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Walkthrough

CHAPTER 1 - PROLOGUE - 1.1 - START:

After the cutscene ends, proceed down the path to the low wall blocking the path in front of you. Press
the action button and Hayden will vault over the wall. Turn to the left and head for the open window.
Press the action button in front of the window to make Hayden vault through the window and into the
office.

Proceed to the door with the large lock on it. Aim at the lock and shoot it. Proceed over to the door and
press the action button to send Hayden through the door.

Proceed down the catwalk and the stairs. At the bottom of the stairs, turn to the right towards the projection
screen. Proceed to the second pillar on the right and to the side facing the garage doors. There you'll find a
C4 icon. Advance to the icon and press the action button to plant the C4. Now turn to the right and proceed
to the double doors. Proceed through the doors using the action prompt and turn left in the hallway.
Proceed down the hallway and the stairs into the shower room. Advance through the shower room forward
and to the right to encounter your first enemy. The Trooper is standing around the corner to the left.

Take cover along the wall to the left, before the corner, and aim at the Trooper to pull off a head shot. After
dispatching the Trooper, proceed to the C4 icon on the support pillar to the right of his body. Place another
C4 charge and continue along the hallway. Before the left turn at the end of the hallway, take cover along the
left wall.

Aim at the Trooper standing in front of the alarm panel on the right side of the room and kill him. Then, a
Trooper will run from the left side of the room to the right. If the trooper starts the alarm, just shoot it to
disable it. Take him out and another Trooper will run around the corner at the far end of the room. Kill him,
come out of cover by moving away from the wall, hug the left wall and proceed slowly into the room. There
will be one more Trooper in the room standing by the second door on the left side of the room. Take him
out and proceed to the far end of the room. Take cover again on the left wall before the corner.

When you aim down the hall, you'll see a Trooper flip over a folding table and another one come out of a
room at the end of the hallway. Kill these two and proceed forward to the metal crate on the left side of the
hallway. Take cover behind the crate quickly, because another Trooper will come around the corner from the
right at the end of the hallway. Once you kill him another Trooper will run around the corner from the same
direction. Take him out and advance down the hallway. At the end of the hallway, take cover along the right
wall behind the flipped table.

Aiming down the hall you'll see two Troopers standing by another padlocked door and a Trooper taking
crouched cover behind a metal box. The two Troopers by the door will advance forward to take cover
behind the metal box with their comrade. Now that they're all lined up, it should be easy to kill all three of
them. Proceed down the hallway to the padlocked door. Shoot the lock off of it and proceed inside. Inside
you'll receive another cutscene.

Items:
Ammo Crate – On desk to the right after vaulting through open window into the office.
Ammo Crate – In room with double wooden doors, at end of the hallway (a Trooper runs out).

Tip: You are able to pick up weapons Troopers drop when you kill them, if the Tekna 9mm (your
handgun) isn't to your liking. You also have Grenades. Don't be afraid to use them.

CHAPTER 1 - PROLOGUE - 1.2 - ESCAPE:

At the beginning of the level, proceed up the stairs to the open door. There'll be a Trooper waiting just past
the door on the right. Kill him and look for another Trooper taking cover behind the second pillar on the
right. Kill him and proceed into the room. Head forward and to the left towards the large, slightly open,
wooden door. A Trooper will be waiting in front of the door, so kill him and take cover along the door.

Aiming inside the warehouse there will be a Trooper to the left standing in front of a stack of metal boxes.
Take him out and scan the room for the next Trooper. He'll be hiding behind the forklift. You can either lob a
Grenade into the room to blow him up or make your way into the room and around the shipping containers on
the right to flank him. Once you've taken care of him, proceed to the metal stairs at the far end of the
warehouse and follow them up to the raised walkway. Follow the walkway to the set of metal stairs that lead
to the catwalk and follow them up. Once on the catwalk follow it to the left and start to Sprint. Follow the
catwalk into the room at the end of it.

A C4 icon will be on the left wall as soon as you enter the door. Place the C4 with the action button and
proceed to the Ammo Crate sitting on the table. Break the Ammo Crate sitting on the table and collect the
Ammo. Now proceed out of the door and down the stairs.

There will be five Troopers in-between and around the two trucks to the right of the stairs. Make sure to kill
these five Troopers before focusing your attention on the Helicopter hovering above the courtyard.

To destroy the Helicopter you'll need one of the RPG Launchers placed around the courtyard. Aim the RPG
Launcher at the Helicopter and wait for the reticle to stop spinning and turn into a solid red circle. You'll have
to follow the movement of the Helicopter with your reticle to lock on to it. Once you've locked on, a tone will
sound letting you know you're successful. As soon as you're locked on, fire an RPG. Three RPGs will
destroy the Helicopter and let you take your first look at Mezner and Nemesis.

Items:
Ammo Crate – On table, in the room before progressing outside to the Helicopter fight.
RPG Launcher – On platform across from the trucks in the courtyard.
RPG Launcher – On semicircular platform behind forklift on left side of courtyard.
RPG Launcher – To the right of the shipping container at the bottom of the stairs that you first
came down.
RPG Ammo – Next to the second RPG Launcher on the semicircular platform.
RPG Ammo – Next to the third RPG Launcher to the right of the shipping container.
Tip: The Helicopter will never stop shooting at you and will sometimes fire a volley of rockets at you. Take
cover as often as possible and never leave yourself out in the open for long.

CHAPTER 2 - EXPOSURE - 2.1 - START:

At the start of Chapter 2 progress forward to the weathered shack with the open door directly in front of you.
After the cutscene, proceed out of the door the Trooper came through and Sprint to the four barrels standing
up just behind the sign with the face on it.

Take cover behind them and wait for the Troopers to break and vault through the windows. Four Troopers
will vault through the windows trying to kill you, take them out and proceed into the pub. Once you've
progressed into the pub, two more Troopers will come from around the far left corner. Kill these Troopers
and proceed up the stairs to the second floor of the pub. Advance through the closed door to the encounter
in the alleyway.

Four or five Troopers will be waiting for you outside in the alley. After killing these Troopers you'll be
rewarded with the Steal ability.

The first thing you have to steal is a C4 Explosive sitting on a tall scaffolding at the end of the street on the
left. Aim at the C4 until the reticle changes shape and a orange glow appears on the C4. Then throw the
Glaive at it to steal it. Take your newly acquired C4 to the door across the alley from the scaffolding and
place it on the door using the action button. Go inside after the door explodes and follow the hallway to the
room on the right. Go into the room and walk over the broken boards.

Items:
Rubles – 1000, on the second table on the left side of the pub.
Ammo Crate – In room at the end of the bar, on the table.
Ammo Crate – On a table at the top of the stairs in the pub.
Ammo Crate – Through the open door, outside on porch on second floor of the pub.
Rubles – 1000, on trunk, at the top of the stairs in the pub.
C4 Explosives – On scaffolding at the end of the alley on the left side.
Rubles – 1000, on table to the right, past the door you explode with C4.
Upgrade Case – Fire Rate – Across hole in the floor in hallway after exploding the door
with C4.

Tip: Hayden can take a lot of damage, so don't be afraid to run up to Troopers that are firing at you. Utilize
the Glaive and Finishers as much as possible on the first wave of Troopers.

CHAPTER 2 - EXPOSURE - 2.2 - MARKET:

After picking yourself up, you'll see a Trooper stalking down the hall to the door leading to the room you're
currently trapped in. He'll burst through the door and when he does, kill him with a Glaive / gun shot combo.
Now proceed out into the hall and turn left. A Trooper will be waiting for you at the other end of the hall. Kill
him, follow the hall to the right and proceed through the large hole in the wall. Progress into the office and
out through the door and down the stairs into the warehouse.

Proceed over to the large opening in the front of the warehouse. Five Troopers will disembark from a
transport helicopter and will converge on your location. If an Enferon grenade lands by you, get away from it
quickly. The gas hinders your vision, which you'll need to kill the Troopers. Take cover behind the boxes and
take these Troopers out before they can kill you. After killing these Troopers proceed to the windows to your
left. Another wave of Troopers will run out from the left. Kill a few of these Troopers and a giant monster
named the Colossus will jump down into the courtyard.

The Troopers will start attacking the Colossus which will make it start to attack the Troopers. If the Colossus
spots you, it will charge at you and break through the walls of the warehouse.

Once it creates a hole in the warehouse wall, run out into the courtyard. When the Colossus throws a rock
at you, dodge roll out of the way. When the Colossus charges you, dodge roll to the side of it. The Troopers
the Colossus didn't initially kill, will focus all of their attention on the Colossus. After a several minutes a
shockwave will disrupt the Colossus and it will run away from the courtyard. If there are any Troopers left
alive, kill them and proceed over to the raised bridge.

You'll see a flashing red light on the far side of the canal the bridge is above. Aim at it and the Glaive will
lock on to it as if to Steal it. Throw the Glaive and progress across the bridge. Turn to the right, and
proceed through the double doors. Turn left in this room and proceed to the metal grate on the floor. Shoot
the lock off of the grate and open it with the action button.

Items:
Rubles – 1000, on table, in room to the left, halfway down the hall from the start.
Ammo Crate – On floor, next to table, in room to the left, halfway down the hall from the start.
Rubles – On table at the end of the hall, after the hole in the wall.
Ammo Crate – On desk in office after walking through the hole in the wall.
Ammo Crate – On shelves in warehouse at the bottom of the stairs, to the left.
Ammo Crate – On shelves in warehouse at the bottom of the stairs, to the left.
Ammo – In front of bench on the other side of the bridge.
Rubles – 1000, on wooden boxes against the wall past the bench.
Upgrade Case – Fire Power – In tower, above wall, on right side of the warehouse.

Tip: You can wait out the Colossus' arrival by taking cover along the boxes sitting in the middle of the floor of
the warehouse. This way most of the Troopers will get killed by the Colossus so you can save Ammo.

CHAPTER 3 - BAGGAGE CLAIM - 3.1 - NEWSTART:

Proceed down the hall and outside. Once you're outside, turn left and advance along the path. At the end
of the path, you'll go up a little incline to another courtyard with military style tents in it.

Take cover along the first tent you come to and move to the right edge. Take out the Troopers as they appear
by the metal boxes beside the second tent on the left side. Four Troopers should advance to this position.
When these four are dead, progress through the courtyard taking out the other five Troopers. When all nine
are dead you'll be rewarded with a new Glaive upgrade called Power Throw.
Now proceed to the gate at the far right side of the courtyard and aim at the chain locking the gate. Perform
a Power Throw on the chain to break it and proceed down the stairs and along the path. Break the chain on
the next gate and proceed through it to the next encounter.
Take cover along the metal boxes just past the end of the wall on the left and kill as many Troopers as
you can from there. Then advance forward taking cover and killing Troopers as you go until you reach the
stairs.

When you reach the stairs, take cover along the cement partition separating the two sets of stairs and you
should be able to kill the rest of the Troopers from here. Make sure to focus attention on the the Trooper
manning the emplacement behind the sandbags at the far end of the area on the left side. After dispatching
all the Troopers move to the metal grate on the ground past the fenced off area to the left. Shoot the lock off
the grate and open the grate using the action button to exit the level.

Items:
Rubles – 1000, on shelf to the right, just after the start point.
Ammo Crate – On shelf to the right, just after the start point.
Rubles – 3000, on the ground on the left side of the path at the first turn outside.
Ammo Crate – To the right, beside the tent, after progressing into the courtyard with military
tents.
Ammo Crate – In front of the second tent back on the left side of the area with military tents.
Ammo Crate – In the middle tent at the back of the area with military tents.
Upgrade Case – Accuracy – In radio tent on table after first chained gate.
Ammo Crate – In radio tent after first chained gate.
Ammo Crate – In tent on right side of the second encounter.
Rubles – 1000, on table, beside truck, in front of fenced off area in the second encounter.
Ammo Crate – To the left of the metal grate that exits the level.

Tip: In the second encounter, cover is your best friend. Use it as much as possible. Also use the Power
Throw as much as possible to save Ammo.

