By redapocalypse04. Version 1.00, Last updated 10/11/10.
-----------------------------------Vanquish------------------------------------ ------------------------Walkthrough By: redapocalypse04------------------------ -----------------Contact: firstname.lastname@example.org---------------- -----------------------------Gamertag: RedApoc004------------------------------ ---------------------------------Version: 1.00--------------------------------- ------------------------------------------------------------------------------- +Table of Contents+ ___________________ ======= Weapons............[WEA] ======= =========== Walkthrough =========== -Act 1.............[1.1] -Act 2.............[1.2] -Act 3.............[1.3] -Act 4.............[1.4] -Act 5.............[1.5] ================ Pangloss Statues ================ -Act 1.............[2.1] -Act 2.............[2.2] -Act 3.............[2.3] -Act 4.............[2.4] -Act 5.............[2.5] ========= Technical..........[TECH] ========= ------------------------------------------------------------------------------- +Weapons+ [WEA] _________ ============= Assault Rifle ============= Your basic and probably most reliable weapon. Has good all around stats. Recommended that you keep this with you at all times. Rounds: 600 Magazine Capacity: 50 Power: E Range: C Rate of Fire: A Accuracy: A Scatter: A Level 1: Increases Rounds from 600 to 720. Level 2: Increases Rounds from 720 to 840. Level 3: Increases Magazine Capacity from 50 to 60. Level 4: Increases Rounds from 840 to 960. Level 5: Increases Power from E to D. Level 6: Increases Magazine Capacity from 60 to 70. Level 7: Increases Rounds from 960 to 1080. Level 8: Increases Rounds from 1080 to 1200. Level 9: Increases Magazine Capacity from 70 to 80. Level 10: Increases Power from D to C. ================= Heavy Machine Gun ================= Basically a more powerful, less accurate assault rifle. At close to medium ranges it'll tear enemies apart, but any farther out and you'll just be wasting shots. Rounds: 200 Magazine Capacity: 30 Power: D Range: D Rate of Fire: C Accuracy: C Scatter: B Level 1: Increases Rounds from 200 to 240. Level 2: Increases Rounds from 240 to 280. Level 3: Increases Magazine Capacity from 30 to 36. Level 4: Increases Rounds from 280 to 320. Level 5: Increases Power from D to C. Level 6: Increases Rounds from 320 to 360. Level 7: Increases Magazine Capacity from 36 to 45. Level 8: Increases Rounds from 360 to 400. Level 9: Increases Scatter from B to A. Level 10: Increases Power from C to B. ======= Shotgun ======= Pretty much what you expect from a shotgun. At close range, it'll tear enemies apart, even certain bosses. At any other range, it's practically useless. Rounds: 20 Magazine Capacity: 5 Power: C Range: E Rate of Fire: E Accuracy: E Level 1: Increases Rounds from 20 to 24. Level 2: Increases Rounds from 24 to 28. Level 3: Increases Magazine Capacity from 5 to 7. Level 4: Increases Rounds from 28 to 32. Level 5: Increases Rate of Fire from E to D. Level 6: Increases Rounds from 32 to 36. Level 7: Increases Rounds from 36 to 40. Level 8: Increases Rounds from 40 to 44. Level 9: Increases Magazine Capacity from 7 to 9. Level 10: Increases Rate of Fire from D to C. ============ Sniper Rifle ============ This weapon has a 5x and 10x zoom level. Very powerful, very efficient at long range, but it's a single shot weapon, and at close range, you'd better have something else on hand. Rounds: 10 Power: C Range: A Rate of Fire: E Accuracy: B Level 1: Increases Rounds from 10 to 12. Level 2: Increases Rounds from 12 to 14. Level 3: Increases Rate of Fire from E to D. Level 4: Increases Rounds from 14 to 16. Level 5: Increases Rounds from 16 to 18. Level 6: Increases Accuracy from B to A. Level 7: Increases Rounds from 18 to 20. Level 8: Increases Rounds from 20 to 22. Level 9: Increases Rounds from 22 to 24. Level 10: Increases Rate of Fire from D to C. ============= Disk Launcher ============= Launches disks. The disks ricochet between enemies, which makes it an effective crowd control weapon, especially at later levels. Rounds: 20 Power: C Range: E Rate of Fire: D Accuracy: E Level 1: Increases Rounds from 20 to 24. Level 2: Increases Rounds from 24 to 28. Level 3: Increases Power from C to B. Level 4: Increases Rounds from 28 to 32. Level 5: Increases Rounds from 32 to 40. Level 6: Increases Power from B to A. =============== Rocket Launcher =============== Very powerful weapon and it has a lock-on feature, but it carries few rounds. Great against bosses. Rounds: 3 Lock-On Targets: 1 Lock-On Time: E Power: B Range: B Rate of Fire: E Blast Radius: D Level 1: Increases Lock-On Time from E to D. Level 2: Increases Lock-On Time from D to C. Level 3: Increases Power from B to A. Level 4: Increases Lock-On Time from C to B. Level 5: Increases Lock-On Time from B to A. Level 6: Increases Blast Radius from D to B. ============= Lock-On Laser ============= Hold down the fire button, aim at a group of enemies, and the laser will lock on to a few of them. Then let the fire button go. If you look around while holding down the fire button, you'll lock on to more enemies. Great crowd control weapon. Rounds: 40 Lock-On Targets: 4 Lock-On Time: A Power: D Range: B Rate of Fire: C Level 1: Increases Rounds from 40 to 48. Level 2: Increases Rounds from 48 to 56. Level 3: Increases Lock-On Targets from 4 to 8. Level 4: Increases Rounds from 56 to 64. Level 5: Increases Rounds from 64 to 72. Level 6: Increases Rounds from 72 to 80. ======= LFE Gun ======= Fires a huge ball of energy. Above average power, but the ball is slow and doesn't go very far, at least not until it's upgraded. Rounds: 10 Power: C Range: E Rate of Fire: E Accuracy: A Level 1: Increases Rounds from 10 to 12. Level 2: Increases Range from E to D. Level 3: Increases Rounds from 12 to 14. Level 4: Increases Range from D to C. Level 5: Increases Rounds from 14 to 16. Level 6: Increases Range from C to B. ============ Hand Grenade ============ Your basic delayed fuse hand grenade. Pretty powerful and with a decent blast radius, especially at later levels. Grenades are kind of hard to come by though. Grenades: 3 Power: B Blast Radius: D Level 1: Increases Grenades from 3 to 4. Level 2: Increases Grenades from 4 to 5. Level 3: Increases Grenades from 5 to 6. Level 4: Increases Grenades from 6 to 7. Level 5: Increases Grenades from 7 to 8. Level 6: Increases Blast Radius from D to C. =========== EMP Emitter =========== Causes enemies to stop completely and renders them defenseless for a short time. Works on all enemies, even bosses, making this a very useful weapon in just about every situation. Grenades: 3 Power: - Blast Radius: A Level 1: Increases Grenades from 3 to 4. Level 2: Increases Grenades from 4 to 5. Level 3: Increases Grenades from 5 to 6. Level 4: Increases Grenades from 6 to 7. Level 5: Increases Grenades from 7 to 8. Level 6: Causes the Power to glow Red. Not sure what this does yet. ------------------------------------------------------------------------------- +Walkthrough+ _____________ ++++++++++ |TUTORIAL| ++++++++++ When you first start the game, you'll immediately be deposited into a tutorial room. It's highly advised that you go through all the tutorials if this is your first time playing. Vanquish is not your average shooter. +++++++ |ACT 1| [1.1] +++++++ ================== Mission 1: Landing ================== This missions consists of moving through one short hallway and watching some marines get sucked out into space. Then a cutscene. ================= Mission 2: Breach ================= At the beginning of the mission, go left, to the red smoke. Boost through this trench and take out the mech on the other side. Hop on the turret and shoot the explosive barrels down and to your left a bit to take out the whole group of mechs in that vicinity. There's another explosive barrel in front of you and down a level. After that, focus on the Gorgies and the Moa, which is a large bipedal mech that is actually driven by a Gorgie. If you just shoot the driver, you can hop into the Moa and use it to blow the hell out of the enemy. Keep laying into the mechs, and remember that the small meter below your reticule is indicative of how much ammunition the turret has left. After a bit a large friendly ship will crash into the area, creating a hole in the big door behind you. There are several mechs and a Moa in here. If you can hijack the Moa, it'll make things a bit easier, but there really aren't that many enemies. Watch out for a couple up on the catwalks though. There are two weapon crates in here, one on the left side by a transport, and one by the exit door. Grab them both and leave the mission. ================ Mission 3: Giant ================ Run up the stairs and eliminate the few mechs up here. There are explosive barrels up here to make the job easier. Up the next stairs is a large courtyard area. Right after you get up the stairs, watch out for a flying vehicle sent your way. You can climb another platform on the right with a weapon pod on it. A large transport drops in several mechs, take them out along with the Moas and turrets. After you've eliminated all of them, more mechs will be teleported into the arena. Keep fighting and soon you'll face your first Romanov, large mechs that