X-Squad Walkthrough :
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Walkthrough - FAQ/WalkthroughX-Squad Version: 1.5 - April 13, 2001 Creator: Ed Osciak III Alias: Psycho0022 Platform: Sony Playstation 2 Email: manji37@hotmail.com Copyright 2001, Ed Osciak III This walkthrough may not be changed, reproduced, or printed in any form without the author's expressed permission. This FAQ is owned and made by me. Feel free to print out and distribute this FAQ as long as nothing is changed. ********************************************************************* VERSION 1.5 UPDATE: + Added Section 6: Secrets/Codes for X-Squad. These codes were added to my faq/walkthrough courtesy of Dave A. at Cheat Code Central. ********************************************************************* ======== CONTENTS ======== Section 1: Game Introduction Section 2: X-Squad Member Profiles Section 3: Weapons Section 4: Equipment Section 5: Walkthrough Section 6: Secrets/Codes Section 7: Acknowledgments ================== GAME INTRODUCTION ================== The Year is 2037 and the government has lost contact with one of its top- secret research facilities shortly after receiving disturbing news about suspicious behavior amongst some of the base's personnel. You have limited background knowledge of your mission, only what the scientist's urgent transmission communicated - that she discovered some mysterious data just before she sent her transmission. Your only clue is the name "Project Medusa". You are Ash, leader of the covert paramilitary organization known as X- Squad. Fearing the worst and due to the highly sensitive material within the base, your highly skilled team is assigned to infiltrate the top-secret research facility, rescue the missing scientist, and uncover the mystery behind Project Medusa. Good luck. You're going to need it. ========================= X-SQUAD MEMBER PROFILES ========================= NAME : John G. Conners (ASH) AGE : 26 ORIGIN : Butte, MT HEIGHT : 6'2 2" WEIGHT : 180 lbs X-SQUAD: Team Leader STATUS : Active The consummate soldier, Ash graduated from West Point at the top of his class. When he is on assignment, Ash has zero tolerance for anything remotely unrelated to the job at hand. Having laced in the top of his class in both marksmanship and urban combat simulation, Ash is a formidable soldier. During his final year at West Point, Ash was aggressively recruited by Col. James Clifford to join his special ops unit. Ash joined Clifford's team for the experience and prestige. Under Col. Clifford, Ash earned a reputation for being hyper-focused and merciless in combat. Col. Clifford became Ash's mentor, father-figure, and friend. After a highly-successful stint in Clifford's regime, Ash felt the need to break away from his mentor's shadow and make his own mark in the world. Ash left the group and formed X-Squad. NAME : MAYA Estevez AGE : 24 ORIGIN : Los Angeles, CA HEIGHT : 5' 5" WEIGHT : 115 lbs X-SQUAD: Intelligence Gathering, Computer Scientist STATUS : Active Loyal, tireless, and brave. Maya is a typical overachiever from an a- typical background. Having grown up in the neighborhood of East L.A., Maya had to work even harder than her teammates to rise to the top. Maya excelled early in both athletics and mathematics. In college she was ROTC champion in archery, fencing, and marksmanship. By her Junior year, she had already designed and built three computers and a guidance system, which she donated to the military (at the suggestion of her C.O.). After college Maya enrolled in the Marines. During her four-year stint in the Marines, Maya earned the most combat decorations of any woman to have ever served in the Corps. She created the TAS hardware that has helped intelligence gathering in remote areas. NAME : JUDD Johnson AGE : 28 ORIGIN : Atlanta Georgia HEIGHT : 6' 8" WEIGHT : 260lbs X-SQUAD: Reconnaissance, Heavy Firearms STATUS : Active Judd Johnson graduated from Penn State University where he was an all- American linebacker. Judd astonished everybody when he announced that he wasn't going to pursue a career in the Pros but would instead join the navy. Judd started his military career in the navy as a cook. His ability to handle big guns and suspect vessels in the shipping lanes soon earned him a reputation among his peers. During an evening on shore break in Tijuana, a buddy bet Judd a dollar that he could not make the Navy SEALS. An uninhibited Judd accepted. Judd's Navy buddy was a dollar poorer as Judd finished SEAL training at the top of his class. Judd's real talent is in reconnaissance. He has an almost instinctive ability to both locate and survey targets. Not a negotiator, his way is to make things head on. NAME : MELINDA Swanson AGE : 26 ORIGIN : Los Angeles, CA HEIGHT : 5' 8" WEIGHT : 125 lbs X-SQUAD: Surveillance, Marksmanship STATUS : Active Melinda makes her own rules and lives by them. She was born into a wealthy family but did not accept the status quo. She refused to let her parents pay for her education and put herself through school by working as many as three side-jobs at a time. After college, Melinda had a tour of duty in Tibet with the Peace Corps. While in Tibet, Melinda studied Gong Fu (Chinese Boxing) under an elderly Shao Lin monk. She attributes her ability to concentrate on her target when she has a sniper rifle in hand to her pious teacher. Nimble and strong, Melinda left the corps after she witnessed the genocide of an entire village. Paralyzed by fear, she was unable to prevent this travesty. Vowing to prevent violent incidents like the one she witnessed, Melinda joined the CIA to hone her insurgency skills. Four years later, she was their top female operative. No longer content with doing other people's dirty work, Melinda exited the Agency to join X-Squad. NAME : Colonel James Clifford AGE : 42 ORIGIN : Lansing, MI HEIGHT : 6' 2" WEIGHT : 190lbs Commanding, decisive, and self-righteous, Colonel James Clifford built a long and spectacular military career around orchestrating small-scale surgical military strikes. A life-long soldier, Clifford's commitment to improving his troops is intense. He has an explosive temper and little tolerance for incompetence. Impressed by a young West Point graduate's brashness and ability to perform under pressure, Clifford took Ash under his wing. Although they no longer maintain a student-teacher relationship, Ash an Clifford view each other with a sense of mutual respect. NAME : Dr. Bianca Noble AGE : 31 ORIGIN : Hampshire, UK HEIGHT : 5' 7" WEIGHT : 120 lbs A reowned computer scientist, Dr. Noble accepted contract work at this remote research facility. She disappeared from the public eye soon thereafter. Dr. Noble can be introverted and consumed by work. As a young scientist, Dr. Noble was obsessed by work. She pursued science for the sake of knowledge until the ground-breaking research got her in trouble with the government and military. Because of the government censorship, she now has to work for the military. The military pays well, but she longs for free research once again. However, she is wary of expressing her wishes to the top Brass. She knows too much to ever do free research again. ======= WEAPONS ======= Michaels 45 Handgun Firing Range: Close Auto Targeting Range: Close Points: - Weight: 100 This gun is essential to any operative. It is light, efficient and reliable. Although not the most powerful weapon in your arsenal, the .45 caliber bullets used by the Michaels 45 are coated with Kevlar and are able to penetrate body armor at close range. Throughout your mission you have an unlimited supply of Michaels 45 ammunition. Michaels 9mmS Handgun Firing Range: Close Auto Target Range: Close Points: 100 Weight: 100 Equipped with a silencer, the Michaels 9mmS is the ideal weapon for stealth attacks. Its sub-sonic ammunition is designed to be silent and deadly. Taylor M82 Handgun Firing Range: Close Auto Target Range: Close Points: 200 Weight: 150 The Taylor M82 is a fine gun in its own right. It is far more powerful than other guns in its size and weight category. The M82 delivers a burst of three bullets at one time, increasing its man stopping capabilities. Its high velocity ammunition is capable of piercing most types of bulletproofing. the firearm is best suited for skirmishes at close range. GMS 10mmSA Machine Gun Firing Range: Medium Auto Target Range: Medium Points: 200 Weight: 150 The GMS 10mmSA is the predominant machine gun of the 21st Century. It is a highly effective weapon in the field and urban combat situations. It is neither the most powerful nor most accurate weapon in your arsenal, but it is most effective in helping you out of jam. Dutch .308 Gattling Gun Firing Range: Long Auto Target Range: Long Points: 400 Weight: 250 The Dutch .308 is a multi-barrel machine gun, which uses an electric motor to rotate the weapon chamber. Its weak point is that it will take a few seconds to get the rotation to firing velocity, but once it starts firing, few can survive long in its path. It uses a .308 jacketless bullet, which is highly effective against armor. AR-556 Assault Rifle Assault Rifle Firing Range: Medium Auto Target Range: Medium Points: 600 Weight: 150 The AR-556 is the standard issue assault rifle for most combat operatives. the large ammunition clip holds 100 5.56mm rounds, which is enough firepower to take down a squad of enemy soldiers. Upon impact, the AR- 556 ammunition shells explode in a burst of flames. The AR-556 is best used when facing numerous enemies. HP-22 Sniper Rifle Sniper Rifle Firing Range: Long Auto Target Range: None Points: 300 Weight: 150 The HP-22 is a common sniper rifle used by many military organizations. Equipped with a Magna-lock scope and silencer system, the HP-22 is capable of quietly neutralizing enemies from afar. Because of its low capacity clip (6 shots) it is recommended that you plan your shots well. HD-460 Sniper Rifle Sniper Rifle Firing Range: Long Auto Target Range: None Points: 400 Weight: 150 The HD-460 is a powerful sniper rifle designed to take out enemy foot soldiers in a single shot. In addition to a mercury traveling system, its lack of spring recoil mechanism provides for an incredibly accurate shot. BR-11 Sniper Rifle Sniper Rifle Firing Range: Long Auto Target Range: None Points: 600 Weight: 250 Still a prototype, the BR-11 is being tested by X-Squad in the field. The BR-11 s 900 gigawatt laser is capable of penetrating all body armor. Because it is not commercial, the BR-11 is expensive and its ammunition is scarce. Westchester Riot Gun Shotgun Firing Range: Close Auto Target: Close Points: 300 Weight: 150 The Westchester Riot Gun is a standard military-issued combat shotgun used for close-range combat. The ammunition is composed of 18 pellets that disperse widely over a short range. The Westchester Riot packs enough power to knock down a lightly armored enemy soldier. Burgess DB90 Shotgun Shotgun Firing Range: Close Auto Target Range: Close Points: 400 Weight: 150 The Burgess DB90 shotgun is the first mass produced "Sawed-Off" shotgun to hit the global market. It is an extremely effective firearm and is best used when fired at close range to clear a room full of undesirables. PV-9 Mongoose Shotgun Shotgun Firing Range: Medium Auto Target Range: Medium Points: 600 Weight: 200 The PV-9 Mongoose is the "Big Daddy" of all shotguns. Similar in design and function to the Westchester Riot Gun, the PV-9 carries more shells and is effective at greater distances. Thompson RFG (Rocket Launcher) Rocket Launcher Firing Range: Long Auto Target Range: Long Points: 600 Weight: 300 The Thompson RFG is the most common rocket launcher used for combat today. It is not the most accurate of weapons available to you, but it is