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The Conduit Walkthrough and FAQ
Created By: CelticLink94 c (2009)
Email Contact:
[email protected]
------------------
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Table of Contents Shortcut: Ctrl + F
------------------------
Introduction..................................[INTFAQ]
Version History...............................[VRSNFAQ]
Main Characters...............................[CHRFAQ]
Weapons.......................................[WEPFAQ]
Other Gear....................................[GERFAQ]
Enemies.......................................[ENMFAQ]
Control Options...............................[CONFAQ]
Unlockables...................................[UNLFAQ]
Achievements..................................[ACVFAQ]
Single Player Walkthrough.....................[SPLFAQ]
Multi Player Guide............................[MPLFAQ]
Hidden Message Meaning/Conspiracies...........[HMCFAQ]
Thanks........................................[THNKFAQ]
-------------------------
Introduction [INTFAQ]
----------------
Hello! My name is CelticLink94, and this is my first ever FAQ: A
complete and in-depth guide to my favorite game, The Conduit!!
Released on June 23rd 2009 by developer High Voltage Software and
published by Sega, The Conduit is a Sci-Fi first person shooter that
was made specifically for the Nintendo Wii and utilizes all the special
features that come along with Nintendo’s latest console.
In this guide, I will give run downs of all of the equipment and other
side items you will find in the game, all of the various control
options the game offers, all of the unlockables and achievements that a
player can obtain, and finally walkthroughs and guides to both the
Single and Multi player experiences.
If you have any suggestions or questions, feel free to email me at
[email protected] Hope you enjoy!!
---------------------------
================
Version History [VRSNFAQ]
================
Version 1.0: A majority of the guide is made. Introduction, Main
Characters, Weapons, Other Gear, Enemies, Control Options, Unlockables,
Achievements, Single Player Walkthrough, and Multiplayer Guides are
created and filled out. A Thanks section is created, but no shortcut
link is provided.
Version 1.1: Used to spruce up the guide and make it slightly more
aesthetically pleasing. Heading graphic is changed, Main Characters
section is updated, shortcut provided to Thanks, and Thanks section
updated.
Version 2.0: Whoa whoa, a whole level jumps!! Well, this one was well
worth it. I decided that one of the few things missing from this guide
was an in-depth look at the story of The Conduit, and the meaning
behind the mysterious secret messages. So, I created the Hidden
Messages and Conspiracy guide, which should explain a lot of the back-
story. I also spruced up the headers so that they all look uniform,
and I actually put in the thanks shortcut (realized I didn’t follow
through on that one... ha ha... ha... ha)
===============
Main Characters [CHRFAQ]
===============
Mr. Ford
---------
Mr. Ford, also known as Michael Ford, is a secret service agent that
has been contacted by the mysterious government agency known as the
Trust. His job is to obtain the ASE from terrorist Prometheus, return
it to Mr. Adams, and find out the reason behind all of the
disappearances in the DC area, as well as the origin as of the
mysterious disease classified as “The Bug”.
Mr. Adams
---------
Mr. Adams, also known as John Adams, is the leader of the secret
government agency known as the trust. It is not known how he contacted
Michael Ford, but he now has direct contact with the secret service
agent. Mr. Adams is concerned with stopping the terrorist Prometheus,
and obtaining the artifact known as the “All Seeing Eye”
Prometheus
----------
Prometheus is a terrorist that has been the concern of Mr. Adams, Mr.
Ford, and the Trust. Not much is known about him, other than the fact
that he stole the ASE from Mr. Adams, and he is causing problems in the
general DC area. However, could there be more to learn about
Prometheus that others are letting on??
The Drudge
----------
The Drudge is an alien race that has invaded Washington DC. They
appear to enter the DC area through Conduits, portals that presumably
connect their own home world to that of ours. Classified as hostile,
all drudge and associated conduits must be destroyed on contact.
The Trust
---------
A clandestine government agency that apparently has played a major role
in shaping the history of the United States. Led by Mr. Adams, this
organization has been classified as questionable as agents in the Trust
have turned against the Trust and have joined sides with Prometheus.
=============
Weapons [WEPFAQ]
=============
In this section, I will be breaking down the weapons by category:
Human, Trust, Drudge, and Prototype weapons. I will also give a brief
overview as to the effects and control of each weapon.
Human Weapons: The human weapon arsenal includes all the basic weaponry
of military units. These weapons can be found throughout the game,
especially after killing Human puppets or Trust agents.
--- USP45
The USP45 is the basic pistol of the game. Fairly good at close
to medium ranges, this pistol can also handle taking out an enemy from
far away in 10 to 12 shots. These results are not to be expected in
Multi player. Stocked by basic human ammo boxes, or by picking up
other USP45’s
--- MP5kA4
The MP5kA4 is the basic Sub-machine gun of the game. Utilizing a
gas-fed magazine, this gun is quick and able to deal quick death to
enemies in close range. A full clip will usually deal between two to
three deaths at close range, but this gun is not effective for long
distance combat. Stocked by basic human ammo boxes, or by picking up
other MP5kA4’s
--- SCAR
The SCAR is the human version of the sniper and assault rifle.
One of two scoped human weapons, this gun shoots in quick three bullet
bursts that when aimed at the head, can kill an enemy in two to three
shots (6-9 bullets). Good anywhere from close to far ranges, this gun
is often most effective at sniping. Stocked by basic human ammo boxes,
or by picking up other SCAR’s
--- SPAS 12
The SPAS 12 is an extremely powerful pump action shotgun that can
deal one hit kills at close range. At medium range, this gun can kill
in two to three shots, but at far ranges this gun is completely
useless. The one drawback is the pump action that is required between
each shot, which prevents players from firing continuously. Stocked by
basic human ammo boxes, or by picking up other SPAS 12’s
--- SMAW
The SMAW is a single man anti-personnel rocket that has a fairly
large blast radius. One of two scoped human weapons, this rocket
launcher can take out three to four people with one rocket. The major
drawback of this weapon is that those using it must not fire too close
to themselves, for risk of being killed by the blast. Also, the SMAW
is the longest reloading human weapon, and can often leave players
defenseless during intense firefights. Stocked by basic human ammo
boxes, or by picking up other SMAWs
--- Fragmentation Grenades
Fragmentation Grenades are the basic grenades of the human
arsenal. These grenades will bounce off of terrain or bounce on the
ground, and explode. This explosion will send shards of plastic and
shrapnel outwards, severely damaging enemies. Because these grenades
can be bounced off of terrain, it is possible to make contact with
enemies behind cover. Stocked by basic human ammo boxes, or by picking
up other Frag grenades
Trust Weapons: The Trust is a secret government organization that has
had control of many aspects of life for centuries. These weapons are
futuristic in nature, and can be found after killing Trust Guards,
Scientists, and some Trust agents.
--- Deatomizer Mk4
The Deatomizer Mk4 is a semi-automatic scoped rifle that shoots
beams of charged energy in either single bursts or charged bursts of
three. When charged, the weapon can shoot three energy bursts that
will anchor each other. If one of the three bursts connects with a
target, it will anchor to a target and the other two bursts will wrap
around the target, disintegrating the enemy. This can also be used to
shoot around corners, as one burst will anchor to a corner and the
other two will wrap around. By twisting the Wii-mote, the player can
change the angle at which the Deatomizer fires. Stocked by basic Trust
Ammo dumps, or by picking up other Deatomizers
--- Carbonizer Mk16
The Carbonizer Mk16 is the power weapon of the Trust arsenal.
Releasing charged 5-7 second bursts of energy, any enemy that connects
with the beam will be disintegrated almost instantly. The drawbacks
are that the weapon quickly uses up ammo, it is only effective at close
to medium ranges, and it is the longest reloading Trust weapon.
Stocked by basic Trust Ammo dumps, or by picking up other Carbonizers
--- TPC Launcher
The TPC Launcher is a grenade launcher that actually uses the
power cells that power other Trust weapons as ammo. By shooting out
these power cells in a grenade fashion, small plasma detonations occur
that will severely damage any enemy. The TPC Launcher does have
limited ammo, however, and therefore must be used wisely. Stocked by
basic Trust Ammo dumps, or by picking up other TPC Launchers
--- Flash Grenades
Flash Grenades are the basic grenades of the Trust arsenal.
These grenades will detonate on contact with any surface, and will
temporarily blind or stun enemies. In single player, any enemy near a
Flash Grenade detonation will be stunned and become easy targets for
the human player. However, if the human player comes in contact with a
Flash detonation, or if multiplayer players come in contact with a
detonation, they will lose sight, sound, and radar capabilities for
several seconds. Stocked by basic Trust Ammo dumps, or by picking up
other Flash grenades
Drudge Weapons: The Drudge is an alien species that has come to Earth.
Although it is not known why they have chosen to invade, there seems to
be some connection between them and the Trust. These weapons can be
found after killing any alien enemy.
---Strike Rifle
The Strike Rifle is the basic assault rifle and sniper of the
Drudge arsenal. The rifle will shoot off single bursts of a special
and deadly bio-mass. However, when charged, the weapon will become a
sniper rifle that can do serious if not fatal damage in one hit. This
is also the only scoped weapon in the Drudge arsenal, as it alters the
player’s eye and magnifies his sight. Stocked by basic Drudge ammo
caches, or by picking up other Strike Rifles
--- Hive Cannon
The Hive Cannon is a powerful arm cannon that will shoot out
clusters of explosive bugs that will attack an enemy and explode on
contact. Several shots from this gun will severely damage a player,
and also makes it hard for them to tell where the shot is coming from
as the bugs attack from all sides. By tilting the Wii-mote, the player
can adjust the size of the reticule, based on what the situation
requires. Stocked by basic Drudge ammo caches, or by picking up other
Hive Cannons
--- Warp Pistol
The Warp Pistol is the basic pistol of the Drudge arsenal. This
weapon has both a non-charged and charged shot. Both shots have the
ability to bounce off of terrain if they miss an enemy, making it
harder for the enemy to escape. However, charged shots do
significantly more damage than non-charged shots. Stocked by basic
Drudge ammo caches, or by picking up other Hive cannons
--- Shrieker
The Shrieker is a heat seeking missile launcher that can do
severe damage to a player. Three missiles made of biomass can be shot
at the same time, and all follow the reticule of the player. To direct
a missile, the player must move the reticule around the screen. The
missiles will follow the reticule until they make contact or fly off
into the air. Stocked by basic Drudge ammo caches, or by picking up
other Shriekers
--- Radiation Grenades
Radiation Grenades are the basic grenades of the Drudge arsenal.
These grenades, when they make contact, will react to a biomass mixture
and burn off dangerous amounts of radiation. The radiation will
continue to be emitted until the grenades burn them out. These
grenades are unique to The Conduit, as they have the ability to stick
to surfaces or other players. If someone is stuck with a rad grenade,
it is almost assured death. Stocked by basic Drudge ammo caches, or by
picking up other rad grenades
Prototype Weapons: These weapons were – supposedly – developed by the
terrorist Prometheus. These weapons can only be found in secret
locations unlocked by the All Seeing Eye, and they are very powerful.
However, there is no way to restock these weapons, and therefore they
must be conserved whenever possible.
--- HVS45
The HVS45 is a prototype pistol that has the capability to snipe.
Although there are only 16 bullets in a gun, each bullet is a
guaranteed one shot kill. Because of it’s strength, these guns cannot
be found in multiplayer matches. They can only be restocked by picking
up other HVS45’s, which are very rare in game.
--- Deatomizer Mk9
The Deatomizer Mk9 is an upgraded prototype of the Deatomizer
Mk4. Where as the Mk4 has the ability to shoot single shots and needs
to charge before getting more powerful shots, the Mk9 does not charge
but instead shoots three energy bursts with each shot. Only 60 shots
are in the gun, however, and therefore they must be conserved. They
are also not in multiplayer matches, and can only be restocked by
finding other Mk9’s
--- Striker
The Striker is a prototype Strike Rifle with a machine gun
capability. Instead of charging shots, holding down the trigger
creates a continuous stream of biomass that can rip through enemies.
However, the 234 shots included in the gun can run out fast, and
therefore must be conserved. These weapons are not in multiplayer, and
can only be restocked by finding other Strikers
===========
Other Gear [GERFAQ]
===========
All Seeing Eye (ASE)
-------------------
The ASE is a strange and futuristic artifact that has caught the
attention of both Mr. Adams and Prometheus. Mr. Ford has been charged
with the task of finding this strange artifact, which has the ability
to solve puzzles, reveal hidden dangers, and hack into computer files.
Trust Suit
----------
The Trust Suit is a suit of high tech armor that slowly regenerates
health and protects against some damage. The suit also has a bio-
sensor link to the ASE, and a visor that can be connected to other
technology.
Updated Trust Suit
------------------
The Updated Trust Suit expands on the capabilities of the Trust Suit.
It can protect against even more damage, help the wearer jump farther,
and still retains the visor and health regeneration properties found in
the original Trust Suit
Conduits
--------
Although technically not gear, these portals help transport Drudge
soldiers and must be destroyed by Mr. Ford to prevent the spread of the
Drudge invasion
Egg Sacks
---------
Again, not technically gear, however these egg sacks hatch enemies and
must be destroyed to prevent an ever increasing swarm of mites
Ghost Mines
-----------
Supposedly created by the terrorist Prometheus, these Ghost Mines are
near invisible to the naked eye. They must be scanned by the ASE to
not only reveal them, but they much be charged up using the ASE in
order to safely detonate them
Health Packs and Cans
---------------------
These are pickups found in game that heal Mr. Ford. The packs will heal
the entire health bar and are found scattered throughout levels.
Health Cans can be picked up in caches or from fallen enemies, and heal
a small segment of the health bar.
Regen Units
-----------
These boxes regenerate the health of enemies. They will continue to
heal all enemies around and make it increasingly difficult to kill
them. To stop the regenerating effects, you must destroy the units
Pulse Boxes
-----------
These boxes provide radiation pulses that will harm any player who gets
close enough to them, and also create heat distortion. Shooting the
source of the waves, the box, will stop the radioactive damage
=======
Enemies [ENMFAQ]
=======
Puppet Humans
-------------
These humans are somehow being controlled by the terrorist Prometheus.
Although originally part of the Trust or the Military, these soldiers
are now enemies of Mr. Ford, and therefore must be eliminated
Trust Humans
------------
These humans have not succumbed to mind control, but have turned on the
Trust. They are seen by Mr. Adams as enemies to Mr. Ford and his
mission, and therefore must be eliminated
Drones
------
These aliens appear to be the common foot soldiers of the Drudge. They
have strike rifles and are the most common enemies to appear through
Conduits. Being hostile aliens, they must all be eliminated by Mr.
Ford
Skimmers
--------
The airborne Drudge soldiers, Skimmers carry around Shriekers and
attack Mr. Ford from the skies. They can be taken down by medium to
long range weapons, and have not been seen spawning through Conduits
before
Med-Mites
---------
Slightly weaker than Drones, Med Mites carry Warp pistols around with
them. They can come through Conduits, or be hatched by egg sacks. To
stop the spread of Med Mites, Mr. Ford must destroy the egg sacks that
hatch them
Tear-Mites
----------
Tear Mites are the weakest of all Drudge enemies, and can be destroyed
by a single melee attack. However, they often travel in groups and can
be hatched from several different egg sacks at once, and therefore pose
a threat to Mr. Ford if not dealt with immediately.