eat a lot of bullets. Dodge the missiles and just focus on shooting him as much as possible. There is a pretty obvious weak spot on the back, if you're having a hard time taking him down. Also, watch out for a large energy blast he likes to throw out that goes through everything, even cover. After you've wiped out every mech in the area, you'll enter a small cutscene. Now, you can go down into the courtyard and pick up some weapons, but you won't have much time, and you don't really need to worry about it. You will be able to look the place over thoroughly after the mission is over. If you do get low on ammo though, there are plenty of weapon crates and drop pods in the courtyard and on the turret level, along with turrets, of course. Two large transports filled with mechs will empty out into the courtyard. If you're down there with them, focus on one side so you don't get flanked. If you're on a turret, just try to keep the stairs clear. Once all of these mechs have been destroyed, prepare to battle your first boss. The KNRB-0 Argus will pop up in the middle of the courtyard. It's a gigantic spider-like mech that enjoys shooting a ton of missiles at you. If the cannon aims at you and glows yellow, dodge out of the way, as it will shoot a huge tank round at you that will at the very least knock you away. He also enjoys dumping out a bunch of bombs all over the place that explode after a few seconds. What you want to do is shoot the red core above the cannon. You can just lay into it if you want, but it's easier to shoot the glowing yellow weak spots on the legs. When you take out a leg, the Argus will be stunned, and you can just empty into the core. When this happens though, watch out for a large yellow circular laser that emits from the core. When you've taken the core down to zero health, the mech will transform into a humanoid robot. This form is harder to deal with. He likes to shoot a really small laser around the stage. Not only does getting hit by it hurt you, but the path the laser took will glow bright yellow and blow up. He also shoots a variety of missiles, sweeps his arms across the arena, and emits a very large laser from his chest that I believe kills you in one hit, but he only does this once. This time, the core is covered up, so you will have to shoot his arms and legs to expose it. Shooting and destroying the left arm will thrust you into a quicktime event where you have to rotate the joystick in different directions three times. Just keep blowing off limbs and hammering the core until it is destroyed. ================= Mission 4: Rescue ================= If you haven't already, explore the courtyard and the area with the turrets after you defeat the Argus robot. There are a lot of weapons floating around. When you're ready, head through the large door. The next area has a few weapon crates too, so keep an eye out for them. When the mission officially starts, follow Burns into the next area and look for mechs virtually everywhere. There's also a turret on the far side. Burns will turn right down the middle platform, but if you want a Disk Launcher, don't follow him. Instead, keep going over to the next platform when he turns right. This platform is the one with the turret on it. There is some debris on the left side, and if you go far enough you can get behind it. The weapon pod is back here. Either way, go down the middle platform and mop up mechs on both levels, including a lot to your left. When you've started to thin them down, a Romanov will drop down onto the left side area. Once everyone is dead, check the area for weapons and follow Burns up the stairs. At the top of the stairs, you'll be tasked with saving three marines. Your best bet is to work clockwise, starting with F. Kennedy. Take out the mechs on that side and start over the bridge. Once you are on the bridge, be careful, as a few more mechs will climb onto that platform. Fortunately, there are plenty of explosive barrels around if you get inundated with opposition. Hit the panel in front of Kennedy to free him from the contraption, and don't forget to also revive him, so he can join the fight. It doesn't really matter if he lives or dies as long as you free him. As you move toward C. James, a transport will drop off mechs directly in front of you. Destroy all mechs, free the last two prisoners, and move towards the door that is opening. As you're dealing with the mechs in this room, more will get dropped off on the platform to your right, the one that F. Kennedy was on. A transport ship will also hover above your position. Take out that transport and all mechs, then move into the room to finish the mission. ================ Mission 5: Trust ================ At the start of the mission, turn around and grab a weapon crate on the platform behind you. There's another one near the gate controls. Open the gate and take out the mechs behind it. Don't forget that you can climb ladders in this game, so you can get on top of that small platform in this area. There is usually some kind of weapon up there. Around the corner you'll encounter a new enemy, the Chicane. They are box-like robots that can set up a barricade. They also have a laser turret. After they're gone you'll be faced with a whole mess of enemies guarding the gate, including a turret gunner and two snipers on top of the gate. After you've cleared all of them out, you'll have to defend the gate as enemies come from the area you just came from. Another wave shows up after the first one is down, and there's a Romanov with them. This sequence ends and the gate closes as soon as the lone marine makes his way to you. After the next cutscene, you'll be throw into a gauntlet with mechs in the middle and up on the sides. Take out the RPGs first, then the turrets, then mop up what's left and go to Burns. In the big opening, prepare for another boss. A large tank and a bunch of mechs will come up the ramp. Take out the mechs first, both on the ground and on the tank. This will allow you to move around the arena freely, which is important when you're focusing on the tank. It has one main attack, which is to shoot a tank shell at you. But it will also spin the blades up on the front and try to run you over. Note that the blades will tear up or go over normally indestructible cover, like sandbags, so don't think you are safe behind them. The main weak point you'll want to try to hit is on the back side of the tank. With no mechs around, you can just boost around behind it at any time. There's another weak point on the turret, but it's only visible when the turret raises. And when the turret raises, it's usually pointed at you, so be careful. Finish it off and the mission ends. =================== Mission 6: Darkness =================== Check the courtyard for weapons, and move down the ramp. Place a charge on the roadblock, blow it, then move into the tunnel. After the cutscene, you'll be tasked with protecting the armored vehicle from a variety of enemies. The vehicles headlights will be the only thing illuminating the tunnel, so you'll need to keep your eyes peeled for enemies and weapons. The first wave consists of Jellyfish, small four legged machines that like to scurry up to you, or the vehicle, and explode. Next up will be two large Jellyfish. They eat bullets, and if they explode near the vehicle, they'll take out a decent chunk of health, so lay into them with everything you've got. Grenades of both types work especially well. Focus on one at a time, too. They're slow at first, but after you get their health down so far, they'll turn red and start moving faster. Also, when they blow up, they release a bunch of smaller jellyfish. You'll have to deal with two more large Jellyfish before you reach a fortified gate. Take out all the mechs on ground level, including a Romanov with a hammer and a flamethrower, which will overheat your suit rather quickly. Shoot the two tanks on his back to make him explode, then plant the first bomb. Move to the top of the gate and take out the turret. Around this time, a transport will drop some mechs off right in front of the APC. Aim down and wipe them out, and prepare for yet another transport. Plant the last bomb, clear the area, check for weapons, then get next to the vehicle and blow the gate. Move through the wreckage and when you get near the bus, watch out for two enemy transports that will crash near you. They don't drop off mechs, but they can crush you. Next, prepare to deal with four large Jellyfish, some small jellyfish, and a flamethrower Romanov. The Romanov is mainly a threat only to you, so if the vehicle is low on health, focus on the Jellyfish first. After this battle, move up and end the mission. ================== Mission 7: Seismic ================== This mission is short, but intense. On this next platform, you'll be forced to deal with a hell of a lot of mechs, including two snipers on the left side, a turret on the left side, and three Romanovs. The Romanovs shoot bullets and missiles, and they also like to throw out a huge missile that travels really slowly but does a lot of damage. It beeps louder as it gets close to you. Just stay behind cover and you'll be fine though. After a while, the armored vehicle will start using its rail gun. Probably after you've cleared most