10mmSA
Machine Gun
Firing Range:  Medium
Auto Target Range:  Medium
Points:  200
Weight:  150

     The GMS 10mmSA is the predominant machine gun of the 21st Century.  It is 
a highly effective weapon in the field and urban combat situations.  It is 
neither the most powerful nor most accurate weapon in your arsenal, but it is 
most effective in helping you out of jam.


Dutch .308
Gattling Gun
Firing Range:  Long
Auto Target Range:  Long
Points:  400
Weight:  250

     The Dutch .308 is a multi-barrel machine gun, which uses an electric 
motor to rotate the weapon chamber.  Its weak point is that it will take a few 
seconds to get the rotation to firing velocity, but once it starts firing, few 
can survive long in its path.  It uses a .308 jacketless bullet, which is 
highly effective against armor.


AR-556 Assault Rifle
Assault Rifle
Firing Range:  Medium
Auto Target Range:  Medium
Points:  600
Weight:  150

     The AR-556 is the standard issue assault rifle for most combat 
operatives.  the large ammunition clip holds 100 5.56mm rounds, which is 
enough firepower to take down a squad of enemy soldiers.  Upon impact, the AR-
556 ammunition shells explode in a burst of flames.  The AR-556 is best used 
when facing numerous enemies.


HP-22 Sniper Rifle
Sniper Rifle
Firing Range:  Long
Auto Target Range:  None
Points:  300
Weight:  150

     The HP-22 is a common sniper rifle used by many military organizations.  
Equipped with a Magna-lock scope and silencer system, the HP-22 is capable of 
quietly neutralizing enemies from afar.  Because of its low capacity clip (6 
shots) it is recommended that you plan your shots well.


HD-460 Sniper Rifle
Sniper Rifle
Firing Range:  Long
Auto Target Range: None
Points:  400
Weight:  150

     The HD-460 is a powerful sniper rifle designed to take out enemy foot 
soldiers in a single shot.  In addition to a mercury traveling system, its 
lack of spring recoil mechanism provides for an incredibly accurate shot.


BR-11 Sniper Rifle
Sniper Rifle
Firing Range:  Long
Auto Target Range:  None
Points:  600
Weight:  250

     Still a prototype, the BR-11 is being tested by X-Squad in the field.  
The BR-11 s 900 gigawatt laser is capable of penetrating all body armor.  
Because it is not commercial, the BR-11 is expensive and its ammunition is 
scarce.



Westchester Riot Gun
Shotgun
Firing Range:  Close
Auto Target:  Close
Points:  300
Weight:  150

     The Westchester Riot Gun is a standard military-issued combat shotgun 
used for close-range combat.  The ammunition is composed of 18 pellets that 
disperse widely over a short range.  The Westchester Riot packs enough power 
to knock down a lightly armored enemy soldier.


Burgess DB90 Shotgun
Shotgun
Firing Range:  Close
Auto Target Range:  Close
Points:  400
Weight:  150

     The Burgess DB90 shotgun is the first mass produced "Sawed-Off" shotgun 
to hit the global market.  It is an extremely effective firearm and is best 
used when fired at close range to clear a room full of undesirables.


PV-9 Mongoose Shotgun
Shotgun
Firing Range:  Medium
Auto Target Range:  Medium
Points:  600
Weight:  200

     The PV-9 Mongoose is the "Big Daddy" of all shotguns.  Similar in design 
and function to the Westchester Riot Gun, the PV-9 carries more shells and is 
effective at greater distances.


Thompson RFG (Rocket Launcher)
Rocket Launcher
Firing Range:  Long
Auto Target Range:  Long
Points:  600
Weight:  300

     The Thompson RFG is the most common rocket launcher used for combat 
today.  It is not the most accurate of weapons available to you, but it is a 
reliable tool when facing the opposition.  the Thompson RFG is most effective 
when fired at medium distances.