Therm-mites
-----------
Therm-mites are similar to Tear Mites in that they hatch from egg sacks
and are generally weak. However, they pose a threat as they explode on
contact with an enemy, and therefore must be dispatched from far away
Para-mites
----------
Para-mites are weak airborne enemies that travel in groups. They can
hatch from egg sacks, or from Invaders. They carry no weapons and are
limited to simply pecking an enemy
Scarabs
-------
Scarabs are the storm troopers of the Drudge army, and are the more
powerful than Drones. They carry around Hive Cannons, and require
several shots from high powered weapons to kill. They usually move
slowly, until provoked, and appear from Conduits
Storm Scarabs
-------------
Slightly more powerful than normal Scarabs, these soldiers take even
more fire power to destroy. It is also important to note that Storm
Scarabs can be invisible, and can only be revealed through the ASE
Invaders
--------
The most powerful enemy Mr. Ford will face. Invaders are the size of
several tanks, and require multiple weapons to kill. Often, grenades
and rockets alone are not enough, and require several minutes of almost
constant high powered assault to take down. They often hatch Para-
mites as a line of defense, and when in serious danger can launch
missiles similar to those launched from a Shrieker
===============
Control Options [CONFAQ]
===============
------------
Game Options
------------
-- Difficulty Level
This increase or decreases the difficulty of the game. There are
five levels of difficulty (Low, Guarded, Elevated, High, Severe)
that make the game harder or easier. The default setting is
Guarded
-- HUD Placement
This changes the placement of the various HUD elements visible on
the game visor. This includes status updates, ammo, health, and
ASE alerts
-- HUD Transparency
This changes how bold or transparent the HUD elements are, and
how they impair the vision of the player
-- Running Speed
This affects how fast or slow the character model runs through
the game. This only affects the single player campaign speed
-------------
Video Options
-------------
-- Brightness
This affects how bright or dull the game screen is. Having
brighter levels makes things easier to see, but often washes out
the color. Having lower levels makes things harder to see, but
the colors are not affected
-- Remote Calibration
This allows the player to calibrate the Wii Remote, and make sure
that the remote is accurate when aiming in game
---------------
Control Options
---------------
-- Controller Layout
This allows the player to change the layout of the controls to
better suit his needs. Such actions as shooting, jumping,
crouching, targeting, switching weapons, reloading, using melee
attacks, pausing, zooming, and throwing grenades can be mapped to
buttons, or in some cases can be mapped to motion controls
-- Controller Sensitivity
This will be done in real-time during the game, so do not choose
this option in the middle of a fight. You can change how
responsive the cursor of the wiimote is, how fast or slow the
player turns, how high and low the player can look, and how
sensitive the game is to responding to remote thrusts and shakes
of the nun chuck.
-- Camera Styles
This option, which fixes in real-time, allows you to alter how
the camera reacts. The camera can be free-flowing and responsive
with the wiimote, be slightly locked to allow for better aiming,
or completely locked so that the wiimote aims and the nun chuck
turns the character. There is also a custom option that allows
players to choose which elements best fits their game play style
-- Dead Zone
This option, which fixes in real-time, changes how responsive the
turning of the wiimote is. The smaller the dead zone, the more
room there is to turn. With a large dead zone, the character
will not turn when the cursor is in the dead zone, making for
slower turning but more accurate aiming
--Rumble
This turns the rumble feature of the Wiimote on or off
-------------
Sound Options
-------------
--Music
Changes how loud or soft the music is
-- Sound effects
Changes how loud or soft the sound effects are
--Stereo
Changes what type of sound output there are
--Remote Speakers
Changes the sound that comes out of the Wiimote speakers
===========
Unlockables [UNLFAQ]
===========
--Achievements
Achievements can be unlocked in several different ways. They can
be unlocked through killing a certain amount of enemies, for completing
levels, and for finding secrets. For a more in-depth look at the
various achievements and how to unlock them, look at the Achievements
section of this guide.
-- Concept Art Galleries
Throughout the Single Player Campaign, there are 10 Trust Disks
scattered throughout every mission except mission 1, mission 2, and
mission 9. When these disks are scanned with the ASE, they unlock
parts of the Concept Art Galleries. These galleries hold concept art
for weapons, enemies, objects, and levels. There are also promotional
art pieces and in depth technical looks are weapon effects and design.
To fully unlock a concept art gallery (there are six in all), all 10
Trust Disks must be found in each corresponding level
-- Cheats
After completing achievements in the Single player Campaign,
cheats can be enabled through the extras unlockables menu. There are
three cheats that you must earn, and three cheats that can be unlocked
through promotional codes.
-------------
Earned Cheats:
Stopping Power:
--Stopping Power is a cheat that is unlocked by finishing
the campaign, and correlates with the Campaign award
achievement. When unlocked, this cheat allows the player
to kill any enemy, no matter the size, in only one shot.
This also means that all weapons are of equal strength, and
the USP45 pistol can do just as much damage as the SMAW
rocket launcher
Fully Stocked:
--Fully Stocked is a cheat that is unlocked by killing 1000
enemies, and it correlates with the Annihilator award
achievement. When unlocked, this cheat keeps all weapons
of the player fully stocked so that they never run out of
ammunition. When a clip empties, the player must reload
his weapon, but the magazine will never run empty. This
eliminates the need for conserving ammunition and finding
ammo caches and dumps throughout the single player campaign
Fiery Death:
--Fiery Death is a cheat that is unlocked after scanning
every secret in the game, and correlates with the Secret
Master award achievement. When unlocked, every shot fired
has the physical properties of a headshot, and when an
enemy dies they will react as though that shot was a head
shot. For example, if a drudge was shot with this cheat
enabled, they would die with blood spewing from their
decapitated neck, as is per usual with headshots. This
cheat is purely cosmetic and does not render anything
useless in the game, except for possibly careful aim
---------------
Promotional Cheats
Custom ASE skin
-- The code for this cheat is NewASE11. When entered into
the promotional codes menu under extras, this will unlock
an updated ASE model for use in single player. The cheat
is purely cosmetic, as it changes the ASE into a reflective
silver model. The model also has a special All Seeing Eye
design that is projected from it
Custom Multiplayer skin
-- The code for this cheat is SuitMP13. In multiplayer,
when choosing what character skin to use, a fifth secret
agent skin will appear. This skin is of a secret service
agent in a suit, with a gas mask over his face. There are
no other special properties allotted to this multiplayer
skin other than the simple cosmetic change
Single Player Drone
-- The code for this cheat is Drone4SP. With this cheat
enabled, the player will be able to play as a Drone in the
Single player instead of Mr. Ford. This cheat will change
not only the hands of the player, but also the sounds of
the player when playing the game will change from human to
drone grunts. This does not affect the game play in any
way
=============
Achievements [ACVFAQ]
=============
-----------------
Game Achievements
-----------------
Campaign Award: Successfully complete the single player campaign on any
difficulty level
Annihilator Award: Kill 1000 combined enemies throughout the single
player campaign
Secret Master Award: Find and scan all secret messages in the single
player campaign. There are 42 messages in total
---------------------
Campaign Achievements
---------------------
Completion: Complete a mission on any difficulty level
Secret Master: Find all secret messages in a mission. This achievement
is not available for mission 2 and mission 9
-------------------
Enemy Achievements
-------------------
Drone Hunter: Kill 250 Drudge drones during the single player campaign
Puppet Hunter: Kill 250 Human puppets during the single player campaign
Trust Hunter: Kill 200 Trust soldiers and guards during the single
player campaign
Invader Hunter: Kill 25 Invaders during the single player campaign
Med-Mite Hunter: Kill 125 Med-Mites during the single player campaign
Para-Mite Hunter: Kill 75 Para-mites during the single player campaign
Scarab Hunter: Kill 100 Scarabs during the single player campaign
Skimmer Hunter: Kill 100 Skimmers during the single player campaign
Storm Scarab Hunter: Kill 50 Storm Scarabs during the single player
campaign
Tear-Mite Hunter: Kill 250 Tear-Mites during the single player campaign
Therm-Mites Hunter: Kill 200 Therm-Mites during the single player
campaign
--------------------------
=============
Single Player [SPLFAQ]
=============
Level One: Threshold [SPL1FAQ]
Level Two: Contagion [SPL2FAQ]
Level Three: Enemy [SPL3FAQ]
Level Four: Trust [SPL4FAQ]
Level Five: Gridlock [SPL5FAQ]
Level Six: Invasion [SPL6FAQ]
Level Seven: Homeland [SPL7FAQ]
Level Eight: Checkmate [SPL8FAQ]
Level Nine: Closure [SPL9FAQ]
----------------Threshold
[SPL1FAQ]
==================
Once you start the Single Player, you’ll be treated to a
wonderful story trailer that explains the back story of what’s
happening. For those that have seen it before (It was released as ad
material several months before release), when prompted you can press A
and skip the rest. However, I would recommend watching it, as it fills
in the gaps and gets you pumped up for the game. But that’s just me
Once you finish the story trailer, you’ll see an in game cut
scene. Mr. Ford appears to have fallen, as evidence by his hands and a
mysterious globe, the ASE, on the ground. Someone is also shouting in
his ear. Once you gain control of Mr. Ford, the mysterious voice will
tell you something about your suit sensors not working. So, follow his
directions. This serves as a way to calibrate the remote. Look to the
right, and you’ll target a yellow fuse box. Then, look left and you’ll
target a sign. From here, it is important to fix your controls if you
are not happy with them. To do this, press 2 and choose options.
Then, choose any of the options in that file to change Video, Sound, or
Control options. These are explained in the control section.
After fixing your controls, you can begin to play. Walk forward,
until the mysterious voice points out that an enemy is coming through
the vent. It’s a tear-mite, a basic enemy (check out his bio in the
enemy section). Dispatch of him with the SPAS you so conveniently
have, and move on. Make sure to reload your weapon before you move on…
just as a precaution. Then, enter the flashing door on the right side
of the tunnel. From here, go down the hall and to your left. You
clearly “have the drop” on this enemy, and your melee ability has been
added. Melee the enemy from behind, and move on. You’ll see a cut
scene with a hatching tear-mite (gross). Your next target is clear:
eliminate the hatchery.
This sounds much harder than it is. After shooting or melee-ing
the tear-mites (they go down in one hit), go around the room and shoot
all the eggs sacks. The first one is straight ahead from the entryway.
Number two is to your right, on the ceiling. Number three is on the
wall behind the first egg sack, so to your left if you are at the
entrance. Once the sacks are destroyed, move towards the door. You’ll
see an organic lock on the door. Time to breakout the ASE! To break
the lock, you must scan bio-nodes hidden in the room. Node one is at
the top of the stairs, to the right of the door. Your ASE will beep
when you’re close, in case you have trouble finding it. The second is
under the air vent to the left of the door. The lock is now broken.
Before moving on, scan the wall to the left of the node to reveal
Secret Message 1. These messages can be used to unlock cheats and
achievements (unlockables and achievement sections).
Now that that’s out of the way, head out the door. Make sure to
switch back to your SPAS (either reload function or ASE function), and
reload your gun. Now, you’ll hear alien squeals, and if you’re lucky
you’ll see a Tear-mite scamper over a subway car. Go into the subway
car by jumping into it. Now, head to the left side of the car, where
your switch weapons function will be unlocked. Switch to your SCAR,
and zoom in on the tunnel. There are two tear-mites down there… take
them DOWN!!, Now, switch to your SPAS again. If you’re low on health,
there’s a health pack further left on the car. Now, all ready? Good!
Head out into the subway tunnel and keep walking. A quick cut scene
will show some monster attacking the tunnel, but he leaves. That’s
what’s yet to come…fun! No, your problem right now is the two tear-
mites that have come through the vent behind you and are attacking as
we speak. Turn around and either shoot or punch them. After that,
head back on down the tunnel to the flashing door on the left. Go in,
and turn to the left. Now you’ll see your first Conduit and Drone, the
main components of the game.
Since you picked up frag grenades when you turned, you’re stocked
and ready to go. Throw one nade at the conduit in front of you, and
quickly dispatch of the drone with your SPAS. Turn to your right and
nade the second conduit and kill that drone too. Now, this is entirely
up to you, but I would suggest swapping your SCAR for the Strike Rifle
that the Drones dropped. It might help you more up ahead. To do this,
switch to your SCAR and stand over the Strike Rifle. The reload
function now becomes a pickup function, allowing you to switch weapons.
Walk on over to the second strike rifle for ammo. Now, return to
the Conduit that was on your right (the second one you killed). Take
out your ASE, and start charging it. Nothing will happen. Keep going
down the wall to your right, and charging. When there is a wall behind
you, face that and charge. Voila! Secret Message 2!! Now, the
mysterious voice no doubt has told you to take out your ASE to see your
objective. This is a good tip to know in case you ever get lost in a
level. To see your objective, charge the ASE by pressing the button in
a pulse fashion, or pressing and releasing pretty quickly. Keep
turning around until you see an orange line. Whenever you do this, an
orange line will always lead you to your nearest objective. However if
you do not pulse the ASE, the line will fade away.
Keep following that line to the door, and go out. Take out your
strike rifle, and turn left. Use the zoom function (kinda odd), and
scan the area. Oh look, another drone! Either charge a shot and snipe
him or kill him with scoped single shots… whatever you prefer. Now,
two tear-mites will come from the walls… kill them with melee attacks.
There should be a human ammo box behind a barrier right in front of
you. After killing the tear-mites, press A (or whatever it prompts you
to press), while facing the box. You will be restocked on SPAS ammo
and grenades. Walk down the tunnel until the music changes and you’re
at a platform.
There will be Drones on either side of you, charging. For the
sake of argument, let’s take the left platform. Jump on up, and walk
ahead. One drone will be coming down the stairs. Kill him. The other
is hiding behind an ad of DC. Kill him as well. Now, turn around and
kill the drone behind you. If you’re low on health, pick up the health
pack on the left platform. Come up the stairs and witness… an
extremely huge Conduit. Switch to your SPAS, and stand in front of the
conduit of all conduits.
Two drones will pop up, kill them both up close. Another drone
will exit the conduit, to be quickly met by the business end of your
shotty. Another drone will emerge, along with a tearmite. Melee the
tear-mite, blast the drone. If you need to reload, might I suggest a
method called bunny hopping? Just press reload, and start to jump and
move around. You’ll still reload, but you’re now a harder target for
your enemies. After reloading, kill the new drone friends you’ve made.
That should be all of them. When prompted by the mysterious voice,
walk into the Conduit. Congratulations! You just passed level one of
THE CONDUIT!!!
Checklist of Unlockables:
---------------------------------
“Colares was more Successful than Roswell” –Secret Message 1
“The lesser forms will bow before the Annunaki” –Secret Message 2
--------------------Contagion
[SPL2FAQ]
===================
After that gripping conclusion to level one, we now see that we
are having a flashback to five days earlier. For those confused on the
plot, most of this game is a flashback leading up to the major event of
the game… but no more! On with the level!!
You’ll see and hear a dialogue cut scene between Mr. Adams and
Mr. Ford. Apparently Mr. Adams is pleased with the work Mr. Ford has
done, and is now assigning him to a top secret mission. As always,
press A when you’re done viewing the dialogue scene. You’ll start of
this level with an UPS and a MP5. Switch to the MP5, it’ll be easier
for everyone. Go straight ahead, and you’ll see a cut scene with
enemies on the move. Go to the left of the barrier, and take out the
two agents that emerged from the gate. Thanks to modern airport
security, an alarm goes off whenever guns pass through a metal
detector. Since these agents are holding daisies, an alarm sounds
whenever an agent passes through the gate. Once the alarm sounds,
reappear and kill the agents. You can either melee or shoot. While
reloading, bunny hop in case more agents show up. Another one will, so
kill him. Then, reload and replenish health with those little health
canisters that are by your fallen foes. When you’re reloaded and
replenished, head through the gate. Turn to the right and follow the
curve. You’ll encounter four more agents, which should be dispatched
of promptly. If they’re too much to handle, lock on to steady the
camera and bunny hop while you shoot. Once done, reload.
Again, replenish your health and guns. Keep going, until you see
a health pack by the radio. Save the health pack, you’ll need it.
Turn right, and poke around the right side of the barrier. You’ll see
some agents there, and they’ll begin to shoot. Kill the nearest one,
and disappear behind the barrier to reload. Poke around left and kill
the next one. Disappear and reload. Now, break your cover and kill
the final agent. Next, go to your right until you reach an airport
terminal. Hide behind the desk, and switch to your pistol. There
should be an agent to your left on the second floor. Target him, and
take him down. After about 10 shots, he should crumple.
Run across the terminal to the identical one on the other side.
Again, hide behind the desk, and again, target the sniper on the second
floor. Take out your MP5, and go around the right side of the desk.
There will be two soldiers at the first terminal… dispose of them.
Turn around, and go to the second terminal and kill those soldiers.
Remember to bunny hop while reloading!! Now, two more soldiers will
appear. Kill the one straight ahead from the right side of the desk.
Move ahead, and kill the soldier hiding behind the DC ad. Reload. Go
back to that health pack by the radio, and use it now. Go straight
across the lobby to the other barrier, and kill the two soldiers there.
One more should appear, and should die. Go to the front side of the
barrier, and use the big yellow box to reload your weapons and
grenades. Pick up any health canisters to tide you over, and most
importantly replace your pistol with a SCAR from one of the fallen
soldiers.
Go back behind the barrier and take a left. A garage door-
looking thing should open to your right. Go down that ramp, and turn
to the right. Follow the curve again, and take out the five agents
with your MP5. Bunny hop and reload, because five soldiers are right
behind that. Take out the soldiers with grenades, as they are
conveniently close to a gasoline container. You’ll know when the
enemies have been dispatched, because the music will change back to
normal. Pick up health cans and ammos, and follow the path to the next
barrier. You’ll now see puppet humans, which are humans being
controlled and possibly brought back from the dead (who else lies
around like that?)