of the platform, but it's better than nothing. Once the platform is clear, a large machine will come up through the pit in the middle and dump off more mechs and another Romanov. It'll also destroy the armored vehicle. Once the platform is cleared a second time, the mission will end. ================== Mission 8: Hostile ================== Activate the lift. After a bit it stops, and you'll have to fight mechs coming up the other lift. The lift will get to the top and the next room has several mechs and a Romanov. A bit after you enter the room, Professor Candide will come up the elevator with more mechs. Watch out for mechs with RPGs, too. Once everyone is wiped out, you'll have to face another boss: Zaitsev himself. He operates a suit similar to yours, except he can fly around with it. He'll shoot lasers from the gun at you, and large lasers from his suit. If he gets close, he'll use the gun as a sword. Once his health is at about a quarter strength, Zaitsev will initiate a quicktime event where you must mash down X as much as possible. Win this and the fight is over. +++++++ |ACT 2| [1.2] +++++++ ================ Mission 1: River ================ Activate the lift. At the top, you'll have to deal with a turret gunner, a sniper, some chicanes and other mechs. They also enjoy throwing grenades, which is something you can expect a lot more of from now on. Through the two door is a conveyor belt area. The first room has two turrets in the middle along with some mechs. There's also another turret and more mechs at the end. The next room has more mechs, two more turrets, and two Moas. When this platform is clear, move up the stairs. When the gate closes behind you, there is a weapon crate on the left side. Keep going up and you'll be on a platform with two Romanovs, a Moa, and a bunch of mechs, with a turret at the back. If you can take out the Moa gunner and climb onto it, great. If not, just do the best you can at clearing the platform. EMP Emitters are lifesavers here. Once the platform is clear, you will immediately go to Mission 2, so try to pick up any stray weapons before you kill everybody. ================= Mission 2: Rapids ================= Immediately get on the turret and blast the enemies flying towards you. Two transports will come up from behind after that. More flying enemies, called View Hounds, will come at you, followed by another transport. After that, another train will run parallel to yours, filled with enemies. There's a time limit here, so hurry up and take out all the mechs, and the Romanov that shows up. Shortly after you dispatch of the enemy train, the one that you are on will stop. Move to the front, as transports will drop mechs all over the rear, including a Romanov with a flamethrower. Once they're dead, the buildings to the train's left will swarm with mechs, turrets, and Moas. Take out the turrets and Moas first, then proceed to mop up any stragglers. A whole lot of enemy transports will descend on your position, so just try to hop around and avoid being shot for a few seconds. You will enter a quicktime event where you have to mash X a lot, then a cutscene. You'll now be in an enemy transport. Aiming will cause the turrets to fire where your reticule is pointed, so this will save on some ammo. You will fly up to a train with mechs and two Romanovs on it. They tend to focus on the marine transports, so it shouldn't be hard to wipe them out. Do so and the mission will end shortly after. ==================== Mission 3: Nightmare ==================== Head forward into the door and down the stairs. At the bottom you'll come across a few mechs and a couple of new enemies called A-2 Spheres. They are balls that roll up to and deploy into turrets. You can only damage them when they are deployed. Sometimes they will also charge up and throw themselves at you in ball form. This attack really hurts, so watch out. Next you'll have to activate a door control. When you get to the next room, the doors will open and a Romanov will shoot past you. You will have to deal with him behind you and two regular mechs in front of you. Take out the regular mechs first and then deal with the Romanov. If he gets too close, you might enter a quicktime event where you have to spin the joystick around a lot. Keep going until you have to activate the door control again. Two Argus robots will be waiting on the other side. You'll have to deal with a spider version and a humanoid version, but if you stick close to the door you just came out of, you'll only have to deal with one at a time. The humanoid will remain distracted by friendly forces until you kill the spider. Do the same thing as always- take out the legs to cripple it, then hit the core. When it's down to no health you'll enter a quicktime event where you have to shoot the core, then spin the joystick really fast in one direction. Once he's out of the picture, you can focus on the other guy. There's a quicktime event involved with the humanoid too, where you have to mash X to punch his head off. Other than that, it's the same old story. Once you've defeated both of them, the mission ends. =================== Mission 4: Struggle =================== After you exit the lift, head through the next door and deal with the mechs and the two Moas, and watch out for grenades. Once they're gone, move through the gate. There are a lot of mechs in this next area, plus turrets and snipers and missile launchers. Just take your time and eliminate the most obvious threats first, then make your way up the middle to the bunker. Inside are more mechs. Reach the roof and enter the container yard. Be careful in here; there are plenty of mechs in this one area, and they are all hiding behind containers, waiting for you to move by them. After this and a couple of ramps, you'll have to fight up to another bunker. This fight isn't as hectic as the last, but there are still a couple of turrets to deal with. There are also a few mechs when you enter the building. Hit the switch and run back outside. Turn right and clear the mechs out of this area. The demo team will set some charges and blow the door. Mission complete. ================== Mission 5: Assault ================== Activate the lift. At the top you'll come out on a semi-circular walkway and be promptly attacked by enemy transports. Ignore them and go down the next lift. You'll be dumped at the bottom of a large hill with an Argus robot at the top. Don't worry, you won't have to fight him, but you will have to fight all the other mechs in the area while dodging the debris that the Argus throws down at you. When you notice a large piece of debris coming your way, get behind cover. You'll have to deal with mechs all the way up, but as you get near the exit on the left, a whole group of them will come out, so be careful. Go up the ramp to end the mission. ===================== Mission 6: Stronghold ===================== You are dumped into a warzone. Start laying into mechs left and right, being sure to put priority on enemies close to you and the turrets. When you wipe out the first wave, a Romanov will come through a door on the left. After he's dead, a Romanov will come out of both the left and right doors. When they're dead, you've got to take out a new enemy called a Bia. It can transform between a humanoid form and a scorpion. The humanoid form will fire the most shit at you, but is relatively slow. The scorpion, on the other hand, is really fast, and loves to get in your face and beat the hell out of you. Try not to get too far away from the thing, or else it'll go into scorpion mode to chase you down. Once the Bia is dead, check the area for weapons, then get on the lift with Burns. After the cutscene, take out the two flamethrower Romanovs that appear on the left, then take out the two cannons that are shooting down marine transports. With those gone, reinforcements can join you on the battlefield. Now you have to take out the jammer. You'll notice some kind of thing above you that shoots out gigantic purple lasers and has a red core in it. Shoot the red core. Avoid the gigantic purple lasers. The last part is a bit trickier than it sounds. You can't really dodge the laser, since it follows you whenever you roll out of the way. You can boost to outrun it, however. If you want to take cover, only do so behind the pillars or the large yellow container in the middle. These are the only things that have adequate clearance to protect you against the laser, since the thing is so far above you. After you blow up the first piece, some A-2 Spheres will come out. Kill them, and two containers full of mechs will drop down. As you're dealing with the mechs, another piece will come into play that you need to blow up, so watch out for the purple laser again. Take this piece out, and two Romanovs will come out on the right side, and yet another laser piece will come in that you have to blow up. This time, however, it's flanked by two huge machine guns. The guns are powerful, but also weak, so take them out quickly and then blow up the core on the last piece. This ends the mission, so if you want to grab some weapons, do it now. +++++++ |ACT 3| [1.3] +++++++ ================== Mission 1: Forward ================== Move forward, down some stairs. You'll eventually run into a whole