FAQ/Walkthru for State of Emergency 2 by Doug Elder, aka AchtungNight Foreword: Welcome to my 5th FAQ. This is for State of Emergency 2, an awesome riot game and sequel to the original. :) I recently tried the game out and found it to be okay. I hope you will also. :) Before we start, a few disclaimers. First, this FAQ was written for the PS2 version of the game. All herein may or may not apply to other versions. The game is rated M for Mature- no impressionable children or idiot A-Dolts here please. :) Second, this FAQ contains SPOILERS. You are warned. You are also warned not to take it seriously. No video game should ever be taken seriously. Third, this FAQ is my property and may only be posted on GameFAQs and any other site that requests my permission first via email (it will be granted, don't worry, you have but to ask). All feedback, questions, and so on should be emailed to DougElder21@yahoo.com. Fourth, I did not use cheats other than Codebreaker to write this FAQ. I never use cheats other than Codebreaker when playing games. Please don't ask me for them. Also note that this FAQ is mainly on how to complete the game, not how to get a high score. If you can do one, the other should come naturally. If a high score is what you're after, good luck doing it on your own. This FAQ is also for the single player mode, not arcade or multiplayer. I'm not really a multiplayer enthusiast, so I didn't even touch that mode. :( As for arcade, well, I play for story mostly, not for challenge or points. Fifth, I am not going to review the game herein other than to say that I liked it and enjoyed playing it. Reviews are in other places. Acknowledgements: Thanks to all my fans, Lisa Telman especially, for continued inspiration and keeping me interested in writing. Thanks to all those who aided me in completing the game and preparing this document. Thanks to the folks at Sony, Rockstar, DC Studios, and SouthPeak for creating the game and its hardware. Thanks to CJayC and company for putting up GameFAQs and to all the fans for keeping this industry alive. Now let us begin. Contents: 1. Dedication and Version History. 2. Game Story and Cast. 3. Explanation of Basic Controls. 4. Items and Weapons Listing. 5. The Missions- Walkthru. 6. Final Thoughts. 1. Dedication and Version History. I proudly dedicate this FAQ to all who have ever been victim of a riot anywhere in the world, physically or psychologically. Rest in peace if you're dead and if you're alive, I hope the experience has made you more mature. Version 1.0 FAQ Posted with complete walkthru. I did it all at once to save time and energy. 2. Game Story and Cast. State of Emergency. The war is on. No diplomacy- it's too far gone. :) If you've played the first game, you should recognize these lines. Basically you play as a group of desperate rebels out to overthrow a vast and vicious corporation that is controlling the world and the lives of the public. The rebels tried to destroy the Corporation in the first SoE game, and they succeeded, but now, four years later, the bad guys are back and naturally they're even worse. [sigh] So we must defeat them again. Of course, things have changed since the last time around. Most of our heroes are criminals being held in prison, and the rest are on the run. They must rise from the ashes and throw off the yoke of oppression. Cast: First, your friends- MacNeil- The Hero. A leader of the Resistance. Held in prison when the game begins, he must break out and take his revenge. Basic mixed-type character with good skill at guns and piloting. Bull- The Tough Guy. MacNeil's best bud. Also held in prison when the game begins. He is useful because he's strong enough to break down doors and take a lot of damage. Slower than MacNeil, though, so be careful when using him. Spanky- The Badass. Hispanic Gang Leader and key ally of the Resistance. You will play him most often in the game. That is good, as he's the coolest character there is. You can take that gun away from my head now, amigo! :) Among Spanky's mad skillz are interrogation, gang leadership, and gunplay. He is a, shall we say, larger target than the other characters, but he's also fast and packs a lot of heat. This will be necessary. Libra- The Lady. Acrobat, cat burglar, all-around heroine. Intelligent and beautiful. So not a damsel in distress. The fastest character of all, and the prettiest. Freak- The Smart Guy. Hacker, tech expert, high-level spy. His help is invaluable. For all of the game, he will be on the radio reconning the area ahead. You don't actually play as him. :( Gang Members- These abound in the chaos of the city. Most are your friends, some are your foes. Kill the latter and recruit the former with Spanky. Gangs have varying weapons and styles of dress. Killaz- Led by Trey, these homies are Spanky's good friends. The gang wears red mostly. They will be of help to you. Mallrats- These guys are bored teenagers hanging out in the ruins of an abandoned mall. They have a lot of dangerous weapons in stock, so they may be useful allies. Dressed in orange and yellow. Their leader is named Lance. Next, your foes- Corporation Enforcers- Goombas of Evil. Thousands in number, each with an identity and individual personality that doesn't really matter to their employers or to you. One universal fact- they're all jerks. Wipe them out and let God do the sorting. LOL. Mostly these guys are dressed in white, red, or orange. All of them pack guns. Corporate Elite- The big jerks. These guys are dressed in dark blue or dark green, heavily armored, and also carry guns. They are also far more interested in using them to stop you. Be careful around them. Military- These guys wear light green, pack guns, and work for the Corporation. They are secretly controlled through subsonic impulses, so eventually they can be subverted to your cause in the same manner. General Mayhem- Psychotic military genius, all around high caliber bad dude. He will take a lot of chasing and gunplay to kill. Enemy Vehicles- Cars, tanks, choppers, speedboats, etc. Bad guys always gotta have nifty toys. Project Empyreon- A major secret project of the Corporation. What it is exactly is unknown. Finally, there is everyone else. The civilians, who will be scared by your rampages and join in the riots they spawn. The media, who will report on your destruction. And of course, you, the player. :) 3. Explanation of Basic Controls. This is a shoot-em-up with some minigames also. You are given tutorials as you play, so I won't say much about the controls here. Except this bit copied from the manual: Directional Buttons Up = Next Weapon. Down = Previous Weapon. X Button Activate Switches. Climb Ladders. Triangle Button Cycle Weapon. Square Button Reload Circle Button Crouch L2 Button Lean (Hold). Zoom Out. L1 Button Sprint (Hold). Break Door (Tap Repeatedly). Zoom In. R2 Button Fire Secondary Weapon. Scope. R1 Button Break Door (Tap Repeatedly). Fire. Select Button Swap Characters Menu Left