Go to the left of the barrier, and kill the agent. You should
know the drill now. Reload, right, reload, left. All the agents are
gone now. Take the quick path to the terminal on the left, and hide
behind the desk. Reload just in time to see three soldiers rappel in
on ropes. Bunny hop around while shooting and reloading. There’s
another handy beep, and an agent comes through the security gate. Kill
him, and kill the agent following him. Go through the gate yourself,
and pick up the health pack on the conveyor belt to your left. Follow
the hall to another curve, where there’s only 1 agent. Kill him, and
turn left. Surprise! Another agent. Kill him and keep going. Save
the health pack that is in the corner. Turn and encounter two agents
and a soldier on the escalator. Kill them with an MP5. Then, crouch
and switch to your SCAR.
Take out the agent and three soldiers at the bottom level. A
helpful hint: if enemies are near red cans, save ammo and shoot the red
cans. They’ll explode, and demolish the enemy. Reload your SCAR, and
switch to the MP5. At the foot of the escalator is an ammo box. Use
that, but save the health pack. Two agents and a soldier will follow
you from the escalator, so take them out with the MP5. Now, use the
health pack, or the one you saved upstairs. Either way, heal and go
down the hall until you reach another escalator.
Switch to your SCAR, and take out the two soldiers at the bottom.
To make things go quicker, aim at their heads instead of their bodies.
Then, walk about halfway down the escalator. There should be four
soldiers in pairs of two that come around the bend. Take out your SCAR
and snipe them. Then, a cautious agent will poke his head around the
right corner… snipe it right off. Another agent will charge in, only
to be met with an untimely death at the hands of your SCAR. Switch to
your MP5 and hop the luggage at the bottom of the escalator. Refuel
and restock from your fallen foes, and turn right. Kill the agent at
the corner, and the one by the train. Turn, and kill the other agent
and the soldier who is so unwisely turned the other way. Move over to
the fallen scientist, and swap your MP5 for a Deatomizer Mk4.
Hop aboard the train, and open the doors straight ahead. Kill
the two soldiers, and reload. Open the next door, and kill two more
soldiers. Another two soldiers will crash through the windows at the
end of the car. Kill them as well. Open the next doors, and kill the
soldiers. In case you’re getting worn down, use the health pack in the
middle of the car. Reload, and open the doors. Kill three soldiers,
reload, and open. Kill two scientists and two soldiers, who crashed
in, reload; pick up extra ammo from bodies of scientists, and open
doors. Kill two scientists, one soldier, and open doors. Kill two of
each, grab the health if you need it, and open the doors. Now you see
a cut scene with a stranded scientist. He must really not like
company, as he blows himself and the train car sky high (or at least
tunnel high). However, being Agent Ford, you survive and are
congratulated by Mr. Adams. In the ensuing cut scene you’ll find the
ASE, the device Mr. Adams has been looking for. GOOD JOB!!! You just
completed level 2!
Checklist of Unlockables:
---------------------------------
--
-----------------Enemy
[SPL3FAQ]
======================
Well, it seems that Mr. Adams is really impressed. He is so
impressed, in fact, that he has invited the President to watch your
next mission through a link to your visor. Your mission now is to
investigate an abandoned bunker under the streets of DC that has become
a makeshift base for the terrorist Prometheus. At the start of the
level, you will have a SCAR and a pistol. Make sure your scar is at
the ready, and get moving. Turn left, turn right, turn right (follow
the hallway in case you didn’t get where I was going with this). Then,
kill all of the soldiers there. I counted about seven in all, but
there may be more depending on if the AI deems you a major threat.
There may be some soldiers that go through a door on the left.
Follow them. It’s actually a passageway to the next hall, where there
will be more soldiers. Once you kill them, turn right, turn right,
turn right (follow the hall again), and end up where you originally
where when you first started fighting the soldiers. Reload your SCAR.
Now, go into the first room on your left for health and a pistol reload
(if you need it). The second room on your left has an MP5, swap if you
want it, but make sure to swap with the pistol. Scan the room to find
Secret Message 3. Now, go back out the way you came, don’t go into the
new hall just yet. In the room straight ahead is a health pack. Once
you turn the corner to the left, the next room will hold grenades.
Turn left again, and you’re in the corridor that was linked through
that room. Going down the hall, on the right is a room with a pistol,
grenades, and health. By now I’m just listing them for casual
interest, as the hall is pretty empty. You shouldn’t need health or
grenades, unless you had a serious mishap with the grenades by
yourself… you never know.
Now, don’t go in the room on the left, as we’ve already checked
it. Instead, go down and turn right, and the room on you left will
cause your ASE to beep. Go ahead and scan the wall, and you’ll find an
All Seeing Eye logo (pyramid with eye and rings). This is what is
known as an ASE puzzle. To solve, use left and right on the D-Pad to
twist the rings. Once a ring lines up with the pyramid, you press down
or up to get to the next ring. The twist here is, sometimes twisting
one ring a certain way will twist other rings in the puzzle, so you may
need to twist the same ring several times in different directions to
get them all to line up.
Once you solve the puzzle, a room will open up with stairs down.
This is a weapons cache, and these will really help you throughout the
game. Go in, and you’ll find a SCAR, health cans, an ammo box, and
Sub-machine gun, and the prototype HVS45 sniper pistol. Switch your
SCAR for the HVS and stock up. If you’re better with the SCAR than the
MP5, swap your MP5 for the pistol and keep the SCAR. The important
thing is, because the HVS only has 16 shots, you’re down to one gun for
most of the game, so make it count. Now, leave the cache and scan the
bunker room for Trust Disk 1. There are ten of these disks in a level,
usually found floating around, and once you get all 10 you unlock a
concept art gallery. Now, switch to your MP5 and exit. Open the door
down the hall by walking into it, and then open the next door.
You’ll enter a command center teeming with soldiers. Kill all 4
on the lower level, and then go up the stairs and kill 3 more. If
you’ve been going more in depth with the story through radio broadcasts
so far, it’s important to note that the TV monitor on the right on
level 1 tells you what’s going on. Otherwise, go away from the stairs
on level 2 towards the radio, and turn left. Scan that corner for
Trust Disk 2. Go back to the center of level 2, and use the ASE to
hack into the computer module. Switch back to your MP5, and leave the
command center. Once the door opens, kill the four soldiers and keep
moving. Now you’ll see how Prometheus has been controlling America’s
finest… a deadly Neuro-toxin!! AHHHH NOESSS!!! Well, it won’t help
feeling sorry for the soldier, as he’s ready to kill you. Dispatch of
him, and go through the door. In the next hall, go into the first room
on the right, and scan for Secret Message 4. Exit, and go into room 2
straight ahead for MP5 ammo, health, grenades, and a pistol. Exit, and
kill the soldiers there. Also, look out for those red boxes emitting
red pulsing lights. These are pulse boxes, which emit radiation in a
circle that damages anyone close enough. Shoot them down, and go into
the room on the left. Scan for Trust Disk 3, and health. The room
straight ahead when you get back into the hall and keep going has more
health. Turn, and in the second room on the left there is a SCAR, and
an ammo box. Also, scan the room for Trust Disk 4. Exit, and kill
four more soldiers. Be careful as there is a regen unit on the wall
that will heal the soldiers if they are not already dead. Take out the
unit if you can’t kill the soldiers. Go down the hall, and scan the
first room on the right for Secret Message 5. Now, open the door and
on the room on the right is a pistol, ammo box, and health. Go back
out and you’ll see another organic lock, like the one in the tutorial
(this is actually the lock that the voice references when he says “like
the lock in the bunker”. Odd that he references something not yet in
the game, but remember this is a flashback.) Near the lock on the wall
to the right and the left are nodes, one on each wall. Scan them to
disable the locks. Keep going, but when Adams says stop you better </pre><pre id="faqspan-2">
stop.
Take out your ASE, and scan the area to find a ghost mine.
Charge the ASE while facing it to blow it up. Stand near the door, and
keep scanning. You’re in a water plant filled with them. Go around
the walkway and disable all of the ghost mines. Go down into the water
and disable those. Take the strike rifle in the water that was being
guarded by two mines, swap it for the MP5. Go up the steps back onto
the platform, and grab the health pack if you need it. Now exit the
room, and enter the hall. Scan the wall on the right to the right of
the letter B for Secret Message 6. Enter the first room on the right,
and kill the soldier. There’s health, a pistol, SCAR, MP5, and a
radio. Sounds like things are getting bad outside… Hmmmm. Now, go
into the hall and open the door. Don’t go up the stairs, but kill the
soldiers that rappel down. Go up the stairs and kill the soldiers that
are advancing down. Go up to the elevator, and interact with the
button by pressing A. Get in, and wait. Hey, look, a High Voltage
sticker!
When the door opens, kill the soldiers on your left. Go down the
stairs until you reach an area bathed in red light. Scan the outer
wall for Secret Message 7. Keep going down for an ammo box. Restock.
Go back up to the level with the elevator, and turn left into a
hallway. If there are still soldiers, kill them. Turn left, and then
turn right. Hey, wait! What’s a drone doing here?? Too late, just
kill him. Now, switch to your HVS pistol. Go to the hall, and snipe
the drones that are coming in. Once the drones slow down and you have
about 9 or 10 shots left in the gun, switch to the strike rifle and
pick up other strike rifles for ammo. Go into the room, and blow up
the conduit on the left. Go into the next room, and destroy the
conduit in the cubicle. Turn to your right, and shoot the barrel.
Now, take out your ASE. On the cubicle to the left of where the
conduit was, scan for another ASE puzzle. Inside are a strike rifle,
Drudge ammo cache, Human ammo cache, MP5, and another HVS pistol. The
pistol is no longer needed, so if you still have it, swap it for a MP5.
Stock up with both ammo caches, and exit. Kill the soldiers in that
section of the room, and scan by the counter in front of you for Trust
Disk 5. Keep going, and when you reach the small hall, turn left and
scan for Secret Message 8. Now, before going down the hall, turn to
the right and enter the small opening. Scan the room ahead for Trust
Disk 6. Use your ASE pulse ability to retrace your steps, and open the
door that the orange line leads to. Follow that corridor, and kill the
soldiers. Now, descend the stairs in the middle of the room, and
interact with the flashing valve wheel. Turn around and scan to the
left for Trust Disk 7. Follow the corridor to the left, and open the
door. Take the stairs on the right, and shoot the red valve. Take the
stairs across from the right stairs (left from entrance), and shoot
valve 2. Go into the main circle room, and take out some drones and
guards. Shoot valve 3 on the right side of the walkway, and valve 4 on
the left side of the walkway. Go down the stairs, and shoot valve 5 on
the pipes. DO NOT SHOOT THE OTHER VALVE YET!! Instead, scan the
canisters on the left side (if looking towards exit), for Trust Disk 8.
Now, you can shoot valve 6. Make sure you have everything scanned thus
far, as after the steam pressure is released; the room will collapse
and seal you off. Escape the room by exiting. Up ahead should be a
SMAW. You’re gonna want that one. Swap it with the MP5, and keep the
strike rifle. Switch to the strike rifle, and go to the door. Kill
the soldiers in the hallway with the scope, and then go up the ramp.
Turn left, and kill the drones. Quickly, scan the wall on the left for
Secret Message 9.
Go into the hallway, and kill the remaining drones. Scan above
the bust of some guy for Trust Disk 9. Make sure you got that message
and disk, because more of the hall will collapse behind you. Keep
going, and scan the walls on the right and left for more organic lock
nodes. Switch to your strike rifle, and grab the health. Exit the
bunker, and follow the path. Yeah!! Mr. Adams and the President are
really proud!! Wait, why would it be a shame… hold on, I’m not dead…
What?? More DRONES?? And Mr. Adams wants me dead?? Such a big plot
twist!! Now, keep moving, and hide in the corner on your right… hold
on, another voice. Who is this?? PROMETHEUS?? WHAT? But he’s a
terrorist!! Oh, he’s not controlling the drones. Keep shooting the
drones, but run when the red therm-mite rolls in. Shoot it from a
distance. Keep killing drones, and move to the puddle in the center of
the stairs to pick up health.
Now, start bunny hopping and keep drilling drones. Make your way
into the memorial, and switch to the SMAW. Leave the SMAW on the wall
alone. Now that you’re in the memorial, no-scope shoot the conduits
lying around with the SMAW. Hop around, as the SMAW reloads slowly.
After the conduits are gone, switch to the strike rifle. Bunny hop
around, and kill the remaining drones. When Prometheus begins to speak
again, reload and gather health. DO NOT EXIT THE MEMORIAL YET!! Once
you’ve restocked and reloaded, pick up the SMAW at the entrance to
restock that weapon. Switch to the strike rifle, and kill the soldiers
that dropped down. Go to your left and scan the alcove in the wall for
Trust Disk 10. Switch to the SMAW and bunny hop towards the water
front. Rock the drones as they appear, and switch to the strike rifle
if they all scatter. Once you clear them all out, head towards the
water, and wait for the chopper Prometheus promised. That’s all she
wrote for this level!
Checklist of unlockables:
----------------------------------
“There ought to be limits on freedom” – Secret Message 3
Trust Disk 1
Trust Disk 2
“Where is Virginia Dare?” – Secret Message 4
Trust Disk 3
Trust Disk 4
“The Union of Ellinor and Ananias Dare was the catalyst” – Secret
Message 5
“Virginia Dare was the first puppet of our master!” – Secret
Message 6
“Puppet error caused Roswell and Shag Harbor” – Secret Message 7
Trust Disk 5
“Operation Saucer lulled the sheep back to sleep” – Secret
Message 8
Trust Disk 6
Trust Disk 7
Trust Disk 8
“Is not an alien force already among us?” – Secret Message 9
Trust Disk 9
Trust Disk 10
----------------------Trust
[SPL4FAQ]
================
Now we get a dialogue between Mr. Ford and Prometheus. Turns out
Mr. Adams was lying to you, and he’s the bad guy. Prometheus is just
misunderstood. Now, kill the two agents that charge you. Then, turn
right and kill the agents shooting at you. Circle the lower level and
take out all the agents that are charging you. Once the lower level is
clear, you can head upstairs. Remember, with your new trust suit, you
can heal on the go, so slow down to regenerate if you’re low on health.
Upstairs, take out all of the enemies up there. Most of them should be
on the stairs leading to that painting. Kill them all, and start
scanning for nodes. Node 1 is on the left pillar farthest down in the
hall with the lock. Node 2 is on the opposite side of the hall between
Node 1 and the door. Continue on towards those stairs with the
painting. Go up, restock, and scan to the right of the painting for
Node 3. Go down to the right, and Node 4 is at the top of the stairs
on that side. Pick up a Deatomizer and switch it with your TPC
Launcher. Restock again at the Trust Ammo dump, and go through the
exit. Kill the three agents in this room, and open the door. Open the
next door, and kill the soldiers.
Now, scan the two middle bookcases for the nodes. On the left
side of the last bookcase, scan for Trust Disk 11. Open the door, and
kill the soldiers in the next room. Beware the open door on the other
end, which allows soldiers to come and go. Kill all of them, and go to
the entrance. Scan the wall with the flags for Secret Message 10
Keep going into the round room and on the far side go scan for
Trust Disk 12. Go to the near side, and restock. You could pick up
the SMAW, but I wouldn’t. There are a lot of tight corners, and
rockets could backfire very easily. Open the flashing door, and open
the next door. Pick up the health on the table if you need to, and
scan the far wall for another ASE puzzle. Inside are trust ammo,
health, radiation grenades, a warp pistol, and the prototype Deatomizer
Mk9. Switch the Mk4 you have with the Mk9. Switch to your SPAS 12 (my
favorite gun in the game!!), and open the next door. Scan for Trust
Disk 13. Go into the next room, and take out the eggs sacks and agent
with your SPAS. Melee the Tear-mites and shoot the pulse boxes with
your SPAS. Keep going down the hall, taking out the egg sacks, agents,
and tear-mites. Jump over the therm-mites, and let them explode behind
you. Open up the door, and continue opening the doors in the mini
halls until you come to a round room. Take out the egg sacks, and scan
the center of the room for Trust Disk 14. Open the next door, and
begin shooting down the pulse boxes. Jump from stair step to stair
step to avoid the hidden boxes, and take out the egg sack on the other
side. Turn around, and destroy the other pulse boxes. Then, scan the
wall to the right of the exit for Secret Message 11. Go through the
door, and take out all of the egg sacks. Don’t forget the egg sack on
the ceiling. Now, start scanning for nodes.
