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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