FAQ - Guide for Quake 2

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Quake II FAQ
By Sir Robin ([email protected])
Copyright 1999 by NC Enterprizes.

(If anybody wants to create a good Quake II Logo with ASCII Art, I'll gladly
out it up here with credit to the author, I'm not very good at that sort of 

Version .5

Revision History:
.5  - Added walkthroughs of the next 5 levels.  Listed all the levels, number
of enemies, and secrets on them as well as what weapons on the level are new to
the player.  Listed passwords to get to all the levels on easy difficulty.  
Updated name of enemy previously called "Tank II" to Tank Commander thanks to 
Damien Arnold ([email protected]).  Added a few more Generic Strategies I 
thought up while playing through.

.25 - Not done, but submitted just to get something on the game out there.


(*) sections are updated

I   - Weapons
II  - Enemies*
III - Bonuses and Powerups
IV  - Generic Strategies*
V   - Walkthrough*
VI  - Cheats and Codes*


1)     Blaster - Useful all-around firearm.  Does not use ammo, probably it's 
best feature.  Useful for seeking out hidden areas, detonating barrels, hitting
switches and killing the basic grunts.  Also should be used in situations where
you can hit but the enemy can't hit back, works well at long ranges too.
2)     Shotgun - Uses shotgun shells.  A less ammo-consuming alternative to the
super shotgun.  In most situations where a shotgun is warranted for medium 
range, use this weapon, as it will waste less ammo, and incur about as much
damage as a super shotgun blast.  Neither shotgun should really be used at long
range unless absolutely necessary.
3)     Super Shotgun - Twice the damage, twice the shells used.  Used up close
can put down an Enforcer in one blast, but from a distance the shot tends to
spread too much to warrant the amount of ammo needed.
4)    Machinegun - A light, fast weapon that uses bullets for ammo.  Although
bullets are rather abundant, uses ammo quite fast.  Good for short and medium
range attacks, but due to the light weight of the gun, the shots spread out,
and again, should not be used at long range unless necessary.  Keep it handy,
when you find that you're full on ammo for it, and there's plenty of it lying
around, pull it out and use it for a while.  Effective on almost all light to 
medium enemies.
5)     Chaingun - Never found a situation where use of this gun was needed,
except for firing it once just to see how it worked.  Painfully long spinup
time leaves you vunerable and spindown time wastes ammo.  Save your bullets for
the machinegun and use a rocket launcher or a grenade launcher for high power
long range attacks, and the super shotgun for close quarters.
6)     Grenade Launcher - The most strategic weapon in the game.  Very useful
if you've played a level before and know there's an Enforcer just around the
corner.  Ability to richocet off walls causes no end of suffering for our
unsuspecting Strogg friends.  Also invaluable in "shooting fish in a barrel"
(See Generic Strategies).  Never leave home without it.  And never shoot it at
a wall right in front of you.
7)     Rocket Launcher - Shoots a rather powerful blast right at the intended
target, assuming they do not move.  In any event, a good all-around long and
medium range weapon for the medium and up enemies.  Do not fire at close range.
8)     Hyperblaster - Quite a bit of fun, uses Cells for ammo.  An improved
chaingun, no spinup delay, but some spindown lag, wasting ammo.  Goes through
cells quite fast, and once you pick up the BFG10K, you want to save your cells
for that.
9)     Railgun - God praise the man that invented the railgun.  And curse the
one that gave it to the Stroggs.  An intensely powerful gun that fires depleted
uranium slugs and can rip through several low power enemies in one shot.  
Insanely long reload time, but most things you hit the first time won't be 
getting up for a bit anyway.  If the target is in the path of the slug when 
you pull the trigger, it gets hit.  Very useful to have around in the later
levels of the game.
10)     BFG10K - This is the weapon that makes bosses not so scary anymore.
Pull the trigger, and wait about a second or two, and then a incredible ball of
green energy flies out the barrel, severely hurting whatever was standing in
its way.  This gun uses 50 cells per shot, meaning with an ammo backpack you
can carry 6 shots for it.  Do not bother on anything less than the biggest
enemies, and do not fire at close range.