Matthews MM22 (Missile Launcher)
Missile Launcher
Firing Range:  Long
Auto Target Range:  Long
Points:  800
Weight:  350

     The Matthews MM22 is a remarkable improvement over the more common RPG.  
It is more powerful and more accurate than its smaller cousin.  the weapon is 
not to be discharged recklessly as its blast radius can easily take out many 
soldiers.  Its projectile missiles directly target what's in its sites.  
Because the sheer size of its ammo, reloading the MM22 is time consuming.


M-37 Grenade Launcher
Grenade Launcher
Firing Range:  Close
Auto Target Range:  None
Points:  600
Weight:  200

     The M-37 is properly fired at an approximately thirty-degree arc.  This 
weapon is best used to reach enemies hiding behind barricades and/or walls.  
The grenades themselves are standard-issue 40mm grenades, thus a delayed 
explosion should be expected unless a direct hit is achieved.


Spectra Flamethrower
Flame Thrower
Firing Range:  Close
Auto Target Range:  Close
Points:  800
Weight:  200

     The Spectra Flamethrower is a powerful short-range weapon.  It quickly 
burns through ammunition and it is not particularly effective against armored 
opponents.  The flamethrower is most effective when spray is directed at small 
groups of enemy soldiers and automated sentry guns.


Aurora Ion Cannon
Ion Cannon
Firing Range:  Medium
Auto Target Range:  Medium
Points:  1000
Weight:  250

     Developed by famed Japanese Physicist Kuro Akahori, the Aurora Ion Cannon 
generates a concentrated stream of artificial lightning by using 
electromagnets to accelerate energy particles to the speed of light.  Because 
it discharges electricity, the ion cannons discharge behaves in an erratic 
fashion.


=========
EQUIPMENT
=========

Michaels 9MMS Ammo (9mmS)
Points:  10

     This sub-sonic ammunition is specifically designed to work with the 
Michaels 9mmS semiautomatic pistol.


Taylor M82 Ammo (M82 Ammo)
Points:  15

     The M82 ammunition is a caseless bullet.  It has moderate armor-piercing 
capabilities.


GMS 10mmSA Ammo (10mmSA)
Points:  10

     These 10mm armor-piercing bullets are designed to discharge in a tight 
spread pattern


Dutch .308 Ammo (.308 Cal)
Points:  100

     The .308 is a high velocity slug that when fired from the Dutch .308 is 
capable of penetrating light vehicular armor.


AR-556 Ammo (5.56mm)
Points:  50

     This hollow tipped bullet is designed to explode in a burst of flames 
upon impact.


HP-22 Ammo (.22 Long)
Points:  10

     .22 Caliber rim-fire is designed to maintain its trajectory over long 
distances.


HD-450 Ammo (.450 Magnum)
Points:  15

     High-caliber ammunition designed to be extremely accurate and devastating 
at long range.


BR-11 Ammo (Laser Sniper Ammo)
Points:  50

     This high density Beryllium battery is capable of delivering 6 shots to 
the BR-11.


Westchester Riot Ammo (Riot Gun Ammo)
Points:  10

     Standard 12 gauge shells for the Westchester Riot Gun.


Burgess DB90 Ammo (10 Gauge)
Points:  15

     10 gauge shotgun shells for the Burgess DB90.  This ammunition contains 
more shot than standard 12 gauge shells.


PV-9 Mongoose Ammo (PV-9 Shells)
Points:  40

     Fragmentation ammunition for the PV-9 Mongoose Shotgun.  Extremely 
devastating at close range.


RFG Launcher Ammo (RFG Rocket)
Points:  50

     A highly explosive rocket with a concentrated blast radius.  Especially 
useful against enemy foot soldiers and lightly armored vehicles.


Matthews MM22 Ammo (MM22 Missile)
Points:  80

     A very accurate missile equipped with a fragmentation warhead.  Because 
of its sheer power, use the ammunition with extreme care.


