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CONTENTS FOR PREVIEW

The following Table of Contents only reects whats in this preview guide.

Walkthrough - Inquistitor Walkthrough - Battlements Developer Interviews Characters and Weapons Servo Skull Collectibles Multiplayer Concept Art

The complete Warhammer 40,000 : Space Marine Prima Ofcial Game Guide is 240 pages covering Single player walkthrough complete with collectible locations Developer interviews In-depth description of characters and weapons for the Warhammer 40,000 fan Complete transcripts from ALL servo skull collectibles Experience points, unlocks, and perks in the Multiplayer mode Amazing concept art section with commentary from the Game Director
Covers: Xbox 360, PlayStation3, PC

Warhammer 40,000: Space Marine - Copyright Games Workshop Limited 2011. Space Marine, the Space Marine logo, GW, Games Workshop, the Games Workshop logo, 40K, Warhammer, Warhammer 40,000, Warhammer 40,000 Device, 40,000, the Double-headed Eagle device and all associated marks, logos, places, names, creatures, races and race insignia/ devices/ logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products, illustrations and images from the Warhammer 40,000: Space Marine game and the Warhammer 40,000 universe are either , TM and/or Games Workshop Ltd 2000-2011, variably registered in the UK and other countries around the world, and used under license. All Rights Reserved. Developed by Relic Entertainment. THQ, Relic Entertainment and their respective logos are trademarks and/or registered trademarks of THQ Inc. All rights reserved. All other trademarks, logos and copyrights are the property of their respective owners.

PART II: THE INQUISITOR

CHAPTER OVERVIEW
Servo Skulls
Guardsman Alexander (3/5)
pg. 48

CHAPTER 5:

New Weapons
Power Axe
pg. 51

New Enemies
None

Achievements
Lexicanum
pg. 53

AGAINST ALL ODDS

Inquisitor Drogan (1/5) pg. 53

Chapter Start
Objective: Find a way to stop the Orks laying siege to the Manufactorum Ajakis.
You have stopped the Ork ram from breaching the manufactorum. However, the Orks wont rest until they have entered the structure to get the weapons inside. You cannot allow that to happen.

Make your way from the train to the ground below. There, a servo skull (not a collectible one) is looking for a live person to deliver a message. The Inquisitor is still alive and needs help preventing the Orks from reaching an experimental weapon. You are his only hope for now. Advance into the building and pick up some ammo from a cache. Then open a door that drops down to form a bridge. Overhead you see a giant crane the Orks are using to try to force their way into the manufactorum. Move across the bridge to get into the action.

Servo Skull

Journal: Guardsman Alexander (3/5) Situation: A young Imperial Guardsman records a journal entry. ALEXANDER Personal message cache, Guardsman Alexander. Today was a good day. We were clearing a foundry of Orks when I heard banging from inside the furnace. Good thing I didnt throw a grenade inside, because it was full of civiliansstarving, scared, some no more than kids, but still alive. It cheered everyone up to see them. Gives us something worth ghting for, you know? Now weve just got to keep the Orks away from them.

Down in a lower area with lots of crates, a horde of Orks is milling about. Open re with your bolter and kill as many as possible before moving in with your chainsword.

The next room consists of several catwalks. You immediately take re from a Shoota Boy. Follow the tracers from his weapon to locate him, and then silence him with some re of your own. Advance along the catwalks leading around the rooms perimeter, killing a few more Shoota Boyz along the way.

After you kill all the Orks, move through the crates toward a ramp. Before heading up the ramp, look behind some crates to the right to nd a cache of grenades and a servo skull.

Continue across the middle of the room toward the control room. Lob a grenade or two into a horde of Boyz and a Nob that comes at you from the control room. By now, you should have no trouble killing a Nob.