     Light Guard - (Light) Armed with a weapon comparable to your own blaster,
that is all the firepower you should bother to use on this Strogg.  Shoot it
two or three times and watch it go down.  Be careful in Medium and Hard
difficulties as they like to shoot once or twice after they go down.
     Shotgun Guard - (Light) Armed with a shotgun, same strategy as above, but 
be quick about dispatching this one as there is not warning when he is about 
to fire, and the shot is instantaneous.
     Machine Gun Guard - (Light) Armed now with a machine gun, this one has a
brief warning sound before he begins to fire, but again, don't use anything 
more than your blaster on this one.  Also watch out for post-mortem fire.
     Enforcer - (Light/Medium) This character forms the backbone of the Strogg
defence, and can be found on almost all levels of the game.  He uses a chaingun
attached to his hand and if he gets close enough, will attempt to belt you with
it.  The blaster can be used to defeat him if you have enough open space to get
out of the way of his shots for long enough.  If he manages to rush you though,
use something more powerful.  At close range a Super Shotgun blast can put him
in his grave immediately.  Watch again for him to spray his gun after he's 
dead.  The machinegun is also quite effective if you manage to pin him with it
as it effectively keeps him in one place and does not let him shoot back.  
     Dogs - (Medium) Probably can take about as much damage as an Enforcer, but
way more deadly.  They are a lot harder to hit, and when they lock on with that
laser beam thingy of theirs, it's impossible to just dodge, you need to get out
of line of sight with them.  The preffered method of dealing with these is
either find a way to set up a "fish in a barrel" (see Generic Strategies) as it
seems that they cannot fire at any angle other than straight out, or to use
something hard and fast at a distance.  Stay away from close quarters, but if
it cannot be avoided, the first choice to kill them is the railgun, followed by
the super shotgun.
     Gunner - (Medium) Has both a grenage launcher and a chaingun.  Can be
felled quite easily with a series of medium range shotgun blasts, or a few
grenades/rockets of your own.  Moves pretty fast.  Just remember to get out of
the way when the grenades start flying.
     Berserker - (Medium) Can do a whole mess of damage to you with his big,
pointy arms, and can take as much as he dishes out, but he has one major 
failing.  He has no long range attack.  This makes it recommended to use the
blaster to take him down whenever you have open room to continually back away
from him while shooting.  Especially useful is if you can put a ledge between
you and him.  Whether you have the high or low ground is not important, the
important part is that he can't reach you and you can sit there and shoot him 
until he decides that now is a good time to die.
     Iron Maiden - (Light/Medium) The manual makes this Strogg seem much more
deadly than she really is.  At a distance, she typically walks in a straight
line, ducks often, and her firing sequence is easily interrupted by hitting her
with something.  On easy mode, these are dispatched with nothing more than a
blaster quite frequently.  She gives off a distinctive sound plenty well in
advance before shooting her rocket launcher, giving more than enough time to
sidestep out of the way.  Up close one should try to dispatch her a little
quicker with perhaps a more powerful weapon, but otherwise, they're not nearly
as tough as they're made out to be, I doubt they have as much health as an
     Gladiator - (Medium/Heavy) Extremely dangerous, when sighted, do not stop
moving side to side, for if one of it's shots from its railgun connect, you're
in an awful amount of trouble, at least 25 health worth.  Pump rockets, 
grenades or your own railgun slugs into it.  Moves incredibley fast for
something so huge.
     Mutant - (Medium) Not many of these in the game, only have close-range 
attacks, and usually start coming at you from a distance.  As long as you can
dispatch of them before they get too close, they are not much of a threat. Move
quite fast.  Use a railgun, machinegun, or hyperblaster if needed.  Grenades or
rockets are mostly ineffective as by the time the shot reaches the target, the
target has moved.
     Flyer - (Light/Medium) Can't take a whole lot of damage, three or four
blaster shots are typically enough, if you're feeling lucky.  From a distance
you get enough warning to side-step their shots, being two rapid fire laser
blasters, but much closer and you end up getting hit.  Don't bother with 
grenades at all, and you have to be a really good shot to hit with a rocket, 
especially since they move pretty fast.  The machinegun works rather well, as 
does the shotgun at closer range.
     Icarus - (Medium/Heavy) Can take a lot of punishment, flies, and uses two
shoulder-mounted laser blasters.  Recommendation, do not let it shoot.  Put two
railgun slugs through it as fast as you can, and it that isn't an option, rush
it with the super shotgun.  The quicker it's dead, the better.
     Tank - (Heavy) The manual named this enemy Tank, though those of you
who've played through the game already know there's an enemy far more deserving
of that title.  We'll come to him in a minute.  Well, "Tank" here uses rockets,
a chaingun, and a laser blaster.  Doesn't move fast at all.  Best thing to do,
find a nice long hallway with bend at the end and sit in the bend, popping 
grenades around the corner for him.  Otherwise, just find a nice spot of cover
and pop out occasionally to fire a grenade/rocket/railgun slug or three into
him.  Usually falls in under ten grenades.  Warning:  Do NOT pop out of cover
while he is firing at you.
     Tank Commander - (HEAVY) This one looks like a tank about the size of a 
small house.  This would be a good time to use your BFG10K.  Now.
     Guardian - (HEAVY) Big ugly thing.  Lots of armor, lots of ammo, lots of 
weapons.  Moves pretty slow.  Find a corner to keep popping out of.  When you 
run out of BFG10K ammo, use your railgun next.  Note: Do not stand and let it 
shoot you.
     Flying Guardian - (HEAVY) Big flying ugly thing.  More trouble than a
Guardian.  By the time you face these, you probably won't have any BFG10K ammo
left.  If you do, use it, then fall back on the railgun.  Do not stop moving.
Circle around it by turning and strafing at the same time and continue to pump
railgun slugs into it until one of you has had enough.


(note first max amount is normal, second is with ammo pack)
Bullets  - 50 per pickup.  Max 200/300
Shells   - 10 per pickup.  Max 100/200
Grenades - 5  per pickup.  Max 50/100
Rockets  - 5  per pickup.  Max 50/100
Cells    - 50 per pickup.  Max 200/300

Green  - Flak Jacket  
Yellow - Combat Suit 
Red    - Body Armor  
Armor Shard          - 2   pts or armor protection

First Aid Kit    - 10  health pts.  Max 100+
Medkit           - 25  health pts.  Max 100+
Stimpack         - 2   health pts.  Max 200?
Mega-Health      - 100 health pts.  Max 200 - drains slowly to 100+ regardless
Super Adrenaline - Permanently increases your max health by 1 pt

Note:  The Mega-Health and Super Adrenaline descriptions are reversed in the

Silencer - Frankly can't see the point, but temporarily silences the firing
sound of any weapon.  It lasts about a minute or so.
Ammo Pack - Allows you to carry more ammo (see above for new maximums).
Enviroment Suit - Protects you from biohazards like toxic sludge temporarily.
Power Amplifier - Quad damage.  Increases weapon damage by a factor of 4.
Invulnerability - Is there anything to say about this?
Invisibility - Same here, the name says it all.
Power Sheild - Provides protection from energy weapons.  When hurt, it will
draw on your cells.


     Some basic hints if you're trying to play the game for yourself but don't
want somebody to lead you by the hand the whole way.
     -Very Important Technique:  Fish in a Barrel.  This involves getting an
enemy at the bottom of some long drop, like at the bottom of a lift, and then
lobbing grenades down on the hapless victim.  Very useful on Dogs, or anything
significant firepower.  The important part is to shoot the grenade at the SIDE
walls of the hole, not at the back wall.  If you shoot at the back wall, the
grenade will go flying out the opening of the lift on the bottom, you want it
to bounce around inside the bottom of the lift, so shoot the side wall as
straight on as possible.
     -Usefull technique for finding secrets and finding out traps:  Any wall 
that's supposed open will NOT cast light from a shot from a gun on it.  At this
point, look around for a switch you can shoot to open it up.  Be sure to look
up, as they are frequently found there.  if you cannot find a switch, proceed,
but be wary of some enemy or two popping out of there and chewing up your back
when you're not looking.
     -Use cover.  Don't just sit there and get shot.  Most enemies give off a 
warning sound right before they shoot, or have shots that travel slow enough
you can step out of the way before it gets to you.  Shoot until you are about
to get shot, then step out of the way until you can shoot again.
     -Never underestimate the potential of taking out an enemy with the
blaster, especially Berserkers, as this can be done quite often with them.
These guys take a lot of ammo otherwise, and if you can easily just pot shot
them from a remote location, do it.  It will take a lot longer, but you'll have
more ammo when you need it, and you won't have any less health.  Always give
your health priority over ammo, though.  You can't shoot dead.
     - Circle around enemies who's weapons have delays from the time they fire
to the time they impact (ie. not anything with bullets, or the Dogs)  Keep
turning in one direction while strafing in the other and you'll neatly circle
around an enemy while keeping your aim on him.
     - The Strogg are a rather irritable and simple-minded race.  They will 
shoot anything that shoots them, even if the shot that him them was from
one of their comrades that was intended for you.  Whenever you run into a good
sized pack of them, see if you can't get them to start laying into each other
while you duck out for a while and then pick off the stragglers.