lot of enemies. There are turrets and two Romanovs, not to mention a bunch of regular mechs all over the place, including on the ledges to your right. Once most of them have been cleared out, another Romanov will drop in. Destroy him and move towards the barricade. More enemies will come out, this time USS class Gorgies. They float around really fast and carry shotguns. Move past the barricade and watch out for two enemy transports floating around to your left. Take out any enemies in the area, including the snipers and turret on the building to the left. Once they're all down, two new Romanovs appear. These drilling types like to dash towards you, and tunnel underground and come up beneath you. If they start tunneling, watch for the dirt and stuff being flung up, that'll tell you where they're going. Luckily, they don't seem to shoot anything, so clean them up and the mission ends. ================= Mission 2: Attack ================= After the cutscene, you'll be thrust into combat. Eliminate the two Romanovs and other mechs on the central platform before they take out the transport. Once the bridge is lowered, move across. Soon, three machine will erupt from the ground and start dumping mechs into the arena. Take care of them, and watch out for RPGs. When this wave is at about half strength, a tank with the blades on front will enter. Try to take out as many mechs as you can, because the tank will roll right up to you. Try to stay on the central platform if you can, that way you have some moderate cover from everything else while you zip around behind the tank and attack its weak spot. If you're close to the tank, it actually doesn't take long to put it out of commission, plus the turret won't be able to hit you. The only thing you'll have to worry about are the mechs and small turrets on the tank. Once it's dead, the mission is over. ================== Mission 3: Vertigo ================== Exit the plaza and take the lift up to another area. Fight some more mechs, including RPG guys and Air Gatlings. After they're dead, a cutscene ensues and you are dumped onto a very unstable bridge. This part is a little hectic. You move forward into an area with mechs and Moas, but as soon as you get close to the marines, the bridge starts to collapse. Move forward until the way is blocked. Take out the two Romanovs and all the mechs, and the bridge will start collapsing again. Now you really have to move fast, so boost along the highway. You may be tempted to stop and try to take out the group of mechs on the left side, but if you stop in front of them, you'll fall off the bridge. Just boost past them to the sandbags. Try to take out at least one of the Romanovs while you wait for Burns. When he moves up to the Romanovs, follow him. Don't worry about any of the other enemies, if you do you'll probably just fall off. After this, the mission ends. ================= Mission 4: Dragon ================= Here you are on a monorail that is always moving. The first part has you taking out spotlights before they see you. This is fairly easy, and you have a lot of sniper ammo on the train with you. Eventually an enemy transport will fly overhead and circle back around. Ignore him until you have taken out the three spotlights that soon appear. Once they're out of commission, lay into the transport with fire. You'll probably get hit by a few rockets because of the sound of your assault rifle, but that's ok. Take out some more spotlights and you'll zoom into central station. Here you have to get off of the monorail and blow the gate. As soon as you get off, mechs will rush you. Take them out, plant the first bomb, and take out the gunner on top of the gate. Once you're up here, mechs will show up on the other platform and try to rush up to your position. After they're dead, more mechs show up on the first platform again. Plant the last bomb and wipe them out, then blow the gate and get back on the train. You won't need the sniper anymore, so if you want to pick up any extra ammunition to add chevrons to it, go ahead. You will, however, probably need the assault rifle or heavy machine gun, because the next area has you fighting a boss called the Buzzard. You must destroy him before he destroys the monorail. He likes to hover behind the train, doing some acrobatics and launching tons of missiles and lasers at you. Sometimes he'll fly around the train. I couldn't find a particular weak spot on him, so just lay into him with bullets and he'll die soon enough. After that, the mission ends. ================== Mission 5: Despair ================== Move up at the beginning of the stage and start taking out mechs. Whatever you do, do not get caught in the Kreon's giant laser. It will instantly kill you. You can tell where it's going to fire by the three red lasers it emits. Move forward and up one of the ramps. You must hop onto a turret and defend the three APCs. If you've got time, take out the mechs, but your main targets are the tanks with blades on the front. Focus your fire on the weak spot on the turret. This will blow the turret up. Then destroy the vehicle before they can make their way to the APCs. As long as one APC remains alive, you'll be fine. Now, make your way over to the legs of the Kreon. You have to shoot the core on the underside of the foot while it's in the air. Be careful- when the foot comes down, it can crush you, and while it's going up, the flames can roast you. Once it's disabled, you'll enter a cutscene. In this area you will have to fight a ton of enemies. Run up to the bridge and take cover. Start systematically wiping out the mechs on that platform, including the Romanov. Also, while you are here, try to take out as many of those turrets as you can. Across the bridge, on the other platform to the left, there are more mechs and turrets. Once you've taken them out, the Kreon will begin firing thrusters, which will cause your suit to overheat. At this point, another platform filled with mechs and two Romanovs will drop down from the Kreon. Take care of them, then move up the ramp. There are more mechs and two more flamethrowing Romanovs up here. After you move down the other ramp, the mission ends. ===================== Mission 6: Infiltrate ===================== Hop onto the tram and eliminate the mechs on the pipes as you cruise down the tunnel. You'll also encounter a boss here, he's the weird looking collection of junk that likes to slink around and shoot at you, then slink back into a hole. Just ignore him for now. When the tram stops, open the door. In the next room, you will fight the boss for real. You need to hit the red core, which is difficult with all that crap in the way. The easiest way to do this is to utilize EMP Emitters and AR Mode. The boss will shoot bullets and yellow lasers at you, but the thing you really need to watch out for is his melee. If you get close enough, he'll form into something that almost looks like a flower, and try to grab at you. Avoid this. He also likes to climb the walls and the ceiling. Don't forget about the weapons in the room. Kill him and move on. A couple of rooms later, a few of the fast, floating mechs will teleport in. In the next area, you have to go through some coils that fill with energy every few seconds. You'll have to time your boosts through the coils. After the first coil, watch out for a spybot that will trigger an alarm if the red laser centers on you. After the second coil, watch out for another spybot and for some mechs that will hop into the coil. If you can get past the mechs, they will be disintegrated by the energy. Continue through the next and final coil, and watch out for the Air Gatling in this area, along with a few mechs at the end. Ride the lift up, then activate the horizontally-moving platform. Activate the next control panel to bring down a lift with some mechs and a Romanov on it. After you defeat them and move forward, more mechs and yet another Romanov will teleport in. Once they're finished, move onto the next lift to end the mission. =================== Mission 7: Phantoms =================== Take out the mechs near the transports and wait for the lift to activate. At the top, you'll find a lot more mechs, plus two turrets and a Romanov. Take them all out and move forward a bit. Another lift will come down, and the door next to it will open and reveal three Romanovs. Don't worry though, a marine transport will crash into the door, killing them all. Get on the lift. At the top you'll have to deal with a couple of transports. Remember that killing the driver causes it to crash. Next are some mechs, including one with an RPG and a grenadier. Destroy them and go to the area where the lift should be. It's not working, so you have to get on the orange pad on the left side of it and ride that up a level. Continue to use the orange pads to get around to the control panel that activates the lift. Watch out for enemy transports and possibly a couple of mechs on the control panel level. Activate it, then hop onto the lift. At the top of the lift, you'll come across a few mechs practicing dance moves. Unfortunately, you must destroy them. The boombox is a chicane, so don't forget about him either. Once they're gone, you'll notice parts start to fall into the room. This is another Unknown boss. EMP