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Alien Swarm
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/ \ | |_ ___ _ __ | (_____ ____ _ _ __ _ __ ___
/ /\ \ | | |/ _ \ '_ \ \___ \ \ /\ / / _` | '__| '_ ` _ \
/ ____ \| | | __/ | | | ____) \ V V / (_| | | | | | | | |
/_/ \_\_|_|\___|_| |_| |_____/ \_/\_/ \__,_|_| |_| |_| |_|
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ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Table of Contents
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ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
1. - Characters........................................AS01
2. - Walkthrough.......................................AS02
3. - Enemies...........................................AS03
4. - Weapons...........................................AS04
5. - Equipment.........................................AS05
6. - Achievements......................................AS06
7. - Contact...........................................AS07
8. - Disclaimer........................................AS08
*Please Note - This entire FAQ/Walkthrough has been designed for easy access.
This means that you can use your browser's search function to find any section
immediately. Just bring it up by pressing ctrl+f and search for either the
section name or the code to the right. You will go right to that section.
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ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
1. - Characters AS01
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ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
There are four different classes but more importantly, eight different
characters in Alien Swarm. Each class has their own benefits and you should be
using one of each throughout the campaign. The choice between characters are
where you get to pick your personal preference. You will notice that each
character has different stats and each class will be useful for different
reasons. I will discuss each class and then the stats for each character in
those classes. I'm not going to list the bios of the characters since they
don't affect gameplay.
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OFFICER
_________________________________________
The officer is what you'd expect. They are good for offering buffs to your
teammates and are pretty versatile. You want to stay close to your teammates to
give them the buffs that your skills give you. Since officers have the most
health, they can be useful as the first man in. The officer should be leading
the squad into the battlefield and help clear the way towards your next
objective.
Skills:
LEADERSHIP The Leadership skill gives a damage boost to your teammates
along with giving them a resistance for damage.
VINDICATOR DAMAGE The Vindicator Damage skill increases the damage dealt by
the Vindicator weapon.
EXPLOSIVES BONUS The Explosives Bonus skill increases the damage and power
of explosives. This means the damage along with the area it
affects is increased.
HEALTH BONUS The Health Bonus skill increases the player's health. The
Officer is the only class that has the health bonus so if
you get hurt a lot, consider playing Officer.
MELEE DAMAGE BONUS The Melee Damage Bonus skill is only available to Jaeger.
It increases the damage done by melee attacks.
DAMAGE BONUS The Damage Bonus skill is only available to Sarge. It
increases the damage done by standard weapons.
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| | |
| SARGE | JAEGER |
| HEALTH 140 | HEALTH 125 |
| LEADERSHIP 5/5 | LEADERSHIP 3/5 |
| VINDICATOR DAMAGE 2/5 | VINDICATOR DAMAGE 5/5 |
| EXPLOSIVES BONUS 2/5 | EXPLOSIVES BONUS 4/5 |
| HEALTH BONUS 4/5 | HEALTH BONUS 3/5 |
| DAMAGE BONUS 3/5 | MELEE DAMAGE 2/5 |
|______________________________________|______________________________________|
_________________________________________
SPECIAL WEAPONS
_________________________________________
The special weapons class is also what you'd expect. They are great for dealing
heavy damage. You want to make sure to make up for the lack of power from the
techs and medics. Make sure to protect them if they need help or to help clear
out a path. Since they have so much power, you should be close to the front of
the pack and destroying any enemies that move.
Skills:
AUTOGUN DAMAGE The Autogun Damage skill gives a damage boost to the
Autogun and the Minigun.
PIERCING BULLETS The Piercing Bullets skill gives a chance for bullets to
pierce through enemies and keep going through the other
side to the next enemies.
DAMAGE BONUS The Damage Bonus skill increases the damage done by
standard weapons.
RELOAD SPEED BONUS The Reload Speed Bonus skill reduces the reload time of all
weapons.
SPEED BONUS The Speed Bonus skill is only available to Wildcat. It
increases the speed at which your character moves at.
HEALTH BONUS The Health Bonus skill is only available to Wolfe. It
increases the player's health.
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| | |
| WILDECAT | WOLFE |
| HEALTH 80 | HEALTH 125 |
| AUTOGUN DAMAGE 4/5 | AUTOGUN DAMAGE 5/5 |
| PIERCING BULLETS 2/5 | PIERCING BULLETS 3/5 |
| DAMAGE BONUS 4/5 | DAMAGE BONUS 2/5 |
| RELOAD SPEED BONUS 3/5 | RELOAD SPEED BONUS 2/5 |
| SPEED BONUS 4/5 | HEALTH BONUS 3/5 |
|______________________________________|______________________________________|
_________________________________________
MEDIC
_________________________________________
The medic's main job is to make sure everybody survives! They should be
protected by the rest of the squad to ensure the success of the mission. This
class should require some practice since you need to pay attention to other
players' health while being able to survive with your very minimal health. You
want to do all you can to help your squad survive, this includes forgetting
about shooting at enemies to heal your teammates.
Skills:
HEALING BONUS The Healing Bonus skill increases the healing power of
all of the items that heal people as well as let you carry
more healing items.
INFESTATION BONUS The Infestation Bonus skill allows the medic to heal
infested players. It will reduce the duration of the
infestation.
DAMAGE BONUS The Damage Bonus skill increases the damage done by
standard weapons.
RELOAD SPEED BONUS The Reload Speed Bonus skill reduces the reload time of all
weapons.
SPEED BONUS The Speed Bonus skill is only available to Faith. It
increases the speed at which your character moves at.
COMBAT DRUGS The Combat Drugs skill is only available to Bastille. It
will make the adrenaline item more useful when used by a
player.
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| | |
| FAITH | BASTILLE |
| HEALTH 80 | HEALTH 80 |
| HEALING BONUS 5/5 | HEALING BONUS 4/5 |
| INFESTATION CURING 3/3 | INFESTATION CURING 1/3 |
| DAMAGE BONUS 1/5 | DAMAGE BONUS 3/5 |
| RELOAD SPEED BONUS 2/5 | RELOAD SPEED BONUS 3/5 |
| SPEED BONUS 3/5 | COMBAT DRUGS 3/5 |
|______________________________________|______________________________________|
_________________________________________
TECH
_________________________________________
The tech is the player who is needed for hacking computers throughout the game.