Head up the ramp and enter a building where more Boyz are waiting. Blow them away with your bolter and other ranged weapons, but dont get into a melee just yet. More Boyz will arrive shortly, and you dont want to be in the middle of the ght when they do. As the Ork reinforcements start pouring in, use grenades and vengeance launcher charges to blast holes in their horde and to damage the Nob that accompanies them. This is a good time to activate your Fury and then move in to kill the Nob before nishing off the Orks. After you kill them all, head up the ramp that the Orks had advanced down and continue into the building.

The Orks have managed to power up the gun suspended from the crane. If they re it, the cannon will blast a hole into the manufactorum. Move to the crane control panel and activate a switch that releases the gun, dropping it onto the Orks below and destroying the cannon in the process. Now that you have slowed down the Orks efforts, head to the side to retrieve ammo from a cache and weapons if you need them.

After the Gun


Objective: Get to the Manufactorum Ajakis to secure the Titan war machines.
Open the door near the cache and advance into the rubble below. There are several Shoota Boyz among the crates. In addition to ring at you, they also throw grenades. Fire as you move toward them, and then kill them with melee attacks. There is also an ammo cache in this area, so after you clear out some of the enemy, load up your weapons.

TIP
The Bomb Squigs might get close enough to cause damage in this area since they tend to use the crates as cover as they run toward you. If they do explode near you, your armor should take the brunt of the damage. Quickly get behind cover and wait for your Armor meter to fully recover before resuming the fight. Also get in some executions to help raise your health if necessary.

More Shoota Boyz attack from the right. The Orks also send in Bomb Squigs to attack. Kill them before they get too close. Try using the stalker bolter to snipe at the Shoota Boyz, and try to score some headshots. However, if you hear the grunt of a Squig, switch to your bolter and blow them away. As the Orks start throwing grenades, move in close for melee combat. As you move toward some larger and higher crates, watch for Shoota Boyz atop the crates. They shoot and throw grenades. Back out of grenade range and snipe at them with your stalker bolter. Pick up some grenades from a cache by the high crates, then drop into a lower area. Hordes of Gretchin come charging at you. Save your ammo by either killing them with melee attacks or shooting one of the explosive containers as they move near it. Shoota Boyz re at you from the walls, so after clearing out a horde of Gretchin, take out the Shootas. Once it is clear, head up the ramp and go right to grab some ammo.

After clearing out all of the enemies, move though the barricades and down a series of ramps to a cargo bay. Pick up some ammo and grenades before continuing into the cargo bay.

Cargo Bay
Walk along the catwalks in the cargo bay until you come to a damaged section and can drop to the oor. Move to the shrine and exchange your chainsword for a power axe. You are going to need it shortly. As soon as you have the power axe, get ready for an attack. The lift you are waiting for is next to the shrine. However, before it arrives, you must defeat a massive Ork charge. Start off by ring ve vengeance launcher charges in a line across the middle of the cargo hold and detonating them as the lead Orks come at you.

Power Axe

The power axe is sheathed in a sparking power eld and delivers devastating blows able to crack open heavy armor. It is a very effective melee weapon. Chain your power axe attacks to increase damage. Press the Strike button once for a light damage strike. Press it a second time to perform a medium-damage backhand strike. Press it a third time for a medium-heavy damage chop, and press it a fourth time to jump-strike for heavy damage. Two strikes followed by a stun provides a heavy stunning shoulder bash that affects a large wedge in front of you, while three strikes and a stun results in an overhead smash that causes superheavy stuns all around you.

Blast a few with your bolter, and then this ght turns into a free-for-all melee. Your new power axe slices through the Orks. You also want to build up fury. Hit them with four-strike chain attacks or three strikes followed by a stun. However, if your Fury meter maxes out, dont activate it just yet. The rst wave of Orks consists only of Boyz, so slash away and get in a few executions. Continue through the next area where you ght some Boyz. This is a good opportunity to get some executions after you stun them and restore your health. Keep advancing until you come across several Shoota Boyz up ahead. Clear out the Boyz and take cover behind these large armor plates. Use grenades and vengeance launcher charges to thin out some of the enemies, and use the stalker bolter to get those up high. If you have Fury built up, activate it and go into Marksman mode. As time slows, you can take out a lot of enemies with your stalker bolter.

