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Walk-through for Metal Arms: Glitch in the System - Xbox
NoS difficulty, Version 1.03, 08/03/04, By doninss (Donald Wood)
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Copyright, version history, and legal information can
be found at the end of this document. Please read.
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Contents - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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Prelim. (Read this first please!)
Walk-through
Combat Tips and Tactics
Resources
Credits
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Prelim. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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I recommend "Courier New" font @ 10 points to view this document.
The walk-through is meant to be of the "spoiler-free" type. (Short, dry
descriptions of what to do to get to the end of the level.) "Spoiler" is a
subjective term. Spoiler-free walkthroughs are compromises. I try to mention
only that necessary to complete the game. (If you can stay alive.)
The "Tips and Tactics" section offers Tips, and/ or possible Tactics/
walkthrough for each level (primarily dealing with combat). It is focused on
"Nuts of Steel" (NoS) difficulty setting. Possible "stuck" points, or glitches
may also be addressed. Spoilers Probable!!!
Both the walk-through, and the "Tips and Tactics" section are arranged by
level. The headers contain the level #, and the name (Example: "Level 1 - Druid
Mines: Hero Training"). You can use search (find, Ctrl-F) to get to any level
quickly. Be careful if you don't want Spoilers, the Tips and tactics section
uses the same level headers but is below the walk-through.
A note on saves: Saves are at level beginning. And there is only one game-save
per profile. You can NOT replay a level for anything other than secret chips.
If you have a mem card, you can use it to store multiple saves (use different
profile names). You will have to transfer a save after every level (by exiting
the game). I strongly recommend this if you have a mem card! AGAIN, when you
finish a level there is NO GOING BACK to improve your ammo, or washer
situation without a mem card backup.
If you spot any errors, or have any suggestions, please contact me at
<
[email protected]>. Include "Metal Arms" in the subject line.
Any changes made due to feed-back will be credited, of course.
+------------+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Walk-through - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
+------------+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
As spoiler free as I could make it, and still communicate (hopefully) the
necessary info to complete the levels. (Assuming you can stay alive long
enough.)
Level 1 - Droid Mines: Hero Training
+------------------------------------+
Move forward, then follow the two miner Droids through the level. Do as they
direct you.
Level 2 - Mil Mines: Do Ore Die
+-------------------------------+
Grab the ripper from the open crate, then use it to cut the wires holding up
the pipe. Use the downed pipe to get across the pit. Kill Grunts until you find
a chip*. Go thru the green door and use the console. Use the remote control
Grunt to walk into the deadly electrical arcs. Go thru the door that unlocks,
and ride the elevator up*. Use the switch (Y button). Exit thru the door that
unlocks, and ride the elevator down. Find the waiting Droid miner, and approach
him.
*The Grunt with the chip may get into the vents, check them if you have killed
all the Grunts and can't find it. The first elevator may seem stuck in the up
position (walk under it to bring it down). There may be an enemy on it. You
can try to kill the enemy or get him to move off of it, but you may have to
"reload the last save" (check-point).*
Level 3 - Mil Mines: Seal the mines
+-----------------------------------+
Get into the loader (hover-craft), and move along the left wall. Enter the
cave and follow it to a tall room. Follow the path to the top. Cross the bridge
and find a hole in the floor of the next room. Drop into the hole, then get to
the bottom of the room. Blow the generator, then ride the elevator back up and
jump into the crusher opening. Grab the Det-paks in the next room (in a crate
by the elevator), and ride the elevator. Place the Det-paks on the machine.
Level 4 - Droid Town: Clean Up
+------------------------------+
Kill all the Grunts in the first area (two waves). Place the Det-pak (one of
the Droid miners will have it after area is cleared) to open the tunnel and
move thru it to the next area. Kill all the Grunts (two waves), and move to the
next area (use the pair of jump boosters near the garage door). Kill all the
Grunts, then the mini-boss (Elite Guard).
Level 5 - Wastelands: Wasteland Thunder
+---------------------------------------+
Pilot the RAT to the end of the level (quickly, timed level).
Level 6 - Wastelands: They live
+-------------------------------+
Follow the cave to the open area. Cross the acid river, then find the next
section of acid river. Cut the cables to form a bridge across. Get inside the
small compound (double jump onto the wall, or shoot the thin rubber hanger
above the steel door to drop it), then make your way up to the doorway. In the
next area, cross the bridge and make your way to the pipe opening at the end of
the canyon. Enter.
Level 7 - Wastelands: Wastelands Journey
+----------------------------------------+
Follow the make-shift catwalks and tunnels to the very end of the canyon. Open
the valve (Y button) inside the short tunnel there. Once the water recedes (it
takes awhile), drop down and go thru the door with the energy items out front.
Kill the enemies to destroy the gate, then jump up to the cave opening and
enter. Optional: Enter the other door at the bottom.
Level 8 - Wastelands: Mozer Schmozer
+------------------------------------+
Follow the path to the end of the level.
Level 9 - Wastelands: ZombieBot King
+------------------------------------+
Shoot the ZombieBot King until he stops to pant. Toss a coring charge into his
open mouth. Rinse and repeat.
Level 10 - Mil Comm Center: Into the Trenches
+---------------------------------------------+
Head down the canyon, following the trenches. Go thru the tunnel door (destroy
turret), and follow the tunnel. Get the Det-pak from the top of the tower, and
use it to blow one of the walls. Go thru the tunnel door (destroy turret), and
follow the tunnel. Get to the zip-line (shoot the large rockets blocking the
path), and ride it to the fence. Jump over, and follow the cave.
Level 11 - Mil Comm Center: Infiltrate the Compound
+---------------------------------------------------+
Blow a hole in the door with a tank, then kill the two Titans inside to unlock
the next door. Go thru the next open door, and free the Droid miners. Go thru
the door they open, and destroy the generators. Go thru the door that opens
after the generators are destroyed (directly behind you if you face the
generators), and enter the building to the right to find a Control Console. Use
the remote control Grunt to bring down the elevator in the sunken garage. Ride
it up.
Level 12 - Mil Comm Center: Destroy Comm Array
+----------------------------------------------+
Kill the two Titans inside the assault transport in the area outside the first
door, to open the big door to the next area. Get the two Det-paks from inside
the assault transport in the next area, and use them to blow the Satellite
dishes. Follow the elevated walkways to the exit door. Follow the passage-way.
Level 13 - Mil Comm Center: Hold Your Ground
+--------------------------------------------+
Shoot all the enemies that approach before they can enter the compound.
Level 14 - Mil R&D Labs: What Research?
+---------------------------------------+
Grab the Det-pak from inside the turtle-transport, and use it to blow the
nearby door. Find and kill the Scientist at the blue console for a chip, and
use it on the nearby door-switch. Follow the passage-ways to the weapons
testing area, and kill the Scientist to open the exit (elevator).
Level 15 - Mil R&D Labs: The Search for Krunk
+---------------------------------------------+
(Listen to the colonel.) Use the jump-booster and zip-wire to get into the
central structure. Press the switch, then kill all the enemies to get two
chips. Use them on the door switches, then follow the halls to a Control
Console. Use the remote control Mil to open the door. (Shoot the floor-grate
in front of the Mil, then drop into the hole with it. Follow the passage, and
shoot the grate above. Jump up.)
Go up the ramp (with Glitch) and follow the halls to the control room. Go thru
the door, and follow the halls to a big room. Use the jump-booster and a zip-
line to get into the central structure. Press the switch, then kill all the
enemies that appear to get two chips. Use them on the door, then follow the
hall to the control room. Go thru the door and follow the passage-way. Inside
the last room destroy all the Bots* to end the level.
*There are three Mil Bot spawners in the last room*
Level 16 - Mil R&D Labs: F&!?ing Krunked
+----------------------------------------+
Kill _all_ the Mil Bots to open the door. Go thru the door.
Level 17 - Mil R&D Labs: You Know The Drill
+-------------------------------------------+
Follow the hall, and go thru the open doors. Enter the room on the far side of
the hole, and kill the Grunt to get a chip. Back-track to the door that has a
switch, and use the chip (Y button). Use the catwalks to get to an elevator.
Ride it up and press the switch to lower the drill. Jump onto the drill and
climb up to where you can drop to the scaffolds on the other side. Follow them
to the doorway, and exit.
Level 18 - Wastelands: Wastelands Chase
+---------------------------------------+
Man the 20mm while Zobby chases Krunk's stolen RAT.
When Vlax leaves the RAT, kill him for the chip.
Level 19 - Morbot Region: Morbot City
+-------------------------------------+
Move into the city, stepping on the Morbot switches (pink holograms) to operate
the Morbot stairs, doors, and bridges. When you come to the room with a loader
(hover-craft), use it to move the large pedestal and drop the force field that
blocks the way. Follow the roads and tubes to the exit door.
Level 20 - Morbot Reactor: I, Predator
+--------------------------------------+
Use the Morbot elevator (white pentagons on the floor), then ride the zip-line
down to the island. Step on the switch, then cross the bridge. Go down the
ramp, and use the Control Console. Pilot the bot to the core, and shoot it to
open the force field back where Glitch is. Head to the end of the walkway, and
jump into the hole in the water.
Level 21 - Morbot Reactor: The Reactor Core
+-------------------------------------------+
Drop from the tube down to the floor. Follow the blue glass road to the Morbot
jump-pads. Use the pads to get up to the door. Follow the tubes and walkways to
a large open room. Make your away around it to the Morbot switch. Step on it to
open the door. Find the yellow dot (Droid) on your radar. Find the other Morbot
switch, and go thru the door. Use the loader (hover-craft) to move the plug
that's in the pool. Go back to where the Droid was and drop down. Follow the
passage-ways to the Droid.
Level 22 - Morbot Region: Fire It Up
+------------------------------------+
Burn the grate, and drop into the room. Jump onto a pedestal and burn either
grate to the side of the force field. Jump up into the hole and follow the
passage. Burn either grate closest to where you enter the room (not the ones
dead ahead), and enter the hole. Follow the narrow passage to a round room,
turn left. Jump up into the tube and follow it to a fork (take the left one).