If the tech dies before you hack everything you need, you will fail the mission
and just see a count down to restart the mission. You should do all you can to
survive and be smart while hacking. Wait until the rest of your team is ready
to protect you when you start hacking, not for your safety, but to make sure
that they are ready to defend themselves as well. If you're a player that likes
to lead the rush and take damage, don't play as the tech. You have to be very
cautious and play smart as the tech.
Skills:
SCANNER The Scanner skill increases the range of the enemy scanner
the tech carries along with the rate it flashes.
ENGINEERING The Engineering skill speeds up welding and sentry gun
set up time for everybody near the Tech.
RELOAD SPEED BONUS The Reload Speed Bonus skill reduces the reload time of all
weapons.
DAMAGE BONUS The Damage Bonus skill is only available to Crash. The
Damage Bonus skill increases the damage done by standard
weapons.
EXPLOSIVES BONUS The Explosives Bonus skill is only available to Crash.
The Explosives Bonus skill increases the damage and power
of explosives. This means the damage along with the area it
affects is increased.
HEALTH BONUS The Health Bonus skill is only available to Vegas. It
increases the player's health.
MELEE DAMAGE BONUS The Melee Damage Bonus skill is only available to Vegas.
It increases the damage done by melee attacks.
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| | |
| CRASH | VEGAS |
| HEALTH 80 | HEALTH 125 |
| SCANNER 3/3 | SCANNER 3/3 |
| ENGINEERING 1/3 | ENGINEERING 3/3 |
| DAMAGE BONUS 3/5 | HEALTH BONUS 3/5 |
| RELOAD SPEED BONUS 4/5 | RELOAD SPEED BONUS 2/5 |
| EXPLOSIVES BONUS 2/5 | MELEE DAMAGE BONUS 4/5 |
|______________________________________|______________________________________|
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ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
2. - Walkthrough AS02
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ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
*Please Note - The walkthrough will be written based off the normal difficulty
version. The harder the difficulty, the stronger and more enemies you run into.
Playing on Insanity will face you against the strongest enemies right off the
bat so only play Insanity when you have a good group of players and know what
you're doing.
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_ | |/ _` |/ __/ _ \| '_ \/ __| | |_) / _ \/ __| __|
| |_| | (_| | (_| (_) | |_) \__ \ | _ < __/\__ \ |_
\___/ \__,_|\___\___/|_.__/|___/ |_| \_\___||___/\__|
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LANDING BAY
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You will begin this mission on a landing bay off the ship that flew you in
here. Follow the path to the west and it eventually turn to the north. Keep
going until you reach a door that is being blocked by several boxes. Simply
melee attack these boxes to break through them to clear the path. Continue up
north and you will reach two locked doors. You can open either door as the tech
or destroy them. Not all attacks can damage doors and it will waste ammo so
just have your tech hack it (unless you're going for a speed run achievement).
It doesn't matter which door you enter since both paths will meet quickly.
Go north from either door and walk in between the two shelves. This is when
aliens will begin attacking you. Most of them will come from the north but you
should have one member of your squad watching the south in case aliens try to
flank you. They will come from every direction to the north of the shelves
including the open vent in the floor just in front of you. You will see a door
along the northeastern side of this room. This will be the quickest and safest
way through the rest of the level so take this door to the next room.
Go west when you reach the wall and enemies will approach from the northeast
along with the door to the west. There is an explosive barrel in the short hall
to the northeast so use that to your advantage. Continue through the hall to
the northeast while more aliens attack. Up ahead, you will see a vent in the
floor where aliens will keep spawning from so be careful up here. You will see
two doors along the west wall in this hall which are both welded shut. If
nobody has a welder in your squad, there are welders on the ground around the
area to unweld the doors. Open the doors by either unwelding them or destroying
them and enter the next room.
There will be several aliens that spawn all over this room. This is the first
hectic room of the game since they spawn at almost equal rates from all
directions. Try to stick together and stay in a corner if you don't worry about
the time. When you're ready, head to the northwest corner to get out of this
large room. When you reach the northwest corner, you will see the wall break
down and enemies coming in through the hole in the wall. Go through the door
there and wait for the rest of your squad to get through the door. Immediately
weld the door shut to stop aliens coming out of the room you just left.
Continue to the north through this hall which is very dark. Pay attention to
the tech's scanner on the mini-map to see enemies around you. Kill them quickly
and head outside through the door up ahead. Weld this door shut as well so you
don't have to worry about enemies coming up behind you. Make sure to kill all
of the aliens in this area so that it's completely clear. If someone in the
squad has a sentry gun, set it up by the computer in the northeast corner of
this area. Try to set it up just to the south of the computer terminal and have
it aim southwest to clear out the enemies that will mostly come from that side.
Have the tech hack the computer and download the data for lots of aliens to
attack from all sides. Aliens will spawn behind the door to the east so make
sure not to stand near it since they will break it down and if you are next to
it, it will fall on you and kill you. When this room is clear, run through the
hall to the east to complete this mission.
_________________________________________
CARGO ELEVATOR
_________________________________________
Run through the doors to the north and you will see a platform along the east
side. Some enemies will spawn on the northern side of this platform and head
down the stairs towards you. Just kill them and continue to the north, where
more enemies will be approaching from. Continue through the short hall to the
northeast while killing a few more aliens. Go north at this intersection and
through the door. Weld it shut quickly to block any enemies that will approach
from the south, there are some vents to the south so they will keep spawning
down here.
Continue to the north down this path and shoot the barrels blocking your path.
This will cause a large chain reaction which will blow up a lot of containment
units on each side of the hall, which aliens will attack from. Kill the aliens
coming out of the openings in the walls and keep moving north, while more
aliens will attack you. Continue to the north until you reach the next room.
In this next room, you will quickly see a large hole with smoke coming out of
it blocking your path. Run up the stairs just to the east of that hole and
shoot the explosive barrels to move a pipe which will send down a bridge to
cover the hole. There will be three vents which will spawn enemies on the other
side of this little makeshift bridge. One will be just after the bridge, one
will be in the short hall to the west, and the last will be just before the
door. Kill the aliens as you head for the door and get to the north side of it.