Some Shoota Boyz come next. They tend to move to the sides of the cargo bay and shoot at you from the anks. Go after them with your bolter or your power axe and clear them out; otherwise they can really damage you during the melee in the middle.

When the lift arrives at your destination, follow the walkway to nd a servo skull.

Servo Skull

Encrypted Report: Inquisitor Drogan (1/5) Situation: Inquisitor Drogan records an update to his superiors in the Inquisition. INQUISITOR Encoded transmission from Inquisitor Drogan to Inquisitor Lord Sharpe. As wed hoped, my lord, Forge World Graia is an ideal location to focus on my work. Though helpful, the techpriests of the Adeptus Mechanicus are forever curious. Interest can easily turn to interference. . . . I will be cautious about involving them in my experiments. At least, for now.

Keep an eye on your health during this fight. If the screen starts to go black and white, you are nearly dead. Pull back to the flanks and let your armor recover. Then stun a few Boyz so you can execute them and get your health back up quickly. Also, there is an ammo cache near the lift if you need to restock during the fightor afterward. Continue along the walkway and grab some ammo from a weapons cache if you need it. Then head up the ramp at the end to enter the manufactorum and complete your objective.

TIP

Achievement/Trophy
If you have found all of the servo skulls so far, you have ten and earn the Lexicanum award. Good Job!

More Boyz come in the next wave, along with two Nobz! Now is the time to activate your Fury. Throw a couple of grenades into the horde and then rush in with your power axe swinging. As soon as you can stun a Nob, execute it and then go after the other Nob.

After you defeat all the Orks, the Imperial Guard bring up the lift. Walk onto it and it carries you down to the entrance to the manufactorum.

TITAN FACTORY CRANE

Battlements
NOTE
The jump-pack allows you to make short jumps into the air. Press and hold the Jump button to fire the jump-pack. Releasing the button cuts the thrust and you glide back down. The jump-pack cuts off after a couple seconds, so you cant jump too far. While up in the air, look down to see a yellow reticule below you. Press the Strike button and you will blast to the ground, damaging and stunning any nearby enemies. While wearing a jump-pack, you can use only a bolter or bolt pistol and your melee weapon. Head down the ramp and open another door to continue into the battlements. Walk over to the assault support pod and pick up a jumppack. You need it to get through the next area. Take some time to practice using the jump-pack in this area. Once you are used to the jump-pack, walk toward the door leading into the next area. Jump onto the wall while the rest of your squad goes through the door. The area near the door is clear, so practice some ground pounding onto platforms as you advance. While your squadmates stay low, jump from platform to platform.

Once again, take the high road while the rest of your squad stays low. There are several enemies on the upper platforms. Use the same tactics as before and lay waste to the hordes.

Achievement/Trophy
To earn the Into the Breach Achievement/Trophy, you must fight your way to the crashed Rok. Get to the end of this chapter and accept your award.

After you kill all the enemies, join your squadmates and move through the breach into the fortress created by the crashed Rok.

There are several Shoota Boyz on the platforms on the areas other side. Jump up and pound into them. Clear off a platform and then jump to the next one to take out more Orks. These Shoota Boyz are armed with rocket launchers, so be carefula hit from one of these inicts a lot of damage. After clearing out the platforms, re down on the Orks below to help your squad or jump and ground pound them.

Finally, kill the Shoota Boyz near the door at the areas end and any other remaining enemies. Now head through the door. There are ammo and grenades on the other sideas well as more Orks.

PLANETARY DEFENSE GUN

DEVELOPER INTERVIEWS

MEET

RELIC ENTERTAINMENT
Q&A with Raphael van Lierop, Game Director
Q
First off, why create Space Marine? Relics pedigree is in RTS games, and the Dawn of War series has been extremely successful for you. Why branch out into third-person action? Exploration is part of Relics DNA. Weve never been satised to sit on our laurels, and with every game, weve tried to push out and explore beyond our comfort zone. Space Marine is a result of thattaking a ctional universe we are really comfortable with but trying to deliver a fresh experience in that universe, to show it from a completely different point of view. It was important to explore something new in 40k.