a reliable tool when facing the opposition. the Thompson RFG is most effective when fired at medium distances. Matthews MM22 (Missile Launcher) Missile Launcher Firing Range: Long Auto Target Range: Long Points: 800 Weight: 350 The Matthews MM22 is a remarkable improvement over the more common RPG. It is more powerful and more accurate than its smaller cousin. the weapon is not to be discharged recklessly as its blast radius can easily take out many soldiers. Its projectile missiles directly target what's in its sites. Because the sheer size of its ammo, reloading the MM22 is time consuming. M-37 Grenade Launcher Grenade Launcher Firing Range: Close Auto Target Range: None Points: 600 Weight: 200 The M-37 is properly fired at an approximately thirty-degree arc. This weapon is best used to reach enemies hiding behind barricades and/or walls. The grenades themselves are standard-issue 40mm grenades, thus a delayed explosion should be expected unless a direct hit is achieved. Spectra Flamethrower Flame Thrower Firing Range: Close Auto Target Range: Close Points: 800 Weight: 200 The Spectra Flamethrower is a powerful short-range weapon. It quickly burns through ammunition and it is not particularly effective against armored opponents. The flamethrower is most effective when spray is directed at small groups of enemy soldiers and automated sentry guns. Aurora Ion Cannon Ion Cannon Firing Range: Medium Auto Target Range: Medium Points: 1000 Weight: 250 Developed by famed Japanese Physicist Kuro Akahori, the Aurora Ion Cannon generates a concentrated stream of artificial lightning by using electromagnets to accelerate energy particles to the speed of light. Because it discharges electricity, the ion cannons discharge behaves in an erratic fashion. ========= EQUIPMENT ========= Michaels 9MMS Ammo (9mmS) Points: 10 This sub-sonic ammunition is specifically designed to work with the Michaels 9mmS semiautomatic pistol. Taylor M82 Ammo (M82 Ammo) Points: 15 The M82 ammunition is a caseless bullet. It has moderate armor-piercing capabilities. GMS 10mmSA Ammo (10mmSA) Points: 10 These 10mm armor-piercing bullets are designed to discharge in a tight spread pattern Dutch .308 Ammo (.308 Cal) Points: 100 The .308 is a high velocity slug that when fired from the Dutch .308 is capable of penetrating light vehicular armor. AR-556 Ammo (5.56mm) Points: 50 This hollow tipped bullet is designed to explode in a burst of flames upon impact. HP-22 Ammo (.22 Long) Points: 10 .22 Caliber rim-fire is designed to maintain its trajectory over long distances. HD-450 Ammo (.450 Magnum) Points: 15 High-caliber ammunition designed to be extremely accurate and devastating at long range. BR-11 Ammo (Laser Sniper Ammo) Points: 50 This high density Beryllium battery is capable of delivering 6 shots to the BR-11. Westchester Riot Ammo (Riot Gun Ammo) Points: 10 Standard 12 gauge shells for the Westchester Riot Gun. Burgess DB90 Ammo (10 Gauge) Points: 15 10 gauge shotgun shells for the Burgess DB90. This ammunition contains more shot than standard 12 gauge shells. PV-9 Mongoose Ammo (PV-9 Shells) Points: 40 Fragmentation ammunition for the PV-9 Mongoose Shotgun. Extremely devastating at close range. RFG Launcher Ammo (RFG Rocket) Points: 50 A highly explosive rocket with a concentrated blast radius. Especially useful against enemy foot soldiers and lightly armored vehicles. Matthews MM22 Ammo (MM22 Missile) Points: 80 A very accurate missile equipped with a fragmentation warhead. Because of its sheer power, use the ammunition with extreme care. M-37 Grenade Launcher Ammo (M-37 Grenade) Points: 40 Standard 40mm grenade delivered via a clip-loaded launcher. These grenades use a time-delayed fuse unless they make a direct hit on the target. Spectra Flamethrower Ammo (Fuel Canister) Points: 30 A small capacity kerosene canister that burns quickly but effectively. Aurora Ion Cannon Ammo (Ion Cartridge) Points: 400 This cartridge recharges the Aurora's Ion acceleration chamber. This ammunition is extremely rare and is very expensive. Force Shield/Level 1 (HR-md3) Points: 150 Weight: 5 Produces a low-grade energy field that protects the user from physical damage. Force Shield/Level 2 (MF-dic) Points: 300 Weight: 5 Produces a medium-grade energy field that protects the user from physical damage. Force Shield/Level 3 (AO-hrE-Pack) Points: 1000 Weight: 5 Produces a high-grade energy field that protects the user from physical damage. Sensor/Level 1 (Motion Sensor DD1) Points: 500 Weight: 3 The motion sensor reveals the physical location of enemy soldiers in the visible area. A faint triangle appears above enemy soldier to reveal their positions. Sensor/Level 2 (Adam G1b) Points: 800 Weight: 3 The Heat sensor is able to provide greater detail to the physical location of enemy soldiers. A green triangle appears above the enemy soldiers to reveal their positions. Sensor/Level 3 (Sirius P) Points: 1000 Weight: 3 The Kinetic sensor is able to detect the hostile readiness of enemy soldiers. The light turns green above the enemy soldier indicating he's unprepared to return fire. When it turns red, the enemy soldier is ready to engage in combat. Health Restoring Tablet (Med Kit) Points: 50 The tablets are ingested and provide immediate rejuvenation of wounds and stamina. Energy Pack/Level 1 (E-Pack) Points: 100 Energy pack for force shield. Normal type. Energy Pack/Level 2 (E-Pack Type G) Points: 200 Energy pack for force shield. Recommended for use with level 2 and 3 force shields. Large type. =========== WALKTHROUGH =========== +++++++++++++++++++++++++ LEVEL 1: WASTE DISPOSAL +++++++++++++++++++++++++ OBJECTIVE: INVESTIGATE SITUATION First, run through the door straight ahead. Then open the next door straight ahead. Next, turn right and run down the corridor. It will bend to the left and then to the right. Now push the switch and the door