M-37 Grenade Launcher Ammo (M-37 Grenade)
Points:  40

     Standard 40mm grenade delivered via a clip-loaded launcher.  These 
grenades use a time-delayed fuse unless they make a direct hit on the target.


Spectra Flamethrower Ammo (Fuel Canister)
Points:  30

     A small capacity kerosene canister that burns quickly but effectively.


Aurora Ion Cannon Ammo (Ion Cartridge)
Points:  400

     This cartridge recharges the Aurora's Ion acceleration chamber.  This 
ammunition is extremely rare and is very expensive.


Force Shield/Level 1 (HR-md3)
Points:  150
Weight:  5

     Produces a low-grade energy field that protects the user from physical 
damage.


Force Shield/Level 2 (MF-dic)
Points:  300
Weight:  5

     Produces a medium-grade energy field that protects the user from physical 
damage.


Force Shield/Level 3 (AO-hrE-Pack)
Points:  1000
Weight:  5

     Produces a high-grade energy field that protects the user from physical 
damage.


Sensor/Level 1 (Motion Sensor DD1)
Points:  500
Weight:  3

     The motion sensor reveals the physical location of enemy soldiers in the 
visible area.  A faint triangle appears above enemy soldier to reveal their 
positions.


Sensor/Level 2 (Adam G1b)
Points:  800
Weight:  3

     The Heat sensor is able to provide greater detail to the physical 
location of enemy soldiers.  A green triangle appears above the enemy soldiers 
to reveal their positions.


Sensor/Level 3 (Sirius P)
Points:  1000
Weight:  3

     The Kinetic sensor is able to detect the hostile readiness of enemy 
soldiers.  The light turns green above the enemy soldier indicating he's 
unprepared to return fire.  When it turns red, the enemy soldier is ready to 
engage in combat.


Health Restoring Tablet (Med Kit)
Points:  50

     The tablets are ingested and provide immediate rejuvenation of wounds and 
stamina.


Energy Pack/Level 1 (E-Pack)
Points:  100

     Energy pack for force shield.  Normal type.


Energy Pack/Level 2 (E-Pack Type G)
Points:  200

     Energy pack for force shield.  Recommended for use with level 2 and 3 
force shields.  Large type.


===========
WALKTHROUGH
===========

+++++++++++++++++++++++++
LEVEL  1:  WASTE  DISPOSAL
+++++++++++++++++++++++++

OBJECTIVE:  INVESTIGATE SITUATION


     First, run through the door straight ahead.  Then open the next door 
straight ahead.  Next, turn right and run down the corridor.  It will bend to 
the left and then to the right.  Now push the switch and the door will open.  
Finally run straight ahead and get on the elevator.  Push the switch and it 
will take you down.

     When the elevator stops, turn to the right and go through the door.  Go 
into the door straight ahead that is marked with the number 1 on each side but 
use caution.  Next, destroy the two monitor cameras that are surveying the 
room.  There is one on the right and one on the left.  Next, push the switch 
and the electricity fields will release.  Pick up the 10mmSA ammo.  Exit the 
room, turn right, and run down the corridor.  Be careful because there is a 
soldier waiting for you when you turn the corner to the left.  Peek around and 
take him out.  Next, run ahead and open the door with the number 2 marked on 
each side.  Enter and destroy the two motion cameras, push the switch, and 
grab the 10mmSA ammo in the right corner of the room.  Next, exit the room, 
turn right and run down the corridor.  When you turn the left corner, you will 
have to take out another soldier.  Then enter the doors with the number 3 
marked on each side and repeat the process of what you did in the first two 
rooms. 