CHAPTER 3 - BAGGAGE CLAIM - 3.2 – ENCOUNTER UTILITY TUNNEL:

Progress through the tunnels, turning right at the first turn and left at the second turn. Once you reach the
room with the generator, turn left at the bottom of the stairs and proceed into the room with the shorted out
electrical box. Throw the Glaive into the electrical box to trap electricity on the Glaive. Progress back to the
door with the large lock on it and Power Throw the electrified Glaive at the lock.

Once the door is open, progress through the hallways following the path until you are faced with three
Howlers feeding on a dead Trooper. Throw a Grenade into the middle of them and proceed into the room.
When you progress further into the room, more Howlers will appear. Kill them with a Power Thrown Glaive
or gunshots and proceed to the alcove containing another shorted out electrical box. Trap the electricity on
your Glaive and exit the room via the hallway behind the back wall of the alcove. Power Throw your
electrified Glaive at the large lock on the door and progress through.

At the ladder, proceed down and advance towards the double doors across the room on the raised platform.
Once the lights go out, get ready to fight off a horde of Howlers. Once all the Howlers are dead the double
doors will open releasing three more Howlers. Kill them and proceed into the room and up the stairs to the
office. Power Throw the Glaive at the chain on the elevator door to open it, and proceed into the elevator.

Items:
Rubles – 1000, to the left at the bottom of the stairs in the room with the door with the large
lock on it.
Upgrade Case – Fire Power – Between generator and the wall in the room with the door with
the large lock on it.
Ammo Crate – In the alcove with the shorted out electrical box in the room with the door with
the large lock on it.
Rubles – 1000, on table to the right just after the entrance to the room with the first encounter.
Ammo Crate – In the alcove with the shorted out electrical box in the room with the first
encounter.
Ammo Crate – In the office on the desk to the left after the last encounter.
Upgrade Case – Double Shot – Between two filing cabinets across from the elevator in the
office after the last encounter.

Tip: When you're in the encounter in the water filled room, be aware the Howlers around you and
remember to dodge roll. If you seem to get overwhelmed, run up to the raised platform, throw the Glaive
at the florescent light on the pillar in the middle of the room to electrify it and Power Throw it at the water.

CHAPTER 3 - BAGGAGE CLAIM - 3.3 - ROOFTOPS:

As soon as the elevator stops and the doors open, walk forward to the door. Before you can exit the room,
you'll be given another Glaive upgrade: After Touch. Progress down the stairs and turn right. Follow the roof
over to the low wall at the far edge of it. Take cover along this wall and progress over to the right.

Two Troopers will be gunning for you from the right, across the roof on a raised walkway. Kill these two and
then let the waves of Troopers come to you. A transport helicopter will drop off Troopers across the roof from
the wall you're taking cover along. These Troopers will run along the lower part off the roof, so it's easy to
take them out with an After Touched Glaive or gunshots. Troopers will also run out of the two bunkers on the
left and right sides of the roof. You'll be introduced to a new type of Trooper here, called the Mauler.

When all the Troopers are dead, from the wall you first took cover on, progress down the stairs, turn right
and progress up the stairs. At the top of the stairs turn left and walk along the raised path to a fenced off
portion of roof to your right.

Behind the fence you'll see a flashing red light. Aim at the top of the gate between the barbed wire and the
top of the gate, throw the Glaive and use the After Touch to guide the Glaive towards the light. This will hit
the button opening the gate to allow you through. Progress to the door, open it and meet Yargo for the first
time.

After the cutscene with Yargo ends, you'll be placed in a small hallway. Proceed through the hallway to
the right and shoot the lock off of the trapdoor. Proceed down the ladder and through the hallway to the
room containing the double doors that let you exit the level.
Items:
Ammo Crate – On the empty cable spool in the room at the start point.
Ammo Crate – At the top of the stairs to the right, on the raised walkway on the right side of the
area.
Ammo Crate – To the left of the fenced off area on the right side of the raised walkway.
Ammo Crate – Inside the right bunker on the ground.
Rubles – 3000, inside the right bunker on the ground.
Rubles – 1000, on a shelf inside the left bunker.
Upgrade Case – Clip Extender – inside left bunker behind an empty cable spool.
Ammo Crate – In hallway after cutscene with Yargo.

Tip: If a Trooper seems too far away to kill with the Glaive, After Touch a Power Thrown Glaive just
before it hits its return point and you can get a little extra distance out of the throw.

CHAPTER 4 – MOTHS TO THE FLAME – 4.1 – NEWSTART:

From the start point, proceed forward and Power Throw the Glaive at the chain locking the gate. Progress
down the stairs and to the right of the truck sitting on the edge of the crater. Turn to the right and progress up
the two sets of stairs to the first Black Market manhole. In the Black Market you can buy weapons, sell
weapons, upgrades, and grenades, upgrade weapons you have, and store any extra weapons you have.
Hayden can only carry one handgun and one two-handed weapon so this last option is highly useful if you
have more than one of each type of weapon. From the Black Market, turn left and progress up the stairs to
the archway. Proceed through it and turn to the right. Proceed over to the gap in the railing and press the
action button to drop down.

Progress forward through the courtyard and a Trooper will bust through the second floor window on the left of
the entrance of the building in front of you. Waves of Troopers will also run into the courtyard area when you
progress forward through the courtyard. Kill all of these Troopers and progress to the left.

Be careful of the emplacement at the far end of the second courtyard. When you kill the Trooper manning
the emplacement another one will immediately run up to take his place. After dispatching all the Troopers
here, turn to the right and progress up the stairs. A little further up you'll see a couple of stairs leading to
an entranceway on the right. Progress to the door and use the action button to progress to the next level.

Items:
Rubles – 1000, after the chained gate at the start, on the table on the left.
Ammo Crate – After the chained gate at the start, on the right side by the dead Trooper.
Rubles – 3000, after the chained gate at the start, at the bottom of the stairs on the right.
Rubles – 1000, after the chained gate at the start, on a trunk on the left at the bottom of the
stairs.
Rubles – 3000, at the far end of the start area by the wrecked van on the left.
Black Market – Before drop down point, in middle of the path.
Ammo Crate – Before the stairs on the left, in the first courtyard area.
Ammo Crate – To the left of the emplacement in the second courtyard area.
Upgrade Case – Puncture – After the second courtyard, at the top of the stairs turn left, follow
the alley and turn left at the corner. It's in an entranceway with police tape blocking the door.

Tip: There are elements galore to trap on your Glaive in this level. If Troopers start grouping together,
trap an element on your Glaive and Power Throw it at the group.

CHAPTER 4 – MOTHS TO THE FLAME – 4.2 – SCHOOL INTERIOR:

From the start, proceed around the elevator bank to the left or right and towards the chained door. Break
the chain on the door with a Power Throw and proceed through the door.

Kill all the Howlers and move to the far side of the large torch in the center of the courtyard. Turn the wheel
on it using the action button. Progress up the stairs towards the Technocyte webbing blocking the door and
turn to the left. Follow the hall around the corner and proceed through the open door. Trap the electricity on
your Glaive and throw it at the top of the torch in the center of the courtyard. Now throw the fire Glaive at
the Technocyte webbing blocking the door.

Proceed through the door and follow the steps up and to the right. Turn right at the top of the stairs and
proceed through the open door. Turn left and proceed through the open door. Proceed through the
classroom and turn right in the next classroom. Progress through the open door and turn to the left. Follow
the hallway to the chained door and Power Throw the Glaive at the chain to break it. Now walk over to the
railing and throw the Glaive at the flame coming out of the top of the torch in the center of the courtyard.
Progress through the door you just broke the chain off of and throw the fire Glaive at the Technocyte webbing
blocking the path. Progress into the elevator car and turn around. Press the action button to start the
elevator.

On the third floor, proceed to the right and through the doors. Follow the hallway to the open door on the
right and go inside the room. Three Howlers will break down the wooden planks blocking the door. Kill them,
proceed through the door into the next room. Progress out the door on the far side of the room on the left
and follow the hallway until your path is blocked by more Technocyte webbing. Trap fire on the Glaive and
progress through the open door to the left. Inside the room, turn right and progress to the end of the level.

Items:
Rubles – 3000, on table at the start.
Ammo Crate – To the left of the table at the start.
Ammo Crate – On table to the right in the room where the electrical box is located.
Upgrade Case – Reload Speed – Turn right right at the door blocked by Technocyte webbing
and follow the hallway around to the right.
Ammo Crate – In left corner of room with large staircase after the door blocked by Technocyte
webbing.
Rubles – 1000, on desk on the right side of the first classroom on second floor.
Rubles – 1000, on long table on left side of the second classroom on the second floor.
Ammo Crate – On table in first classroom on third floor.
Rubles – 1000, on table in last classroom on third floor.
Ammo Crate – To the right of the table in the last classroom on third floor.

Tips: The easiest way to stay alive during the first encounter in the courtyard is to stay on the porch and kill
the Howlers as they come to you. Kill the three Howlers feeding on the body on the left side of the
courtyard. This will spawn Howlers that claw their way out of the holes in the wall. There are five holes that
spawn three Howlers each. After killing all the initially spawned Howlers, progress forward down the stairs
to trigger the last six Howlers.
CHAPTER 4 – MOTHS TO THE FLAME – 4.3 – FOCUS TEST A:

After the cutscene, progress to the edge of the balcony and press the action button to drop down. Progress
forward and to the right. Take cover along the wall and move to the corner. Jump to the concrete barriers
and take cover along them. Move while in cover along the barriers to the right and towards the van. Get out
of cover and run to the front of the van. Take cover along the front of the van and kill Troopers as you wait for
the Colossus to attack.

After the Colossus attacks, progress forward into where the Troopers were. Turn right at the corner and
follow the alley to the open door. Inside go down the stairs and to the door. Press the action button to
open the door and transition out of the level.

Items:
Ammo Crate – Across from the drop down point at the beginning of the level.
Ammo Crate – On the right side of the van before the courtyard.
Ammo Crate – Inside first military style tent on the left side of the courtyard.
Rubles – 1000, inside first military style tent on on the left side of the courtyard on metal crate.
←Ammo Crate – Inside second military style tent on the left side of courtyard.
←Rubles – 1000, inside second military style tent on the left side of courtyard on metal crate.
←Upgrade Case – Fire Rate – Behind second military style tent on left side of courtyard.
←Black Market – On right side of alley after the courtyard.
←Ammo Crate - Across gap at the bottom of the stairs to the left before level exit.

Tip: During the encounter, find some cover and hunker down. If you wait out the Colossus, he'll kill all of
the Troopers for you.

CHAPTER 4 – MOTHS TO THE FLAME – 4.3 – FOCUS TEST B:

At the start, you'll see a Trooper manning an emplacement directly in front of you. Kill him and then find
some cover overlooking the street and the far courtyard. Waves of Troopers will start attacking you. Take
them out using any means necessary.

After killing all of the Troopers, progress through the courtyard and up the steps on the far side of the
courtyard. Turn right at the corner and follow the alley down the steps. Here you have two choices. If you
take the left path, follow it down and turn right at the corner. Here you'll have a good view of the Troopers
attacking you in this encounter. You'll also have some good cover points to hide behind. However,
Troopers will be able to flank you from the right.

If you follow the alley straight, you'll come to another alley that is situated to the right of the encounter.
Here there isn't much cover, but the Troopers won't be able to flank you as easily.

After killing all the Troopers in this encounter, progress down the alley to where the Troopers were
attacking you from. On the left side of the alley you'll see an opening. Follow the stairs down and stop just
before reaching the corner.
Take cover along the wall here and aim around the corner. Take out the Trooper manning the emplacement
on the left side of the area below you. Directly under you, two Troopers will be running around attacking
you. After Touch a Power Thrown Glaive and do your best to kill them from up top. After killing these three
Troopers, progress to the ledge and press the action button to drop down to alley. Progress forward to the
sandbags and vault over them using the action button.

Progress up the stairs and pick up the RPG Launcher. Take cover along the metal boxes the RPG
Launcher was leaning up against and fight the Jackal attacking you from here. Six RPGs should destroy
the Jackal.