Make sure the rest of your squad has past the door and weld it shut to get past
the aliens.
Head to the east when you weld the door shut and on a couple of pallettes, you
will see two personal heal kits and some ammo. When you are all stocked up and
ready to move, head to the east to get onto the cargo elevator. Don't activate
the elevator until everyone is ready because it will spawn a lot of aliens. Set
up all the sentry guns you have at each corner, watching the middle of the
elevator. For example, a sentry gun in the northwest corner should be facing
the southeast corner. This will help kill everything that will attack the
elevator. Try to have one person watching the north because aliens will run
along the walls as you go down the elevator. Just keep killing the aliens as
they attack until you reach the bottom of the elevator. Head to the east at the
bottom and kill a few more aliens. Run through the door to the east to finish
this mission.
_________________________________________
DEIMA SURFACE BRIDGE
_________________________________________
You will see two paths to the north that split immediately. _______________
Take the path to the east and hug the eastern wall. Head to | C |
the north while killing any aliens that get in your way until W *> |
you reach a welded door. Unweld this door and go to the east. |_____ _____|
Several more enemies will spawn all around you in this area, | A___|
kill them all quickly and head for the building to the east. | |
The building will be set up like the image I have drawn with | |
ASCII characters to the right. The C is the computer terminal \ |
you should hack, the W is the door you should weld, and the * \________|
will be where you should place the sentry gun. The A is where your squad should
be while the tech begins hacking the computer and you will have no problem
hacking it while keeping the tech safe and killing all the aliens. Just make
sure to keep an eye out on the door you welded shut, don't let aliens break it
down and then attack the tech. Watch the southwest corner while the sentry gun
watches the northeast corner. The welded door should be able to give the tech
time to hack the computer.
When the area is clear of aliens and the computer is hacked, the gate to the
north will be open. Go north through the gate and the path will split. Forget
about the western path and keep going north. Shortly after the split, aliens
will appear on both sides of the bridge, quickly kill all of them. Go east the
next opportunity you get and activate the computer terminal, you don't have to
be a tech to do this, and cross the bridge when it goes down. In this next open
area, set up a sentry gun facing the west along the bridge that you came from.
Use the bomb in the northeast corner of this section to blow up a chunk of the
pipe. Watch a bit of an animation and a large shieldbug will come out of it.
Stun it if you can and try your best to attack its back until it dies. After
you kill the shieldbug, head through the opening to the east.
Head to the north here and you will see an alleyway to the east. Don't bother
going down here but there is a vent where aliens will keep spawning from.
Defend yourself from those enemies and just keep running to the north. There
will be a couple of ammo bins up here for you to refill your ammo with and a
computer terminal the tech has to hack. Open the gate and head to the east. The
ship that will light the way will help kill aliens for you. Don't bother
staying with it, just keep moving to the far east until you reach the end and
wait for the ship to catch up. If you stick with the ship, you'll have to deal
with more enemies. When the ship does catch up, you can run across the top of
it. Some more enemies will spawn here but you just have to run down the ramp
and through the door slightly to the east to complete this mission.
_________________________________________
RYDBERG REACTOR
_________________________________________
Just as a heads up, this mission is where you begin to face bigger, tougher
enemies on a regular basis. Follow the path north and you will see the path
split. Keep going north at every split until you are forced to the east. You
will face your common aliens on your way up here until you reach the top where
you will face some Boomers. These will keep getting larger and larger until
they blow up and shoot green orbs all over the place. These green orbs are like
mini hand grenades so stay far away from them when you see them. When you start
to go east, go north at the next split again and you will see the path force
you east one more time.
The next intersection will be a pretty large one. Kill the aliens and go north.
Immediately weld the door along the west wall because aliens will keep spawning
from there. When that door is welded shut, hug the western wall as you go
north. Follow the path to the northwestern corner of this map while killing
some buzzers which will fly around you. At the northwestern corner, set up any
sentry guns you have and have the tech hack the computer just to the left of
the door. This door takes a while to open so fight off the swarms of aliens
that will attack. There is a computer to the east of the door which has a
turret you can control above the door that slowly opens. When the door opens,
use the computer inside to complete the first objective.
Now head back to the south where you welded the door shut. Head east here
across a short bridge and go to the northeastern corner of this section. Use
the computer to slowly open the door and set up another turret here. Kill all
of the enemies that will approach from the south. When the doors open, make
sure your entire squad gets in and weld the door shut. Go through the next door
and if someone has a flamethrower, have them use the secondary fire on the
flames to the east. If not, grab the fire extinguisher along the norther wall
and then switch back to whatever item you had when you extinguish the flames to
the east. Go around the truck to the northeast and then head to the west. Start
to slowly open the door and set up turrets and all the defenses you have.
Enemies will spawn all around here while the door slowly opens so do your best
to survive. When the door does finally open, there will be a few more aliens
coming out of it. Get everybody into the door when it opens to complete this
mission.
_________________________________________
SYNTEK RESIDENTIAL
_________________________________________
At least one person has to have the fire extinguisher equipped for this mission
to even begin it. This will also be the first mission where you will face
parasites, which can be deadly without a medic very close by so be careful. It
may be smart to run two medics for this mission. Begin the mission by going
north and you will be forced to go west. In this room that branches to the
west, some enemies will spawn so make sure to have somebody watch the flank as
you advance. Follow the path to the west until you reach a small bathroom. In
this room, you will see a couple of parasites on the ground. DO NOT let these
get close to you because they will do a lot of damage to you. Kill them quickly
and destroy the eggs here. Run through the hole in the wall along the northern
wall.
After the bathroom, you will face enemy after enemy, some larger than the last,
so be very cautious. You really have to look out for parasites here and make
sure a medic is always nearby just in case a parasite does get to you. Keep
heading north here until you reach a set of stairs to the west. Climb these
stairs and head north up here while destroying all the eggs you see. In the far
northwestern corner, have a tech open the door and quickly kill the parasites
inside. Destroy the eggs and go south. Go down the first set of stairs you see
and go south until you reach some Biomass, burn it with the flamethrower and go
north. Go east the first chance you get and grab the ammo here. Get all of your
squad through this door and weld it shut to prevent any more enemies from
attacking from the western side.
