3. Quake 4 (DE) Story walkthroughUpdate notes

I shall proceed by giving a rundown of each level, room by room. This should provide you with enough information to formulate basic strategy and your own approach, but I shall provide tips of my own which you are free to heed or ignore should you so wish. The story of Quake 4 is a fairly simple, and more or less a continuation of Quake II. You play as Corporal Matthew Kane, a marine of the fabled Rhino Squad, who is part of a massive assault force being led against the Strogg homeworld, the imaginatively named Stroggos, following the success of Operation: Alien Overlord in Quake II.

As a general hint, only attempt the miscellaneous achievements on Private difficulty. Limiting weapon choice and trying to protect marines from dying on General is kind of tough.

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Act One

The first act starts off substantially easier than the rest of the game and allows you to get a feel for combat before thrusting you into the deep end. The first act consists of locating the rest of your squad and securing a landing for the USS Hannibal before launching an attack against the Tetranode.

Level 1: Air Defence Bunker

In the first level, you will start off only with your Blaster, and you will only encounter weak enemies, thus making it ideal to earn the Blaster Master achievement. Just make sure you have set Auto Weapon Switch to off, otherwise you will switch weapons when you run over a weapon pick-up. You will obtain the machine gun in this level, and if you have Auto Weapon Switch turned on, then you can accidentally fire the machine gun without meaning to if you run over it whilst firing at enemies. You should only attempt this achievement on Private difficulty.

You will start the game being pulled to safety from the wreckage of your crashed dropship by a fellow marine... who promptly gets hit by enemy fire and dies. Once you take control of Kane, turn right and you will see a marine kneeling down by a laptop and some crates. This is Sergeant Morris of Rhino Squad, and he will give you your first objective: regroup with the rest of Rhino Squad.

Continue on and you will find Medic Anderson who is attending another wounded marine, and he will restore your HP. For future reference, when you lose HP, medics will restore your HP once it is below a certain threshold. Unfortunately, this threshold does not appear to be consistent, with some medics not healing you even if you are an inch from death. They can usually be persuaded to do so by "talking" to them enough, though.

To the right of Anderson is a walkway with red railings. Follow this and you will find Private Wess of Badger Squad. He will accompany you inside. If it is too dark inside for you to see well, then pressing Y will activate the flashlight on your Blaster. Once you enter the second room, you will be attacked by a group of Strogg Light Guards. Guards are the weakest Strogg units and come in three forms: Light Guard, Machine Gun Guard, and Shotgun Guard. Light Guards are equipped with Blasters and are grey in colour, whereas Machine Gun Guards are red, and Shotgun guards are yellow.

One guard will jump in front of Private Wess, whilst another will enter the room from the doorway opposite. Once you continue on into the room, some more will attack from the right. Go over to the right side where another marine, Private Dees, will provide you with supporting fire. Once the enemies are dead, continue to the top-right corner of the room and follow the corridor. You will find a box with health packs inside just past a turning for a door. Take that turn and go through the door.

As you enter, you will see a marine being dragged off by a Strogg unit. There is nothing you can do, this event is scripted. Follow in the direction that the Strogg went, and you will come across some armour and a machine-gun. If you are going for the Blaster Master achievement, then DO NOT fire the machine gun even once. As soon as you've picked them up, you will be attacked by another Strogg Light Guard.

Turn left and as you approach the door on the right, a Light Guard and Machine Gun Guard will enter the room and attack you. Once they are dead, use the door and you will see a Grunt attacking a marine on the floor. Grunts are ape-like in appearance and prefer charging you and using melee attacks. They do have machine guns mounted on their shoulders that they use on occasion though. The marine being attacked, Private Kovitch of Badger squad, however, will kill the Grunt himself. He will ask you to help him find his squad. There will also be machine gun clips and health packs lying around.

Follow him through the door and you will come to a long narrow corridor with piping along the left side. You will catch a glimpse of something running round the corner at the end. Be careful, as when you go down the corridor, a Grunt will punch through the piping and try to attack you. Progress slowly and retreat once it emerges. It will then run around the corner at the end of the corridor. Once it is dead, go down the corridor, turn left and follow the path until you get to where the Grunt attacked you from and you will find a door.

As you enter, you will see some marines dispatching a Strogg unit. This is Private Kovitch's squad, Badger Squad. Enter the room and you will find Sergeant Miller who has an injured marine. Since Badger Squad are missing their medic, Sgt. Miller will task you with going back to fetch Medic Anderson. This means back-tracking through where you just came.

As you go back down the corridor, the torn piping will explode allowing you quicker access, but you will be immediately attacked by a Light Guard, two Machine Gun Guards and a Grunt. Once you reach the second room you were attacked in, you will see a marine gesturing at you, but he will immediately be impaled by a Strogg Berserker from behind that emerges from the door behind him. Berzerkers are tougher than Guards, and, as their name suggest, prefer rushing you with melee attacks. Be careful, as they are a lot faster than Grunts, and have a lightning weapon that they can use either to send a shockwave through the ground or to shoot a bolt of electricity at you. I recommend backing up as fast as you can while continuously firing at it.

Once it is dead, continue through the door that it came through. You will find some dead marines and some machine guns on the floor. Continue on and you will find Anderson under fire from two Light Guards and a Machine Gun Guard. You will then be tasked with escorting Anderson back to Badger Squad. Once you exit back into the room you just came from, you will be attacked by a Grunt who enters through the floor. As soon as you enter the room you were attacked by the Berzerker, another Berzerker will drop from the ceiling, so take it out quickly.

Once you enter the area with the corridor and the piping, you will be attacked by a third Berzerker who will come at you through the opening in the piping and two Machine Gun Guards at the end of the corridor. Go into the room where Badger Squad are waiting, and Anderson will go over to the wounded marine on his own. Sergeant Miller will then get one of his marines to unlock a door to the right of the wounded marine, allowing you to continue on.

Once you leave you will come to an outside area where you find Corporal Cortez of Rhino Squad effortlessly dispatching a group of Strogg. He will point you to the level exit, which is to your left. Once he has finished talking, approach the door and 'Exit' should begin flashing on your screen in orange. Once you are at the end, there will be a panel on the left side, simply press B to use it and end the level and get:

Level 2: Air Defence Trenches

For the 'The Machine' achievement, simply equip the Machine Gun at the beginning of the level, and do not fire any other weapon during the course of the level. You should have full ammo if you completed the previous level only using the Blaster. Again, this achievement should only be attempted on Private difficulty.

As soon as you begin, Sergeant Bidwell will tell you over comms that your help is needed to bring the air defence cannon down. The area you start in is quite dark, so make sure to activate the flashlight on your gun by pressing Y. Follow the corridor and you will arrive at a lift, simply walk up to the screen and press B in order to activate it. Once you exit the lift, keep moving until you come to the next room. If you go straight ahead, there is a box with armour in it. You will be attacked by a Grunt from the right, so make sure to watch out for it.

To the right of the armour, there are some stairs leading to a door. Go through it and you will arrive on a metal walkway. Follow it and you will come to a dead marine with some ammo and health lying on the ground next to him. Go through the door and you will hear the sound of Strogg units and blaster fire. A transport will radio in a mayday that they are taking fire. Keep following the metal walkway to an outside area. You will find a box with health in it, and to the right you will see some of the railing is missing. If you go through it and down the piping, you will find some armour shards.

Go back up the piping through the gap in the railing and continue straight ahead. You will enter a tunnel, follow it and you will come to the trenches. Follow the trenches until there is a choice to go straight ahead or turn left. If you turn left you will see some red lights on the ground. Go through there and you will find Private First Class Damato of Kodiak Squad engaging some Strogg. You will be attacked by a Berzerker, and some Strogg Guards.

Once they have been taken care of, head to the top-right of the area and you come to the mouth of a tunnel with some more red lighting. Continue through and you will find Corporal Rhodes, who will express amazement that you are still alive. Go past and you will find Sergeant Bidwell and Lance Corporal 'Sledge.' You will be joined by Sergeant Morris, and they will complain that they are getting pinned down by Strogg aircraft.

Lieutenant Voss will radio in and task you with destroying the Strogg aircraft hangars, and that Viper squad will meet you there. Turn left and follow the trenches, and you will be attacked by a Berzerker, and some Strogg Guards. Once they are dead, instead of approaching the air defence cannon, take the left path and you will come to the level exit and:

Level 3: Hangar Perimeter

You will begin the level in another dark tunnel, so I advise turning on your gun's flashlight. As you enter the next room, you will come to a long narrow corridor, and a brief cutscene will begin. You will see a large armoured Strogg firing a grenade at you. This is a Gunner, and aside from their grenade launcher, they also come equipped with a nail gun. They will take more damage than lighter Strogg units, so be prepared for a longer firefight. It will also be assisted by some Strogg Guards, so be careful.

Once these enemies have been dispatched, continue down the corridor and you will be attacked by a Berzerker and some more Guards. Continue to the next room and you will meet Viper Squad consisting of Corporal Mahler, Medic Hayes, and Tech Li. Note that Techs will restore your armour just like Medic's restore your HP. Thus, keeping them alive is of paramount importance during higher difficulties, as they can replenish your HP and armour when you take too much of a kicking. You will have to keep all three of these marines alive for the rest of the current level and the next level in order to earn the Solar Star of Courage achievement. This is best attempted on Private, as they are much more likely to die on higher difficulties.

Corporal Mahler will hand you a shotgun, which I recommend you save for the next level if you are playing on Private and want to get the Blazing Buckshot achievement out of the way. Continue outside, and you will be immediately attacked from the right by two Machine Gun Guards. Go over to where they came from, and some more Guards will attack you. Once they are dead, approach the locked door in front of you. Viper Squad will unlock the door, so go through with them.

You will immediately be attacked by a group of Strogg Guards the moment you enter, so be sure to take cover. Some more will come through the door across from where you entered, so be sure there are no more before continuing. Be careful in the next room, as it is very tight. As you enter you will see some railing to your left, but directly in front of you is a circular stair-case leading down to a lower section. A Berzerker will rush at you up the stairs, so back up sharply the second you see it coming.

The next room after this has nothing in it, so pass through it. In the room after this, you will see some railing to your left, a path leading forward and a turning to your right. Take the turn right, but be careful as you will be attacked by a Grunt. There is a lift at the end of this path, but you will be attacked by two Light Guards before you can enter it. You will have to wait for all of Viper Squad to get on the lift before it will move, as you cannot activate it yourself. Corporal Mahler will activate it, and there is an invisible wall preventing you from standing next to the activating panel, so don't bother trying to go ahead without them.

Once on the lift, turn around, as the exit will be behind you. Follow the corridor round, and you will come to a room where you will be immediately attacked by Strogg Guards. Be careful, as some will attack you from a second level above you. Once they have been dispatched, follow Viper Squad over to the right side. You will be attacked by some more Strogg Guards. When they are dead, Mahler will note that the main door is locked, and the only accessible door is behind reinforced glass that is impervious to their weapons.

Mahler will task you with finding a way to circumvent the glass. However, as soon as he stops talking, you will be attacked by a Berzerker from behind. Take the door immediately opposite the door behind the reinforced glass. There will be a Light Guard to the right, and two more will come through the door ahead. Go through it and you will come to a ladder. Go up the ladder and you will come to a terminal. Press B to use, and it will bring down a walkway for you to access the second level of the room with the reinforced glass.

Once the walkway is down, you will be attacked by a Berzerker and a Machine Gun Guard. Once they are dead, you will come to another terminal. Press B to use and it will lower a thermal energy cannon into the room below, directly in front of the reinforced glass. Instead of going back the way you came, simply turn right and follow the walkway round and you will come to a lift you can take immediately into the room below.

Walk up to the cannon in front of the reinforced glass, and there will be a panel behind it. Press B to activate it and it will burn a hole through the glass, allowing you access to the door you need to go through. However, as soon as you go through the door, you will be attacked by a Berzerker and two Machine Guns from the walkway above you. Go to the left, and you will see a terminal overlooking a closed off set of stairs in front of a chasm. Press B, and a walkway will begin being put into place, but a large number of Strogg Guards will begin attacking you from across the chasm.

Once the walkway is fully in place and you can go across, you will be attacked by a Berzerker and a Light Guard. Kill them, and continue on. Once through the door, turn left and you will be attacked by some Strogg Guards who are at the bottom of some stairs. However, once they are dead, a Gunner will come through the door immediately opposite the door you entered. Kill it and go through the door it came through, and you will come to the level exit.

Level 4: Interior Hangar

If you did not use the Shotgun in the previous level then you should have plenty of ammo. Thus, if you use the Shotgun exclusively, you will earn the Blazing Buckshot achievement. You will start the level in a lift with Viper Squad. Remember, you have to ensure their survival through the rest of the level in order to earn the Solar Star of Courage achievement. Once the lift reaches the top, get off and go through the door. Turn right and go through another door and follow the corridor to a locked door.

Once the door opens, go through it. The room will be dark and the Shotgun has no flashlight, so you will have to rely on the flashlights of Viper Squad. Note that this is a trap. Several ceiling turrets will deploy, and you will be attacked by Strogg Guards, as well as a Grunt. Be careful, since the Grunt can kill the other marines very quickly. Once the enemies are all dead, you be radioed by Sergeant Morris telling you to meet the demolitionist at the top of the elevator.

The demolitionist is none other than Corporal Rhodes whom you met earlier. Viper Squad will take the lift back down, and if all three of them are still alive, you earn:

  • Solar Star of Courage

    For courage in battle alongside Viper Squad, CPL Mahler has awarded you the Solar Star of Courage.

    Solar Star of Courage
    Offline Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Missable - These achievements can be missed.

You will be tasked with escorting Corporal Rhodes and protecting him as he sets demolitions charges. Return back to the room you were ambushed in. Rhodes will go the door you need to go through so just follow him.

Once you go through the door, in front of you will be two staircases, and to your right will be a door. Go through the door to find one of the hangar bays. Inside will be some Strogg Guards. Kill them, and Rhodes will automatically plant a demolitions charge. Once you leave the room, turn right and go up the stairs. You will be attacked by a group of Guards, as well as two Gunners.

At the top of the stairs will be a small semi-circular corridor linking it with the second set of stairs. Follow it, and you will find a turning to the right. Take it, and you will find a third set of stairs to your left. Go down the stairs and you will find a door to your right leading to the second hangar bay you need to destroy. There will be some Guards in here, but a Gunner will attack you from a walkway above you, so watch out for it.

Once Rhodes has planted the second charge, he will then tell you to follow him. Do what he says, and he will lead you back up the stairs to a locked door that he will unlock. Once in the room, Rhodes will run up to the window and will detonate the explosives. You will then be told over the radio to regroup with Lieutenant Voss. The door you came through will now be locked again. While facing it, simply turn left to see another door. That door is also locked, but you will find the level exit in the form of a lift to the left of it and unlock:

Level 5: MCC Landing Site

You will start off in the lift you took at the end of the last level. Once you reach the bottom, there will be a marine, Tech Strauss, and a box to the left containing ammo, etc. There will be ammo near all the groups of marines you pass, so look out for those. Go through the door and go straight ahead until you reach the end of the room, then turn right and go to the end, and you will find some marines analysing some Strogg technology. Take the door to the left of them, and go down the corridor. At the end of the corridor is a door. Sergeant Morris will be on the other side, and will lecture you for taking 'too long.'