will open. Finally run straight ahead and get on the elevator. Push the switch and it will take you down. When the elevator stops, turn to the right and go through the door. Go into the door straight ahead that is marked with the number 1 on each side but use caution. Next, destroy the two monitor cameras that are surveying the room. There is one on the right and one on the left. Next, push the switch and the electricity fields will release. Pick up the 10mmSA ammo. Exit the room, turn right, and run down the corridor. Be careful because there is a soldier waiting for you when you turn the corner to the left. Peek around and take him out. Next, run ahead and open the door with the number 2 marked on each side. Enter and destroy the two motion cameras, push the switch, and grab the 10mmSA ammo in the right corner of the room. Next, exit the room, turn right and run down the corridor. When you turn the left corner, you will have to take out another soldier. Then enter the doors with the number 3 marked on each side and repeat the process of what you did in the first two rooms. After picking up the 10mmSA ammo, turn right and run and proceed through the door. Next, crouch and destroy the two barrels. Then walk through the crawl space and hop down into the next room. Open the door, and take the elevator downstairs. You will get a message from Maya. Run straight ahead but be careful. When you turn the corner to the left you will have to take out another soldier. Another soldier will be alerted when you take this soldier out so dispose of him also and grab the 10mmSA ammo. Run down to the end of the corridor. It will bend to the left and to the right. Keep going but be careful at the next intersection. You will have to shoot the soldier and the one that comes up the stairs. Pick up the 10mmSA ammo and enter the room on the left. Here, you will find the GMS 10mmSA machine gun! Exit the room, turn left and walk down the stairs. When you walk down the second flight of stairs, dispose of the soldier that is lurking to the left at the bottom. Pick up the 10mmSA ammo and go through the door. Immediately after opening the door, take out the soldier standing in the corridor. Another guard will come from the right. Wait for him to appear and shoot him too. Now run towards the end of the corridor. As it bends to the right, you will have to take out another soldier. there is nothing in the room to the left. Run straight and you will team up with Maya. Now run down the corridor to the right. Open the door and ready to open up a can of you know what. Just remember to equip your new shiny weapon first. Enter the room and open fire. There are three soldiers on the floor you are on and two on the floor above you. After disposing of them, pick up any 10mmSA ammo that is lying around. Now search the room for an elevator and take it upstairs. Next, run straight ahead. Maya will cover you as you flip the switch. Two soldiers will come out and Maya will take care of them. Now, ride the elevator back downstairs. Next run across the room and enter room "B." This room was previously locked. Grab the Med Kit and the E-Pack. Now, take the big elevator in the center of the room downstairs. Don't get too comfortable. When the elevator reaches the bottom floor, you will have to pick off four enemy soldiers. Pick up the 10mmSA ammo and take the corridor to the left of door "C." Pick up the 10mmSA ammo. Maya will instruct you to take the right door and she will take the left and hit them at the same time. Do it. Run through the door and open fire on the two unsuspecting soldiers. Push the switch and backtrack to door "C." Pass through it, for it is the CHECKPOINT. Now run down the corridor and go to the door, open it, and take out the three soldiers that are in this room. One soldier will drop a Med Kit and another will drop an 10mmSA ammo clip. Grab them and proceed through the door. There will be an elevator. Hop aboard and ride it downstairs. Open the door when the elevator stops and open fire upon the two guards. Wait until the door opens on the other side and take out two more soldiers that enter the room. Pick up the 10mmSA ammo and then go through the door. It doesn't matter which way you go but I recommend the left. At the end of the corridor there is a sentry gun to deal with. Use the machine gun to take it out. Next, go through the doors and ride the elevator downstairs. There will be another door to go through when the elevator stops. Go through it and run to the right corridor and take out the soldier along the way. Next, open the door, go through, and turn to the left. Pick off the soldiers that are waiting in the hallway. In the middle of the hallway is and open door on the right. Reload and charge into the room with guns blazing. There are five soldiers to take out and two that will come out of the room in the back to deal with you. After surviving this gun fight, pick up the Med Kit and 10mmSA ammo. Next, enter the back room and pick up the E-Pack. Don't forget to push the switch. Exit and pick off the two soldiers below you. Next, take the stairway to the left downstairs. Go through door "D." Strafe to the left, while facing right and take out the three soldiers. Pick up the 10mmSA ammo and go through the next door. This is the next CHECKPOINT. Go through and get ready to take on the boss. FLAMETHROWER BOSS: The secret to beating this guy is easy. Keep firing at him with your machine gun and keep moving around the parameter (outside) of the room. You want to try to keep him in the center of the room. Occasionally, an enemy soldier will drop down to assist the boss. Just keep firing and moving and you will defeat the flamethrower boss, thus ending the level. ++++++++++++++++ LEVEL 2: SEWER ++++++++++++++++ OBJECTIVE: LOCATE HOSTAGES For battle preparation, I would recommend acquiring the Westchester