From this room, head south. Don't bother welding this door. Keep heading south
and look for the room to the west. You will see some Biomass here you have to
burn so burn it up. Now go to the room directly across the hall to the east for
a few eggs you have to destroy. Go to the east in the hall and extinguish the
flames. Go south a bit and destroy a couple more eggs. Go north along the
eastern wall and enter the vents. There will be several eggs and Biomass here,
make sure to clear it all out. Don't forget the eggs in the northeast corner,
they are the easiest to forget. Once you are sure the eggs and Biomass are
clear here, head for the northwest corner of the vents. Destroy the biomass and
the last few eggs here to complete those two objectives.
Head to the west when you get here and unweld the door. Extinguish the flames
and continue to the west. When you reach the large room this hall is a part of,
go to the north. Set up sentry guns facing the southern side of the room and
activate the elevator. This will be another one of those moments where you just
sit tight and kill enemies while you wait for the elevator. When the elevator
finally arrives, get on it to complete the mission.
_________________________________________
SEWER JUNCTION B5
_________________________________________
Run to the north and then up the stairs to the east. Go north when you are
forced to again and follow the path. You will see a small path along the east
wall. Keep going north here but note that enemies will keep spawning there.
Head up the stairs to the small platform above the water and go west. Go up the
next set of stairs out of the water again and shoot the explosive barrels to
the west of the stairs. The green barrel will release a toxic cloud which does
quite a bit of damage to the enemies attacking you, it's a great way to get the
achievement for five kills with explosive barrels in a single mission. Head to
the northwest corner of this platform and just stand your ground while you kill
all the aliens that will spawn around you. When this area is clear, head to the
southwest corne of this area to advance.
Go north when you are forced to and you will see a gate blocking the path to
the east. Head to the northwest corner and shoot the explosive barrels to
release a couple of steel beams swinging on a rope to break the gate open. Run
through the opening to the east. You will see a small ramp along the eastern
wall here with some ammo, load up if you need to. Continue to the north and
kill a couple of shieldbugs here. Burn the biomass to the east of the area with
the shieldbugs. Head to the northwest corner of this area and destroy the swarm
eggs here.
Go to the east and up the ramp. Go south the first chance you get and destroy
these swarm eggs. Now head northeast from these swarm eggs for a couple more
along the eastern wall. Watch the parasite attacking from the north. Follow the
path and avoid the attacks from the mortarbug below and to the north. Keep
following the path and kill a couple more parasites as you see them. Go south
at the split and destroy a few swarm eggs and then continue to the north. Kill
a few more parasites as you go north at the next split for a few more swarm
eggs to destroy.
From these swarm eggs, go south until you see a few swarm eggs along the
western wall. Kill those and go north and then west the first chance you get.
Destroy these swarm eggs and run into the water to the north. Keep going north
killing a few more enemies and then climb the stairs. Go west when you can and
kill a couple of shieldbugs. Be careful because a mortarbug will spawn behind
you to the east and will attack you. When you kill the shieldbugs, run into the
cave in the northwest corner to complete this mission.
_________________________________________
TIMOR STATION
_________________________________________
Head west from the start and kill a couple of small aliens. When you are forced
to go east, you will see some aliens climbing over the northern railings, kill
them and continue to the east. Follow this path and activate the nuke along the
eastern wall. Run through the door and follow this path, kill a couple of
rangers and keep running along the path. You will see the path split south and
west, take the southern path and kill a few more aliens in your way. Keep
running along this path to the west.
You will see a Mining Laser along the western wall, someone in the squad will
have to pick it up. Grab it and use it to cut through the rocks to the
northwest. Switch back to whatever equipment you had before you grabbed the
mining laser and continue through the path you opened up. Run along the metal
platform here and kill the enemies in your way. Have your tech hack the door
open when you reach it and defend the tech. Watch the door when it opens
because there will be a parasite on the other side of it once it opens.
To the northeast of this door, you will run into the Harvester for the first
time. They are easy to kill and won't do much damage on their own, but they
will spawn small bugs that can do a good amount of damage to you so quickly
kill it. Have one person run to the northeast corner here and activate the
computer to move a bridge into place. Run to the west and wait for the bridge
to open up the new path while defending yourself from all the aliens that will
spawn around you. Follow this new path when it opens until it splits.
Split up and send two people down each path. There will be a Harvester at the
end of each path, kill both of them and you will quickly meet up again. Go to
the east and kill the mortarbug and another Harvester. Continue down the path
and burn the Biomass that will be blocking the nuke while killing the aliens
here. There will be an ammo bin here if you need it. Wait for the aliens to
break through the doors in the northwest corner of this area.
Go to the north when you get past the door here and kill the large enemies in
your path. Head west when the path splits and make sure to kill the harvesters
here. Head east when you are forced to and kill the last few enemies in this
area. Pick up the Mining Laser and break through the rocks to the north. Run
along the northern platforms and activate the controller to drop the bridge at
the end. Wait for it to come down and kill the bugs that will chase you along
this platform. Cross the bridge when it drops and destroy the swarm eggs up
here. Drop down and finish off the rest of the enemies here. Stock up on ammo
and health kits if you need them and when ready, activate the nuke. Now you
have to run all the way to the beginning of the mission.
Don't bother shooting at any enemies other than parasites and enemies that get
in your way or slow you down. Just keep moving. Follow the path and take these
paths at each split until you reach the end: South, west, south, south, south,
south, east, and east (here you can weld the door shut behind you if you want
to.) This large room will be the last one. Keep running to the far east end of
this area and set up sentry guns on the platform watching the west. Kill the
aliens while your ship comes down. Stand on the ship when it gets low enough to
complete this mission and the campaign.
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ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
3. - Enemies AS03
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ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Throughout the game, you will face several different enemies. The first couple
of levels will be the same few enemies over and over again, at least on normal
difficulty, and then they really pile it on towards the end. I will list all
the basic information you will need to know about them in this section.
BOOMER The Boomer is the large enemy that has a big sack under its
body. Since they're big, they're easy to hit but do have a
lot of health. You will see the sack begin inflating after
it gets close enough to you and it will explode. The sooner
you kill it, the less goo it will shoot out. That green goo
that it shoots out, will act as mini hand grenades and blow
up so stay away from them.