Once he is done whining, he will tell you to follow him. Do so, and you will come to a door that looks like some of the exits from previous level. There is a panel to the left of it, press B and the door will open. Lieutenant Voss will be on the other side, and he will give you a Grenade Launcher. I would recommend saving your Grenade Launcher until the 7th level. Once Voss finally shuts up and gets out of your way, you need to head to where the air defence cannon is.

It should not be too hard to find. Simply go through the trenches until you come to a part where you have the option of going in different directions. Take a left, and you will be facing the cannon. You will be attacked by Guards on your way, as well as when you reach the cannon. You will be also attacked by a Gunner. This part should not be too hard, since your squad will be providing support fire. The door that leads to the cannon interior is to the left of the cannon itself.

Of course, the door to the cannon is locked, and Voss will task you with finding an alternate way inside. To the right of the door you will see some boxes piled up together. Simply jump on the lowest box and you will able to jump up above the trenches. You will be attacked by a Grunt who will emerge from a crater to the right. Once it is dead, go the crater and you will see a hole leading into the room behind the locked door. Jump down into it and you will find a panel to unlock the door. Simply press B, and it will allow Voss and Sledge inside with you.

Once they are in with you, a Strogg Guard will drop down the hole in the roof you came through. After that, the door in front of the door you just unlocked will be opened and some Strogg Guards will attack you. Go through the door, and head right. There will be more Strogg Guards in here, as well as more who will come through the doors on the sides. Progress down to the end and some Strogg Guards will come through it.

Go through the door and you will come to a walkway overlooking a room. Sledge and Voss will follow you. They will jump over the railing and a lot of Strogg Guards and a Gunner will attack you from the opposite side. Once they are dead, jump over the railing and go through the only door accessible from that level. Go through the corridor and as you come to the end you will be attacked by two more Strogg Guards and another Gunner. Once they are dead, you will be joined by Voss and Sledge.

Voss will radio in the USS Hannibal and then task you with using the cannon to destroy a barricade preventing the marines on the ground from accessing the landing site. Press B to enter and once the loading animation is done, simply bring the cannon down with the right thumb stick and then shoot at the big metal door using RT. Once it is destroyed it will tell you to exit. Do so by pressing the B button again.

You will then be ordered to secure the landing zone. Go back the way you came and you will be attacked by a sole Light Guard emerging from a lift. Use the lift by pressing B. After leaving the lift, turn left and go through the door. You will be attacked by a Berzerker, a Guard, and a Gunner, so utilise caution. Once they are dead simply go straight ahead, ignoring the doors to the left (as there is nothing behind them) and you will come to the first room. Simply go through the door to the left to exit into the trenches.

Go forward and then right and you will see a ramp leading up to the now destroyed metal door. Go up the ramp and you will see two marines. As you approach them, Voss will announce the destruction of the air defence cannon via explosives and it will promptly explode. The two marines will then tell you to head to the LZ. Continue ahead, being careful not to tread in the fire. Follow the path to the right, and you will come to a clear area. Take the door to the right to continue.

As you go forward you will be attacked by Strogg Guards. Once they are dead, continue forward and the big metal door in front of you should open. You will then be attacked by a Grunt and more Guards. Continue ahead through another big metal door and you should reach the outside. You will see some marines taking cover behind a smoking vehicle under fire from Strogg Turrets. You have to reach the marine behind the vehicle. You can take cover behind the boxes as you approach.

Once you reach the marine by the downed vehicle, the USS Hannibal will take the turrets out and begin landing. Once it had landed, head towards it. Go underneath it and head to the rear section of the ship and you will see a lift come down. Step on it and the level should end.

Level 6: Operation: Advantage

This is one of two levels that take place on board the USS Hannibal. As such, there won't be any combat, yet, nonetheless, you do actually have to find your way round the ship. For those who get lost easily in samey looking corridors, this is simply going to be a direction guide.

You will begin entering the ship though the lift you got onto at the end of the previous level. Instead of going forward, turn around and head to the stairs. There should be a sign that says 'Decontamination.' Head up to the door and you should get shut in by a door behind you as marine behind some reinforced glass informs you that you are being decontaminated. Once the process is over the door in front of you will open.

Go through the open door and you should see some marines talking on the right. Unfortunately they are blocking the way forward. However, once they are done talking, one of them will leave through the door they are blocking. Follow the marine to continue onwards. Look up and you should see a sign pointing right, saying 'Drop Pod Command.' Don't follow it, but go straight ahead instead.

In the next room you should find a sign pointing right saying 'Mess Hall.' Turn right and go through the door. Go to the other end of the Mess Hall to find another door. Go through it and turn right, and you will some marines talking among themselves. Go through the door behind them and you will have the option of turning left or right. The path left should have a sign saying 'Medical Bay.' Turn left and continue on forward.

Once you reach the end of that corridor there will be three doors. One on the right marked 'Infirmary,' one ahead of you marked 'Briefing|Armoury' and one to the right marked 'Postmortem Laboratory.' Go through the door marked 'Briefing|Armoury.' Once in the next room, turn right and you will come to a sign pointing left that says 'Rhino Briefing Room.' Turn left and you will see two marines standing guard by a door. They will tell you the rest of Rhino Squad is inside, and the door will open.

Go through the next door and a cutscene will follow. You will informed by General Harper and Lieutenant Voss that the Strogg function through the Nexus, a massive communications array that allows Strogg commanders to send information instantly to their troops. The next operation will be to overload something known as the Tetranode in order to bring down the Nexus. Once the cutscene is over turn around and go back through the doors behind you.

Once back in the corridor you should see a door to the left marked 'Armoury.' Go through it and enter the room. Once inside, turn left go to the other side and then turn right. You will see a marine ahead of you. Walk up to him and he will give you the Extended Clip mod for the Machine Gun. Continue forward and go through the door to the right. Go forward, turn left and continue forward. You will see General Harper ahead by a door. Approach him and he will tell you to continue ahead. Do so, and go down to the stairs.

Walk forward and 'Exit' will appear in orange letters at the top of the screen. Walk to the middle of the room, and the lift will begin descending. Shortly afterwards the level will end.

Level 7: Canyon

This level is the easiest in the entire game as it pretty much almost impossible to die or fail, even on General. You will furthermore be able to obtain the Untouchable achievement without even trying. I also advise you to equip the Grenade Launcher at the beginning of the mission, as it is a good opportunity to obtain the Pineapple King achievement. The reason for this is because the entire level consists simply of two rail shooting sections. One, you are on a troop transport, and you have to use your own weapons, whereas the other you are manning a mounted machine gun. In both cases, damage against the vehicle DO NOT count as damage. Just as long as you do not accidentally damage yourself during the brief period of time you spend on foot.

You will start the level in the lift you stepped onto at the end of the previous level. Once it has reached the bottom, you will need to find your way to the convoy. It is easy enough to find. Simply keep walking straight ahead and the convoy will come into view. You will need to get onto the front vehicle with the two marines already on. Simply walk up to it and press B to get onto it. It should start moving on its own.

There will be a point where the vehicle stops and you will be attacked by Strogg on either side. Now, you will be unable to be hit whilst on this vehicle, so killing the enemies is a waste of ammo, but I DO recommend firing at least one shot with the Grenade Launcher in order to get the Pineapple King achievement. The marines on the vehicle will take care of the Strogg on their own and the vehicle will continue moving after a short time.

When the vehicle stops for a second time you will be told this is your stop and you will be given the objective of locating Sergeant Bidwell. You do not need to press B to get off, simply walk off the side. Walk over to the left side of the tunnel and you should see a small service tunnel with some red light near the entrance. Walk down it and you will come to some marines, with 'Sledge' amongst them, and a vehicle. Go to the left and you will find another service tunnel. You will find Corporal Cortez inside, and Sergeant Morris will be in the larger tunnel once you leave. Follow the larger tunnel round and you will find Sergeant Bidwell who will again lecture you for taking 'too long.'

When prompted, simply walk up to the vehicle behind him and press B to enter. You will be in control of the machine gun on the vehicle, but you will unable to control the movement. You will notice a health bar for the vehicle in the bottom-left of the screen. Note that any damage that occurs to the vehicle will not be counted as damage to you, so you can still earn the Untouchable achievement. All you need to do is blast any Strogg that get in your way.

However, Ground Turrets WILL be deployed against you, so make sure to take them up as they can actually hurt you, and possibly even destroy your vehicle if you are playing on General and aren't careful enough. After dealing with the first Ground Turret, you will pass through a metal gate and come to an area with some land mines. You will then be tasked with defending Corporal Rhodes from Strogg units as he disarms them.

Now, even though he will be attacked by Grunts and Berzerkers at the same time, it is pretty much impossible to fail here. Even on General, it is not particularly difficult. Just make sure to shoot at each Strogg as they appear. I would focus on the heavier units though, since they pose more of a threat. They will come at you from the left and right, and some of them will fire at you too. Once all mines are defused, Rhodes will get back on the vehicle and it will continue on. Another two Ground Turrets will land once you pass through the next gate.

After passing through a tunnel, you will come to another outdoor area with a large building in the centre. The vehicle will temporarily stop and you will hear Lieutenant Voss on the radio explaining that you will need to take out all of the turrets in the area. These will include Ceiling Turrets that will be mounted on walls as well as hanging off the building in the centre, as well as Ground Turrets that will be air dropped in all around the map. Just keep a cool head and keep the RT pumping.

During the next section, your vehicle will stop next to some crates right by a laser fence. At that point a Ground Turret will be dropped behind you, so make sure to take it out as soon as possible. You will radioed by Voss who orders you to find him for your next orders in helping out with the attack. Once the vehicle starts moving again, two more Ground Turrets will be air-dropped in and there will be some wall-mounted turrets on the right hand side. Once all Turrets have been destroyed, the vehicle will stop in front of the building in the centre.

You get off of the vehicle automatically. Once off, walk up the ramp and through the door to get into the building. Turn left up some stairs and the door to the exit will also be on the left. Press B by the panel on the left, and the level will end and grant you both:

Level 8: Perimeter Defence Station

You will start the level in the room past the building entrance, just past the exit of the previous level. Walk forward and you will see some marines on the right. A lift will arrive with two marines, one of which will give you the Nailgun. He will then step off of the lift, allowing you access to the panel that controls it. Press B to activate the lift, and you will go down several floors. Once the lift reaches the bottom, simply walk straight ahead through the door in front of you. There should be just enough ammo for the Nailgun in the level to get the Tooth and Nail achievement.

You will bump into Lance Corporal Sledge again, who will congratulate you for managing to stay alive for so long. Go through the door on the right, and follow the corridor round to find a marine tending to another wounded marine. Go through the door to the left of them and you will find Lieutenant Voss talking with Tech Strauss. You will be tasked with locating an Engineer that is part of a squad that is pinned down in the basement of the building that you are in. Make sure to pick up some ammo for the Nailgun on the right next to Voss before continuing.

Once back in the corridor with the wounded marine, the door to your left will now be unlocked. Go through it and turn left and you will find two marines by a locked door. They will get the door unlocked for you and go through the door with you, which will promptly be locked behind you. You will be attacked by Strogg Guards from the walkways above as soon as the door behind your closes, and there will be an elevator shaft that you can fall down directly in front of you, so be careful here.

Once the Strogg Guards have been killed, walk around the elevator shaft behind some crates and you will find the elevator controls. Press B on the panel to call up the lift. You will have to wait for the two marines to get onto the lift with you in order to use the panel to go down. Once they are on the elevator with you, press B to go down.

Once you have reached the bottom, get off the lift and go straight ahead. There will be a door to the right that will be locked, and one of the marines will radio Tech Strauss to unlock it for you. However, for whatever reason, the door to your left will unlock instead. Once through the door, go round the left side until you find a console. Press B and the flashing red lights will stop, and normal lighting will turn back on. The big metal door to the right of where you came in will now be unlocked also.

The door will open by itself, but you will be attacked by a Grunt, and there will be some Strogg Guards in the area through the door. Once they are dead, go to the left side and there will be another panel. Press B, and the same thing will happen again. Go through the door, but do not go too far as the Engineer in question will crash into some crates in a vehicle in front of you. He will exit the vehicle and you will be attacked by a large number of Strogg Guards. Once they are dead, simply go back the way you came.

Once you are back up the lift, simply follow the engineer, Tech Newberry, as he will go to where you need to next. He will stop in certain spots, however. When this happens, all you need to do is continue in the right direction for a short distance and he will continue walking again. You will eventually come to a door where a marine named Private First Class Jones is waiting. Once the door is fixed, Jones will check the area ahead, whilst Tech Newberry blocks the path ahead. Jones will be attacked and killed by a Grunt. This is another scripted death, so there is nothing you can do about it.

Once Newberry gets out of the way, however, the Grunt CAN kill Newberry. Whilst at this point his death will no longer fail the mission, I would recommend protecting him if possible. There will be a panel on the wall ahead, simply press B to call down a lift to your right. Take the lift back up, and you will come to a walkway. Continue ahead and you will come to a locked door with some damaged railing to your left. Drop down and press B by the panel and another, larger panel will come down. Press B at the larger panel to disable the Strogg defence grid and completing your objective. If you look behind you, you will see a marine behind some reinforced glass. However, a Grunt will approach from behind and kill him.

Once the marine is dead, the door to your right will unlock and the Grunt that killed the marine will come through it. Kill it and continue forward through the door in front of you. The door to the left that leads to where the marine gets killed leads to a dead end. Once you go through the door you are supposed to, you will come to a room with cylindrical devices coming in and out of the floor with electricity coming out of the top of them. You will see a door ahead of you in the centre of the wall. As you approach, some Strogg Guards will pour out. Once they are dead, turn right and you will see a lift leading up.

Once you leave the lift you will be attacked by some Strogg Guards and a Gunner ahead of you. Kill them, and go up the stairs in front of you and through the door on the left. You will come to a curving corridor with a trail of blood on the floor. Go through it and you will come to a series of walkways encased in reinforced glass overlooking another room. Go to the left and you will find some ammo for the Nailgun.

Continue along the corridor and you will come to a room where you will find a marine pinned under a door that will promptly be dragged back, allowing the door to close ominously. Turn to the right and you will come to a lift leading down. Press B by the panel to take it down. Once you get off, you will be attacked by some more Strogg Guards. Go across the room and go through the door, and you will come to a corridor with a locked door ahead and a turning left with some barrels by the right wall. As you approach, you will be attacked by a Grunt.

Once it has been dispatched, take the left turning. You should find some more Nailgun ammo to the right side of the two doors you come to. Take the door on the right as the door in front of you will be locked. Continue forward and turn right, but you will suddenly come face to face with a Gladiator. These units come equipped with a heavy rail gun, as well as a heavy blaster and a shield that can only be disrupted with the lightning gun, which you will not have at this point in the game. On Private difficulty, you should be able to take him out with the Nail Gun, but on General, definitely use the Grenade Launcher. Note that you can actually destroy the rail gun by shooting it.