Riot Gun and ammunition and some E-Packs and/or Med Kits. Now run ahead down the sewer. At the intersection, turn right and blast the soldier by the crate. Next, take out the soldier that emerges downstream to the left. Now keep running ahead and take out the another soldier in the water. Time to get your feet wet. Follow the water path. It will bend right, then left. Emerge from cover and take out the soldier on the left platform and the one that emerges from downstream. Now open the door to the left and take out the unsuspecting soldier. Exit the small room and take the 10mmSA ammo on the way out. Look to the left and take out the soldier in the crawlspace. Pick up the 10mmSA ammo. Follow the water path and take out the soldier downstream. Continue moving ahead. The water way will wind slightly left and slightly right. Maya will covey to you that she will draw their fire. When she does this, run to the right and take out the three soldiers by the door. Quickly turn left, and look up. Blast the soldier on the second floor. Next, run up the stairs and run right. Follow the corridor to the left and take out the soldier at the top of the stairs. Follow the stairs and open the door to the left. Go through and shoot the unsuspecting soldier. Flip the switch and door "A" will now open. However, two soldiers will emerge from the door "A" entrance. Backtrack to the top of the stairs and take out the two soldiers in the corridors. Next, take out the soldier with the RFG and the other one guarding door "A." As you get closer to doorway their will be another soldier to dispose of. Judd will contact you. Run through the doorway and take out the soldier by the waterfall. Next, run to the right and take out the soldier and the two that come out of the room on the right. Pick up the 10mmSA ammo and continue moving downstream. the sewer corridor will bend left into a big area. Take out the three soldiers in this area and grab the Riot Gun Ammo. Next, open the door straight ahead and hop on the elevator. It will take you upstairs. Open the door, walkthrough and you will reach the CHECKPOINT. Walk through the next door and shoot the soldier through the window. This is where you will meet up with your team again. There are two guards to take out upstairs and three to take out downstairs in this big area. After the smoke has cleared, take the stairs to the right downstairs and pick up any 10mmSA ammo lying around. Run straight ahead and flip the switch in the little room. This will release doorlock "B." Exit and head back up the stairs. Goto the doorway "B" and your team will decide what to do next. Run through door "B" and head down the corridor. Maya will be following you. When you get to the end, turn right and fire down on the two soldiers on the floor below you. Continue on the walkway upstairs and it will bend to the left. As you walk Maya says that it is coming from the right. You will have to dispose of three soldiers on the floor you are on and two from the one below you. Now that the path is cleared, run straight ahead. Pick up the .22 Long ammo and take out the soldiers that are shooting at you from below. Next, walk down the stairs to the right. Once on the bottom floor, take the water path to the left. Run straight ahead but be careful. Take cover behind a crate. You will have to fend of two soldiers from the bottom and four soldiers form above. I advise you to take out the soldier on the top with the RFG first. Next, talk the walkway that was to the left. Walk along the corridor. It will bend to the left. When you get to the corridor with the red light on the side, turn left and fire at the soldier down the corridor. Follow the corridor and it will wrap you around into the big room which you've just successfully cleared. Run straight ahead and take the elevator to the left upstairs. pick up the Riot Gun Ammo. Next, from the elevator, take the corridor to the left. Maya will charge ahead and tell you to watch out. Follow her and take at the sentry gun. Next, open the door, go through, and walk along the corridor. It will bend to the left. Run straight ahead and pick up the E-Pack. Make your way through the corridor and pick off an enemy soldier along the way. You will come to a door. open it and ride the elevator upstairs. open the door and pass through the CHECKPOINT. Now follow the corridor and pick off the soldier hiding behind the crate along the way. The door will open and nail the soldier. Next you will have to take out two soldiers on the floor you are on and one on the stairway on your right from above. Pick up the 10mmSA ammo on the ground floor and make your way up the stairs. Open the door to your right and take out the unsuspecting soldiers. Push the switch and door "C" will be unlocked. Exit the room and run through door "C" by running straight ahead. Melinda and Judd will rejoin you. Follow the corridor, it will bend to the right and then another right. Follow Melinda and take the elevator upstairs. When you reach the top, Melinda will check all the rooms on each side. Meanwhile, take out the motion camera at the end of the hallway before proceeding. Run straight ahead into the room, flip the switch for door "D", and take the elevator back downstairs. Now take the doorway to the right and travel in the elevator downstairs. Turn around and take out the soldier on the bottom of the elevator ride. Next, take the path to the right and it will wrap around to two doors. Your team will cover you. Go through and go in with your guns blazing. There are three to four enemies on the bottom floor and two to three enemies lurking on the walkways above you. After taking care of business, pick up the Med Kit on the right on the floor you are on. Next, from the door entrance, look left and hop on the elevator upstairs. Turn right, walk ahead a little bit and pick off the soldier in the little