What were the challenges you faced with adapting Warhammer 40,000 to the action-blockbuster experience?

The 40k setting is immense and rich, and really there is so much about the IP that really lends itself to this kind of epic blockbuster treatment. But, of course this adaptation was not without its challenges. These varied in scale from things such as how to make the Space Marine move naturally considering the scale of his body and the armor he wears, and how to permit enough freedom of movement so that he could look powerful and responsive in combat without sacricing the sense of weight and presence in the world, all the way to how to portray difcult nuances in relationships between the various classes that exist in the society of 40kfor example, how to make an Imperial Guard address the Space Marines with a sense of reverence, without sounding weak or obsequious.

The mythos of the Space Marine character is deep and compelling [] this really is the stuff of legends.

You talk about a massive planetary invasion, but the player experiences a smaller-scale conict. Why is that?

One of the greatest challenges we faced, interestingly, was in the delivery of dialoguending the right actors, the right tone and delivery to capture all the nuances of their relationships, the power dynamics between the various groups, and then being able to hint at hidden depths in the story without giving too much away. Whether or not this translates in the end, its something we and Games Workshop dedicated an enormous amount of energy to, because it was so integral to staying true to the values of the 40k universe. In the end, though, the fact that the tagline for 40k is In the grim darkness of the far future, there is only war gave us a lot to craft an action game around. The mythos of the Space Marine character is deep and compelling, the enemies are legion, the weaponry is devastating, the backdrops are epicthis really is the stuff of legends.

Why name the game Space Marine? Does that come across as a generic title, given the industry joke about the bald space marine?

Our hero isnt a space marine, hes THE Space Marine.

In 40k, the Space Marines are something very specic. Its not that we were ignorant to the perception of space marines in the market, but we were more concerned about delivering a compelling fantasy in a blockbuster action expression of 40k. Since the 40k Space Marine has been around for nearly 25 years, he is likely the inspiration for a lot of the other heroes in other science-ction action games weve played. In a way, naming the game Space Marine was a statement toward appropriating the convention of that character and showing that it has specic meaning beyond a simple generic label. Our hero isnt a space marine, hes THE Space Marine.

The planetary invasion was always a backdrop for the events of Space Marine. It was important that the player didnt get lost within a massive conict or feel that their actions were insignicant compared to the scale of the larger ght. In the end, we wanted the player to feel that the things they were discovering and experiencing in the game were the most important things happening on the planet at that point, even though there are clearly hundreds of other major stories that could be happening simultaneously.

Where did the idea of the combat system come from?

What do you see for the future of Space Marine?

What kinds of challenges did you face in creating a third-person action game?

Relics expertise is in creating award-winning RTS games, so taking on a blockbuster third-person action-shooter was a big step for us. It required learning a whole new set of skills, building new technology, bringing new people and fresh ideas into the studio. We created new roles in the studio, developed a lot of new processes for creating content such as art resources and missions, and developed the technology and gameplay mechanics around a completely new kind of combat system that seamlessly blends melee and shooting. In many ways, looking at our starting point, Space Marine is a game that should never have been green-lit! But, our passion for 40k and our innovative spirit has helped us to navigate the various pitfalls and challenges weve encountered along the way.

The starting point for most decisions in the game was the character of the Space Marine itself. Who is this character? What motivates them? How do they think? How do they ght? What denes them as a military force? And then, what is the backdrop they exist against? In the far, far future of 40k, the universe is a dark and forbidding place where humanity is always on the brink of utter destruction by the nearly endless alien hordes trying to cross its doorstep. Being constantly surrounded by threats is a metaphor that we latched on to in our gameplay design so every battle ghting as a Space Marine hero referred back to this much larger conict, and the situation faced by humanity as a whole. The Space Marines are highly trained and possess the most powerful weaponry of their time, so it was clear to us that the combat needed to be hugely satisfying and over the top. The brutality of the ghts had to stay true to the portrayal of combat you see in the signature artwork of the tabletop rulebooks, where you often see Space Marine heroes with a gun in one hand and a chainsword in the other. This was the iconic imagery of the Space Marine hero, and the desire to let the player instantly switch between melee and shooting was partly an outcome of that portrayalhaving immediate access to whatever weapon is needed at any given point to deal with whatever enemy happens to be mobbing you at the time.