analog stick (L3 Button when pressed down) Move Right analog stick (R3 Button when pressed down) Look Around. Aim. GANG CONTROLS X Button Instruct Gang to Fall Back. Triangle Button Instruct Gang to Advance Square Button Instruct Gang to Defend Circle Button Instruct Gang to Follow L3 Button Recruit Gang Members VEHICLE CONTROLS L1 Button Cycle Targets R2 Button Fire Secondary. Sharp Turn. R1 Button Fire Left analog stick (L3 Button when pressed down) Move Right analog stick (R3 Button when pressed down) Steer. Ascend/Descend. R3 Button Change Camera 4. Items and Weapons Listing. **Power-Ups: Let's see. There's Health and Extra Ammo. Everything a video game character in danger needs. **Weapons: Basically anything you can get your hands on. Guns, grenades, rocket launchers, sniper rifles, etc, etc, etc. No melee weapons unfortunately. I like melee weapons. Oh well. **Vehicles: Tanks, APCs, choppers, speedboats. Again, anything goes. 5. The Missions- Walkthru. When you begin, you are prompted to create a new save file. Do so. Next, adjust your settings. I always turn on subtitles because I like to know exactly what people are saying. Why the game designers don't usually have them on by default I will never understand. :( Anyway, once your sound, brightness, etc. are adjusted to the proper levels, begin the game. The game begins with a view of a city full of crime, neon, and tyranny carried out by the Evil Corporation. Cat burglar Libra, aided by hacker Freak, is plotting to fight back. They have broken into the Corp's headquarters and are stealing blueprints for a high-security prison run by the Corp. Libra also finds info on something called Project Empyreon. Unfortunately she is caught by guards and captured. The next cinemas show that MacNeil and Bull are being held in the high-security prison and MacNeil is to be executed via gas chamber tonight. Freak and Spanky have a plan to get him out, but it ain't gonna be easy. In the next scene, MacNeil is helped via a gas mask and gun some friend of Spanky's slipped under his chair. Freak is also hacked into the prison computers and communicating with Mac via hidden radio. When the gas clears Mac is still alive and ready to kick ass. :) Catchy beginning, huh? Okay, let's get this party started! ** Mission 1- Execution** You are still stuck in your chair when the mission begins. Guess Spanky's buddy forgot to slip you a key for your restraints, huh? Geez, too bad Mac is an only child (I think). If he had a brother, there might have been a better escape plan concocted for him. Oh well, at least our hands are free and we have a mini-SMG with Infinite Ammo. Aim your gunsight and shoot out the glass around you, then snipe the guards in the room above. More run into the room from the nearby hallways. Take them out. Your gun is powerful- it only takes one shot to kill a guard, and you can hit them just bu making the circle turn red, it doesn't have to be dead on. So, guided by Freak's transmissions, move quickly and kill all the enemies. They aren't very good shots, and for the moment, you have infinite health. Gotta love the spirit of freedom raging in your veins! When the initial wave of guards is down, Freak remotely opens Mac's restraints. Mac grabs a headset off a dead guard so he can communicate with his hacker buddy. Your task is now to escape the prison. Unfortunately the alarm is going off and the whole place is alerted to your freedom. Not good. The room darkens and you are locked in. More heavily armored guards come rushing in. These take more than one shot to kill and aiming is a little more difficult now. At least you still have infinite health/ammo and you're mobile. Take them down. In particular, watch out for the snipers in the control room above you. Get them as quickly as you can. Also shoot out any remaining window glass. When all foes are dead, Freak opens the room's doors. Kill any guards that rush in and head on down the corridor. Start collecting pistols off dead guards- your ammo is no longer limitless and you will need all you can get. Remember that head shots do the most damage. Once all the guards are dead, open the door using the marked switch. More guards rush in from the corridor- wait and ambush them. The enemy AI improves some here- they will lean around corners and use cover. Get all the ones close to you in the hall, then take out the two in the room across the way. The red barrels in this room are explosive, so shooting them can help clear the way. Just don't do it when you're close by. The crates can be shot open- do so and collect the shotguns inside them. Open the next door. A new wave of guards rushes in, armed with pistols and shotguns. Take them out, using the red barrels if necessary. Head on thru the metal detector. More crates are here containing shotgun ammo. Freak will give you another transmission as you proceed. He brings up your life bar (Mac- "great, now I can be hurt!") and a radar map of the prison too. He tells you there are four switches in the cellblock that must be hit to free all the prisoners. Upon being freed, the cons will start a riot to aid your escape. Good. Freak also claims he has the prison's entire blueprints and has marked the switches on your map. Okay, time to clear this cellblock. Take out the wave of guards rushing to meet you. They have shotguns and stay close together, so some fast work with the same weapon would be a good idea. As soon as you pass through the door, more guards will run in from behind you. Some of these are heavily armored red guards who can take and deal out more damage than the white ones. They also drop health packs upon death, so there is a balance. Run around the entry and take out every foe. Guards will be coming at you from both sides and some stay on the upper level. Clear the lower floor, then head up there and wipe out the enemy. Hit the switches to free the prisoners. They aren't armed and they can't do much more for you than run around and create confusion, but confusion does always help, right? More guards enter the room after you hit each switch, so be careful. When all prisoners are freed, another wave of red guards is sent in to quell the riot. Help the cons take them out. Health is in the central area by the console. Your fellow prisoners will help by punching and some will even arm themselves with shotguns and pistols you don't collect from dead enemies. Let them be your aid- as human shields if nothing else. Get all the guards on the floor to fulfill the objective, then snipe the two in the room above the entryway. Head for the marked service corridor. A final cutscene completes the mission. Mac hears from a dying convict that there is something called Project Empyreon that must be stopped. Libra knows more- and apparently there's a lot Freak isn't telling Mac about what's been going on since he was incarcerated. Great. Of course now isn't exactly the time to talk. **Mission 2- Free Bull** We ain't leaving this jail without our