room. Don't forget to pick up the 10mmSA ammo clips along the way. Flip the switch and unlock door "E." Soldiers will begin firing on your team but they should be able to handle it though. Head back down the elevator and go downstairs through door "E." Pick up the E-Pack along the way. Go through the door and follow the water way to the right. At the end, take out the enemy soldier in the archway along the left, climb up, and grab the Riot Gun Ammo. Keep going and you will reach the CHECKPOINT. Follow the water way and get ready to take on the boss of level 2. GRENADE LAUNCHER BOSS: This boss carries heavy artillery. You will be on the bottom floor and he will be roaming the top parameter of this room. Enemy soldiers will occasionally drop down and come to the bosses aid. The secret to defeat this boss is to keep moving and taking cover behind the four pillars. keep firing the Westchester Riot Gun when you get a clear shot. This is usually when he stops to fire his grenade launcher. Also, when he starts firing grenades in your direction, get out of the way. Strafe and fire when he does this. After several rounds of ammunition, he will go down for the count. Thus, this will end level 2. +++++++++++++++++++++++++ LEVEL 3: GUARD STATION +++++++++++++++++++++++++ OBJECTIVE: RESCUE HOSTAGES You start out at the blue cop car. Look left and go that way. Find the stairwell by making a right and running straight ahead. Go down the stairs, and you will find out that the guards know that you are already here. Using your Westchester Riot Gun, take the guards out by the door at close range. They won't know what hit them. Collect the 10mmSA ammo and head into the elevator. It will take you upstairs. Run straight ahead. At the intersection turn right and blast the guard. Pick up the 10mmSA ammo and continue down the corridor. make a left and pass through four doors with blue crosses on them. here the team will split up, and your partner is Maya. Your next move is to turn left and follow the corridor. Go straight ahead, it will bend to the right, then left, the right. You will also go down a flight of stairs. Go down the stairs and you will come to a door. Open the door with caution because there is a guard behind it. Strafe and take him out. When you run through the next door, immediately look to the left and take out the two guards. After defeating the guards, run down the steps. At the intersection, go to the left. When the corridor breaks to the right, get ready to take out the guard at the other end of the corridor. Move down the corridor and take the left path. When it breaks to the right, you get to shoot the guard by the door. Next walk through the door and run across the chasm. Take the elevator down, look to the left, and go through the door. Enter the room and push the switch, opening door "A." Exit the room and drop down into the water. Take the corridor to the left and it will lead you to an elevator. You must get back to your team because they are under fire. Take the elevator upstairs and have your trigger finger ready. When you reach the top, you are going to have to take out three guards. Another one will come running from the right. Take him out also. Go where you just took out the two guards and as you turn the corner, wipe out another guard. Now run ahead until you see a door on your left. open it and take the elevator upstairs. When upstairs, look to the left and follow the corridor. Go through the door and meet back up with your team. Next, take out the guard behind the crate and the guard at the top of the stairs. Collect the Riot Gun ammo and the 10mmSA ammo at the top. Also, take out the guard in the middle of the corridor, He will drop .22 Long ammo. Wait here by the crate and four guard will come rushing out, two on each side. Let them have it! next take out the three guards by looking left at the intersection. Don't forget to pick up the 10mmSA ammo. Next go left and when the corridor breaks right, smash the two waiting guards. Pick up the Riot Gun ammo and go straight ahead. Next, run down the left corridor and take out another guard and grab the 10mmSA ammo. Go ahead then right and blast another guard. Keep going in this direction. When you get to a big open space, get ready to take out a guard to the right and two guard in the far corridor on the left. After taking them out, run ahead to the corridor on the left. You will have to take out another guard. Next go through the shattered window and take the corridor to the left. It will bend to the left, then to the right. As it bends right, take out the two guards and continue going the path of where you just shot the guard. As it bends to the left, you will have to fend off another two guards. Now, backtrack to where the window was shattered a couple of moments ago because this floor is clear. From there, go straight and you will see a yellow door. To the left is the way in and the CHECKPOINT. Pause a second and run like the wind towards the light blue door. Start firing away because there will be about eight guards trying to take you out from above. After you take them all out, ride the elevator upstairs. Here, your team will split up again. Pick up the 10mmSA ammo and the M-37 Grenade ammo and pick off the guard down the corridor. Go where you just shot him and follow the corridor, it bends to the right then to the left. Take out two more guards and continue. There will be another guard and a n elevator that goes up. on the third floor, you can see the blue cross door. Pick up the .22 Long ammo and go back the way you cam. When you see the red carpet ahead, take the corridor to the left and take out another guard. Next, go ahead and take the path to the right, where the double doors with blue crosses are. Open the second door on the right and blast the two dopey guards. Take their 10mmSA ammo and blast the guards waiting