The walkthrough is for the Easy level only.  The Medium and Hard difficulties
are identical except for the positioning and type of enemies you will
encounter.  The main purpose of the walkthrough is to tell you where to go, how
to get there, and most important, where all the secrets and bonuses are hidden
along the way.  An official secret (One acknowledged by the game) is marked
with an (S#), with the number being which number it is in the level (first, 
second, etc).

Stage 1  - Strogg Outpost
Enemies - 9
Secrets - 4
New Weapons - Shotgun; Super Shotgun

     Fly down the ravine you start in.  Go to the left and grab the armor
shards.  Pick up the shotgun to the right, but hold off using it, the whole
stage can be taken out with just the blaster.  Go through the door, pop the two
Light Guards waiting there.  Dive off the platform to either your left or right
into the water, turn 180 degrees around and dive under the platform you were
just standing on.  Grab the armor shards and shells underwater there (S1).  Now
go across the room to where the stimpacks are up on the ledge.  Go on the other
side of the ledge from the stimpacks where the boxes are coming from and there
is a chain moving up the wall.  Press up against the chain and face the other
direction.  After a moment or two, you will begin to move up.  Jump onto one of
the boxes that will pass by (do not stay on the lift too long or you will be
crushed against the ceiling).  Ride the box until you can jump onto the ledge
just above the door and get the invisibility powerup there (S2).  Drop off and
go in that door.  Blast the unsuspecting Light Guard through the next door,
blow the barrels to get the armor in the box and grab whatever else on the 
floor you see that appeals to you.  Then, go over to the lift and push the
button to ride it up.  At the top, a Light Guard will come through the door and
start shooting at you.  Cure him of life.  Follow the corridor behind that
door, killing another Light Guard along the way.  When you get into a large
room with moving boxes, walk out on the left ledge that has a stimpack at the
end of it.  Look down and to your right until you see some barrels.  Place a
shot into them, killing the Light Guard that was napping by them.  Drop down
and pick up the super shotgun in the hole you just blew behind the ladder (S3).
Climb the ladder, and go into the next room.  Shoot the button as prompted and
enter the alcove to the left to get the adrenaline and boost your health max to
101 (S4).  Go through the door under the button, kill two Light Guards and one
Shotgun Guard.  Go straight into the water and follow it right to get two 
stimpacks and two armor shards.  Get out of there and follow the ramp up and 
around to the exit lift to the Central Complex.

Stage 2  - Central Complex
Enemies - 22
Secrets - 3
New Weapons - Machinegun; Grenade Launcher

     Head out of the elevator slightly to the left towards the box on your
level.  There is one Light Guard hiding behind the support column in the far
right of the room, and there is a Shotgun Guard hiding almost directly behind
the box you were just pointed towards.  Dispatch both of them, pick up the
shotgun.  Climb up on the box next to the grenade pack.  Jump from the box onto
the ledge behind the support column to claim a set of Combat Armor (S1).  Grab
anything else lying around that suits you and proceed to the opening that was
to your left when you exited the lift.  Directly inside to your right is a 
Shotgun Guard waiting for you.  End his exisitence.  Go up the stairs.  There 
is a green path leading off to the right and a path straight ahead that turns
left.  Follow the path that turns left, go around the left corner and kill the
Enforcer down the hall.  Now back up and take the green path.  Directly around
the corner will be a Shotgun Guard, dispose of him.  Around the next corner is
a large pipe to the left, with a barrel next to it at the end.  Wait.  Slowly
advance with your aim on the barrel.  As soon as an Enforcer pops around the
corner and runs up next to the barrel, shoot it.  Go around that same corner
and kill another Enforcer at the end of the corridor.  Grab the machinegun
and any other toys you see that you like.  Now go back to the hole you blew in
the pipe.  Follow the water flow out of it into a pond of sorts.  Around to
your right there is a platform with a few barrels, a Shotgun Guard and a few
goodies.  Pop a barrel to take out the Guard, all of them will go off.  Take
the lift up.  There should be one Shotgun Guard wandering about right in front
of you.  End his life.  Leave the lift facing left and shoot either the barrel
or the Shotgun Guard, whichever you prefer.  Grab the explosive pack there.
Then, go to the right of the lift.  Hug the wall and look down to the lower
level until you can get a clean shot at one of the barrels, but try not to
spook the Shotgun Guard who's guarding them.  We want to suprise him, get it?
After parts of him are all over the room, grab the Adrenaline that was hiding
behind the barrels (S2).  Leave that room by the archway in the far right
corner (from the Adrenaline).  To the right will be an Enforcer, who won't be
able to enforce much once you're through with him.  Grab the grenades he was
hoarding and press the button to open up the door, but don't go through it yet.
Go down the stairs that were to the left of the arch you just passed through,
killing the Shotgun Guard and picking up stuff on the way.  At the bottom,
you'll find an Enforcer, a grenade launcher, and a great view.  Look at the
back of the Gunner, and show him your opinion on his continued exisitence by
placing a super shotgun blast directly in his back.  Then, move back and to the
left and continue to place blaster shots through the left-most opening in the
wall.  If he tries to shoot back, move out of the way, but keep back and left
enough that there's only room for your shot to go through the opening and peg
him.  After he's gone on the the Place Where Stroggs are Eternally Blessed, go
back up the stairs and follow the path back to the point where you entered the
green colored tunnel instead of taking the path that turned left.  The one
where you killed your first Enforcer, remember?  Head down that path this time.
Turn left at the end of the hall.  Across a bridge spanning the main room there
will be another Enforcer waiting.  Pop him.  Go to the end of the hall.  To 
your right is a Shotgun Guard waiting.  Jump out of the hall and bust him.
Then go to your left around a corner and break open another Shotgun Guard.
The door he's guarding is locked, so head back to the stairs that the first
Shotgun Guard was standing on.  Go the the point where it turns left and
changes to a ramp.  Go up the ramp facing backwards and looking up and a little
to the right.  There will be a ledge at the end of a ramp that you can see.  On
this ledge there is an Enforcer.  End his life.  Drop the charges off at the
big computer thingy.  Go to the ledge where you just killed the Enforcer.  Grab
the super shotgun there.  Looking out at the computer from the ledge, there
will be a large blue strip in the wall to your left.  Run and jump from the
ledge and land on the edge of the strip.  Walk along the edge of it.  At the
end you will be able to enter a secret room that has a Power Amplifier in it.
Grab that (S3).  The door that was locked before is now open, so go through
that, kill the Shotgun Guard on the other side and press the switch he was
guarding so carefully.  The blue force field in the main room is now open.
Proceed back to the main room, dispatch the Enforcer that was behind the field
and take the Teleporter on to the Intelligence Center.