Open the door and enter the room. At the end of the room, jump into the hole.
At the bottom, exit and turn left. Enter the opening at the end of the room.
In the next room, follow the ramps to the top. Jump on the two Morbot switches,
then use the black pipe to get to the other side. Jump on the two switches on
that side, then take the ramps back to the bottom.
Enter the same hole you came in thru, and follow the passage back. In the next
room turn right and enter the round tube. At the top, exit and use a jump-pad
to cross the room. Find, and jump into the open tube, and follow it to a hole.
Drop down and follow it to an opening above, Triple jump out, then exit. In the
last room, step on the switch, cross the bridge, and activate the elevator.
The triple jump button timing can be tough. I just press jump five or six times
rapidly. It works most of the time.
Level 23 - Mil City Hub: The Hand Is Mightier
+---------------------------------------------+
Grab the chip from the crate at the end of the street (left side, across the
water). Use it at the switch up in the tower, and jump up into the hole that
opens. Put your weapons away, then follow the tunnel. Walk over to the Droid by
the turtle-transport, and talk to him (Y button).
Level 24 - Mil City Hub: Find The Spy Factory
+---------------------------------------------+
If you played the OXM Demo, it's Deja Vu time. Destroy the generator at the end
of the street to power down the electrical barrier. Jump into the tunnel and
follow it to an ante-room. Tether the Mil Bot at the end of the next short
tunnel. When it gets quiet, move up the large tunnel into the next area.
Destroy the generators in the two large buildings to turn off the electricity,
then jump onto the conveyor belt.
Level 25 - The Spy Factory: Unhandled Exception
+-----------------------------------------------+
Follow the passage-ways to the assembly area. Grab the wrench from the crate,
and destroy the console. Use the wrench to disassemble yourself. When your head
has been picked up, use the wrench again and walk to the torso area.
Disassemble, then after the torso is grabbed, reassemble.
Move to the leg area, disassemble.
Wait until Hans leaves the room. Open _and close_ the lockers (Y button)
methodically during he times he is away, until you find the chip. You must be
back inside the circle when Hans enters the room.
Perform any tasks that are preceded by "Simon sa.." I mean, perform any tasks
that are preceded by "Command".
Win at Rocket FFA, then go thru the door and into the crate. Listen to the
conversation, then shoot the front of the crate to get out of it. Go thru the
door.
Level 26 - Mil City Hub: Access The Ruins
+-----------------------------------------+
Drive the RAT across the first gap. Grab the Det-pak out of the bunker, and use
it to blow the barricade. Follow the tunnel to the next area. Grab the Det-pak
from the crate in the corner, behind the right fence. Blow the barricade, and
enter the tunnel. Grab the Det-pak from the top of the Sentry tower, and blow
the barricade. Follow the road, jump the gap, enter the tunnel
and drive to the end. Exit the RAT.
Level 27 - Ruins Of The Iron Star: Seen Better Days
+---------------------------------------------------+
Follow the blue torches, using the tunnels, catwalks, ramps, and bridges as
needed, to get to the inner ruins.
Level 28 - Ruins Of The Iron Star: The Snipers Lair
+---------------------------------------------------+
Again the blue torches mark the path. Pick up Goff's body parts (hard to miss,
torso, legs, head) along the way.
Level 29 - Mil City Hub: Secret Rendezvous
+-----------------------------------------+
Grab the Det-pak from the turtle transport, and the chip from the Grunt in an
open hut. Blow the door, then use the chip at the Control Console on top of the
Sentry tower. Tether a Grunt in the room with a Mil spawner, and use it to open
the door in the second area. Go thru the door and move up the street toward the
tunnel. Optional: Enter the red-lit booth with Glitch.
Level 30 - Mil City Center: Bright Lights Mil City
+--------------------------------------------------+
Follow the elevated tram rails (above) until you see a tunnel on the right. Go
thru the tunnel, then pick up the tram tracks again. Follow them until you see
a tunnel door at the top of an incline. Enter the tunnel.
Level 31 - Mil City Center: Get To The Tower
+--------------------------------------------+
Tether a Trooper, and fly onto the roof of the Tank garage. Drop inside and
press the switch to open the gate. With Glitch, use the tank to crash the
barrier at the tunnel entrance. At the end of the tunnel, use the zip-line on
the statue to get over the tall concrete wall.
Level 32 - Droid Town: Unwelcome Home
+-------------------------------------+
Basically the "Clean Up" level revisited. Clear the first area. Go thru the
tunnel. Clear the second area. Go back thru the tunnel, and clear the area.
Level 33 - Coliseum: Fifteen Minutes
+------------------------------------+
Kill all comers.
Level 34 - Coliseum: Round Two
+------------------------------+
Kill all hostiles (three waves).
Level 35 - Coliseum: Last Bot Standing
+--------------------------------------+
Kill the first wave of Grunts, then the second, then the Predator.
Level 36 - Coliseum: Fall To Pieces
+-----------------------------------+
Find the crate with a wrench inside, get the big guy to open the crate for you
with his missiles, then use it under one of the hollow blocks.
Level 37 - Wastelands: Race to the Rocket.
+------------------------------------------+
Grab all your stuff! (Anything you can't do without at least. You must get the
tether.) Drive (fast ;) to the concrete barricade, run to the next RAT, drive
to the rocket.
Level 38 - Mil Space Station: One Small Step
+--------------------------------------------+
Ride the lift up to the raised platform. Press the switch to move the magnet,
then shoot it loose. Go thru the now accessible door and follow the hall
around. Use the Loader to move a small crate to gain access to the other raised
platform. Jump up to the ledge outside the space station, and follow it around
to another opening. Jump in.
Level 39 - Mil Space Station: Fully Operational
+-----------------------------------------------+
Go thru the door, then drop down to the bottom of the large room. Use the jump-
pad, then cross the bridge. Go thru the door and follow the passage-way to an
open room. In the next room use a tethered Trooper to fly to the top and press
the switch to lower the elevator. With Glitch, use the elevator to get to the
top, then go thru the door and down the hall.
Level 40 - Mil Space Station: Bring It Down
+-------------------------------------------+
One of the Mils in the passage-way at the far end of the first area has a chip
for the locked door. In the second area, use the jump-pad in the pit at the far
end of the area to get to a switch that lowers the force-field. In the third
area, a side passage-way goes around the force-field. In the final area, the
exit is at the far end, on the right side.
Level 41 - Mil Space Station: General Corrosive
+-----------------------------------------------+
Find the four chips hidden in the crates. Use them to activate the Control
Console in the room at the top of the tower (use one of the jump-pads to
get up there). As General Corrosive, kill most of the enemies, then use the
console when it becomes active. (You will receive a transmission when the
console is active.)
Level 42 - Wastelands: Final Battle
+-----------------------------------+
Kill the General.
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Spoilers Below!!!
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Tips and Tactics - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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This is my take on things. It's far from the last word on the subject. I am
open to additions, and suggestions. I make no attempt to list all item
locations, see the item location guide (at GameFAQs), or the other walkthrus.
These tactics are aimed at "Nuts of Steel" (NoS) difficulty setting. (Enemies
have more health, and their weapons do more damage to Glitch.)
General tips: Saves are at level beginning. And there is only one game-save per
profile. You can NOT replay a level for anything other than secret chips. If
you have a mem card, you can use it to run multiple saves (use different
profile names). You will have to rename, then transfer a save after every level
(by exiting the game). I strongly recommend this if you have a mem card!
Many times you'll be better off restarting the level if you hit a check-point
with a feeling you could have done better. It's a good idea to reload the last
check-point any time you feel you could have done better. (Once you reach a
check-point you must replay the whole level.) AGAIN, when you finish a level
there is NO GOING BACK to improve your ammo, or washer situation (without a mem
card). Health is restored to max at level beginning. When a check-point is
reloaded ("Load Last Save"), certain parameters are reset (enemy positions, AI
statuses, ...). This may work to your advantage. In some cases, things may get
worse, however.
All of the weapons, and most of the Upgrades/EUKs can be found, save your
washers for ammo and items. The Tether EUKs in particular can't be missed and
are found soon after the Tether is acquired. And the prices on EUKs go down as
the game progresses if you do want to buy some. (The Level 3 Scatter Blaster
and Ripper EUKs (AFAIK) will need to be purchased if you want them. The level 2
Scatter Blaster EUK is one to consider purchasing as well (especially on harder
diff. settings). I personally prefer the Level 2 S.B. over the Level 3, due to
my lack of trigger control. ;)
Washers will be left behind by destroyed Mils, equipment, mail-boxes, and ATMs.
Gold washers may be found loose.
Although the third person camera sits tight, and the focal length is somewhat
long, it can still be used to "peek". And while the left hand cover advantage
(firing a right-hand weapon around a left side corner for cover) is not as
great as in some FPSs, it still can be used at times. It works very well for
the stationary overhead Sentries, and with the Slingshot, can also be used
around right hand cover.
The distance you can be seen increases when your round hits an enemy. If
behind cover when the round hits (slow traveling projectiles like the Rockets
and Rippers) you won't be seen. (Horizontal pop goes the weasel.)
The AI is quite good, but no one is perfect. The Mil's combat tactics are
challenging, but many of these guys fall asleep, forget you're there after
seeing you (or at least where you were). Try to check out a room before blazing
in. Hiding, and waiting can benefit you sometimes.
The Mils will react to certain sounds (explosions, and other uncommon sounds).
If they don't see you (and are not injured by what made the sound) they will
become slightly alerted, and turn toward it. This can be used to your
advantage, especially where the Tether is concerned. My favorite for this is
the Level 2 or 3 Rivet Gun. The Tether can also be used. You can save EMP and
Recruiter Grenades many times this way.
Mils can self-heal lesser wounds (You'll need to kill, or majorly wound when
sniping). This includes recruited and tethered Mils. The tether will also
sometimes heal on initial tether or retether. (The life bar won't increase and
limbs won't reappear, but broken joints will be repaired.)