Emitters and AR mode will work well here. The only things that have really changed is the room size and the fact that he can go into air ducts now. Once he's finished, go up the lift. Here you have to press X to grab the casing, and mash on X to remove it. Then you'll grab the conduit and you have to mash X a whole bunch to break it. You will probably have to take out at least one transport first, because if you get shot, it takes you out of the quicktime event. Once the conduit is broken, the mission is complete. +++++++ |ACT 4| [1.4] +++++++ ================== Mission 1: Silence ================== Move forward some and take out the various mechs, including a turret and snipers on the sides. Through the gate, you'll have to take out more mechs, including chicanes and two Moas. After this, take out the two digging Romanovs that show up, and enter the door. In the next area there are some sniper towers you can use, though you might be better off on the ground. You'll have to take out a wave of mechs, turrets, and chicanes. After that, two Romanovs come into the area. Clean the whole place up and move on. Hit the next switch you come to, and prepare to fight off a bunch of mechs that come from the grassy area, including Moas and RPG mechs. After that wave has been wiped out, two large enemy transports will drop off more mechs that hop onto the platform with you. Kill most of them and then get into the elevator. When Burns is on it too, hit the switch. ================ Mission 2: Brink ================ At the start, take out the View Hounds. After the cutscene, you'll have to deal with floating mechs and then another Buzzard. This time you're both on the ground. This makes things harder for you, but at least he has weak spots that you can hit. Watch out for the large yellow laser, and hammer the cores until he drops. Move along the bridge, through the room, and onto the walkway. As you are going down the stairs, you'll have to deal with two Air Gatlings. As you approach the next area, an Argus robot will come up behind you and enter the same spot. You will have to deal with him and a bunch of mechs. The routine is the same, except you don't have as much space. When you take the first core down, he'll transform into a humanoid. Take out an arm and you'll enter a quicktime event where you have to shoot his eyes. Once everything is dead in this area, loot the weapons and move on. At the top of the stairs, deal with the two mechs and the turret, then take out the A-2 Spheres. After they're dead, you'll have to deal with two Bia. These guys are a pain. If you can, aim for the weak spots, but they are fast, so sometimes just dumping bullets into them is a more appropriate strategy. Once they are dead, the mission ends. =================== Mission 3: Manuever =================== You'll go through a corridor filled with enemies, including a turret, some small jellyfish, and an Air Gatling. After the corridor, deal with more mechs on the ledges, and a sniper in the distance. Go down the ramp and at the bottom, you'll have to deal with mechs, turrets, and snipers on the ledges, along with two digging Romanovs. After the two Romanovs are down, a tank and some floating mechs enter the area. Destroy everyone and head through the big door. ================ Mission 4: Slave ================ Go through the door and onto the catwalk. Mechs will start showing up here. Keep going and you'll eventually come to a part where you have to drop down. Eliminate all the mechs in the area before you drop down. When you do enter the bottom area, you'll have to fight a new boss: Crystal Viper. He seems to have a suit similar to yours, except he only really does two things. He'll run around the stage slicing things up with the sword, and he'll grab you telekinetically. If he does the latter, you'll have to press X at the right time to dodge his sword. If you get close to him and press X fast enough at any point in the fight, you'll do a small automatic quicktime event that'll stun him for a bit. He's not hard to kill, as long as you don't screw up if you get grabbed. Once he's dead, the mission is over. ======================= Mission 5: Emancipation ======================= Use the control panel and you'll wind up in a big zero-g tube. There are mechs in this first part. Take them out and a Romanov will teleport in. There are floating mechs in the next room, and regular mechs will teleport in after that. From here, it's a straight shot to a fight with another Unknown boss. Same tactics as before, though he might be distracted by marines from time to time. The space is pretty cramped and with minimal cover though, so watch for his melee attack. After he's dead, go through the door to end the mission. +++++++ |ACT 5| [1.5] +++++++ ===================== Mission 1: Denouement ===================== You'll pass through two control panel activated doors. When you finally meet up with some mechs, you'll be in for one hell of a fight. The large area has a ton of mechs, two Romanovs, and a Buzzard above the whole thing. On the left side there is a door that you can open. In the room there are a few mechs and two turrets, one facing towards the ground floor, one facing towards the Buzzard. Once you've cleared the first floor, focus on the boss. Concentrated turret fire into his core will take him down pretty quickly. When he's low on health he'll jump down into the middle area, and once he's dead, more mechs and a digging Romanov will teleport into the arena. After all that, the next area has even more mechs, turrets, View Hounds, a Romanov, and two big ass lasers. The lasers can't hit you until you get on the bridge, so wipe out all the enemies on the other side and boost across. Go left, up the ramp, and open the door. Plant the first bomb. Now, when you move forward, you will find that you are trapped in this little room with a Bia. The best way to take him out is to grab the shotgun and lay into him until you can work your way over to the rocket launcher. It's on the side of the room that he came from. Once he's dead, plant the next bomb, and move forward into the next room. Then blow it all to hell. After that, the marines will come over to your side, but enemies will start following them. You'll have to deal with mechs and Moas and A-2 Spheres. The second wave consists of floating mechs and two flamethrowing Romanovs. If you stay up top, none of this will really be a threat to you, just to the guys on the bridge. After this, you'll go through a long hallway and be in a control room of sorts. Take out the mechs and then get ready to fight another Crystal Viper. This one, however, turns invisible when he's not attacking. This means he can walk right up to you and start stabbing, so if you can't see him, keep moving. All in all, still not a particularly tough boss to beat, especially if you can get him to focus on the marines instead. Kill him and the mission ends. ================== Mission 2: Soldier ================== Note: There are some big spoilers here. If you want to see what happens for yourself, watch the first cutscene, then read on. Hit the control panel and enter the room. After the cutscene, you'll engage in a lengthy fight with burns and his marines. He will throw out the usual missiles and bullets, which do a lot of damage. The marines have jetpacks, so watch out for them too. You'll eventually chase him onto a train. At one point during this, he'll try to derail you. You must spin the joystick in a certain direction to climb back onto your car. The cars will soon land and you must chase Burns some more. After you clear this platform, you'll enter a hallway type area. Watch out, as marines are waiting to ambush you by those pillars. In the next room, you will finally have to finish the job. There are a few jetpack marines that you should take out first, then you can focus on Burns. He is a rather annoying boss to fight. He's fast and he does a lot of damage. He'll hover around the stage quickly, throwing missiles and stuff at you. However, he'll also occasionally fire his robotic fist at you. It will grab your head and you'll have to spin the joystick to get it off. Another thing to watch out for is his melee. He will sometimes just hover right up to you and punch you in the face. He has no real weak spots, either. Just keep laying into him and eventually he will succumb. If you've got a rocket launcher, that helps a bit. Once he dies, this mission ends. ==================== Mission 3: Deception ==================== Grab some weapons, then run into the corridor to trigger a cutscene. Now you'll have to face off against two Bogeys. This will be difficult, to say the least. They are fast and their attacks are faster. Plus, all the cover on the stage will retract and come back out, so sometimes you won't have any place to hide. Your best bet is to try and time EMP Emitters so that it hits at least one of them, then pound the hell out of them when they are down. Also, use AR mode as much as you can, though they will probably put you into it a lot anyway. What you want to do is focus everything on one bogey. This can get confusing since they move around so much, but try. When that bogey has a sliver of health left, you'll go into a quicktime event where you have to mash X. Doing this leaves you with only one enemy to deal with. Also, about 10 seconds later, your suits overheat meter will be at least doubled, and you will be moving around a lot faster. This, plus AR mode, makes beating the last Bogey fairly simple. Once his health is down to nothing, you'll do one last quicktime event, and then finish the game. Congratulations. ------------------------------------------------------------------------------- +Pangloss Statues+ __________________ +++++++ |ACT 1| [2.1] +++++++ ================= Mission 2: Breach ================= 1. Near the very beginning, you'll enter a tunnel. You will then be prompted to boost through the tunnel. When this happens, turn around and look on top of the entrance you just came out of. You are looking for a small, golden statue that you must shoot. Once you've shot it, it'll lose the golden sheen. 