Now trap fire from the exploded Jackal on your Glaive and proceed over to the Technocyte webbing
blocking the door of the mansion on the left side of the courtyard. Throw the Glaive at the webbing and
proceed up the stairs to the door. Press the action button to open the door and progress into the next
level.

Items:
←Ammo Crate – In third semicircular platform on right side of raised platform at start.
←Upgrade Case – Stopping Power – In far right corner of raised platform at start.
←Rubles – 1000, inside military style tent on left side of courtyard on metal crate.
←Ammo Crate – Chained crate inside military style tent on left side of courtyard.
←Rubles – 1000, on right side of alley when taking the left path to the second encounter.
←Ammo Crate – On right side of alley just before truck in second encounter.
←Black Market – At far end of the alley on the right after the second encounter.
←Ammo Crate – On right side of alley beside Black Market manhole.
←Rubles – 3000, on left side of path before drop down point, next to a pile of yellow Hazmat bags.
←Ammo Crate – On other side of sandbags to the left, after drop down point.
←RPG Launcher – At top of stairs against a stack of metal crates at beginning of Jackal fight
←RPG – In alcove behind RPG launcher on stack of metal crates.
←RPG – On left side of stack of metal crates that RPG Launcher is leaning against.
←Ammo Crate – To the right of the stack of metal crates at the top of the stairs.
←RPG – On stack of metal crates directly across from first stack of metal crates.
←RPG – On stack of metal crates directly across from first stack of metal crates.
←RPG – On back side of stack of metal crates directly across from the first stack of metal crates.
←RPG – On planter to the left of the second stack of metal crates.
←RPG – On planter in far left corner of courtyard from stairs.
←Ammo Crate – In alcove behind planter in far left corner from stairs.
0Ammo Crate – In chained crate in far left corner of courtyard from stairs behind tall concrete barriers.
←RPG – On right side of stack of metal crates in front of the truck in far right corner of courtyard.
←RPG – On left side of stack of metal crates in front of the truck in far right corner of courtyard.
←RPG – On left side of stack of metal crates in front of the truck in far right corner of courtyard.
←RPG – On planter on the left side of the courtyard across from the fountain.
←Ammo Crate – Behind planter on left side of courtyard across from the fountain.
←RPG – On fountain in the middle of the courtyard.

Tip: Stay behind the stack of metal crates at the top of the stairs during the Jackal fight. You can use the
Steal ability to gather any extra RPG ammo you need to destroy it.
CHAPTER 4 – MOTHS TO THE FLAME – 4.4 – MANSION:

The Mansion is a straightforward level. From the start, progress up the stairs and turn left. Proceed to the
door in the wall and pen it using the action button. Trap the electricity on your Glaive and turn around.
Progress through the second floor, past the staircase and turn left at the corner. Go through the door and
look down into the hole. Throw the fire Glaive at the gas streaming out of the pipe to set the Glaive on fire.
Take the fire Glaive out into the hall and throw it at the Technocyte webbing blocking the way.

Progress up the stairs and turn left. Follow the hall to the first door on the left and go inside the room. Go
across the room to the area that looks as though the roof has collapsed. Turn left and through the hole, you
can trap fire on your Glaive again. Progress out into the hallway again and throw the fir Glaive at the
Technocyte webbing blocking the way. Progress up the stairs into the attic and forward to end the level.

Items:
←Rubles – 1000, across the foyer containing the fountain from the start.
0Ammo Crate – Behind the stove in the room on the first floor with the pipe with gas streaming form it.
Rubles – 1000, in room on second floor with hole in the floor leading to the pipe with gas streaming
from it.
←Ammo Crate – Next to staircase leading up from second floor.
←Ammo Crate – On table on right side of room on third floor.
Upgrade Case – Accuracy - On left side of attic. At top of the stairs turn left and proceed to the
wall on the left.

Tip: If you're fast enough, you only need to trap the fire on your Glaive once to progress through the
level.

CHAPTER 4 – MOTHS TO THE FLAME – 4.5 – BRIDGE:

From the start, progress forward until you see a large archway in the left wall. Progress through the archway
and down the ramp.

At the end of the ramped alley, waves of Howlers will begin crawling out of the ground in the alley to the
right. Half will attack you and the other half will attack the Troopers positioned behind the sandbags at the
end of the alley. Take out as many of the Howlers as you can and let the Troopers do the rest.

Progress through the alley taking cover along the wooden signposts on the right or the planters on the left.
Be aware of the Trooper firing at you from on top of the bridge. At the end of the alley turn right and kill the
Troopers in the courtyard here.

Progress through the courtyard to the sandbags blocking the end of the bridge. Take out the Trooper
manning the emplacement and the Maulers running down the bridge at you. Vault over the sandbags and
proceed up the bridge.

Three Troopers will be positioned beside an emplacement facing into the tunnel. Kill them, or let the never
ending waves of Howlers coming out of the tunnel kill them. Make your way to the emplacement and use the
action button to take control of it. Shoot the exploding barrels in the tunnel to stop the waves of Howlers.
Progress into the tunnel and just before the truck turn left and proceed through the door. Follow the alley
forward and to the right. At the end of the alley, turn left and proceed to the chained gate. Power Throw the
Glaive at the chain to break it and progress into the next level.

Items:
←Upgrade Case – Fire Rate – Turn left at the start, up against the left wall of the alley.
←Black Market – Directly in front of the start point in the middle of the alley.
←Rubles – 1000, in the right corner of the courtyard before the bridge.
←Ammo Crate – On left side of bridge just after first emplacement.
←Ammo Crate – On right side of bridge just after first emplacement.
←RPG Launcher – On right side of bridge just before second emplacement.
←Ammo Crate – Chained crate on right side of bridge just before second emplacement.
←Ammo Crate – Under tower with arches on right side of bridge under the bridge.
←Rubles – 1000, on overturned dumpster on left side of path after tunnel.
Upgrade Case – Enferon Shells – On table at back of dilapidated building in courtyard before
end of level.
←Rubles – 1000, on other side of van on left side of courtyard at the end of the level.

Tip: After picking up the Enferon Shell Upgrade Case, take the time to retrace your steps to the Black
Market at the beginning of the level. Upgrade any gun with it and it will do damage over time to any
enemies infected with the Technocyte virus.

CHAPTER 4 – MOTHS TO THE FLAME – 4.6 – NEW GRAVE:

From the start point, head to the right towards the wheel on the stone pillar in the right corner of the area.
Turn the wheel to light the large torches here. Throw the Glaive into the fire at the top of the torch and then
throw the fire Glaive at the Technocyte webbing blocking the path.

Follow the tunnel to the next area but don't descend the stairs just yet. Howlers from four spawn points will
start crawling out of the ground. If you stay in the tunnel they won't be able to swarm you easily. Kill all the
Howlers here and proceed through the graveyard and go through the opening in the wall on the left.

Following the path forward, you'll see an opening in the gate on the left side with stairs that lead down.
Progress down the stairs and follow the curving path around to the right. Turn right at the rubble and follow
the stairs up to the mausoleum.

Proceed into the mausoleum and head for the far end of it. There you'll see another valve wheel. Turn it
using the action button to light the torch in the center of the mausoleum and the torch just outside the
mausoleum. Inside the mausoleum, waves of Howlers will try to stop your progress. Kill them and trap the
fire from the torch onto your Glaive. Run outside the mausoleum and turn left. Follow the little courtyard
over to the left and throw your fire Glaive up over the fence towards the torch in the center of the
semicircular wall in front of the mausoleum. Use the After Touch ability to guide it to it's target, lighting the
torch.

Proceed down the stairs and follow the path back to where you just lit the torch in front of the mausoleum.
Trap fire on your Glaive again and burn away the Technocyte webbing blocking the path. While the webbing
burns, kill all the Howlers running towards you from their graves. After the webbing has been burnt and the
Howlers have been killed, trap fire on your Glaive again and follow the stairs down to the left curving path.

Follow the path to the left and at about the midway point, a torch will be above and to the right of you. Throw
your fire Glaive at the torch to set it on fire and continue along the path. The path ends in a staircase
leading up that is blocked by Technocyte webbing. Light the webbing on fire and follow the stairs up. At the
top of the stairs, turn right and head for the tunnel.

At the end of the tunnel, turn left and progress to the church with the Technocyte webbing blocking it's
entrance. Get some fire trapped on your Glaive and throw it at the webbing. Proceed to the door and use
the action button to open the door.

Items:
←Ammo Crate – On right side of path at the start of the level.
←Ammo Crate – On tomb on right side of path through opening in wall after first encounter.
←Rubles – 1000, on tomb on right side of path through opening in wall after first encounter.
←Rubles – 3000, in front of torch in the center of the mausoleum.
Upgrade Case – Reload Speed – In the left corner of the room with the valve wheel in the
mausoleum.
←Black Market – In front of tunnel in the courtyard before the church.
Upgrade Case – Puncture – To the right of a planter on the right side of the pit in the courtyard
before the church.
←Ammo Crate – On the right side of the topmost set of stairs leading up to the church.

Tip: Try to chain together Howler explosions so that when you set a Howler on fire with a fire Glaive, it
will take out other Howlers running up behind it.

CHAPTER 4 – MOTHS TO THE FLAME – 4.7 – CHURCH:

Begin the level by progressing forward and to the left. Follow the stairs up and go through the open door
into the church. Here you will fight the Colossus.

First you have to stop the Colossus from jumping from pillar to pillar and throwing rocks at you. Do this
by setting the Glaive on fire and throwing it at the Colossus when it is stationary on a pillar. The
Colossus will then fall to the ground, stunned, giving you enough time to run over to it and press the
action button to start a finisher. After getting the button prompt, press the corresponding button
repeatedly to perform the finisher. After performing the finisher, the Colossus will pound the ground with
its fists. When the Colossus does this, dodge roll away from it. The Colossus will then leap back up
onto a pillar and start throwing chunks of it at you. Repeat the above steps two more times to begin the
second part of the Colossus fight.

In the second part of the fight, the Colossus is grounded, but it will still throws rocks at you and will charge
you like in Chapter 2 - Exposure - 2.2 – Market. Once again acquire a fire Glaive and Power Throw it at the
Colossus. This will do damage to the hard metallic exterior of the Colossus and will allow you to kill it with
conventional bullets. When you hit the Colossus with the fire Glaive it's skin will look like it has been charred
a little bit. This is when you need to unload your ammo on it. This second part of the fight will take time and
patience. Eventually, through perseverance the Colossus will die. When it does, progress through the
opening at the back of the altar of the church and progress through the grate in the floor by using the action
button.

Items:
←Ammo Crate – To the right of the stairs at the start of the level.
←Ammo Crate – Chained crate to the right of the stairs at the start of the level.
←Ammo Crate – In left corner on the left “arm” of the church.
←Ammo Crate – In the center of the right “arm” of the church.
←Ammo Crate – In the right corner of the right “arm” of the church.
←Ammo Crate – Chained crate in front of the altar.
←Rubles – 3000, on table behind the grate in the floor behind the altar.
←Rubles – 3000, on table behind the grate in the floor behind the altar.

Tip: If you're low on ammo and don't want to waste any on the Colossus fight, a Power Thrown fire Glaive
will work just as well as bullets.

CHAPTER 4 – MOTHS TO THE FLAME – 4.8 – CATACOMBS:

Progress down the stairs and into the room at the bottom of them. In the far right corner an automatic RPG
emplacement is scanning the room for any intruders. When it spots you it will fire a rocket at you. Using
your new Shield Power (press the Evolution Power button and a blue shield will appear in front of you that
blocks projectiles from enemies and stuns certain enemies) deflect the RPG at the closed door on the far
side of the room.

Progress through the open door, down the stairs, to the right, and down another flight of stairs to the room
below. Halfway down the left side of the room will be an open door. Progress through it and watch the
cutscene involving Nadia.

After the cutscene is over progress back out into the room and turn left to the dead end that is now open.
Jump up the small wall into the hole and run out the back of the hole before the timer runs out.