BUZZER The Buzzer is a small flying enemy. They don't do much
damage but they can be annoying. Hopefully you have a
weapon that has an auto aim bonus to help you take these
annoying bugs out quickly. They usually attack in small
groups so be careful when you see one approach.
DRONE The Drone is your common enemy that you will see in every
level in the game. They don't have much health but they can
do a decent amount of damage. They spawn in a lot of vents
and similar areas so be careful since they seem to always
be on the attack.
GRUB The Grub doesn't actually do damage to you but since they
move around and you can kill them, I figured I would put
them in this section. You can kill them by shooting at
them, auto aim won't work, melee attacking them, or simply
running over them by foot.
HARVESTER The Harvester is a large enemy that doesn't have much
health and won't do much direct damage to you, but they do
send up small bugs at you. These small bugs also don't have
much health but they can beat you up pretty badly. The
Harvesters like to stay away from the action so hunt them
down and make quick work of them before they spawn too many
bugs.
MORTARBUG The Mortarbug is a large enemy that will shoot three large
green orbs towards you. These orbs will act like mini hand
grenades, similar to the Boomer, and blow up after a while.
Stay away from the orbs and just attack them if they get in
you're way. Their attacks are very easy to avoid and they
don't have much health so it's easy to deal with them
whether you choose to avoid or kill them.
PARASITE The Parasites are easily the most annoying and probably the
most dangerous enemy in the game. They are relatively small
and like to jump at you. They will spawn out of swarm eggs
if you don't destroy them quickly enough. Kill them quickly
and if one latches onto you, quickly run to a medic. When
you see these around, you should make sure a medic is
always close before continuing on in a mission.
RANGER The Ranger is a small enemy, similar size to the Drone,
that will spit acid at you. They don't do much for melee
damage but generally won't run when you approach them. You
can use your dodge ability to avoid any attacks it makes on
you. They shouldn't pose much of a threat.
SHIELDBUG The Shieldbug is a large enemy that will use its front
limbs as shields. You won't do any damage to its shields so
do your best to get around its back and attack the small
glowing object on its back. If you can, stun it so you can
easily get behind it. Make sure to not get too close to the
front of them because they do have a pretty powerful
knockback attack which will throw you far from your squad.
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4. - Weapons AS04
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As you play online, you will notice that you gain experience. You will use this
experience to unlock weapons. In this section, I will list what each weapon
does, when you unlock them and their basic stats.
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OFFICER
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M42 VINDICATOR
Damage Per Shot - 105
Fire Rate - 1.5 / Sec
Reload Speed - 2.8 Sec
Capacity - 14 x 6
Alternate Fire - 5 Incendiary Grenades
Notes - High Damage, Close Range
Description - The M42 Vindicator is a pneumatic assisted pump-action
shotgun with a dual, selective magazine system. IAF standard
ammunition loadout provides for 12-gauge rounds in one
magazine and a number of timed incendiary grenades in the
other. The Vindicator is only issued to NCO rank marines.
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SPECIAL WEAPONS
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S23A SYNTEK AUTOGUN
Damage Per Shot - 7
Fire Rate - 10.0 / Sec
Reload Speed - 2.8 Sec
Capacity - 250 x 2
Alternate Fire - None
Notes - Auto-Aim, Slow Movement
Description - The S23A SynTek Autogun is among the most advanced squad
assault weapons currently available. Featuring a
sophisticated tracking system and a powerful electromagnetic
field induction chamber, this weapon can identify hostile
targets and automatically alter the trajectory of bullets as
they leave the barrel to ensure a hit. The Autogun has
significant stopping power and can be used to suppress a
large number of incoming targets. Special Weapons training
is required.
IAF MINIGUN
Damage Per Shot - 7
Fire Rate - 25 / Sec
Reload Speed - 2.8 Sec
Capacity - 250 x 2
Alternate Fire - Barrel Spin-Up
Notes - Wide Spread, Slow Movement
Level Unlocked - Level 17
Description - The IAF Minigun features a very high rate of fire and wide
spread, making it ideal for taking out large groups of
hostile targets. This weapon has a short delay before firing
in order to spin the barrely up to the required RPM. The
alt-fire trigger will spin up the barrel without firing.
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MEDIC
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IAF MEDICAL GUN
Damage Per Shot - N/A
Fire Rate - N/A
Reload Speed - N/A
Capacity - 80-90
Alternate Fire - Self-Heal
Notes - Mobile Healing
Level Unlocked - Level 9
Description - A standard issue IAF regenerative healing gun designed to
treat wounded personnel on the go. Available only to trained
medics, the Heal Gun is a mobile, light-weight, hand-held
version of the Heal Beacon. It will focus on a single
patient and heal them directly without slowing down the
squad. The Heal Gun can also be used for self-healing with
the alternate fire.
HEAL BEACON
Damage Per Shot - N/A
Fire Rate - N/A
Reload Speed - N/A
Capacity - 8-9
Alternate Fire - None
Notes - Group Healing
Description - When deployed, the IAF Heal Beacon will heal the wounds and
infestations of all marines within its radius continually
for 20 seconds or until the beacon's healing supply is
exhausted. Medics with a higher Healing skill are issued
more beacons.
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TECH
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22A7-Z PROTOTYPE ASSAULT RIFLE
Damage Per Shot - 5
Fire Rate - 14.3 / Sec
Reload Speed - 2.8 Sec
Capacity - 98 x 6
Alternate Fire - 5 Stun Grenades
Notes - Auto-Aim
Description - The 22A7-Z is a prototype version of the standard 22A3
Assault Rifle, designed for use in urban environments,
specializing in crowd control and fire situations around
civilian targets. Still in testing stages, a number of
models have been given to the IAF for evaluation. The A7-Z
is fitted with an assisted aim firing chamber and a series
of stun grenades. Due to the complicated calibration
required for the Prototype's auto-aim, this rifle is only
usable by technically trained marines.
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ALL CLASSES
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22A3-1 ASSAULT RIFLE
Damage Per Shot - 5
Fire Rate - 14.3 / Sec
Reload Speed - 2.8 Sec
Capacity - 98 x 6
Alternate Fire - 5 Frag Grenades
Notes - None
Description - The 22A3-1 is the standard issue combat weapon given to an
Interstellar Armed Forces marine. Offering both high rate of
fire, high velocity explosive tipped rounds and an
underslung grenade launcher, this weapon offeres significant
versatility in the field, capable of taking down small and
large targets. Standard clip size is 98 rounds.