in the office cubicles on the right. There will be four guards to dispose of. Next run into the cubicle area, turn right and fire away at the two guards. Pick up the Riot Gun ammo and hit the switch. This Unlocks door "B" which contains two E-Packs. Next, open the double door on the right and blast the two sleeping guards inside. They will both drop 10mmSA ammo. Exit, and run to the right and it will bend to the left. Take out the guard in the distance. Continue running towards the yellow tiles and a guard will jump out from the left. Run straight ahead and you will have to take out another guard by the office area. Pick up the 10mmSA ammo and shoot the sniper on the third floor above you. Now backtrack to the yellow tiled floor and take the elevator upstairs. Turn around and take out the guard across the way. Next, turn to the right, follow the tiles and open the door. Here is the CHECKPOINT. Remember where this place is at. I leave it up to you and advice you to explore the third floor which is the floor you are currently on. If you decide to explore this floor a little bit, you will be able to easily find the two E-Packs from door "B" and get to shoot a couple of guards along the way. However, it is not necessary though to complete this level. From the CHECKPOINT, go straight ahead and the corridor will bend to the right and to the left. AS it does, you will have to take out two more guards. Continue and take out the third guard on the left, hiding back the couch. Pick up the 10mmSA ammo, go through the door and take out the guard in the corridor. Run ahead and take out the guard in the right corridor when it intersects. Go into the small room straight ahead and open the door. Hit the switch and door lock "C" will open. Go back to where you just shot the guard and the corridor will bend to the left and another left. There will be a door straight ahead and one on the right. open the door straight ahead and open fire on the four guards inside. Collect the .22 Long ammo and the 10mmSA ammo and push the switch. This unlocks door "F." now exit the room and take the door to the right, follow the corridor, and go through door "C." Your team will unite again. Now go hit the switch on the left and the doors will release upstairs. Now, go through door "F" and take the elevator upstairs. As you reach the top floor, the door behind the elevator is the way to go. Open the door and blast the guards that are blocking the way. Pick up the assorted ammo in the middle and get to the right side of the room, underneath, so you don't get hit by grenades being shot from above. Run along the side and take the elevator up and immediately turn around. As the elevator reaches the top floor, you can take out the two guards with the grenade launchers. There is one each side. Pick up the M-37 Grenade Launcher ammo and run across the cell block all the way to the other side on the right. As you walk through, three guards will attack from the left. Defeat them and pick up the Riot gun ammo. Follow the corridor and run all the way across the cell block to the next elevator. This one will take you down to the second floor. Next run all the way across on the right and pass through the door and take the elevator up to the top floor. Take out the guards on the other end. This is your next destination. When you get there, take the elevator all the long way up without the joy of elevator music! Next, run all the way down the gothic like corridor and pass through the next CHECKPOINT. Equip your GMS 10mmSA, open the door, and get ready for a huge gun battle. GUARD BATTALION BATTLE: Probably the longest boss battle in the game. open the door and run straight ahead with your machine gun blazing. Take out the three guards and the two sentry guns. more guards drop down to take their place about three times. Crouch behind the barricades and start taking out the guards on the left side. Next, clear out the other area, taking out the sentry gun from across the room first. Finally, shoot anything that moves in a blue uniform. When there isn't anymore guards or sentry guns left, a door will open by the front entrance. Go through it, open the other door and release the hostages who are Dr. Noble, and Col. Clifford. Relax for now. You have defeated level three and probably desperately need some E-Packs and some ammo for the next level. +++++++++++++++++++++++++++++ LEVEL 4: ABANDONED TRAMWAY +++++++++++++++++++++++++++++ OBJECTIVE: ESCORT DR. NOBLE TO LABORATORY Before starting level four, it would be a good idea to pick up a Motion Sensor OD1. This will help you to see where the enemies are lurking better. Otherwise, pick up some first aid essentials and ammo as needed. Now go through the turn styles (North Entrance) and follow it to the right. Next, go down two flights of stairs and head to the right. It will bend to the left. When it bends again to the left, hide behind the crates and take out the guard in the hallway. Walk straight and take out the two guards at the top of the stairs. This will alert two guards to the left so turn left and take them out. Now that the area is clear, collect the 10mmSA ammo from the top of the stairs and run back down the stairs and make a right. Pick up another 10mmSA ammo clip and continue running as the path bends to the left and head down the stairs to the right. At the bottom of the stairs, look left and blast the two guards. Now run straight and head through the Elevator Hall entrance. Now run to the right at the intersection and your team will split up. You will be teamed with Maya. Next, look to the left and enter the Do Not Enter door. Go through and open fire on the six guards in this room. Pick up the abundant 10mmSA ammo and take out the two guards that approach from down the corridor. Now run straight ahead where the two guards just where and a wall will explode from the right. Go