best friend, are we? Unfortunately, getting to him won't be easy. First up, some remote drone machine guns Freak couldn't shut down. You are given a tutorial on leaning. Use this new skill to shoot out the drone guns while they auto-reload. Stay close to the wall, aim for the gun itself, fire. Oh yeah, you've been left with only your pistol and less ammo than you had. Guess Mac gave most of his guns to the rioters. I dig charity, but we need help too, don't we? [sigh] Anyway, after taking out the first gun, head on down the hallway. You soon should spot a second drone gun. Shoot it from a distance and hug the walls. A third gun is in the dead end to your right and a fourth gun is past that. Use leaning and careful aiming to eliminate them. Listen to their beeping patterns to know when they're drawing a bead on you and get out of the way before they shoot. Approach the switch at the end of the area carefully- a pair of drone guns are in the recessed areas on either side of it. They pick up on your movement as you approach. Get out of the way, look for the guns on the wall, and take them out using the same tactics. Then hit the switch to open the door. Grab the health and climb the ladder. Take out the white guard waiting up here. More drone guns are in the next corridor. Proceed carefully and take out each with leaning and expert shots. Remember the beeps spell disaster, so get away from the gun before they cease. In all, there is one gun above the first door, a second around the first corner, then 3 guards (they drop health and ammo), then more guns around the next 4 corners. Take out the third gun using the walls as cover, then move up cautiously and take out the fourth gun as soon as you can. Kill the guard under it, then run into the recessed area where he was. Another gun starts tracking you as you do so. Use the wall as cover and take it out from here. Another guard may rush in, so get him too. Rush past the fourth gun to the stairs, then turn around and take it out from your covered position. Head upstairs now. Alright, a sniper rifle! As Freak says, don't waste the ammo. Don't spare it either. Grab your new weapon and take out the guards on the other side of the fence. More respond the instant you're spotted, so take them down. Health is right nearby. Head up the next staircase and take note of the sniper on the roof across the way. Your new weapon is perfect for taking him out. Proceed along the rooftop and clear it of enemies. Watch out for foes ducking around corners and using cover. Some have shotguns, so collect one as soon as you can. Climb the ladder to find and take out a second sniper. A guard and a drone gun protect the next hallway. Get the guard first, then use the wall as cover and lean out to shoot the drone gun. When the way is clear, move on. More guards attack, including a foursome protecting a skybridge. Proceed across the bridge and take them out, collecting their ammo before it fades. Get the sniper on the facing rooftop. More guards attack as you circle around the roof you're on. A drone gun is around the corner and two snipers are on the rooftop just past it. Take out the gun first, using the walls as cover. Then answer the snipers with your own PSG1. Climb down the marked ladder. Oh no, they're about to execute Bull! Mac immediately goes into sniper mode. Take out the two guards by Bull, first the one with the gun aimed at your buddy's head and then the other. Bull is freed, and he grabs a gun and headset. Now you must cover him while he frees the prisoners in the cells around him, again by using four switches. You have infinite ammo for this portion of the level and you cannot be hurt. Bull can, though, so be on your guard. Stay in your current position and snipe any guards in Bull's way. Bull is a decent shot and he knows how to use cover, so he should be okay as long as you act quickly. One shot, one kill. First there are two guards in the hallway to Bull's right, then four more coming out of the switch room. Take out the first two of these, then get the last two. Be aware they will be leaning around the corners, so you will need to carefully place your shots. Follow Bull with your scope and take out the four guards at the top of the next ramp while your buddy hides at the bottom. The guy on the far left throws grenades, so get him first. Four more guards appear as Bull hides in the room. Take them down quickly before any more grenades are tossed- the bombs really do some damage. Fortunately you can see when an enemy is priming one, so quickly make him your next target. Two more groups of four run out of the next switch room. Snipe them and cover Bull, then move on the next. The last four guards have shotguns, so take them down before Bull reaches them. The next wave of guards always comes out of the next switch room, so shifting your aim over there ahead of their advance and shooting as many as you can while they're coming out is highly advisable. Once all four switches are thrown, it's mission complete. **Mission 3- Breakout** Okay, now it's time to find a way out of this dungeon. Freak knows of a helicopter you can use, so let's go grab it. You'll also need the help of the rest of the prisoners, so Freak directs you to the main control room. This is your first level in which there is a massive riot going on at all times, so help is never far away. The prisoners will not be after you, but the guards will, so take them out and be careful. Bull and Mac are working together for this mission too, and you can switch between characters with the select button. Stay close to your buddy and keep him alive. Like you, he will collect health and ammo. Your first threats- a bunch of guards by the Concourse doors and two more at the top of the left ramp. Take them out and head for the marker on your radar. A guard and a drone gun are in the hallway at the top of the ramp. Lure out the guard and whack him, then use the same leaning technique as last level to beat the drone gun. Be aware that whichever character you're not using will not go after it, instead staying behind cover. This is good- you don't want them to die. More health, ammo, and guards are in the control room. Let your buddy help you- the guards target him less than they do you and he will use excellent speed and tactics. When the way is clear, hit the switch. Next objective- raid the prison armory for explosives. More guards have come in outside, so be on your best behavior. :) Four rush at your position with shotguns and pistols, two stay on the ramp across from you and aim sniper rifles. Down them all. In the corridor at the top of that ramp is another drone gun. Fortunately there's also a low wall you can use as cover. If you're behind that wall, the gun can't hit you but you can still take it out. So get under the cover and destroy that stupid machine! Now switch to Bull- it's time for the first minigame. Get in front of the door and press X, then alternately tap L1 and R1 to build up