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Alien Syndrome

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Table of Contents
I. The Game
II. Characters
III. Controls
IV. Soldier Specialty
V. Stats
VI. Skills
VII. SCARAB
VIII. Combat
IX. Items
X. Walkthrough
01. Aboard the Kronos
02. Recon Aboard the Kronos.
03. The Bridge
04. Into the Kronos’s Engine
05. Strong Sense of Duty
06. Deadly Recreation
07. Unexpected Circumstances
08. Retribution
09. Extermination
10. Escape
11. The Corrupt King
12. AWOL
XI. Aliens
01. Aboard the Kronos
02. Recon Aboard the Kronos.
03. The Bridge
04. Into the Kronos’s Engine
05. Strong Sense of Duty
06. Deadly Recreation
07. Unexpected Circumstances
08. Retribution
09. Extermination
10. Escape
11. The Corrupt King
12. AWOL
XII. About the Author
XIII. Help
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I. The Game
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Thousands of years from now, humankind is driven by an insatiable thirst for
knowledge and a strong will to explore the farthest corners of the galaxy.

Earthling explorers armed with the ability to terraform entire planets and make
the habitable will prepare these frontiers for human colonization.

At one such remote frontier sits the Seti-Alpha 5 Terraforming Station (SAT5),
a facility preparing its assigned planet for human habitation.

Its has been some time since the last interstellar communications were received
from SAT5 and the top brass at Earth Command are concerned.

The CICEC (Commander in Chief, Earth Command) has decided to send the Starship
USS Logos to investigate.

YOU ARE PART OF THIS MISSION.

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II. Characters
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Lieutenant Aileen Harding (YOU):
A 21-year-old Lieutenant in the Earth Command, standing 5’6” with
shoulder length brown hair and green eyes, Lt. Harding has a lean, athletic
build and possesses great agility and strength. Orphaned at an early age,
Aileen was raised by her uncle, Captain Trevor James. After spending most of
her early childhood living on various military bases, Aileen enrolled in the
prestigious Earth Command Space Academy at 13. She easily out classed those
several years her senior with her combat proficiency and graduated with top
honors at the age of 16. Assigned to the Starship Kardis as her first post,
Ensign Aileen Harding served with distinction and rose quickly through the
ranks, becoming the youngest Lieutenant in Earth Command history at the age
of 19.

Tom Tobin (your fiancée)
Tom Tobin is an atmospheric engineer who has lived aboard terraforming
stations most of his adult life. On a recent furlough, Tom met a young woman
and the experience changed him forever. On shore leave for six months while
the Starship Kardis was overhauled for repairs, the young engineer met and fell
in love with Aileen Harding; a six- month whirlwind romance led to a marriage
proposal from Tom. They agreed that when Tom returned from the SAT5 Project in
three years they would be married. During the following two years of separation
Aileen and Tom were in constant communication and their close bond grew even
stronger.

Captain Trevor James
The Captain of the Starships Logos is a dependable and honorable career
military man. Known to be friendly and considerate, he nevertheless runs a
tight and disciplined ship. Captain James loves Aileen as a daughter and has
taken great care to raise her into a loving and compassionate human being.
Though strict with others under his command, he never has been able to
completely impose his will on Aileen.

Commander Iris Hayes
In charge of the bridge crew as well as the day-today affairs of the
Logos, Commander Hayes is a highly organized and diligent professional. She has
served Captain James and the crew of the Logos well during her tenure and is
renowned for always keeping the ship running in tip-top shape.

The Alien Syndrome
The Alien Syndrome is a menace whose very touch can mutate man and
machine alike into unspeakable alien horrors. Some one hundred years ago, a
scouting party of the alien syndrome encountered Earth Command forces. Only
through the brave efforts of two Earth Command Soldiers, Trooper Ricky and
Trooper Mary, were the Earth forces able to repel the attack of the Alien
Syndrome. These events are chronicled in the original Alien Syndrome.
Nobody could predict when the aliens would strike again, but when they
did Earth Command would be ready. They knew that at some disputed barricade on
the frontier of freedom, the time would come to join the battle. That time is
now. The Alien Syndrome has returned.

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III. Controls
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Scheme 1
Cross - Attack/Strafe*
Circle - Attack/Strafe*
Square - Use/Pick up items/open doors/and everything else
Triangle - Hold down to move camera
Directional Pad up - minimap zoom
Directional Pad left - health pack
Directional Pad right - recharge pack
Directional Pad down - melee/range swap
L button - Shield
R button - Health pack
Start Button - Pause/Settings
Select Button – Stats/Inventory Screens

Scheme 2
Cross - Attack
Circle - Attack
Square - Use/Pick up items/open doors/and everything else
Triangle - Hold down to move camera
Directional Pad up - minimap zoom
Directional Pad left - health pack
Directional Pad right - recharge pack
Directional Pad down - melee/range swap
L button - Shield
R button - Strafe*
Start Button - Pause/Settings
Select Button - Stats/Inventory Screens

*To strafe you must hold down the corresponding button

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IV. Soldier Specialty
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These are the five choices of starting weapons at the beginning of the game,
but they do not limit you to just those weapons or skills. Any specialty may
use any skill, for example: the Demolitions Expert starts with Ranged:
Explosive skill but may add points to the Melee skill. The only real question
you must ask yourself is, what is your play style? If your an up close and
personal person pick the Tank, if you like to lots of damage and have high
resistance then the Seal is for you.