The game was always conceived with the hope that it would be the rst of a franchise. We invested a lot of time and energy into creating a set of characters we hope will resonate with playersand for most of them, Space Marine is not the end of the story. Titus in particular has a lot more road to travel. We also nd ourselves in that often-frustrating position of shipping a game right around the point where you have become quite competent at making it, and wed like to be able to build on the momentum to create even stronger Space Marine games in the future. It will come down to how strongly the game does in the market and whether fans buy into the fantasy we have created for them. But, rest assured, if the interest is there, there is a lot more to be done with this game.

CHARACTERS AND WEAPONS

Ultramarines Captain Titus


Captain Titus of the Ultramarines has fought for the Imperium for more than 150 years. Although considered a relatively young Space Marine, he is a decorated veteran of major campaigns waged across the galaxyhis exploits have earned him a reputation as one of the mightiest Ultramarines in recent memory.

Titus still mourns the recent loss of his own mentor, Captain Trajan, who was killed by Eldar in a routine mission gone horribly wrong. Titus held Trajan to be the ideal representation of Ultramarine nobility and honor. Now that he has inherited command of Trajans company, Captain Titus aspires to be the kind of honorable, intelligent, and inventive leader that Trajan was.

Unexpected Resilience
Creatures of Chaos are among the most formidable enemies Titus has faced. In one of the darkest days in his memory, Titus and his squad went up against a Chaos Sorcerer who wielded blasts of Warp energy like malicious lightning. The energies struck down the Ultramarines one by one, until only Titus remained to face the Sorcerer. Knowing it meant his death, Titus launched himself at the enemy, stabbing his power sword deep into the Sorcerers chest even as the Sorcerer blasted him with Warp energy. The last thing Titus felt was vengeance at seeing the Sorcerer breathe his last, and then all went dark. Titus should have died. But he didnt. To the bewilderment of the Ultramarines apothecaries, Titus healed from his severe injuries. They could not discover the reason why he survived. Although Titus understands why they must be vigilant, he still feels resentment over the fact that anyone could doubt his proven devotion to the Ultramarines.

Under the Enemys Skin


From his rst battleeld encounters, Titus became interested in the thinking behind his enemys attack. While his Space Marine training gave him the big-picture understanding of alien strategy, Titus wanted to understand more about how small groups of enemies ght on the ground. When looking a bloodthirsty Ork Boy in the eye, what will it do? With every battle, he experienced rsthand how differently each alien species and Daemon horde fought on the ground, and gradually, patterns of tactics emerged. To know more about the enemyto understand their motivationsgives him insight into their strengths and weaknesses and into how to exploit those weaknesses in battle. Fortunately, Captain Trajan appreciated Tituss attempts to understand their foes. His ability to predict how a group of enemies would attack saved many Ultramarines lives over the years. Now that hes a captain, Titus works to instill the same critical thinking in the men under his command.

Early Years
Titus was born on the world of Tarentus. Young Titus made it through basic training, excelling at every challenge to become the best of the recruits. When he became an Ultramarine scout and nally faced his rst battle against aliens, Titus knew he had found his place in the world. Combat was as natural as breathing, and his spirit soared knowing that he was ghting a holy battle against the enemies of the Imperium. During his early years as an Ultramarine, Titus struggled to overcome his temper. On the battleeld, giving in to anger led to too many close calls where only his natural ghting ability saved his neck. In time, he learned to keep his temper under control, but even today that control breaks when faced with a situationor personthat stubbornly blocks his ability to do what he knows needs to be done. Outside of combat, his temper shows itself in a burst of cutting words and in steamrolling over the opposition to take (what he thinks is) the right course of action.