Stage 3  - Intelligence Center
Enemies - 23
Secrets - 3
New Weapons - None

     Grab the grenades and health, go around the corner to your right, kill the
Light Guard.  Go through the door, there will be an Enforcer to your left.
After removing him from the physical plane, look up just beyond the door you
came through.  There will be a switch in the ceiling that will open a door
right in front of you that contains a flak jacket (S1).  Follow the right set
of stairs and kill the two Light Guards at the top.  Backtrack to the door you
came through.  Head out onto the glass to the left and pick up the grenade
launcher and grenades.  Now go up the left set of stairs (so you can grab the
shells on the steps) and go through the door at the top.  There will be a Light
Guard and an Enforcer.  Take the lift down.  Kill the Light Guard at the
bottom.  There is a hidden door to the left of the lift.  When you pass by the
box in the hall it will open up, allowing an Enforcer to peel at your back.  No
problem right?  Walk backwards.  Not that simple.  As soon as that Enforcer
pops out, another on down the hall in one of the side rooms will come out too.
You figure out how to deal with it.  I suggest diving into one of the two rooms
at the end of the hall and letting them come to you.  After you've disposed of
them, there are grenades and a switch to open the locked door in the left room,
and another flak jacket in the right room.  Go in the now unlocked door at the
end of the hall and jump or run under the beams, whichever is appropriate based
on which one is flickering.  Take the left route for now, the right is locked.
In this room you will have to eliminate two Enforcers, followed by a Machine
Gun Guard, then two Shotgun Guards.  Jump up on the pile of boxes at the right
side of the end of the hall before turning left and shoot the grating with a 
different pattern on it.  Crawl in and grab your brand new ammo bag (S2).  Turn
around and drop out of the crawlspace.  Switch to your grenade launcher and lob
on into the right side of the window across the way.  Do not go through the
arch, but you will have to get close to the arch.  When you've heard a squishy
sound following the grenade explosion, you got him.  After that, enter the arch
facing left.  You will have to contend with an Enforcer and a Machine Gun Guard
there.  Follow the path up the ramp and to the right, then activate the 
computer to open the security door on the other side of the beam room.  
Backtrack to that room and go through that door.  There is a Tank just around
the left corner.  Now is a good time to put your grenade launcher to good use.
Dive around the corner, pop off a few shots, dive back, repeat.  Shouldn't take
more than 10 direct hits.  Grab the combat armor off the box and the machinegun
lying about and proceed to the end of the hall.  The right path is blocked, so
you'll have to take the left, where an Enforcer is already shooting at you
from.  Follow the Armor Shards, kill another Enforcer at the end, and a Machine
Gun Guard to the right out of the hallway.  Now, go to the left on the other
side of the stack of boxes.  There is a cracked, sparking wall.  Shoot it for
grenades and health (S3).  Grab the data disc.  As soon as you do, doors will
open up to your left and right and let out an Enforcer each.  Deal with them as
you see fit.  If you're unarmed, try harsh language.  Press the button in each 
alcove where they were to open up the previously blocked route to the lift to
the Com Center.

Stage 4  - Communications Center
Enemies - 19
Secrets - 3
New Weapons - Chaingun

     Leave the lift, turn 90 degrees left, look straight up and move forward
until you see a button that you can shoot.  It will open up a door to your
immediate left with health in it (S1).  Enter the "pump" room.  There will be
one Enforcer straight out from you, and another off to your left.  Take the
passage to the left the Enforcer came from.  Follow it to an open room.  There
will be two Flyers and one Enforcer to the right to cause you trouble.  When
they are dead, grab the chaingun and ammo and any other bits and pieces lying
around.  Then, follow the far wall until you're standing next to the stairs on
the right side of them.  There will be a button you can shoot to open a cove
across the room that has a silencer in it (S2).  Go up the stairs into the room
there.  You should find two Enforcers, one to either side of the entrance.  Now
go all the way across the room from the lift and look up slowly until you can
see the top of a Dog waiting for you.  Blast him from the ground as it it much
safer than taking him on on the same level.  I've never had him shoot back at
me from this spot.  At the top of the lift an Enforcer across the way will
notice you.  Eliminate him as you see fit, but try not to step off the lift.
Switch to grenade launcher then and step off the lift.  Move slowly to your
right.  Eventually the right wall in front of you will blow open.  Lob a few
grenades in the opening to harm the Gunner that's about to pop out.  After he's
toast, don't forget the flak jacket on the box on the level below.  Drop down
from above to get it.  Then head across on the path.  You'll be in the "pump"
room, only up above.  There will be a Flyer to your left and an Enforcer to
your right.  Follow the path to your right until another T-section of sorts.
There will be an Enforcer to your left, pop him, then hit the switch he was
guarding.  This will stop the pump.  Go back on the catwalk, drop down to grab
the enviroment suit off the stack of crates and jump in the sludge to get a
Mega-Health (S3).  Follow the path until you get back where the button was that
stopped the pump, then follow the path to the right instead.  There will be a
Flyer off to the right, and then an Enforcer in an aclove to the left after the
left turn.  Up ahead at the end of the hall on the right, the wall will blow
open and let another Enforcer out.  Kill him, raid his stash, then head down
hall.  Eventually you'll run into another Enforcer.  Enter the door he was
guarding and kill the Flyer and Gunner inside.  Set the data disc on the
terminal at the far side of the room.  The green force field behind you will
now be open, take the teleporter to the Orbital Defence platform.