his rage. When both meters are full, the big guy smashes the door clean open. Guess all that iron-pumping he did in the joint came in handy, huh? Inside the armory you'll find health, shotguns, a mini-SMG, and some Remote Mines. More guards rush in as you grab them, so be ready to take them down. Back on the Concourse, you need to head for the big doors. Once you reach them, throw a Remote Mine onto the doors, back away, and hit the detonator. Boom! Now you can access the helipad. Guards in turrets protect the exercise yard and there's not much you can do to harm them, so run across for the far wall. Using cover, circle the yard to the ramp at the back. Take out any guards in your way and get up there, staying on the move to dodge fire from the turrets. At the top of the ladder on the ramp you will find a short walkway. From here you can hit two turret-gunners and the snipers next to them. Take out these guys and the two goons on the roof across the way with Mac's sniper rifle. Be aware that the bad guys have air support- a huge attack chopper is circling the yard firing chainguns and missiles. It's pretty much immune to your shots, so don't waste them. Just stay away from it, move forward, and take out guards. The helicopter is the mass of red dots on your radar if that helps. Go down another ladder, then across the catwalk and down another. Two more guards are here protecting a marked door. Have Bull break that door down, then enter. Take out the guards waiting for you. The enemy chopper may actually be helpful here- run around near the guards to draw its fire towards them. Get into the control room as soon as you can, as you're shielded in there. There's also health and a rocket launcher. Are you pondering what I'm pondering? No, it's not the socioeconomic status of the world. :) Whether or not you get that joke, use your new weapon to damage the enemy chopper. It moves slowly and presents a big target, so you shouldn't have much trouble. Like all choppers, it is most vulnerable when turning. If you don't take it out, at least hurt it some. You should also blow up the turret on the tower above this courtyard- it only takes one shot to do that. Hit the switch in the control room to open some doors and bring the mob of prisoners running. More guards come out too, so circle the yard and eliminate them. As you move through the now-open gates, you will find more guards waiting. Some are lying prone, so aim low. As soon as you reach the helicopter on the ground, the enemy chopper leaves. Mac and Bull hop into their new helicopter and Freak gives them a quick piloting tutorial. Okay, time to bust out of here. Next order of business- take out the four generators powering the island's laser forcefield. Your bird is armed with chainguns and homing missiles, and it's very maneuverable, so you shouldn't have a problem. Your ammo is infinite, your life is not. There's a laser forcefield up, so we can't just fly away. All four generators are marked on your radar. Head for them and destroy them. Your auto-targeting system picks up on enemies as you move, outlining them in red. There are turrets on the towers and guards with rocket launchers near the generators. Use your missiles and chaingun to destroy them, working quickly and with extreme prejudice. Destroy as much as possible to build up your score. Your life bar regenerates slowly, so maneuver to avoid enemy fire and let it build. Be aware of the enemy helicopter protecting one generator- approach it carefully. Take it out if you want to- it's not necessary but it is possible and fun. In any case, after all four generators are destroyed, the prison laser forcefield comes down and our heroes head back to the city. Mission Complete. **Mission 4- The Ghetto** Okay, now you're Spanky. You're in the ghetto. Mac and Bull are safe, but Spanky has problems of his own. An Enforcer unit is on his turf and needs to be eliminated. Thankfully, he is ready for them with a rooftop turret and some other neat toys. You start out in the turret. Use its limitless ammo to take out the waves of enemies, blowing up the barrels and vehicles if there's a need. When all are done, Freak lets you know the Corp is looking into taking part in the local drug business. Spanky's not a big fan of competition, so he figures he'll do something about that. First, though, we need help from a local gang called the Killaz. Freak gives you a radar map to their club. Spanky draws his dual gats and starts heading over there. Okay, the path is pretty straightforward. Just head for the dot on your radar. I advise against wasting ammo on the civilians- they pose zero threat to you. Yes, I know they look like trouble, but look at yourself, mano! :) Three Corp Enforcers protect the entrance to the Killaz hideout. Take them down and collect their nines. Enter the club ("White Lines") and Spanky meets with the leader of the Killaz. He is majorly peeved that the Corp is dealing on his turf, so he offers aid to Spanky. Your new objective- shut down the Corp's drug operation. Freak has marked seven Corp dealers on your radar with red dots. Hunt them down one by one and kill them. An invincible Killaz soldier comes along with you for assistance- however he is initially unarmed. The dealers are dressed in brown and red, have green arrows over their heads, and usually run upon seeing you. Shoot them down and pick up their ammo. As you move, you will notice the mood of the public becoming increasingly troublesome. Random fights break out, and folks start looking at you funny. Avoid them and keep your cool as you stroll your turf. The first Corp dealer is all by his lonesome, but the second has buddies (dressed in blue, look like cops) nearby. Run past or eliminate them quickly- the dealer flees once he spots you and you'll need to give chase. His homies may pursue you, so take them out as well. The third dealer is in a dead end with two buddies. Cap 'em all, then go gunning for the fourth. He is on the street surrounded by three associates. Kill the dealer first, then his guards. Move on to the fifth dealer. He'll run upon seeing you and head for a dead end where two pigs are waiting. Kill them all and then go searching for dealer number six. He's in a dead-end alley with two homies. Kill them all, and you only have one left. Number seven is in the middle of the basketball court. Spanky and two Killaz surround this dealer and ensnare him. Your task here is to get information through the interrogation minigame. Pay attention to the tutorial- you want your punches to be strong but not too strong. When the bar's in the sweet spot, deliver your blow. If you tap the victim too softly, he'll laugh at you. If you hit him too hard, he's dead and you get nada. Comprende, amigo? Okay. You need to hit him just right three times to make him talk- good thing you have unlimited continues. Keep breaking his resistance until he cracks. When he finally gives in, you learn the drug lab is in the basement