2. Just after the previous statue, you'll boost under an obstacle. Immediately after you get out from under it, turn around and face the way you came. If you look to your right a bit, between the sandbags, you'll see the statue, off in the distance. It's on a horizontal platform connected to a larger platform with a huge spotlight on it. 3. After using the turrets to clear the platform and eliminating the tall mech, you'll have to enter a room behind you. On the left there is a glowing weapon box. Next to that is a red vehicle. The statue is on the middle of the vehicle. 4. In the same room as the previous statue. Just before you leave the room, at the exit door, turn around and look up onto the catwalk to your right. The statue is up here, by a crate. ================ Mission 3: Giant ================ 1. At the beginning, you'll see two sets of stairs right next to each other that you have to climb. The statue is behind the stairs, in the middle. 2. At the end of the mission, you'll have to move through a door. Before you do, look to the left, on the other side of the railing you can't get to. The statue is there, next to a container. Note that you can get this even after the mission has already ended, so if you take down the Argus robot before exploring, don't worry about it. 3. Same as the second statue, except you need to look to the right. 4. When facing the exit door, turn right. Follow the circular walkway to the end. To the left of those white crates, on the outside of the fence, is the statue. ================= Mission 4: Rescue ================= 1. When the mission officially starts, there should be a whole lot of flaming wreckage in front of you or to your right. The statue is on top of one of the vehicles on the left side. 2. After the first statue, follow Burns. He'll go down the middle platform, and soon you'll face a Romanov. After you kill him, keep going down the middle platform to the very end, then turn around. The statue is behind two boxes right next to you. 3. You'll head up some stairs and have to save some friendlies. The moment the cutscene ends, look left for one of the guys you are supposed to save. His name is F. Kennedy. Now look behind him. There's a yellow container on the first floor, the statue is on top of it. 4. After you rescue the three soldiers, a door will open. Once inside the room, look to your right, on the ground. ================ Mission 5: Trust ================ 1. As soon as the mission starts, turn around and find the weapon box behind you. The statue is on the railing above it. 2. After you defend a gate, you'll watch a cutscene where a marine blows away some boxes and Burns rushes forward into turret fire. If you move forward too and look right, you'll see a ramp that's blocked off. Near the bend, by two boxes, is the statue. 3. You will probably pick this up after the mission has ended. Don't go down the ramp to leave the courtyard with the tank. Instead, look to the right of the ramp, behind the fence. 4. You will probably pick this up after the mission has ended. Above the exit ramp that the tank came out of, there is a sign that says SCR-18 Transit Corridor. On that sign is the statue. =================== Mission 6: Darkness =================== 1. At the beginning of the mission, after the APC busts through the wreckage, look to the left of it. The statue is on some wreckage, covered in flames. 2. While escorting the APC through the tunnel, you'll come to a gate that you have to set two explosive charges on. Before you blow it, get on top of it and look back towards the APC, on a ledge, on the right side, above the APC, is the statue. 3. After the previous statue, you'll blow the gate. After that, you'll come across a single crate on the left side. Behind it is the statue. 4. After the mission has technically ended, you are supposed to go up a ramp. Before you do, look to the right of the ramp. There is another road that's torn up with a ton of debris and wreckage on it. The statue is on the left side of the road, between the ramp and some debris. ================== Mission 7: Seismic ================== 1. After the digging machine comes up through the middle, look to the left of it. It's on a beam in the hole, between the digging machine and the left path. 2. When you get to the two elevators, go to the one that isn't working. On the right side of it next to the fence there are some boxes. The statue is on one of them. 3. Almost directly next to the first statue, in between some containers on the ground in the same area. 4. After the mission is over you will ride a lift. If you are looking at the front of the lift, turn right. As you are going up, the statue is on a horizontal beam on the right side of the elevator. The elevator will stop when you are near it. ================== Mission 8: Hostile ================== 1. After you get off the elevator, in the first area where you battle mechs. If you look on the left wall, you'll notice a turning light. On the ledge way above that is the statue. It's possible to hit it with the assault rifle, but having a sniper makes it a whole lot easier. 2. After you defeat Zaitsev, go to the elevator that Professor Candide came from. Right next to it, on the right side, behind the boxes, is the statue. 3. There is a lift opposite the one the professor came out of. The statue is on the lift. 4. If you go to the exit lift, turn around, and walk back to the other side of the room, you'll be in an alcove that borders the lift you used at the start of the mission. There's a weapon crate in here. There are two boxes at the back of this alcove. There is a crack between the wall and the left box. You can see the statue through this crack. +++++++ |ACT 2| [2.2] +++++++ ================ Mission 1: River ================ 1. After your first encounter with mechs, you will have to go through a door. Before you do, look right. You can squeeze between the flaming wreckage and the wall. The statue is on the ground in here. 2. After the previous statue, you'll enter a room with conveyor belts. In the middle, on the other side of the platform with the first turret, is the statue. 3. At the end of the conveyor belt area, you will have to go up some stairs. At the top of the stairs, the gate will lock down behind you, though this won't prevent you from shooting the statue. While on the stairs, turn around and you'll see a platform above the conveyor belts that you cannot get on. On the right side of this platform are some stairs. At the base of the stairs is the statue. Without a sniper rifle, you can hardly see it, but your reticule will still turn red when you go over it, so you can take it out with an assault rifle. 4. At the top of the stairs, when you are stuck on a platform with Romanovs and a Moa, look to the right of the entrance. You should see a yellow container and some kind of lifting device. Go to the left of the device and look through the fence. The statue is in the corner of this area that you can't get into. You probably won't be able to see the statue, but if you move your reticule over the corner, it'll turn red. Note that when you kill every enemy on the platform, you will be put into a different area, so leave a mech remaining while you go searching, preferably the turret gunner, that way the marines don't kill him. ================= Mission 2: Rapids ================= 1. When you get a chance, check the front right corner of the front car of the train you are on. 2. When the other train with enemies on it starts to run parallel to you. Look on the back of the train, at the bottom. The statue is here. It's easier to spot the statue when the train is upside down, above you. 3. When the train that you are on stops moving, go to the right turret on the rear car. Stand next to it and look right, through the gap in the low wall next to the turret. On the building here, below your position, is a statue. 4. After you get onto an enemy transport, two marine transports will come to you. This statue is just glued to the back of one of the transports. It's kind of a pain to get, but you'll follow the marines for several seconds, so just keep laying your ammo and the transports turrets into the craft and you'll eventually get it. ==================== Mission 3: Nightmare ==================== 1. As soon as the mission starts, look to your right. On the adjacent platform there is a wrecked marine transport. The statue is on top of it. 2. After the "It's a trap!" part where you are ambushed by a couple of mechs and a Romanov, you'll be in a corridor. The corridor eventually turns right. In the section just before the curve, look down at the floor, through the grating. The statue is plainly visible on a pipe below the floor. 