Be careful, as if he starts walking towards you, he might back you into a corner and annihilate you. I recommend popping around the corner, shooting at him, and then taking cover back round the corner and just repeating that tactic. That should keep him where he is, although if he starts moving towards you, you may wish to retreat to a more favourable location. Once you have defeated the Gladiator, go down the corridor it came from and go through the door. You will find a Grunt, so dispatch it quickly.

Turn left up the stairs and go through the door and turn right. Continue ahead through another door and you will come to another lift. Press B to go up. Once you reach the top you will find some health and ammo for other weapons as well as the level exit. Simply walk up to the panel and press B and the level will end for:

Level 9: Aqueducts

You will start the level on the other side of the exit door from the previous level. As you begin, you will be approached by Tech Holtz of Raven Squad. He will give your nail gun an upgrade, giving it an additional magazine slot, meaning its clip size will double. This will also give you an additional 100 ammo if you are low. He will also replenish your armour if you are damaged enough. Go down the stairs to the right of Holtz, and you will see a medic. He will heal you if you really took a beating in that last level. Take the big orange door to the right of the medic and you will find a tank.

That's right boys and girls; you get to actually drive a tank, instead of another rail shooting section. Press B to enter. The controls are fairly simple. Movement is the same, but you will need to press RB in order to toggle between the Main Cannon and the Machine Gun. As you leave the building you will be attacked by three Hornets. These are low-flying Strogg aircraft that have rockets and blasters. They can be annoying, but should not be too much for you to handle.

I recommend using the Main Cannon on them, as using the Machine Gun takes too long. Once they have been dealt with, head to where that laser fence was in the Canyon level, which should be to the left of where you started in the Tank. You will find that the laser fence is now deactivated. From here it is pretty linear, so I doubt you will need much direction. I shall just give some general hints, since it would be tedious to describe every encounter in detail.

You will encounter Hornets, as well as Ground Turrets, but also Heavy Hovertanks, which are large hovering humanoid creatures, armed with a massive rocket launcher for a right arm, and also come equipped with blasters. If at any point you hear an alarm sound and see a danger message come up in red on the screen, it means that they are firing a homing rocket at you. You can take these out easily with the Machine Gun. I also recommend using the Machine Gun for Strogg Infantry, Ground Turrets, and also the Hover Heavy Tanks themselves, as none are particularly well equipped to stand up against an actual human tank.

You will come to a circular arena at some point where Hornets will appear and will drop small spherical droids called Convoys, which roll around like Droideka and will unfurl and shoot at you with machine guns. You will also be attacked by two Heavy Hover Tanks here. Note that you will have to wait until the two Heavy Hover Tanks appear before you can continue, as the door to that leads onwards is locked until they appear through it. Shortly after this you will come to a highway like area where you will be attacked by more Convoys. There will be a small drop and at the end you will be attacked by Strogg infantry. There will be a tunnel to the right which you need to go through to the level exit.

Level 10: Aqueducts Annex

You will begin the level in the tank on the other side of the tunnel you entered at the end of the previous level. As you exit the tunnel, you will see a cutscene. A big red mechanical spider like machine will emerge from a crater and destroy two human tanks. You will then have to take out this thing. This is a Harvester, and is the most powerful non-boss enemy. Fortunately, you only encounter them in this Tank section as well as in another vehicle section where you control a bi-pedal mech known as a 'Walker.' They shoot at you with blasters and, like the Heavy Hover Tanks, have homing missiles.

Do NOT get too close, however, as they can attack you with their legs. If they hit you with their legs, it will be an INSTANT KILL, even on Private, so be cautious. Simply spam the Harvester with your Main Cannon, and use the Machine Gun to shoot down any missiles it fires out. Also, be careful not to drive into the hole in the crater the Harvester emerged from, as that is also an instant death. Once it has been taken care of, there will be another tunnel to the right of the one you exited at the beginning of the level.

Be slow going through the tunnels though, as Ground Turrets will periodically be dropped through the ceiling, and can seriously screw you over if you are playing on General if you whizz by them, since you will have to slowly manouvre around to destroy them, whilst they are peppering your tank with bullets. You will eventually come to a big canyon looking area, with a large cylindrical building up ahead. You will be attacked by two Harvesters as you continue.

Once they have been dealt with, continue to the building and enter through the big metal door. You will see some parked tanks up ahead. Stop your vehicle and you will now be able to get out of your tank. Press B to exit and walk up ahead and the word 'Exit' should appear in orange. Walk up ahead to where the two marines, Sergeant Morris and Tech Strauss, are standing and the level will end.

Level 11: Nexus Hub Tunnels

You will begin the level on the big elevator you got to at the end of the previous level. Strauss will start complaining to Morris about various things. Voss will radio you informing you that the other convoys have been taking out, meaning that it is all up to Rhino Squad to disrupt the tetranode with their EMP bomb. Once the elevator has reached the bottom, walk ahead and you will find a health, ammo, and armour bonanza. You will find Lieutenant Voss standing to the right of corridor. He will give you a brief pep talk as well as explaining your mission some more.

Once he is done talking, the door next to him will be unlocked by Tech Strader. Go through it and walk up the stairs. As you turn right, you will see something speed past into a shaft of some kind. That was a Sentry, which are just hovering heads attached to a mechanical torso with machine guns for arms, and a bowl containing their organs just below the torso. These can inflict extreme punishment on you on General if you are not careful, so utilise extreme caution when confronted by them.

Continue ahead and you will be attacked by some Strogg Guards. Continue round to some stairs and you will be attacked by a Grunt and some more Guards. Continue on to a door, which Voss, et al. will go through. Follow them to a room, and Tech Strauss will explain that the temperature levels in the tunnels ahead are far too low for human marines to survive. You will thus have to escort Strauss to the temperature controls. Strauss will run to a locked door and will shortly unlock it. Go through it and you will come to a room with what appear to be human torsos being used as power sources, vis a vis the Matrix.

Go through the door ahead and you will come to a room with pillars and a circular lift in the middle. As you approach, the lift will descend, and you will be faced with another Gladiator. You will also be attacked by some Strogg Guards. Once they are dead, head forward past the lift, and behind some more pillars and you will find another door. Go through it and you will be attacked by a Grunt and some more Guards. Turn left down the corridor and you will come to a door on the right.

This next room will consist of a walkway in a U shape with a machine in the middle. This is where the temperature controls are located. Turn left and you will see a Harvester. Strauss will make some comment about not wanting to attract its attention. I don't know if it is possible to do so, but I would not attempt it. It will leave the area of its own accord. Follow the walkway round and you will come to a console that Strauss will attend to. Beware, as you will be attacked by two Sentries ahead of you, and three will appear from behind you.

Once they are dead, Strauss will congratulate you and state that he will have to remain at his post in order to maintain the new temperature. Go back the way you came. Exit the room with the walkways and you will be attacked by a single Guard and a Berzerker, the latter of whom will emerge from a lift at the end of the corridor. The lift is NOT a shortcut however, as you are unable to even use it. Simply continue back through the door you came through. As you enter the next room, you will be attacked by more Strogg Guards and a Grunt.

As you enter the room with the weird torso things in, you will be attacked by another Berzerker who will also be riding a lift down. Kill it and go through the door, as this lift is also inoperable. You will find Lieutenant Voss and Sergeant Morris in a firefight with some Strogg Guards and a Grunt. Dispatch them and go to where the Strogg units came from and you will find another door. Go through it and you will find a staircase to your left and some more Strogg Guards. Go down the stairs and go through the door into a larger tunnel. Be careful as you will be rushed by two Berzerkers, and don't just let Morris and Voss deal with them as they CAN die if the Berzerkers get enough hits on them. Either of them dying fails you the mission.

Continue along the tunnel and you will come under fire from a large group of Strogg units who will attack you from in front as well as from a walkway above you. These will all be Strogg Guards, but they will be joined by a Gladiator on ground level. Once they have all been dealt with approach the laser fence and you will find a door to the right of it which is locked, as well as some ammo and armour. Voss will task you with deactivating the laser fence and will unlock the door. Continue through the small corridor and you will come to walkway and some piping, but you will be immediately attacked by two Sentries.

Continue through the door ahead, and you will be attacked by two more Sentries, one ahead of you, and one to the left. Take out the one in front of you first before dealing with the one on the left. There will be some piping to the left. Get onto it, and follow it forward to a platform that connects to some stairs. There will be a console in the middle, which you will have to go up to and press B. This will deactivate the laser fence. Once that is done, go up the stairs and follow the walkway round to a door. You will be attacked by two Guards as you approach.

Now, in this next walkway, there will be a door right at the end. Behind this door is some ammo, health, and armour, but there will be a Berzerker RIGHT behind it. There will be a damaged section of fence to the right of the door, which you can use to jump down to some piping. You can use the piping to get onto the walkway that leads back to Voss. Once you are back in the tunnel, turn right and go up ahead past the deactivate laser fence. You will find Voss, Sergeants Morris and Bidwell, and a marine preparing the EMP. However, you will come under attack from a Harvester.

You can't actually fight it, however, as this is merely a scripted scene. It won't shoot at you, so don't bother wasting ammo trying to take it out as it will just wander off of its own accord. However, Sergeant Bidwell will bite the dust and the EMP bomb gets destroyed. After Strauss tries to whine over the radio, Voss will have a go at him, and they will devise a plan to deactivate the Tetranode manually. Voss will open up a vent cover, so jump down into it. You will need to crouch by pressing and holding down on the left stick to get through the crawlspace.

Follow it all the way to the end and you will find a ladder leading to a crawlspace directly under a tunnel where that Harvester is attacking more marines. Once you have gone up the ladder, you will again need to press on the left stick to continue. You will, however, find a Hyperblaster to the left side as you go down, but be careful when picking it up, as there is a hole above it where the Harvester can shoot you through. Once past where you picked up the Hyperblaster, there will a drop into another crawlspace. Jump down into it.

Continue ahead and you will see a single Sentry. Shoot it from the crawlspace to take it out without taking any hits. There will be some piping to the right and a passage to another crawlspace. Jump onto the piping and then up to the crawlspace, again ducking to pass through. You will come to a small room with a ladder to the right. Climb the ladder up to the platform above, and you will be attacked by another Sentry ahead of you and one to your right. Once they have been dispatched, turn right to find some piping. Go up the piping and you will come to some railing which you should be able to jump over. You will find some ammo and health to the left. Continue forward and you will come to a walkway, and you will be attacked by three Sentries, one on the right and two on the left side. Once they have been dispatched, continue straight forward through the door ahead.

You will be attacked by two more Sentries, and will find some ammo along the walkway. Go through the next door and you will come to a larger room with pillars and stairs, as well as several locked doors. Head to one of the staircases and follow them up to a platform where you will encounter a Gunner. You will be attacked by some Guards from behind, but the level exit is right behind where the Gunner was, so simply walk ahead and press B at the lift console to end the level.

Level 12: Nexus Hub

You will begin the level in the lift at the end of the previous level, and will arrive in a small room. Head right and you will find another elevator. Use it to go down and you will come to a U shaped room where you will find Strauss. He will gesture to a door behind him which you must go through. Head through it, and then go through the next door. You will come to a walkway, and you will be attacked by two Sentries, one on the left and one on the right. Continue ahead and you will come to a corridor where you will be attacked by a Grunt and some Guards. Head around the corner and you will find some more Guards and another Grunt.

Continue to the end of the corridor and you will find some ammo to the left, and a door to the right. Collect the ammo and go through the door, and you will come to a large room. You will have to fight some more Guards as well as some Sentries. Kill them and follow Strauss to the console to the right hand side of the room. Once you have completed your objective, you will then have to fight another Gladiator. Go back the way you came and you will be attacked in the corridor by a Berzerker and some Guards. I favour the Hyperblaster here, as it just makes mincemeat out of them.

You will be attacked by a Sentry on the right hand side once you get back to that walkway just past the corridors. Once you get back the U shaped room, some Strogg Guards will emerge from the door opposite. Kill them and head through the door. Head through the next door and you will enter a corridor where you will be attacked by some Strogg Guards and a Grunt. A Gunner will also shoot at you from the left side from an overwatch position. Follow the corridor round and go through the next door and you will be attacked by another Grunt and some more Guards.

As you head forward, look to the left and you will see a staircase, but you will have to deal with another Gladiator. Take him out and head up the stairs. You will then have the option of going left or right. Left takes you to the overwatch position the Gunner was shooting at you from, where you will find some health and armour. Head back and take the right turning to find a curving tunnel. Head through it and you will be attacked by two Grunts in quick succession as well as some Guards.

The room you will find yourself in is square shaped, and you will need to head to the left side, where you will find a corridor leading to a lift. You will need to wait for Strauss to get on before you can take it up. Once up, Strauss will head to the consoles in front of you. To the right you will find another ammo bonanza, so take the time to stock up, as you will need it for the next part coming up.

Head left through the door and follow the corridor round to another square shaped room. Follow the path round and you will see a room ahead with a console. Head down the stairs and press B to turn the coolant pumps off and a cutscene will begin. You will see two creatures with spider like mechanical legs. These are Stream Protectors and are the most powerful non-boss enemy you will encounter on foot. They have flame throwers, rockets, a heavy blaster, and two shoulder mounted rapid fire blasters each. They are slow so you should be able to take them out by moving in and out of cover.

There will be a series of tubes on either side you can hide behind. Simply spam them with the Grenade Launcher, and you should manage just fine. However, Strauss will notify you of a large presence which turns out to be the thought-to-be-dead Makron. It is actually a new Makron, however, not the Makron from Quake II. You cannot kill the Makron, but you will have to inflict a set amount of damage before the fight ends. Simply hide behind one of the pipes closest to the door he comes through and plug away at him with the nail gun or hyperblaster. You will also need to finish with a minimum level of health, as when the fight ends he will pull you in with a tractor beam that will inflict a set amount of damage on you that will kill you if your health is too low. Once he has you, the level will end and depending on the difficulty you selected one of the following will unlock:

Act Two

The second act starts with your squad rescuing you from the Strogg medical facilities following your encounter with the Makron. After being freed from captivity you have to find a means of returning back to the USS Hannibal while assisting other marines along the way.

Level 13: Strogg Medical Facilities

You will start the level strapped down in some kind of recliner on a conveyer belt. You will then be subjected to Stroggification, which involves many unpleasant things including a big saw blade cutting your legs off and having them replaced with mechanical ones. After a lengthy sequence, you will end up in a container full of fluid, ready to have a neural implant activated that would turn you fully Strogg, but you are rescued by members of Rhino Squad, who realise you are still in control of yourself and set you free. One thing to note is that you now have an HP and Armour capacity of 125 instead of 100. You will pick up a Blaster, Shotgun and Grenade Launcher as you leave with your squad.

Simply follow your squad until you come to a walkway which continues ahead and also has a turning right. Your squad will all stop here, and there Voss will talk over the radio regarding their current situation. After they finish blabbing, you will be told to take the next transport back to the Hannibal. Go through the door to the right with Medic Anderson. However, as you approach the window, you will see the transport begin to take off as its pilot notes over the radio that it is being fired at. It will then get hit by a homing missile and get shot down.