of the abandoned Police Station. How ironic is that? You also find out the name of the drug they're distributing- Empryeon. Aha. Trouble now, amigo. You got an ambush of Enforcers coming at you. The dealer you were chatting up dies in the first wave and Spanky is left to fight back. Fortunately we have the Killaz leader and a soldier helping us. The leader has unlimited health and ammo, so let him do most of the fighting. The soldier will probably die quick. Take out all the Enforcers and collect their weapons- ASAP, get a shotgun or SMG. When all is done, Spanky and the Killaz boss plan to go after the Police Station. First, though, they need heat and soldiers. Head back to White Lines, taking out any resistance you meet on the way there. Four Killaz wait within, and Trey (finally the Killaz leader gets a name!) tells you how to recruit and command them. Freak tells you more Killaz homies are hanging out on the streets- we'll pick them up later. For now, head for the marker on your radar. It's an enemy armory and we need explosives. Your gang will follow you. Enforcers are waiting, so take them down. Some are on the first floor of the buildings, some are on the balconies. Let your soldiers, Invincible Trey especially, do most of the fighting. Kill all the enemies and collect the Remote Mines. Freak now directs you to the Police Station. A large number of Enforcers are waiting in front of the Police Station. Take them out and collect their pistols and SMGs. Spanky can dual-wield the latter, so grabbing them is a good idea. Some of your soldiers may fall in this initial assault- absorb your losses and head down into the parking garage. Take out all the enemies in the drug lab down here and look for the big stack of ether drums. That's where you want to plant your explosives. Clear the area, plant your fireworks, and get out! Chapter complete. **Mission 5- The Docks** Ok, our next destination is the city docks. Upon arrival, you see Mac and Bull's chopper going down. Crud! Spanky better get to them quickly. Freak has their position marked on the radar. Unfortunately, you are surrounded by Enforcers. You've got some Killaz soldiers with you too- recruit and use them wisely. Clear out the first yard, shooting red barrels to help. Next, go through the open warehouse. There's health in there. In the next yard, Mac and Bull are pinned down behind a stack of crates with a bunch of Enforcers closing in. Quickly rush down there with your gang and clear out the enemy. They don't all react to you at once- the four in front concentrate on Mac and Bull. Work your way forward and cap every Enforcer you can. When all are down, Mac and Bull thank Spanky for their aid and dicuss Empyreon. There are containers of the stuff on the docks, marked for export. Uh oh. A wounded Enforcer may know more- let's chat him up, shall we? This interrogation minigame is just like the first one. You must hit the Enforcer 3 times in the sweet spot to make him talk. Hopefully you're better at it this time around. When the Enforcer breaks, he tells you that the Corp is planning to use Empyreon to break the will of the public. The ghetto dealing was just a final test. The thought of this pisses Spanky off so much he beats the Enforcer to death. Meanwhile, a Corp tank closes in on the rebels. Uh oh. Bull can commandeer tanks by sticking tear gas grenades (which he found in the chopper, I guess) in their rear vents. Good idea, huh? Spanky ran off, so Mac and Bull must fight this monster alone. Watch the tank's cannon and run between cover points after it fires. Try to time your runs so the shells don't hit you. It may take a few tries to get all the way there. Tap X repeatedly to run faster- remember to stop when you reach each cover point. The distance between them increases as you move forward. Take breaks between each to gauge the timing. After you reach the fourth bunker, you can run directly at the tank. After Bull gasses the crew, he and Mac jump in. Okay, good, now we can take on the tank battalion headed towards us. :) The tank cannon is all you can control in the beginning. Use the right analog stick to aim and R1 to fire. Take out the enemy tanks as they come rolling in. There's no gunsight, so it may take you a minute to get the hang of aiming. Fortunately your tank is more robust than theirs, so you can handle a little damage. They can maneuver though, so strafe carefully. Watch for red dots on the radar- those are the enemy tanks. Three shots from your cannon is all it takes to destroy each one. As with the chopper before, your life bar regenerates but it's not limitless so keep an eye on it. Freak helps out by calling out when a foe is coming. After you blow up the first four tanks, Freak gives you a tutorial on moving your Panzer. He also marks several Empyreon crates for destruction. Tanks, man! Head for each yellow dot on your radar and shoot the crate of Empyreon there. Enforcers with rocket launchers protect the area. Use your cannon to wipe them out. Remember to use the left stick to move forward or backwards and the right stick to aim and turn. Driving the tank may take a while to get the hang of- good thing you're well-armored and well-armed. There are lots of panicky civilians in this area- avoid or run over them at your leisure. You may also find enemy tanks prowling around. Watch your radar and destroy them from a distance with careful shots. If their corpses get in your way, blow them up with the cannon. You have unlimited ammo. First, go through the ship. Then sweep the yard and destroy all the tanks and Enforcers. Finally, hunt down and blow up the Empyreon- some of it is behind crates or already loaded on the ships, so aim high. Chapter complete when all crates destroyed. **Mission 6- Escape** Ok, we had to ditch the tank because MacNeil's not much of a driver. :) Oh well. New objective- cross the slums near the docks to the Workers Zone. You have Mac and Bull working together again- I used Bull mainly. Have Bull break down the door in your starting alley, then enter the crowded square. There's a tank on the other side we could use, but we need more tear gas. Let's stir up some trouble so the riot troops will arrive. Search the area for guys with green arrows over their heads- these are Corp goombahs. Kill them and take their guns. As you fight the Enforcers, red guards will show up. Keep fighting. Soon the civilians around you will panic, smash stuff, loot, and in general start mayheming. Some of them may even help you out by tackling and beating up Corp thugs. You can get a new weapon- the 9mm SMG- from some of the red Enforcers. A few have grenades too. Stay mobile and keep fighting. Remember to keep clear of the tank. A few Enforcers have riot shields- shoot these repeatedly in exposed areas when they lean around their shields in order to down them. Circle-strafing to shoot them in the back or using explosives are also good tactics. After you kill enough Enforcers, the Corp sends in