3. In the large area with the two Argus robots. As soon as you enter the area, turn left and follow the wall. Eventually you'll come to a weapon crate and a weapon drop pod. The statue is on a ledge above and to the left of these. 4. In the same area as the third statue. You'll notice a few scaffold like platforms that are actually vehicles. There is one next to the exit door on the right side of this area. If you look in the driver's seat of the vehicle part, you'll see the statue. =================== Mission 4: Struggle =================== 1. After you exit the lift at the beginning of the mission you'll enter a corridor, then you'll enter a larger area with mechs and Moas. There is a ramp on the left side of this area that you can't go up because it is blocked by a yellow container. On the ramp, behind that container, is the statue. 2. After the last statue, you'll have to go through a gate and head up the hill. Go up to the first flat surface, then go right and find a weapon drop pod, probably with a sniper in it, against a vehicle. When you're there, turn around. The statue is on a platform in front of and above you slightly. 3. On the second level of the first bunker, in a corner next to the right turret. 4. You'll reach a part where you're in a bunker and you have to use a control panel to order an elevator down. Get next to the control panel and look out of the bunker to the right. You should see another bunker that's gray. The statue is on the edge of the "window" part. ================== Mission 5: Assault ================== 1. At the very beginning, just before you get on the elevator with Burns, look to your left. You should see a weapon drop pod. It is right next to a strut or something coming out of the ground. The statue is on the end of it. 2. After the lift, you'll find yourself on a semi-circular walkway, being attacked by enemy transports. The statue is on the outer ledge of the walkway, right next to the exit. 3. On the huge ramp with the Argus at the top that throws debris down at you, get to the far right side whenever you can. Now, get between the first barricade piece and the first turret, and turn right. The statue is just outside the playable area. 4. On the same hill as the third statue. When you get to the exit door, turn around. The statue is almost directly across from it on a ledge. ===================== Mission 6: Stronghold ===================== 1. At the very beginning, turn around and go through the gate. The statue is on the left just as you enter the gate, on the ground. 2. When you're fighting the boss, you'll notice two ramps on either side that you cannot climb up because of a gap at the bottom. Go to the ramp on the right side and look into that gap for the statue. Make sure to grab this before you beat the boss. 3/4. If you get under the thing that shoots the lasers, it can't hit you. While standing here, look at the huge doors in front of you. Now look above them, up to a ledge that has some low barriers with gaps between each one. Both statues are in different gaps. They are fairly easy to spot, once you know what you're looking for. Shooting them is a tad harder, however. Make sure to grab them before you beat the boss. +++++++ |ACT 3| [2.3] +++++++ ================== Mission 1: Forward ================== 1. At the very beginning, go to the marine transport on the right, and look to the right of it. The statue is just feet away, in a very shallow canal. 2. At the bottom of the long, wide set of the stairs with enemies on it, there is a turret facing up. Go to that turret, face back up the stairs, and look on the nearest planter to the right. 3. After you get past the barricade, you'll see a stack of white crates on the right side, with a couple of smaller green crates scattered around. The green crate on the ground directly in front of the white crates has a statue in it. Shoot or hit the crate to knock the top off. 4. On the front of the building with the snipers and turret, the same building the two Romanovs come out of, there are three tiers of pictures with marquees, or scrolling text, above them. The lowest tier marquee has the statue on it. ================= Mission 2: Attack ================= 1. At the very beginning of this mission, you are in a corridor, and you and Burns are talking to Super 35. Look to the right of the exit from this corridor. The statue is on the ground. 2. After the marines lower the bridge near the beginning, walk across the bridge and go up to the control panel next to it. From here, look left. The statue is on a ledge just below the central platform. 3. After you destroy the tank, stand in the middle of the arena and look straight ahead. You will notice three of the machines that dug up through the concrete and dropped off mechs. Go up the stairs behind the one on the right. There will be two blue dumpsters up there, in the same vicinity as a weapon crate. The statue is inside one of the dumpsters. 4. After you destroy the tank and leave that area, you'll be in a mall with windows all on one side. One of the stores here is called Cafecitos Cuban Cafes. You'll notice a gate in front of the doors to the store. Between the gate and doors, on the right side, on the ground, is the statue. ================== Mission 3: Vertigo ================== 1. After the cutscene where the roadblock and half the bridge is destroyed by the huge ship. Almost immediately after this cutscene, look to the left on the bridge and you'll see a wrecked bus-type vehicle. The statue is around the driver's seat. 2. After the first statue, if you go forwards a bit, the bridge will start to collapse. Before you do that, scout the area just ahead of you first. From right to left, you should see a weapon drop pod, a crashed bus, and a weapon crate that's in the middle of the area. Now, aim to the left of that crate and move forward until the bridge starts to collapse. When it does, a chunk of the road will get raised up. The statue is on that chunk. If you are looking to the left of the weapon crate, you almost can't help but see it. The problem is, your window of oppurtunity is small, as the statue will fall off the bridge entirely in a couple of seconds. If you miss it, just keep restarting the checkpoint. Also, having a sniper rifle makes this a lot easier. 3. After you take down the first two Romanovs, you'll be forced to move forward on the left hand side and into a group of regular mechs. Take them out, but instead of entering the sandbags that form a broken circle, look on the right side of the road. The statue is just off of the road, on the white raised part. It's right next to the edge of a gap in the road, the same gap that forced you to go left and fight those mechs. 4. Right at the end, after you kill or bypass the last two Romanovs, look behind a small gray building on the left side of the road. The statue is on the road there. ================= Mission 4: Dragon ================= 1. At the start of the mission. As you get to the first spotlights that you need to shoot out, if you look directly ahead, you'll notice another road/rail in the distance a bit. The statue is on the edge of this road, next to a support beam. Don't worry, you can take out the first group of spotlights first, then search for the statue. It's visible for a little while. 2. After you pass under the second road, an enemy transport will come your way. Just after you go under the road, you'll notice a pillar to your right with a spotlight on top that you've probably already shot out. The statue is on this pillar, on a platform below the spotlight. 3. After the part with the three spotlights and the transport, you'll have to take out four spotlights. After this, aim towards the very end, where the rocket turrets are stationed. The statue is on the left side of the left turret. 4. After you have to get off the monorail and blow the gate. Once the gate is blown, don't get back on the train yet. Instead, run up to the gate and look at the platform on the left side. The statue is on the end of it. ================== Mission 5: Despair ================== 1. After you defend the APCs and jump down from the platform, immediately look at the ramp on your left. The statue is at the top of it. 2. After you defend the APCs, move forward to the first big rock pile. Look to the right of it, on the edge of the playable area. 3. After you shoot the core and stop the Kreon from moving, you'll watch a small cutscene. After that, in the next area, you should see a weapon drop pod with a heavy machine gun in it on the left side, right at the beginning. To the left of the pod, on some debris, is the statue. It's on the same kind of debris as the last statue was. 4. You'll eventually come to a small walkway where you have to go up a ramp, fight some mechs and two flamethrowing Romanovs, then go down the ramp on the other side. Near the bottom of the second ramp, on the left side of it, there is a wrecked vehicle. The statue is on top of it. ===================== Mission 6: Infiltrate ===================== 1. When you get on the tram car, you will be forced to deal with three mechs. the first is on a pipe directly ahead of you, and the next two are on the left and right sides. The statue is on a pipe above and slightly behind the mech on the right side. 2. After you defeat the Unknown boss, you'll enter a room with large semi-spherical things lining the sides, and some floating mechs will teleport in. The statue is in between the second and third semi-spherical things on the left side. 3. You'll reach a part where you have to go through coils that fill with energy. After you go through the second coil, you'll be on a platform with two of the semi-spherical things from the previous statue's room. Keep going until you're halfway up the ramp here, then turn right and look on top of the coil you just exited for the statue. 