Node 1 is on the bookcase facing away from the entrance, on the
right side. Node 2 is to the left of the exit, and node 3 is to the
right of the exit. Node four is on the bookcase facing away from the
exit on the right. Exit the room, and open the next door. Switch to
your ASE, and scan the ghost mines. Enter the next room, and destroy
more ghost mines. Enter the next room, and take out your SPAS. Kill
the therm mite, and switch to the ASE. Scan the next ghost mine and
switch back to SPAS to take out the next tear-mites. On the ceiling to
your right is an egg sack… you know what to do. Scan the crack in
front of you for Trust Disk 15. Turn around, and melee the tear-mites.
Go down the stairs and scan the ghost mine. Go to the left and destroy
the egg sack and ghost mine. Return to the room with the stairs and
destroy the last egg sack. Restock your weapon at the ammo box. Scan
the wall at the foot of the stairs for Secret Message 12. Now, scan
the node on the right of the door way, and scan node 2 on the left of
the lock. Exit the room. Start bunny hopping, and turn to the left to
kill the tear-mites. On the opposite end of the reading room, go
behind the book cases and take the left stairs. Keep killing tear-
mites if they get to be too much. Once you reach the blue square, kill
the three guards. Drop back down to the floor, and scan above the
middle bookcase for Trust Disk 16. Return to the blue square (pulse
the ASE if you must). Scan the square, and then scan the computer
terminal inside.
A failsafe has been activated, and you MUST survive! Bunny hop
around and kill tear mites and therm-mites for the next 90 seconds.
After the time is up, go back to the circle room and clear any
remaining mites out. Now, you’ll see a cut scene in the library. Kill
the para mites that appear in a swarm. Once you kill them, more will
come from the center bookcase. Don’t worry about these enemies, but
enter where they spawned from. Go down the tunnel, but beware the med-
mite when you turn right. Continue down and kill him. Enter the
tunnel, and turn left at the exit to scan for Trust Disk 17. Go down
the sewers. Go to the wall on the right of the first pipe, scan for
Secret Message 13. Enter the sewers and kill the enemies. Swap the
SPAS for the warp pistol (you’re probably pretty low on ammo), and exit
the pipe. Kill the med-mite on your right, and turn around and kill
the other one. Swap the warp pistol for the SPAS on the ground, and
restock in the small room that was on the right. Exit, and go to the
left. In a small room there is a scan for Secret Message 14.
Continue down the stairs, and take out the egg sacks. Then, take
out the turret looking thing in the middle of the pipe. On the wall
opposite the turret, with water pouring out, scan for Trust Disk 18.
Continue down the sewer, and take the right stairs. Take out the egg
sacks, and follow the board that crosses the sewer. Take out the other
egg sack, and go down the mini stairs. Interact with the flashing
green valve there, and a new door will open. Jump back down into the
sewers, and go to the next room. Before entering the pipe, scan for
Trust Disk 19. Enter the pipe, and turn right at the exit. Take out
the first egg sack, and then scan to your left to destroy the ghost
mine. Kill the second egg sack. Go down the right side, and take out
the ghost mines on the side and in the water. Once you reach the egg
sack on the right, take that one out and the one on the left. Destroy
the ghost mine on the left by scanning it. Destroy the last two egg
sacks, mop up any remaining mites, and scan the ghost mine at the foot
of the stairs. Go up the stairs, and take out the egg sacks on the
right with your SPAS. Restock with the ammo box, and cross the boards.
Take out the egg sack and turn around. Kill the two med-mites in the
tunnel, and then the tear-mites coming through. Exit the tunnel and
kill the enemies straight ahead. Cross the boards and take out the egg
sacks. Cross back over, go down the mini stairs, and twist the
flashing valve.
Jump back down and follow the sewers. Exit pipe one and enter
pipe two. Exit pipe, and kill the mites and the turret. Along the
roots, scan for Trust Disk 20. On the wall behind you, scan for Secret
Message 15. Continue following the pipe, and when you reach the grate,
finally switch to the Mk9. Go to the center, and take out all of the
egg sacks you can see. If the tear-mites and para-mites get to be too
much, melee and shoot them, but not too much. The egg sacks will be in
front of, behind, and on either side of you. Then, check the corners
for one more. At this point the maximum number of egg sacks left
SHOULD be 11. Reload, and ascend the stairs. Circle the upper level,
and take out the last eleven sacks and any other drudge. These sacks
will be in crevices on all four sides. After that, you’ve finished the
level.
Checklist of Unlockables:
---------------------------------
Trust Disk 11
“MDCCLXXVI” – Secret Message 10
Trust Disk 12
Trust Disk 13
Trust Disk 14
“Under the terms of the treaty, the Shugurra was returned” –
Secret Message 11
Trust Disk 15
“The Condon Committee was ours!” – Secret Message 12
Trust Disk 16
Trust Disk 17
“Fight and Die for the NOW” – Secret Message 13
“Humans should fear the world they call Eris!” – Secret Message
14
Trust Disk 18
Trust Disk 19
Trust Disk 20
“The Ducaz came before the Drudge” – Secret Message 15
----------------------Gridlock
[SPL5FAQ]
===================
Well, now it appears that the President is in trouble. But since
Adams has convinced him that you are now part of the enemy, there’s no
talking to him. You’re going to have to speak through your actions. At
the start of the level, go straight ahead, and take out the soldiers
there. Bunny hop straight, and grenade the first conduit. Turn left
and bunny hop down the passage way, killing the drones in the chairs.
Reach the back of the room, and blow up the second conduit. Return to
the beginning of the level. In the small waiting room with the rubble,
scan the wall for Secret Message 16. Keep going straight until the ASE
beeps. Scan the wall for another ASE puzzle. Go down the stairs, and
there will be human ammo, flash grenades, an HVS pistol, and the
Carbonizer. Switch your pistol for the Carbonizer, and then switch to
the MP5. Head back up, and scan the top of the stairs for Trust Disk
21. Go back down the long passage way and exit through the flashing
doors. There will be a cut scene with a skimmer. Turn right, and take
out the turret with the MP5. Turn around, bunny hop, and kill the
soldiers. Turn back around, switch to the Carbonizer, and kill the
remaining soldiers. Go back to the little alcove with the bookcase,
and scan the back corner for Trust Disk 22.
Go down the hallway, and turn to the right. Blow up the conduit,
and look above you. Kill the skimmer with the MP5, and then scan
behind you for Secret Message 17. Open the door and go to the right,
eliminating any opposition. Go to the right and behind the desk in the
back, to restock. Go back to the door, and start eliminating enemies
through the door. Switch to the ASE and take out the ghost mine.
Switch back to the MP5, and take out the turret. Go back to the room
with the desk and ammo box. There, in the corner next to it in front
of the door, scan for Trust Disk 23. Return to the turret room, and go
through the opening. Go straight up the stairs, and grenade the
conduit up there. Turn left and destroy the egg sack. Turn right and
destroy the regen unit. Scan for Trust Disk 24. Take the Carbonizer
out, reload, and take out the turrets to the right on the bottom of the
stairs. Switch back to your MP5, turn left, and kill the soldiers,
drones, and regen unit. Grenade the conduit, and turn around and go
down the hall. On the right wall near the cabinets, scan for Secret
Message 18.
Follow the hall and go through the door. Go up the stairs, and
kill the guard. Continue up the stairs, and open up the door. Kill
the guards, and the drone turret. On the other side of the room,
behind the pillars, blow up the conduit there. Return to the beginning
of the room, and scan to the left of the door for Secret Message 19.
Go through the flashing door, and scan for the ghost mines. In the far
left of the room, go scan for Trust Disk 25. Go through the doorway on
the right, and go to the far wall. Make sure to hug the perimeter.
Kill the drones and guards in the room, and switch the MP5 for a strike
rifle from the fallen drones. Scan the room and destroy the ghost
mines. Go through the door, drop down the hole, and kill the therm-
mite that comes in. Go straight ahead, and kill the drone in the small
office. Return to the center lobby, and mop up the resistance and
destroy the conduit. Go back to the small office, and scan for Trust
Disk 26. Go through the flashing door.
Kill the forces there, and keep going straight. Go into the
conference room, and kill the remaining forces. Go back, and head down
the stairs. Restock, and scan for Trust Disk 27. In the conference
room, scan the wall to the right of the podium for Secret Message 20.
Scan behind the podium for a small square. This is an odd Easter egg
that cues some weird music. Follow the hallway, and destroy the regen
unit and conduit. Clear the small office rooms of troops, and return
to the dead end on the stairs. In the first office on the right after
leaving the stairs, scan the room for Secret Message 21. Open the
flashing door down the hall, and clear out the enemies. Return to the
entrance, and scan to the right for Trust Disk 28. Continue down the
hall, and after passing the conference room with statues, turn to the
right at the next door. Inside that room, go scan for Trust Disk 29.
Turn around, and go straight until the ASE beeps. Scan the wall for
another ASE puzzle. In the cache are a Shrieker, grenades, HVS pistol,
and health. Take what you want from the room, but retain the
Carbonizer. Exit through the flashing door, and turn right. Blow up
the conduits and the egg sack. Turn around and walk towards the
entrance again. Scan the right wall for Secret Message 22.
Exit the hall, and kill the soldiers in the next room. Hey look!
It’s the oval office!! No time for that now, as we have to scan the
desk for Trust Disk 30. Then, scan to the right and left of the desk
for nodes 1 and 2. Scan above the fireplace for the final bio node.
Now, take a good look at that cut scene. See that large alien in the
back? That’s a scarab (check the enemy guide). Now, before leaving,
reload your Carbonizer. You’re gonna need this bad boy. Exit the room,
and bunny hop straight over to the Scarab. Lock onto him, and sear him
through with a long and painful Carbonizer blast. Then, switch to the
strike rifle and kill the drones. Go back to the porch and grab the
health on the left side. Then, take out the egg sacks. Now, see those
giant “growths”? Prometheus notices them too. Good job, fake
terrorist!! Anyway, shoot it with the strike rifle.
Well, turns out that they are nerve clusters to the tentacles
holding down the President’s chopper, and to free him you have 7 more
growths to kill. Growth two is on the left side of the garden. Make
sure to keep bunny hopping, as the skimmers are relentless. Kill only
one of them, and switch the Carbonizer for the Shrieker the skimmer
left behind. Switch back the strike rifle, and restock your drudge
weapons. Then, go up to the gate and shoot growths 3, 4, and 5 near
the chopper (2 on left, 1 on right). Now, switch to your Shrieker and
aim at the corner of the White House.
Blast off three missiles and point at one of the growths.
Continue doing this until the growth is destroyed. Rinse, wash and
repeat for growths 7 and 8. Now, turn around and wipe up the drudge.
Hopefully now the President will appreciate the magnitude of the
situation, and start thinking. But leave it to Prometheus to be the
bearer of bad news. The President, having seen only a man in a Trust
suit take out an entire alien force, believes in Mr. Adams now, as he
thinks Mr. Ford is still with Mr. Adams… looks like the plan backfired.
Well, now we have to come up with a new plan, but not before the level
ends.
Checklist of Unlockables:
----------------------------------
“Weep for long lost Nibiru” – Secret Message 16
Trust Disk 21
Trust Disk 22
“And from the Cat’s Eye Nebula they came forth” – Secret Message
17
Trust Disk 23
Trust Disk 24
“AD ASTRA PER ASPERA” – Secret Message 18
“XXIII” – Secret Message 19
Trust Disk 25
Trust Disk 26
Trust Disk 27
“Darkness seems scarcely different from light…” – Secret Message
20
Easter egg – Weird Music (not necessary)
“You are not paranoid – you are right!” – Secret Message 21
Trust Disk 28
Trust Disk 29
“People without homes will not quarrel with their leaders” –
Secret Message 22
Trust Disk 30
---------------------------Invasion
[SPL6FAQ]
=====================
Prometheus is just not a fun guy to talk about. Turns out he’s
alerting you to an invasion of the Pentagon that threatens the national
security. Mr. Adams wants the defense codes so he can control the
military, as he believes totalitarian rule is the only way to save the
country. You start the game with a new trust suit (see Other Gear
section), and you’re… all alone. The Drudge have taken out all
resistance, and therefore you are tasked with succeeding where the US
Army failed… piece of cake, right?
Now, go up and open the door. Turn to the right, and scan the
top corner for Trust Disk 31. Exit the room, and go forward down the
alley until you find a conduit. Blow it up. Continue on, and blow up
the conduit on the left and the one further on down to the right. Turn
around, and kill that annoying skimmer that’s been buzzing around.
Return to the entrance, and begin scanning for nodes. Node 1 is behind
the dumpster on the right, node 2 is on the right wall past the car,
and node 3 is on the left wall next to the car, behind a breakable box
(break with a melee attack). Don’t get too close to the car, or you’ll
be burned. Node 4 is to the right of the second conduit, on the left
wall. Now, exit the alley, and go down the stairs. Kill the soldiers
and interact with the valve. Go up the stairs to floor 5, and switch
the MP5 for the SMAW. Drop down five floors to the basement again, and
go up to floor 3. Clear the room of all enemies, (NOT with the SMAW),
and then face the entrance. Scan the wall to the right of the entrance
for Secret Message 23. Go to the office on the left, and scan for
Trust Disk 32. Go across the office to the room with tentacles, and
scan for Trust Disk 33. Exit the room. Now, take out the pulse boxes
and the soldier on the right. Scan the memorial of America’s Heroes
for Trust Disk 34.
Exit the room. Take out the SMAW you have, and destroy the
drones. Go to the end of the hall, and take out the egg sack. Scan
between flags for Node 1. Now, switch your other weapon to a strike
rifle, and restock through other rifles. Now it’s time to deal with
those annoying skimmers. Shoot out the windows with single bursts, and
then kill the skimmers. Looks like some soldiers joined the action as
well, so snipe through the window and kill the soldiers. Return to the
entrance, and scan above the couch for Node 2. Walk over the SMAW to
restock, and then scan between the windows on the left for Node 3.
Node 4 can be found on the wood paneling on the right by the exit.
Exit this room, and you’ll see a cut scene. Remember that enemy
in the tutorial that you couldn’t fight? The invader? Well, they’re
here too, and lucky you, you get to fight it! But not just yet. Now,
snipe the drudge soldiers on the streets, and then drop down to the
streets. DO NOT PASS THE TANKS!! Instead, take out the conduit on the
left with a scoped strike rifle. Now, switch to the SMAW, and then
pass the tank. A scarab will crash through the wall on your right.
Target it, and take it down with rockets. Continue on down, and take
out the other conduits with the SMAW. Now, a second scarab is at the
other end. Blow him away with the SMAW.
After you destroy the conduits, swap the SMAW for the hive
cannons the scarab dropped. Return to the wall that the scarab made.
Scan for an ASE puzzle. Inside are health, human ammo, flash grenades,
and the striker. Change out the strike rifle for the striker. Switch
back to the cannon. Exit the room, and then exit the alley. Go down
to the bottom, and scan the pipes for Trust Disk 35. Scan the wall on
the stairs between basement and level 1 for Secret Message 24. Go up
to level 4, and open the door. Clear out the office with the striker,
and switch to the ASE to eliminate ghost mines when necessary. In the
first office on the right, switch the striker for the SMAW. Now, go
out of the office through the other door, and scan above the plants for
Secret Message 25. Exit the room. Shoot the drone in the window with
the SMAW. Drop down to the street, and switch the hive cannon for the
SCAR.
Walk along the right side of the alley, and take out ghost mines.
Shoot the Scarab that appears with the SMAW. If you need health, it’s
behind the dumpster on the right. Turn right at the hole at the back
of the alley, and blow up the conduit. There should be a scarab there
too, so take him out. Turn right, and scan for Trust Disk 36. Now
turn around, and destroy the other conduit. Take out the egg sack on
the ceiling as well. Scan to the right of the hand scanner at the end
of the hall for Secret Message 26.
Hack the scanner with the ASE, and interact with the pad. Take
out the pulse boxes and four turrets. Interact with the next pad.
Take out the eggs sacks, and scan the left wall for Secret Message 27.