Rank: Ultramarines Captain Age: 175 years old Height: 72 Weight: 750 lb Weapons: Bolt pistol, chainsword (initial loadout) Gameplay tip: Chain closecombat strikes to maximize damage to the enemy.

Comrade, Commander
As the years passed, Titus gained experience and renown both on the battleeld and off. He is a trusted comrade, and his connection to his battle brothers has grown stronger with each campaign. So many Ultramarines have fallen over the past 150 years that the relationships with his surviving comrades are even more important to the hero. As captain of an Ultramarines company, the men under his command are dearer to him than his own lifeif one of them is killed, Titus will not stop until the enemy responsible has paid in blood. His closest Battle Brother is Veteran Sergeant Sidonus, who became a Space Marine a few decades before Titus. What started as a rookie/vet relationship soon became a fast friendship. Sidonus has seemingly seen it all, and his been there, done that, no problem attitude instantly serves to defuse tense situations. Titus turns to Sidonus as a common-sense sounding board. To the young Space Marine, Leandros, Titus is a mentor gurea warrior who can do no wrong. Titus knows that Leandros quotes the Codex and jumps into situations with such zeal because he wants to impress his commander. Titus remembers what those rst heady years as an Space Marine were like and doesnt rebuke Leandros too harshly for his enthusiasm.
WARHAMMER 40,000: SPACE MARINE // PRIMA OFFICIAL GAME GUIDE

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Weapons
Weapons are the Space Marines tools. With them, you can inict damage against enemies of the Imperium and leave destruction in your path. As mentioned earlier, there are two main categories of weaponsmelee and ranged.

Power Axe

POWER AXE CHAIN ATTACKS Attack


Strike Backhand Strike Chop Jumping Strike Backhand Kick

Chain
Strike Strike + strike Strike + strike + strike Strike + strike + strike + strike Stun Strike + stun

Effect
Light damage + Fury gain Medium damage + Fury gain Medium-heavy damage + Fury gain Heavy damage + Fury gain

The power axe is sheathed in a sparking power eld and delivers devastating blows able to crack open heavy armor. It is a very effective melee weapon. Chain your power axe attacks to increase damage.

Light stun to single target Medium stun to targets in a narrow wedge Shoulder Bash Strike + strike Heavy stun to targets in a large + stun wedge Overhead Strike + strike + Super-heavy stun to all enemies Smash strike + stun in radius around you.

Melee weapons are designed for close combat. It takes strength and courage to wield a melee weapon in combat and emerge victorious.

Melee Weapons

Thunder Hammer
THUNDER HAMMER CHAIN ATTACKS Attack
Swing Heavy Swing Super Heavy Swing Backhand
The mighty thunder hammer is the rarest of Space Marine melee weapons. Each blow discharges a powerful blast from the hammers dedicated power eld. Ranged weapons are limited to pistol and bolter when wielding the thunder hammer. While it is very powerful, the thunder hammer is also the slowest of the melee weapons. A single blow can kill an Ork Boy, and a few hits can stop a Nob. Instead of quick slashes like other weapons, you must nd a slower rhythm when ghting with the thunder hammer. However, it can destroy Orks like no other melee weaponespecially when you chain the attacks.

Chain
Strike Strike + strike Strike + strike + strike Stun Strike + stun

Effect
Medium damage + Fury gain Heavy damage + Fury gain Very heavy damage + Fury gain Medium stun to targets in a narrow wedge Heavy stun to targets in a large wedge Very heavy stun to all enemies in radius around you.

Combat Knife
COMBAT KNIFE CHAIN ATTACKS Attack
Slash Heavy Slash Heavy Stab Backhand Kick
You begin with a combat knife for your melee weapon. The combat knife is the least damaging of the melee weapons, so upgrade it to a chain sword as soon as possible.