All Specialties start with 2 health pack and 2 recharge packs.

Demolitions Expert
Skilled in the use of explosives. Starts with the Bomb Launcher MK 1, Ravager
MK 1 and 200 explosive ammo.

Stats:
Strength - 10
Dexterity - 5
Accuracy - 10
Endurance - 5
Skills:
Ranged: Explosive - 2
Ranged: Projectile - 1
Armor Aptitude - 1
Melee Aptitude - 1

Firebug
Expert at using flame weapons. Starts with Flamethrower MK 1, Ravager MK 1 and
200 flame ammo.

Stats:
Strength - 5
Dexterity - 5
Accuracy - 10
Endurance - 10
Skills:
Ranged: Flame - 2
Resist: Fire - 1*
Armor Aptitude - 1
Melee Aptitude - 1

Seal
The Seal is a survival expert. Starts with the Laser Rifle MK 1.

Stats:
Strength - 5
Dexterity - 5
Accuracy - 5
Endurance - 15
Skills:
Ranged: Energy - 1
Resist: Fire - 1
Resist: Infection - 1
Resist: Radiation - 1
Resist: Electricity - 1
Armor Aptitude - 1

Tank
Deadly in close combat using melee weapons. Starts with Ravager MK 1.

Stats:
Strength - 15
Dexterity - 5
Accuracy - 5
Endurance - 5
Skills:
Melee Aptitude - 2
Armor Aptitude - 1
Rapid Strike - 2

Sharpshooter
Master of Projectile weapons. Starts with Gauss Rifle MK 1, Ravager MK 1 and
200 projectile ammo.

Stats:
Strength - 5
Dexterity - 5
Accuracy - 15
Endurance - 5
Skills:
Ranged: Projectile - 1
Combat Mastery - 1
Swiftness - 1
Armor Aptitude - 1
Melee Aptitude - 1

*The game book says 2 points in fire resist, but game says 1.

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V. Stats (done using trends):
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min 5 max 200
Strength
Represents your physical strength and vigor.
Sub Stat:Weight +2 per lvl
How much you can carry
Sub Stat:Melee Bonus 0-1 every lvl and every other +1-0
Default melee damage rating

Dexterity
Represents your agility.
Sub Stat:Melee Rate +0.5% per lvl
Melee attack speed.
Sub Stat:Speed +1% per lvl
Movement Speed.

Accuracy
Represents your ability to evaluate a target and land an accurate and deadly
hit.
Sub Stat:Crit. Chance +0.5% per lvl
Chance to do a critical hit with both ranged and melee
Sub Stat:Crit. Multiplier +1% per lvl
Critical hit damage multiplier. only for ranged, melee is always 150%

Endurance
Represents your health and physical constitution
Sub Stat:Health +5 per lvl
Base Health.
Sub Stat:Resist +0.5% per lvl
Base Resistance.

Other Stats:
Damage Reduction
Armor Value
Energy
Battery Charge for energy weapons and shield
Energy Recharge
How fast the battery recharges at.
Shield Damage Absorption Ratio (called Shield)
How much damage the shield can absorb before it runs out.

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VI. Skills (done using trends and slight guess work, read above for reason):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Armor Aptitude(Note special armors not mentioned)
level 1 - Hermes unlocked
level 2 - Triton unlocked
level 3 - Magini unlocked
level 4 - Tyrant unlocked
level 5 - All Armor Types unlocked
Melee Aptitude
level 1 - Devastator unlocked
level 2 - Eviscerator and Disemboweler unlocked
level 3 - Annihilator and Mutilator unlocked
level 4 - Exsanguinator unlocked
level 5 - All Melee weapons unlocked
Ranged: Energy
level 1 - Laser Rifle unlocked and Damage +25%
level 2 - Sonic Blast unlocked and Damage +25%
level 3 - Reflect Laser unlocked and Damage +25%
level 4 - Damage +25%
level 5 - Dispersion Laser unlocked and Damage +25%
Ranged: Flame
level 1 - Flame Thrower unlocked and Damage +25%
level 2 - Firebolt unlocked and Damage +25%
level 3 - Fragmentation Fireball unlocked and Damage +25%
level 4 - Damage +25%
level 5 - Flame Geyser unlocked and Damage +25%
Ranged: Explosive
level 1 - Bomb Launcher unlocked and Damage +25%
level 2 - Mine Layer unlocked and Damage +25%
level 3 - Missile Launcher unlocked and Damage +25%
level 4 - Damage +25%
level 5 - Quantum Ripper unlocked and Damage +25%
Ranged: Projectile
level 1 - Gauss Rifle unlocked and Damage +25%
level 2 - Blast Cannon unlocked and Damage +25%
level 3 - Chaingun unlocked and Damage +25%
level 4 - Damage +25%
level 5 - Nanobot Swarm unlocked and Damage +25%
Combat Mastery – Crit. chance +5% per lvl
Swiftness - Movement speed +0.25 per lvl
Dominating Strikes - Melee damage +10% per lvl
Rapid Strike - Melee attack speed +0.1 per second per lvl
Resist: Fire - resistance +5% per lvl
Resist: Infection - resistance +5% per lvl
Resist: Radiation - resistance +5% per lvl
Resist: Electricity - resistance +5% per lvl
Bio Regen - rate +1 per lvl
Enhanced Recharge - rate +1 per lvl
Pack Rat - Weight allowance +25 per lvl
Bio Regen Field - heals other players +1 per second per lvl
Recharge Field - other player's energy +1 per second per lvl