riot troops to disperse things. Alright! Take out the riot guards when they appear- they're Corporate Elites dressed in dark blue. These guys take more shots to kill and pack heavier weapons- in this case, 9mm SMGs. Switch to Bull, take some out and grab their tear gas grenades. Clear as many of the foes as you can, then get close to the tank and enter the green area. Avoid the clouds of tear gas from any grenades the Elites may throw- they will incapacitate you. Also dodge the tank's shells until you get close. Use your own tear gas to commandeer the tank when you reach its rear vent. Bull and Mac take control and hop in. Okay, rail shooter time. Mac drives, Bull mans the machine gun. Mac will automatically crush obstacles and use the cannon to blast enemies. Back him up with your limitless ammo, mainly going after soft targets. Take out the helicopter with your machine gun when it appears. Let Mac worry about the tank- he'll destroy it when you get close enough. Sweep the area and kill all the Enforcers. You'll pause upon reaching a dead end, so strafe every foe down! Mac then enters a parking garage. Clear out the Elites and Enforcers in here as you proceed. Some have rocket launchers, most have SMGs. Use wide arcs of fire. When you get back to the street, target the snipers on the roofs as well as the squads advancing. As before, Mac will take care of the enemy tank. You don't have to kill everybody, but kill as many as you can to get a high score and stay alive long enough to get out of this. Concentrate on mobs and those closest to the tank. When you round the next corner, you have completed this sequence. Bull and Mac rejoin Spanky and a small army of Killaz at the perimeter wall. Your objective now is to get past that wall by disabling its forcefield and drone guns from the control center. Freak has it marked. You must play as Mac and get to the control center while Spanky, Bull, and the Killaz distract the Enforcers. You have a pistol, Remote Mines, and a sniper rifle. First go down the marked ladder and blow the grate down here with your mines. Head down the tunnel and wipe out the waiting enemies. Use the walls as cover and lean! Collect a 9mm SMG ASAP. Watch out for the goons with riot shields. You can find mini-SMGs and red barrels as you proceed. Be wary of drone guns and use the same tactics as you have previously. Also be sure to pick up health. Roam the halls, taking out trouble. Be especially wary of snipers on the upper balconies. After you round a few corners, you'll spy the first drone gun. Aim carefully and snipe it from a distance. Kill all the enemies nearby too. A large squad protects the next big room- use the SMG and strafe them. The foes use prone position and the pillars as cover. None have riot shields. Get all the ammo you can and move on. Around the corner is another drone gun, then more Enforcers. These have assault rifles, so get your hands on one. This weapon holds twice as much ammo as a 9mm SMG and it's quite powerful. Use it liberally. Another drone gun and Enforcer squad are around the next corner- cautiously take them out. Two more guns are around the next two corners- carefully advance and destroy. Now you're in the control room. Kill the SMG Enforcers, then shoot up the consoles to open the gates back up top. Chapter Completed! **Chapter 7- Rescue Libra** Okay, now we're in the Workers' Zone. Our next task is to spring Libra. Mac sneaks into a Corp fortress to steal himself a helicopter to aid in this. You have a silenced .45 in addition to your pistol and sniper rifle. Stealth's not exactly Mac's forte, so you'll probably be spotted quickly. Take out the enemies and collect their weapons. The alarm brings Elites packing assault rifles- kill them and get your hands on one! Climb the marked ladder, round the corner, and take out the guards. Climb the next marked ladder and clear out the area up here. All your foes are elites with 9mm SMGs. Take them down and run for the next marker. Okay, now we have ourselves a helicopter. You remember how to fly one, right? You just have machine guns this time- no missiles. :( Fly low over the city and take out the rooftop snipers and drone guns. There's also a radio transmitter that is interfering with Libra's GPS beacon. You'll need to destroy it. Wait for Freak to mark it, then head over there. It takes several repeated volleys to blow up the transmitter. Your next task is to fly low over the city and track Libra's signal. Take out any snipers and enemy attack choppers in your way. Remember to maneuver and let your life bar regenerate. The GPS signal strength bar appears on the left side of the screen. Keep circling until it reaches maximum. Freak then points out a building to you. Now, in the manner of The Matrix, you must shoot the guards through the windows to rescue Morpheus, er, Libra. You have auto-targeting, so just shoot until the red markers vanish and the cutscene begins. Now, as Libra, you must rappel down the building. Your Uzi has limitless ammo. Most common mistake on this part is moving too fast. Go slow, shoot the bad guys that break out of windows to attack you, and then move again. There will also be foes on the ground when you get low enough. Wipe them out as you go. When you reach the ground, collect health and SMGs (yes, you now have limited ammo :( ), then head for the marker. The usual rioting civilians and Enforcer squads are in your way. Stir up the former and gun down the latter. Be wary of Elites. When you reach the next marker, it's time to rappel again, upward this time. Advance up the building blasting enemies. You will again don the Infinite Bandanna (grats to Kojima-sama). Some foes come out of windows, some rappel down to meet you on your own turf. Shoot everyone and smash the window in your path. When you get through it, you have reached the checkpoint. Approach the computer on the table in front of you. Libra will help Freak remotely hack into it. Wow, I hope to be this rough and ready to fight immediately if anybody ever has to break me out of prison! You must now stay alive while Freak downloads. Shoot the Enforcers and Elites who come running into the room- they have SMGs and Proximity Mines you can scavenge. Some of them will target the computer, so try to protect it. Concentrate on the Enforcers, as they are tasked with stopping Freak's download. The Elites will be after you. This may take several tries, so don't panic. When the download is completed, wait a few more seconds and keep killing enemies. Mac will eventually show up to rescue you. Together he and Libra fly off into the sunset. **Mission 8- The Plan** Let's see, we got the band back together and we have lots of new data on the Corp and Empyreon. Groovy. Our next task is to shut down the Corp's 4 Workers' Zone Empyreon distribution centers. To get help with this, Bull and Spanky will need to contact the Mallrats. These guys have explosives we need. Head for the Mall, taking out Enforcers and