Chain
Strike Strike + strike Strike + strike + strike Stun Strike + stun

Effect
Light damage + Fury gain Medium damage + Fury gain Heavy damage Light stun to single target Medium stun to targets in a narrow wedge

Kick

Shoulder Bash Strike + strike + stun

Chainsword
CHAINSWORD CHAIN ATTACKS Attack
Strike Backhand Strike Slash Spinning Slash Backhand Kick

Chain
Strike Strike + strike Strike + strike + strike Strike + strike + strike + strike Stun Strike + stun

Effect
Light damage + Fury gain Medium damage + Fury gain Medium-heavy damage + Fury gain Heavy damage + Fury gain

These weapons allow you to attack enemies at a distance. Some ranged weapons are effective only at short range while others allow you to kill at great distances.

Ranged Weapons

Bolt Pistol
The bolt pistol is the basic sidearm of the Space Marines. While not as powerful as other weapons, it has the advantage of unlimited ammunition. Therefore, you can always fall back on this weapon if your more-powerful weapons run out of ammo. The bolt pistol holds eight rounds in its clip. It takes several of these .75-caliber rounds to kill an enemy, so aim and re several times. Since this weapon is semiautomatic, each time you press the Fire button, the bolt pistol shoots a single round.

The Mk XI Hells Teeth Chainsword is the close-combat weapon of choice among Space Marines. Combining terrifying power and great speed, its motorized biting teeth are capable of slicing through bulkheads and thick armoras well as esh and bone. The chainsword provides more power for melee attacks. Chain your strikes for more damage.

Light stun to single target Medium stun to targets in a narrow wedge Shoulder Bash Strike + strike + Heavy stun to targets in a large stun wedge Foot Stomp Strike + strike Super-heavy stun to all enemies +strike + stun in radius around you.

Servo Skull collectibleS

APPENDIX

Servo Skulls
Throughout the campaign, you can nd 48 servo skulls scattered about. Collecting them earns you two different achievements/trophies, and each servo skull contains an audio recording made by people on Graia prior to the arrival of Captain Titus and the squad of Ultramarines. The recordings provide a glimpse into the lives of the people of the Forge World. It also provides some interesting backstory into the events in which you are engaged during the campaign. After you collect a servo skull, you can access the recordings at any time by selecting Audio Log in the Pause menu. Some recordings are divided among three or more skulls, so you need to nd them all to get the complete story. This section helps you nd all of the servo skulls in the campaign. We reveal the locations of each and give you access to the complete transcripts for each recording, organized by the person or persons who recorded the log.

SERVO SKULL LOCATIONS (IN ORDER OF APPEARANCE IN CAMPAIGN)


Recording Name
Audio Log: Workshift 465 (1/5)

Campaign Chapter #/ Checkpoint

Location
Behind explosive hazards, immediately after encountering the first set of Gretchins

2: Chapter Start

Journal: Guardsman Alexander (1/5)

2: Chapter Start

After reuniting with Leandros, as you head into the trenches

Audio Log: Medicae Station Ventris (1/5)

2: The Trenches

After exiting the Imperial Guard command bunker, in the second bunker in the trenches

Battlefield Log: 2nd Lt. Mira (1/5)

2: No Mans Land

In the last of a series of ruined rooms after using sniping at Orks up on buildings

Journal: Guardsman Alexander (2/5)

2: No Mans Land

First bunker in the Ork-held trenches

Duty Log: Transmechanic Petronius (1/5)

3: Chapter Start

Gun battery entrance area, in the room to the right with rubble blocking the doorway

Battlefield Log: 2nd Lt. Mira (2/5)

3: Armory

After getting off the lift on the lower floor, the skull is straight ahead by an ammo cache

PRIMAGAMES.COM

Audio Log: Medicae Station Ventris (2/5)

4: Train Station

Along the first train station walkway; upstairs and to left, on a raised platform

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MULTIPLAYER

Space Marine features a fast-paced competitive multiplayer mode that will pit Space Marines vs. Chaos Space Marines in 8 vs. 8 matches. Multiplayer also features a full-customization system, weapon and perk unlocks, and challenges to keep even the most hardcore player coming back for more.