M73 TWIN PISTOLS
Damage Per Shot - 14
Fire Rate - 2.0 / Sec
Reload Speed - 1.4 Sec
Capacity - 24 x 11
Alternate Fire - None
Notes - Ammo Efficient
Description - The M73 is a lightweight, high powered semi-automatic sidearm
featuring a 16-round staggered magazine. Renowned for its
reliability, this weapon has been a standard in the IAF for
the better part of a decade.
IAF ADVANCED SENTRY GUN
Damage Per Shot - 10
Fire Rate - 12.5 / Sec
Reload Speed - N/A
Capacity - 450
Alternate Fire - None
Notes - None
Description - The ASG is a highly efficient, fully automated sentry gun,
capable of friend/foe identification based on a large number
of parameters including biological make-up and wide-band
image recognition scans. It consists of a heavy gauge
autocannon mounted on a user-adjustable rotating stand.
IAF AMMO SATCHEL
Damage Per Shot - N/A
Fire Rate - N/A
Reload Speed - N/A
Capacity - 3
Alternate Fire - None
Notes - None
Description - A standard issue IAF ammo pack containing deployable ammo for
all weapon types used in the field. Each pack contains 3
ammo stashes.
MODEL 35 PUMP-ACTION SHOTGUN
Damage Per Shot - 175
Fire Rate - 1 / Sec
Reload Speed - 1.8 Sec
Capacity - 4 x 9
Alternate Fire - N/A
Notes - High Damage, Close Range
Level Unlocked - Level 3
Description - A traditional manually operated pump-action shotgun, firing
12-gauge rounds. Favored for its powerful, close range,
wide-spread blast. The receiver is designed to hold four
Magnum shells.
IAF TESLA CANNON
Damage Per Shot - 1
Fire Rate - 4.0 / Sec
Reload Speed - 3.1 Sec
Capacity - 20 x 14
Alternate Fire - None
Notes - Stuns, No Friendly Fire
Level Unlocked - Level 5
Description - Originally designed to jumpstart equipment, this tool was
quickly weaponized after the discovery that the 24-30 amps
and 25K voltage was the perfect blend for liquifying alien
innards. The IAF Tesla Cannon is calibrated to identify
human biometrics and avoid friendly-fire accidents. In
proximity to alien life forms, the beam will arc to nearby
hostiles.
PRECISION RAIL RIFLE
Damage Per Shot - 75
Fire Rate - N/A
Reload Speed - 1.8 Sec
Capacity - 1 x 73
Alternate Fire - None
Notes - Piercing Rounds
Level Unlocked - Level 7
Description - The IAF issue Rail Rifle utilizes a hybrid firing system to
achieve muzzle velocities of over 35km/sec. The armor
piercing rounds are propelled both by an explosive charge
and an electromagnetic force generated by twin rails inside
the weapon. This weapon is not recommended for general
purpose combat, but is designed for high damage strikes
against a specific target.
K80 PERSONAL DEFENSE WEAPON
Damage Per Shot - 7
Fire Rate - 28.6 Sec
Reload Speed - 1.4 Sec
Capacity - 80 x 12
Alternate Fire - None
Notes - Uses Ammo Quickly
Level Unlocked - Level 11
Description - The K80 Personal Defense Weapon is a lightweight, fully
automatic submachine gun. The K80 is issued in pairs for
dual wielding and is designed to deliver extreme damage over
a short time. Due to the high rate of fire, ammunition is
quickly expended, so IAF Command recommends selection as a
secondary weapon.
M868 Flamer Unit
Damage Per Shot - 2
Fire Rate - 10.0 / Sec
Reload Speed - 3.1 Sec
Capacity - 40 x 6
Alternate Fire - Fire Extinguisher
Notes - Ignites, Use with Caution
Level Unlocked - Level 13
Description - The M868 uses a highly pressurized napalm-based fuel and is
capable of blanketing a wide area, causing any targets
caught in the blast to burn for an extended period of time.
Great care must be taken to ensure the firing area is clear
from friendly personnel, especially when used on the move.
IAF FREEZE SENTRY GUN
Damage Per Shot - N/A
Fire Rate - N/A
Reload Speed - N/A
Capacity - 800
Alternate Fire - None
Notes - Freezes, Fast Targeting
Level Unlocked - Level 15
Description - Fires a jet of liquid nitrogen to temporarily freezing Swarm
in place.
AVK035 Marksman Rifle
Damage Per Shot - 65
Fire Rate - 0.8 / Sec
Reload Speed - 2.8 Sec
Capacity - 12 x 6
Alternate Fire - Enhanced Target Imaging
Notes - Piercing Rounds
Level Unlocked - Level 19
Description - The AVK-36 Marksman Rifle is a semi-automatic rifle, firing
7.62x51mm rounds capable of destroying a Swarm drone in a
single shot. The AVK-36 is a modified version of the classic
AVK-32, fitted for marine combat suits and meant for firing
on the move.
IAF INCENDIARY SENTRY
Damage Per Shot - 35
Fire Rate - 10 / Sec
Reload Speed - N/A
Capacity - 800
Alternate Fire - None
Notes - Ignites, Fast Targeting
Level Unlocked - Level 21
Description - An automated, high-temperature incendiary sentry gun. Low
friction bearings allow perfect tracking even on the fastest
threats.
CHAINSAW
Damage Per Shot - 31
Fire Rate - 2.0 / Sec
Reload Speed - 3.1 Sec
Capacity - Unlimited
Alternate Fire - None
Notes - Unlimited Ammo
Level Unlocked - Level 23
Description - A civilian chainsaw, used for cutting through wood or other
soft materials.
IAF HIGH VELOCITY SENTRY
Damage Per Shot - 80
Fire Rate - 0.6 / Sec
Reload Speed - N/A
Capacity - 25
Alternate Fire - None
Notes - Long-Range, Splash Damage
Level Unlocked - Level 25
Description - Fires high velocity slugs capable of dealing extreme amounts
of damage over large distances and prioritizes the largest
heat signatures.