Use (or watch out for) the environment, a lot of it is explosive. (Washers will
also be found by destroying more than just the enemies.) Remember (as noted by
Mike McDevitt in his FAQ), Cleaners fire three rockets. You can target _up to_
three enemies. A Cleaner targeting one enemy delivers a substantial punch.
Cleaners come in paks of two, try to pick them up when you are empty.
Remember that the Slingshot will fire Recruiters, Magma Bombs, and EMPs as well
as the venerable Coring Charges. Even using just Coring Charges, it is a
formidable long and medium range weapon. The Magma Bombs are extremely powerful
(although slow). Save them for the larger enemies. (One shot kills on NoS
difficulty for Titans and Predators are possible.)
Assisted targeting is not auto-aim. You will hit more often if the reticule is
close to the target (you can still affect the point of impact). As far as I can
tell, turning it off seems only to lessen the effect unless the scope is being
used (most noticeable at long range). You can try turning it off when using the
Rocket Launcher close range as a radius damage weapon.
Adjust the analog sensitivity to your preference. Consider readjusting it for
various situations. The aiming reticule can be used to spot distant enemies of
course. (The Scatter Blaster reticule is short range, it won't pick up distant
targets.)
Recruit the strongest enemies, but tether any you can. A tethered enemy can
almost always be used to some advantage. (A tethered enemy dying near Glitch
while being attacked on the other hand...)
Always ammo up before leaving a level (back-track to the Barter Droids if you
need to). Reload your weapon during lulls in the action, and before putting it
away. The tactics below assume conservation of ammo, and special secondary
weapons (EMPs, Recruiters, Magma Bombs, Cleaners). They also assume stocking up
at the Barter Droids at every opportunity.
Level 1 - Droid Mines: Hero Training
+------------------------------------+
Training level, not too tough even on NoS.
When you free the trapped miners, there is Energy in the hole they were in, and
going in there spawns another pak of Coring Charges.
Level 2 - Mil Mines: Do Ore Die
+-------------------------------+
Use the hanging pipe at the beginning to jump up into the vents. (Don't shoot
the wires holding up the third pipe.) This will get you the battery (and an
instant life-up), and Spew first thing. While up in the vents, before firing on
any Grunts, find the opening that looks out on some red wires. Cutting them is
good for a couple of easy Grunt kills.
If you are having trouble with the first Leech, consider leaving the Fire-Buddy
power-up in the hall for it. Then after pressing the switch, jump off and
quickly go get it. Another tactic is to drop off, run by the Droid's cells to
get all them moving, then run back into the hall you entered the room from.
Even on NoS, the Droids can handle usually themselves just fine. (The Leech may
get stuck on top though, and you'll have to bait it down for it's washers.) The
second Leech is much easier, try to take it out in the hall.
Ignore the Colonel, you have time to grab the washers, and ammo.
Level 3 - Mil Mines: Seal the mines
+-----------------------------------+
You can play cat and mouse at the rocks where you first see Grunts if you are
low on ammo, or are losing too much health.
When you drop down to the lake, there is a crate nearby with a power-up
(Shield). You can grab them and rush in guns-a-blazin, but on NoS you may want
to sneak around, and take on the enemies one or two at a time*. (This also
saves the Shield for the next room.)
You can grab the Loader (hover-craft) when the Loader-Grunt is away, and follow
the left wall to a cave opening (this will trigger a checkpoint). From inside
it you can fight from cover (two Grunts, and a Snarq will see you). The closest
of the two Grunts has energy, shoot at him then retreat to the cave. He will
probably come in, grab him and move back to safety. Shoot him while he's in the
pincers. Now ease back out into the room and search for lone enemies, using the
cross-hair to locate distant enemies in the dark.
When you locate a distant target, start firing while watching for signs your
hitting them. If not, ease forward a little. There is a magic distance where
your fire is much more accurate than theirs. (Yours is still somewhat
inaccurate, so it will take awhile to kill them, and you'll still need to get
the cross-hair on them even with aim assist). The Loader Grunts won't even
return fire if the distance is right. Work your way around the room slowly and
clear it. (Backup, or retreat to the cave for cover if rushed.)
When the room is clear, gather ammo and items. Grab the Shield last (if you
left it), then quickly high-tail it for the next room. Take out the Snarqs,
then work on the Grunts. Consider getting out of the Loader when the Shield
wears off, and using cover and Coring Charges to clean up. (The Rivet Gun is
weak until upgraded, but is accurate at long distance.) When your done, cross
the bridge, and go into the tunnel.
The Barter Droids appear for the first time in this level now. "Buy no weapons
or Upgrades yet" is my recommendation. (The Scatter Blaster is almost worth it,
just for the ammo though.) Get some energy and _ammo_ if you need to, then drop
down the hole.
Drop down onto the beam, and then down to the floor from the left side of it.
You will probably want to find cover, and fight from it. (Behind the crate or
the vertical pipe works.) Try to make every round count, ammo is scarce. When
the lower room is clear, blow the generator, and clear the top section. Jump
into the crusher opening, and move up to the door.
Move far enough ahead to just open the door. Move to the right, and you will
see the first red cable, shoot it with the Ripper. Then locate the Grunt below
and close, and take him out (Coring Charges work well). Ease your way slowly
into the room and to the right, around the room, shooting the red cables as you
can. The room should be clear when the last ingots fall. Check the room for
goodies, then find the elevator. Grab the det-paks in the crate nearby, and
ride down. You will probably be low on ammo. There three Grunts to kill (the
two at the bottom can be left.)
When you place the third Det-pak, the level ends.
Level 4 - Droid Town: Clean Up
+------------------------------+
Look around, and stock up after clearing the first area. (Check your friendly
fire, the Droids are pretty fair fighters. The Barter-Bots will be in the
tunnel that leads to the second section. Grab some ammo if you really need it,
and perhaps a Cleaner-pak, but I'd recommend saving the rest of your washers
for later.
In the second area, use the jump-pad behind the tunnel exit, and grab a Rocket-
Launcher then use the zip-line to the roof (Shield). In the garage you'll find
a Mega-Energy. A Cleaner-pak can be found at the end of one of the elevated
passage-ways. Clear the room, then use the jump-booster near the garage to get
to the last area.
In the last area I could only find a Mega-Energy (jump-booster near the
entrance), and the Fire-Buddy & Shield power-up pair at the far end. I'd
recommend saving those for the mini-boss (Elite Guard) that appears when the
area is cleared of Grunts. (Save some ammo too, and maybe a Cleaner, and
remember the loader has unlimited ammo.)
Killing the Elite Guard ends the level.
Level 5 - Wastelands: Wasteland Thunder
+---------------------------------------+
Get to the _left_ side of the canyon to avoid the first aerial patrol attack,
or you will probably take heavy damage. Try to use the short-cuts, and avoid
hitting the explosives. In the section with water, avoid the water (go down the
right side, "bee-lining" to not waste time). In the green tunnel where the
aerial patrol attacks from the front, slowing at the right moment may be the
easiest way to avoid being hit. Luck (pseudo-random game elements) will play a
part, so persevere. On NoS, you can afford almost no damage from anything but
the RATs.
Level 6 - Wastelands: They live
+-------------------------------+
There is plenty of Scatter Blaster ammo and energy, but only if you conserve.
Let the Grunts and ZombieBot fight it out in the first room (wait behind the
debris where you found the Scatter Blaster), then kill the Zombie. Run up and
under the small bridge and get the Scope, wait a few seconds then retreat to
the first room while they fight. Kill the survivor, then move up to trigger the
next Zombie-Mil battle, and retreat to the small bridge. (From the lower end of
the bridge, you can jump up onto the green rimmed cylinder, practice getting up
there.)
When it gets quiet, move up and bait a Zombie or two, then run across the
bridge and jump up onto the cylinder, then kill them from there. Rinse and
repeat, then move on up to the green tunnel. (There is a Mega-Energy item and
Coring Charges in the alcove above the big nut). At the end of the green
tunnel, drop down the slope and move toward the Grunt just enough to trigger
the Zombie. Immediately jump back up the slope and get to the end of the green
tunnel. Kill the Zombie if it comes for you (back away shooting the Scatter
Blaster). Ease back into the tunnel and follow it to the opening. (There may be
another Zombie, be ready to run back to a open area or the cylinder.)
When you drop down out of the tunnel opening, a large beam will fall and kill
the two rocket Grunts, so drop down and head toward the corner. Back away when
the fight starts, and then kill the survivor. Ease around the corner and take
out the Grunt on the island. Cut the cables to take out the two Grunts on the
bridge (you will lose their Rivet Gun ammo, which is scarce in this level). Go
to the left of the bridge and grab the ammo, then jump up onto the overlook.
You will see a rusty steel arch on the edge of the river, drop down and head
toward the upper (river side) edge of it.
When you get to it, turn and jump downhill to the ledge on it. Move along the
ledge to where you are next the river and move out over the river as far as you
can without falling in. (You want to be just past the middle away from the side
the Zombies are on.) The ZombieBots should fall in the river trying to get to
you.
The two ZombieBots in the cages will reward their benefactors, so use the
Ripper to free them for two powerful allies. Clean out the room close to where
they were hanging, and grab the goodies*. Exit, and help the Zombies kill the
Grunts that come. (A few Rivet Gun rounds will wound them enough to make easy
pickins for your buddies.
*I'd recommend saving the Magma Bombs for the "Into the Trenches" level.*
Move to the corner and two more Grunts will arrive. Farther around the corner,
a Grunt being chased by a Zombie will appear. Help your buddies, then snipe
(Rocket or Rivet) the Grunt on the water tank, and the one at the raised
doorway before crossing the second river. Next kill both of the Grunts
patrolling the far bank of the river by rocketing one of the two drums they
pass near at the right time.
You can bypass the steel door (the one hanging by a small rubber belt) by
double-jumping onto the building to the left of it. You will trap two
enemy ZombieBots outside the compound, and not trigger one inside.