Voss will then tell you and Anderson to regroup with the rest of Rhino Squad. A door to your left will unlock. Follow Anderson through it. You will see two corridors. Head through the one on the left and you will come to a door. Go through it and a cutscene will begin. You will a weird hovering torso with multiple mechanical appendages in addition to its regular arms hiding behind a wall. This is a Scientist, and despite being the Strogg version of a Doctor (I use the term Doctor here very loosely) they can hurt you as they launch poison gas canisters at you that obscure your vision and temporarily drain your HP.

Anderson will then walk up to a marine with his abdominal skin opened up and attacked to hooks. Some reinforced glass will come down trapping him inside, and he will promptly be attacked by a Scientist and whisked away. The cutscene will end, and immediately face left, as some reinforced glass will rise revealing another Scientist who will attack you. Once you have killed it, another one will attack from the right slightly further up the room. Finally, the reinforced glass in the area where Anderson was attacked will retract, and another Scientist will attack you.

Once they are dead, go to the area where Anderson was attacked, and there will be a panel next to the dead marine with his skin opened up. Press B and it will unlock doors right of you, opposite the doors you entered on the way in. It does not matter which door you exit through as they will both lead to the same corridor. The right side of the corridor will be blocked, so head down the left side, and you will find a Nailgun and some ammo. You will then be attacked by some Guards and a Gunner.

Once they are dealt with, head forward through a door and you will come to a conveyor belt. Step on it and head in the direction that it is going. Once in the next room, you will be attacked by some more Guards. Once they have been dealt with, get off the conveyor belt and head past the square platform and you should find an orange panel that can be used to call the lift down. Just don't stand under it as it comes down, as you will die. Once on the lift, simply press B to go up.

Exit the lift and you will immediately be accosted by two Guards. Dispatch them. Once they are dead, you will find a dead marine and a Rocket Launcher. Pick up the Rocket Launcher, and you will also find some health. Head right, and you will find some rockets on a crate, but you will immediately get attacked by a Berzerker, who will come rushing through the next door, so be careful. As you go through the door into the next area, you will see some barrels flying into some railing, and a Gladiator will come round the corner.

I recommend using the Rocket Launcher, and to aim at his feet. This will cause the most damage, and there are two Guards who follow the Gladiator that will get killed by the splash damage. Once they have been dispatched, turn right around the corner the enemies came from, and you will find another big metal door leading inside. You will want to head right up some stairs, but be very cautious, as you will be attacked by a Berzerker as you go up. Once you reach the top of the stairs, you will also be accosted by some Guards, and a Gunner will attack you from an elevated position behind some railing.

Note that there is a Stroyent Health Station on a pillar in front of where the Gunner is located, so if you have taken some damage, walk up to it and press B to replenish some of your HP. Once the enemies have been taken care of, you will want to go right, but you will be attacked by another Berzerker and a Guard as you head round the corner. You will have a choice of going right through a door, or left up some stairs which lead to where the Gunner was shooting at you from. To the left will some ammo and armour, but you will be attacked by a Gladiator who will come through the door if you opt to go over and pick them up.

Either way, if you choose to get the ammo and armour and deal with the Gladiator or not, head through the door to the right when you are done. You will come to a corridor that curves round to the right. Be careful, as there will be a Gunner and two Guards round the corner. Head up the stairs to where the enemies came at you and turn left. You will have a choice of going up some stairs, or heading right. Go up the stairs. You will come to a broken door with a slight gap in it, and on the other side you will see Lieutenant Voss, who will talk to you.

Once Voss is done speaking, the door will close itself. Simply head back down the stairs, and turn right at the bottom down the corridor. You will be attacked by another Berzerker as you approach the door at the end, though. Head through the door it came from and take the lift down. You will come to a small room with some ammo in it. Head through the door to find two sets of stairs. The stairs on the left simply join onto the stairs on the right, so it does not matter which one you take.

You will, however, be attacked by two Guards and a Gunner who will appear at the top of the stairs on the right. Head up the stairs on the right and turn left to find another conveyor belt. Step on it and you will come to a room where Stroggified Marines are being sorted. You will see a big circular room ahead with a series of platforms rotating around. Once you reach the end of the conveyer belt, step on one and it will take you to another conveyer belt to your right. Get onto it and go through the door and a cutscene will begin. You will have found Voss, however, as he is talking to you, a Stroggified Marine will break through the glass tank it is in, grab Voss and escape with him.

Shortly after this, a Berzerker will come rushing up a set of stairs in front of you and to the right, just behind the railing the Stroggified Marine jumped down. Go down the stairs and through a door, and you will come to a room where those glass tanks are being sorted. You will hear over the radio that a full retreat has been ordered following the failure of the assault on the Tetranode. Head right and follow the path. There will be two doors in front of you that lead to a dead end, but there will some armour there. You will then need to follow the walkway around to another door.

Behind this door is another lift, use it to go up. You will come to a large square room where you will be attacked from in front by some Guards and a Scientist, and from the right by a Gunner. If you head to the right, you will notice a door. Go through it and follow the passage round. You will find two more Gunners, but you will also find a Rocket Launcher at the end. Once you have returned to the square room, head to top-right side of the room to find another door. Go through it and you will find two more Scientists 'operating' on some dead marines.

Once they have been dealt with, head to the left of the 'operating table' to find another door. Head through it to find a circular room. If you head through the door on the left, you will find some armour. Head through the door on the right, and you will find a lift, but a Berzerker will enter the circular room behind you, so quickly deal with it. You will need to call the lift up before you can take it down. Once down, you will find a conveyor belt. To the left of it you will find some corridors heading left and right. However, there will a be crawl space directly in front of you.

Now, you will be attacked by a Berzerker and some Guards. You have the option of either fighting them in the corridors, or going into the crawlspace and shooting at them from there. You will find a Hyperblaster in the crawlspace passage. Continue through the crawlspace to find a dead marine, but as you continue further you will see a large dog-like creature whizz past up ahead. You will need to follow the direction it went, but before you do so, you will see a dead marine up ahead. You will find some Shotgun ammo and some armour shards.

Continue where the dog creature went, and you will find some more Hyperblaster ammo. However, before you leave the crawlspace, equip the Rocket Launcher. The reason for this is because when you step out into the room, the dog-like creature will emerge from an opening in the centre of the room. These are Teleport Droppers, so-named because they deploy special teleportation grenades that spawn in weak Strogg units before running away. They will melee attack you, but they will try to spam those teleportation grenades.

The Rocket Launcher, however, destroys the grenades before they can deploy, making it the ideal weapon to use against these things. Once it is dead, head left to a big orange door and the word 'Exit' will appear in orange. To exit the level, press B to use the panel on the right.

Level 14: Construction Zone

You will start the level with big orange door opening, leading you outside. You will see a ramp ahead of you leading down to a bi-pedal mech and a smouldering tank. To your left, you will see walkway, where you will find some ammo and armour. Head down the ramp and walk up the mech, and press B to enter. This is like the tank section, except the walker mech has a machine gun as a main weapon, with the secondary weapon being a rocket launcher. Use RB to toggle between them.

Once in the mech, you will be attacked from the right by a Gunner from an elevated position, and two Hornets will appear in front of you, with one dropping in a Convoy droid. Once they have been dealt with head to the left and you should see a slope leading down to a tunnel with this green gaseous substance lingering around. Head through it and you will come to a big metal door. Go through it.

You will enter a building with some Strogg Guards ahead of you. You can mow them down easily with your machine gun. You will see some wreckage ahead, and you will be attacked by a Gunner from the right. You will need to maneuver through the wreckage and head down the passageway to the right. As you head down, you will be attacked by two Gladiators who will emerge from lifts on either side of the main passageway.

Head up the slope and you will be attacked by two Gunners on either side of you. Kill them and head through the door ahead of you to go back outside. There will be some light Strogg infantry units here. As you head down the road, two Ground Turrets will be dropped in on either side of it. You will also be attacked by a Hornet as you continue and shortly after you will be attacked by two Heavy Hover Tanks.

Shortly after dealing with the two Heavy Hover Tanks, two more Ground Turrets will be dropped ahead of you in front of a metal door on either side of the main road. You will be attacked by Guards and Gunners in here. Once on the other side of the building you will return outside. Don't worry about the Strogg aircraft here as they aren't that big a deal. They will only pass over once and then leave. You will be attacked by another Heavy Hover Tank ahead.

Just past the Heavy Hover Tank, two more Ground Turrets will also be dropped in. Continue ahead through a metal door and another Ground Turret will be dropped in front of you, and you will be attacked from the left by a Hornet. Head left and continue ahead. You will come to another indoor area which will be difficult to navigate through as you will be attacked by Gunners, and Ground Turrets will be dropped through the ceiling while simultaneously you will have to get past lots of wreckage.

Continue ahead and some more Ground Turrets will be dropped in. You will also have to deal with two more Hornets, one of which will drop in a Convoy droid. Head left, and you will be attacked by a Heavy Hover Tank. As you continue ahead you will be attacked by some Strogg infantry, another Ground Turret, and another Heavy Hover Tank. You will then come to a dead end with a tunnel to the left. Go through it.

You will come to an area with some piping to your right. You will be attacked by a Harvester here. Press RB to equip rockets, and use them to take it out. Once it is destroyed, you will then be able to leave your bi-pedal mech. Press B to do so and head down a slope to the right of where you entered the area. Continue ahead and go up another slope leading up. Continue ahead and you should see to your right ahead of you a walkway leading further to the right.

Follow the walkway and you will come to a door. The word 'Exit' should appear in orange letters at the top of the screen. There will be a panel to the left of the door. Simply press B to end the level.

Level 15: Dispersal Facility

A cutscene will start at the beginning of this level. It will show several Stroggified Marines in the area. These are Tactical Strogg and are the Strogg response to Marine tactical combat. They will be equipped with handheld weaponry, rather than having weapons grafted onto them. They are also able to communicate directly with each other in order to co-ordinate their efforts tactically, unlike other Strogg units. This makes them more dangerous than standard Strogg unit. Some of the Tactical Strogg in this area will be equipped with hand-held rail guns, which are very powerful.

Fortunately, you can pick these up once you kill them, but it does mean having to contend with such firepower first. The good thing about the Railgun is that, apart from being exceptionally powerful, it has a zoom function you can utilise by holding down on the LT. Aside from Tactical Strogg, there will also be a Gladiator in the area. Once they have been defeated, make sure to pick up all the ammo they drop. There will also be some armour hidden away on the left side of the room behind some barrels, and some health on the right side, also hidden away.

Head to the top-right of the room and you will see a short tunnel leading to a big orange door. There will be a panel to the left, which you will have to walk up to and press B in order to open the orange door. As you go forward, you will be attacked by some Strogg Guards. You will reach a dead marine who is pinned under a big metal door. Turn left and you will find a lift ahead and to the left by some locked doors. Go up the lift.

As you reach the top, you will see a door you have to go through. The only trouble is that it leads to an outdoor area and there will be a Harvester shooting at you. You will simply have to dodge its fire by crouching behind crates, etc. as there is no way you can take it out. As you approach the end of the walkway you will have to crouch to get past a partially collapsed ceiling. Continue through the door ahead and you will enter a corridor. You will be attacked by three Strogg Guards here.

Continue ahead and turn right and pick up the ammo lying around. Head left around the next corner and you will be attacked by three more Guards. Continue ahead through the door and you will enter another room. You will see some railing to the right, and there will be three lift shafts. Do NOT jump down them as even if you do not die, you WILL be stuck and have to reload a previous save.

As you approach, a Grunt will emerge from the lift shaft to the left. Once it is dead, look for an orange panel near the middle lift shaft. Press B to use it to call the lift. Step back, however, as there will be a Gunner in the lift as it is re-called. Once the lift reaches the bottom, head through the door in front of you. You will be immediately attacked, however, by a Gunner on a walkway ahead of you.

Head forward and go to the right side. Two Guards will emerge from a door to your right. Kill them and head through the door. Go through the next door into a room and you will be attacked by a Grunt and a Guard. Dispatch them and head to the top-left corner to find the door you need to go through.

Head through and you will be attacked by two Guards and a Gladiator. Once they are taken care of, continue following the corridor. Go through the door and you will come to some stairs leading up where you will encounter a single Guard. Continue up the stairs and a Grunt will come through a grate in the ceiling in front of you. You will see it coming a mile away though, so you should be well prepared.

Follow the walkway round through a door and you will come to a room with some explosive barrels and two sets of stairs going down. This can be tricky on General, and so you will need to devise a good, careful strategy. This room is crawling with Tactical Strogg, and there is a Gunner at the bottom waiting for you backed up by three Tactical Strogg units, who are armed with Railguns.

Now, the staircase on your right has some of the stairs missing and leads to a drop. You can, however, push the explosive barrel down the stairs by walking into it, which will drop down the gap in the stairs. As you head down the first set of stairs to the left, a Tactical Strogg will come up from the right hand side below you. You can take it out easily enough by shooting an explosive barrel.

There at least six Tactical Strogg in here, including the one you just killed, as well as the Gunner at the bottom as mentioned. The way the room is made up, there are three sets of stairs going down a level all the way to the bottom. You can lure the Tactical Strogg up to follow you by going down a level and running back up. You will, however, have to deal with the Tactical Strogg and the Gunner all at the same time.

Once they are all dead go through the door at the bottom and you find a Stroyent Health Station and some Railgun ammo to the right and some damaged railing to the left. Jump down the hole in the railing and go through the door. You will come to a room, and a Gunner will enter from the top-right as you enter. Take it out and head through the door it came through. Follow the corridor round and you will come to what I can only describe as some kind of giant heart thing.

Approach it and head around it to the right, and you should find some stairs behind it leading up to a walkway. Follow it round and you will come to a panel. Press B to use it. Head back round and you should see a passageway ahead with some stairs leading up. Head up the stairs and follow the passage round to another panel. Again, press B to use it. This will kill the heart thing but also opens up a passage for you to go through.

Head back to the room with the giant heart in, and you should see that the grating underneath it has opened to allow repair bots in. Jump down and you should find a pipe leading out. It is big enough for you to fit it, but you will need to crouch to enter it. Crouch and enter and up ahead you will find a drop. Drop down to end the level.

Level 16: Recomposition Centre

You will start the level in a dark area, so I would advise turning on your flashlight. Head to the right side of the room and you should find some stairs leading round to a door. Go through the door to find a Gunner affixing a Marine to a meat hook. Kill it and enter a room, and you will hear a marine in a pit guarded by lasers calling for help. Turn right and go ahead to find a panel. Simply walk up to it and press B until all the pits have been raised.

The Marine is Tech Sasaki, and he will recognise you as Corporal Kane. He will give you an upgrade for your Nail Gun, giving it a zoom. Zooming in will also allow you to lock onto targets and the nails will home in your targets. Head back to where you fought and killed the Gunner and there should be some stairs to your right. Head up them and follow the corridor round until you come to a room.

Sasaki will run up to a panel and will devise an escape plan. The only way out is a walkway above you, but since it has been partially destroyed, the only way up will be to stack some barrels. Unfortunately, the process is offline, and you have to re-activate it. Sasaki will stay behind to monitor the process.