Items:
←Rubles – 1000, on the table at the bottom of the stairs from the start on the left.
←Ammo Crate – On the table in the right corner in the auto-RPG emplacement room.
←Rubles – 1000, on the table in the right corner in the auto-RPG emplacement room.
←Ammo Crate – Halfway down on the left side of the auto-RPG emplacement room.
Rubles – 1000, at the bottom of the stairs on the table on the right side of the room containing
the exit tunnel.
Ammo Crate – On the table on the right side of the room past the door leading to the Nadia
cutscene.
Upgrade Case – Upgrade Slots – On a stack of wooden crates in the room to the right of the
room the Nadia cutscene takes place in.

Tip: After the cutscene ends, Power Throw your Glaive at the Howlers flooding through the door. This will
give you a little more time to collect the Upgrade Case in the next room.

CHAPTER 5 – THE SHIPMENT – 5.1 – START:

At the beginning of the level progress to the shorted generator and trap electricity on your Glaive. Now
progress down the hall to the locked door and Power Throw the Glaive at the lock on the door.

After the cutscene, progress forward to the seemingly blocked path and wait for the Jackal on the other side
to blow it up. After the Jackal destroys the wall, find some cover quickly. Aim at the truck and make it
explode with a well placed shot to the barrels on the back of it or by Power Throwing the Glaive at it. Trap
some fire on the Glaive and proceed to the cage at the far end of the area covered in Technocyte webbing.
Burn the webbing, and then throw the Glaive into the cage. Using After Touch, guide the Glaive into the
electrical box to trap electricity on the Glaive. Locate the Jackal, and Power Throw the electrified Glaive at
the eye on the front of it. Doing this will stun the Jackal long enough for you to run around the back of it and
using the action button, climb into the Jackal.

Now that you have control of the Jackal, you can use it just like the Lasrian Troopers do. Shoot a rocket at
the wall on the right side of the area to open up the rest of the level. Progress forward through the trench
killing Troopers as you see them. Keep an eye up high, the Troopers will come out of doors located in the
buildings above the trench. Turn left at the turn in the trench and progress forward.

At the second turn, a railroad bridge will be in front and above you. Two Troopers carrying RPG Launchers
will run out onto the tracks. Make sure to kill these Troopers as they will cause major problems for you and
your Jackal if you don't. Progress under the railroad bridge after killing these Troopers and proceed forward.

At the end of the trench you'll see a staircase on the left side of the level leading up to a raised platform and
an open garage door. Exit the Jackal after killing all the Troopers in the area and climb the stairs up to the
open garage door. Progress inside the garage and up the stairs in the far right corner and turn left. Follow
the catwalk to the closed double doors and press the action button to open them to exit the level.

Items:
←Black Market – In the middle of the path at the start.
←Upgrade Case – Clip Extender – On the metal crate at the far side of the starting area.
←Ammo Crate – In the middle of the tunnel just after the railroad bridge.
←Ammo Crate – In the middle of the garage at the end of the level.
←Rubles – 3000, on the left set of shelves at the back of the garage at the end of the level.

Tip: Watch out for RPGs fired by the Troopers and use the Jackal's Countermeasures whenever you hear an
alarm sound and / or see a targeting reticle that isn't the Jackal's on-screen.

CHAPTER 5 – THE SHIPMENT – 5.2 – PIEREAST:

Progress from the start forward and to the right. Follow the train tracks outside the garage and to the first
encounter on the pier. Along the tracks you'll gain another ability, Energy Pulse. When you have an element
trapped on your Glaive (fire, electricity, ice) click the right stick and a pulse carrying that element will travel
outward from you and affect any enemies within range. This is highly useful when enemies group together,
allowing you to kill most of them at once.

Progress down the stairs and forward to the stack of railroad ties in front of the stairs. If you take cover here,
you can kill all of the Troopers in this encounter. After killing all of the Troopers here, progress forward down
the pier and turn right after you go past the large stacked shipping containers. Proceed into the office and
turn right and progress to the closed doors. Using the action button open them and proceed to the next
encounter.

The next encounter will have Troopers moving to attack you from the catwalk above you. Find cover that
allows you to see the stairs coming down from the catwalk, and you should be able to kill all the Troopers
here easily. Progress up the stairs to the catwalk and progress towards the door at the far side of the
catwalk.

After dispatching the Mauler that bursts through the door, progress down the hall and turn to the left at the
end of it. Located here is the last encounter. Find some good cover and kill these Troopers quickly because
they will throw plenty of Enferon grenades at you. After killing the Troopers here, progress to the far end of
the catwalk and turn left. Follow the stairs down to the lower level and run out the open garage door.

Progressing to the end of the pier will trigger a cutscene that transitions you to the next level.

Items:
←Rubles – 1000, on the wooden crate across from the start point.
←Ammo Crate – On second shelf on the left across from the start point.
←Ammo Crate – On self in small warehouse on left at end of first encounter.
←Rubles – 3000, on shelf in small warehouse on left at end of first encounter.
←Ammo Crate – On shelf in office on right at end of first encounter.
←Ammo Crate – To the left of the door the Mauler bursts through at end of second encounter.
←Ammo Crate – In far right corner of third encounter by the windows.
←Ammo Crate – Under stairs to the right after the third encounter.
←Black Market – In the middle of the room after the third encounter.
←Ammo Crate – On the right side of the room just before the open garage door.

Tip: The Energy Pulse is highly useful when enemies group together, allowing you to kill most of them at
once.

CHAPTER 5 – THE SHIPMENT – 5.3 – FREIGHTERDECK:

At the beginning of the level, progress forward to either the left or the right of the shipping containers.
Progress up the stairs and stop before the top of the stairs so that you can kill the Sniper Trooper without
alerting him. After you kill him, progress to the opening in the railing and use the action button to drop
down to the deck.

On the deck you'll encounter a couple waves of Troopers that hide around the shipping containers. Kill them
all and then a Helicopter will start flying overhead shooting its machine gun and it's rockets at you.

Once you've killed the Helicopter, make your way over to the hole it's crash made in the deck and use the
action button to drop down to the next level.

Items:
Upgrade Case – Double Shot – To the right of the drop down point on the other side of the
stacked wooden crates.
Ammo Crate – To the right of the drop down point on the other side of the stacked wooden
crates.
Ammo Crate – To the left of the drop down point on the other side of the stacked wooden
crates.
←RPG Launcher – Left center in the midpoint of the deck.
←RPG Ammo – Left center in the midpoint of the deck.
←RPG Launcher – Midpoint of the deck on the left side.
←Ammo Crate – Far left corner of the deck.
←RPG Launcher – Far right corner of the deck.
←RPG Ammo – Far right corner of the deck.

Tip: When going up against the Helicopter, use the cover points on the shipping containers, Shield Power,
and your feet as much as possible.

CHAPTER 5 – THE SHIPMENT – 5.4 - FREIGHTER HOLD

Walk Hayden through the door that is directly in front of him. This will lead him into the next cargo area. In
this area, there are some caged infected folks. One of them even tries to attack Hayden after breaking out
of his cage. Dispose of the Howler and continue on. Go to the control panel that is to the left of the door
and use the Action button to open it. While waiting for the door to open up, collect the ammo that is sitting to
the right of the door. When the door fully opens, walk on through it.

Hayden will arrive into another cargo hold. Turn left and walk forward. When Hayden clears the boxes, turn
left again to see the Fire Power Upgrade Case. Walk up and collect the item, then turn to the right. Walk
toward the open door and grab the ammo that is to the left of the door along the way out. Crossing into the
next cargo hold activates a cutscene, as well as the end of the level.

Items:
←Ammo Crate – To the right of the locked door in the second cargo hold.
Upgrade Case – Fire Power – On a wooden crate in the third cargo old, on the right side, near the
entrance.
←Ammo Crate – To the left of the open door leading to the fourth and final cargo hold.

Tip: Don't forget the Upgrade Case in the third cargo hold. If you forget this, you will not be able to unlock the
'Master Researcher' [Entitlement/Achievement].
CHAPTER 5 – THE SHIPMENT – 5.5 - FREIGHTER HOLD SINKING

Way to go Hayden, now the boat is sinking. On top of that, Hayden only has 10 minutes to escape the
sinking ship. To start out, move Hayden to the right to climb up the ladder that is there. Once Hayden has
reached the top of the ladder, turn right and walk forward. Exit through the door that is down the hallway to
Hayden's left.

When Hayden passes through the doorway, the door closes behind him. Walk forward through the rushing
water to get around to the fire that is to Hayden's left. Watch out for Howlers crawling up from the water
though. They will grab Hayden and chew up precious time that Hayden will need to get off of the boat. When
Hayden is beyond the water and in view of the fire jetting out of the wall, trap the fire onto the Glaive. Now,
Power Throw the Glaive at the barrel that is sitting on some crates out in the water. When it catches on fire,
go back through the water and take a left onto the floating crates. By now the barrel has exploded, so this will
send the other crates floating down toward Hayden to complete the bridge so that Hayden can cross the
flooded room. Before crossing the bridge, turn Hayden left and trap the electricity on to the Glaive. Hayden
will need it to open the door to the next cargo hold. Cross the bridge, then take a right and run toward the
locked door. Throw the Glaive at the door to cycle the electric lock. When the door opens, step on through.

Much like the last doorway that Hayden passed through, this one closes behind him as well. Walk Hayden
forward, then take the first available right. Roll under the jet flame to avoid being hurt, then turn Hayden left
and walk onto the floating barrels to get to the other side. Turn left again and run down the length of the
cargo hold. Again, watch out for Howlers that are crawling out of the water. Kill the Howlers then turn Hayden
toward the fenced off area to the left of the locked door.

For this puzzle, Hayden will need to After Touch the Glaive through the gap in the fencing to trap the
electricity, so that he can open the door. After Hayden gains the electric Glaive, turn left and use it on the
near by door. This will cycle the lock, allowing Hayden to pass through the door.

After passing through the door, walk forward into the final hold. At the end of the hall however, a Mole pops
out of the ground. Dispatch the Mole quickly, or it will make Hayden's attempt to get off of the boat really
tough. Walk forward and turn left onto the floating crates. Go to the right and walk towards the last locked
door. Turn left and walk until Hayden comes across an open doorway on his left side. Enter that doorway
and run down to the end of the hall. Turn left again to face another After Touch puzzle. This one is a little
different from the last one, as it has two turns that Hayden must maneuver around. Trap the electricity at the
end of the fenced off area, then return to the locked door, avoiding or killing the Howlers along the way.

When Hayden reaches the locked door, throw the electric Glaive at it so that the lock will cycle. When it
opens, run on through. Now Hayden can see the open sky, but before he escapes off of the boat, walk up the
stairs, turn right at the top and walk up the second set of stairs. At the top, to the right of Hayden is an
Upgrade Slot Upgrade Case. When that is collected, run to the outside and complete the level.

Items:
• Upgrade Case – Upgrade Slots – Located in the last room before the level exit, on the second
story.

Tip: Use the electricity from previous cargo holds to open up the door that you need to advance
through the level. It will save you time and ensure a quick escape.
CHAPTER 6 – THE BAIT – 6.1 - START

Turn Hayden to the right and go around the Military Truck to collect 1,000 Rubles as well as a box of ammo.
With those collected, walk Hayden to the Black Market. This is Hayden’s only chance in all of Chapter 6 to
buy, sell, or upgrade any weapons that Hayden may have. Once Hayden is outfitted, continue forward into
the encounter.

As Hayden passes through the gate, turn slightly to the right and walk to the tent. Inside of the tent is the
Accuracy Weapon Upgrade. Collect the upgrade to add it to Hayden’s available upgrade selection. Walk
forward out of the tent and defeat the Stingers that leap out of the windows onto the ground. As soon as the
last Stinger is defeated, a door on the right side of the level and two Howlers exit through it. Defeat the
Howlers.

Before moving Hayden through the door, walk over to the table and collect the 1,000 Rubles that is sitting
on the table. Also, break the boxes and collect two ammo pickups. When all items are collected, move
Hayden through the door that the Howlers opened up. Go either left or right (it is a loop) to reach the exit
door.

Items:
←Rubles – 1000, on the right side of the Military Truck at the beginning of the level.
←Ammo Crate - On the right side of the Military Truck at the beginning of the level.
←Black Market – In front of the gate that leads to the main encounter area.
←Upgrade Case – Accuracy - Inside of the tent to the right of the gate.
←Rubles – 1000, on the table to the right of the burning Military Truck.
←Ammo Crate - To the right of the table that has the money on it next to another ammo crate.