In the final area, you can take out the ZombieBots, and the Grunts on the
bridge. Or jump to the rusty beam and from the end of it to the ground, then
jump onto the ducting under the bridge and hide where the secret chip and
Scatter Blaster ammo are.
Entering the pipe ends the level.
Level 7 - Wastelands: Wastelands Journey
+----------------------------------------+
A speed-run (after grabbing the Slingshot) with carefully timed pauses* and
jumps* (and a little luck) can get you to the far end of the catwalks and
tunnels quickly, and with little loss of health. You will have to kill the
three Grunts in the short tunnel at the end (one or two may be just outside the
entrance.) Turn the valve on the pipe in the last tunnel (Scatter Blasters
behind it), and wait for the water to recede. You can snipe some of the
ZombieBots from here (Rockets or Slingshot), and back track for washers, ammo,
and Energy. (you should probably at least take out the one/s at the lower
tunnel opening.) You may still have to kill one or two with the Scatter
Blaster, depending on how far back you go. (Take the catwalks and tunnels back,
not the zip-line.) This was the only way I could get thru on NoS.
*You'll be jumping over the Grunts and Z-Bots. And pausing at the top of the
ramp that leads down to the bridge, until the two Z-bots start up the ramp.
You'll also need to cut the corner (by double-jumping) just past the bridge.
And perhaps pause on the catwalk after the tunnel to take out the Rocket Grunts
near the zip-line.*
If you decide to take on the ZombieBots one, and two at a time, working your
way to the valve, you can trap the first one. (Jump the gap, kill the Grunt
quickly, and grab the Slingshot. Let the ZombieBot see you, then jump back
across the gap. When the ZombieBot enters the cave, jump back across.) You can
try to trap the next two, but they may split, trapping you. Once they're dead,
snipe the Grunts in the pipe and cave on the canyon wall on the other side. The
two ZombieBots that drop onto the bridge aren't too bad. The next one you can
jump over, and it will probably attack the Grunt. Take out the Grunts by the
zip-line as you run to the valve. This works on normal, but...
When you're done up top, jump down onto the long bridge from zip-line ledge. At
the bottom, the Barter-Bots are in the door to the right. Four ZombieBots will
exit this door as soon as it opens. (Two more are inside asleep.)
Walk down the bridge until the door opens, then turn and run up onto other
bridge. Wait as long as you dare, to get all the Zombies chasing you, then run
across the bridge. Turn right at the end of the bridge and jump onto the block
with a secret chip on it. (You may have to move close to the edge to bait one
or two Z-Bots.) Go back to the door and grab the power-ups under the ramp. Go
into the room, and quickly kill the Zombies inside. Visit the B-Boys, they have
some new stuff. (Tough decision here. The Scatter Blaster and SPEW upgrades are
reasonable. Both are available for free not too far ahead, but they may be
worth it. Grab some Cleaners.)
When you're done shopping, head to the other door and go inside. (There are
Scatter Blasters behind the pile of scrap to the right of this door (outside).
The door will close as soon as you enter, but the ZombieBots won't assemble for
a while. You can use the time to get up onto the thin piece of metal that
bisects the block on the left, and kill them from up there. Rockets work great
in here, when the Z-Bots are bunched up. The doors, and the gate to Mozer will
open once the room is cleared.
I'd recommend saving the Cleaners for later (or restocking before ending the
level).
Approaching Moser ends the level.
Level 8 - Wastelands: Mozer Schmozer
+------------------------------------+
Let the ZombieBots do most of the work, they're easy to kill afterward (melee,
or stomp). Running thru, swiping at anything in your way can also work.
Level 9 - Wastelands: ZombieBot King
+------------------------------------+
I'd recommend the Scatter Blaster, SPEW, or Rivet Gun to wear him down, and
open his mouth (toss in a Coring Charge). Rinse and repeat, killing the
ZombieBots he spawns near the end if need be.
Ammo is along the wall, and more ammo and items are in the covered holes in the
ground. In one hole is the power-up, Fleet-Foot. Coring Charges are in there as
well. Very near that hole is a vertical pipe with two bends. There is a Mega-
Energy that will fall out of it if he hits it with the spiked ball. Another
hole has another Mega. (The ZombieBots also drop Energy.) Get "Ugly" to drag
his mace ball across the covered holes to open them.
Cleaners will instantly "drop his jaw" on normal. On NoS, it will take three or
so Level 2 Scatter Blaster shots after the Cleaner.
The level ends when he dies. (Try to ammo up before killing him, it can help
considerably in the following levels.)
Level 10 - Mil Comm Center: Into the Trenches
+---------------------------------------------+
There are many opportunities to snipe and bushwhack in this level. The Rivet
Gun or Rocket Launcher (should now be level 2 also) can both work well for
sniping, but there is more Rivet Gun ammo in this level. A combo of both (three
Rivet hits, then the Rocket launcher) is a good compromise. The Scatter Blaster
is the weapon of choice for bushwhacking. (See the Item Location Guide at
GameFAQs for ammo.)
There are Coring Charges on top of the third mesa, right at the start. Sniping
before using the zip-line can take out most of the enemies before you drop
down. (All of the enemies above the trenches can be sniped if you find the
right spot.) Stay away (far away) from the tunnel entrance until you are ready
to leave (Titan).
I'd recommend the Scatter Blaster and Coring Charges to clear the trenches.
(Move slowly, and bushwhack.) You can bait the Titan* out of the tunnel (after
grabbing ammo, energy, Rocket Launcher EUK, and the EMP Grenade) then drop into
the trenches (near the bottom of the zip-line), and sneak back out and go thru
the door, saving the EMP and ammo for what's ahead (he has no washers, but does
have energy and ammo).
*The Titan will usually drop into the trenches after running around a bit.
Down in the tunnels after the elevator, a Scout* will have to be dealt with.
If it sounds the alarm, Grunts will come from a side room (Scatter Blaster ammo
inside). You can snipe or bush-whack most of the enemies in the next section.
The Det-pak* is at the top of the first tower. The Titans here both carry many
washers, and double energy. With a Magma Bombs or Cleaners they aren't too much
of a problem (bush-whacked). (It'll take more than two Cleaners on NoS. I'd
recommend a Magma for the first one, and Cleaners, rockets and perhaps the EMP
for the next.)
*The Level 2 Scatter Blaster works best (IMHO) for Scouts, but the Rocket
Launcher is also effective.
<You don't have to use the Det-pak, the wall can be jumped using the grey rock
outcropping on the right side. Exploit: No enemies will show on ground level
except the Titan. You can get back to the first tower area in the same place.>
There are two Scouts in the next tunnel. The last open area is also ripe for
sniping. (Snipe as many Grunts as you can before dropping down.) The last
Titans are best avoided if possible, just get to the zip-line and ride it.
The level ends when you run into the tunnel after the zip-line.
Level 11 - Mil Comm Center: Infiltrate the Compound
+---------------------------------------------------+
I'd recommend taking on the major enemies outside the compound one at a time,
and sniping the lesser ones when possible. (Leave the first Titan and his
buddies.) The Tank Grunt* is fairly easy to kill while circling him. Consider
using an EMP* on the Titan at the door (sneak up from the right with the Tank,
after getting him to turn toward the left side of the door). Consider using the
Tank to take out the Titans* inside the first area of the compound as well.
*After taking out the two Grunts near the tunnel opening (careful not to alert
the Titan nearby), jump in the Tank. Skirting the edge, ease toward the Rivet
Grunt near the corner. Wait for the Tank Grunt to head away from you in his
patrol pattern, then move back to the corner. (You may have to get fairly close
to the Rivet Grunt to trigger the Tank patrol, back away when the Tank
approaches.)
Wait for the Tank to stop near some rocks, then race toward it. Steer to the
left of the Rivet Grunt, and he will roll under the Tank. Rush the Tank Grunt
and circle closely while firing both weapons at him. Avoid firing toward the
Titan at the door. Grab the washers, then head toward the far end of the open
area and grab the EMP Grenade.
Follow the rock wall to the corner of the last large rock. When the patrolling
Titan is moving away, fire a few Tank primary rounds at the Titan by the door.
Then use the rock as cover to fight him. You'll be trying to injure him with
radius damage while staying just behind the rock to avoid his fire. (If you
saved the Magma Bombs, you may want to use one on him instead.)
When he's gone, take on any Grunts remaining near the door. For the patrolling
Titan, attack with primary and secondary fire when he is far off. Move to avoid
his missiles, and retreat to the rock if he gets to close. Move into the
compound to sound the alarm, then retreat outside and grab the Tank. Use it to
kill the Titans, and then the Grunts. Collect the loot in the first section of
the compound, then move thru the doors to the next.
The doors will close behind you when you enter the second area, but reopen
after the second Titan is killed. Take out the Grunts and Scouts, and free the
captive miners. The prisoners you free are well armed, but I would recommend a
hide and seek approach to dealing with the larger enemies. (This will probably
result in an early demise for your rebel buddies.) Head for the building with
the Control Console as soon as it's safe to do so. Clear the last area with
remote control Grunts.
The elevator ride ends the level.
Level 12 - Mil Comm Center: Destroy Comm Array
+----------------------------------------------+
Use the Control Console to take control of a Grunt. Jump on the Tank, and take
out as many enemies as you can with him. (If the Titan starts hassling him at
the start, run back inside, or reload the level.) Approach the assault
transport with the Tank as Glitch, and begin firing at the top of the door as
soon as it opens. Start strafing as soon as the Titans start firing. Take out
the Grunts that run in from the next area, then grab Energy if you need it. The
Barter-Droids (they show up now) have Energy also. (Buy, and save for the
levels ahead, a Magma Bomb and Recruiter Grenades.)
Use the Tank to clear the next area (pound everything from outside before
baiting in a Titan). You may want to take out the Snarqs with another weapon
first (I like the Rivet Gun, strafing). You can also use the Tank to clear the
assault transport before going in for the Det-paks.
The level ends when you go thru the door at the end of the catwalks.