Interact with that pad. Go up the stairs on the right. After the
dialogue, hack the modules in that small room. Drama drama drama!! An
invisible Scarab will emerge, and stop at the stairs. Wait for him,
and go down when the ASE beeps. Scan him, and he will be stunned for a
short period of time. Take him down with the SMAW and grenades, but be
careful not to kill yourself from the back lash. Exit the stairs, and
go straight across. Restock your human ammo, but don’t use the health
just yet. Instead, go to the computer banks and hack the locked
module. Take out the turret at the ceiling, and another wave will hit.
Fight it off with the hive cannon, and at some point switch it out with
the MP5. Now, go back and get that health. Go over to the holographic
globe upstairs, and scan for Trust Disk 37. Now, go up the stairs to
the right of the globe, and hack the last module. Exit through the
door back down by the computer bay. Scan the wall there in the next
room for Secret Message 28. Keep going through the mini halls until
you reach a flashing door. Go in the door, and kill the egg sacks on
the stairway, along with the soldiers. Go to the fourth floor, and
inside quickly can for Trust Disk 38. Now, take out the soldiers and
conduits in the room. Scan the table in the room on the right with the
projection of the Pentagon for node 1. Go forward, and scan the
cabinets in the server room for node 2. Scan the office across from
that for node 3, and Secret Message 29. Finally, scan the outside of
that office for node 4. Exit the room, and drop down to the bottom
stairs to restock.
Go all the way up to level 5, and scan the area outside the door
for Trust Disk 39. Exit the stairwell at level 3 and kill the skimmer
through the hole. Scan that hole for Trust Disk 40. Drop down, and
start shooting drones. Now, take out the ASE, and scan when it beeps
to reveal a scarab. Blow it out of the water, or…err, um pavement?
ANYway, switch the MP5 for a strike rifle. A second invisible scarab
will emerge, to be promptly revealed and killed by you. Finally, an
invader will appear. Holy expletives Batman!! That thing is huge!
Well, shoot at it with the strike rifle. Then, when it rears up on its
hind legs, let fly with the SMAW. Continue doing this until the
invader finally dies. That’s the end of level!!
Checklist of Unlockables:
----------------------------------
Trust Disk 31
“Novus ordo sectorum” – Secret Message 23
Trust Disk 32
Trust Disk 33
Trust Disk 34
Trust Disk 35
“The sacrilege of Bayankora Ula will not be forgotten” – Secret
Message 24
“The dropa came down from the clouds” – Secret Message 25
Trust Disk 36
“XLII” – Secret Message 26
“We must join with the others to bring forth a new world order” –
Secret Message 27
Trust Disk 37
“The Attas shall pay for our exile and imprisonment” – Secret
Message 28
Trust Disk 38
“The final destiny of the Gods” – Secret Message 29
Trust Disk 39
Trust Disk 40
----------------------------Homeland
[SPL7FAQ]
========================
Well, we’ve sure come a long way, and yet we haven’t seen much of
the city side of DC. Well, now we get our chance!! Prometheus
believes there is another nest around here somewhere, but he’s not sure
where. So Mr. Ford has to peruse the streets of DC until Prometheus
can lock in on a signal. So, let the tour of fun (and danger) begin!!
Move forward through the street. Almost immediately, you’ll
encounter drones. Bunny hop around for protection, and take them all
out. Pick up a strike rifle in place of the SCAR, and snipe the drudge
in the window. Once Prometheus gives the all clear, return to the gray
truck at the beginning of the level. Scan the side of it for Secret
Message 30. Now, go to the right and get to the first porch at the
beginning of the level. There should be a box there. Jump on it, and
use it as a platform to jump on the awning next to it. Keep climbing
the building until you come to a roof. Across the roof is a cracked
wall. Shoot it and scan the inside for Trust Disk 41. Drop down onto
the streets, and go left to restock. Turn around, and head down that
street. Shoot the entire drudge there, while bunny hopping. Beware
the cars, as they can hurt you and they also provide cover for the
drudge. After the area is clear, go to the right. A piece of fallen
concrete has formed a ramp that you can climb. Ascend and jump onto
the ledge on the right for health and to scan for Trust Disk 42.
Return to street level. Go up to the ramp that leads to the
alley, but don’t go up it. Instead, turn around. There is a poster on
the wall you are now facing. Scan the wall for Secret Message 31. Go
back to the alley ramp and drop in. Oh thank god, a chopper. Wait,
wait…. OH NOESSS!!! THE DRUDGE TOOK OVER THE CHOPPER!! It’ll crash
out of sight, and you’re left to clear out all the enemies in the area.
Start with the alley, and clear out those drones as well as the drones
on the fire escape. Then, go out into the streets and clear out those
enemies. Do not go into the building at the end of the street yet,
however. Instead go back to the alley and shoot the cracked part of
wall on the right. Scan inside for an ASE puzzle, and scan to the left
for Secret Message 32.
Inside the armory room are a SPAS, human ammo, health, SCAR, and
striker. Trade your pistol for the SPAS and return to the street. Go
through the house at the end of the street, and take out the egg sack.
Scan the corners for Trust Disk 43. When you reach the ammo dumps,
reload. Drop through the hole onto the street. The good news is you
found a bridge across DC. The bad news?? There’s an invader in your
way. First, turn around and scan the wall behind the tank for Secret
Message 33. Then, use grenades to take out the invader. If you run
out, go behind the tank to the ammo box and restock. After defeating
the invader, use your strike rifle to take out the skimmers. Advance
towards the street and scan for ghost mines at the end of the bridge.
Take out the drones with either gun, but take out the scarab with
several close-up SPAS shots. Make sure to bunny hop for protection,
and be careful not to back up into the ghost mines. After the music
changes, continue moving. Turn left, and towards the sewers. Be
careful of the drones that jump up from the hole. Drop in and take out
the Med-mites. Restock your weapons with the ammo box. On the last
walkway over the water in the sewer, pass over it and scan under it for
Trust Disk 44. Walk up the ramp, and pop up in the streets. Take care
of the conduits with grenades, and use your shotgun to dispatch the
scarab. Return to the sewer hole, but instead walk into a hole in the
wall. Scan for an ASE puzzle, and scan to the left for Secret Message
34.
Inside the cache are a SCAR, ammo, Shrieker, Striker, and a
pistol. Exit and return to the site of the conduits. Keep going
through the alley and take out the drones in the alley and on the fire
escapes. Keep fighting, but the pathway behind you will collapse.
Next, there will be ghost mines. Scan for the ghost mines, and also
scan to your left for Trust Disk 45. Switch back to your SPAS and take
out the egg sacks in the alley. You will now come upon 2 invaders!!
Oh dear…. Go over to the ammo box and restock. Throw grenades at the
pair of them, and keep restocking and spamming the grenades. If they
rear up, it might help to shoot them with a shotty. Also, beware the
para-mites and missiles that come from the invaders. There’s health to
the left, and health and ammo on the two porches. After destroying
them, head down to the subway station at the end of the street.
Destroy all of the pulse boxes using the scope on your strike rifle.
Halfway down the escalator on the right, scan for Secret Message 35.
Take out the ghost mines at the turnstile and the first platform. At
the back of the subway car is a box. Jump on it, and jump on the car
to scan for Trust Disk 46. Follow the tracks into the tunnel, being
careful for mites chasing you. When you reach the tunnel, scan left
for Trust Disk 47. Keep going, but beware of therm-mites and drones
behind cover. Prometheus will point you towards a door on the right.
Enter and eradicate the egg sacks.
Restock inside of this room, and then continue on. Eliminate the
drudge here, at the next platform, and take the stairs on the right.
Scan beneath for Trust Disk 48; go up the staircase to destroy the
drudge. On the left side, there’s a small room with a terminal and an
egg sack. Destroy the egg sack and hack the terminal. The subway car
will move away. Does this look familiar yet?? In case you didn’t know
yet, we’re back in real time before the 5 day flash back, as we have
returned to the tutorial stage. However this time, the drudge are
upping the ante.
Turn right towards the door, and eliminate the egg sacks. Go by
corner by door, and scan under egg sack for Trust Disk 49. Now, scan
for the nodes. Node 1 is across the opening, node 2 is under the vent,
node 3 is on the wall under the egg sack and vent, and node 4 is on a
locker opposite the door.
Exit the door, and enter the subway car. Scan on the right for
Trust Disk 50. Again, snipe the mites, and kill the mites coming from
the vents. Scan the left edge of the subway car outside for Secret
Message 36. Restock at the end of the tunnel, and enter the door.
Take out all of the conduits and the drones, and turn left after
exiting the room. Take out the pulse boxes by the platform, and start
destroying the waves of drudge. Begin at the bottom, and then go up top
and bunny hop around. Destroy the scarab with a SPAS, and do the same
for the next scarab. Health packs are on the side ways facing DC ads
below, in case you get in over your head. Go back up top and bunny hop
around while killing each wave that comes from the giant conduit.
There are more drones this time than in the tutorial. Prometheus will
let you know when the swarm is over, and then, you can enter the
conduit. We’ve finally come full circle back to the beginning, and it
only took about 3/4ths of the game to do!! Yep, with only two levels
left (one of which is only two rooms), you’re in the homestretch now!!
Checklist of Unlockables:
----------------------------------
“Sapere Aude” – Secret Message 30
Trust Disk 41
Trust Disk 42
“Every valuable commodity fades before Vril” – Secret Message 31
“Ducaz are but one of the many servants” – Secret Message 32
Trust Disk 43
“Who now watches over the Atu-waa?” – Secret Message 33
“I have seen the fnords” – Secret Message 34
Trust Disk 44
“Our Masters feed on the gnosis of lesser beings” – Secret
Message 35
Trust Disk 45
“Annuit Coeptis” – Secret Message 36
Trust Disk 46
Trust Disk 47
Trust Disk 48
Trust Disk 49
Trust Disk 50
---------------------------- Checkmate
[SPL8FAQ]
=========================
After a powerful reading from Mr. Ford, you’re thrown right into
the action. This is a really intense moment, so I recommend you bunny
hop constantly. Go right, and look up. There is a yellow jammer up
there that is preventing communication between you and Prometheus.
Shoot it down. Go left, and look up on the other side for jammer 2.
Go to the right side of the conduit, and go down to the floor where
jammer 3 is. Start to clear out the enemies. Remember to bunny hop.
Make your way up the ramp and to the left, and shoot the last jammer.
Go up the the ramp on the right, and kill the guards on the catwalks.
Beware dead guards, as their bodies will self destruct. Now go to the
trust ammo dumps and turn around. Charge up your Mk4, charge shots,
and scope shoot the two yellow circles down below that are turrets.
Next go in front of the Conduit on the catwalks, and hack the
terminal. This will shut down the conduit, and prevent the Trust from
gathering reinforcements. Go to the left catwalk and scan the area
next to where jammer 1 was for Trust Disk 51. Finally, go to the
center hub and hack the computer. Turn around and kill the guards.
Scan the wall to the left of the elevator for Secret Message 37. Get
into the elevator, and interact with the pad to go down. Oh, how nice,
Mr. Adams is back!! And what do ya know; he wants me to join him!!
After some ill wishes from Mr. Ford, the door behind you will open.
Spin around, and move to the right. Let the guards come slowly, and
take them out with your SPAS. Once they stop coming, move out. Throw
a flash grenade at the group of them, and clear out the stunned guards
with your SPAS. Move to the left area of the hub, and take out the two
egg sacks in the back as well as the mites there.
Switch to your Mk4 and wait for enemies to come around the
corners. Once you have a clear moment, shoot the two jammers in the
area and run across the compound. Take out the two turrets, and keep
moving. Get to the other egg sacks, take them out, and destroy the
other two jammers. Go back to the first drudge area, and scan the
lobby for an ASE puzzle. No armory this time, just a secret panel with
an Mk9. Switch the SPAS with this weapon, and go hack the main
terminal. Switch to Mk4 and take out the guards that emerged from the
elevator, and then move on. On the right wall of the moving barrier
tunnel, scan for Secret Message 38. Then, go to the elevators, turn
left, and scan for Trust Disk 52.
Enter the elevator and interact with the pad. Doors open behind
you again, so spin around and destroy the turrets and scientists. To
the right of the elevator, scan for Trust Disk 53. To the right of the
main desk, scan for Secret Message 39. Go to the left, and enter into
the lab. Once in, switch to your Mk9. Go up the stairs on the left,
and start taking out the guards. Shoot all of the enemies, and go back
down the stairs. Take out remaining resistance, and return upstairs.
Go into the side room on the right. Scan the corner for Trust Disk 54.
Go onto the center circle platform, killing the guards there. Press
the triangle button beneath the main monitor. Take out guards and
enter the lab II doors. Scan the left wall for Secret Message 40. If
you need to, grab the health packs there.
Next, go into lab II, and repeat the procedure. Go up the left
stairs, take down the enemies, go down and mop up the rest. Return to
the side room, and press the button on the right to activate the
walkway. Then, scan above the main monitor for Trust Disk 55. Hop up
on the control panel to the right of the monitor, and walk down the
support. Go to the edge, and scan for Trust Disk 56. Return to the
monitor and activate lab III. Enter the corridor, and then lab three.
Go to the left in lab III, and kill the guard and jammer in the small
room. Drop down to the floor and kill the guards on the main level.
At the same time, destroy the last three jammers that are located on
the center terminal. Go to the opposite end of the entrance, and scan
behind some boxes for Trust Disk 57. Return to the first jammer
upstairs, and scan to the left for Secret Message 41. Replace the Mk9
with the Carbonizer. Go to the main terminal in the center, and hack
the main monitor. A failsafe has been activated, and the labs will
shut down. Exit the lab through the lab II door. When in lab II, go
to the right and up the stairs. Follow the stairway, quickly.
QUICKLY!!! QUICKER!!! OH NOESSS!!! WE DIDN’T MAKE IT!! But good old
Prometheus, he knows a way to restart the power. Continue to Lab I
while fighting off the mites that emerged.
In lab I, scan the scarab and kill him with the Carbonizer. Do
this to the second scarab that emerges. Go to the side room upstairs,
but go towards the ledge. Jump onto the fallen support, and walk to
the center. Scan for Trust Disk 58. Return to the side room and scan
the computer. Now, exit lab I. Head to the counter in the lobby, and
hack the module. Go towards the containment chambers on the left.
Start taking out these guards with the Carbonizer. When all of the
guards are dead, return to the entrance. Adams now will open the
containment chambers. Stand your ground and melee the mites and other
drudge that emerge. When the door to your left opens, scan inside for
Trust Disk 59. Then, move across the compound and to the right. Scan
behind the passage for your final Trust Disk, Trust Disk 60. Then go
straight across the compound and scan the wall in the other passageway
for Secret Message 42. Congratulations, you’ve completed all
unlockables!!! Now, scan and reveal the scarabs that are invisible,
and kill them with the Carbonizer. Go to the center, and restock as
necessary. Now, go to the big window. Turns out, Prometheus……… was a
drudge.
Turns out that Prometheus was a drudge, and he was captured by
Mr. Adams and used as a blueprint for the entire army. Prometheus
gathered together some men to stop Adams, but now he realizes that the
only way to stop Adams’ army is to kill the template. So with tearful
(not really) goodbyes, hack the terminal next to Prometheus and kill
him. Go behind the terminal, and enter the elevator. Interact with
the pad, and that’s all. You’re done…. Except for the final push.
Checklist of Unlockables
---------------------------------
Trust Disk 51
“MMXII” – Secret Message 37
“Death to the Attus” – Secret Message 38
Trust Disk 52
Trust Disk 53
“Bellum Omnium Corta Omnes” – Secret Message 39
Trust Disk 54
“Enlil was victorious at the place humans call Kecksburg” –
Secret Message 40
Trust Disk 55
Trust Disk 56
Trust Disk 57
“CVIII” – Secret Message 41
Trust Disk 58
Trust Disk 59
Trust Disk 60
“The world is in a constant conspiracy against the brave” –
Secret Message 42
----------------------------Closure
[SPL9FAQ]
======================
Now, the second the elevator is opened, you’ll face a room full
of guards. Start bunny hopping around the room, and use flash grenades
to stun the soldiers. Take out the guards with your SPAS. Once the
checkpoint is reached on your status box, switch the SPAS for a strike
rifle, and the Deatomizer for a Carbonizer. Stock up on health, and
then descend stairs. Now, this is where I leave you, for a time.
There will be wave after wave of drudge, and the only way around them
is to fight through them. The waves will get progressively worse,
until there several scarabs at once. Here are some tips:
-Stay in the back room and let them come to you
-Bunny Hop
-Always pick up health canisters
-If aliens group up in center, shoot one of the bumps on the
rails above the center floor to release a plasma burst
-Bunny Hop
-If you run out of ammo for a gun, the identical gun is on the
opposite side of the first
room to let you restock
-Bunny Hop
-Take out the scarabs with the Carbonizer
-Did I mention Bunny Hop???