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VII. SCARAB
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The best little, floating store in the whole galaxy. Plus he can shoot and
heal you. The Sentient Combat and Recycling Assembly Bot is by far the best
shop/companion for any PSP game I have play to date. The SCARAB has the ability
to remove items you don’t want, and turn them into Resource Points (RP). Using
RP you can have the SCARAB build weapons, armor, ammo, health packs or recharge
packs. To remove an item, in the inventory screen press the Triangle button.
Word of Warning once you recycle an item you can’t get it back unless you find
it again. Every 2 to 3 minutes or when ever you enter a new map the SCARAB gets
new items. The SCARAB has only four upgrades, Attack power(increases the damage
done), Firing Rate(how fast it can fire), Auto-Repair(Heals you), and
Auto-Recharge(Recharges battery). At any given time the SCARAB can have two
upgrades on, meaning you have to decide if you want him to fight or heal or a
mixture of both.

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VIII. Combat
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There are two types of combat, ranged and melee. Melee is the easiest of the
two. In melee all you have to do is run up to the enemy and hack away. In
ranged you use a red line that extends from the direction that your character
is facing to aim. This can get tricky in the heat of battle, but the more you
play the better and fast you get at it. As you kill aliens they will drop
armor, ranged and melee weapons, SCARAB upgrades, neural adapters, ammo, RP,
and health and recharge packs. Each looks different from the other. Armor looks
like a shield. Melee weapons look like a staff. SCARAB upgrades look like green
rectangles with silver on the bottom. Neural adapters look like “helmets”. All
ammo looks like a pyramid. RP looks like a small square. Health packs looks
like a triangle with a red cross in the middle. Recharge packs look like a
blue rectangle.
Melee Weapons:
Regardless of weapon there are two types of attack light attack and
hard attack.
Light attacks are the “X” button.
Hard attacks are the Circle button.
You can do combos by using a combination of “X”s and Circles.
Flame Weapons*:
Flamethrower is an easy to use weapon. Just hold down the attack button
and strafe away from the alien. Uses 1 flame ammo.
Firebolt shoots out a fireball that explodes causing splash damage.
Uses 2 flame ammo
Fragmentation Fireball** shoots out a fireball that explodes into
smaller fireballs. Uses 4 flame ammo.
Flame Geyser shoot out three small grenade like objects, which engulf
the alien doing massive damage, it’s ineffective at close range.
Uses 8 flame ammo.
Energy Weapons:
Laser Rifle is very weak, but because it has no ammo you could just hold the
fire button down, if you had a fast recharge.
Sonic Blast more powerful than the Laser Rifle and has the ability to knock
back and stun.
Reflect Laser just like the Laser rifle, but with an added bonus, it can
bounce off walls.
Dispersion Laser shoots out 4 beams in 4 directions.
Projectile Weapons:
Gauss Rifle is automatic it shoots about 3 rounds a second and does
light damage.