Level 13 - Mil Comm Center: Hold Your Ground
+--------------------------------------------+
Crank the "Look Sensitivity" as high as you can stand. Position the reticule at
a position that allows seeing all three openings. As soon as you see movement,
get a red cross-hair and pull both triggers. (Some people recommend short
bursts with the primary weapon. Try it.) The RATs are easiest to get as they
come out of the tunnels. The secondary weapon travels slowly and in an arc, so
target the lead vehicle in a line. The red striped fuel tanks have a fairly
large blast radius, and can be used to take out RATs in a pinch. The second
wave is the hardest, and the difficulty will vary slightly with each try.
Consider using a rubber band on the triggers, and turning off the vibration to
save your hands. Good luck with the speed chip. ;|
Level 14 - Mil R&D Labs: What Research?
+---------------------------------------+
Use the Shield to take out the Titan, and whatever else you can. (The
Scientists carry Washers, Energy, EMPs, and Cleaner-paks. They also repair your
enemies (kill 'em). If you have a Recruiter, you may want to sign up the Titan
behind the turtle-transport. If not, you can just fire a Rivet into the wall
behind him (after taking out the Grunts in the room). Then sneak into the
turtle-transport for the Det-pak. (This level is much easier with a Titan on
your side.)
Be sure to visit the Barter-Boys. In the final room, kill the Scientist to open
the exit. A Titan will pop up as you approach the elevator. You should have
plenty of EMPs. One of those and the Fire-Buddy nearby should make relatively
short work of him. I'd recommend leaving this level with as close to a full
compliment of secondary weapons as you can.
The level ends when you get on the elevator that the Titan rides up.
Level 15 - Mil R&D Labs: The Search for Krunk
+---------------------------------------------+
Listen the Colonel, and take out the Mil Bot spawners first. You should be able
to get them all and not take fire from the Sentry (use cover to stay out of
it's view). You may want to toss a Recruiter at the Sentry when the room is
cleared. (Or use an EMP, then mount the gun. The turret will be recruited when
you dismount.)
You can use the switch room for cover after pressing the switch inside, but the
door is tough to throw Grenades thru. Cleaners, EMPs, and Magma Bombs can help
considerably. The Grunts are recruitable, but will mostly just annoy the Elite
Guards temporarily. (I used the Rocket Launcher from the doorway. Move
cautiously after you exit this room, there are hidden Sentries.
Once you have control of a Rivet Grunt, I'd recommend using it to clear the
next room as far as the signal will hold. Then use him to shoot the grate near
the door, and walk him into the hole. Follow the passage with him, and shoot
the grate above to get out and press the door switch.
There will be recruitable enemies ahead. Don't go into the overhead duct (Rivet
Gun up there) until you use the Control Console. Try to take out as many Mil
spawners in the final room as you can with the remote control Guard. Use the
Shield power-up to finish the room.
The level end when the last Guard dies.
Level 16 - Mil R&D Labs: F&!?ing Krunked
+----------------------------------------+
Tether the sleeping Grunt up top, and use it to help thin out the bots below.
Then drop down with Peg-leg, then use EMP grenades and the Tether to gain
control of a Titan. (Or just tether the nearby Titan right off the bat.) Use it
to clear the room then commit suicide. (Search for hiding bots if the door
doesn't open.)
Level 17 - Mil R&D Labs: You Know The Drill
+-------------------------------------------+
This is the first Tether level, and opportunity abounds. An almost unlimited
supply of Recruiter Grenades (and Cleaners) is available (if you're bucks up).
There are quite a few EMPs as well. So not much reason to risk Glitch's skin.
Almost all enemies are susceptible to recruiting and tethering. (Including a
Predator, have that Slingshot handy. I wonder what Krunk would have to say
about the D-port placement on Predators?) Two of the major enemies I remember
not being recruitable, were easily dispatched with the drill. On normal diff.,
this level is a romp.
Get familiar with the Tether, particularly distracting enemies to set them up.
The Tether itself can be used to distract, but also try the Rivet Gun. If fired
from far enough away, the initial sound won't alert and the enemy will turn
toward the explosion (if it's reasonably close). Careful though not to let the
explosion damage them, or they will seek out the source. When using the Tether
to distract, think of it as a mortar. And remember, it's quite loud when fired.
The first Grunt can be used to take out the Sentry, and some of the enemies in
the drill area. (You will have to leap-frog him, the Tether reception isn't too
good.) You may even be able to get the Titan turned so you can sneak up and
Tether him without using an EMP or Recruiter. (You can also get him to turn
away by distracting him.) The Titan by the stacked pipes is also easily
distracted. (You'll need to clear out the Grunts below, then go outside the
room by the window and distract him.
The last two Titans in the level can be rocket-sniped by jumping onto the drill
to bring them out, then going back to the switch and pressing it again to raise
the drill. (If you aren't visible when the rocket/s hit them they will not
attack.) The funnest way to try to take them out is with a tethered Predator.
(Check your objectives afterward.) Ammo up, and try to take some secondary
weapons (Recruiter and EMPs) to Morbot City.
The level ends in the elevator on the far side of the drill.
Level 18 - Wastelands: Wastelands Chase
+---------------------------------------+
Try to use the explosive elements of the level to damage the enemies.
Anticipate the enemies ahead. You'll need to minimize the time enemies get to
fire at you. (Dead Bots don't fire.) It will be easier to do when you know the
level. On NoS, it will be very hard. There isn't a lot of random elements that
can help, but there are a few. Rubber band on the trigger time again (careful
at the end, you will waste some ammo if you forget the rubber band). At the end
don't shoot the explosives unless Vlax's RAT is close to them. (The one at the
end of the building needs to be shot when you aren't near it.)
Level 19 - Morbot Region: Morbot City
+-------------------------------------+
All of the enemies in the level are recruitable, and the Grunts have open D-
ports. (I'd recommend waiting until the first enclosed room to recruit
Troopers, though.) The tether reception varies in here. You can see a good
distance at most times in this level. Sniping can work well. You may want to
get rid of the pink vacuum tubes when searching for enemies with the targeting
reticule. Discharge recruits before scouting a new area for sniping targets.
You can bypass the bridges (and Troopers) at the very start by jumping across
the water on the left side.
In the first room, you can recruit the Trooper up on a ledge to the left from
the door. (Time it so the loader Grunt is moving away. Use the Slingshot.) You
may want to also use a cleaner quickly to help him out. Then retreat to the
tube and let him work. (It may take awhile.) Then ease into the room, and
reconnoiter. There may be a Grunt you can tether. Stay away from the exit door
until this room is clear. (The second and third Troopers in this room will be
near that exit door, BTW (if they didn't enter the fray. They are weak,
Cleaners work well.)
Consider tethering the Rivet Grunt in the tube between the first and second
enclosed rooms. (He is right by the door, and you will have to distract him.)
You can use him to weaken the troopers that drop down in the second room.
Better though is to quickly enter the second room far enough to trigger the
Troopers, then throw a recruiter and retreat back into the tube (throw it
close, not far). The troopers will rush the door and should both be zapped by
it.) An EMP Grenade and a few Scatter Blaster rounds, or a Cleaner can also
take care of these two. (The tube is a checkpoint, so you can try different
tactics.) The second Predator in here can be safely sniped from a long ways off
(it will be stationary).
I'd recommend tethering the Grunt in the tube between the second and third
(last) enclosed rooms (easy tether). Use him to weaken the two Troopers and two
Leeches, then and clean up with Glitch.
The Level ends thru the door with a hologram switch. (I'd recommend taking at
least a Cleaner to the next level.)
Level 20 - Morbot Reactor: I, Predator
+--------------------------------------+
You can tether the Grunt and take out most of the enemies below. A pair of
Cleaners can make short work of the Troopers that show up next.
When piloting the Predator, the primary fire leads the body when turning, the
secondary trails. (I'd recommend the secondary for stationary targets, or while
backing away and being chased.) Only one fire mode can be used at a time.
The enemy Predators can fire straight up, but seemingly not as well as when
firing level. You on the other hand can not fire up much at all. Try to stay
above them when you can. And to one side or behind. Circle strafing works very
well.
You can just run to the end of the dock once the force-field is down, and jump
into the hole. (If you fire on the Trooper as he leaves the hole, he usually
tries to land in the water.)
The level is effectively over when you jump into the hole.
Level 21 - Morbot Reactor: The Reactor Core
+-------------------------------------------+
Tether the Trooper and kill what you can. Then drop down and clean up. Head
around the corner and try out the Level 3 Rivet Gun. (Hold down the trigger
after firing to cook the rivet, when it's bright orange it's done. A level 3
rivet hit in the weapon, or weapon side arm on a Grunt will dislocate (and
temporarily disable) that arm. Cooking the rivet, then releasing it will then
destroy that arm.) Look down thru the glass floor for a view of what's ahead.
Head to the jump-pads and get to the upper level.
Up top I'd recommend just running to the next opening, rather than fighting the
Troopers. (There are Cleaners and a Recruiter ahead though.) You can tether the
Grunt in the tubes and use him to clear the way a bit, or just kill him and run
thru. When you get to the large round open area with the elevator shaft in the
center, fight (Grunts) your way around to the Morbot switch and go thru the
door. (You can drop down and tether A Grunt if you're quick, and time the drop
right. If it doesn't clear the room though, Glitch may wake up under fire.)
After the cut-scene with Slosh, fight (Grunts) your way to the other Morbot
switch. Kill the Grunts in the water room (the black pillars explode, a
Recruiter may help), move the plug, and open the door. **When you move the
plug, the door you entered thru is disabled. If you want to backtrack do it
before you move the plug. You can get back to the very beginning of the level
(tough, but doable).** The two Troopers won't attack until they see you, so you
can use the room for cover, bushwhack. (You could also do some Recruiting,
Cleaning, or Ee eM Peeing.)
The level ends when you find Slosh.