Stage 5  - Orbital Defence
Enemies - 29
Secrets - 4
New Weapons - Rocket Launcher

     Head up the ramp and to either the left or the right.  Eventually you'll
run into a Berserker, lead him back to where you started and use the area where
you materialized as a "barrel" for the "fish in a barrel" trick.  There are
several Berserkers in this level that this can be done to, so I won't bother to
mention this every time.  If you get him down where you started and you stand
on the higher ledge to either side you can sit and pelt him with the blaster
without a problem.  Beyond where you found the Berserker, there is a Flyer up
above lying in wait for you.  Peg him.  Around the corner to the right is a
Tank.  Idea.  Lob grenades around the corner and continue to pelt him as he
approaches.  Behind him, next to the wall, straight up is a switch on the
ceiling.  Shoot it.  This opens a cove hanging from the ceiling down the stairs
to your right.  You can get it by jumping from the stairs after you shut the
gravity off.  Head down the stairs, kill two Flyers, followed by a Berserker.
Grab the chaingun off the dead body.  In the main room with the gravity
generator, there are three Flyers.  Also if you look in the windows up to your
left, there's an Iron Maiden hanging out up there.  You can pop her off from
here with just the blaster.  At the end of the room down the left turn, a 
Berserker will come running after you, check him.  Up the stairs that follow
will be one Flyer.  If you haven't killed her previously, the Iron Maiden is at
the top of the steps.  Hit the switch to get the gravity off-line.  Back down
the steps and jump straight across to get the combat armor.  This is a great
spot to sit an pick off Berserkers, especially the one running around the now-
dormant gravity generator.  There will be another one to the left right after
the gravity generator room, a Flyer in the middle of the stairs, and another
Berserker at the top of the steps.  Follow the corridor, kill an Iron Maiden,
and stop when you see sparks coming out of a vent in the ceiling.  Shoot there
and collect a Mega-Health.  Hit the switch at the end of the hall.  Kill the
two Flyers putzing about outside and jump the bridge.  Hit the switch on the
other side to undo the field between you and the Iron Maiden before she gets
close.  Down the hall and to the left is another Berserker.  What I like to do
is lead him back to the area where the switch was, hit it when we're both 
inside, then jump across the bridge and shoot him from across the bridge.
Anyway, back where the Berserker was, the exit is covered by an energy shield.
Enter the hangar to the left.  As soon as the ship takes off, jump into the
hole it came out of before it can close.  You'll get a rocket launcher and some
rockets for your trouble (S2).  After you come up the lift from down there,
dive across the room to the other side.  Looking up on the ledge where you just
were standing there is an Iron Maiden there.  Kill her from a distance, keeping
in mind that just above you, lumbering about, is a Tank.  When the opportunity
presents itself, jump up onto the ledge, run into the hall onto the right, and
spook the Berserker that you'll find there, and lead him back to where the Iron
Maiden was.  Kill him in the same fashion you killed her.  Where you're feeling
ready, go up to where you spooked the Berserker, grab the grenade launcher, and
pop a few up Mr. Tank's.  After he becomes a meat by-product follow the ledge
and take a left.  In this room are two Berserkers.  You can lead them back out
to the ledge you were just walking on and peg them off from the ledge the Iron
Maiden was sitting on.  In that room, after it's clear, you will find the 3
charge packs you will need for the next level.  Jump on a tiny box that's not
colored like the rest in the right close corner of the room (from the door) to
open up a door next to the box with combat armor in it (S3).  Make sure you 
land on all the crates in the room just in case...I haven't been able to pin 
down which one opens the door at the end of the hall outside the door and frees
the Berserker that is now entering the room to rip you to shreds.  After
killing him, enter the new room open at the end of the hall outside the door 
(S4).  Kill the Flyer in the hangar and the Iron Maiden waiting for you in the
hallway outside by the exit.  Hop in the teleport and make your way to the
Docking Station.