Work in Progress
Explosive Weapons:
Work in Progress

Leveling guide(about)
1 200 26 ??? 51 ??? 76 ???
2 520 27 ??? 52 ??? 77 ???
3 930 28 ??? 53 ??? 78 ???
4 1400 29 ??? 54 ??? 79 ???
5 2000 30 ??? 55 ??? 80 ???
6 2500 31 ??? 56 ??? 81 ???
7 3030 32 ??? 57 ??? 82 ???
8 3655 33 ??? 58 ??? 83 ???
9 4330 34 ??? 59 ??? 84 ???
10 5005 35 ??? 60 ??? 85 ???
11 5715 36 ??? 61 ??? 86 ???
12 6450 37 ??? 62 ??? 87 ???
13 7200 38 ??? 63 ??? 88 ???
14 7980 39 ??? 64 ??? 89 ???
15 8720 40 ??? 65 ??? 90 ???
16 9640 41 ??? 66 ??? 91 ???
17 10455 42 ??? 67 ??? 92 ???
18 ??? 43 ??? 68 ??? 93 ???
19 ??? 44 ??? 69 ??? 94 ???
20 ??? 45 ??? 70 ??? 95 ???
21 ??? 46 ??? 71 ??? 96 ???
22 ??? 47 ??? 72 ??? 97 ???
23 ??? 48 ??? 73 ??? 98 ???
24 ??? 49 ??? 74 ??? 99 ???
25 ??? 50 ??? 75 ??? 100 ???
About leveling I have not put any points into dexterity with my Tank, but it’s
at 9. It looks like every 3 levels you get en extra point in a stat you
Specialty uses.

Because any character may use any save game, start a just from the very
beginning that way when you find something good, you can always save your game
and open your item game. Dropped items will still be there when you load a
saved game. Its helpful for when you have too many items, but can’t hold them
because of you low strength and weight max.

*Did you notice how all the flame weapons begin with “F”?
**The book says 3 smaller fireballs, but while playing I have counted up to 5.

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IX. Items and the Names of affects
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Weapons
Energy:
Laser Rifle MK I 1-2
Laser Rifle MK Ia 1-6
Laser Rifle MK II 1-11
Laser Rifle MK IIa 1-15
Laser Rifle MK III 1-20
Laser Rifle MK IIIa 1-24
Laser Rifle MK IV 1-29
Laser Rifle MK IVa 1-33
Laser Rifle MK V
Sonic Blast MK I 23-67
Sonic Blast MK Ia 26-75
Sonic Blast MK II 29-83
Flame:
Flamethrower MK I 1-2
Flamethrower MK Ia 3-5
Flamethrower MK II 6-8
Flamethrower MK IIa 8-11
Flamethrower MK III 11-15
Flamethrower MK IIIa 13-18
Flamethrower MK IV 16-22
Flamethrower MK IVa 18-25
Firebolt MK I 1-62
Firebolt MK Ia 1-69
Fragmentation Fireball MK I 163-487
Projectile:
Gauss Rifle MK I 1-4
Gauss Rifle MK Ia 1-15
Gauss Rifle MK II 1-26
Gauss Rifle MK IIa 1-36
Gauss Rifle MK III 1-48
Blastcannon MK I 103-123
Blastcannon MK Ia 112-142
Blastcannon MK II 121-161
Explosive:
Bomb Launcher MK I 1-9
Bomb Launcher MK Ia 1-30
Bomb Launcher MK IIa 2-74
Bomb Launcher MK III 3-97
Bomb Launcher MK IIIa 3-119
Mine Layer MK I 68-203
Mine Layer MK Ia 76-228
Mine Layer MK IIa 93-278
Melee:
Ravager MKI 1-3
Ravager MKII 1-20
Ravager MKIII 1-37
Ravager MKIV 1-54
Ravager MKV 1-71
Devastator MK I 17-53
Devastator MK II 21-66
Devastator MK III 25-79
Devastator MK IV 29-92
Decapitator MK V 1-494
Unique:
Death Adder (melee) 1-367
Fire/Elec/Rad Dam. +20
Melee Aptitude level 5
Armor(only doing up to five, just follow the trend)
Hermes:
Boots MK I 0-1
Boots MK II 1-1
Boots MK III 1-2
Boots MK IV 2-2
Boots MK V 2-3
Gloves MK I 0-1
Gloves MK II 1-1
Gloves MK III 1-2
Gloves MK IV 2-2
Gloves MK V 2-3
Helmet MK I 1-2
Helmet MK II 2-3
Helmet MK III 3-4
Helmet MK IV 5-6
Helmet MK V 6-7
Chest MK I 1-3
Chest MK II 3-5
Chest MK III 5-7
Chest MK IV 7-9
Chest MK V 9-11
Leggings MK I 1-2
Leggings MK II 2-3
Leggings MK III 3-4
Leggings MK IV 4-5
Leggings MK V 5-6
Triton:
Boots MK I 1-5
Boots MK II 1-6
Boots MK III 1-6
Boots MK IV 1-7
Gloves MK I 1-5
Gloves MK II 1-6
Gloves MK III 1-6
Gloves MK IV 1-7
Gloves MK V 1-7
Helmet MK I 1-13
Helmet MK II 1-17
Helmet MK III 1-21
Helmet MK IV 1-26
Chest MK I 1-18
Chest MK II 1-24
Chest MK III 1-31
Chest MK IV 1-37
Leggings MK I 1-10
Leggings MK II 1-13
Leggings MK III 1-17
Leggings MK IV 1-20
Magni:
Boots MK I 3-9
Gloves MK I 3-9
Chest MK I 9-27
Leggings MK I 5-15