GOOD LUCK!!
*twiddles thumbs*
*whistles*
*sips tea*
Once Mr. Adams voice returns, you are safe. There is another
failsafe in place that will lock you in. However, turns out Prometheus
uploaded his consciousness into the ASE, and he tells you to hack the
modules in the room to divert power to a conduit so you can escape. DO
NOT HACK THE MODULES IN THE MAIN ROOM!!!! Instead, go under the stairs
and hack the main module, and then the three servers. With about two
minutes left, open one center stasis module at a time and kill the
scarab with the Carbonizer and strike rifle. After four stasis modules
have been opened, the power will be returned. Quickly, run over to the
one conduit that is open, and enter. You’ll see a cut scene where the
drudge try to stop you, but you’ll escape. CONGRATULATIONS!!! YOU
BEAT THE GAME!! One last thing of importance… listen to the voice over
in the credits to find out that Mr. Adams has a devious plan with a
drudge warrior, and they are not done yet. Can anyone say sequel??
Checklist of Unlockables:
---------------------------------
--
========================
Multiplayer Guide [MPLFAQ]
========================
Matchmaking.............[MPMCFAQ]
Customization...........[MPCTFAQ]
Modes...................[MPMDFAQ]
Maps....................[MPMPFAQ]
Weapon Sets.............[MPWPFAQ]
Tips and Strategies.....[MPTSFAQ]
================
Matchmaking [MPMCFAQ]
================
--Friends
When choosing the Friends option, you can play with people that
you have added to a friends list. This can be done in one of two ways:
either
A) Add gamers by exchanging friend codes that were given to you
when first connecting to the Nintendo Wifi Connection
B) Add gamers by friend requesting those who have exchanged Wii
codes and have The Conduit. You can then go to the friend
request menu and see who has requested you, or choose the Wii
friends option from the add friends menu
No modes are taken away from the Friends mode, and one player can
host a room while other friends join the room. Friend matches also
enable Wiispeak, and allow players to talk either to the six closest
players during Free For All, or their teammates during Team matches.
Friends can also speak to each other if they join a public room
together, as friends can see who on their friend list is online and
what rooms they are in, with an option to join. 64 Friends can be
added to the friend roster, 32 from Friend Codes and 32 from Wii Codes.
--Regional
Regional matches retain all of the modes of normal matches, but
pair you up with other players in your country or region. When choosing
games, democracy rules as each player votes on which map, weapon set,
and game mode should be played. Although chances are more likely that
the more votes an option gets the more it will be picked, it is
possible for a minority vote to be chosen.
--Worldwide
Worldwide matches retain all of the modes of normal matches, but </pre><pre id="faqspan-3">
pair you up any other player in the world that has chosen worldwide and
is online. When choosing games, democracy rules as each player votes on
which map, weapon set, and game mode should be played. Although
chances are more likely that the more votes an option gets the more it
will be picked, it is possible for a minority vote to be chosen.
===============
Customization [MPCTFAQ]
===============
When choosing what model to represent your player in multiplayer
matches, there are four standard choices and an extra unlockable skin
(see unlockables guide). The four skins are:
--Agent: The agent is dressed in the standard suit of all Trust
agents. They have a helmet, body suit, and long pants with a
visor. Adjusting the primary color adjusts the body piece and
helmet colors, while the secondary color adjusts the visor color
and slight details on the body suit.
--Drone: The drone skin is the normal appearance of drudge drones
in the single player campaign. Adjusting the primary color
changes the color of the drone’s body, while adjusting the
secondary color changes the color of the drone’s eyes and other
details on the body
--Guard: The guard is a slightly altered suit from the Agent body
piece. The main difference is that the Guard’s helmet is
slightly more squared when compared to the Agent’s form fitting
helmet. The primary color adjusts the body piece and helmet
colors, while the secondary color adjusts the visor color and
slight details on the body suit.
--Scientist: The scientist skin is a basic hazmat suit with an
oversized visor. The primary color adjusts the color of the
hazmat suit, while the secondary color adjusts the color of the
oversized visor.
--Secret Agent: The secret agent is the unlockable fifth
multiplayer skin. It is an agent in a suit and gasmask, with no
head protection. The primary color adjusts the suit’s color,
while the secondary color adjusts the color of the undershirt
that the agent wears.
The color choices you make will be visible during all free for
all matches. During team matches, the two teams don plain red or blue
uniforms to differentiate team. However, your model choice is still
visible during multiplayer matches
================
Modes [MPMDFAQ]
================
After choosing which Matchmaking category you wish to play on,
you can choose one of three general modes.
--Free For All
FFA matches pit every single player against each other in a
winner takes all event. The modes available to vote on in FFA are:
-Quick Match: A mode where the time is shortened, and the first
person to reach the kill limit wins the match.
-Marathon: This mode is a twenty minute match with no respawn or
kill limits, and whoever has the most kills at the end of the
twenty minutes wins the match.
-Three Strikes: This mode is a survival match with a shortened
time limit and only two respawns are allowed. The respawn time
is lengthened to allow players to stay in slightly longer, but
the last man standing with a life wins the game.
-Last Man Standing: Last Man Standing is an expanded version of
Three Strikes, where instead of three total lives the player has
nine.
-ASE Football: All players compete to hold onto the single ASE
the longest. Whoever has reached 99 seconds wins, or whoever has
the longest time with the ASE at the end of the time limit. Each
second is a point, and time held is the only way to affect points
-Bounty Hunter: Bounty Hunter is a mode that discourages shooting
from the hip at everything. You are assigned one target. If you
kill that target, you gain two points. At the same time, someone
is hunting you. You do not know who is hunting you, but you can
kill them at no penalty. However, if you kill someone who is
neither a target nor a hunter, you will lose a point.
--Team Reaper
Team reaper matches pit one team against the other in death match
style fights. The modes available to vote on in Reaper are:
-Quick Match: Whichever team reaches the score limit first in the
time allotted or whichever team has the most kills at the end of
the shortened time period wins the match
-Marathon: A twenty minute death match in which the team with the
most kills after twenty minutes wins
-Shared Stock: Each team is allotted fifty lives to be shared
among the team members. Whoever loses the lives first will lose
the match
--Team Objective
Team Objective matches focus on capturing the ASE rather than
killing. Although killing does gain you points in some modes, it is
not the focus of the matches. The modes available to vote on in
Objective are:
-Quick Match: Whichever team captures the others ASE five times
and brings it back to their base wins. Otherwise, the team with
the most captures in the shortened time period wins
-Marathon: Whichever team captures the most ASEs in the twenty
minute time limit wins the match. If there is a tie, a small
overtime is allowed
-Killing Override: This mode allows a winner after five team
captures or seventy-five kills, whichever comes first
-Single ASE: One ASE is placed in the middle of the map, and both
teams compete for captures
=================
Maps [MPMPFAQ]
=================
There are seven maps in total to choose from, each of varying size and
design. Each map is based off of locales in the single player
campaign. Each map also has respawn points for each weapon in the
chosen weapon set, as well as ammo dumps located around the map for all
three weapon types. For the most part, the weapons are mirrored, and
have flipped symmetry. This helps with memorization and navigation, as
knowing one half of a map can lead to extensive knowledge of the full
map.
Complex:
The Complex is a large map that has two identical sides. There
is a back base at ground level with branching tunnels that connect both
bases. There are also small middle grounds that provide connection to
the middle of the map, and stairways to the rest of a base, as well as
human and trust ammo dumps. The third and top level provides areas for
snipers on either side of a barrier, as well as trust ammo dumps, and
connects to the other bases sniper areas through tunnels on the side of
the map. There are two subway-style tunnel entrances in the middle of
the map on ground level with a barrier separating them, an open walkway
surrounding these tunnels, and sheltered side tunnels that connect to
stairways that lead to the middle and upper levels of the base
Pentagon:
The Pentagon is another large level with four different heights.
The top level has an area in the far end of the map that shelters
objectives and also has branching hallways on each side with a catwalk
connecting the paths that also allows for snipers. The next level down
also has tunnels and stairways up and down, a human ammo dump, as well
as a ramp made of rubble that allows for easy transport to the street
below. This second highest level’s side halls connect to a center
checkpoint structure that connects both bases and provides windows for
sniping. The streets provide paths under the checkpoint with trust and
drudge ammo dumps, as well as entry ways to stairs that will take the
player either up or down. The underground portion of the level is
accessed either through a side stairway or a manhole in the streets,
and connects both ends of the level
Sanctum:
The Sanctum is a slightly large area with a central arena that is
in full sight of an upper balcony, as well as catwalks up above. The
catwalks are accessed from boxes stacked up against each other, and the
balconies are accessed by stairs to the central arena or side tunnels.
These side tunnels allow for access to the upper, mid, and lower
levels, as well as points for human ammo dumps. The mid levels serve
as access tunnels to the main arena, where as the lower levels provide
access to stairways that branch throughout the level, as well as ammo
boxes for trust and drudge weapons and weapon respawn points
Infirmary:
The infirmary is for the most part a single level map. The level
has many rooms and twisting halls, which provide close quarter combat.
Human, drudge, and trust ammo dumps can be found in the medical bays on
either side of the map. Next to these bays are long hallways with
desks for cover. The inside bays have a middle connecting stairway
that allows players to move from one part of the bay to the other
without risking the inevitable firefights of the long hallways. There
are also hidden shower locations that provide players with cover, but
make it very easy to be trapped by a power weapon
Warehouse:
The warehouse is a two level map. The upper level has a ramp that
connects the ground level to a ledge on which players can snipe down
below and refuel with human ammo boxes. There are also catwalks on the
upper level that can provide access to the other side for players that
jump across the small gaps. The lower level at it’s outermost reaches
circles around the rest of the map with drudge and ammo dumps. Inside
of that is a section that splits into three parts, but are open to
attack from above at all times. Finally, entrances to the access ramps
are on the ground floor
Streets:
The Street level is the smallest level in the game. A single
main street provides access to all areas of the map, but is also open
to sniping from across and above. At each end of the street is a pile
of rubble that allows for sniping. Each side of the street also has an
enclosed business office that provides human ammo, shelter, and
sniping, a semi-opened garage with trust ammo and a ramp to a second
floor window that if jumped can provide access to the second floor of
the office, and an alley that connects the two buildings and has drudge
ammo caches. Several cars in the streets provide limited cover, but
otherwise players who wish to remain hidden are best kept hidden in the
buildings
Bunker:
The bunker is a large level with branching tunnels on the sides,
side rooms with upper and lower levels, and a central hub with
connections to above and ground level. The tunnels connect each back
end base to the sides of the level, and the base has human ammo dumps.
The upper tunnels have trust and drudge dumps, while each side room
connects to the hub, the tunnels, and also provides pillars that when
jumped allows deep penetration into enemy territory. The central hub
has sheltered side walkways, a large staircase structure, and a middle
open area that allows for combat. The back region can be reached
either through the tunnels, or a ramp that is found at the ends of the
hub and go straight to the back of the base.
=============
Weapon Sets [MPWPFAQ]
=============
There are several different weapon sets to choose from in the
multiplayer area of the game. Each set is generally balanced with
weaker and stronger weapons in limited supply, and the basic weapons
are given to you from the start. There are usually weapons that work
better up close and from far away, and each weapon set allows for an
intense multiplayer showdown.
Human:
The human weapon set has all of the human weapons in the game,
including the MP5, the USP45, the SCAR, the SMAW, the SPAS, and frag
grenades.
Drudge:
The drudge weapon set has all of the drudge weapons in the game,
including the strike rifle, warp pistol, Shrieker, hive cannon, and the
radiation grenades.
Trust:
The trust weapon set has all of the trust weapons in the game,
including the Deatomizer, Carbonizer, TPC Launcher, and flash grenades.
There is also the inclusion of the USP45, to provide a pistol for the
set.
Near/Far:
This set incorporates weapons of all three types, with the common
denominator that they are all best suited for close combat or sniping.
Such weapons include the SPAS, the Strike Rifle, SCAR, MP5, and Frag
and Rad grenades.
Close Combat:
The close combat set includes weapons that would be best suited
for, well, close combat. This set includes the SPAS, the USP45, the
Carbonizer, the MP5, and the Frag grenades.
Long Range:
The long range set includes weapons that work better from a
distance. This set includes the SCAR, the Strike rifle, the
Deatomizer, and frag grenades.
Chargeable:
The chargeable weapon set includes weapons the can be charged for
greater results. This set includes the Strike rifle, the Deatomizer,
the MP5, the Warp Pistol, and grenades.
Explosives:
This set focuses on big explosions rather than tactical fighting.
Heck, the weapon you start off with is the rocket launcher! This weapon
set includes the SMAW, the Hive Cannon, the TPC launcher, and the
grenades.
================
Tips and Strategies [MPTSFAQ]
===============
Now, this section is all about advice when playing multiplayer matches.
There are many different methods to winning a match, but some work
better than others. The most important rule of thumb is to play to
your strengths. If you aren’t a good sniper, you probably won’t win a
lot of matches with a SCAR. Know how you play, and focus on your
strengths and how to translate that into winning. Above all, have fun.
-Keep Moving! In every match, even if you are sniping, you want
to remain mobile. Sitting in one place not only gives away your
position, but lets others plan ways to trap you. It is near impossible
to take a “last stand” attitude by backing yourself into a corner and
letting the enemy come to you. This could bring about swift death, or
it could backfire. If people see you are adept at fighting in tight
places, they will avoid you. Movement keeps the game interesting, and
allows for different situations that expose all the sides of a player.
-Bunny Hopping is your friend. In most if not all matches, bunny
hopping is the best way to move around. By moving around constantly
and subtly changing directions, you create a harder target. However,
don’t let this hopping frenzy prevent you from focusing on the enemy,
or losing track of him.
-Find the power weapons, but don’t rely on them. In every set,
there is a power weapon. Some are more effective than others, but they
are always there. To give everyone an even shot at playing with the
power weapons, there is only one on the map, located in the middle.
Some are up high or down low, but they will always be in a spot that
gives everyone a chance at them. If you don’t get the power weapon,
however, don’t fret. Each weapon has a draw back like low ammo or long
reloads. Know the weaknesses of each power weapon and exploit them in
battle.
-Don’t keep going to the same place. If you are killed in one
spot multiple times, don’t return there. If someone is looking for
you, that is most likely the first place they’ll look. If you are
skilled enough, hide so that you can trap someone who goes into that
area, giving you an easy kill.
-Use your team mates wisely. In team matches, don’t go solo.
It’s a team match for a reason. Either go in pairs or trios, and
always work together. This way, you won’t be swarmed by the enemy and
have a better chance at killing someone or gaining an objective.
Playing solo and contributing what you can to the team may be more fun,
but it’s a surefire way to get killed quickly.
-Keep to the shadows! Don’t go down the middle of a wide open
area and expect nothing to happen. They are wide open for a reason.
If you play FFA, stay in the background and pick off survivors of a
firefight, or play hit and run by shooting and moving. Going out in
plain sight will unite your enemies in a common goal: killing the easy
prey. The same goes for Team matches, although there will not be as
many people searching for you.
-Finally, Keep Playing! Many aspects of multiplayer games evolve
over time as opinions change on aspects of the game, or new methods are
discovered. Often, if you play the game and then leave for several
months, coming back will be an interesting experience. Don’t stay
stuck with one playing method, but go with the flow. Not only with
this keep the match interesting, but allow you to stay with the pack.
---------------------------------------------------------------------
==================================
Hidden Message Meaning/Conspiracies [HMCFAQ]
==================================
Although the plot of The Conduit is pretty straight forward, if
you delve deeper into the back story you find out that really the plot
is convoluted and based on hinge theories and spiritual beliefs.
However, this plot (like the elements in it), is not widely publicized
and instead must be hunted for. This section gives a little insight to
the meaning of the hidden messages (the locations of which can be found
in the single player walk-through), and wraps up to the section with
what I believe is the full story behind The Conduit. You can thank
yours truly for the research he did, but the sites with the real
information are credited at the bottom.
**Disclaimer**
The following section is a slippery slope between factual
information and personal vindications. Although the following
information was researched on actual websites, the information is not
usually official, and is instead derived from witness testimony and
interpretations. There are many people who believe the following
information as fact, while others believe that the theories are not
true and should not be listened to. In this section, I simply am
relaying information that I found on various sites having to do with
conspiracies, and then by assuming the information to be true for the
in-game scenario, am drawing conclusions about the game’s fuller plot.