Tip: Trap the fire on the Glaive and use it on the Stingers. This will cause their skin to burn, much like the
Colossus fight, which makes them more vulnerable to gunfire or Glaive attacks.

CHAPTER 6 – THE BAIT – 6.2 – ENCOUNTER INFESTED FIRST FLOOR

Walk Hayden forward to the large hole that is in the ground. Look in to see a generator sitting above some
water. Look to the right at the pipes, one should be shining. Shoot or throw the Glaive at the pipe to break
it. This will cause water to fill the hole, and more importantly, cause the generator to catch on fire. Turn
Hayden to the left from the hole and walk him into the room to collect a box of ammo and 1,000 Rubles that
is on the back left bench.

With the items collected, walk back to the hole and trap fire on the Glaive from the generator. Turn left and
throw the Fire Glaive at the Technocyte Webbing (the black oozing mass) to burn it away. While it is
burning, turn Hayden left and collect the Enferon Shells Weapon Upgrade that is sitting on the table. Now
that the upgrade is collected, walk through the doorway that Hayden has created.

Upon entering the newly opened hallway, turn Hayden left and follow the hallway. In here, Hayden will
encounter a group of Stingers. Kill the Stingers, and then collect the 1,000 Rubles that is on the left side of
the kiosk, and the box of ammo that is sitting on the gray metal crate. Walk Hayden down the stairs to
activate the next encounter.

In this room, Stingers will attack Hayden in waves of two. They will leap down from the second story and
attempt to take cover in the room and shoot Hayden with their projectile weapons. When all the Stingers that
leap down from the second story are defeated, two more Stingers will break down the doors on the far side of
the room. Defeat the Stingers, and then collect the two ammo pickups that are in the room. On the left from
the room entrance, also to the right in between the support pillars in the shadows. After all pickups have
been collected, move Hayden through the doorway that the Stingers have opened up for him. Turn left and
follow the hallway to the wooden exit door.

Items:
←Upgrade Case - Enferon Shells - on table to the left of the Technocyte Webbing.
←Ammo Pickup- in the left room from the generator hole, near the right bench.
←Rubles – 1000 on the back left bench near the wall in the left room from the generator.
←Rubles - 1000 on the left side of the kiosk that is in the room beyond the Technocyte Webbing.
←Ammo Pickup- on the gray metal crate near the kiosk.
←Ammo Pickup- left of the second encounter room, near the entrance.
←Ammo Pickup- on the right side of the second encounter room under the middle part of the balcony.

Tip: The Stingers will jump in front of the metal crates that are in the middle of the room. If you time your
Power Throws just right, you will be able to decapitate the Stinger as he lands.

CHAPTER 6 – THE BAIT – 6.3 – ENCOUNTER MAIN HALL

At the beginning of the level, there is a box of ammo on the table directly in front of Hayden. Once this is
collected, two Howlers will jump through the large windows in the room. Kill the Stingers, then turn left and
head to the bench near the left most window. On the bench is another 1,000 Rubles that Hayden can add to
his growing cash pile. With that collected, turn right and press the Action Button to vault through the broken
window. Hayden will now find himself in a large, outdoor courtyard with an already opened door. But the
open door is a ruse. Much like the foyer at the end of 6.1, it is a loop that will lead to a closed door.

So instead, Hayden will have to defeat waves of Stingers that jump down from the surrounding building
windows. The Stingers will land in various locations, and try to immediately move to some sort of cover to
attack Hayden with their projectile attacks. Defeat all the Stingers, so that part one of the encounter ends.
As soon as the last Stinger falls, that door opens up to release a flood of Howlers. The Howlers will rush
outside to meet Hayden. Stand at a safe distance and Power Throw the Glaive to score as many head shots
as possible. This will make the encounter short and sweet.

With the Howlers defeated, walk through the open door and climb the stairs to enter the Main Hall. From the
top of the stairs turn Hayden right and face another set of stairs. Walk up the stairs and collect the box of
ammo that is at the top. With the ammo collected, turn Hayden left this time and look at the bench. On the
right side sitting on the bench is a Stopping Power Weapon Upgrade. Collect it, and Hayden will have all the
upgrades in Chapter 6 collected.

Walk Hayden forward into the room. Now some Stingers should have leaped into the room. Don't panic...yet.
Walking forward or killing one of the Stingers should activate a small cutscene. A large mechanical guy with a
very large gun should appear. This is an Elite Trooper, and he isn't friendly. To defeat this large foe, Hayden
will need to break the glowing blue power cells that keep the suit running. These are located on its shoulders
and on his back. Once they are broken, either throw the Glaive to stun him, or give him the old knuckle
sandwich to stun him and preform a devastating finisher.

After the Elite Trooper dies, his body becomes a source for electricity. This is needed to complete the level.
If there are any Stingers left over from the fight, use the electricity on them to mop them up quicker. Before
Hayden leaves the level, walk him over to the arch way that wasn't destroyed by the Elite Trooper's rocket.
Walk up both sets of stairs to reach a table that has another 1,000 Rubles. By collecting this, Hayden has
now collected all the Rubles in Chapter 6.

With all items and money collected, trap electricity from the Elite Trooper's body and run to the furthest
opening on the left side of the room from the entrance to the Main Hall. This leads to a small hallway. Turn
right when Hayden enters the room and walk around the barricade. There is an elevator, but it has no power.
Throw the electrified Glaive at the panel that is to the immediate left of the elevator. This will power up the
elevator for Hayden's use. Enter the elevator to exit the level.

Items
←Ammo Crate - on the table directly in front of Hayden at level start.
←Rubles – 1,000 on the bench near the left most window in the starting room.
←Ammo Crate – To the left of the open doorway in the courtyard near the stairs.
←Ammo Crate – On the right side of the Main Hall entry way at the top of the right stairs.
←Upgrade Case – Stopping Power – On the right side of the Main Hall, on the right side of the first bench.
←Rubles – 1,000 on a table at the top of the stairs, back of the Main Hall.

Tip: During the encounter in the Main Hall, hide Hayden in a relatively safe spot and watch the Elite Trooper
fight the Stingers. The Elite Trooper will reduce their numbers, and enable Hayden to pick off the power
cells.

CHAPTER 7 - INDUSTRIAL EVOLUTION - 7.1 - START:

Progress forward, around the corner to the right and down the stairs. Turn to the left and progress into
the courtyard. Here you'll encounter a wave of Stingers. After killing all the Stingers progress to the far
end of the courtyard and progress through the open garage door. Turn left at the corner then right again
when you get to the large door leading to the train tracks.

On one of the railroad cars there will be a large freeze tank. Power Throw the Glaive at the tank to trap ice
on it, then Power Throw the Glaive at the Technocyte webbing (the black oozing mass) covering the wall.
After the webbing disintegrates, proceed through the next room and turn right. Follow the hallway outside and
take cover behind the concrete barrier at the bottom of the steps.

A wave of Howlers will attack you followed by a wave of Stingers and one Chroma. After killing all the
enemies in this outside area, progress to the stairs at the far end of the area on the right side. Go
through the door and follow the hallway to the next encounter.
Progress along the train tracks to the left. Stingers and a Chroma will jump out onto the tracks so stay on
your toes. At the end of the tracks, turn left and go past the four freeze tanks by the stairs.

Another wave of Stingers and a Chroma will be waiting for you. Kill all these enemies and progress down
the tracks to the left. Go through the door and progress down the hallway killing the Howlers as you go.
Open the door at the end of the hall on the left to exit the level.

Items:
←Black Market – Directly in front of the start point.
Ammo Crate – Directly in front of the stairs at start of the level at the end of the covered
walkway.
←Ammo Crate – Around pillar to the right in the area with the Technocyte webbing.
←Ammo Crate – Around pillar to the right in the area with the Technocyte webbing.
←Upgrade Case – Fire Power – On the train car at the beginning of the second encounter.
←Ammo Crate – At the bottom of the stairs at the beginning of the third encounter.
Upgrade Case – Stopping Power – Next to the track switch, between the trains, on the right side
of the third encounter.

Tip: Remember that your Shield Power can block projectiles. If you get surrounded by shooting Stingers
press the Evolution Power button to use the Shield Power.

CHAPTER 7 – INDUSTRIAL EVOLUTION – 7.2 – ENCOUNTERTRAINYARDTWO:

Proceed outside and outside you'll encounter a group of Stingers. Kill these enemies and progress
through the archway at the end of the area on the right side. Follow the stairs down and turn right at the
bottom of them.

Progress down the path killing the Howlers as you go. At the end of the path you'll meet another wave of
Stingers. Kill these and walk up onto the raised platform via the stairs. Proceed through the archway and
down the stairs. Follow the path straight and on your right, past the burning train wreckage, you'll see a
group of Troopers fighting a group of Howlers.

Advance out into the courtyard and kill off the remaining enemies. Once everyone is dead, an Elite Trooper
will walk out from around the corner of the open door at the top of the stairs across the courtyard.

There are three weak points on the Elite Trooper's suit, two on the shoulders and one in the middle of his
back. Shoot the power cells or Power Throw the Glaive at the power cells to destroy them. After all three
are destroyed, melee attack, shoot, or Power Throw the Glaive at him to kill him.

When he is dead electricity will shoot from his suit. Power Throw the Glaive at the dead Trooper's body to
trap the electricity. If you're not already in the room he came from at the top of the stairs, proceed there now
with the electrified Glaive. There you'll find a puzzle similar to the one at the end of Chapter 3 - Baggage
Claim - 3.3 - Rooftops. Throw the electrified Glaive over the top of the gate and under the barbed wire and
After Touch it towards the electrical box on the wall directly behind the gate. After going through the gate,
turn left and follow the railroad tracks to the left to the exit of the level.
Items:
←Ammo Crate – To the right in the room at the start of the level.
←Ammo Crate – In the room to the left at the bottom of the stairs after the first encounter.
Ammo Crate – Behind the wrecked military vehicle on the left side of the area at the end of the
second encounter.
Ammo Crate – In the room at the end of the covered walkway at the beginning of the last
encounter.

Tip: It's easier to kill the Elite Trooper at the end of the level if you stay close to him. In close quarters
fighting he's slow and won't fire his gun at you, giving you time to pick off the power cells on his body.
Once all three have been destroyed, melee attack him to stun him. Once stunned, proceed to his front and
perform a finisher on him.

CHAPTER 7 – INDUSTRIAL EVOLUTION – 7.3 – ENCOUNTERUNDERGROUNDONE:

Follow the train tracks out of the tunnel and around the corner to the left and kill all the Stingers

and Chroma in this area. After everyone is dead, trap ice on your Glaive from the freeze tanks by the small
damaged train cart. Take the ice Glaive over to the fire blocking the end of the track and Power Throw it
into the fire.

Now proceed into the tunnel. When you reach the small train cart on the tracks, push it with the action
button. When it stops rolling, proceed up the stairs onto the raised walkway that follows the tracks. You'll
notice a large circular hole in the wall about halfway down the path. When you pass under it the Stalker will
pop out and grab you. To get away from it, press the corresponding button on your controller multiple times.
Turn left at the end of the path and proceed down the stairs to the railroad tracks.

Follow the tracks to the right and go up the stairs on the right where the tracks are blocked. Turn right on the
platform and a large group of Stingers will start shooting at you once the train goes by. You can kill them from
the platform, which also has the best cover. After killing them, progress down the stairs and to the left.
Proceed over the center platform and follow the far set of tracks to the left. After proceeding through the
tunnel continue along the tracks to the stopped train cart and push it.

Stay directly behind it because there will be a group of Troopers waiting to shoot you. A couple of them will
be standing by some flammable barrels. Shoot the barrels to make them explode, killing the Troopers. Kill
the rest of the Troopers, careful of the Trooper manning the emplacement on the train car. Once everyone is
dead make your way up the stairs on the right side of the area and onto the train car with the emplacement.
Turn right on the car, vault over the railings, and proceed to the final encounter.