Unique:
S.P.U.D. Boots 2-3
Weight Max +100
Dam. Conv. +37
Armor Aptitude level 1
Protean Batteshroud (Chest) 50-100
Armor Aptitude level 2
Golden Fleece 51-71
Drop Quality 150%
Bio Regen Field +5/s
Armor Aptitude level 5
Protean Grasp (Gloves) 1-8
Rad. Resist -5%
Crit. Hit% +10%
Health +95


Health packs
Lvl
1 20
2 40
3 60
4 80
5 100
6 120
7 140
8 160
9 180
10 200
Recharge packs
Lvl
1 50
2 75
3 100
4 125
5 150
6 175
7 200
8 225
9 250
10 300

Neural Adapters are your biggest help; they add every thing from regen to stats
to shield time. They do stack, but they do weight you down so be careful.

SCARAB Upgrades:
Bio Regen Nanofield MK
1 +1.0/s
2 +1.5/s
3 +2.0/s
4 +2.5/s
5 +3.0/s
6 +3.5/s
7 +4.0/s
8 +4.5/s
9 +5.0/s
10 +6.0/s
Energy Transducer MK
1 +1.0/s
2 +1.5/s
3 +2.0/s
4 +2.5/s
5 +3.0/s
6 +3.5/s
7 +4.0/s
8 +4.5/s
9 +5.0/s
10 +6.0/s
Rapid Fire Chip MK
1 0.93s
2 0.85s
3 ???
4 ???
5 ???
6 0.55s
7 ???
8 ???
9 ???
10 0.33s
Weapon Enhanced MK
1 +5
2 +10
3 +15
4 +20
5 +25
6 +30
7 +35
8 +40
9 +45
10 +50


Find “Unencumbered” armor and neural adapters as soon as possible.

Names: Work in Progress
Adept - +XP Bonus%
Asbestos - +Fire Resist%
Autotargeting - +Critical hit%
Balanced - +Dexterity
Bioleeching - +Damage Conversion
Blunt - -Damage%
Brisk - +Speed%
Burdened - -Speed%
Charmed - +RP Drop%
Chraging - +Energy Regen
Concussive - +Knock Back%
Conducting - -Elec. Resis%
Draining - -Energy Regen
Dull - -Damage%
Efficient - +Shield Time
Empowered - +Recharge Field
Encumbered - -Weight Max
Flammable - -Fire Resist%
Heavy - +Wieght of Object
Immolated - +Fire Retrib.
Imprecise - -Accuracy
Inefficient - -Shield Time
Infected - +Infect. Damage
Infused - +Energy Max
Inhibiting - -Health Max
Inoculated - +Infect. Resist%
Insulated - +Elec. Resist%
Irradiated - +Rad. Retrib.
Leaded - +Rad. Resist%
Lucky - +Drop Quality%
Mechanized - + Strength
Penetrating - +Damage%
Precise - +Accuracy
Protective - +Endurance
Radioactive - +Rad. Damage
Rapid - +Melee Rate%
Reflective - +Damage Reflect%
Rusty - -Strength
Serrated - +Damage%
Shocking - +Elec. damage
Shorted - -Energy max
Static - +Elec. Retrib.
Sustaining - +Bio Regen Field
Ultralight - -Weight of Object
Unassisted - -Crit. Hit%
Unbalanced - -Dexterity
Unencumbered - +Weight max
Vigilant - +Perception

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
X. Walkthrough(I will not write down conversations or out lines of cinematic,
the reason is so that you have to play through the to find out why.)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This walk through will take you through every area on every map because this is
and action RPG. Meaning that you need to kill every thing, find all the boxes
and chests. Period. Some of the steps you can skip, but I will not say which,
you must either, follow my guide or figure out which steps to skip.

Rules:
1. Directions will be used from where you start the map, so north is straight
ahead of you and south is behind you, etc...
2. You can skip some of the steps because of them will take you off the trail
of the main mission.
3. This is a linear game there is only one exit, but the maps are big enough to
hide boxes and chests in. Find them all for items.
4. The best way to defeat minibosses if you ranged is to put on you shield and
just hold down the attack button and back up, if your melee put on you
shield and attack with strong attacks.
5. You can always restart a map if you die or reload a save.
6. The save points are those weird glowing crosses on the ground that when you
step on them they center starts to make circles. These are also the
checkpoints.
7. Your shield is your friend.
8. Brake all boxes you can find.
9. Open all chests you can find.
10. Kill EVERYTHING, that’s an order Lieutenant.


01. Aboard the Kronos: Proceed to the Bridge of the Kronos and download the
Captain’s mission logs.
A. You must exit through the Hanger Bay first.
First time players will want to follow the tutorial.
If not skip down to b.
a. The tutorial.