Level 22 - Morbot Reactor: Fire It Up
+-------------------------------------+
Reload the Toaster any time you get a break in the action. On NoS, you'll
probably be better off clearing the first room that has Grunts. Clear the
passage-way before it of Swarmers, then fight from the passage. When its clear,
back-track for energy before moving on. Work both doors to the next room to
clear the top section. When it's clear, jump into the tunnel and trigger the
Swarmers. Then exit the tunnel and drop down to the lower level at the end
opposite the doors.
In the room with the switches, the spiders will probably take care of the
Grunts while you're hitting the switches. Kill the Snarqs when they get close.
Grab any spare energy when you finish, and head back. Just run, grabbing any
energy you see. (There will be two in the last tunnel.)
Run, and double or triple jump thru the last room to the Morbot switch. Step on
it to call the elevator, but don't wait for the bridge to form all the way. A
double or triple jump will get you across. You might as well have the flame
thrower going in this room (as long as it doesn't interfere with your view).
Level 23 - Mil City Hub: The Hand Is Mightier
+---------------------------------------------+
First jump up onto the structure (elevator from Morbot City) the Barter Droids
are behind. Use the scope and Rocket Launcher to Snipe the two Grunts on top of
an overpass. (If you don't kill them, they may come for you. Two quickly fired
Level 2 rockets will usually hit.) Drop down and bait the shielded Grunt into
the alley you're in. Use the pipe in front of the elevator (the one on the left
side) for cover and take him out. (Level 2 Scatter Blaster makes short work of
him and his shield.)
Spend some washers (I personally wouldn't upgrade the Rocket Launcher, but
would stock up on special secondary weapons), and move up to where you can
waste the grunt in the guard shack. (Don't go past the fence yet.) Move back
into the alley, then ease up almost to the opening in the fence. Move to
the green receptacle on the left, then along it to where the fence stops you.
Face where you know the Titan is and put a rivet into the wall next to him. (As
far down the wall as you can.) He'll turn toward the explosion, so sneak around
the corner and up behind him with the tether out. Tether him, then park him in
the alley as far from the street as you can. (Leave him facing away from the
street of course, and don't put him where the Barter Droids will be.)
Now head back out and cross the street, head to where the big pipe dumps into
the water pit. (There may be a Grunt over near the pit.) Get to the wall there
and sneak up it to where you can throw a Recruiter Grenade at the Turret. (This
part is tricky, time it so the turret is facing away when you move out to throw
it. And throw right at so the grenade doesn't go into the water.) It will soon
target the Titan nearby, and trash it. Watch if you can it's hilarious (don't
let him see you though).
Head back to the alley and repo the Titan. Head up the street to where it just
flattens out and target the Last Titan. Hold down both triggers and strafe left
and right if you can stay on target. (Other wise just hold down the triggers.)
If you strafe you should be able to survive, if not the other Titan will
severely weakened. (A cleaner, or a few rockets should take it out.) Use your
Titan (if it made it) to take out what grunts and turrets you can, and finish
up by sniping your way up the street.
When it's deathly quiet, grab the chip and all the goodies you can find and
head to the tower. Use the chip, and take down the Predator. (Use cover and
either the Rivet Gun or SPEW. A cleaner can really help, a Magma Bomb and the
Slingshot can end it very quickly.) Stock up on any secondary weapons you used
if they are available.
The level ends when you talk to the Droid in the section after Shush.
Level 24 - Mil City Hub: Find The Spy Factory
+---------------------------------------------+
First, discharge the two rebel miners so they don't muck things up. (They're
long on courage, but short on sense.) Move up close enough to the door to just
open it. Zoom in with the Scoped Rocket launcher and watch the two patrolling
Grunts on the overpass. Fire of four or so rockets to catch them as they pass
in the middle. You stand a good chance of taking them both out.
Now target the doorway to the hut on the left nearby and ease into the open
area while firing rockets (start firing just before you cross the threshold.
You should be able to waste the SPEW Grunt that exits the hut without taking
damage. (Two may exit.) Equip a close range weapon, move to the hut and finish
the second one if necessary.
The Titan should be out on the bridge now, use the slingshot to recruit him.
Either tether him, or recruit the rebel miners again and use your mini-army to
clear the area. (I have better luck tethering.) Drop the force-field and go
thru the tunnel. Grab the Tether EUK, and tether the shielded Titan. Drop the
force-field, and take on all comers. (This not an easy fight, use cover or keep
moving.) You can go back for your first Titan if need be. (He will fit thru the
tunnel.)
Your troops may show up near the end of the battle, if not open the side door.
Discharge them, grab the Tank, and head into the tunnel it came from. (You can
take them with you, but I'd recommend leaving the Titan in reserve.) Trash the
Sentry tower from the bottom of the ramp in the next open area, then ease up
into the area at the top of the ramp.
Kill the Grunts and destroy the Tank, then ease toward the closest big bunker
and kill the Grunts that come from it and the tower. Finally, move to the
opening of the other big bunker and kill the Titan that emerges. Trash the
generators in the big bunkers to lower the force-field.
The level ends when you ride the conveyor inside the fence.
Level 25 - The Spy Factory: Unhandled Exception
+-----------------------------------------------+
Make your way to the elevator and ride it down. (Use the corners for cover to
take out the Sentries. The slingshot and Coring Charges work well for the left-
hand ones.) Destroy the Scientist and the console and grab the wrench. Do the
disassembly dance to get to Hans.
The chip is in one of the lockers (random). Move only when Hans is out of the
room. Close any lockers you open. Be back in the circle when he returns (the
elevator will ding shortly before it opens).
Move only when "commanded" (Simon says).
Let the Spy Droids fight it out, then kill the last one.
Get into the crate, listen to the conversation, then make some noise. Kill the
Grunts, and go thru the door.
The level ends just thru the door.
Level 26 - Mil City Hub: Access The Ruins
+-----------------------------------------+
Conserve Scatter Blaster ammo for the next level (ZombieBots). With the tether,
and the special secondary weapons available in this level, it shouldn't be too
tough. Snipe, recruit, tether.
Snipe the Mils you can from the top of the ramp (the exploding barrels are
fun), then grab the goodies behind the compactors if you need them. Make the
jump with the RAT, then sneak up to the corner. Kill any Grunts left outside,
then distract and tether the Titan . Kill the Grunt in the hut, then use Titan
to take out a Grunt or two in the next area. Mainly try to get the shielded
Titan at the end of the street to come inside the tunnel, and turned away from
Glitch.
If you were successful, you can now move into the tunnel, tether the shielded
Titan, and clear out the Sentries and remaining Grunts in the area with him.
(If not, recruit him then tether him.) When you're done, park him in a safe
place, and grab the SPEW EUK behind the Sentry tower in the area on the left
side of the road. (You can distract the Titan guarding it, or EMP him. He
carries no goodies, BTW.)
Grab the goodies out of the hut inside the right side fence (use the manhole in
the street for access). Use a EMP Grenade to stun the Titan and Sentry behind
the hut, then quickly tether the Titan and trash the sleeping Sentry. Take him
into the next tunnel, and destroy the Titan and Grunts that come thru the door.
(You'll have to strafe left and right to avoid at least some of their fire.)
Finish up with your other Titan or with Glitch.
Destroy any remaining recruits for goodies, then use the det-paks to blow the
barricades. (A tethered Grunt will drive the RAT, but don't try to cross the
water.) Fetch the RAT, and use it to cross the water. Ease up to near the
corner, and snipe the Grunts around it. Then back up and take out the Sentry
and Grunt in the tower. Clear out the rest of the Grunts behind the fence (mind
the Titan behind the barricade), and grab the det-pak.
This last Titan can't be recruited, and has no D-port, I'd recommend a Magma
Bomb. There are two Grunts with him. Blow the barricade and go thru the tunnel.
Just run over the last Grunts with the RAT, and jump the final canal. (Grab the
Magma Bomb at the canal first.)
The levels ends when you near the rubble (on foot).
Level 27 - Ruins Of The Iron Star: Seen Better Days
+---------------------------------------------------+
Conserving Scatter Blaster ammo should be a priority in this level. (Make every
shot count, and don't pick up ammo until you can use all of it.)
Let the action play out down in the open area around the corner, then finish
off the survivors. (Keep an eye on your radar. The ZombieBots have keen
senses.) Ease toward the orange flames, then kill the Z-Bot that breaks thru
the fence (let him come to you). Get to the left wall and move along it to near
the Rocket launcher and C-Charges. Snipe the Grunt, then continue along the
wall to the first ramp.
Go up it and move to the edge of the next ramp where you can snipe the Rivet
Grunt. (He's up on a ledge, you'll just be able to see his weapon). Move into
the passage-way and ease toward the corner to trigger another battle. When it's
over, ease around the corner and locate the Rivet Grunt up in an alcove to the
left. Take him out (and the survivor of the battle if you haven't already).
Take out the Turret Grunt, then ease toward the turret. Kill the Z-Bot that
assembles, then move toward the wall opposite the turret (check your ammo).
Back off and wait for the battle to subside, then finish the survivors. Move
thru the hole, and up the ramp. Ease into the next area and kill the Toaster
Grunt below. Drop down, turn left, and move along the wall to trigger a couple
of Z-Bots. If you wait out of sight, the Heavy Sentry should eventually take
out the Z-Bots.
Take out the Sentry, and head into the tunnel. At the bottom a Predator patrols
the room. A Magma Bomb in the Slingshot will take it down or weaken it
considerably (it's a tough shot unless you get the Predator's attention first).
Send a rocket toward the Grunt on the bridge from the top of the ramp, then
snipe the Grunt in the alcove to the left.
Snipe the Turret Grunt above, then take the stairs up to the turret. (You can
also jump across the water to avoid the next enemies.) Approach the entrance to
the bridge, then stop and kill the Grunts that came across it. Snipe the two
Rocket Grunts on the far side, then cross the elevated bridge. Move onto the
low bridge at the bottom of the stairs, and kill the Z-Bot that assembles.
(Last one, backtrack to fill the Scatter Blaster.)