     After picking up the 10mmSA ammo, turn right and run and proceed through 
the door.  Next, crouch and destroy the two barrels.  Then walk through the 
crawl space and hop down into the next room.  Open the door, and take the 
elevator downstairs.  You will get a message from Maya.  Run straight ahead 
but be careful.  When you turn the corner to the left you will have to take 
out another soldier.  Another soldier will be alerted when you take this 
soldier out so dispose of him also and grab the 10mmSA ammo.  Run down to the 
end of the corridor.  It will bend to the left and to the right.  Keep going 
but be careful at the next intersection.  You will have to shoot the soldier 
and the one that comes up the stairs.  Pick up the 10mmSA ammo and enter the 
room on the left.  Here, you will find the GMS 10mmSA machine gun!
     
    Exit the room, turn left and walk down the stairs.  When you walk down the 
second flight of stairs, dispose of the soldier that is lurking to the left at 
the bottom.  Pick up the 10mmSA ammo and go through the door.  Immediately 
after opening the door, take out the soldier standing in the corridor.  
Another guard will come from the right.  Wait for him to appear and shoot him 
too.  Now run towards the end of the corridor.  As it bends to the right, you 
will have to take out another soldier.  there is nothing in the room to the 
left.  Run straight and you will team up with Maya.

     Now run down the corridor to the right.  Open the door and ready to open 
up a can of you know what.  Just remember to equip your new shiny weapon 
first.  Enter the room and open fire.  There are three soldiers on the floor 
you are on and two on the floor above you.  After disposing of them, pick up 
any 10mmSA ammo that is lying around.  Now search the room for an elevator and 
take it upstairs.  Next, run straight ahead.  Maya will cover you as you flip 
the switch.  Two soldiers will come out and Maya will take care of them.  Now, 
ride the elevator back downstairs.  Next run across the room and enter room 
"B."  This room was previously locked.  Grab the Med Kit and the E-Pack.  Now, 
take the big elevator in the center of the room downstairs.

     Don't get too comfortable.  When the elevator reaches the bottom floor, 
you will have to pick off four enemy soldiers.  Pick up the 10mmSA ammo and 
take the corridor to the left of door "C."  Pick up the 10mmSA  ammo.  Maya 
will instruct you to take the right door and she will take the left and hit 
them at the same time.  Do it.  Run through the door and open fire on the two 
unsuspecting soldiers.  Push the switch and backtrack to door "C."  Pass 
through it, for it is the CHECKPOINT.

     Now run down the corridor and go to the door, open it, and take out the 
three soldiers that are in this room.  One soldier will drop a Med Kit and 
another will drop an 10mmSA ammo clip.  Grab them and proceed through the 
door.  There will be an elevator.  Hop aboard and ride it downstairs.  Open 
the door when the elevator stops and open fire upon the two guards.  Wait 
until the door opens on the other side and take out two more soldiers that 
enter the room.  Pick up the 10mmSA ammo and then go through the door.  It 
doesn't matter which way you go but I recommend the left.  At the end of the 
corridor there is a sentry gun to deal with.  Use the machine gun to take it 
out.  Next, go through the doors and ride the elevator downstairs.  

     There will be another door to go through when the elevator stops.  Go 
through it and run to the right corridor and take out the soldier along the 
way.  Next, open the door, go through, and turn to the left.  Pick off the 
soldiers that are waiting in the hallway.  In the middle of the hallway is and 
open door on the right.  Reload and charge into the room with guns blazing.  
There are five soldiers to take out and two that will come out of the room in 
the back to deal with you.  After surviving this gun fight, pick up the Med 
Kit and 10mmSA ammo.  Next, enter the back room and pick up the E-Pack.  Don't 
forget to push the switch.  Exit and pick off the two soldiers below you.  
Next, take the stairway to the left downstairs.  Go through door "D."  Strafe 
to the left, while facing right and take out the three soldiers.  Pick up the 
10mmSA ammo and go through the next door.  This is the next CHECKPOINT.  Go 
through and get ready to take on the boss.

FLAMETHROWER BOSS:  The secret to beating this guy is easy.  Keep firing at 
him with your machine gun and keep moving around the parameter (outside) of 
the room.  You want to try to keep him in the center of the room.  
Occasionally, an enemy soldier will drop down to assist the boss.  Just keep 
firing and moving and you will defeat the flamethrower boss, thus ending the 
level.