in and take this guard out quickly because he has a rocket with your name on it. After taking him out, pick up the two E-Packs and the RFG Rocket. Open the door and follow the corridor to the right. You will go down two flights of stairs. When the corridor finally bends to the left with the barrel in the middle, take out the guard to the left. Next go straight ahead and look right. Fire at the guard and take his 10mmSA ammo. Now, wait a second or two and the doors will fly open. Tag the two or three guards that run out. Next, go into the room through the door and take out the three guards inside. Next, pick up the two Med Kits that are in the middle and any 10mmSA ammo or Riot Gun ammo that was dropped. Finally, hit the switch in the far right corner of this room. This will unlock door "A." Next, exit the room and follow the corridor to the right. Head up the stairs and meet back up with your teammates. Gather them into the elevator through door "A" and it will take you downstairs. Next, run straight ahead and run down two more flights of stairs. Next, look left and take out the two guards. The wall will explode in front of you. Take out this RFG menace and then take out the two guards down the far corridor. Next, run into the room where the RFG Launcher soldier was and flip the switch which will open door "B." Also pick up the RFG Rocket and the 10mmSA ammo. Follow the corridor and go through the door that the switch just opened. You will be reunited again with your team again and this is the CHECKPOINT. Take a breath for a second and then look to the left and take out an army of about seven guards on the same level you are on. Pick up the 10mmSA ammo clips and take out the guard with the RFG Launcher at the subway entrance. After disposing of him, pick up the RFG Rocket and jump down on the tracks below. Follow the tracks uphill. When you reach the top, pick off the three guards straight ahead and the one to the right. Pick up the 10mmSA ammo and the RFG Rocket. Now the path will split. Take the path to the right and take out the three approaching guards. Next, follow the tracks downhill and take out the guard below. Continue downhill and pick up the 10mmSA ammo along the way. When you see the step to the right, head up them but be careful. There is a guard to the right with a Flamethrower and two guards straight ahead. Take them out and pick up the Fuel Canister and the 10mmSA ammo. Follow the path as it winds to the right and take out the small army of guards. When the smoke clears, march ahead and pick up the .22 Long ammo and the 10mmSA ammo. Be Careful because there will be two more guards to take out. One of these guards will drop and E-Pack. Now enter the Do Not Enter door on the right and head down the stairs. You will be taking Maya with you. Look to the left and go through the Control Room door. Follow the corridor down two flights of steps. Make a right through the hole and then a quick left. Go straight through the Control Room door. Flip the switch and get ready to bop your way back. Now, exit the room and take out the guard in the right room. Take cover in this room and take out the two guards diagonally in the left room. Pick up the Riot Gun ammo and continue going straight ahead. Make a right through the big hole and run up the two flights of stairs. Now you will be reunited with your squad. Next, run through door "C" on the left and go through the door on your right. Here you will find the HD-450 Sniper Rifle and some 450 Magnum ammo! Exit this room and continue to the right where you will reach the CHECKPOINT. Now don't do down the stairs straight ahead just yet. First, follow the corridor to the right and take out the three guards along the way. When you get to the end of the corridor, enter the room to the right with the lockers and take out the guard in the middle with the RFG Launcher first and then the guard on each side. Next, pick up the two Med Kits and head back to the Check Point. Now, follow the corridor to the left and accomplish the same feat. You will be rewarded with another Med Kit, M-37 Grenade ammo, and more 10mmSA ammo. Head back to the Check Point again and go straight down the stairs now. Now you can enter the room from the right or the left. You will have to take out four guards on a platform above you and a sentry gun a each side. Run in with your big guns and start kicking some tail. When you finally dispose of the enemies, run up the stairs to the platform and pick up the M-37 Grenade ammo and hit the switch straight ahead. Immediately look right and blast the guard that comes down on the elevator. Take the elevator upstairs. When you reach the top, open fire on the three awaiting guards. After you defeat them, pick up the 10mmSA ammo. Next, take the elevator to the right upstairs. As the elevator is traveling upstairs, fire at the guards in the elevator across the way. When the elevator comes to a complete stop, strafe to the right and look to the left. Take out the five guards on the above platform. Now, run up the steps and grab the 10mmSA ammo and the M-37 Grenade ammo. Next, take the steps to the left and go through the CHECKPOINT. Get ready to battle the bosses of this level. (GOLD) SUPER ARMY OF FIVE BATTLE: Equip your machine gun (GMS 10mmSA) and run straight ahead to the pillar. Pump some lead into the gunner in the left hand side. When he keels over, run backwards into the back left corner and you will drop down to the lower platform. Plug away at the Flamethrower guard until he is no more. Make sure that you are tucked in that corner. Next, fire at the sniper on the upper platform and he shouldn't be able to put a scratch on you. After you defeat him, equip your shotgun (Westchester Riot Gun). Climb up and look to the right. This guard is your next target and he is down the |
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