Here a legion of Howlers and Stingers will come at you from the tunnels in front of you. If you're low on
Ammo, hop on the emplacement to mow them down. Also use the flammable barrels placed around the
area to your advantage. Once the Chroma appears (he'll knock down the barriers blocking the tunnel that
leads to the exit on the right side of the area on the raised walkway) you'll know you're almost done with
the encounter. When everyone is dead, proceed into the tunnel the Chroma opened and proceed to the
exit doors.

Items:
←Ammo Crate – To the right of the tracks just after the end of the tunnel at the start of the level.
Upgrade Case – Puncture – On the small train cart with the freeze tanks by it on the right side of
the tracks at the first encounter.
Black Market – Follow the raised walkway through the open door after the Stalker tries to grab
you.
←Ammo Crate – On the train platform at the beginning of the second encounter.
←Ammo Crate – Behind the first support pillar on the right after the second encounter.
←Ammo Crate – In the middle of the two sets of tracks in the middle of the third encounter.
Rubles – 3000, under the emplacement on the train and to the right at the end of the third
encounter.
Ammo Crate – To the left of the train car with the emplacement on it at the start of the last
encounter by the wall.
Ammo Crate – Behind the pillar at the bottom of the stairs at the end of the train platform on the
right side of the last encounter.
Rubles – 3000, behind the pillar at the bottom of the stairs at the end of the train platform on
the right side of the last encounter.
←Upgrade Case – Clip Extender – In the left tunnel at the end of the area in the last encounter.

Tip: Utilize the train cart as a movable cover point. It's especially useful during the second to last encounter
with the Trooper manning the emplacement on the train car.

CHAPTER 7 – INDUSTRIAL EVOLUTION – 7.4 – ENCOUNTERUNDERGROUNDTWO:

Start the level by progressing down the hall and turning to the left. Proceed forward to the valve on the right
side of the stairs. Turn this valve with the action button to release streams of water from the pipes attached
to the ceiling. The first stream will freeze automatically creating a natural shield between you and the
Troopers converging on your position. Kill all the Troopers coming towards the stairs and proceed down to
the tracks. To create more natural shields, trap ice on your Glaive from the large yellow freeze tank on the
train car and throw it at the streams of water pouring down from the ceiling. There is also an Elite Trooper
waiting in about the middle of the area. If you rush him, remember to use the tip given for Chapter 7 –
Industrial Evolution – 7.2 – EncounterTrainyardTwo. After all the Troopers are dead, trap ice on the Glaive
and proceed to the fire at the far end of the tracks by the wrecked train car. Power Throw the ice Glaive at
the fire to put it out to progress along the tracks.

Follow the tracks along until you see a pile of rubble along the left side of the tracks. Proceed down the
tracks to a staircase leading up to an open door. Go through the rooms and stop on the platform. Turning to
the right, you'll see a large yellow freeze tank on a train car that you can freeze your Glaive with. With the
frozen Glaive in your hands, proceed to the side of the platform overlooking a flooded pit with a flipped train
car in it. Power Throw the ice Glaive into the water at the bottom of the pit to freeze the water. Walk onto the
frozen water and to the right side of the platform on the other side of the pit. Press the action button to climb
up onto the platform and proceed to the door on the right side. Open the door to load into the next part of the
level.

Once loaded, proceed down the stairs and onto the train tracks. As you advance down the tracks, Howlers
will crawl out of the ground to attack you. Kill these enemies and as soon as you pass the first solid support
pillar a train will come around the corner killing everything in it's path. Roll dodge out of the way and kill any
Howlers left and proceed down the tracks.
Continue through the tunnel and a horde of Stingers will attack you once you reach the end of the tunnel and
walk onto the platform to the left. Kill Stingers as you see them until one is standing on the train car on the
left side of the area. Kill that Stinger to make the train move out of the way of your path. Go up the stairs to
the next platform and kill the Stingers there. Progress up the stairs to the outside area. Progress up the
next set of stairs to the door that is the level exit.

Items:
←Ammo Crate – By the first solid support pillar to the left of the start point.
←Ammo Crate – To the left just past the fire at the end of the first encounter.
Rubles – 3000, to the left past the rubble of the destroyed support pillar after the first
encounter.
←Ammo Crate – At the bottom of the stairs at the beginning of the second part of the level.
←Ammo Crate – On the left side just before the tunnel, after the train rolls over the Howlers.
←Black Market – At the bottom of the stairs after the last encounter.
←Upgrade Case – Double Shot – Under the truck in the courtyard at the end of the level.

Tip: The natural ice pillar shields will break if shot enough. Don't rely on them to absorb all the enemies
bullets.

CHAPTER 7 – INDUSTRIAL EVOLUTION – 7.5 – ENCOUNTERFACTORYINSIDEONE:

First run to the support pillar in front and to the left of you. Take cover here and you will be able to kill all the
Stingers and Chroma that will be jumping around from platform to platform across the gap from you. If any
enemies make it near the pillar you're taking cover behind, kill them as quickly as possible. After all the
Stingers and Chroma are dead, some Howlers will break through the blocked door.

Proceed through the door the Howlers broke through and turn right in the next room and kill the Howlers
crawling out of the ground. Proceed through the room and turn right at the end of it. Now proceed along the
walkway and down the stairs.

The ground floor is filled with Stingers and Chroma. Kill them as you see them. The best bet for taking them
all out with a minimum amount of damage to you, is to run to the room across from the stairs you came down.
If you take cover along it's right wall, you'll be able to see all the where all the Stingers and Chroma are
coming from. After killing all the enemies in this room, progress around the conveyor belt the Stingers were
taking cover behind and up the stairs towards the exit. At the bottom of the other side of the stairs, turn right
then left at the corner and left again. Progress forward through the next four rooms until you are presented
with a valve at the bottom of a little set of stairs.

Turn the valve to start a stream of water from the pipes attached to the ceiling. Like the natural shields at the
beginning of Chapter 7 – Industrial Evolution – 7.4 – EncounterUndergroundTwo, you're going to need to get
an ice Glaive. The freeze tank is to your left if you are taking cover by the valve. Taking cover by the valve
will allow you to kill a few of the Stingers and Chroma that are attacking you in this encounter. Keep freezing
the streams of water to create natural shields and proceed through the encounter killing the Stingers and
Chroma as they appear. Progress through the right turn in the room. Proceed to the door in front of you and
down the stairs to the hall filled with Technocyte webbing. Continue along the hall to the door at the end of it.
Go through the door to end the level.
Items:
←Ammo Crate – In the bottom of the pit at the start of the level.
Upgrade Case – Stopping Power – On the catwalk to the left across from the top of the stairs
leading down to the ground floor of the room with the third encounter.
Ammo Crate – In room to the left at the bottom of the stairs in the room with the third
encounter.
←Ammo Crate – In the room directly across from the stairs in the room with the third encounter.
←Rubles – 3000, to the left of the stairs at the end of the room with the third encounter.
Ammo Crate – To the left of the first conveyor belt to the left of the stairs at the beginning of
the last encounter.
Ammo Crate – On the last conveyor belt on the left after the turn in the room in the last
encounter.
←Black Market – At the end of the level in the hallway with the Technocyte webbing.

Tip: Be aware of your surroundings in all the encounters in this level. Stingers and Chroma will flank you
easily by jumping over or around you. Especially in open areas, like the last encounter.

CHAPTER 7 – INDUSTRIAL EVOLUTION – 7.6 – STALKER:

Get the frost power up from the frost canisters on the conveyer belts and throw it at the stalker when he
charges to attack you. As he charges you, you should see the ripples in the water heading in your direction.
Roll backwards and throw the glaive at his feet. Then unload bullets or glaive into him.

After doing this a few times, the stalker will exit cloak and climb up a pillar. You can get some more shots on
him or wait till he appears out of one of the three tunnels on the far wall. When he appears now, he will
uncloak and throw three exploding projectiles at Hayden. Watch for this cause it will kill you immediately.
Use the shield power to bounce the projectiles back at the colossus to kill it.

Once you get the shift power, use it on the camera to get through the closing door trap and then use the
contextual action to get through the door at the end of the level for a cutscene.

Tip: Using the Pulse Shield just as the Stalker turns invisible will disrupt his Shift mode allowing you to
view his movements for a few more seconds.

CHAPTER 8 – UNNATURAL HISTORY – 8.1 – START:

Walk Hayden out of the door that is directly in front of him and turn right. This will lead him into a reception
area for the hospital. In the room is a Howler munching on an unfortunate trooper. Kill him and watch as his
buddies open the door that is to the right of Hayden and rush at Hayden. Kill all the Howlers and collect the
ammo pickup that is near the dead trooper, as well as the ammo behind the reception desk. With those
collected, walk through the open door and enter the hallway. There is an ammo pickup hidden behind the
gurney at the end of the hall, which needs Hayden to use the Steal ability to collect. Turn left and enter the
patient room. Turn right and walk the length of the room, then turn right to exit through the open doorway.

When Hayden exits the room, he is greeted by some Howlers. Destroy the Howlers, then enter the laundry
room that is to Hayden's right. Turn left and look near the yellow laundry carts. An Accuracy Upgrade Case
is there for Hayden to collect. Grab it and return to the hallway. In the room across from the laundry room is
another box of ammo, hidden by another yellow laundry cart. Exit the room and turn left and run down the
length of the hallway, to the open doors at the end. When Hayden arrives at the end of the hall, he is again
greeted by more Howlers. Dispatch the Howlers and enter the shower hall. If ammo is needed, across from
the entrance to the shower hall is an operating room that has a box of ammo on one of the surgical trays.

In the shower room, walk forward towards the far wall, then turn right. There should be some more Howlers
moving toward Hayden to attack him. Kill the Howlers and exit to the door that is on the right. Turn right
when through the door and again, run the length of the hall until Hayden reaches the hospital morgue. In
here, Hayden will have to fight not only more Howlers, but some Stingers as well. They Howlers will act as a
wall between Hayden and the Stingers. Quickly kill or get around the Howlers to get to the Stingers. Once all
enemies have been defeated, continue through the morgue until Hayden reaches a point where the hallway
is blocked off by hospital equipment. Turn left and enter the room to collect more ammo that is sitting on the
bed. Go across from the private room to enter another patient ward. Turn left and run the length of the room,
turning left at the end so that Hayden will exit the room. Turn right to see the open doorway. Walk through it
to enter another hallway. This hallway leads into a small room that contains the levels exit door at the bottom
of the stairs. Walk Hayden to the door and use the Action Button to exit the level.

Items:
←Ammo Crate – In the first encounter room near the dead trooper body.
←Ammo Crate – Behind the reception desk in the first encounter room.
Ammo Crate – Hidden behind the gurney at the end of the hall just after the first encounter. Use the
Steal ability to collect it.
←Ammo Crate – On the right side of the second hospital bed on the left side of the first patient ward.
←Upgrade Case – Accuracy – On the left side of the laundry room behind the yellow laundry carts.
←Ammo Crate – Behind a yellow laundry cart in the room directly across from the laundry room.
Ammo Crate – On an operating tray in the operating room to the right at the end of the first long
hallway.
←Ammo Crate – In the third toilet stall at the top of the shower hall.
←Ammo Crate – On the bed in the private room to the left after the hospital's morgue.
←Ammo Crate – To the right of the entry way that leads into the exit room.

Tip: Low on ammo? Use the Shift (hold the Evolution Power button) to run past enemy encounters until
Hayden is able to locate more ammo.

CHAPTER 8 – UNNATURAL HISTORY – 8.2 – HOSPITAL SCENE TWO:

Walk Hayden forward from the starting point through the first doorway. The stairs both ways are blocked off
by hospital equipment, so that means that Hayden will need to go through the open door. Collect the ammo
that is on the staircase going up, behind the overturned gurney. With that collected, continue out through the
open door way that leads to the hospital foyer. The way forward is blocked by rubble, so turn Hayden left and
walk forward toward the hospital directory. Sitting on top of it is another ammo pick up, but be careful. There
are Stingers to Hayden's left, as well as an unmanned emplacement. Kill the Stingers in the immediate area
around Hayden, then jump on the emplacement. Stingers and Chroma are milling about on the floor below
Hayden, so dish out a healthy dose of lead clear the room. Once they are all dead, leave the emplacement
and vault over the sand bag barrier to Hayden's left. Walk the length of the balcony and down the small flight
of stairs. Turn right and Hayden will see another set of stairs leading down to the bottom floor. Walk down
the stairs and head to the large reception desk in the center of the room. Move into the center of the desk
area a look back toward where the emplacement is. Sitting on the floor is a Clip Extender upgrade case.
Collect it, then spin Hayden around to find another box of ammo.