++++++++++++++++
LEVEL  2:  SEWER
++++++++++++++++

OBJECTIVE:  LOCATE HOSTAGES


     For battle preparation, I would recommend acquiring the Westchester Riot 
Gun and ammunition and some E-Packs and/or Med Kits.  Now run ahead down the 
sewer.  At the intersection, turn right and blast the soldier by the crate.  
Next, take out the soldier that emerges downstream to the left.  Now keep 
running ahead and take out the another soldier in the water.  Time to get your 
feet wet.  Follow the water path.  It will bend right, then left.  Emerge from 
cover and take out the soldier on the left platform and the one that emerges 
from downstream.  Now open the door to the left and take out the unsuspecting 
soldier.  Exit the small room and take the 10mmSA ammo on the way out.  Look 
to the left and take out the soldier in the crawlspace.  Pick up the 10mmSA 
ammo.  Follow the water path and take out the soldier downstream.  Continue 
moving ahead.  The water way will wind slightly left and slightly right.  Maya 
will covey to you that she will draw their fire.

     When she does this, run to the right and take out the three soldiers by 
the door.  Quickly turn left, and look up.  Blast the soldier on the second 
floor.  Next, run up the stairs and run right.  Follow the corridor to the 
left and take out the soldier at the top of the stairs.  Follow the stairs and 
open the door to the left.  Go through and shoot the unsuspecting soldier.  
Flip the switch and door "A" will now open.  However, two soldiers will emerge 
from the door "A" entrance.

     Backtrack to the top of the stairs and take out the two soldiers in the 
corridors.  Next, take out the soldier with the RFG and the other one guarding 
door "A."  As you get closer to doorway their will be another soldier to 
dispose of.  Judd will contact you.  Run through the doorway and take out the 
soldier by the waterfall.  Next, run to the right and take out the soldier and 
the two that come out of the room on the right.  Pick up the 10mmSA ammo and 
continue moving downstream.  the sewer corridor will bend left into a big 
area.  Take out the three soldiers in this area and grab the Riot Gun Ammo.  
Next, open the door straight ahead and hop on the elevator.  It will take you 
upstairs.  Open the door, walkthrough and you will reach the CHECKPOINT.

     Walk through the next door and shoot the soldier through the window.  
This is where you will meet up with your team again.  There are two guards to 
take out upstairs and three to take out downstairs in this big area.  After 
the smoke has cleared, take the stairs to the right downstairs and pick up any 
10mmSA ammo lying around.  Run straight ahead and flip the switch in the 
little room.  This will release doorlock "B."  Exit and head back up the 
stairs.  Goto the doorway "B" and your team will decide what to do next.

     Run through door "B" and head down the corridor.  Maya will be following 
you.  When you get to the end, turn right and fire down on the two soldiers on 
the floor below you.  Continue on the walkway upstairs and it will bend to the 
left.  As you walk Maya says that it is coming from the right.  You will have 
to dispose of three soldiers on the floor you are on and two from the one 
below you.  Now that the path is cleared, run straight ahead.  Pick up the .22 
Long ammo and take out the soldiers that are shooting at you from below.  
Next, walk down the stairs to the right.  Once on the bottom floor, take the 
water path to the left.  Run straight ahead but be careful.  Take cover behind 
a crate.  You will have to fend of two soldiers from the bottom and four 
soldiers form above.  I advise you to take out the soldier on the top with the 
RFG first.  Next, talk the walkway that was to the left.  Walk along the 
corridor.  It will bend to the left.  When you get to the corridor with the 
red light on the side, turn left and fire at the soldier down the corridor.  
Follow the corridor and it will wrap you around into the big room which you've 
just successfully cleared.  Run straight ahead and take the elevator to the 
left upstairs.  pick up the Riot Gun Ammo.  

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