I am not saying that any of the following information should be taken
literally, and I am not giving my personal bias or opinion about any of
the following artifacts. Any emails questioning the authenticity or
truth about the following information will be disregarded.
Hidden Messages
---------------
Each message is listed in the order by which they appear, with a
short explanation underneath. Citations for the research can be found
at the end of the section.
Message 1: “Colares was more successful than Roswell”
-Each of the events listed, Colares and Roswell, are events where
UFOs were spotted. The Colares incident, in 1977, was a period
of four months where researchers cited seeing various flying
objects submerge and emerge from the mouth of the Amazon river in
northern South America, near the small town of Colares. Roswell,
which happened thirty years earlier in New Mexico, is an incident
where UFOs and alien bodies were found. However, the UFOs
crashed and supposed the US government covered up the incident.
This incident suggests that whatever happened under the waters
near Colares was more beneficial to alien life forms than the
crash in Roswell, New Mexico.
Message 2: “The lesser forms will bow before the Annunaki”
-The Annunaki, also known as Jedi, were assigned by the God of
Christian and Jewish religions to watch over the original humans
of Earth. However, they rebelled and defiled the human women and
enslaved the men to create large structures. It is believed by
some that this enslavement helped create the pyramids in Egypt
and Central America, and that it supported the advanced cultures
in the modern-day Middle Eastern region. It was believed in
Sumerian culture that the Annunaki came from the planet Nibiru,
and that the crash between their planet and an object in our
solar system caused the creation of Earth. Afterwards, the
remaining Annunaki (the Remnant), enslaved the humans. In both
cases, the lesser forms (human-kind) bowed down before the
Annunaki.
Message 3: “There ought to be limits on Freedom”
-This message mirrors the obvious sentiment of the Annunaki, as
they enslaved humanity for their own desires. This sentiment
also explains why, in the game, John Adams wishes to control the
government, so he could control the country and limit their own
personal freedoms.
Message 4: “Where is Virginia Dare?”
- Virginia Dare was the first colonist born in America, whose
father Ananias Dare assisted the governor. Settled on Roanoke
Island, the whole colony disappeared during the three months
in which Ananias returned to Britain for supplies.
Supposedly, Ananias told the settlers to carve the name of
their attackers into a conspicuous post if it caused them to
go into hiding, and to cross out the name if they were going
to be killed. When Ananias returned, the uncrossed word
“Croatoan” was found on a post, suggesting that the colonists
were not killed. Therefore, it was not known what happened to
the newborn Virginia, or where her fellow colonists went.
Message 5: “The Union of Ellinor and Ananias Dare was the catalyst”
- This suggests that the union between Ellinor and Ananias
(which created Virginia) set into motion or “catalyzed” a plan
of the Annunaki. As I will explain later on, it is my belief
through my research that Virginia Dare was used as a go-
between for the Annunaki and the humans, and therefore her
conception would set into motion the Annunaki’s plan to
subjugate the humans.
Message 6: “Virginia Dare was the first puppet of our master”
- Assuming that the powerful Annunaki controlled the Drudge,
therefore the “master” in this phrase would be them. Virginia
Dare, being the first puppet, most likely did the bidding of
the Annunaki and therefore it can be believed that the
disappearance of the Roanoke colonists was linked to the
Annunaki’s actions. Virginia Dare became their slave, and
therefore could possibly have helped further the Annunaki’s
plans for world domination.
Message 7: “Puppet error caused Roswell and Shag Harbor”
- Roswell and Shag Harbor were both incidents involving UFOs.
Roswell, as already documented, was a UFO crash in New Mexico.
Shag Harbor was also a crash in Nova Scotia, where an UFO was
seen by villagers in the small fishing town of Shag Harbor to
have crashed into the nearby ocean. Apparently this submerged
vessel was caught on Naval radar traveling to the Submarine
base Government Point, where a second UFO joined it. Here it
is believed that the second UFO gave aid to the first UFO.
After several days of observing the event on radar, the Navy
gave chase. At this point, both UFOs fled the scene and,
after breaking out into the waters past the state of Maine,
broke the surface and flew off into the sky. However, as both
incidents could be classified as accidents, it could be
concluded that errors in the behavior of those controlled by
the Annunaki caused each accident.
Message 8: “Operation Saucer lulled the sheep back to sleep”
- Operation Saucer was an initiative taken by the Brazilian Air
Force in 1978 to determine the cause of the Colares incident.
This operation lulled the sheep (humans) back to sleep (a
state of ignorance), as the operation yielded very little
information and therefore led people to believe that Colares
was another vague conspiracy theory.
Message 9: “Is not an alien force already among us?”
-This message several meanings, all of which are not definite.
The first suggests that the humans on earth are not the same as
they were, and are therefore foreign or alien. This would
support the stories that the Annunaki tampered with the DNA of
humanity by defiling the early women they were charged to watch.
The other meaning, which will be discussed later in depth, is
that when God flung the Annunaki out of heaven, they landed on
Earth or under the Earth in hell, and therefore are still among
humanity. Finally, the message could mean that puppets like
Virginia dare and those that caused the errors at Roswell and
Shag Harbor could still live among us, as they seem to be human
due to the mysterious loss of human colonists linked with the
puppet Virginia Dare.
Message 10: “MDCCLXXVI”
- In Roman numerals, this message translates to 1776, the same
year that America declared its independence. One of the
people involved was famed revolutionary John Adams, the
driving force behind the creation of the Declaration of
Independence. Although Jefferson penned it, many of the ideas
were brought to the table by Adams. Adams may also be
familiar as the leader of the shadowy trust organization. As
I will discuss later on, I believe that through research and
the ending cut scene where the voice of Adams says he hasn’t
been “waiting for 200 years”, that the John Adams of the
revolution was a puppet of the Annunaki and therefore 1776 was
a major turning point for the aliens. It would seem logical
(at least in game), that the Annunaki would place a foothold
in society by controlling the man who played possibly the
largest parts in forming one of the largest and most powerful
countries in the world. As with other numbers you’ll find,
this may be on of the key figures in Annunaki history, and
their plan to dominate Earth as their new home world.
Message 11: “Under the terms of the treaty, the Shugurra was returned”
- According to legend, the Shugurra was the crown of divinity
worn by the goddess Inanna. She descended from the heavens to
the underworld, where she lost her crown to the demons at the
gates. Although she returned to the over world, the Shugurra
was not with her when she returned. This implies that the
Drudge or someone related to them made a pact with the demons,
where one of the bargaining pieces was the crown. Therefore,
due to the stories of the Annunaki being thrown from the
heavens by God, I believe that this research points to the
fact that Inanna was an Annunaki.
Message 12: “The Condon Committee was ours!”
- The Condon committee was a committee formed in 1966 to
research the occurrences of UFOs for a two year period, and
then report back to the US government their results. After
the two year period, the committee concluded that UFOs and
alien life forms did not truly exist, and it was not worth the
time of the government to look into such phenomena. However,
rumors abound that the committee actually found conclusive
evidence of extraterrestrial life, and their conclusion was
actually a cover-up. Therefore, this message could mean that
the cover-up was actually orchestrated by the Annunaki using
the Condon committee as puppets, similar to Operation Saucer’s
lack of results.
Message 13: “Fight and Die for the NOW”
- Obviously, this was probably the most difficult message to
research, due to the fact that the acronym NOW actually is a
common word in the English language. Several searches only
provided links to money-saving websites and information on
women’s organizations. Therefore, I must use contextual
evidence to find the meaning. By saying fight and die FOR, it
suggests that the NOW is actually an organization of alien
origin. This is supported by NOW being called THE NOW. One
possible link could be the saying New World Order, referenced
elsewhere in the game, and the letters were misspelled by
Drudge. However, this seems like a stretch, and therefore it
is more probable that the NOW is simply an alien organization.
Message 14: “Humans should fear the world they call Eris”
- After a little bit of research, I found that Eris is actually
a legitimate dwarf planet on the edge of our solar system. A
small body outside of Pluto, it remained a dwarf planet when
Pluto was removed from the Solar system for its size. More
interesting, however, was that Eris was actually part of the
Sumerian’s calculations of astronomical beings, considered the
12th celestial body, after the nine planets, sun and moon.
Therefore, by accepting Eris as a legitimate part of our solar
system, it could be this planet that the Annunaki fled too
after the crash landing Nibiru made in the solar system. On
Eris, they could be building up forces to return to Earth to
reunite with the Remnant and conquer Earth for their new home
base, which should cause fear among the human race.
Message 15: “The Ducaz came before the Drudge”
- The Ducaz, like the drudge, were reptilian aliens that came to
Earth. The Ducaz were part of the remnant on Earth after the
crash landing of Nibiru, or their exodus from heaven
(depending on which story you find more credible). Because
the Ducaz are being compared chronologically to the Drudge,
common foot soldiers of the Annunaki’s plan, it could be
reasonable to infer that the Ducaz are not the master race,
and instead are modeled after the Annunaki on Eris. This
could also bring into question if the Ducaz are the templates
used by John Adams to create his Drudge army, and therefore it
could be reasonable to infer that Prometheus is actually one
of the Ducaz.
Message 16: “Weep for the long lost Nibiru”
- Reference earlier, the planet Nibiru was believed to have been
the tenth planet in the solar system. It had an oblong
elliptical orbit that set it on a crash course for something
between Mars and Jupiter (possibly the asteroid belt), which
created Earth. It is also believed that the Annunaki lived on
Nibiru. Therefore, connections can be made between the
Annunaki on Nibiru and the Annunaki on Eris: both were far off
from Earth, both were on the fringe of the universe, and both
were relatively unknown. After the destruction of Nibiru, the
Annunaki may have returned to the same place to try and
rebuild for another assault on Earth.
Message 17: “And from the Cat’s Eye Nebula they came forth”
- A Nebula in the constellation Draco, this Nebula gained its
name from its Cat’s Eye appearance. This imagery comes from
the gas rings emitted from the central sun that form
concentric circles, which form a cat’s eye. This phenomena,
happening for a thousand years, may have begun destabilizing
the planets long before. If such an environment was unlivable
for any alien races, such as the Annunaki, they may have come
forth from the Nebula in search of other worlds to conquer.
Message 18: “AD ASTRA PER ASPERA”
- When translating, each phrase that came up was actually
written as PER ASPERA AD ASTRA, which means “through
difficulties to the stars”. AD ASTRA means “to the stars”,
and therefore this message could be translated as “To the
stars through difficulties”. Being written by the Drudge, it
would more than likely come from the perspective of the
Annunaki, whose home planet was far away. Looking from their
sky, our system would look like a cluster of stars to them,
and their difficulties (escaping the Cat’s Eye Nebula, the
crash on Nebula, the banishment by God) would be the
difficulties they experienced on their way to the stars.
Message 19: “XXIII”
- Translated as 23, this most likely references the 23 enigma, a
belief that all events in the universe are connected to the
number 23, a permutation or change to the number 23, or
another number related to 23. This type of mathematical
approach to the universe could speak to the Annunaki’s
advanced society, and how they approach life.
Message 20: “Darkness seems scarcely different from light...”
- This message could also mean several things. The darkness
could refer to ignorance, and therefore light, or knowledge,
does not really change the lives of those who have seen the
light. Another meaning could be that the darkness of space
that the Annunaki traveled through could be scarcely different
from the light of the planets, or that the darkness of Eris is
not that much different from them living in hiding on Earth.
Message 21: “You are not paranoid - you are right!!”
- This message could have been written to reassure those who
were trying to find the answers to what was going on around
them in the game. Some may have discovered through research
what is being discussed here. However, they may have felt
paranoid about their findings, as they were unusual and most
likely unacceptable to common society. Therefore, it seems as
though the Annunaki almost are looking forward to a meeting
between them and humans, as they are encouraging anyone who
has discovered their story.
Message 22: “People without homes will not quarrel with their leaders”
- Another bit of Annunaki philosophy, this belief could be
rooted in their own experience, wandering through space to
find a new home. If they quarreled with their leaders, they
could have easily been left behind and therefore would have
died. By listening to everything their leaders said, the
Annunaki were assured life on a new planet. This may then be
their belief for control, where those who have nothing left
must depend on those who can give something to them: their
leaders”
Message 23: “Novus Ordo Seclorum”
- Translated as “A New order of the Ages”, this saying is
written on the dollar bill under the picture of the unfinished
pyramid with an eye (which interestingly enough is called the
“All Seeing Eye”). This inclusion of Drudge terms on a basic
currency of the country suggests that the Annunaki were part
of the foundation of this country and its systems. This would
support the idea that the John Adams of the revolution and the
John Adams of the Trust are actually one and the same, an
Annunaki bent on taking over the world.
Message 24: “The sacrilege of Bayankora Ula will not be forgotten”
- These mountains on the border of China and Tibet apparently
were the site of a mass burial, discovered in 1938. The
burial site, a cave cut into the mountain side squarely, was
described as looking like “some heat source” had created it.
This heat source wouldn’t have been available at the time at
the time of the burial, and therefore suggests the advanced
technology of the Annunaki. Inside the burial ground are
skeletons of four foot tall creatures with disproportionate
heads, which match the legends of the region that small people
descended from the clouds onto the region and were hunted down
by humans. This hunting could be the sacrilege referenced in
the message. Something else to note: in the burial ground
were roughly 900 small discs that were punctured in the middle
by a small hole. Around the discs were small grooves that at
first were thought to be phonograph grooves, but later it was
identified that they were words written in mysterious,
Egyptian-like hieroglyphics. This could suggest again the
work of the Annunaki, who may have used those discs as
primitive CD-ROMs, like how CDs today have layers of
information written around the discs. The deaths of the small
people apparently angered the Annunaki, and therefore will not
be forgotten.
Message 25: “The Dropa came down from the clouds”
- One of the discs at Bayankora Ula was apparently translated by
a scientist close to forty years after the discovery of the
burial grounds. According to him, this disc talks of a small
people, called the dropa, who came from the clouds and, with
peaceful intentions, began to live among humans. Supposedly,
the humans felt sorry about the Dropa’s predicament, and even
tried to help them repair their craft. However, due to some
unknown incident, the humans began hunting the Dropa, causing
the burial ground and sacrilege at Bayankora Ula.
Message 26: “XLII”
- Translated as 42, this number continually crops up in
mathematical expressions used to understand the universe.
Anything from the number of seeds on a plant to measurements
of the world seem to relate back to the number 42, and
therefore this number is believed to be the meaning of the
universe. This is another numerical expression written by the
Drudge that could signify the mathematically aligned minds of
the Annunaki.
Message 27: “We must join with the others to bring forth a new world
order”
- Again suggesting the Annunaki’s wish to control human kind,
this also seems to hold tones in the founding of America as a
new world order in the 1700s. Until then, democracy was
relatively unknown and the establishment of a country on this
principle created a new world order. Not only does this point
to an Annunaki take-over, but also supports the idea that the
Annunaki were part of the creation of America.
Message 28: “The Attas shall pay for our exile and imprisonment”
- Although reference to the Attas was made when describing the
Ducaz (the name given to them by the Attas), there is no
concrete evidence to who the Attas truly are. The one thing
known about them is that they are preventing the Annunaki’s
return to the home planet, and therefore may possibly be
keeping the remnant from bolstering the forces on the home
planet and bringing about the demise of humans.
Message 29: “The Final Destiny of the Gods”
- Written with a lightning bolt cut down the middle, this
suggests that the Annunaki wish to destroy or tear apart the
Gods. This would make sense, as according to legend the
Annunaki were cast aside by God. Whether this lightning is a
force of nature or a new weapon is unknown, but it is
important to remember that in the story trailer at the
beginning of the game, odd storms appeared before “The Bug”.
This could lead to evidence that the Annunaki are capable of
harnessing the weather.
Message 30: “Sapere Aude”
- Translated as “dare to know”, this seems to go against the
beliefs of the Annunaki, who seem intent on keeping their
subjects in the dark. However, it is important to remember
that the Drudge wrote that the darkness was scarcely different
than the light, which could mean that humanity would still be
ignorant if they knew of the Annunaki. Finally, this could
mean that the Annunaki wish for humanity to know, as it might
cause such chaos that the Earth’s civilizations would collapse
and the Annunaki would be able to easily control the Earth and
wipe away the human race.