With all the items collected, turn left and exit the reception desk area. Turn right to see a blocked off
doorway. Walk to the doorway, and position Hayden as close to the left wall near the doorway as possible.
Throw the Glaive into the room and enter After Touch. The After Touch ability gives Hayden the ability to see
what is in the room, and in the room is an electrical box. Guide the Glaive over to the electrical panel to trap
the electricity.

With the electric Glaive, run Hayden to the other door way that is on the other side of the reception desk that
is on the back wall. There will be an electric lock that requires Hayden to throw the electric Glaive at it to
open the door. Once it is open, move off to the left or the right of the door to avoid the automatic turret that
has been placed there. Either use Shift mode to run past the auto turret, or hit it with the electric Glaive to
short it out. Enter the room, turn left, and walk to the end of the long desk. Turn right at the end of the desk
and enter the elevator to end the level.

Items:
←Ammo Crate – Top of the stairs behind the gurney in the room after the start point.
←Ammo Crate – On top of the hospital directory left of the emplacement.
←Ammo Crate – On the right side after vaulting over the sandbags.
Upgrade Case – Clip Extender – Inside of the reception desk ring in the center of the ground floor,
facing the emplacement.
←Ammo Crate – In the reception desk ring, across from the Upgrade Case.
←Ammo Crate – In the small room on the left side of the ground floor facing the emplacement.

Tip: Before running over to the electric lock door, throw the electric Glaive again and take out the auto
turret. This may save time if Hayden needs to make a quick run through the door.

CHAPTER 8 – UNNATURAL HISTORY – 8.3– HOSPITAL SCENE THREE:

As soon as the elevator opens, walk Hayden to the open door that is in front of him. There isn't anything to
the room to the right, so there is no need to go into there. Watch the Howler as it eats the dead trooper. It
gets hit by the laser that is sweeping the room. The doors close and the room fills with Enferon gas. This is a
hint for the level: do not trip the lasers. The lasers will also see through Hayden if he is in Shift mode as well,
so do not count on that to save Hayden.

When the door reopens, the Howler is still eating the trooper. Either kill him, or wait for the laser to hit him
again. Once he is dead, get through the room without tripping any lasers and exit through the door way. On
the other side, the door will close behind Hayden, and he will be attacked by a group of Howlers. Destroy the
Howlers and continue forward through the open door.
In this room, there are two more auto turrets set up to kill anything that their lasers hit. Also, there is another
group of Howlers that enter the room through the door that Hayden need to go through. While avoiding the
lasers from the auto turrets, kill the Howlers, then escape the room through the open door. Turn right and
walk down the hallway. At the end of the hallway, turn right to face the next room, which has more lasers.
The lasers in this room however are horizontal instead of vertical, so getting through the room will be trickier.
Walk past the first two lasers and the door that Hayden is heading for will close. Enter Shift mode so that it
will open again. Avoid the lasers and get through the door before Hayden exits Shift mode, or else he will be
in a world of hurt.

Through the door, turn Hayden left and walk forward. This area is crawling with lots of Chroma, who like
Hayden can shift. So be careful while dispatching the Chroma, because they will use their Shift to flank
Hayden Walk up the stairs and turn left, then walk down the length of the passage. When Hayden reaches
the end, turn left and use the Steal ability to grab the Fire Power upgrade case that is on the operating table.
Once that is collected, turn around and walk down the short staircase, then turn left and walk through the
open door to enter the room. Walk forward and go down the stairs to exit the level.

Items:
←Ammo Crate – On a shelf on the right side in the hall just beyond the auto turret room.
←Upgrade Case – Fire Power – On an operating table to the left of the level exit.

Tip: Use the freeze barrels in the auto turret room to dispatch the Howlers quicker. It is also
Hayden's last chance to unlock the Jack Frost [Entitlement/Achievement].

CHAPTER 8 – UNNATURAL HISTORY – 8.4– HOSPITAL SCENE FOUR:

At the start point, walk Hayden forward through the open doors, then turn left. Continue forward until
Hayden reaches a room where troopers are fighting against Chroma. Kill all the enemies within the room,
and collect the Reload Speed Upgrade Case that is on the left side of the room on a small table. With all the
enemies dead, walk toward the back wall, where another Chroma has opened the way for Hayden to go.
Dispatch him and enter through the door. Turn left and walk forward.

In this room, there are some Chroma lying in wait for Hayden so that they can attack him. Kill all Chroma in
the then turn right to face the hallway. The way is blocked by a sandbag barrier, as well as two auto turrets.
Now, Hayden can use the electricity on the wall to disable to two turrets then vault over the wall, or he can
break the chain that hold the doors closed to the left of the sand bag barrier, then move around the enemies
and flank them. Either way works fine.

Enter the blocked off room and kill the troopers that are in there. Move Hayden to the right side of the room,
toward the open door and enter the last patient ward. Tun right and walk the length of the room to collect the
Enferon Shell upgrade case. With that collected, return to the doorway leading into the patient ward and turn
right. The left elevator should be open, releasing two more troopers. Kill them and ride the elevator up to
complete the level.

Items:
Upgrade Case – Reload Speed – On the left side of the first encounter room on a table.
Ammo Crate – Near the rubble close to the exit from the first encounter area.
Ammo Crate – Just through the doorway leading out of the first encounter area.
Ammo Crate – On the floor near the book shelf behind the chain locked door.
Ammo Crate – In the upper right corner of the blocked off trooper encounter area. It is a chain locked
box.
Upgrade Case – Enferon Shells – At the end of the patient ward area, to the right of the trooper
encounter.
Ammo Crate – To the right of the Upgrade Case in the patient ward that is to the right of the trooper
encounter.

Tip: Hayden is able to use After Touch with the electrified Glaive to guide it into a large group of troopers,
then use the Burst Power to kill all the troopers with one throw.

CHAPTER 9 – THRESHOLD GUARDIAN – 9.1 – START:

As soon as the elevator stops, walk Hayden forward out of the building. Use the Action Button to slide down
the wall. To the right from where Hayden lands is a Black Market. Walk Hayden forward and turn right to
collect the two piles and one case of Rubles that are around the gray metal crate. Also, near the dead
trooper is a grenade. Turn around from collecting the items and face the locked fence. Power Throw the
Glaive at the lock to break it and open the gate. Walk through the gate and enter the enemy encounter. The
area is filled with Troopers, who shoot at Hayden and throw Enferon grenades. Do not work about the
grenades though, the armor protects Hayden from the harmful effects of Enferon. Kill all the troopers in the
area until a trooper destroys the barricade to the left of the large structure that the troopers seem fond of
taking cover on. Kill him and advance through the opening.

When Hayden walks up to the new area, he is greeted by more troopers and Maulers. Quickly take out the
Maulers at a distance, to that they cannot use their powerful melee attacks on Hayden Once all the enemies
are dead, take time to collect the items that are hidden through out the area. To the left of the far end of the
walk way is another Fire Rate Weapon Case, as well as an ammo pickup. Turn Hayden back toward the
encounter area and run across to the small bridge area. Turn left before Hayden gets to the wall to find a
briefcase and pile of Rubles sitting on the stoop. Walk back out to the encounter area and turn right to go up
the stairs.

Walk up the stairs, then turn left to go down the hallway. About half way down, an Elite Trooper will drop
down from the ceiling. Defeat him as Hayden has done before, breaking the power cells, then finishing him.
Trap the electricity and throw the Glaive at the panel that is to the left of the garage door on the right side of
the room. This will open the door and allow Hayden to continue on with the level. Go through the open
door to activate the enemy encounter.

In this encounter, Hayden will have to kill all the troopers that show up at a distance. After he kills all the
troopers that have been dropped off on the rooftop, the gate to the right will explode, clearing the way for
Hayden to continue, but he must first kill the troopers who blew up the gate. Kill the troopers, then run
through the gate, turn left and follow the path way to the level exit. Be careful of the Mauler and trooper who
appear and guard the level exit. Dispatch them and walk into the small room at the end of the path and exit
the level through the wooden door.

Items:
Black Market – To the right of where Hayden lands after sliding down the wall.
Rubles – 3,000 sitting on the gray metal crate around the corner on the right side from the Black
Market.
Rubles – 1,000 sitting on the ground in front of the gray metal crate.
Rubles – 1,000 sitting next to the dead trooper slumped against the wall near the gray metal crate.
Grenade – Sitting to the left of the dead trooper.
Ammo Crate – On the right side of the first encounter area near the beginning of the area.
Ammo Crate - On the right side of the first encounter area near the beginning of the area.
Ammo Crate – Inside of the building to the right that opens up after the first wave of troopers have
been defeated.
Upgrade Case – Fire Rate – On the right side of the small tunnel on the left side of the second
encounter area.
Ammo Crate – Near the Upgrade Case, on the left side of the small tunnel on the left side of the
second encounter area.
Rubles – 3000, on the right side of the second encounter area, across the bridge, hidden to the right
in a house stoop.
Rubles – 1000, on the right side of the second encounter area, across the bridge, hidden to the right
in a house stoop.
Ammo Crate – On a platform behind the Elite Trooper encounter area.
Ammo Crate – On a platform behind the Elite Trooper encounter area.

Tip: With Hayden's new armor, he is now able to pick up the Elite Trooper's Assault Cannon. Use this
beastly weapon to lay waste to Hayden's enemies. Use the fire button to shoot the gun, then the Glaive
button to launch a rocket.

CHAPTER 9 – THRESHOLD GUARDIAN – 9.2 – NEW AMBUSH:

The level starts Hayden right in front of some Howlers. Battle Hayden's way through the bridge until he
reaches the second overturned containment unit. Turn Hayden left and look over the side of the bridge. In
the rowboat is the last Upgrade Case in the game, a Fire Power. Steal the Upgrade Case to unlock the
Master Researcher [Entitlement/Achievement]. With the Upgrade Case collected, turn to Hayden's right and
and continue to the sand bag barrier. Vault over the sand bags and turn right to see the last Black Market in
the game. Beyond the Black Market is also the last two Ruble pickups in the game. Collect the Rubles, as
well as the ammo that is in the chain locked box. Turn Hayden around and continue on.

When Hayden reaches the fork, take the right path. Break the chain and walk through the gate. Follow the
path around the building, then turn right to go across the bridge. Half way across the bridge a small cutscene
will play, where the Elite Trooper destroys the bridge that Hayden was walking on, dropping him down to the
ground.

After Hayden stands back up, he will have to fight not one, but two Elite Troopers, as well as some normal
troopers who will fire upon Hayden from a higher vantage point. Take cover on the large generator unit to the
left or right of Hayden and pick off the power cells of the Elite Troopers. Once one of them dies, the rest of
the encounter is cake. Trap electricity on to the Glaive and use it the drop the rest of the troopers, including
the Elite one as well. Or, after Hayden kills one of the Elite Troopers, pick up his Assault Cannon and lay
down some serious fire power.
After all the enemies have been dealt with, walk across the small bridge, then turn right. Run toward
the set of stairs that lead up to a raised platform. On the platform, turn right and run forward. About half way
there, two troopers will exit through a garage door, with one above shooting down. Kill the two troopers and
run toward the wall that is in front of Hayden, then turn right. Not down the stairs, but along the platform.
There will be some troopers running toward Hayden on the lower part, but more importantly, there are three
other troopers running for the emplacement that is above the garage door. Run the length of the building,
deploying the Shield Power when needed. As soon as Hayden can see the fires burning from the explosion,
throw the Glaive and trap the fire to it. Now, Hayden can either Power Throw the Glaive at the troopers
manning the emplacement, or he can enter Shift mode with the fire on his Glaive and run back the way he
came. Regardless, Hayden will need to burn the Technocyte Webbing that is covering the ladder that is on
the right side. Hayden will need to access the ladder to reach the upper level, so that he can continue
forward.
With the fire Glaive, burn away the webbing and climb up the ladder. When Hayden reaches the top,
turn right and run forward. Some troopers will will attempt to block Hayden's progress. Kill the troopers along
the way and continue on. Follow the path along the building, and take a right at the end of the railing. Be
aware though, as another group of troopers and a Mauler are now waiting for Hayden to arrive. Dispatch the
enemies and continue on past the emplacement. When Hayden reaches the overhang, turn left and follow
the path that he was originally on. Head for the open garage door, and the end of the level.