GRENADE LAUNCHER
Damage Per Shot - 80
Fire Rate - 0.6 / Sec
Reload Speed - 4.5 Sec
Capacity - 6 x 4
Alternate Fire - None
Notes - Splash Damage
Level Unlocked - Level 27
Description - Based on the large IAF Mortar Emplacement design, this hand-
held launcher will fire explosive grenades at nearby
targets. Exercise caution when using this device near
friendly units. Danger close, marines.
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ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
5. - Equipment AS05
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ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
As you play online, you will notice that you gain experience. You will use this
experience to unlock equipment. In this section, I will list what each piece of
equipment does, when you unlock them and their basic stats.
IAF PERSONAL HEALING KIT
Notes - Single Use
Description - A small individual healing kit for self-treatment of wounds in
the field. Developed by SynTek Pharmaceutical Division.
HAND WELDER
Notes - Seals and Unseals Doors
Description - This IAF-Issue handheld welder uses high temperature ionized
plasma to create an effective cutting or welding arc,
depending on the user specified setting. Generally used in
the field to cut through or seal doors, offering the IAF
marines a tactical advantage.
SM75 COMBAT FLARES
Notes - Provides Auto-Aim Bonus
Description - The SM75 Combat Flares are a special magnesium flare developed
by the SynTek Megacorporation in conjunction with other
standard issue firearms. In addition to providing light over
an area, the flares also give out a key wavelength of
reflective light which aids the targeting - allowing weapons
to lock onto any foe caught in the magnesium glow.
ML30 LASER TRIP MINE
Notes - Wall Mountable
Description - A pack of attachable Laser Trip Mines. Detonation is triggered
by any hostile entity breaking the detection beam. Marines
skilled with explosives are able to place multiple mines with
a single toss.
I3A TACTICAL HEAVY ARMOR
Notes - 20% Less Damage, Passive
Level Unlocked - Level 2
Description - Wearing additional layered graphene armor plates improves
resistance to all forms of damage.
X33 DAMAGE AMPLIFIER
Notes - x2 Damage Aura
Level Unlocked - Level 4
Description - The weapons of all marines within the beacon radius are
electromagnetically optimised to fire rounds with increased
impact force.
HORNET BARRAGE
Notes - Homing Missile Attacks
Level Unlocked - Level 6
Description - Unleashes a salvo of auto-tracking explosive rockets. Marines
with greater explosives training are authorized to carr more
rockets in each cluster.
FREEZE GRENADES
Notes - Large Radius
Level Unlocked - Level 8
Description - A set of highly explosive liquid nitrogen canisters. Each
explosive is capable of temporarily freezing all aliens
within its blast radius, rendering the aliens highly
vulnerable to Impacts.
ADRENALINE
Notes - Temporary Slow Motion
Level Unlocked - Level 10
Description - A powerful injection fresh from the SynTek Pharmaceutical
Division. In times of great danger, IAF troops can apply this
adrenaline, giving themselves heightened reactions and
perceptions. Metabolized completely within a matter of
seconds, this drug can mean the difference between life and
death in a tough spot, then leave a marine clear-headed and
ready to proceed.
IAF TESLA SENTRY COIL
Notes - Stuns in Radius
Level Unlocked - Level 12
Description - Self assembles into active defense, and selft destructs when
out of power. Pulses high voltage arcs to stun nearby Swarm.
V45 Electric Charged Armor
Notes - Stops Infestation, Stuns
Level Unlocked - Level 14
Description - Activation of this marine armor's high voltage current stuns
any attacker coming in contact with the suit, reduces
incoming melee damage, and ejects infesting parasites from
the armor surface.
M478 PROXIMITY INCENDIARY MINES
Notes - Fire Wall
Level Unlocked - Level 16
Description - A five piece set of M478 Proximity Incendiary Mines is
standard issue for any N.C.O. rank marine. These mines are
placed and calibrated in the field and once activated will
detonate when any creature matching target specifications
comes near. Upon detonation, highly flammable napalm is
released in a line of either side of the mine, both killing
the victim and tactically denying the area to further foes.
FLASHLIGHT ATTACHMENT
Notes - Passive
Level Unlocked - Level 18
Description - A high intensity, self-recharging multi-bulb flashlight
attachment, for providing targetted illumination at times of
low visibility.
IAF POWER FIST ATTACHMENT
Notes - x2 Melee Damage, Passive
Level Unlocked - Level 20
Description - The Power Fist is an IAF developed combat suit attachment that
boosts the damage of all melee attacks from the fist to the
foot.
HAND GRENADES
Notes - Splash Damage
Level Unlocked - Level 22
Description - A set of high explosive cluster grenades. Marines with greater
explosive skills are issued grenades with more cluster
charges.
MNV34 NIGHTVISION GOGGLES
Notes - Rechargeable
Level Unlocked - Level 24
Description - Thermal based image intensifier with low signal to noise ratio
and self-recharging power pack. The MNV34 is high resolution
with a wide dynamic luminance range, making it suitable for
all light conditions. Standard lightweight battery pack
permits 10 seconds of continuous use.
MTD6 SMART BOMB
Notes - Missile Storm, Single Use
Level Unlocked - Level 26
Description - Featuring a patented Multiple Threat Denial targeting system,
the Smart Bomb is the ultimate single use one-to-many hostile
elimination system. Activating this backpack mounted device
will cause a continuous stream of auto tracking rockets to
fire over a wide area.
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6. - Achievements AS06
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Ammo Technician Deploy 10 ammo stashes that are used by
other marines.
Another Bughunt Kill 5,000 Swarm.
Armory Access Unlock all the available weapons.
Assault Specialist Kill 250 Swarm with the Assault Rifle.
Autogun Expert Kill 250 Swarm with an Autogun.
Blast Radius Kill 6 Swarm with a single Grenade.
Bug Stomper Kill 100 Swarm Grubs.
Cargo Elevator Speed Run Complete Cargo Elevator within
2:50 on Normal difficulty or harder
without any marines dying.
Circuit Breaker Complete 10 wire hacks without access being
logged.
Clear Firing Kill 25 drones without friendly fire.
Four marines must be present in the
mission.
Close Encounters Kill 20 Swarm with melee attacks in a
single mission.