Message 31: “Every valuable commodity falls before Vril”
- In the Book “Vril: The Power of the Coming Race” by Sir Edward
Bulwer-Lytton, Vril is an energy force that keeps alive a
subterranean race of aliens, and also powers it’s
technologically advanced society. This reference to a
subterranean would fit nicely into the theory that the
Annunaki are actually in the realm of the under-world, and the
fact that Vril powers their society means that every other
resource, or commodity, must be used all up before Vril can
run dry, as Vril is the true source that keeps the species
alive. Whether Vril is gained from conquering planets is
unknown, but such a powerful resource must be connected
somehow to Earth.
Message 32: “Ducaz are but one of the many servants”
- Along with the Ducaz, it would seem through the message that
the Annunaki created several other groups to serve their
purposes. One of these, we know, is the Drudge group, and
another is the human puppets that have been recorded thus far.
It is unknown if even more groups were created or used to help
the Annunaki, but from the sounds of the final dialogue
between a Drudge leader and John Adams, there are many other
servants mobilizing to take over the Earth.
Message 33: “Who now watches over the Atu-Waa?”
- The Annunaki used a device called the Atu-Waa to restart the
time flow at convenient times, a job given to them at some
point in history. When the impending doom of Nibiru became
evident, the Atu-Waa was moved to the planet Earth. Reading
this message, it seems evident that the ownership and location
of this all-powerful device is unknown, and could be another
motive for the Annunaki’s takeover of Earth.
Message 34: “I have seen the Fnords”
- Although it sounds like gibberish, Fnord is an actual word
that means “a representation of disinformation intending to
mislead or point away from”. Therefore, the Fnords are
actually false trails meant to throw the scent off of more
important matters. Supposedly, in a sort of experiment,
schoolchildren were taught to not read the word Fnord,
effectively hiding it from them even though the word was
there. Therefore, in real life, a Fnord is a piece of
evidence that is looked over to mislead someone. By seeing
the Fnords, whoever saw them was not mislead and therefore
understands a truth that was supposed to be hidden.
Message 35: “Our Masters feed on the gnosis of lesser beings”
- Gnosis is a life energy or force in other creatures. Because
the masters of the Drudge are the Annunaki, the lesser beings
would be humans, animals, and any other life on Earth. It is
possible that this gnosis is Vril, and part of the reason the
Annunaki are here on Earth. Even if it isn’t, the Annunaki
clearly need some sort of aura-like sustenance to keep them
alive, and have chosen Earth as a sort of feeding ground for
their race.
Message 36: “Annuit Coeptis”
- Translated as “He favors our undertakings”, this phrase is
found on the dollar bill. Supposedly, the placement of this
saying on common currency had to do with the influence of the
Masons, a powerful secret society at the time of the
Revolution. Seeing as how the Annunaki seem to have had a
hand in the formation of the United States, this saying may be
a subliminal message to prove to people that the Annunaki are
in the right.
Message 37: “MMXII”
- Surely to become more common in the coming years, this phrase
translates to “2012”. This number holds significance, as it
is the year that the Mayan calendar abruptly stops. This is
due to the fact that the equinox, galactic equator, and the
path of the sun all cross on exactly December 21st at 11:11 pm.
Although there are arguments that this year does not
officially end the calendar, many more believe that the
ancient predictions of a far superior race may prove to have
catastrophic ends. Since there are similarities between Mayan
and Egyptian pyramids, although in separate parts of the
world, and the Mayans were a highly advanced society, this
2012 doomsday prediction may be the work of the Annunaki. As
the game is set in the “near future”, it is possible that 2012
was the deadline for the Annunaki’s takeover of the Earth, and
thus when all human life would officially cease to exist.
Message 38: “Death to the Attus”
- Probably the same group as the Attas, this group seems to have
angered the Annunaki in their attempts to prevent the Annunaki
from leaving the planet. By vowing death against them, the
Annunaki seem to be determined to annihilate the race, group,
or person who is behind the name Attas.
Message 39: “Bellum Omnium Contra Omnes”
- Translated as “The war of all against all”, Thomas Hobbes used
this saying to describe the human existence in the state of
nature through experiment. It is said that the Annunaki
experimented with the genetics of the human race when defiling
the women in early history, and therefore this saying may
prove that the humans will be fighting against all, which
seems to be connected to the all powerful Annunaki.
Message 40: “Enlil was victorious at the place the humans call
Kecksburg”
- Kecksburg was another UFO incident, a crash in Pennsylvania in
1965. The military was called in to cordon the area, but the
official statement was that there was no problem. Despite
this statement, the military did block off the entire forest
that the UFO crashed into, but not before several people snuck
in. They reported that a saucer with Egyptian-like
hieroglyphics written on it was in the forest, glowing blue.
Enlil, in Sumero-Babylonian myth, is the God of air, wind and
storms. He holds the tablets of destiny, and controls the
cosmos. Since he was victorious, it would seem that a strong
wind or storm caused the UFO to crash. If his victory was an
apparent defeat for the Annunaki, it would seem that Enlil was
opposing the Annunaki, and was apparently a member of the
Attas.
Message 41: “CVIII”
- Translated as the number 108, this number holds sacred meaning
to the Hindu and Buddhist religions, and is also an important
number in science. The sun’s diameter is 108 times that of
the Earth, the distance between the sun and the Earth is 108
times the diameter of the Earth, and the distance between the
Earth and the moon is 108 times that of the diameter of the
moon. This numerical saying may support the advanced and
analytical minds of the Annunaki.
Message 42: “The World is in a constant conspiracy against the brave”
- Again using the world in a larger sense, I believe that this
message ties into Thomas Hobbes description of humanity’s
existence. The brave would be the biggest threat to the plans
of the Annunaki, and therefore the world, or all controlled by
the Annunaki, would be conspiring against those brave
individuals. As we saw throughout the game, one brave man was
able to push back the attempts of the Annunaki, and therefore
the reason why the Annunaki must conspire against the brave.
---------------------
Wrap-up
---------------------
So, what does all of this mean exactly?? Why should all of these
messages matter, other than to unlock special extras in the game?? The
developers put in these specific messages to let players interested in
the back-story work out a version that best suit their needs. If they
really wanted to know everything they could, the gamer most likely
would have the internet at their finger tips and could research these
messages to unravel their meanings. Other players might be satisfied
with a simple “bad aliens, shoot to kill” story, and the minor plot
twists in-game would be enough for them.
For those interested in the true meaning of the game, with the
back-story and possible future of the scenario, this section is for
you. I will take all the research compiled from my time spent
understanding these messages, and (assuming them to be true for the
sake of a coherent story), will piece together the puzzle to understand
just what was going on in the world of The Conduit. So here it is, for
you conspiracy buffs and avid gamers everywhere.
- Back-story:
The story of The Conduit begins with the creation of the Earth.
This creation story, as with the debate in the real world, has two
sides: spiritual and scientific. However, as in the debates raging
over how to interpret the beginning of life on our planet, the stories
intertwine. Conveniently enough, a race of non-human creatures exists
in both realms. Although not necessarily named in spiritual texts, it
has become an understanding that these creatures are called the
Annunaki.
Looking first at the spiritual story, we must understand that the
Annunaki were guardian angels, created by the God of Christian and
Jewish belief to watch over his newly appointed masters of Earth:
humans. The Annunaki, however, were not content to simply watch, and
they descended upon Earth and began to rebel against God’s wishes.
They defiled the women, tampering with the DNA of future races. They
also enslaved humans to create structures modeled after their own
desires. God became so enraged, that he cast the Annunaki from the
heavens, and they descended into Hell and toiled on as demons.
Although a possible stretch, seeing that Satan was once an angel (like
the Annunaki), and he was cast off into Hell, it is possible that the
devil himself is an Annunaki.
From a scientific standpoint, the story goes slightly
differently. The Annunaki were an alien super race living on the
planet Nibiru. They were a race that lived off of the aura of others,
called Vril. Their planet, however, had an odd elliptical orbit that
set them on a crash course with our solar system. They crashed into
the area around Mars and Jupiter, and supposedly either formed the
Earth or helped bring it to life. Since they had to move their all
powerful time-restarting machine to Earth prior to the collision, it is
more likely that the collision brought life to Earth. The Annunaki
then began tampering and experimenting with humans, and enslaving them
to create structures after their desires. This would explain the
similarities between the pyramids of Mexico and Egypt, built around the
same time but thousands of miles apart at a time when the humans of
Earth could not travel across the world. However, most likely due to
some uprising, the Annunaki were forced to flee. Some went beyond the
reach of humanity and settled on a dwarf planet known as Eris. Others,
the remnant, stayed behind and settled underground, still requiring
Vril. However, the Atu-Waa had been lost, and therefore one of the
goals of the Annunaki was to find it again.
Now that we’ve gotten down both versions of how the Annunaki
appeared, this is how they began influencing human life.
- Influence:
At some point between the culture of the Egyptians (where the
Annunaki could have been the Gods that Egyptians worshipped due to
their aid in creating the civilization) and the colonization of
America, a group of aliens related to the Annunaki in some way crash
landed in the Bayankora Ula Mountains near China and Tibet. This race,
known as the Dropa, was comprised of small creatures that piqued the
interest of the settlers around the area. According to records later
found at a Dropa burial site, the humans felt bad for the plight of the
Dropa and even offered to help. However, for whatever reason, the
humans were angered and began hunting the Dropa, killing off most of
the race. This discovery was made in the 1938, as a burial site cut
cleanly into the mountain using alien technology was found, with
skeletons matching the bodies described in the legends. Also, small
discs with holes in them, similar to CD-ROMs or Phonographs, were found
around the site with small hieroglyphic-like writing around the bottom
of the disc. When translated, it was found that the Dropa had come in
a probe sent to explore Earth, yet when the probe crashed they were
unable to return.
</pre><pre id="faqspan-4">
We have found out previously that one of the forces keeping the
Annunaki from rejoining with the remnant was the Attas, a mysterious
and relatively unknown group that may have some connection with the
Gods. Throughout history, ancient civilizations had myths about many
Gods, with each society having similar Gods for similar realms. Since
one of the Gods in Sumero-Babylonian lore was credited as stopping the
Annunaki at one point, it is reasonable to assume that these Gods could
be the Attas.
Now, between this event and the colonization of America, the
Ducaz were created by the Annunaki as servants, and were reptilian in
design. This template would explain why the future servants of the
Annunaki, the Drudge, also took on the reptilian/insectoid design.
From this point, the Annunaki go unrecorded until the 1600s, when
the island of Roanoke is colonized by British settlers. One of the
settlers, Ananias Dare, left for Britain to get supplies for the new
colony. When he returned, the entire colony, including his baby
daughter Virginia, were gone and the only thing left for Ananias was a
mysterious carving on a post. It read Croatoan, and was not crossed
out. This, being a signal Dare and the colonists had worked out, meant
that whoever or whatever Croatoan was, it had forced the colony to flee
but not die. However, Dare could not find his colony and they remained
lost.
Turns out, the Annunaki were the ones behind the disappearance,
possibly using the Croatoan as servants. Virginia Dare, one of the
colonists, became a puppet for the Annunaki and once again game them a
foothold in human society. For about a hundred years, the Annunaki go
silent once more, until a turning point in history that would lay new
ground for the world: the creation of America.
Due to coded messages and secret symbols throughout documents and
structures in early America, the influence of the Annunaki is apparent.
Also, it appears that the Annunaki had an ace in the hole this time: an
influential statesmen and future president, John Adams. Adams had a
major say in the creation of the Declaration of Independence, and
therefore allowed the Annunaki to have a say in the future of an
influential country. This time, it appears that the Annunaki went
unopposed, as the country and Adams work flourished. It seems as
though the plans for world domination were being put into effect.
However, they would not come to fruition for several centuries.
Starting in the 20th century, it would seem that the Annunaki
were mobilizing for some offensive. Several separate incidents were
reported around the western hemisphere during the 1940s, 50s, 60s, and
70s where UFOs were seen flying or crashing. It is important to note
that in many of the accounts, the UFOs were going in and out of water.
The Colares event, deemed a success by the Annunaki, centered on some
unknown point of interest under the Amazon River. Shag Harbor saw an
UFO crash and receives aid under the water. Even in the Kecksburg
crash, the UFO had been going south and turned suddenly to the East
around Pennsylvania, possibly to enter the water for aid. This would
support the belief that the Annunaki, or at least part of the race,
lived under the Earth.
Then, the events of the game occurred. John Adams, quite
possibly the same John Adams that helped found the country, ran a
secret government organization that tricked the President into giving
them complete power. They did this by unleashing the next servants of
the Annunaki, an alien warrior race known as the Drudge. Finally,
after 200+ years, the Annunaki finally had total control of one of the
strongest countries on Earth. However, before the invasion of the
United States could begin in earnest, a single man repelled the threat
and shut down the Earth base of operations (or at least one of them)
with the help of a traitor Annunaki. After his creations were
destroyed and his portals shut down, Adams admitted that the fight was
not yet over, and that the Annunaki were mobilizing for a full out war
with the humans.
However, with the threat of alien life publicized after the
invasion, Earth may be a bit more prepared for the 2012 deadline for
the Annunaki attacks, which would effectively wipe out the human race
and give complete control of Earth to the Annunaki, who had been living
there for thousands of years in hiding.
So, that is the story so far. We will never know what happens
next without a sequel, but we can guess that humanity is in for a major
fight against the Annunaki. Michael Ford may have stopped a small
scale US invasion, but stopping the entire Annunaki race may prove to
be more difficult.
------------
Credit
------------
Here are the links to the different sites that I used to research
the information; put into the order I used them in.
www.mufon.com/bob_pratt/colares.html
www.roswellfiles.com
www.hiddencodes.com/annunaki.htm
www.outerbanks.com/roanokeisland/history/virginiaDare/
www.ufocasebook.com/Shagharbor.com
forgetomori.com/2007/ufos/operation-saucer-new-revelations/
www.soulrebels.com/veth/bes/inanna.html
www.think-aboutit.com/ufo/condon_committee.htm
www.gps.caltech.cdu.rumbrown.planetlila/
www.illuminai-news.com/ufos-and-aliens/html/anunnaki_remnants.thm
www.crystallinks.com/nibiru.html
www.daviddarling.info/encyclopedia/C/Cats_Eye_Nebula.html
en.wikipedia.org/wiki/Per_Aspera_ad_astra
en.wikipedia.org/wiki/Ad_Astra_(phrase)
en.wikipedia.org/wiki/23_Enigma
www.greatseal.com/mottoes/seclorum.html
www.ufocasebook.com/chinesedides.html
searchcio.midmarket.techtarget.com/sDefinition/O,,sid183_gc.211501,00.h
tml
en.wikipedia.org/wiki/Sapere_aude
www.sacred-texts.com/atl/vril/index.htm
www.xeeatuete.com/articles/soaking-the-atu-waa.html
en.wikipedia.org/wiki/Fnord
www.masoncode.com/The%20Great%20Seal.htm
www.greatdreams.com/2012.htm
en.wikipedia.org/wiki/Bellum_omnium_contra_omnes
www.ufocasebook.com/kecksburg.html
www.pantheon.org/articles/e/enlil.html
en.wikipedia.org/wiki/108_(number)
Phew, that’s all of them!! Thanks to these sites for their help
in aiding my research. If you find any broken or incorrect links, or
you would like to find out more about these theories and messages or
even offer up your own theories, email me at
[email protected].
However, do not email me debating whether or not any of this is real.
I do not honestly know if it is, but for the sake of furthering the
plot of the game it works for what it’s needed for. If you want to
have an authenticity debate, take it up with High Voltage Software.
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THANKS [THNKFAQ]
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Thanks to GameFAQS.com for hosting my FAQ. This is my first, but
hopefully not my last FAQ, and I hope they will be accepting of all my
future guiding endeavors
Thanks to High Voltage Software for developing what in my opinion is a
great game. Without them, my guide would not be possible
Thanks to Sega of America for publishing this game, and hopefully they
will back future games of this or greater caliber
Thanks to the following people for pointing out grammatical errors or
questioning the wording of my guide. With over 40 pages of guide to
write, I wouldn’t be able to check it all word by word myself. Due to
obvious reasons, I will simply put the screen names of those who have
given me feedback, and not the full email address.
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Gmom12595
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Also, if you head up to the conspiracies section, you will find a
lengthy list of website links. These websites all deserve credit for
the information they provided in my quest to understand the hidden
messages. Make sure you check out the sites, as you can delve even
further into the story and discover even more. You find something and
email it to me, it may even make it into the guide!!
Finally, thanks to you for reading this. I hope that you enjoyed this
FAQ and this helped you with your game playing experience. Remember,
if you have any questions, comments, or complaints, email me at
[email protected]. But please, no flaming, trolling or
spamming!!