1. Find the question marks on the minimap and press
square “To interface with the tutorial system.”
b. Run around the hanger bay whacking all of the box to get
health pack, recharge packs, ammo, armor, or weapons.
c. The keycard is in the north end of the room.
B. You must get trough the Warehouse areas first.
a. Exit the room in the southwest corner using the keycard.
b. Checkpoint.
c. Follow the passage west (braking the boxes on the way) till
you come to the “T” intersection.
d. Follow the passage north (killing everything in you path).
e. Head into the western room for some more aliens to kill or.
f. Head into the eastern room.
g. Look at the tutorial question mark to make your chest 1
appear.
h. Kill everything in the room before heading out the door.
i. Head east along the hall (killing all) to find your chest 2.
j. Head back west to the door north of the room you just
exited.
k. Explore the room killing all(that orange circle on your

minimap represents a miniboss, a boss, or a important place
you need to go).
l. Exit the room using the door to the west and the head south
for chest 3,4,5.
m. Head back to the door where the orange circle is.
n. Checkpoint.
o. Here is your first miniboss: Corrupted Machine Pulverizer.
The best way to defeat him (if you ranged) is to just hold down
your attack and back up, if your melee put on you shield and
go all out.
p. Explore the room doing the usual(killin’, brakin’, openin’).
q. Chest 6 is in the far west end of the room.
r. Then head out the south door.
s. Head west.
t. Then south.
u. Checkpoint.
v. Head through the opening to your east and kill the aliens.
w. Open the second locker on the east side.
x. Open the first locker on the west side.
y. Open the fourth locker on the east side.
z. Open the chest 7 and the sixth locker on the east side.
aa. Open chest 8.
bb. Head south then east Open chest 9.
cc. Head back north past the exit killing every thing.
dd. Head to the exit.
02. Recon Aboard the Kronos.
A. Continue to the bridge via the Starboard Laser Cannon section.
a. Hang out near the entrance till no more aliens spawn.
b. Head west till you reach the larger walkway.
c. Head north west onto a smaller walkway.
d. Continue west until you can’t go any farther then head south
e. In the room you will find chests 10 and 11.
f. Head back to the walkways that are parallel and head north.
g. At the “t” intersection head east.
h. Until another “t” then head north.
i. Check point.
j. Head north to those hexagon shaped rooms.
k. The northern most room has chest 12.
l. Head to the east through a door.
m. Then head southwest to a room in the northern part of the
room is chest 13.
n. Then follow the west wall in to the room just north of the
chest for a box leave the room.
o. Follow the west wall north until you can head west.
p. The second room to the south has a box in it.
q. North of the far west room is a chest.
r. Along the north wall is a chest 14.
s. Follow the north wall east to...
t. Checkpoint.
u. Through the door to the north following the path.
v. Then heading east to the second miniboss: Corrupted Machine
Destroyer.
w. In the far east part of the room is chest 15.
x. Head north and then west.
y. Watch out for the gas pipes.
z. Head into the first room for chest 16.
aa. Head north then east until you reach another room.
bb. Head south.
cc. Head east then south.
dd. Then east again.
ee. Open chest 17.
ff. Head back and north.
gg. Checkpoint.
hh. Head east for chest 18.
ii. Head back and north then west.
jj. In the room to the north is chest 19.
kk. Head back to the exit.
03. The Bridge
A. Locate the bridge and download the logs ASAP!
a. Head north.
b. There is a box in the north most part of the hall.
c. Head west through the door.
d. Head north.
e. Then west.
f. Checkpoint.
g. Now head back to “t” intersection.
h. Head west into the center area.
i. Head north, then one room over and head south
j. Head to the next set of rooms and head north
k. Head west then north through the door.
l. Same checkpoint.
m. Head north to the orange circle.
B. Reroute power to the bridge. Proceed to Main Engineering and await
further instructions.
a. Head south, (checkpoint) then west.
b. Head south through two doors, following the path.
c. Head towards the exit.
04. Into the Kronos’s Engine
A. Locate Engineering and reroute power to the bridge.
a. Head south along the path.
b. Follow the path to the dead end and then head to the
southern path.
c. Follow the west path toward another dead end.
d. In the room at this dead end are chests 20, 21, 22, 23, and
24.
e. Head through the north path.
f. Checkpoint.
g. Follow the path
h. Choice time: follow the path forward toward the orange
circle or follow the path southwest. My choice is to clear
the map.
i. 3rd miniboss: Putrid Trashman.
j. Head to the northwest part of the open area to find a door and...
k. Checkpoint.
l. Follow the path.
m. Head into the first cone shaped area (near the entrance is a
hole in the floor with a rail on the eastern side and a pipe
on the western side, yes you can fall into that hole) for
chest 25.
n. 4th miniboss: Defiled Trashman.
o. The second cone shaped area is the same as the first only