The door to your left will be locked, so you will have to head right and go through the door you come to that is on the right. As you head through the corridor, you will be besieged by a considerable number of Strogg Guards. Blast your way through them and you will come to small room. You will be attacked by a Grunt. Once it is dead, head up the stairs and you will be attacked by a Gunner and even more Guards.

Once they are dead, head up the stairs and go right and follow the walkway round. You will, however, be attacked by a Berzerker, as well as a Guard. Kill them, and head along the walkway and go through the door. You will come to a room where a marine is being shot at by a Lightning Gun. Go up to it and go behind the gun to find a panel. Press B to release it, and you will be able to pick it up.

Follow the room round, and you will come to a door. Once through, turn left and follow the walkway. You will be attacked by some more Guards and a Grunt. Continue on and you will come to a door. There will be a Stroyent Health Station on the wall opposite it. Go through the door, and you will come to a room. Head to the left side and you should find a console panel. Walk up to and press B to use it.

However, this is not enough to start up the barrel processing; you will need to activate the sterilisation process too. Turn right and the door there marked 'Sterilisation' should unlock once Sasaski finishes blabbering away over the radio. Go through it and continue onwards, and you will reach an outdoor area made up of walkways. Sasaki will radio in that he 'heard something', and will be gone for a while.

As you walk along the walkways, you will be attacked by a Grunt and two Guards. Keep following the walkway to some stairs. Go down and follow the walkway round. You should come to a walkway where a Guard will burst through the floor, and a Berzerker and another Guard should attack you from just ahead of you. You will also be fired at from some Tactical Strogg from a balcony somewhere, but they aren't that big a threat.

Continue ahead through some doors, and you will come to another walkway area. Head forward and turn right near the end of the platform to find some stairs heading up. A Gladiator will appear at the top of these, and will be accompanied by Tactical Strogg, so choose your weapons and tactics carefully. Once they have been defeated, go up the stairs and then head right down another set of stairs leading to a door.

Go through it and follow the corridor and you should come to a room with red lights. Go around the machine in the middle and you should come to a terminal. Press B to use it in order to activate the sterilisation process to complete the objective. Return back to the open area and a short cutscene will play. A large hulking humanoid figure will turn to see you and will bash the Guard in front of it out of the way and hurl an explosive barrel at you.

This is a Light Tank, and is a heavily armoured Strogg infantry unit equipped with rockets and flamethrowers. It does prefer to charge you with melee strikes though, but is considerably slower than the Grunt and Berzerker. They do take an absolute pounding, however. Head into the next area back the way you came, and you will have to deal with some Tactical Strogg. There will also be some Guards shooting at you from a ledge, but you can ignore them if you want.

Once back inside the building, you won't encounter any enemies initially. You will hear Sasaki saying that he has company and tells you to hurry up. When you head down the stairs and return to the corridors, you will be attacked by a Berzerker and some Guards. When you get back to the barrel room, you will see Sasaki being dragged into another room by a Light Tank, and you will hear him screaming. This is scripted, and so you can't save him.

Go up to the console Sasaki was at before his untimely demise, and press the D-Pad buttons it prompts you to. Down, followed by up. It will take its sweet time getting the barrels in place, however. You can just mash buttons if it makes you feel better. Once the barrels are in place, jump on top of the console, and you will now be able to reach the damaged walkway by jumping onto the barrel and then onto the walkway. Follow it to a room where you will be attacked by a Grunt emerging from a pit leading to a conveyor belt. Jump into the pit to end the level.

Level 17: Putrification Centre

You will begin the level on the conveyer belt at the bottom of the pit you jumped into at the end of the previous level. Simply stay put for now, and let the conveyor belt move you along. You will drop down onto another one, where you will see a door ahead of you. Go through it and drop down onto another conveyor belt. Stasis tanks will be moving across the path of the belt, so be careful they don't knock you off to your doom.

Keep going forward and you will come to a section of conveyor belt where those septic barrels you used to escape in the previous level are whizzing across the path of the conveyor belt. Be careful, as these are faster than the stasis tanks. Continue forward and you will come to another area with septic barrels, except these will temporarily block your path periodically. Keep going along the belt until you drop down again onto another conveyor belt.

You will have to dodge two needle-like devices that will strike the belt in turn. Continue past this point through a door and you will come to a conveyor belt where you will now have to dodge circular saws. Continue past these onto another conveyor belt and go through the door. You will see another conveyor belt to your right. Jump onto it, and then quickly jump onto the conveyor belt below that one to continue onwards.

You will come to another conveyor belt where you will have to dodge two incineration units. Once you get past these, you will have to deal with two needle-like devices again immediately as you go through the next door. As you go along the belts, you will come to an area where there is a platform to your right with some destroyed railing and a sharp drop in front of you. Quickly jump onto the platform through the missing portion of railing.

Once on the platform, there will be a conveyor belt next to the one you just jumped off, except higher up and going in a different direction. Jump up onto it in order to continue. You will continue through a series of more conveyor belts before coming to a room where you can jump off. You will then be attacked by two Strogg guards, one on either side of you. Once they are dead, simply head through the door in front of where you got off the conveyor belt.

Continue ahead and you will be attacked by a Strogg Guard. Head forward and you will see some stairs leading down. A Strogg Guard will shoot at you from the right. Once down the stairs, turn right and go straight ahead. Do not take the stairs up to your left, as it is a dead end and will expose you to attack from a Gunner and some Guards on the balcony above you. You will find some stairs leading up that you can take.

You will be attacked by Guards as well as Tactical Strogg, however. Once up the stairs, turn right and take care of the Gunner. Go forward, and more Tactical Strogg will come through the doors ahead of you. Go to the end of the walkway and take the door on the right. Continue forward and you will be attacked by a Grunt. Go through the door and right around the passage and you will encounter another Gunner.

Go up the steps and through the door, and you will see a huge, fat clawed creature of some kind behind some reinforced glass. This is the Stroyent Processing Creature. Unfortunately for you, you will have to get past it to continue. Now, it is important to note that it is impervious to your weaponry. You will instead have to kill it by activating various panels. Fortunately, it is immobile, meaning you can easily dodge its attacks.

Turn right and go around the room to a door which leads to the chamber with the creature inside. Once inside you will see a series of pillars you can hide behind. However, some are destructible, meaning you will die if you are standing behind them as the creature attacks you. However, if you duck whilst behind them, you will take no damage at all.

Simply duck behind each pillar until you get to the other side of the chamber, and you will find a panel on the side. Press B, and a cutscene will begin, showing the Stroyent Processing Creature getting sprayed with something, which will cause it to punch a hole in the reinforced glass, which you can use to get through.

Jump through the gap and go through the door ahead of you. You will come to a room with some stairs leading down. Go down and head to the centre of the room and turn left to find a lift. Take the lift up and follow the corridor around and you will reach the upper area of the chamber. Do NOT go to the edge, as the creature can still hit you if you are close to the edge.

Continue along and you will enter a corridor. Go ahead and look to the left to find a panel. Walk up to it and press B to trigger a cutscene. The feeding mechanism for the creature will activate, but since it is already full, its stomach will explode, killing it and revealing a way down. Go back the way you came to the lower level of the creature's chamber.

There will now be in a hole in the ground beneath the creature. You will have to jump down, but be careful as you can fall to your death here if you aren't careful. First, jump to the level immediately below, and then find a good spot to jump to the third level. Once on the third level, you will have to go through one of the doors to continue, being careful not to fall to your death.

You will also be shot at by a Tactical Strogg and some Guards. The door on the left has ammo behind it, whereas the door on the right lead to where you need to go. Don't try jumping through the holes in the walls, as you WILL fall to your death trying to do so. Head through the corridors, and you will be attacked by some Strogg Guards.

You will enter a square shaped room, where you will be attacked by more Strogg Guards and a Gunner. You will need to head to the right down a corridor. There will be holes in the way where you can see the room you jumped into. Follow it round and you will come to a door leading to a room with a big hole in and a single Strogg Guard. The hole is really just a big pipe which you must jump into in order to end the level.

Level 18: Waste Processing Facility

This level can be a pain on General, as there are multiple heavy-hitting enemies. Of course, they are easy to take down, but they can kill you faster than a blink of an eye if you let them. So, you will need to be absolutely on the ball. The main enemy you will be facing are: Zombies. Not actual zombies, of course, but partially Stroggified marines who were botched. There are two types of Zombie: Failed Transfer and Slimy Transfer. Failed Transfers are slow and still carry weapons. They will still keep coming, even if you shoot off their legs. Slimy Transfers, on the other hand, will spew acidic bile onto you, which can kill you in the blink of an eye on General.

You will start off at the bottom of that big pipe you jumped into at the end of the previous level. As you go forward you will notice some wreckage blocking the path ahead, but you will see a fellow marine, Private Lanier of Cobra Squad. You will have to keep him alive for the duration of the mission in order to obtain the Sky Marshalls Medal of Valour achievement. However, you are separated from him and will have to meet up with him later. He will run off once he has finished talking. He will warn you about acid sprayers, which are moving nozzles on the ceiling that spray acid.

Note that these aren't enemies, but simply an environmental hazard. They can be avoided easily enough, it is the Slimy Transfers you need to watch out of for, as their acid puke has considerable range, does considerable damage, and keeps damaging you after the initial hit. Plus, whatever doesn't hit you will land on the floor and standing in that will damage you additionally on top of everything else. Yeah, I told you these guys were going to be a pain. This guide should give you the info needed to beat them easily enough and complete the level.

Either way, once you are done talking to Private Lanier, turn right and go down the tunnel and follow it round. Once you approach the end, a barrel will topple over and a Slimy Transfer will crawl out of it. Kill it before it can get up, and continue onwards through the next tunnel. There will be another Slimy Transfer in there, and you will be attacked by a Failed Transfer wielding a shotgun just after dealing with the Failed Transfer. You will hear marines talking about 'zombies' and 'botched transfers' over the radio.

Continue into the next room, and you will see lots of piles of human remains. Turn right, and you will see two machines with body parts coming out of, and a small crater-like pit in between them. This room will be full of Failed Transfers who lack their legs, and so can only crawl and melee you. They should be easy enough to deal with, just make sure to get them all, as you do not want any surprises later on.

As you approach the pit, a Slimy Transfer will rise out of it, so put it down, and you will probably have a few more crawling Failed Transfers to deal with too. Just past the two machines and the pit you will see another tunnel. Go through it, although there will be another Shotgun wielding Failed Transfer in there. Continue forward and you will see a Slimy Transfer crawl out of a vent. Kill it.

Immediately turn to your right, however, as another Slimy Transfer will emerge from another vent and could have seriously hurt you if imply marched off down the tunnel. Once they are dealt with, head left down the tunnel and you will come to a cleft on the right side with a Failed Transfer hiding in. Slightly up ahead is another vent that a Slimy Transfer will climb through.

Once they are dead, continue to the end and turn right to find a passageway with a Failed Transfer inside. Kill it, but do not go down just yet. Turn around, and you will see another Slimy Transfer emerging from a vent. If you then go down the tunnel, you will find two more Slimy Transfers. It would have been nasty had any of them successfully crept up behind you.

Go back to the passageway and go down it. As you approach the end you will see some stairs on the left side. You will also hear some strange sounds. Cautiously head up the stairs and look left, and you will see some Slimy Transfers eating some human remains. After dealing with them you will come to a big open area. There will some metal blocks sliding up and down the floor, presumably to clean away any waste body parts.

Turn right and head all the way down, whilst avoiding getting hit by those metal things, and once at the end, go to the left side and you will find a small passageway you can jump into. There will be a ladder leading up. Go up the ladder. There will quite a lot of Tactical Strogg waiting in ambush ahead, so utilise caution. I shall describe the layout in as best detail as possible.

There will be a walkway leading down and about halfway along there will be a raised metal surface you can hide behind and use as cover on the left side, but there will be a door on the right that two Tactical Strogg will emerge from. There will be ammo and armour in here, however. At the bottom of this walkway there will be another door where some more Tactical Strogg will emerge from. Again, ammo, etc. will be in the small room they came from.

Once all the Tactical Strogg on the walkway you are on are dealt with, head back to that metal surface. There should be an orange console next to it. Press B, and it will activate a bridge across to the walkway opposite. Of course, there will be plenty of Tactical Strogg on the other side. There will be two on either side of where the bridge ends, one to the left, and two will appear from the right.

Once they are dead, head right and go through the door there. There will be a door at the end, but you will not be able to go through it. The grating leading up to it will collapse as soon as you step on it. Now, you need to pay attention to this part. As soon as you jump down, you will be confronted by multiple Slimy Transfers. Your best bet here is to go in close and shoot at them with a rapid fire weapon before they have a chance to get off some acid puke.

One will appear from behind you, and one will emerge from a barrel ahead to your right, but the rest should be in plain view. Once they are dead, continue forward and head left down a small passageway. Be careful here, as just before you get into the next room, an explosive barrel will land in front of you. Back off and shoot at it, because a Slimy Transfer will come at you from the right. The explosion will take care of it quickly enough.

You should also be careful, because those acid spraying nozzles will be above you in the next room. Thus, you have to utilise good timing as well as utilising cover. Turn right and you will face more Slimy Transfers, as well as a crawling Failed Transfer. There will be a half-way point with a little nook on the left side you can hide in for when then acid sprayers pass over.

Continue to the end and turn left to find a tunnel. Follow it to the next area and you will find Private Lanier waiting on some stairs. He will tell you that they should hook up with the rest of his squad. You will now have to protect him for that Sky Marshalls Medal of Valour achievement. Continue up the stairs and through the door at the top. Be careful here, as there will be plenty more Tactical Strogg waiting in ambush for you. I recommend spraying and praying with a rapid fire weapon such as the Machine Gun or Hyperblaster, and remember to keep moving. Private Lanier will help you out here, but don't put it all on him as he CAN get killed here.

There will be one Tactical Strogg directly ahead of you as soon as you enter, and one to your left behind some crates. There will be some crates just ahead to your right that you can take cover behind. To the left will be a small walkway you can use to get over to the other side, but there will be more Tactical Strogg at the far end shooting at you. Kill them and continue down and some more Tactical Strogg will come in through a door across a walkway to your right.

There will be a small room on the other side with some ammo and Stroyent Health Station inside. Through the next door, however, more Tactical Strogg will be waiting, and they will be joined by a Gunner. There will be two Tactical Strogg taking cover behind crates in the middle of the walkway ahead, and the Gunner will be at the far end stood in the doorway and will be joined by two more Tactical Strogg as you approach.

Continue ahead and you will come to a room with a damaged looking walkway and two more Tactical Strogg ahead of you. Kill them and head across the walkway. Once across on the other side, turn right and continue down that way. Move past the wreckage and you will come to a room. Turn left and there will be a door. Go through the door and you will find Eagle Squad. If Private Lanier is still alive, you will get the Sky Marshalls Medal of Valour achievement.

There will be a laser grid ahead that the marines cannot get past, but since you are now Stroggified, you can pass through without harm. Tech Ruck will give your Rocket Launcher upgrade, giving it increased firing speed, and a three-round capacity as well as a homing feature that you can use by pressing down LT. Continue ahead through the laser grid and go through the door ahead.