Items:
Upgrade Case – Fire Power – On the rowboat off of the left side of the bridge area near the second
overturned containment unit.
←Ammo Crate – To the left of the dead trooper slumped against the third containment unit.
←Black Market – To Hayden's right after vaulting over the sandbag barrier.
←Rubles – 3000, near the Black Market entrance.
←Rubles – 1000, near the Black Market entrance.
←Ammo Crate – In a chain locked box beyond the Black Market.
←Ammo Crate – On the other side of the building from the chain locked gate.
←Ammo Crate – On the other side of the building from the chain locked gate.
←Grenade – On the left side of where Hayden lands behind the generator unit.
←Grenade – On the right side of where Hayden lands behind the generator unit.
←Ammo Crate – To the left when Hayden reaches the top of the ladder.
←Ammo Crate – In the first alcove on the left after Hayden climbs the ladder.

Tip: Be sure to load up at the Black Market. It is the last one in the game, and Hayden will lose all the
Upgrade Cases when he advances to Brutal Mode.

CHAPTER 9 – THRESHOLD GUARDIAN – 9.3– NEMESIS BATTLE:

Hayden starts out in a Jackal parking lot. Turn right and head for the open door. Upon entering, follow the
wall left, then turn into the opening that is to Hayden's right. Walk through the the doorway opening and
enter the foundry room. Walking into the room to activate the cutscene.

After the cutscene ends, Hayden is left staring face to face with the Nemesis. Nemesis starts the fight
charging at Hayden to initiate a mini game. Complete the mini game by pressing the button that is displayed
on screen. Once Hayden succeeds in winning the mini game, dodge the attack that Nemesis throws his way.
After a while of not hitting Hayden, Nemesis will summon electricity on to its Glaive. Nemesis will now try to
throw the electric Glaive at Hayden, in hopes of killing him. Dodge the throw and locate the Nemesis' Glaive
and throw Hayden's Glaive at it. The Glaive will trap the electricity to it, which Hayden can use on Nemesis.
Hayden will need to hit the Nemesis three times with the electrified Glaive, but every time Hayden hits the
Nemesis, the electricity will leave the Glaive, so the fight can be time consuming. After knocking away the
shield after two throws, the third throw will stun the Nemesis. When Nemesis is stunned, run over to it and
preform a Finisher on it. This will initiate another mini game, in which the player will need to press the button
displayed on screen.

After winning the mini game and Hayden delivering a blow to his foe, Nemesis will run away from Hayden
and jump up to a platform located on the opposite wall that the entrance is located. Nemesis will again
summon electricity on to its' Glaive, and attempt to hit Hayden with it. Just like before, dodge the throw and
quickly locate the Nemesis Glaive to trap electricity on to Hayden's Glaive. Nemesis' shield returns
whenever it lands on the platform, so Hayden will need to destroy the shield again with the electricity.

When Hayden hits the Nemesis when it is on the platform one time, Nemesis will jump back down and go
back to work on Hayden with melee attacks. Repeat the process just as before to make Nemesis jump back
up on to the platform. Again, repeat the same steps to knock Nemesis down off of the platform. Now it is on
to the third and final round.

Nemesis will now be more aggressive and attack Hayden with abandon. Repeat the process to get the
Nemesis into its stunned state. Win the last mini game, and watch Hayden deliver the final blow to Nemesis.

Tip: After Nemesis throws the Glaive while it is on the platform, throw Hayden's Glaive at the wall behind
Nemesis with a Power Throw. The burst damage will knock Nemesis off of the platform, and Hayden will be
able to keep his electric Glaive.

CHAPTER 9 – THRESHOLD GUARDIAN – 9.4– JACKAL RUN:

Have Hayden enter the parked Jackal that is to his right. This is much like 5.1, where Hayden will get to lay
waste to all his foes with the mighty Jackal. Kill the three troopers that are in the area, then shoot the
Jackal cannon at the gate. It will take two rockets to destroy the gate. Once it is down, walk on through.

To Hayden's right, there is a trooper bravely shooting the Jackal. If Hayden leaves him unchecked, this
trooper can pose a serious threat with his hand grenades. So fill him with some Lasrian lead. Once he is
dealt with, turn the Jackal back to the left. A trooper will run onto a RPG emplacement with the sole intention
on wrecking Hayden's day. Kill him and greet the Military APC that rolls in. It is carrying two troopers.
Dispatch the troopers, then focus the fire power on the parked Military Truck. Behind it are three troopers,
and one of them is packing an RPG. Destroy the Military Truck and this will kill all those who are close to it.
With all enemies dead, turn the Jackal to the right and destroy the gate that is in the way. Once it is
destroyed, continue on through the level.

Beyond the gate, up on the cliff side are two more RPG emplacements. These will make themselves known
by firing rounds at the Jackal. Listen for the Jackal missile detection system and launch counter measures
with the Evolution Power button. Once Hayden knows where the cliff side assassins are, mow them down
with the Jackal's machine guns. After they are dealt with, a small group of four, two with AKS-74 and two with
RPGs, will come around the bend. Ambush them with a well placed rocket to end the threat. Continue
forward to where the group of four came from.
As Hayden is rounding the corner, the missile detection system will sound, as a RPG round attempts to
slam into the Jackal. This is coming from the tower that is off into the distance and to the left. But he is not
the only threat. To the right of the Jackal, behind the concrete barrier is another trooper armed with an
RPG. Figure out who is the most immediate threat, then take care of him, then the other. After they have
been taken care of, focus the fire power of the Jackal on the gate that is to the right. After Hayden
destroys it with two shots, exit the Jackal and run for the gate. Run into the garage structure and drop
down the back wall with the Action button. This is the end of the level.

Tip: Stay in the Jackal throughout the level. There aren't any pickups to collect. The Jackal is the best bet
to get through the level safely.

CHAPTER 10 – THE DARK SECTOR – 10.1 – ENTRANCE TO VAULT:

Walk Hayden down the path, and head towards the construction equipment. As soon as Hayden clears the
train car, a cutscene will begin. In the cutscene, Hayden meets with the 'A.D.' face to face, and Hayden gives
him a piece of his mind.

After control of Hayden is returned to the player, begin killing off the Hazmat troops. Start with the ones
who are getting up, as they are easier to get rid of. Once all the troopers are dead, walk into the large cliff
side opening that leads into the Vault. Follow the train tracks inside. After Hayden enters the large room,
turn Hayden right. Then locate the ladder that leads up to the Vault door control room. At the top of the
ladder, turn right and enter the small room. Press the button that is to Hayden's right. This will open the
large door. Climb back down the ladder and go through the open door.

Tip: You can avoid the fight with the Hazmat troopers by simply turning around and running inside of the
Vault to the control room.

CHAPTER 10 – THE DARK SECTOR – 10.2 – INSIDE THE VAULT:

Now that Hayden is inside of the Vault, he can track down Mezner and put an end to his scheme. Walk up
onto the staircase that is to Hayden's left and follow the train tracks down. Hayden will encounter a
formidable force made up of Stingers and Chroma. Battle through the hordes of enemies to reach the
elevator, which is located on the left side, on the other side of the barrier. Once Hayden reaches the
elevator, use the Action button on the control panel to the left of the elevator. An alarm will sound, signaling
that the elevator is on its way up, but this also attracts more enemies. Defeat the enemies, or just survive
until the elevator arrives. When the elevator arrives, step into it, and it will begin its descent.

After the elevator comes to a stop, exit and run to the opening to the right side of the room. Follow the path
to the back of the room, where there is a button that Hayden needs to push in order to open a door, so that
he may confront Mezner. Return to the elevator room and go down the stairs on the left side of the room.
When Hayden passes through the doorway, another cutscene with Yargo will play. After it finishes, continue
forward down the path. The path will open up into a large room with two train tunnels. Ignore the right
tunnel and go into the left tunnel instead. This will lead Hayden to the end of the level... and the final show
down with Mezner.

Items:
Ammo Crate - In the corner of the “L” shaped cover spot made by the stack of pipes and boxes on the
right side of the gap between the two train cars that lead to the elevator.
←Ammo Crate – To the right of the elevator.

Tip: If you are a lover and not a fighter, you can use the Shift mode and hide when the elevator is on its
way up.

CHAPTER 10 – THE DARK SECTOR – 10.3 – MEZNER:

Now it is the moment that Hayden has been waiting for... the final showdown with the man himself. Walk
Hayden along the train tracks until he reaches a large dock area. Here, a cutscene will play, filling in the
plot holes. Mezner will explain his plan, like any other evil master mind would. After Hayden tells Mezner
what he thinks of his plan, the fight begins.

Mezner will summon three huge tentacle monsters to do his dirty work. These monsters are serious. Notice
that they also have blue spots on them, much like the Elite Troopers. By hitting these, they will expose their
weak points, which is inside of their mouths. The only sure fire way to kill the is to use the electricity on their
weak point (it looks like an eye) that Hayden can gain by either throwing at the transformer that is to the right
of the fight area on the green support structure, or like the Colossus battle, the large transmitter that is above
Mezer's “throne”. The tentacles have many ways of attacking. If Hayden gets too close, they will attempt to
crush him (Hayden can escape by successfully completing the mini game that displays on screen), they will
spit acid, or throw rocks at him. If Hayden throws the Glaive at one of the tentacles without hitting a blue
weak spot, or its kill point, the tentacle will attempt to grab Hayden, and if he is grabbed, it is instant death.

So the first stage of the Mezner fight is pretty straight forward. Dodge the tentacle's attacks, counter
attack with the electrified Glaive until all three tentacles are dead. Now Mezner will show himself.
Mezner will mentally attack Hayden, and if Hayden does not hit him with a Power Throw, Mezner will kill
him. So Power throw away.

After Mezner has a taste of the Glaive, he will summon up two more tentacles. Also joining the fun are two
Howlers. The Howlers will come out of the ground off to the left and right near the green support structures.
The tentacles also have a new attack as well. Now they will open their mouths and “kiss” the ground. A spike
will move in a straight line, popping in and out of the ground as it attempts to hit attack Hayden from below.
Just like the other tentacles, pop the blue spots to make their mouths open up, then finish them with the
electricity.

Once again, Mezner will come out of his shell and try to attack Hayden mentally again. Power Throw the
Glaive at him to shut him up. Now, Mezner is mad. He summons up five tentacles (three in the middle, and
one on each side of Hayden). This round, the tentacles have two new attacks. They will spit a fireball at
Hayden, as well as an upgraded “kiss” attack. The spike will come up out of the ground and attempt to choke
Hayden down to the ground, where the spike will then stab right through him. Complete the mini game
successfully to avoid this grisly death.
Just as the rounds before, destroy the blue spots on the tentacles, or win the mini game and slice its tongue
off, to make them open up. Kill all five tentacles, and Mezner will attempt to kill Hayden mentally. This time
though, it is all or nothing. Power Throw the at Mezner to activate the end cinematic.

The End.

Items:
←Ammo Crate – On the left side of the fight area near the support structure.
←Ammo Crate – On the left side of the fight area near the support structure.
←Ammo Crate – On the left side of the fight area near the support structure.
←Ammo Crate – On the right side of the fight area near the support structure.
←Ammo Crate – On the right side of the fight area near the support structure.
←Ammo Crate – On the right side of the fight area near the support structure.

Tip: When the tentacles are close together, use the Energy Pulse with the electric Glaive to make the
tentacles open up, so Hayden can deliver the finishing throw.

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