without a chest.
p. Following the path west and south you find.
q. Checkpoint.
r. Once more a choice: I headed down the northern path.
s. The outer stations must be used first then the center one.
t. If you clear out the are before you exit you will get more
exp. Or just head to the exit.
05. Strong Sense of Duty
A. Proceed to the source of the life signs. Render aid, if necessary.
a. Heading west will give you exp. and items.
b. Then north and west for the same reason.
c. On the northeastern path is.
d. Checkpoint.
e. 5th Miniboss: Berserker.
f. Head east following the path.
g. Checkpoint.
h. Head to the green triangle it’s an elevator.
i. Follow the path north(the barrels can be broken).
j. Chest 26 is on the eastern wall.
k. In the room to the west is the 6th miniboss:
Vicious Shrieking Schizm It will knock you down.
l. On the western wall is chest 27.
m. In the northern power is.
n. Checkpoint.
o. Head back east and through a door.
p. Head either through the top or bottom halls, but get to the
center hall for chest 28.
q. Now head south then east into the southeastern room has
chest 29.
r. In the northeastern room is.
s. Checkpoint.
06. Deadly Recreation
A. Make your way to the source of the life-signs; render aid if necessary
a. Head through the small doorway to the northeast.
b. Head east, past the southern path.
c. Open the door and head to the southeastern octagon room for
a green(sometimes its there sometimes its not).
d. Keep ending east.
e. Head south for chest 30.
f. Head into the second room for
g. Checkpoint.
h. Head back west to the southern path.
i. Head west following the path
(no you can’t fall through those holes)
j. Head through the small east doorway.
k. Checkpoint.
l. Head to the east pool area and the follow the walkway south
for the keycard for the area where the first checkpoint is.
m. Head back to the first checkpoint.
n. Head north the locked door.
o. In the northern part of this area is chest 31, 32, and 33
p. Head back to the second checkpoint.
q. This next part is difficult not because of aliens, but
because there are turrets that pop up and can do massive
amounts of damage if your not careful, but if you have the
highest armor you can wear then you should be fine.
Remember rule 7.
r. Head south along the path and then west.
s. Your first turret is in the small alcove; it’s that gray and
yellow circle in the ground.
t. Follow the path west.
u. The southern most path will lead to chest 34.
v. The middle path leads nowhere.
w. Now the northern most path will take you out of this little maze.
x. Follow the path west to.
y. Checkpoint.
z. Now head back and follow the stair like hall south to the
dead end hall for chest 35.
aa. Follow whatever path you like south to the hall the runs
west to east.
bb. Now see those squares laying on the ground, don’t touch
them, they go BOOM.
cc. Head east to the.
dd. Checkpoint.
ee. 6th miniboss: Rancid Trashman.
ff. Now head to the exit.
07. Unexpected Circumstances
A. The source of the life signs is on this level. Proceed with caution.
a. Follow the path.
b. When you come to the intersection head south.
c. Keep heading south into the room for chest 36.
d. Head north to the third intersection then head east for
chest 37.
e. Now head east.
f. Checkpoint.
g. Now head to the western wing for chest 38.
h. Head north to the.
i. Checkpoint.
j. Head north.
k. So after you’re done there head north for chest 39.
l. Then head south for the exit.
08. Retribution
A. The bay doors have been sealed. Find a computer console to access
the security system.
a. Head north to the orange circle.
b. Open chest 40
c. Use the computer to open the blast doors.
B. Abandon the Kronos. Proceed to the hanger bay.
a. Head south.
b. Checkpoint.
c. Head to the western wing for chest 41.
d. Then back and south.
e. Checkpoint.
f. Follow the path, then at the intersection head south.
g. Head west for chest 42
h. Back at the second intersection head south again, and the
east.
i. Enter the room for chest 43.
j. Now head west.
k. Keep going.
l. The east wing has chest 44.
m. Head south.
n. Checkpoint.
o. 7th miniboss: Devastator Giant.
p. And there chest 45.
09. Extermination
A. This Deck has been quarantined. Clear the aliens from this deck to
lift the quarantine and continue on to the hanger bay.
a. For those that like to rush through a level, this one can’t
be done like that you need to kill 75 aliens to open the
exit.
b. So head to the first intersection then head east.
c. Follow the path to the first room, chest 46 is here.
d. Now continue north.
e. The room here has chest 47 in it.
f. Now head west.
g. And south and the west again.
h. Follow the path to the room to the west, now.
i. Checkpoint.
j. Now head north.
k. Did I say stop? I don’t think I did.
l. Enter the room on the eastern wall(you should have gone
north at the intersection) for chest 48.
m. Continue along the path to your 8th miniboss:
Corrupted Machine Crusher.
n. Head to the exit or explore and brake all the boxes.
10. Escape(Let me say one thing... I HATE this level.)
A. The Kronos has activated its self-destruct sequence. Proceed through
the waste treatment center to the hanger bay.