A cutscene will begin and you will see a Stroggified Voss. He has been fused into a bi-pedal mech and outfitted with an array of Strogg weaponry, including a Dark Matter Gun. He will tell you he can't exert any control over his new form, and will tell you to run before turning full Strogg and attacking you. He has a shield which is best drained with the Lightning Gun. However, he can recharge it up to three times by draining power from electrical nodes scattered around the room.

He also has teleportation grenades he will deploy each time his shield is drained. He also comes equipped with rockets, and has a Lightning Gun of his own. I recommend using the Lightning Gun for his shield, and hitting him with rockets. You should definitely try to use the whole room, and not stay in one place for too long, as he can inflict some serious pain on you. Try to strafe around as much as possible. There will be plenty of rockets lying around. If you do run out of ammo, then the Nailgun should do well enough.

One thing to note is that sections of the room will only open up once you have drained his shield. The more times you drain his shield, the more area will open up, as he will have to find more electrical nodes to drain to refill his shield. Once you have put Voss out of his misery, you will need to find the door to the controls for the laser grid. The door will be directly left of the one you entered the room through.

Enter the room and go up the stairs, and you should see an orange panel on a console to right. Walk up to it and press B in order to deactivate the laser grid. Go back into the room where you fought Voss, and Cobra Squad will arrive. Follow them and they will head to the door you need to go through, which will unlock once they are all in front of it.

Head through, and you will find a staircase to your right, but there will another ambush of Tactical Strogg, who will push explosive barrels down the stairs at you, which can pretty much kill you outright if they explode right next to you, so be careful. I recommend shooting the barrel before it gets to the bottom, because it will kill the marines with you if it reaches the bottom and explodes.

There will be multiple Tactical Strogg at the top, and you will also be attacked by a Berzerker once you reach the top. Turn left, and there will be more Tactical Strogg. Head down, and you will find another staircase to the left, and they will try the same exploding barrel down the stairs trick. Shoot the barrel before they push it. This time, however, a Berzerker will drop down onto the stairs as you try to go up it, so utilise extreme caution.

Once you have reached the top and taken care of the Tactical Strogg in the area, continue ahead and take the door at the end to the right. You will come outside and you will see a marine by a vehicle. The word 'exit' will appear in orange on the top of the screen and the level should just end as you walk up to the marine, who will recognise you as Matthew Kane. You will unlock one of the following afterwards:

Act Three

The third and final act covers the final assault against the heart of the Strogg home world: an attack on the Nexus, the central hub that controls intra-Strogg communications. Destroying the Nexus would effectively cripple the Strogg once and for all. Unfortunately for you, it also happens to be the hardest part of the game. Thought previous sections were tough? Well, believe me when I say, 'you ain't seen nothin' yet.' This is the big one. The shake down. The play off.

Level 19: Operation: Last Hope

As with the level 'Operation: Advantage,' this takes places on board the USS Hannibal. Consider this the calm before the storm, because the assault on the Nexus Core is going to be brutal. One level in particular will no doubt bring many people to tears on General difficulty. So, enjoy this moment. It is going to be the last bit of peace you have until the ending. You will start the level in the medical bay undergoing examination by Lance Corporal Dr. Wells, and Staff Sergeant Dr. Allyn.

You will then be greeted by Sledge, who has been promoted to Sergeant, and he will greet you in a rather humorous manner. He will tell you to head to the briefing room. Since you are now partially Stroggified, you will get some dirty comments from other marines on board. Turn right and head through the door. Head right through the door next to you and go down the corridor. There will be a door to your left with the sign 'Briefing|Armoury' above it.

Go through it and head along until you come to a door to your left with a sign 'Rhino Briefing Room' pointing towards it. The guards stationed outside will point their guns at you initially, but will let you in once Sledge turns up. Enter the briefing room for another cutscene. People will note your new Strogg appearance. General Carver will note that any attack against the Tetranode will not work, since it would take well over a dozen EMP bombs to even hurt it.

The next mission will be to assault the Nexus Core directly. This would not have been possible previously, since the only way to it would be to utilise Strogg teleportation technology, which kills non-Stroggified lifeforms. Since Kane is now Stroggified, he can pass through unharmed, and so can infiltrate the Nexus Core and bring down the Nexus. Unfortunately, it is the most heavily guarded stronghold on Stroggos, and you will need to activate beacons on three separate towers surrounding the Nexus Core building to even activate the teleporters to the core.

The Hannibal will then come under attack from Strogg, and the briefing will end. Turn around and go through the door you came through. Once back out into the corridor, head left and you will see a door in front of you marked 'Armoury.' Head through it and head left to the wall, and then turn right to where some marines are standing. They will give you an extended clip mod for the Shotgun, giving it a magazine, instead of having to reload each shot manually.

Continue past them and take the door on the right, and then take the door on the left. In the next corridor, turn left and you should see a sign ahead labelled 'Drop Pod Launch Bay.' Go through it and turn left to see some marines running past. Just past where they came from should be a sign pointing right marked 'Drop Pods 1-15.' Go to where it is pointing, and go through the door. Go round the desk, and go all the way to the door at the end.

There will be a palm print device to the left, which you will need to walk up to press B to continue. Go through the door, and you will find a marine who gestures behind him as some drop pods get lowered in. Once they are down, the one in front of you will open. Walk up to it and press B. It will then close, and you will be shot out of the Hannibal.

Level 20: Data Storage Terminal

You will start the level still in the Drop Pod on its way through the air. You will eventually crash into a building and watch with satisfaction as your pod crushes a Grunt. It will take a while to come to a stop. When you gain control of Kane, you will see a marine ahead of you finishing off a downed Grunt. He will then ask you if you are alright, since your pod came in hard. Continue forward down some steps, and turn left, and you will see a door. Go through it and then through the next door, and you will be attacked by a Grunt.

Dispatch it and continue into the room. Turn right and go through the door, and you will see a Gunner ahead of you behind some machinery. Kill it and continue on by turning left and going through the door. You will reach a room consisting of a walkway with some pillars. You will want to turn right, continue forward until you reach the end of the walkway, and then turn right again to find the door you need to go through, but you will be attacked by a group of Tactical Strogg.

Once they have been taken care of, continue through the door and you will arrive at the area the Gunner was shooting at you from. However, if go through the door to the left, you will see that the passage is blocked. Instead of going through the door to the left, walk forward, and you should see a pipe with some armour on it. Jump onto the pipe and follow it round until you reach another room. There should be some fire immediately in front of you as you enter.

Turn left and go through the door. Continue forward and you will come to the blocked off area you could not get past. Turn left, and you will be attacked by a Grunt that emerges from a pile of scrap. Kill it and continue forward. You will see a door to your left, however the passage through is blocked by fire. Instead, you will find a panel to the right of the door, so press B to call a lift that will take you up.

Once you have taken the lift up, follow the walkway round and you will see a pod shooting through the wall. Go through the nice big hole it has left. You will need to crouch to get through the opening at the end. Once through, turn left, and you will find Lieutenant Hollenbeck of Viper Squad. He will give you your next objective. Go through the door to your right, walk up to the panel and press B.

You will then want to jump down from there, being careful to land on the walkway instead of falling to your death. Head through the door to your right, walk forward, and you will see a bunch of repair bots hovering around a Dark Matter Gun. Destroy them, and you will then be able to pick that bad boy up. This is the final weapon you obtain in the game, thus if you land a shot with each weapon during the course of the level, you will earn the Full Arsenal achievement.

Once you have picked up the weapon, you will, however, be ambushed by a large number of Guards, who will come at you from all directions. Pick a rapid fire weapon, or try out the new toy you just picked up. Whatever works for you. Once they are dead, you will want to head through the door to the right. You will see an elevator shaft up ahead with a panel next to it, and two marines will run through a door ahead and join you.

Simply call the lift up by pressing B at the panel, and then walking up to the panel on the lift itself and pressing B. You do not even need to wait for the two marines with you, since this is the level exit and obtain:

  • Full Arsenal

    Awarded on completion of a level where a shot was landed with every weapon in a full arsenal.

    Full Arsenal
    Offline Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.

Level 21: Data Storage Security

You will start the level in the lift heading down, and, as you are doing so, one of the marines with you will give your Railgun an upgrade, giving it a 300% increase in power, allowing it to shoot through multiple enemies at once. Once you reach the bottom, you will notice that it is rather dark, and that there are these weird sarcophagus-like devices on the walls. You will also notice that there won't be any enemies, which should indicate to you that you are walking into a trap.

Find the door to the next room, which should be behind you once you get off of the lift. Go through the door and turn left. Continue forward and then take the door to your right, and half a marine will fall from the ceiling and land in front of you. Lovely. Continue forward until you reach the far end of the room, and take the door to your right. Continue forward and turn left and you will find a door.

Go through the door and continue forward and a Teleport Dropper will rush by up ahead. Move up to where it whizzed by and turn left, and continue straight forward until you reach the end of the room, where you will see another door to your right. Go through it and continue to the end of that room, and you will find another door to your right.

Walk forward and turn left and you will see a console at the top of some steps. However, as you approach it, a cutscene will start. There will be one of those weird mechanical Sarcophagus looking things, and it will open up revealing a female Strogg that will wake up and attack you as you go near it.

This is an Iron Maiden, and there will be PLENTY of these as you make your escape after activating the console (which you annoyingly HAVE to do as part of your objective.) They will float around and shoot rockets at you, and also have short-range teleportation abilities. Once you have killed her, walk up to the console and press B and the lights will come back on.

Unfortunately, it also activates all of the Iron Maidens who have been sleeping quite soundly in those weird mechanical coffin things. What will annoy you even more is that some of them won't have Iron Maidens in, causing you to freak out a little and possibly waste some ammo as one opens revealing nothing but air.

Go back into the room you came from and dispatch the Iron Maiden that comes at you. Turn left, and use the orange panel on the right to open the security door that has been activated. Continue forward and the coffin to your left will open, but there won't be an Iron Maiden there. Instead, two Tactical Strogg will enter through the regular door ahead. Dispatch them and continue.

In the next room, an Iron Maiden will emerge from the right. Take her out and turn left to see another security door. Use the orange panel to open it. Continue forward and there will be a coffin to your left. It WILL open, and there WILL be an Iron Maiden in it, so don't think it is inactive or anything of the sort, as that sort of thinking WILL get you killed. Dispatch the Iron Maiden and turn right.

Continue forward and you will see another security door. Behind it you will see the Teleport Dropper you saw earlier running away. Equip the Rocket Launcher, and use the panel to open the security door. As you go through the normal door just past it, the Teleport Dropper will appear and drop some teleport grenades.

However, it will be RIGHT in front of you as the door opens, so you may want to back up a little before firing rockets at it, or you WILL blow yourself up. Continue forward and an Iron Maiden will come at you from the left. Kill it and go through the door on the right. There will be a coffin to the right with an Iron Maiden in that will take its time in opening.

Wait for it to open and kill the Iron Maiden. To the left you will find another security door. Use the panel to open it, and continue forward and two Tactical Strogg will come through the door ahead of you. There will be a door to your left that is a dead end that has some armour. Go through the door the Tactical Strogg came through and there will be another Iron Maiden to the right.

Turn left and open the security door using the panel and continue forward. The coffin in this room directly ahead of you will open, but there won't be an Iron Maiden inside. Take the door to the right, and you will arrive back in the room with the lift in. You will be attacked by two Iron Maidens at once here. Once they are dead, take the lift back up to end the level. The two coffins will be on either side of the door as you enter, and you won't be able to take the lift up until they are both dead.

Level 22: Data Storage Terminal Revisited

You will start the level on the lift as it is nearing the top. You will find Lieutenant Hollenbeck waiting for you at the top. He will task you with accessing the hangar controls and using them to open the hangar doors. Turn right and go through into the room you obtained the Dark Matter Gun in previously. You will be attacked by two Berzerkers at the same time here.

Once they have been dispatched, head through the door to your right. Go through it and turn right to find another door up ahead. Continue forward and go through it. In the next room will be a Gunner, so dispatch it quickly. You will find a panel to call down a lift, so press B to use it.

Once you go up the lift, go through the door and continue forwards. When you reach the end of the corridor, turn right and walk through the door ahead. A panel will appear in front of you, so press B in order to activate the bridge. Once the bridge is up, take the left path.

Go through the door, and there will be a Gunner at the top of some steps. Kill it, go up the steps, and go through the door. You will now be in the hangar. There will be a panel in front of you. Walk up to it and press B in order to use it. Turn right, and you will see an orange panel. It will eventually become usable and turn blue.

When prompted, press B to call up a lift and take it down. There will a door opposite the lift, so go around the room and go through it. Go forward and there will be another lift. Use the lift to go up. As you get off the lift, turn left, and you will find another door.

As you go through, there will be some steps on either side with a pillar in the middle. They both lead to a lift at the end, but you will be attacked by two Light Tanks, who will come at you from both sides of the corridor. Once they are dead, head to the lift. There will be a Stroyent Health Station on the wall behind the lift if you need it.

The lift will take a while to come down. Once you get all the way back to the top, you will find a blue panel. Use it to open the second hangar door. Take the lift back down and you will hear over the radio that a large creature is breaking through the floor of the hangar room.

Go back the way you came, and as you enter the Hangar, a huge creature will burst through the floor. This is the Nexus Guardian. No, you don't have to fight it now. It's appearance here is scripted. It won't attack you. Take the lift up to the second level, and you will have to go the long way round since there will fire blocking your path back to the door you need to go through.

As you head round, one of the marines will give your Hyperblaster a modification that allows its shots to bounce off walls. As you go through the door, you will be greeted by Corporal Rhodes. You will be tasked by Strauss over the radio to locate the security station in the tower and disable it.

Head down through the next door back into the big area where you activated those bridges earlier. Head straight ahead, and the door in front of you should unlock. Head through it and deal with the Grunt that attacks you. Go forward and turn left to find the next door.

Go through and turn left down some steps and then turn right and continue ahead. You will come to a circular room. Head to the right side and you find a blue panel that you can use to call a lift down. Some Tactical Strogg will then attack you from where you just came from.

When the lift finally arrives, there will be a Grunt in it. Kill it and take the lift up. You will have to wait for Corporal Rhodes to get on before you can use the panel to go back up. Get off the lift and go through the door. Head along the corridor and through another door to your left.

Go through it and turn left. Continue forward and go through the door ahead, and immediately go through the door to your right. Continue forward through the corridor and go through the next door ahead. You will find some ammo and armour ahead. Turn right and get into the lift with Rhodes and take it up.

As soon as you go through the door at the top, you will come to the roof of the tower, which is a large open, outdoor area. As you go forward, a ship will drop of a contingent of Tactical Strogg. Take them out however you can and then head to where the ship landed and continue forward from there until you reach an orange panel.

Press B to use it and then head back to the lift and take it back down. Continue through the corridors until you reach a point where there will be a locked door to your right, and a lift shaft to your left. Get into the lift and press B at the panel to end the level.

Level 23: Tram Hub Station

You will start the level on the lift you ended the previous level in. When it finally reaches the bottom, the way off will be behind you for some reason. Follow the passage round and you will come to an open doorway with the door missing. Inside you will fight some Guards and a Gunner. Dispatch them and continue into the room.