Stage 6  - Docking Station
Enemies - 22
Secrets - 3
New Weapons - None

     Grab some shells and ammo by the start.  Switch to a high-power weapon,
around the corning is your first Icarus.  Make it your first dead Icarus.  As
you move down the hallinto view of the main room, another Icarus will spot you.
Eliminate him.  The machinegun works well at this distance.  An Iron Maiden
will also spot you.  Kill her next, she's far enough away to use the blaster
on.  As you move into the room, there's another Icarus to the right.  A few up
close super shotgun blasts will help his disposition.  As you go about the
room, notice the mid section of the right wall does not reflect the light of
blaster fire.  Make a note of that.  Enter the ramp on the lower level. (Do NOT
fall in hole under big blue spinning thingy) Around the first corner is a
Berserker.  Run back up to the highest level and go to your left, leaving the 
Berserker to wander about alone down below.  Notice the wall across the room is
now open and has let an Iron Maiden out.  Dispatch her over the distance, and 
pot shot the Berserker until it collapses.  Head back down the ramp.  Grab the
stimpacks.  Launch grenades around the corner until you hear them connect with
something.  Switch to the rocket launcher and back the hell up in preparation
for the for the Gladiator about to come around the corner to waste you.  Let
him have his.  Take the left he was hiding around.  Then take 2 90 degree turns
and spook a Berserker.  You can lead him back to where you killed the last one
and remove him.  After dropping of the 1st charge on the 1st generator, step on
the lift that the Berserker was guarding and back off right away.  Shoot the
switch that was underneath the lift and grab the adrenaline in the alcove to
your left that opened up (S1).  At the top of the lift is an Iron Maiden far
enough away to be killed with a blaster.  Around the first right is a Berserker
who can be killed with a blaster if you're fast enough at staying out of his
way, but you're better off just showing him the business end of your super
shotgun.  In the 2nd generator room is an Icarus, kill him dead.  Around to the
right is another one down the hall, send him to see his friend.  If a Berserker
hasn't already tried to run up the hallway where the Icarus was, move slowly
down the hall until you spook him (do NOT go all the way around the corner
yet).  Kill the Berserker and place the 2nd charge in place.  At the end of the
hall around the left corner is a Gladiator.  Nothing fancy here, use rockets
and keep moving.  The first lit square on the left wall around that corner
where you sighted the Gladiator from has a raised part sticking out from it.
Jump at it to activate a door to your left with some ammo and health in it(S2).
At the exact point where the Gladiator was standing you can see a window where
a Berserker can see you back.  Go around the wall to the right to kill him.
Also, kill the Iron Maiden hanging out there.  Activate the computer console.
Kill the Icarus around the corner and an Iron Maiden in the 3rd generator room.
DO NOT SET THE 3RD CHARGE YET!  Leave the room through the other exit where
you will find a Berserker waiting for you.  Follow the path behind him back to
the main room.  In the now open passage to the right is a Gladiator.  Proceed
with caution.  Behind him, in the larger room is another one wandering about.
Kill him from the corridor.  As you enter the room, there will be an Icarus up
and to your right.  The machinegun works best here, unless you want to lure him
closer for a personal interview with your super shotgun.  Proceed to the side-
room to the right where all the boxes are stacked up.  Shoot the black boxes to
destroy them.  Stand in the spot where the black box to the left was.  Face the
wall that it was blocking and look down.  Behind the box you're standing on is
a shootable switch.  Don't just stand there, shoot it!  This will open up a
area to your left with some grenades and some other toys (S3).  Now you can go
back and set the charge in the 3rd generator room.  Run back to this room,
activate the computer to the far left and jump in the door to the airlock that
just opened up so you can board the Strogg Frieghter.

Stage 7  - Strogg Frieghter
Enemies - 28
Secrets - 2
New Weapons - Hyperblaster; Railgun

     As you open the door in front of you, there will be one Light Guard posted
high up and to either side of you, and one Gunner charging down the middle of 
the firing path they are laying down.  Duck back into the start room to avoid
the fire of the two Light Guards and kill the Gunner with a longer range
weapon.  Then, duck out, and one at a time, kill the Light Guards with your
blaster.  Ride the lift up and gather what health, etc. you need that is lying
about.  Take either the left or right path around the pillar at the top of the
lift.  At the divergence of the path again there is a Light Guard to either
side.  Dispatch them and shoot the oddly colored and sunken in portion of the
wall in the direct middle of where the path splits.  In there you will find a
hyperblaster (S1).  Switch to a short range powerful gun and ride the lift up
that is around either corner.  At the top, kill two Light Guards and a Gunner.
The Gunner does not notice you right away, so kill the Light Guards first
before the Gunner has a chance to start firing.  As you move around another
pillar in the path you will be accosted by another Gunner in the next room.
Use the pillar for cover as you eliminate him.  As you go through the door at
the end of the room, there is yet another Gunner to your left in the hallway
beyond the door.  Take the door to your right in the hallway.  There is one
more Gunner directly through that door.  Back up and take him out as he comes 
to you.  Through the door, to the left, down the hall, throught the door to the
left...a Gladiator.  Use something fast and lethal.  Do not get shot.  Up the
lift he was guarding is another Gladiator.  Use something fast like the
machinegun or chaingun.  Stay on the lift and move back and forth.  Staying on
the lift gives you the advantage of dodging up and down every now and then.
Enter the door he was guarding and look to the left.  Kill two Light Guards
running down the hall and watch with horror as the side-coves are shut off,
trapping a most beautiful railgun behind it.  Oh well.  Step on the lift, but 
back off right away.  Let it go down, then use the "Fish in a Barrel" and start
launching grenades down.  There is one Light Guard at each side to the exit to
the lift, but what you are really looking for is the Gladiator down there.  
Keep shooting until you hear him die.  Then drop down.  If you killed those
three from above, the room should be empty.  Press both keyboards, grab the 
blue key, then turn 180, and press the button in the cove that just opened up.
In the cove, look straight up.  Shoot the switch on the ceiling and grab the
adrenaline to your left that is avaliable now (S2).  Go back up the lift and be
ready for the Gladiator waiting for you at the top.  Use something fast and
deadly.  The hyperblaster is quite effective.  Grab your brand new railgun in
the rooms to the right.  As you take the right at the end of the hall, there
will be two Light Guards waiting for you there.  Kill them.  Jump off the edge,
go through the door, down the hall to the right, and through the door to the
right.  At this point, a 3-pack of Flyers should come out of the door at the
end of the hall.  Eliminate them.  You can use the blaster, but to be quicker 
and safer, use the machinegun.  If they get close, shotgun.  Go through the
door at the end of the hall.  There is a gunner patroling that hallway.  Kill
him up close and personal-like.  Go down the hall to the door marked with the
blue key logo.  Enter, but carefully.  There is a Tank and two Gunners inside.
Now is a good time to test run your new railgun!  Enter the bridge and press
both key consoles.  Drop down the hole that opens up, grab health and armor
shards, and enter the door to proceed to the Cargo Bay.