Damage Amped Kill 15 Swarm with all four marines
under the effects of a Damage Amp in a
single mission.
Deima Surface Bridge Speed Run Complete Deima Surface Bridge within
2:30 on Normal difficulty or harder
without any marines dying.
Easy Campaign Complete the Jacob's Rest campaign on
Easy difficulty or harder.
Electro-Stunned Stun 6 Swarm with a single Stun Grenade.
Firewall Specialist Kill 100 Swarm with Incendiary Mines.
Grenadier Expert Kill 250 Swarm with a Grenade Launcher.
Group Heal Heal all 4 marines with a single Heal
Beacon.
Gunslinger Successfully perform 5 fast reloads in a
row.
Hard Campaign Complete the Jacob's Rest campaign on
Hard difficulty or harder.
Hat Trick Complete 2 co-op missions online. Earns
a Team Fortress 2 parasite hat.
High Voltage Expert Kill 250 Swarm with a Tesla Cannon.
Hornet Barrage Expert Kill 100 Swarm with Hornet Barrages.
Infestation Savior Cure an Infested marine.
Insane Campaign Awarded for finishing the Jacob campaign
on Insane difficulty.
Kill Them All Kill 25,000 Swarm.
Landing Bay Speed Run Complete Landing Bay within 1:25 on
Normal difficulty or harder without any
marines dying.
Minigun Master Kill 250 Swarm with a Minigun.
Normal Campaign Complete the Jacob's Rest campaign on
Normal difficulty or harder.
Nuke From Orbit Kill 100,000 Swarm.
On the Ready Line Kill 1,000 Swarm.
Outstanding Execution Complete a campaign on Normal difficulty
or harder without any marines dying.
Parasite Puncher Kill a Swarm Parasite with a melee
attack.
Peace Medic Heal 300 points of damage in a single
mission without dealing any non-melee
damage to the Swarm.
Perfect Complete a mission on Normal difficulty
or harder without receiving any damage.
Pistols Expert Kill 250 Swarm with Twin Pistols.
Professional Marksman Kill 250 Swarm with a Marksman Rifle.
Protect the Tech Guard the squad's tech so that he takes
no damage during the hack.
Prototype Professional Kill 250 Swarm with a Prototype Rifle.
Pyrotechnician Kill 250 Swarm with a Flamethrower.
Quick and Dead Kill a Swarm Boomer before it inflates.
Quick Load Successfully perform a fast reload.
Railgun Specialist Kill 250 Swarm with a Rail Rifle.
Rydberg Reactor Speed Run Complete Rydberg Reactor within 3:10 on
Normal difficulty or harder without any
marines dying.
Scrambled Eggs Destroy all Swarm Eggs in a mission
without allowing any to hatch.
Seal of Quality Seal a door with the welder.
Security Expert Complete 10 computer hacks without
access being logged.
Sewer Junction Speed Run Complete Sewer Junction within 1:30 on
Normal difficulty or harder without any
marines dying.
Sharpshooter Complete a mission with better than 90%
accuracy.
Shield Down Deliver the finishing blow to a Swarm
Shieldbug.
Short Controlled Bursts Complete a mission with no friendly fire
incidents. Four marines must be present
in the mission.
Shotgun Specialist Kill 250 Swarm with a Shotgun.
Slaughter Soldier Kill 250 Swarm with a Chainsaw.
Small Arms Specialist Kill 250 Swarm with PDWs.
Smoking Barrels Kill 5 Swarm with explosive barrels in a
single mission.
Static Defender Kill 500 Swarm with deployable Sentry
Guns.
Stay Frosty Freeze 6 Swarm with a single Freeze
Grenade.
SynTek Residential Speed Run Complete SynTek Residential within 2:30
on Normal difficulty or harder without
any marines dying.
Tactical Explosives Expert Kill 100 Swarm with Laser Tripmines.
Technician Secured Finish a mission without the tech
getting killed.
Timor Station Speed Run Complete Timor Station within 4:25 on
Normal difficulty or harder without any
marines dying.
Under the Gun Roll under a Swarm Ranger projectile.
Vindicator Veteran Kill 250 Swarm with a Vindicator.
Zero Mortality Complete a mission on Normal difficulty
or harder without any marines dying.
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ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
7. - Contact AS07
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ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Do you have any suggestions, comments, critiques, or just a simple thanks to
me? Well you could e-mail me at FrankTheTank3388@gmail.com and tell me what you
think! You could tell me whatever you'd like about the game whether it's a tip
not listed in this guide that you think would help a lot of people, a mistake I
made, or just a simple thanks. I will try to get back to you as quickly as
possible answering any questions you may have. Just make sure to include
something about Alien Swarm in the subject of the e-mail or I will delete it.
Please don't send any attachments or I will immediately delete the e-mail
without opening it. I have recently received a virus through an e-mail and was
forced to reformat and I'm not going to go through that again.
Things/How to E-Mail me about:
-What you think about this guide.
-If you need any additional help or clarification.
-Some tips for maps or strategies that aren't in this guide.
-Anything you think would be a good addition to this guide.
-Make sure your subject indicates you're trying to contact me about this game.
-Just a simple thanks!
Things/How NOT to E-Mail me about:
-Things that don't have anything to do with the game.
-Anything that is already clearly discussed in this guide.
-Any file attachments.
-With really bad grammar! I understand that for some people, English isn't
their first language but that doesn't mean you should send me something
completely unreadable because you're too lazy to use punctuations or spaces.
If I can't understand what you're trying to say, your e-mail will be ignored.
***Also, I would greatly appreciate it if you liked the guide, to also click on
the "Liked this FAQ? Click to recommend it to other GameFAQs users." link at
the top of this page!
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ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
8. - Disclaimer AS08
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ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
This FAQ/Walkthrough is copyrighted İ 2010 to Frank Grochowski. International
Copyright laws protect this FAQ/Walkthrough. You cannot sell this
FAQ/Walkthrough for a profit of any kind. You cannot reproduce this
FAQ/Walkthrough in any way with out my written consent. You are however allowed
to download this FAQ/Walkthrough for personal use. You can also post it on your
web site as long as you give me full credit, don't change it in any way, and it
is free. The latest version will always be found at:
http://www.GameFAQs.com
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