Continue forward and go through the door ahead and you will come to a dark corridor. You may wish to turn on your flashlight at this point. The reason for this is because you will be attacked by two Berzerkers, two Guards, and a Light Tank. Once they are dead, head all the way to the bottom, and there will be a door in front of you and a door to your left.

Behind the door to your left will be some Dark Matter Gun ammo. Go through the other door and continue until you reach the outdoors. You will find two marines engaged in a firefight with some Tactical Strogg. Kill the Strogg units, and one of the marines will explain the situation to you. In order for you to continue on, you have to activate a bridge, but the controls are in the building to the left, and the Strogg there have heavily entrenched themselves.

As soon as he is done talking, a transport will drop off some more Tactical Strogg in front of you. Once they are taken care of, head to the building to the left, and one of the marines will unlock the door for you. The other one will give you an upgrade for your Lightning Gun.

Go through the door and turn right, and you will be attacked by a large group of Tactical Strogg and a Gunner from the far end of the corridor ahead. Roughly half-way down the corridor, there will be left turning to a lift that you will need to take up. Take the lift up and you will have to deal with two Berzerkers as you approach the door ahead.

Continue forward and through the door and you will come to the panel that activates the bridge. Press B to use, and then take the lift back down. Directly ahead will be a locked door with a blue panel next to it. Go up to the panel and press B to unlock the door. Go through it and you will be able to head over the bridge.

You will be attacked by a Guard, a Gunner, and a Gladiator as you cross. Dispatch them and head through the door to the right. You will be attacked by a single Guard that you can easily take care of. Continue through the next door and turn right. To your left will be a locked door and some windows. On the other side are some Tactical Strogg waiting in ambush.

Just past the door, to the right, will be some piping you can drop down onto. Do so, as you can use this to sneak into the next area, past the locked door. You will need to crouch to continue, but be careful, as you will be fired upon by the Strogg units. Try and fire at them from where you are using a long range weapon, but be careful not to get hit.

When you are confident the ones shooting at you are dead, you will need to take the piping to the right. Continue forward onto some grating until you come to a point where you can turn left. Turn left and go across the grating. Note that you will need to duck to pass the walkway that goes over.

Once you are at the end, jump up onto the platform and turn right up the steps and then turn right again. There will be a door ahead of you. Go through it and you will be accosted by some Guards. Take them out and continue forward until you reach a point you can turn left. Do so and continue forwards.

You will then reach a room with a lift that will take you down to the tram area. You will find Corporal Cortez. Turn left and you will come to a door. Go through it and go through and immediately turn right. You will be attacked by a large group of Guards and Tactical Strogg, as well as a Gunner and a Light Tank.

Once you have battled your way to end of the corridor, you will reach a locked door. Turn right to find an unlocked door. Go through it and you will have to deal with more Tactical Strogg, some Guards and a Gladiator. There will be a console to the left you can use to activate a bridge across. Don't worry if you fall down the pit in the middle, as there is a way back up on the right side of the pit.

Go across and through the door straight ahead. Follow the passage round and up some stairs and keep going until you find a door to your right. Go through it and head left and go through the door. Head forward and you will reach another door where you will be attacked by a single Strogg. Kill it and wait for Cortez to arrive.

There will be a small panel next to a big one to the right side. Press B to activate it, and it will align the tram car for you. The door to your right will unlock. Go through it and turn left and you will see a ladder lowering down to the level below. Go down it. You will now be back at the tram. Of course, you now have to repair the damaged rails.

Go all the way forward and you will come to a lift that takes you down a level. Use it and continue all the way forward and keep going through the doors and down the corridors until you reach a dead end. Turn to your right, however, and you will see a Teleport Dropper leering at you. Don't bother shooting it as it will just run off.

Jump over the box and follow where the Teleport Dropper went. There will be an inoperable lift, and a corridor to the right of it that leads to small passageway that you will have to duck to enter. Go through the crawlspace and you will come to an end. Turn left and jump up out up to the platform above and a Grunt will tear through a metal panel and attack you.

Once it is dead, continue through the gap and go forward, and a Gunner will attack you from a balcony above. Kill it and then turn right. You should see a door hidden away that you an go through. Go through it and you will enter a room with locked doors. Unfortunately, "it's a trap!" The door will lock behind you, and the lights will turn off.

When the lights turn back on, a Berzerker will drop down from the ceiling. A second Berzerker will then also appear through the ceiling. Once they are both dead, a door to the left of where you entered the room will open and a Guard will come running in. Kill it and go through the door.

Equip your Rocket Launcher, as that Teleport Dropper will appear. Kill it and move forward past the large pipe. Just past it, turn left and you will see a door. Go through it and you will find a panel. Press B to activate it, and it will start a process that will allow you to get up to the level above you.

Wait there for a second and a device will pull some kind of panel out and then load it onto the conveyor belt in front of you to the left. Once it is done and has returned back, then walk forward and immediately turn left at the end and jump up onto the platform there. Had you not waited, you would have been crushed.

Go forward and there will be a locked door with a panel next to it. Press B at the panel to unlock the door. Go through it, turn left and you will where the conveyor belt ends. It ends and leads to a device that will lift those plates up. Wait until it is on your level, and then jump onto the conveyor belt in order to get onto it. You should get lifted up to the next level.

Once up there, you will want to take the door to your left. Go through it and you will some metal panels and some barrels ahead. Some Tactical Strogg will knock the metal panelling down and attack you. Go through the gap and kill them, and then turn left. Go through the door that you see ahead. Keep going and you will find the panel that activates the repair bots.

Leave the room, but instead of going all the way back where you came, turn right and you will see a lift in the corner. Take it down and head straight forward and jump over the boxes, and then head left. Go through the doors and you will come back to the outdoor area. Head all the way down to the lift and take it back up.

You will see Cortez already on the tram to your right. To end the level simply walk onto it, and you will automatically be put in the gunner position ready for the next level.

Level 24: Tram Rail

This level is the last vehicle section and is another rail shooting sections where you will be manning the machine gun. However, it will be facing backwards, as this is where the enemies are coming from. This is a very easy and straightforward level. You will be attacked by Strogg aircraft, and Tactical Strogg riding behind you on other trams. Simply shoot at the trams until they explode. Simply focus on the trams as they pose the biggest threat. Plus, the aircraft don't really damage you and are hard to hit. Just keep blasting away until you reach the end of the level. It is a fairly short section that is really just a filler.

Level 25: Data Processing Terminal

You will begin on the tram pulling in to a stop. Once Morris has finished blabbing over the radio, and when Cortez shuts up, the sides of the tram will lower finally allowing you to get off. You will find plenty of health, armour, and ammo in the area ahead. Go through the door and you will come to a room with an elevator shaft in the middle with a panel you can operate.

Take the lift up, and when you finally reach the top, there should be two panels, one on either side, which can be used to activate bridges across. One will lead to a locked door, whereas the other leads to an unlocked one. Take the bridge to the unlocked door and go through it. It should be to your left.

Go through and you will come to a room with two sets of steps on either side. These will lead up to another pair of steps in the middle. These will lead up to where a Gunner will attack you. Kill it and progress through the door ahead. You will arrive into a big room with lots of pillars. You will start hearing this sound, which will be Tactical Strogg teleporting in through a teleporter at the back of the room.

You will also be attacked by a Gladiator who will come at you from the left side. Kill it and battle through to the back of the room. You should see a glowing orb. If you shoot it, it will get destroyed and any Strogg teleporting through will die instantly. It is quicker and easier than having to deal with each unit that teleports through. Continue through the door next to it.

You will come to a dark room with a big bulky machine ahead. It will then activate, and a big beam of orange energy will shoot out of the top. Simply wait and it will drop down, and a walkway will connect to it allowing you access. Continue waiting and a console will rise out of the ground in front of the machine. Walk up to the panel and press B.

Go back the way you came and a pillar in front of you will lower, revealing an Iron Maiden coffin thing. Kill it and continue forward and you will be attacked by a Teleport Dropper and another Iron Maiden. Once they are dead, continue forward and you will be attacked by a Light Tank.

Continue into the next room, and some more Tactical Strogg will teleport in from a teleporter to the left slightly ahead of where you enter the room, and at the very far top-right. Dispatch then and continue into the next area. You will be back in the lift area, where you will find Sledge waiting for you. The door that was locked should unlock once he finishes talking.

Go through the door and continue forward until you come to a wall where two large blocks are rising up and down. You will want to take a right and follow the corridor around until you come to a left turn. Take it and continue forward and you should come to a console on the right. There will be health, ammo, armour and a Stroyent Health Station here. Trust me. You WILL need them for this next bit.

There should be an orange panel that says 'Call Lift.' Press B. Unfortunately, you will then be attacked by three Stream Protectors, one after the other. To make matters worse, Tactical Strogg will start teleporting in from the right. What is worse is that they will keep spawning in ad infinitum. I simply recommend spamming rockets.

On General, you WILL need to utilise cover, as if you just stand about like a lemon, then death shall come to you on swift wings. Try to move about a lot, as standing still behind cover won't cut it as the splash damage from the Stream Protectors' attacks can still damage you. Once all three Stream Protectors are dead, there will be a door in front of you that will unlock.

You will know when to make a run for it, because Sledge will suddenly run off. Once through the door you will be in a lift. Don't worry, as it will start automatically. This is the level exit. The level will end relatively shortly after you step on it and it starts going up.

Level 26: Data Processing Security

You will start the level still in the lift you escaped into with Sledge at the end of the previous level. When you finally reach the top, there should be a corridor behind you. If you look up, you should see a red laser beam along the top of the ceiling. Following the beam will get you to where you need to go. You will still have to deal with enemies, as well as needing to know what to do.

Follow the corridor until you come to a right turn. You will be attacked from the right by a group of Tactical Strogg and a Gunner. Dispatch them and continue ahead through the door. Stop as soon as you go through the door, as a Berzerker will run through the door ahead of you. After dispatching it, if you go to the right side of the room, you will find some Dark Matter Gun ammo.

You will also be attacked by Tactical Strogg. One or two may come through the door the Berzerker came through, whilst others will shoot as you from the left past some machinery. Once it is safe to continue, go through the door the Berzerker came through. Follow the corridor round and you will come to the side where the Tactical Strogg were shooting at you from.

An Iron Maiden will appear in front of you at the far end of the walkway ahead. Once you have killed it, turn right and you should see a lift shaft and a panel to call it. Take it down. Note that you will have to wait until Sledge is on the lift before you can use the panel to take it down. Once on the level below, you will noticed that the laser beam is now underneath the see-through floor.

You will be attacked from the right by some Tactical Strogg, and you will see a Gunner up on a balcony shooting at you. Take them out. Once they are dead, head right until you come to where the laser beam is coming out of the floor up into the ceiling. You will need to turn right here and continue forward. You will be attacked by more Tactical Strogg here, as well as two more Gunners.

Continue forward until you come to a locked door, and then turn left to find some stairs leading up. Go up the stairs and turn left. You will probably encounter a few more Tactical Strogg here. Once they are dead, head down the corridor and look for a turning to the left. You will find a console you can use. Walk up to it and press B twice. Once done, turn around and go back the way you came.

When get back down the stairs you should find Sledge waiting for you. The door to your left should now be unlocked. Head through it. In this next area, there will be a section of wall missing in the top-left of the corridor leading out to a shaft. You will be attacked by two Sentries.

Once they are dead, turn right and go through the door. Continue forward and you should see a fire ahead. You can simply walk around it. Continue forward into the next room, and turn left up some steps past another fire. You will then want to turn right and follow the corridor round. There will be a console to the right. Sledge should run up near it.

Walk up to the console and press B at the panel, and the walls in the middle of the room should come down revealing some machinery. You will need to find the controls to move it. However, you will be attacked by an Iron Maiden. Once it has been dealt with, turn right and head to the right of the room.

Continue forward and you should see a turning to the right. Take the turning and you should see a locked door ahead of you and some fire to your left. Turn right here and go forward all the way to the end. You should then see a lift to your left. Take it up and follow the corridor until you reach a room overlooking the room below and a panel.

You will need to use the D-Pad to select which node to move. From the starting position, press down on the D-Pad twice, and then press B twice. Press up on the D-Pad once and then press B three times. Press right on the D-Pad once, and then press B once. Press up on the D-Pad once and then left on the D-Pad once. Press B twice and you will have successfully aligned the nodes so that the laser beam can go through them and unlock the door you need to go through.

Head back through the corridor and back down the lift and continue back the way you come until you can see the laser beam ahead of you. Walk forward until you can see a door to your right. Go through it. You will see a door ahead of you at the other end of the hallway. Go down the hallway, through the door and turn left.

You should then see something rise out of the ground to block the path of the laser beam. You should see a corridor to your right that curves round. Go down it and you will see some Tactical Strogg ahead of you. Take them out. As you continue forward, however, be careful, as there will be a gap to your left just ahead and you will be attacked by two Sentries.

Keep following the corridor round until you come to a straight corridor. You should see some Tactical Strogg ahead and a lift right at the very end. When you approach the lift, it will come down with a Light Tank in it. Take it out and then take the lift up. Turn right and you will be attacked by a Gladiator from the left just up the corridor.

Once it is dead, go up the corridor and you should find a door to your left which the Gladiator came through. In this room will be a big circular shaped platform in the middle with a panel on. You will need to walk up to it and press B to lower it, but you will first have to deal with two Iron Maidens who will come at you from the far left and far right walls.

Once you have taken the platform down, you will have finished re-aligning the date nodes. A walkway will appear to your left, allowing you to walk up to Sledge and go through the door ahead. As you enter the next room, turn left. You will see some railing. If you continue ahead you should find some steps leading down.

There will be a teleporter to the left, and one to the right, and you will be attacked by two more Iron Maidens, one on either side. Destroy the teleporters and kill the Iron Maidens. As you approach the next door, you will be attacked by another Light Tank. Kill it and go through the door. Take the steps up and head to the door in the top-right of the upper section.

Go through the door and you should see a lift shaft ahead. Take the lift up. Once you have reached the top, head forward and take the door on the right. Go down the steps and you should find a hefty supply of ammo, armour, and health scattered about. You will then need to head to the far right of the bottom level. You will find a door there. Go through it and continue down the corridor ahead.

Go through the next door and follow the corridor until you come to another lift shaft. Go in and take it up. You will need to wait for Sledge until you can use the panel. Once up head through the door and you will be on the roof. You will have to face a Gladiator and two Heavy Hover Tanks up here. The Gladiator will be on the second right, and there will be a Heavy Hover Tank on the first right, and one of the third right.

I recommend utilising the Dark Matter Gun here. It was made to deal with heavy units. Once they are dead, you will need to find the panel to activate the tower connection to the core. From where you get off the lift, head forward and take the second right. Head all the way down to the panel. Press B and then head back to the lift. Once down, head back through the corridors and doors to the second lift. This is the level exit. Simply press B to end the level.