Stage 8  - Cargo Bay
Enemies - 33
Secrets - 3
New Weapons - None

     Proceed down the hall, through the door on the right is a Berserker.  Kill
him up close and personal.  At the top of the stairway is two Gunners.  Use the
railgun if you can't handle the pressure, but the super shotgun can work
wonders on these two.  Switch to your blaster and drop down the broken lift.
At the bottom, kill the Light Guard who spots you immediately.  Slowly advance
and kill the next Light Guard who comes into view on your left.  Advance
further and a Berserker will come into view straight to the left.  You can just
run around the room and kill him with the blaster if you feel confident enough,
otherwise use the super shotgun up close.  On the left side of the room is a
wheel that will turn as you run up against it, unlocking a portal on the floor
leading to some sort of in-ship sewer tunnel.  Drop down it.  Follow the path
of armor shards and kill the two Flyers that come into view around the corner.
At this range my preference is the shotgun, but the machinegun works well too.
Follow the tunnel and go up the lift at the end of it.  Come out the door at
the top and waste a Gunner waiting behind you to your left outside the door.
Super shotgun up close does wonders.  You could also try to bank a grenade
there before you come out of the door.  Grab the goodies and go through the
door into the next room, where there is another Gunner.  End his meaningless 
existence.  Follow the conveyor belt on the right side of the room to get some
body armor (S1).  Leave that room and kill three Light Guards in the next room,
two on the floor and one up on a box.  Climb up on the highest box in the room,
the one tipped slightly to the side.  Face away from the door that is the exit
of this room, and jump onto the platform where the boxes are moving.  Follow
the path of stimpacks and jump across and hit the button.  Inch back out and
position yourself so you can look between the crack of the platform where you
are and the conveyor belt.  A door just across the room under the door to leave
the room has just opened up, letter a Berserker onto the ground floor.  Pot
shot him with blaster fire.  Now, this is important to do as quick as possible.
Grab the stimpacks in the cove and then the invisibility (S2).  This is where 
you need to run really fast to save yourself a lot of damage.  As long as 
you're invisible, enemies won't shoot you.  So, jump up on the crates and go
through the door, grab the chaingun if you want but the super shotgun will be
most helpful here.  To your left a Gunner will pop out followed shortly by
three Machine Gun Guards.  After you advance far enough down the corridor, the
wall behind you will drop open when you're not looking, letting out a pair of
Light Guards.  Try to kill all of them before they can see you.  Grab the 
combat armor from behind you where the Light Guards popped out from.  Walk down
the hall, take the left and a little further down, you'll run into three more
Machine Gun Guards.  Show them your definition of peaceful co-existence.  Now
backpedal just a little, and align yourself between the two big pipes on your
right.  Look down between them, and shoot the button at the end.  This will
open an area to your left with a Power Amplifier and some health.  Switch to
the shotgun and blaze as fast as you can through the next set of enemies,
taking advantage of the damage boost.  Run down the hall to the right, through
the door, take a right, kill two Flyers and a Gunner guarding the red key. 
Grab the key and follow the path to the left, kill a Gunner guarding a lift,
one up-close shotgun blast is enough if you still have your Power Amplifier
working for you, take the lift up, kill two more Gunners at the top.  If you're
good, you should be able to get this far before you Power Amplifier wears off.
Drop down through the holographic display and activate the computer console.
Ride the circular platform in the middle of the room down.  Follow the corridor
at the end of the ride, and go through the door into the room with the escape
pod.  Through the door there will be one Gunner in front of you, one off to the
right, and one Gladiator off the the left.  Concentrate your fire on the
Gladiator, as he will stay behind the other two usually and therefore stands
more chance of hitting them than you.  Try to kill him before you kill the two
Gunners.  After they are dead, grab all the goodies lying about, and run into
the escape pod so you can drop down to the Zaxite Mines.

Stage 9  - Zaxite Mines
Enemies - 24
Secrets - 1
New Weapons - None

	A pretty simple and straightforward level.  You start out on a raised 
platform with a grenade launcher.  There are two pillars sticking up from the
ground floor, and a door to either side on the ground floor.  Guarding each
door is an Enforcer.  Behind each pillar is a Dog.  After the shooting starts,
one Enforcer usually comes through each of the doors.  The best way to do this
is to start off by firing one shot at either of the Enforcer guards and then
backing up out of shooting range for them and bouncing grenades off the pillars
until everyone is dead.  Whether you take the left or right door first matters
little in the end, but just for convention's sake (who's convention?  Mine.) 
we'll take the left path.  First thing there is another Enforcer.  Then, as
you advance further in the room, you'll see a Gunner up on a bridge, and your
very first Mutant scampering after you.  Make him feel unwelcome from a
distance with a machinegun, assuming you can keep the crosshair on him.  If he
gets too close, use the super shotgun.  Quickly.  Now, concentrate your efforts
on the Gunner up above.  Rockets, machinegun, whatever you see fit, just try
and keep your distance.  There are two more Enforcers waiting for you, one will
come after you if you go to the right under the bridge, and the other is along
the left path after the first right bend in the path.  Show them how you feel.
Push the button under the bridge.  At this point, it's usually better to grab
what you want from this room and backtrack back to the starting room, then take
the right path this time.  Pretty much the same setup as the left path, an
Enforcer in your view right away, a Gunner on a bridge up above, and a Mutant
coming to chew your brains out.  Kill the Enforcer before he sees you, then 
take out the Mutant.  You may have to kill another Enforcer who got all upset
that he didn't get killed first before you take out the Gunner up above.
Again, rockets work nicely shooting up there, but make sure you aim for the
pillar he's walking around, so if you miss, they still explode nearby him.  If
you already haven't killed the extra Enforcer, do so now, and his buddy hanging
out at the end of the room.  Flip the switch under the bridge and go to the
on the other side of the cavern.  Go through two doors and see a Berserker
just sitting there all bored like.  Liven up his afternoon.  There's all kinds
of open space in the room you just came from, you can lead him back there and
kill him with the blaster quite safely.  Now, in the room where you spooked
him, do NOT fall off the passageway.  Go into the door to your left that is
open already.  There are two Enforcers and then two Gunners in this room.  Get
close with the shotgun or super shotgun but not too close.  Shoot the ice on
the floor in the center of the room and dive down for some combat armor and a
few stimpacks (S1).  Now, go to the left door, follow the bridge and push the
button.  The mines will begin to shake.  Now go back and go through the other 
door.  Push the button there.  This time, drop off the bridge and head back to
where the exit was locked before.  Guarding the exit, but looking forward and
not to the side where you are now standing is another Mutant.  Put a railgun
slug or a rocket through his head and go through the exit.  This will not get
you all the kills, but you'll be more alive and with more ammo to take on the
Storage Facility.