Cross the bridge and go into the short tunnel (you can jump from the bridge
frame and avoid the next enemies, but it's a tougher go unless you toss an EMP,
then tether the Titan). Turn left at the end of the tunnel and ease to the
corner. Snipe the Heavy Sentry, then bushwhack the two Grunts around the
corner. Ease up to the opening while hugging the left wall to trigger a Titan
and some Grunts to crash thru a wall across the water. Hide behind the I-beam
until they stabilize, then put a rivet into the wall behind the Titan.
After it explodes and they all turn toward it, ease out and put another rivet
into the wall to the left of the Titan. Drop down and sneak around the right
side, tether the Titan and use him to take down the Grunts. Commit suicide to
detether.
The level ends when you enter the tunnel they came from.
Level 28 - Ruins Of The Iron Star: The Snipers Lair
+---------------------------------------------------+
Strafe right just a bit, and snipe the Rocket Grunt. There is another in an
alcove above, just around the first corner to the right. And a Rivet Grunt on
some shootable pipes just past that (the pipe explosion will kill him, but
he'll drop down as soon as he knows you're there). When they're gone move to
where you can just see a Heavy Sentry. In an alcove to the left is an EMP,
snipe the Sentry from there. (Bushwhack these guys with the Scatter Blaster if
they attack. Try to save some ammo for the Z-Bots at the end of the level,
though.)
Move back into the street, but don't move toward Goff's torso yet. There is a
Rivet Grunt walking patrol along the wall below the Sentry emplacement. Snipe
him, then two more a ways beyond him. Move almost to Goff's body then slowly
move along the wall to the left of it (behind the green glassy pillars). Move
to the to round rusty vertical pipes to the right, and use them for cover to
snipe the Rivet Grunt up in an alcove. You can snipe another Rivet Grunt far
off from these pipes as well. (You can also do all this with tethered Grunts.
The first one and the one patrolling the wall are both easily tethered.)
Move back to where Goff's body was, and equip an EMP Grenade and the tether.
Move to a point below where the zip-line begins. Tether the patrolling Titan
and use him to clear the area. (You can tether without the EMP if your timing
is right.) Leap-frog him into the next section, and take out as many enemies as
you can. You can safely destroy the first mortar by blowing the wall it's
hidden behind, and firing on it while out of it's range. The second one can
taken out by firing on it from near the first (you'll just be able to hit it's
feet thru the debris). Be conservative with your Titan, he has a lot of enemies
to kill.
Use the pieces of wall on the ground to play pop goes the weasel with the next
Titan (he can not be tethered or recruited). There are Z-Bots as you near the
zip-line, and two Grunts and a Heavy Sentry that need to be destroyed before
riding the zip-line. You can snipe both Grunts before entering the building
with ramps up to the zip-line (one will only have his weapon visible). You can
avoid the two Z-Bots inside the building by using the broken walls and rusty
pipe to get up to the zip-line platform. (You will lose a few coins and some
ammo though.)
The level ends when you pick up Goff's head.
Level 29 - Mil City Hub: Secret Rendezvous
+-----------------------------------------+
Snipe the patrolling Rocket Grunt. (A level 3 rivet hit in the weapon, or
weapon side arm on a Grunt will dislocate (and temporarily disable) that arm.
Holding down the trigger to cook the rivet, then releasing it will then destroy
that arm.) Snipe the Sentry on the loading dock using the turtle-transport for
cover, then the Heavy Sentry on the tower using one of the huts for cover. (The
Grunt in the hut farthest from the tower may come looking if he hears a shot.
When sniping it's best to not be visible to _any_ enemies.)
Snipe the other Grunt on the loading dock, then take out the Grunts in the huts
and tower. Grab the chip one of the hut-Grunts is carrying, and the Det-pak
from the turtle-transport. Use the Det-pak on the door, then place the chip in
the console on top of the tower. Use your Titan to snipe the shielded Titan
from behind the hole in the doorway for as long as you can, then try to take
him out when he attacks. (Fire a rocket when he is moving away, then quickly
hide.) Snipe the Grunts from the doorway, then the Predator. (An EMP followed
by a Magma Bomb can take out the Predator quickly.)
Step into the red-lit booth, and kill the Grunts that attack. (A Recruiter
Grenade works wonders here.) Visit the B-Boys, then tether a Laser Grunt in the
room where you got the Titan. Use the Grunt to press the red switch, and attack
the Titan and Grunts that enter the area. Keep tethering Laser Grunts until the
area is clear. (Stand off to the side of the mil spawner, and you can tether
without an EMP or recruiter.) When the area is clear, do the same for the next
one. (Once the Titan's shields are down, Magma Bombs are "da bomb" if you're in
a hurry.)
Move past where the last Titan was to end the level.
Level 30 - Mil City Center: Bright Lights Mil City
+--------------------------------------------------+
There many opportunities for recruiting and tethering. Damage taken by scouts
from tethered or recruited Mils doesn't seem to alert them the way damage from
glitch does (a recruited Titan reacts to alerted Scouts the way a proverbial
elephant would to a mouse however). The Tram Grunts on this diff. setting are
extremely tough, and may drop from the Tram if they see you. I'd recommend
hiding from them until you have some extra firepower.
While avoiding the Scouts and hiding from the Tram Grunts (listen for the Tram
and let it go by once), trash the mailbox and ATM for washers. Use the jump-pad
to get up to the walkway. Snipe the two Sentries in the towers, then when it's
safe (Predator, Tram Grunts, Scouts) jump to the tower and ride the lift down.
Grab the goodies here and in the other tower, then (when it's safe) sneak thru
the gate. (Run thru the gate and clear to the alley on the left.)
Head into the alley that takes off to the left before where the Titan is, and
tether one of the Grunts by the turtle transport (I like the Rivet one). (If
the alarm has gone off, you'll have to EMP the Grunts to tether one.) Use him
to kill the Grunts at the end of the alley, and the one across the street. You
should be able to weaken the Predator that cruises by, or even kill it by using
the crates for cover. (You can also play pop-goes-the-weasel from the corner in
the alley. You may be able to get the next pradator this way as well.)
Finish off the Predator with Glitch if need be. Recruit the Titan and help him
kill the Predator that patrols the next street. Tether him and Rocket the
Scouts here into oblivion. (They won't alert unless you get too close. This can
be a little tough because of the tether reception.
Sneak down the right side of the street, and tether the Titan at the gate. (If
he's facing you, put a rocket into the wall behind him from a ways off.) Take
out the Sentries in the tower, then unlock the gate. Leap-frog him down to the
alley just before the corner, and take out the Titan and Grunts here. (If you
rocket the Titan thru the fence while in the alley and he doesn't see you, it
will be an easy kill.)
Kill any remaining Grunts in the area and trash the Scouts up the hill. Visit
the ammo stash in a tunnel off the side street and go thru the door at the top
of the hill.
The level ends in the tunnel.
Level 31 - Mil City Center: Get To The Tower
+--------------------------------------------+
Try to take out the Sentries and Grunts before pressing the switch as a
Trooper. Then lead the Mils that appear away from the garage entrance. Get to
and in the Tank quickly, then head to the tunnel while firing on your
attackers. Ease up the tunnel but stop short of the opening, and snipe the
Predator and Laser Grunts. (Fire on the Predator when it's at the far end of
the square.) Many of the Mils from the first area have energy if you're low.
(The Tank is powerful but high profile.)
Take out the Tank to the right next and stay near it 'till it gets quiet. Park
your tank in the tunnel and grab the other Tank. Use it to take out the Tank to
the left, then head to the hut the Grunts are coming out of and trash them. You
should be safe now unless you go up the statue.
The Tank can be used to jump the fence the Barter Droids are behind (stock up
on secondary weapons!). Jump over the fence using the cannon barrel (raise it
up before exiting the Tank). Same for the crate area. You can also use it to
get up to the tall concrete wall (level exit). You'll avoid the fight with the
second Predator this way.
Level 32 - Droid Town: Unwelcome Home
+-------------------------------------+
Note the Mega-Energy at the very beginning. There are more along the right
wall. (See the Items location guide for more info.) This can be a very tough
level on NoS. I'd recommend a much more conservative approach on this setting.
(Hiding, sniping.) If too many Droids die though (or you run back thru the
tunnel early), you will see one of the more rare cut-scenes of the game (not
good).
In the first area, fight near the door, and grab the Mega-Energies when needed.
Use EMPs and cleaners, but save the Recruiters. Tethering may work, but will be
tough.
For the second wave, the fountain statue can be used for cover. Most of the
enemies will come from one direction, and the Guards will run into the water
sometimes. I used the Rivet Gun primarily with a horizontal pop-goes-the-weasel
tactic. (Switching to the Scatter blaster for close enemies.)
In the second area, try to use the Recruiters wisely (some luck is involved
here). Concentrate on staying alive, but don't let too many Droids die. Be
alert for tethering opportunities, a decent run with a Trooper can whittle down
your foes quite a bit.
In the last section, you can play it very close to your vest (I think you can
take as much time as you need now). I'd recommend sniping from as far off as
possible. (Especially if you have no Energies left to grab.)
The level ends when the last enemy dies.
Level 33 - Coliseum: Fifteen Minutes
+------------------------------------+
If you push the trashed Droid out of the cell after the Mils open it, the Mils
attack him. When he dies, he leaves behind a Cleaner-pak. There is an EMP under
a tunnel-like piece of debris out in the arena.
Choose the tether (have the cleaners), and head right for the EMP Grenade
(slightly left of straight out the door). If a Trooper comes into view, "clean"
his clock, but mainly get to the EMP Grenade. Switch to it as soon as you pick
it up, then toss it at the nearest Titan as you start to get into position for
a tether. As soon as you have him start strafing, and find then target the
other Titan. Ignore the Trooper until the Titan is down unless he comes into
view. Finish off by committing suicide with your Titan.
Level 34 - Coliseum: Round Two
+------------------------------+
Team FFA. Your team-mates are pretty good, help them out a bit, and it should
go well. Let the ZombieBots and Grunts battle each other when to your
advantage. The last wave are the Elite Guards. Keep your distance. Use the
shredders if you get a chance.