Level 27: Data Processing Terminal Revisited

This is the easiest level in the entire game, as it consists solely of two elevator rides and a short walk. As you take the lift down, you will be attacked by the Nexus Guardian. Eventually, it will smash through the glass and start trying to attack you. Simply shoot at it with the weapon of your choice. Note that you can't actually die here.

Eventually your lift will crash. Get out, and go forward across the walkway ahead and you should find a panel. Press B and you will take another lift down. Get out, head through the corridor and you will come back to the tram. Step onto the tram to end the level.

This level is thus perfect for getting the remaining weapon achievements. Once you have completed the level with one, simply reload the save and repeat the process for the next weapon until you have them all. Simple.

Level 28: Data Networking Terminal

You will start the level in the tram, pulling into the base of the final tower. When it comes to a stop, it will open allowing you to leave. Turn left to find three marines of Raven Squad. There will plenty of ammo, armour, and health lying about, including some Dark Matter Gun ammo to the left behind some crates.

Head through the door ahead and you will enter a lift. Take it up. Be prepared, however, as soon as you reach the top you will see some marines battling Strogg forces. You will need to keep all of these marines alive for the Galactic Order of Heroism achievement.

They should finish off the enemies they are fighting fairly, but once you enter the room, teleporters will begin activating, bringing in a ton of Strogg reinforcements. Try to take out the teleporters rather than focusing exclusively on the enemy units. There are only two teleporters, so it should not be too hard if you are quick enough.

Once they are dead, the marines (if they are still alive) will huddle by a door to your left. Strauss will radio you, telling you that it should be unlocking shortly. Once it turns green, go through it. You should find a blue panel immediately to your left which will activate the bridge forward.

Once in the next room, equip your flashlight, as it will be very dark in here. There will be a lift shaft in the middle. Be careful not to fall into it. Press B by the blue panel to call it down. When it arrives, there will be a Gunner on it. Also, two teleporters in the top-left and top-right corners will start spawning in Tactical Strogg.

Once they are taken care of, ride the elevator back up. Be careful, as there will be a Light Tank waiting for you. Also, a teleporter in the top-right corner (assuming you are still facing the panel) will spawn in some Guards. You should see a door on the right next to the teleporter. Go through it.

Immediately turn right and go down the corridor. You will be attacked by a Gunner and a teleporter in the top-left will start spawning in Tactical Strogg. Deal with them and then head through a door to the left of the teleporter. You will be immediately attacked by a Berzerker, and a teleporter up ahead to the right will start spawning in some more Tactical Strogg.

Take care of them and head for the door in the top-left corner. Be wary, as a Gladiator will enter the room through it, and Tactical Strogg will attack from an alcove slightly in front of the door. Kill them, go through the door and turn left to find some steps.

Once up the steps, take the door on the right, and wait for the bridge leading to the platform in the middle to activate. Strauss will contact you over the radio, telling you to go into the teleporter in the middle. Do so. This is the level exit. If all three marines of Raven Squad that have been accompanying you survive, you will get:

Level 29: Data Networking Security

You will start the level facing a window. If you look through, you will see the Nexus Guardian creature wreaking havoc on the tower. Don't worry, it won't be able to hurt you. It will just punch the window and then leave. Turn left and you should see some torn up flooring. You will need to jump onto to it and above to continue.

The door the right is busted, so take the door to the left. Go through it and turn left. Parts of the bridge ahead will be missing, so be careful not to fall to your doom. A Gunner will be waiting for you when you get to the other side, so dispatch it quickly.

There is a Stroyent Health Station here in case you need it. Take the door on the right, and you will be immediately attacked by a Berzerker. There will be another teleporter in the top-right corner of the room that will start spawning in Tactical Strogg, so take it out quickly.

Continue into the next area, and you will come to a corridor that is partially destroyed. A wall ahead will be missing, allowing you to see outside. Unfortunately, the Nexus Guardian is out there, and can shoot through the missing wall at you. You will need to turn right, and move quickly around to the right side of the corridor.

There will be a door to your right, but it will jam as it opens, meaning you will have to duck to pass through it. You will then arrive in another partially destroyed section. Look left and you will see some piping. Jump onto it and follow it to the end. Look right and there will be a partially destroyed walkway. Jump onto it and go through the door to the left.

Continue round the corner into the next room, and there will be two Tactical Strogg hiding in here. You should see some explosive barrels ahead. Just shoot them, and the explosion should take both of them out. Continue ahead round the corner through the door and into the next room. You will be attacked by a Berzerker and some more Tactical Strogg.

If you look to the left, you should see a walkway with a flashing orange light beneath it. That is where you need to go. Head right to the walkway and look down slightly ahead of you, and you should see a drop down. Continue through until you reach an area you can jump up. Do so and go through the door and into the lift ahead.

Once at the top go through the door. To your left will be a room with a teleporter in and some ammo, etc. Destroy the teleporter and then go back out into the corridor. Take the door ahead and there will be some more ammo and armour. Follow the path round to the next lift. Take it up.

As soon as you reach the top, equip the Rocket Launcher. The reason is because as soon as you go through the door onto the roof, you will have to fight the Nexus Guardian creature. You could use the Dark Matter Gun, but it is not very effective against the Nexus Guardian.

It is rather slow, and you can easily dodge its standard rocket attacks, but it will also fire homing missiles at you. Occasionally, however, it will activate its jet back and hover round the map trying to damage you with the flames. This can be dangerous on General. Keep running when he does this, as if you stop he can catch up to you and wreck you.

Keep strafing about and shooting at him. On General, you will probably run out of rockets, so you will have to utilise other weapons. The Nail Gun is good here. Maybe one or two shots from the Dark Matter Gun for good measure, but don't waste your ammo, as you will need the Dark Matter Gun for later.

Once it is dead, find the orange panel at the far end of the passage to the second right. Press B, and then take the lift back down. Back in the main corridor, you will see marines ahead. Go up to them and turn right to see the teleporter that will take you to the Nexus Core. Step into it, and eventually the level will end after all the various marines around you and over the radio have finished blabbing on.

Level 30: Nexus Core

This is without doubt the hardest level in the entire game. On General, you will probably be crying by the end of it. You will start the level facing a walkway ahead of you with red railing. Go through the door ahead and you will see a locked door. Turn left and follow the corridor round down some steps and you should see an open door to your right.

Unfortunately, it is a trap. The door will close and lock. Go back up the steps and you will be attacked by a squad of Tactical Strogg and a Light Tank. I recommend giving a blast of the Dark Matter gun, given that the Strogg units will be forced into a chokepoint here due to the tight space. On General, the Light Tank will probably still be standing, so finish it off with the Shotgun.

Continue and the door that was locked up ahead will now be unlocked. Go into the room and there will be two more Tactical Strogg to the right. There will also be a Stroyent Health station and some ammo. Once they are dealt with, you will want to go to the left of where you entered the room, and you will find a blue panel. Press B.

If you head back to the other side of the room where the Stroyent Health Station is, there will be a door to your left that will now be unlocked. There will be a Strogg Guard up ahead, and to the right will be a Light Tank and two Tactical Strogg. Once they are dead, head down the steps on the right and go into the centre of the room. You should find an orange panel.

Press B and it will activate an elevator, and the room you are in will start moving down. You will then be attacked by a large number of Strogg Guards. I recommend using the Machine Gun and continuously strafing about until they are all dead. Of course, when you reach the bottom, you will be attacked by a Gladiator and two Iron Maidens. I suggest having the Dark Matter Gun ready for this part.

I recommend shooting at the Gladiator with the Dark Matter Gun and then running forward down the steps ahead. The two Iron Maidens should be hot on your heels, so turn around and take care of them with the Dark Matter Gun. A single Tactical Strogg should come through the door at the bottom of the steps. Take care of it. There will be plenty of ammo down the bottom of the steps.

Also, if you missed it, go back up the steps as there is some Dark Matter Gun ammo. Go back down the steps and through the door. Have the Rocket Launcher ready, as there will a Teleport Dropper right on the other side. Continue up the stairs and through the door. Turn left and then go through the next door. You will come to a circular walkway.

In the middle of the room will be a circular platform where a bunch of Tactical Strogg will teleport in. You can simply spawn camp them. Once you are satisfied they are all dead, continue following the walkway until you come to a lift. Take the lift up, and then follow the walkway round until you come to a door. Two Tactical Strogg will come through.

Turn left and continue through the door and you will come to a room with some steps to the right in front of you leading down. Go down the steps and turn right. If you look up, you should see a glass panel with a metal frame. This is a lift that will take you further into the complex, believe it or not. Walk forward and the panel will close down behind you and the lift will start moving.

You will come to an area with a big screen in front of you where you will be laser scanned. Unfortunately, this is another trap. A Gladiator will enter the room from the left, and some Tactical Strogg will enter from the right. However, when the glass panel in front of you lifts up, do NOT go forward. Another panel will open behind you. Go backwards and use the lift as cover.

Be careful, as once they are dead, an Iron Maiden will burst through the floor in front of where the lift stopped. Once you have dispatched it, carefully walk up to the hole in the grating it burst through and look down. You should see some piping. Carefully jump on to it. I say carefully, because you CAN fall to your death if you do it wrong.

You should then see a passage ahead of you. Follow it round. Note that you will have to crouch for part of the way through it. You will then come to a ladder. Climb up and you will see some ammo, armour, and health ahead of you. You will want to turn left, however, and continue down the corridor. At the end will be a broken door that is mostly open.

Go through it and you will come to a dark room with an orange tank in the middle. If you turn left, you should see some railing and some steps leading down. As you approach you will be attacked by a squad of Tactical Strogg, a Gunner, and an Iron Maiden. Continue down the steps and you will see a door up ahead to your left. Go through it.

You should see a raised platform in the middle. There should be some steps leading up on the right hand side. You will want to head for the top-left part, where you will find a lift you can take up. Once up the lift, get off and turn right and follow the walkway up some stairs.

Go through the door, and in the next room should be a single Tactical Strogg and a blue panel. Kill the Strogg, and then walk up to the panel and press B. This will de-activate the security preventing you from continuing further into the Nexus Core building.

Turn around and go back the way you came. Once you reach the dark room with the orange tanks inside, go through the broken door and go ahead. You will be attacked by some Guards and a Gunner. There should be a door to your right that is now unlocked. Go through it and through the next door, and you will be back in the main room with the lift in.

Once back inside the main room, turn right and go to the other side, and you will find another door that is now open. This is the part that will make you cry. You should find some armour and ammo lying around. Pick it up and go into the next room. You will be in a large room with pillars along the right and left sides, and some big blue tanks along the middle.

This is without doubt the hardest part of the entire game. You will be attacked by three Light Tanks, three Heavy Hover Tanks, and two Stream Protectors. Yes, I told you this part will make you cry. You will be attacked in waves, however, which makes this somewhat beatable on General... with patience.

You will first be attacked by two of the Light Tanks who spawn in through teleporters on either side of the room slightly further ahead. When you kill one, the third will spawn in. Once all three are dead, two of the Heavy Hover Tanks will then spawn in, with the third spawning in when you kill one of the first two. Once they are all dead, then you will have to deal with the two Stream Protectors.

As far as tactics go, dealing with the Light Tanks should not be too problematic as long as you know what to do. Equip the shotgun and simply bait them into following you around the room. That way you can just pump round after round into them and they won't even get an attack in.

I recommend saving once all three are dead, as the Heavy Hover Tanks are complete and utter bastards. I definitely recommend a combination of the Rocket Launcher and Dark Matter Gun here. Apply liberally. The tricky thing with these guys is that their homing rocket attacks are hideously accurate. If you think you can dodge them by going behind cover, then you will die before you know what hit you.

I recommend using the machine gun to shoot them down. Try to utilise cover as much as possible, but also keep moving, since these guys can royally screw you up in seconds if you let them. Once they are dead, save again (but use a new slot.) You will now have to deal with the two Stream Protectors. Again, the Rocket Launcher and Dark Matter Gun combo should suit you fine.

These guys are fortunately less mobile than the Heavy Hover Tanks, but have a vaster array of weaponry with which to inflict misery and pain on you with. Once you have finally dealt with these guys and have completed this arduous, gruelling slog of a battle, head to the far end of the room opposite where you came in from and go through the door.

You will come onto a walkway with a locked door ahead of you and some railing to the left. However, just before the locked door, on the right, you will find a ladder leading down into a crawlspace. Once at the bottom, there will be a space you can crawl through in the bottom-right of the crawlspace. Go through it and you will come to some piping.

Jump onto the piping and walk along it carefully. Drop down onto the next set of piping, and then jump down onto the platform below. If you look to the right you will some piping leading up. Jump onto it and go up and you will come to another crawlspace, with a ladder leading up. Take the ladder up.

You will now be on another platform. What you want to do here is head to the left side and then jump up onto the railing and then, if you look down, you should see a line of piping running along the left wall. Carefully drop down onto it. Continue forward and you will come to another pipe running up that you can jump on. Jump onto it and then jump up onto the platform above.

As you land on the platform, there will be a door to your right. Go through it and continue forward. As you go down the corridor, you will be attacked by Tactical Strogg, some of whom will have Rail Guns, so be careful. Once at the end of the corridor, follow it around to the right and you will some Dark Matter Gun ammo up ahead. Pick it up and continue through the door to your right.

In the next room, you will see a big black pillar in front of you. You will want to turn left and go down the corridor ahead. You will be attacked by a Gladiator, a Light Tank and some Tactical Strogg. I recommend using the Dark Matter Gun as they will all be tightly packed. Kill them and go through the door. You will see the level exit ahead. Press B at the orange panel to the left of the red door ahead to end the level.

Level 31: The Nexus

This is the final level in the game, but is actually very easy, even on General. Trust me when I say the hardest parts are behind you. You will start off facing a long walkway with lots of ammo, including two sets of Dark Matter Gun ammo, down it. Go down the walkway and pick up all the ammo, etc. you need. I also suggest equipping the Dark Matter Gun now.

Go through the door and you will enter a big, dark room, with four massive pillars in each corner. There will be a big hole in the middle where none other than the Makron will emerge from. Of course, despite being the final boss, he is really easy, even on General. Simply head to the nearest pillar and take potshots at him with the Dark Matter Gun.

He is too big to get you behind the pillar, just make sure to dodge his attacks. On General, he will occasionally pound the ground. You will need to jump over the shockwave, or you WILL die instantly. Once you've beaten him he will stagger forward into the pillar. His upper half will then detach and begin hovering around.

This will be slightly tougher, but as long as you constantly strafe around and blast him with the Dark Matter Gun, he should go down relatively quickly. He will shoot at you with a big laser gun, and also uses a variety of grenades. Just don't let him melee you. Once he is dead, you will see four teleporters in each corner of the room behind the pillars. Go through one of them and they will take you to the second level.

The Nexus Core creature will then rise out of the ground. Of course, it will be behind an impenetrable shield, and regular enemies will begin spawning in on the ground level. You will need to be constantly moving to dodge their attacks. If you look above the Nexus Core, however, you will see a blue node. This powers its shield. I recommend shooting it with the Lightning Gun, and then pounding the creature with rockets once the shield is down.

You will need to drain the shield several times on General before beating it. Once it is dead, the game ends and the final cutscene will play. Congratulations! You've beaten the single-player campaign and have earned yourself:

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