Stage 10 - Storage Facility
Enemies - 20
Secrets - 1
New Weapons - BFG10K

     First thing's first.  Most parts of this level can be taken out with the
blaster.  Except for one part, which should, under no conditions, be attempted
with the blaster.  Except for the part, and an Icarus or three, most of this
level is simply the token Strogg guards.  Now, dive into the door in front of 
you at the start.  There are two Light Guards and two Shotgun Guards in here.
Start off by shooting the explodable crates to your right, that will take care
of one Light Guard and one Shotgun Guard if you're quick enough.  Pop off the 
other two (Shotgun Guard first), then back out of that room and head down the 
hallway to your right.  Kill one Light Guard at the end of the hallway, and go 
through the door to your left.  Don't get so overwhemled by the button there 
that you don't notice that around the corner to your right are two Light Guards
waiting.  Exterminate them and go back to the room you entered first, killing 
the Light Guard that was blocking the door to the room.  Grab all the stuff 
lying about the teleporter, then hop in it to the planet surface.  Immediately 
to your left a Light Guard will attempt to annoy you.  Swat him.  Head over to 
the right side of the stack of boxes and destroy the explodable one under the 
box that has a mega-health on top of it.  This will also kill a Light Guard who
was sitting on the other side.  Oops.  Now climb up the small box onto the 
larger one and grab the mega-health.  Go to the end of the room and take the 
right door, seeing as the left one is locked.  There are two Light Guards there
and one more around the left corner.  Take the lift to the left of the last
guard, turn around, and jump across to grab some slugs that were on top of a 
box there.  Now take the lift up and follow the path it leads to, pushing the
button at the end.  Turn around and watch the bridge you just went over drop
apard, letting a box drift by in the clutches of a mechanical hand.  Drop down 
and follow the box as it deposits an explodable box that was inside it.  Blast
it to break open the door that would not open.  There is another door beyond
that one that is a little more forthcoming.  Beyond that door is a big open
area with an Icarus right next to another Icarus waiting for you.  Kill them.
Head around to your left.  See a body armor up on a box on top of an explodable
box.  Shoot the exploding box, then jump on one of the shorter boxes nearby to
jump over to get the body armor.  Then, jump up on a stack of boxes on the 
other side of the room to get some more goodies up on ledges.  Once you have
all the toys you want, go through the mirror-lined corridor, take a left, go
through another mirror-lined corridor, kill one Light Guard at the end, and two
more Light Guards around the stack of boxes to your right.  Hit the switch to 
activate the laser, and cirle around the stack of boxes until you see the 
explodable box.  Shoot it, then jump up on the box drops down that was on top 
of it.  Drop down on the other side of the short box and collect your brand-new
BFG10K (S1).  Take the door on the other side of the laser, and find yourself
in the room you started in when you teleported to the planet surface.  Follow
the same path out into the open room, but watch for the Icarus in the room with
all the boxes.  Use the boxes for cover.  Head out into the open room, hit the
switch you were unable to before.  Switch to the BFG10K.  Wait for the Tank
Commander to come out of the big grating area on the floor.  Two or three well-
placed BFG10K shots will put him in his place.  Step on the lift he rode up and
proceed to Organic Storage.

Stage 11 - Organic Storage
Enemies - 42
Secrets - 2
New Weapons - None

Stage 12 - Processing Center
Enemies - 42
Secrets - 3
New Weapons - None

Stage 13 - Geothermal Station
Enemies - 26
Secrets - 2
New Weapons - None

Stage 14 - Detention Center
Enemies - 18
Secrets - 3
New Weapons - None

Stage 15 - Research Lab
Enemies - 28
Secrets - 3
New Weapons - None

Stage 16 - Bio-Waste Treatment
Enemies - 36
Secrets - 3
New Weapons - None

Stage 17 - Access Conduits
Enemies - 27
Secrets - 3
New Weapons - None

Stage 18 - Descent To Core
Enemies - 19
Secrets - 2
New Weapons - None

Stage 19 - Command Core
Enemies - 4
Secrets - 1
New Weapons - None

All these need to be entered on the code screen.  To get there, go to NEW,
SINGLE, LOAD, and do not have a memory pak in.  When it asks for one, choose
DO NOT USE.  Or, if you have a memory pack in, press B when it asks you to 
choose a saved game.  Then enter the code.  For the time being all the 
passwords that are not cheat codes are ones of my devising.  If you have one I 
am missing, or have a better one, please submit it.

S3TC 00LC 0L0R S??? - SET COOL COLORS.  Changes the color scheme in single or
S3TL 0WGR V1TY ???? - SET LOW GRAVITY.  Lowers the gravity in multiplayer.
S3T1 NF1N 1TES H0TS - SET INFINITE SHOTS.  Unlimited ammo in multiplayer.
If you know of more, please e-mail me!


FBBC VBBB FBBC VBF7 - Level 0 - Twists.  This is a code you get for beating the
game.  It is one of the multiplayer levels that has been filled with a rockets
for you and Gladiators for you to shoot with them.  After you have killed all
the Gladiators, a Flying Guardian will show up to waste you before you can 
blink.  It has a 1:40 minute time limit.

Central Complex       - 6JBN SHFB 07BR X3J1
Intelligence Center   - 1KLG VL2H LNBF F4LQ
Communications Center - 2KQD 2MSD Z9VM 4XYL
Orbital Defence       - VK7N Z?LY ?4V5 LJ4W
Docking Station       - VK3J HSW5 9GZN LQW9
Strogg Frieghter      - TK3T RN5N Q06W JV05
Cargo Bay             - S?WM H1G9 B46C WB0D
Zaxite Mines          - R8WB 8X7J VGQ0 SJWR
Storage Facility      - Q?WB BLW8 RP6Y XLSN
Organic Storage       - P6P5 KYWX HB8R DJZH
Processing Center     - N520 KJFW Y681 VLMD
Geothermal Station    - M525 TZ35 HXW0 BXZ8
Detention Center      - L56X 41DX ZKR8 VJV8
Research Lab          - K58V 01HJ V5K9 C3VK
Bio-Waste Treatment   - J584 W6NR D05B VDQ?
Access Conduits       - H522 98MJ SM1C B82C
Descent To Core       - G52W 300Z 561C W4HK
Command Core          - F569 G2D6 HT6X SG5Y



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