4. After you ride the horizontally-moving platform to another platform with a control panel on it that you must activate. Don't touch the control panel yet. Instead, go to the right side of this platform, just to the right of the control panel. Look on the coil. You should see some huge thing with a white laser going from point to point attached to the top of the coil. The statue is right next to it, on the coil. =================== Mission 7: Phantoms =================== 1. At the very beginning, turn left and look just outside of the lift you are on. 2. After you ride the first lift and clear out this area, get next to the first turret and face the way you are supposed to be going, then turn right a bit. The statue is on top of the wall that was directly behind the lift you were on at the start of the mission. 3. At the very same turret as the last statue, turn around and face the lift you just came up on. Now look down on a platform below it. 4. You will come to a part where you have to get on three orange pads and ride the hand holds up and down until you get to a control panel to activate a lift. When you are standing in front of the control panel, look to your right, on the ledge by the lift. +++++++ |ACT 4| [2.4] +++++++ ================== Mission 1: Silence ================== 1. At the beginning, follow the stream left. You'll have to take out some enemies, but keep following it until you can't. You should be at a knocked over sign that says Crown Point Park. Look left of the big tree on the other side of the fence and you should see the statue. 2. After you pass through the gate with the turret on top, go left, back to the stream. Look right and you'll see a platform attached to the opposite side of the stream. The statue is on the platform. 3. You'll come to an area with three sniper towers that you can use. The statue in the tree directly in front of the platform with turrets on it. You'll be able to shoot it the moment you enter the area. 4. After the previous statue area, you'll follow Burns for a bit. You'll eventually come to a small platform with a broken pillar in the center, a turret on the left side, and three weapon drop pods on the right. Look past the weapon pods, out into the grassy area. There's a rock out there between a tree and a metal support beam. The statue is on the rock. ================ Mission 2: Brink ================ 1. On the bridge where you fight the Buzzard. At the very beginning of the bridge, look right. You should see another platform that you cannot get on. The statue is on this platform, down a ways. You'll have to move down the bridge a bit to see it. 2. As you move down the same bridge, you'll come to a large hole that prevents you from going forward. There is a vehicle and three boxes in front of the hole. The statue is in front of one of the boxes. 3. Near the second statue. Go around the hole like you are going to enter the next area, but don't get on the walkway. Instead continue around the hole towards those boxes. One of them is green. When you can't go any further, look into the hole. 4. After you defeat the Argus robot, you'll go through a door and be on a platform with a weapon crate. Go forward onto the curved part, and turn around. Look at the bottom of the arch to the left of the door you just came in. The statue is sitting there. =================== Mission 3: Maneuver =================== 1. In the beginning corridor, on the left side, you'll come across a gap in the wall. It's to the left of a big number 2 on the wall. The statue is in the gap. 2. At the end of the beginning corridor, there is a turret. The statue is behind the turret. 3. After the previous statue, you'll have to descend. At first you are going down stairs, but then you'll have to descend on some rubble. When you get on that first piece of rubble, look to the right. The statue is in plain view on a ledge. 4. When you're on the same piece of rubble that you got the last statue on. Go to the end of the rubble, but do not drop off. Instead, look to your left. The statue is on a white platform against the far wall, at about the same level that you're at. ================ Mission 4: Slave ================ 1. After you talk to the guy about not getting blown to kingdom come, but before you open that big door at the very beginning of the mission. When you are at the door, turn left and look in the rubble near the wall. 2. When you climb the short stairs onto the catwalk, you'll be right by two drop pods. Look between two crates directly behind the one on the right, it might have a disk launcher in it. The statue is here. 3. After the last statue, you'll walk along the catwalk for a few seconds, then come to some stairs. At the top of the stairs, face forward, then turn right a bit. The statue is on a horizontal yellow beam on about the same level as you. 4. When you drop down into the area where you have to fight Crystal Viper, immediately turn right and go to the end. The statue is on the ledge just outside the fence. Be sure to grab this before you kill the boss. ======================= Mission 5: Emancipation ======================= 1. At the beginning of the mission, you'll enter a big tube that has zero gravity in it. Before you go through the first gate, look right, on the raised part of the tube, for the statue. 2. After the first statue, you'll be in a "hallway" of sorts. At the end of this hallway, before you enter the next room, look up, and you should see a static sign that says Zero Gravity Area Alpha. The statue is on the raised part of the tube behind that sign. 3. After the second statue, you'll enter a room, and then another long "hallway". When you get close to the next room, look on top of the gate that leads to it for the statue. 4. As soon as you enter the gate with the third statue on it, look right. You should see a weapon drop pod. The statue is above it, on the windows. You can shoot it before you enter the room. +++++++ |ACT 5| [2.5] +++++++ ==================== Mission 1: Denoument ==================== 1. At the beginning, after the cutscene, you'll come out onto a big circular walkway. The marines will stop in front of a door. Continue past them to a weapon crate at the end. The statue is to the right of the crate. 2. As soon as you enter the area with the Buzzard, go right and hug the wall. You'll pass a weapon drop pod and come to some kind of cargo loading vehicle. On the bottom level of the cargo part of this vehicle, there is a statue. 3. Once you're on the other side of the bridge protected by two big purple lasers, go right. You can't help but see it on the ground between two big box-shaped objects. 4. After you blow up the big purple lasers, you'll find yourself in a long corridor. It turns left right before the exit. Right before you get to that turn, look up at a low pipe just behind the doorway. The statue is on it. If you just walk into the area looking straight ahead, it's almost impossible to miss. ================== Mission 2: Soldier ================== 1. At the very beginning, Sam will tell the marines to go help Burns. After this, do NOT go through the door yet. Instead, face it, then turn around. Look between the two pipes on the ceiling. The statue is on the brace. 2/3. In the room after the very last statue, where bad things happen and you begin the boss fight, go down the stairs on your right. Both statues are sitting out in the open, right next to each other. 4. After the trains stop and you clear the immediate platform, don't follow Burns yet. Instead, go down the ramp and stand directly in front of the car that Burns used. Underneath it, on the landing area, is the statue. ==================== Mission 3: Deception ==================== 1/2. At the very beginning of the mission, take one or two steps forward, and turn around. Both statues are on top of the gate you just came out of. 3/4. At the very beginning of the mission, in the corridor. The trick is, you can't get the statues if the cutscene triggers. You can stand just on the fourth black space and still be safe, so shoot them from here. One is on the right side, the other one a little further down on the left. These are the last two statues in the game. ------------------------------------------------------------------------------- +Technical+ [TECH] ___________ Any site is free to use this guide as long as they keep the entire document intact. Anyone may email me with comments or questions at: email@example.com