Level 35 - Coliseum: Last Bot Standing
+--------------------------------------+
Kill two waves of four Grunts, than a Predator will appear. There are two
hover-thingies floating above the action. When fragged, they will fall and
explode. The one to the right sits over the spot the first wave lands at. If
you shoot it quick enough right at the beginning, you can take out the first
wave of Grunts in one shot. The one to the left sits over the spot the second
wave lands at. Hint, hint. ;]
Using a glass wall for cover when fighting the Predator may help. (There is a
EMP Grenade in the square glass and steel enclosure near General Corrosive. It
comes in very handy for the Predator.) Pull the Slingshot back before you need
to shoot, of course. Watch the score-board, and try to be at full energy and
ammo before killing the last Grunt so you are ready for the Predator. Corrosive
may take pot-shots if you're visible.
Level 36 - Coliseum: Fall To Pieces
+-----------------------------------+
Get to the crate with a wrench and keep it between you and Corrosive until he
opens it for you. Grab the wrench and head for one of the hollow blocks. Use
the wrench while under the block.
Level 37 - Wastelands: Race to the Rocket.
+------------------------------------------+
Grab the stuff you want quickly, you should be in the RAT and moving with at
least 3:35 left on the clock. (Be careful though, you'll only have in the next
levels what you pick up now.) You'll need to drive fast and smooth, and hit
very few explosives. Run thru the barricaded section as quickly as possible (I
used EMPs, but cleaners might be good.) You should be in the second RAT and
moving with around 1:45 on the clock.
Level 38 - Mil Space Station: One Small Step
+--------------------------------------------+
I'd recommend starting by dropping off the front of the ship, and using the
Grunt inside to clear the Grunts and Scientists off the floor. Then try to kill
or at least weaken the closest Titan (grenades tossed up).
Finish the Titan and Grunts on the ledge, (Tether the Titan if you can do so
without the Recruiter. Use him to at least weaken the other Titan. Attack him
from close to his ledge using radius damage by firing at the ceiling above him)
Press the switch and drop down to the floor.
Move close to the force-field, shoot the magnet and run into the passage-way.
Recruit the Titan in the hall, and get to the Barter-Boys. Buy Recruiters and
use one quickly on the Enemies if they come thru the door. (Tethering the
sleeping Trooper is also an option, but can be dangerous if enemies come thru
the door. He can group all the enemies away from the door though. Tough call.)
Once you are to the B-Boys, you should be in pretty good shape. (Check the area
for dropped Recruiter Grenades after the battle before buying more. One is
usually dropped)
Using a Titan (or better yet a Trooper) to clear part of the area outside the
ship can also make things easier out there.
<If you have an EMP or Recruiter , you can also make your way to the top of the
space ship Engine at the beginning, and jump to the high ledge that surrounds
the landing bay (where a secret chip is). You can then make your way to a spot
over the far ledge, and drop down to it. EMP or recruit the Titan, and use it
to kill the nearby Grunts. Take it outside and kill the Snarqs.>
Level 39 - Mil Space Station: Fully Operational
+-----------------------------------------------+
If you have been hoarding washers now is a good time to spend them. You will
see the Barter-Droids only once more (and they will have only primary weapons
ammo and a chip). If you can afford it and haven't done so, upgrade your fav
weapons. Stock up on supplies as well before you leave the level. (Start
hoarding rockets now for the final battle.) Save 150 washers if you want to buy
the chip in the level after the next. (I don't think it's necessary, but...)
Kill the enemies behind the first door (or Recruit them, then restock if your
bucks up). You can bypass the enemies in the lower hanger area by jumping onto
the top of the bridge (or staying on the top level by going out on the ledge),
and crossing that way.
You can tether the patrolling Trooper if you're careful. Recruit as many of the
enemies in the room with rivet and SPEW ammo as you can. (Try to get at least
one of the troopers and a scientist, two Troopers is even better. The
Scientists will only heal Mils that are not tethered, BTW.) Discharge all of
them away from the door, then tether a Grunt from the doorway. Use him to kill
the other one and take out the Sentry if you can.
Tether one of your Troopers and use him to finish off the Sentries. (You can
hit all of them from the doorway, returning to the Scientist to heal when
necessary) . Then use one to fly up and press the switch to lower the elevator.
Get back to the safe room and untether him. Recruit (un-discharge) all of your
Mils and run in, drop down and get to the elevator (use an EMP or Recruiter if
you are having problems). Run to the door and go thru. Jump over the grunt and
run past him.
The level ends in the hall just past the door.
Level 40 - Mil Space Station: Bring It Down
+-------------------------------------------+
You can sneak up and tether the patrolling Trooper, or use a Recruiter Grenade
on the enemies that appear when you move toward the far end. (Recruiting and/or
tethering will make this level much easier to get thru. Shielded Grunts can be
quite effective. Any tethered Mil affords the option of easier guerrilla
attacks.)
In the second area start by taking out the Sentries and Grunts on the bridge.
(You can snipe the them from the door with rockets and rivets and not be seen
if you're careful. Snipe the Grunts when they are facing away.) You can recruit
the Titan and Grunts that come from the hole, and quickly tether the closest
sleeping Trooper. (Toss the Recruiter as you approach the hole.) Clear the area
to the force field, then discharge the Mils away from the bridge. Use the jump-
pad and press the switch, then snipe the Sentries. (You can do it from the
bridge, or run back and tether a Mil.)
Run into the third area with what troops you have left, and recruit the
shielded Titan. Help them clear the area, then take out the Grunts and Sentry
in the passage-way that leads around the force-field. (Careful, the Grunts are
fire-bugs and can do some damage.) Consider using another Recruiter at the end
of the passage-way unless you still have a lot of Mils left.) The pop-up Sentry
near the elevator can be taken out with radius damage (Rockets or Trooper
Primary fire) before it pops up. *Back-tracking from here is iffy. Going thru
the tunnel to get back to the elevator may trigger two new Troopers (depending
on how far you go back.* Use any Mils you have left to clear the passage-way to
the last area.
In the last area, you can sneak down the right side, then run to the door (EMP
or recruit the Titan). (Don't bring any recruits with you.)
The level ends when you go thru the door.
Level 41 - Mil Space Station: General Corrosive
+-----------------------------------------------+
The chips are randomly placed at the beginning, but stay in the same locations
until the game is reloaded. I would recommend exploring, by searching every
crate along the outside wall, noting where chips are found (make a map). Then
explore the crates along the tower's edge. There should be three along the
outside wall. The fourth should be along the tower's edge. Note the locations
of ammo for the weapon you're using (I like the Scatter Blaster), and power-ups
as well.
When you know the chip locations, make your run. (A couple of Fleet-foots and
Shields makes the run much easier.) If possible, end the run with an ammo pick-
up.
When you get control of Corrosive, you'll have a limited time to destroy most
of the enemies that arrive. Swat the Snarqs. Stomp, or rocket the Titans. (A
normal step that lands on an enemy is as deadly as the stomp.) Swat, stomp, or
rocket the Troopers. Rocket the Predators.
Level 42 - Wastelands: Final Battle
+-----------------------------------+
Turn around and run under the short section of metal that resembles a walkway
(where one of the Recruiter Grenades are found) You can target his ankle from
here while remaining hidden from view. (He needs to be on the side where a
shield is, and not close.) About twenty rocket hits will take off his leg.
Twenty or so more into his fingers will destroy his hand (it will be just you
and him now, no Troopers).
Grab the shield, and move over to the main piece of space station debris, and
use it for cover. Circle around rocketing him and collecting rockets when they
appear (this can take awhile). Use the Fleet-foot power-up to go for Cleaners
to speed things up.
For an even easier time of it after taking off his leg and hand, jump onto the
metal you were hiding under. From there jump onto the beams and from them up
onto metal frame-work. Move to the back wall and drop down onto the smaller
piece of framework below. Again the general won't see you, but you'll be able
to target him. (You can shoot bullets and rivets thru the lattice in places to
target his upper body. Rockets will need to be aimed at his pelvis. Watch for
steam venting when they hit. You don't have to have a red cross-hair to do
damage.
The game ends when Corrosive falls.
+---------+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Resources - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
+---------+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
FAQs: www.gamefaqs.com
Forums: www.gamefaqs.com, boards.ign.com/ www.sierra.com, www.neoseeker.com,
www.gametalk.com
Official web-site: www.metalarms.com
+-------+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Credits - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
+-------+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
TextPad - (Evaluation copy) text editor used to write and edit this document.
Thanks to: Wife (Marion Carson-Wood) and grand-kids (Alex & Andy Carson) for
letting me take over the TV and computer.
+------------------------------------------------------------------------------+
==============================================================================
Version history.
1.00 - Original submission (GameFAQs), complete, 02/14/04
1.01 - Changed tactic slightly (Hold Your Ground), 02/18/04
1.02 - Minor wording change, added forum in resourses section. 03/06/04
1.03 - Minor wording change. 08/03/04
The most recent version of this walkthrough will usually be found at GameFAQs
<www.gamefaqs.com>. (This walkthrough was submitted to, and will receive my
updates at GameFAQs.)
Legal.
This guide is not official, and is in no way affiliated with or sanctioned by
Sierra Entertainment, Vivendi Universal, Swinging Ape Studios, or any other
company. Any existing copyrights or trademarks apply, and are not included in
the copyright declaration below.
Copyright 2003, Donald H. Wood. This document may be not be reproduced under
any circumstances except for personal, private use. It may not be placed on
any web site or otherwise distributed publicly without advance written
permission. Use of this guide without permission on any other web site or as a
part of any public display is strictly prohibited, and a violation of
<> copyright. <>
Permission to place this guide on a web site is revocable at any time by the
author, and does not in any way constitute transfer of ownership.
If you are going to quote this walkthrough verbatim, please use quotes("")
and make reference to the document.
The following sites have permission to post this walk-through. (This
constitutes "written permission", but only when found in the version at
GameFAQs <www.gamefaqs.com>.)
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IGN <faqs.ign.com>
==============================================================================
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