WEAPONS AND EQUIPMENT: CHAOS SPACE MARINE


Chaos bolter Chaos melta gun

Daemon eye bolter

Chaos twin bolter

Chaos plasma gun

Vengeance launcher

Devastator/Havoc Classes
In Space Marine multiplayer, you can choose from three different classes. Each class has its own strengths and unique weapons and perks available to it. Since each of the three classes are quite different, they require different tactics and play styles in order to maximize their destructive potential. The Devastator and Chaos Havoc are experts in ranged combat and are the only classes that can wield the most devastating heavy weaponry. Each of these heavy weapons has its own powerful alternate re mode, such as a deadly charged shot or a braced stance, allowing for rapid re. Weapons unique to this class include the heavy bolter, plasma cannon, and lascannon. In melee, this class can only kick. This class acts as your teams base of re. Since they dont move fast, Devastators and Havocs are best used for inicting heavy damage from medium to long range. They are great for defending positions and can support other classes as they go on the offensive. You must be Level 2 in order to play as this class.

TIP
When playing as a Devastator or Havoc, it is important to keep the enemies at a distance. That is where you have the advantage. Dont let enemies in close, especially Assault Marines or Raptors, or you are in trouble. Because your weapons require two hands to operate, you dont have any melee weapons. Instead, you can only kick at your enemies.

Tactical Space Marine/Chaos Space Marine


The Tactical Space Marine strikes a balance between ranged combat and close combat. Unique weapons to this class are the plasma gun, stalker pattern bolter, storm bolter, mechanicus vengeance launcher, and gun. In melee, the Tactical class wields the combat knife. Everyone starts out as a Tactical Space Marine or Chaos Space Marine. This class offers a good balance between ranged and melee combat, though you are a bit stronger in the ranged area. The bolter is your initial weapon; however, as you earn experience through battle, you can unlock more powerful weapons. When playing as this class, focus on using your ranged weapon and engaging enemies at medium range.

WEAPONS AND EQUIPMENT: DEVASTATOR


Heavy bolter

Lasacannon

TIP
Use different tactics when fighting against other classes. When going against an Assault Marine or Raptor, dont let them get in close. Shoot them at medium to long range since they have the advantage in melee combat. On the other hand, when you must take on a Devastator or Havoc, you are better off getting in closeif you can. If possible, use blind grenades to stun them and then sprint in for melee combat.

Plasma cannon

WEAPONS AND EQUIPMENT: HAVOC


Chaos heavy bolter

WEAPONS AND EQUIPMENT: TACTICAL SPACE MARINE


Bolter Melta gun

Chaos lasacannon

Chaos plasma cannon Stalker-pattern bolter Storm bolter

Plasma gun

Vengeance launcher

COnCept Art
FeAturing COmmentAry by rAphAel vAn lierOp, gAme DireCtOr OF WArhAmmer 40,000: SpACe mArine

Creating the World


Creating the world of Space Marine was a process of reverse archaeology. First, all the painstaking research required an understanding of what the world needed to befrom the largest-scale piece of architecture to the incredibly detailed minutiae that would create a sense of authenticity in the setting. Then there was the formidable task of constructing Graia and ensuring it felt as real and dedicated to the promise of 40k as possible, as well as living up to the lofty expectations of the legions of fans who have only been able to imagine this setting for the past 25 years. And finally, the process of destroying it all creating the sense that a planet-sized factory has just been invaded by a powerfully destructive force of nature, with no respect for the monumental task of constructing such a vast center of manufacturing and resource exploitation.

In the end, we showed only a fraction of the world we explored in our minds, but we hope the attention to detail and passion we poured into the creation of the environmentsand all the drama that unfolds within them helps transport players into a world that is deep and rich.

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THE COMPLETE

WARHAMMER 40,000 : SPACE MARINE


PRIMA OFFICIAL GAME GUIDE IS AVAILABLE SEPTEMBER 6TH!

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