a. Only one thing to say RUN. You have 20 minutes to get out
and you’ll spend half that time fighting. Ok get something
to drink, eat, turn off the phone, TV, computer, take care
of anything that might disturb you right now, and if you use
this guide memorize it, because if you mess up you won’t
have any time left to get out. Ready? Good, lets do this.
b. Head east.
c. Then south.
d. As your following the path white smoke will spray out of the
walls and hurt you(Rule 7).
e. When you come to the intersection head west.
f. Checkpoint.
g. To the west is a door I don’t know how to open
(any help here?)
h. Head to the southern path head east and run.
i. At the next intersection head west for chest 49.
j. Now head back and then north.
k. At the next intersection head west.
l. Checkpoint.
m. At the room enter the second one and head to the third one
from there.
n. Here is chest 50.
o. Head south.
p. Chest 51 is in the northeastern part of this room.
q. Chest 52 is in the southwestern part of the room.
r. Chest 53 is in the room just to the southeast of this big
room.
s. Then head to the other room for.
t. Checkpoint.
u. Head south.
v. Then take the first west and then head south.
w. Then take the first west again and then head north for chest
54.
x. Now head back to the main hall the into the big eastern area
y. Head to the northeastern corner for chest 54.
z. Head south
aa. 8th miniboss: Putrescent Scourgecrusher.
bb. Now head to the southeastern room for chest 55 and a switch
cc. Now head west for another switch.
dd. Keep heading west the take the second way north then west
and then north again for the last switch and chest 56.

ee. Exit the level.
11. The Corrupt King
A. Your first Boss. Get ready.
Ok, here’s the one way to kill him. If you’re ranged, do a hit and
run tactic, meaning fire a couple shots and then run in a circle so
the missiles will miss you. If you’re melee run in and hit him,
attack him head on and get as close as possible so that he can’t hit
you. Rule 7 is always in effect.
12. AWOL
A. Investigate the whereabouts of Tom Tobin. Explore the Seti Alpha 5
Terraforming Station.
a. So head west from the starting point and hit the crane.
b. Run around the crane and beware of the fire.
c. Head west all the way to the southwest corner for chest 57.
d. Now head back to just where the two fire streams are in the
middle of them is a path south take it.
e. Checkpoint.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
XII. Aliens
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

01. Aboard the Kronos
A. Splitter: they are slow and die easily but become two larva
B. Larva: die just as easy, but are fast
C. Scourgecreeper: throw green balls at you and then run away when
your close
02. Recon Aboard the Kronos.
A. Tazer: they are electric shooting floating balls, plus they hurt
themselves.
03. The Bridge
A. Plasmoid: Big brain like this that spit out Plasmire, explodes
when they die
B. Plasmire: fast, deadly, drains energy
04. Into the Kronos’s Engine
Nothing new.
05. Strong Sense of Duty
A. Corrupted Machine: yes like the first miniboss only easier.
B. Scythe: these aliens fly at you and knock you down. Kill them before
they spin up into the air or they will knock you down and the other
aliens will get free shots.
06. Deadly Recreation
A. Charged Corrupted Machine: now they do electric damage.
B. Turrets: pop up and do damage, plus are annoying.
07. Unexpected Circumstances
A. Fiery Scythe: same thing, but now does fire damage.
B. Charged Splitter: it’s a splitter that does electric damage.
C. Charged Larva: yes with this new splitter comes a new larva, does
electric damage.
D. ???: no this not a mistake, but I’m not revealing the name because
it’s a spoiler and I hate spoilers.
08. Retribution
A. Shrieking Schizm: yes once more a miniboss turned alien. Like the
miniboss, they yell at you and knock you down. For melees their a
tough one.
B. Trashman: need I say more?
C. Fiery Scourgecreeper: gauss...yep they do fire damage.
09. Extermination
A. Infectious Scythe: Does infection damage
B. Radioactive Scourgecreeper: Does radioactive damage.
10. Escape
A. Radioactive Trashman: Does radioactive damage.
B. Thornlasher: Shoots it tongue at you and swallows you.
11. The Corrupt King
A. The Corrupt King: Ok, here’s the one way to kill him. If you’re
ranged, do a hit and run tactic, meaning fire a couple shots and
then run in a circle so the missiles will miss you. If you’re melee
run in and hit him, attack him head on and get as close as possible
so that he can’t hit you. Rule 7 is always in effect.
12. AWOL
A. Muttbomber: it’s a dog that goes BOOM. Need I say more? I didn’t
think so.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
XII. About the Author
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

I play all types of games, but mostly RPGs. This will be my first Walkthrough
and any help will be appreciated. I beat the game with a level 64 Firebug and
will be playing through as a Tank for this walkthrough.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
XIII. Help
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

I need help with:
Weapon descriptions
Items and Names
Walkthrough strategies
Enemy strategies
Boss strategies
Have a rant you want to add: what aliens you hate the most and why, what weapon
is the best, why melee is better than ranged or vise versa. If I think it will
help other players I’ll add it.

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