collecting weapons on the way. I used Spanky most of the time on this level, switching to Bull when necessary. When you arrive at the mall, gang boss Lance tells you he'd be happy to help, but the Enforcers have raided his stash and stolen his weapons. Ratso! Ok, time to take back Lance's gear. As Spanky, recruit all the Mallrat soldiers. Head for the next marker on your radar. Elites packing SMGs and Molotovs protect the Precinct. Take them out, letting the Mallrats do most of the fighting. Protect Bull and Spanky. Clear out the snipers on the upper balconies as soon as you can. Some of the backup squads that respond carry riot shields. Head through the first concourse, then the second. Take out all the enemies in your path. Get the explosives at the marker. Now we need to blow up the Empyreon Offices. Head for each marker on your map and take out the enemies there, then have Bull break the door down. Go inside and plant your explosives at the marked areas. More Enforcers show up after you plant each bomb. Distract the guys with riot shields while your partner gets behind them and takes them out- the companion AI uses this tactic quite often. When all explosives are planted, return to the Mall and Freak will detonate the explosives. Time to switch characters. Mac is your player now. He is armed with pistol and sniper rifle. We need to shut down the local fast food outlets, which are using Empyreon as an additive. Head for the Precinct first- there's an armored car there Freak wants you to commandeer. The streets are clear for the moment- except of course for panicking rioting civilians. The Precinct is now full of more Corp goons (not as many as before, but a few), so gun them down as you enter. Pay particular attention to the snipers. Get an assault rifle as soon as you can and make it your main weapon. Take out all the guards and get in the marked armored car. This thing handles about like the tank you drove a while back and is similarly armed and armored. You have four burger joints to blow up, all marked on your map. Enemy APCs and Enforcers with rocket launchers will dog your path. Work slowly- your life bar does not regenerate this time. Shoot the APCs quickly once you spot them- they take several shots and can deal some damage. Once you've destroyed the burger joints (one rocket each) head back to the marked safe house. And that's the end of that chapter. **Mission 9- Broadcast** Our task here is to plant 3 transponders to help Freak find the Corp's satellite transmitter in the Industrial Area. Once that transmitter is found we can broadcast a message of revolution to stir up the populace. The Mallrats have infiltrated the area to help you out by serving as cannon fodder... er, extra muscle. I meant extra muscle! :) You start out as Spanky and Libra. Head down the marked ladder and you'll soon find some Mallrats. Recruit them, then switch to Libra. Head for the next marker. Libra (or Spanky if you're still controlling Spanky) starts planting the first transponder there and player control switches to your buddy. You and the Mallrats must now fight off the Corp while Spanky or Libra sets things up. Protect the transponder and gun down the enemy. After a set amount of time (about 90 seconds), the transponder is activated and you can move on to the next marker, killing Enforcers on the way. Repeat your task here. Set the transponder, then protect it. As before, I recommend having Libra set things up while you command Spanky and the gang. If you die, you will have to recruit the Mallrats again, but at least they're usually easy to find (the first time, later they may vanish) and the game auto-saves your progress. The second transponder is a little harder to protect- it's in a more enclosed area and the foes will quickly blow away your cover. Some foes also have riot shields. Use the shotgun and SMG with circle-strafing to kill them quickly. Collect weapons and move on to the third marker. Another transponder to plant and then defend. Repeat the same tactics. You have a much wider area to guard this time, so be careful. The foes have the same armaments as last time, including riot shields. You may have to retry several times to protect this one- always recruit the Mallrats if possible. After the last transponder is up, Freak pinpoints the satellite transmitter inside the local gasworks. Alright! Head over to the gasworks, Mallrats in tow. You find you'll need a keycode to bypass the gate. Freak points out a foreman (red dot) wandering the area to Spanky. Track him down, chase him when he flees, and shoot to wound. Once he falls over, run up to him. Spanky grabs the foreman and once again it's time for interrogation. Hit the foreman in the sweet spot 3 times. If he dies, you will have to repeat the hunt for another (they wear yellow overalls). Keep trying until you have the code- 8008135. Not sure how that's significant. Return to the gate and give the code to Libra. Now it's time to storm the gasworks. Clear out the foes, working as Libra, and head for the top of the gasometer. Let Spanky and the Mallrats clear out the enemies and stay away from the many red barrels in this area. Climb the marked ladder and cross the catwalks killing Enforcers. Use SMG and red barrels to help clear the way- shoot every red barrel before you reach it. Be wary of enemies at the top of the second ladder- wait until they turn their backs before you go up, ambush, and eliminate them. The second ladder counts as a checkpoint, so you can continue from here if you die. Watch out for enemies up here hiding behind support girders. Those crafty Enforcers may jump out behind you as you walk by. Riot Shield Goons are on the third tier, so be cautious. Taking them out while they're moving usually works- run close and keep up the SMG fire. Shooting red barrels when a shielded foe is nearby works too. Advance, then enter the interior of the area and clear out all six enemies, using the door as cover. These guys have assault rifles. Kill them, then use the marked console. Our revolution is televised. :) Time once again to steal an APC. As Libra, run across the yard with Spanky following. Don't worry about any surviving Mallrats- they'll get out on their own. Hop in the APC and head for the marker blasting any Enforcers and other obstacles in your way. You'll meet two enemy APCs- flank 'em and take 'em out. Next, blow up the big door with the star on it and drive through. Massive rioting is starting to break out in the city. Chapter Complete! **Chapter 10- The Barracks** With the city engulfed in chaos, it is time to do some serious damage. The Corp bosses are meeting with world leaders on their island today to sell Empyreon. We need to break in and stop that meeting. Unfortunately there's a huge military base in the way. Freak has a plan to take care of things- Bull is up first. Start by searching this area and whacking the Military goons. Find the marked sewer entrance. Be wary- the enemy soldiers come in large numbers and there is also an attack chopper flying around that you can't kill. Move fast, stay under cover, and wipe out the enemy as you proceed, collecting health and ammo. Get down the ladder once you reach it. Break open the door at the bottom and proceed. The tunnel is protected by a drone gun. You have less cover in this area than previously so move quickly and aim carefully. Take the gun out with your SMG- it probably has the most ammo at this point. Destroy it, break down the next door, head for the end of the tunnel. When you arrive there, you reach a dead end. It's Libra's turn to help you. Our objective here is to reach the control room at the top of the military base's tower. Libra has plenty of weapons at her disposal. As before, clean out the enemies as you proceed. Kill the first guard, climb the marked ladder. Freak advises you to be stealthy, but that may be hard for you so instead do some rapid disposal of the enemies. The alarm brings more heavily armed foes, just like back in Mission 7. Kill all Military and collect their guns. Head for the next ladder, go up, repeat. When you reach the marker, it is again time to rappel. Climb the tower killing all enemy commandos on your way to the top. You have Infinite Ammo. As before, go slow and whack any enemies in your way before you proceed. Your foes are more numerous this time around- some are rappeling and some are at windows. Shoot the window at the top of your climb route and enter. Activate the console and it's back to Bull. Ok, the door is open now. Proceed into the next room. Here are four locked doors. You can switch characters to Libra and open them. #3 is the one you want. The other doors release shield goons which Bull will have to whack before you can switch back to Libra and open another door. Open door 3 and proceed down the next corridor battling Military. Eventually you will reach a room with 5 locked doors. Same procedure as before for opening them. This time the one you want is #2. Open it and go up the ramp, then through the hall. Eliminate the Military. 5 more doors to choose from- pick #1. Head up the ramp and you have a new objective. Head for the next marker on your map, killing enemies on the way there. Open the gate using the marked switch and it's Chapter Complete. **Chapter 11- The General** Ok, it seems the Military goombahs are being controlled remotely through subsonic transmitters. We gotta find the Memory Chip to take charge of them ourselves. You start out as Bull and Spanky. Bull's packing an M4 with grenade launcher and Spanky has some Killaz and Mallrat homies with him. Wipe out the Military in this area and get your buds some M4s from dead troops. When the area is clear, head for the big marked doors. The enemy General appears and runs off in a boat. He's got the Memory Chip we need, so Spanky and Bull steal their own boat and race after him. Ok, this is another rail shooter. Take out the enemy boats and choppers- let Spanky catch you up to the general (he's driving, Bull mans the rocket launcher). Infinite ammo, limited life. You have auto-targeting, so try getting a lock on any enemies before you fire. The choppers can maneuver and the boats do more damage, so concentrate on the boats. Eventually you will catch up to the General. Now the boat is no longer controlled automatically. It must be steered and acclerated like any other vehicle. Use the mortar to clear out your foes, concentrating on depleting the General's boat's life meter. Stay on his tail- he takes the same basic path every lap but if he gets too far ahead it's game over. Bull will automatically shoot his M4 at any enemies nearby, but do not depend on this to eliminate the General. Instead stay close to him, learn his pattern, and carefully place your mortar shots as you give chase. This will take lots of tries- be patient. As you damage his boat, the General changes tactics. First he speeds up and starts turning erratically, then he drops mines in your path. Avoid the mines and watch the radar for shortcuts that will allow you to catch up to the enemy- there are a few places where you can lie in ambush as well. When you damage it enough, his boat will be destroyed. Unfortunately, the General is still alive and he escapes into the ritzy canal area. Bull is in pursuit! Run along the path and you'll soon find General Mayhem (he has a name!) on the balcony in a square. Shoot him! He packs an M4 and numerous Military are rushing to his aid. Run around and keep strafing. The General changes position several times during the battle. He will fire grenades and man a turret too, so be careful. Use your grenade launcher to do some serious damage. Watch out for shield goons- your grenade launcher will make short work of these. When you've hurt him enough the General finally comes down to your level. Waste him and pick up the Memory Chip! Now return to the boat. Chapter Complete! **Chapter 12- HQ Island** With the subsonic Memory Chip in our posession, Mac can now recruit and command enemy Military. Cool! As Mac and Libra, you must now lead the Military in an all-out assault on Corp HQ. Recruit the soldiers near you, then head for the bridge. Elites with rocket launchers and M4s protect the first gate. Kill them and collect their weapons, then hit the switch. Repeat this with the next two gates. The bridge is guarded by more squads of Elites, all heavily armed. Take them out and keep moving. Use your sniper rifle to kill snipers and your rocket launcher on turrets. Steer clear of the attack choppers. Disable the second checkpoint with its switch, then advance to the third and repeat. Past this point you will meet up with Bull and Spanky and join forces. The choppers fly away. Take out the Elites and head for the marked HQ Building. The cars can be blown up and destroy groups of enemies. Use your rocket launcher on the tank you meet and the two turrets protecting the HQ Building. Now head up to the doors. Freak has a daring plan. Mac is directed to take control of his chopper and steal a Brimstone Bomb (think seriously bad nuke) from the docks. This will be used to destroy Corp HQ. There are attack choppers in the area to take out first of course. Limited nonregenerating life, unlimited ammo. Chaingun and missiles, auto-targeting. Fly around the island and take all the enemy choppers and turrets out. Now head for the marked bomb, ease the chopper down slowly, and pick it up with your magnet. A new wave of turrets and enemy choppers appears now. Take them out and then head for the marked rooftop. Place the bomb there by approaching slowly from above. Once the bomb is set, it soon goes off. Game and mission are finished. 6. Final Thoughts. Good game overall. A bit challenging at times, but worth the price of rental. :) May the spirit of freedom live forever in the hearts and minds of the public. I hope this FAQ helped you. Please send all feedback, questions, and contributions of additional content to DougElder21@yahoo.com.