FAQ/Walkthrough - Guide for Bulletstorm

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               Walkthrough by Thomas A Halter Jr  (Taenju Junaut)
                                 Version  2.01
                              Sunday Feb 27, 2011
                       Last Updated Thursday Mar 3, 2011
                           Email: Taenju@hotmail.com
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                               Table of Contents
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                               ***   ***    ***

                        (FT=Find Tag,  for Ctrl-F use)

                E: Example            -              [ExampleFT]

                1: Copyright-----------------------[CopyrightFT]
                2: Version History    -       [VersionHistoryFT]
                3: Author's Note-----------------[AuthorsNoteFT]
                3: Intro              -                [IntroFT]
                4: Mechanics-----------------------[MechanicsFT]
                5: Walkthrough        -          [WalkthroughFT]
                      Prologue----------------------[PrologueFT]
                      Act I           -                 [ActIFT]
                      Act II---------------------------[ActIIFT]
                      Act III         -               [ActIIIFT]
                      Act IV---------------------------[ActIVFT]
                      Act V           -                 [ActVFT]
                      Act VI---------------------------[ActVIFT]
                      Act VII         -               [ActVIIFT]
                6: Credits---------------------------[CreditsFT]



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                             ***               ***
                                   Copyright
                                 *************
                                 [CopyrightFT]
                               ***           ***

This text document is Copyrighted under me, Thomas A Halter Jr. This document
cannot be rerecorded or hosted anywhere without my consent. I have given my
consent to host my document to: Gamefaqs.com. As of the posting of this FAQ I
do not wish to have my FAQ hosted outside GameFaqs or otherwise outside the 
GameSpot network. Any reproduction without my consent will be prosecuted to 
the fullest extent of the law in any case of copywrite violation.

Any characters, licenses, and/or software and other copyrighted objects are
copyright under their respective owners and entities.



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                             ***               ***
                                Version History
                                 *************
                               [VersionHistoryFT]
                               ***           ***

                              Version 1.00 2/28/11
                              - Title and ASCII art added
                              - Table of Contents added
                              - Copyright information added
                              - Version History added
                              - Author's Note added
                              - Intro added
                              - Mechanics added
                              - Walkthrough added
                              - Credits added
                              - Update Goals posted
                              - Spellchecked Document

                              Version 2.00 3/1/10
                              -Fixed Aliens Vs Predator Copy/Paste errors
                              -Fixed Chapter placement errors
                              -Fixed errors due to sleep depravation
                              -Realigned Section Headings
                              -Electro Fly Locations Added
                              -Newsbot Locations Added
                              -Skillshot List Added
                              -Spellchecked Document

                              Version 2.01 3/8/10
                              -Fixed version count in title
                              -Added User-submitted tip on Nut Cracker



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                                 Author's Note
                                 *************
                                [AuthorsNoteFT]
                               ***           ***

I got this game on Tuesday, 2/22/11, on the day of release, and played through
the game first on its hardest difficulty (Very Hard) to get myself familiar
with the concepts and mechanics of the game, then for the walkthrough I went
through the campaign again on Very Easy, just looking for good places to pull
off certain high score moves and hidden collectibles and targets. I got
finished with my Very Easy playthrough and finished the guide on 2/28/11,
where I then played through the game on Very Easy once more, using my guide as
a walkthrough to both beef up, including all points of information, and ensure
that it is the most comprehensive collection of strategies and information as
it can be.

I will endeavor to make this guide spoiler free, so long as you read through 
from beginning to end without skipping ahead to chapters you haven't reached
yet. There are some interesting twists although most might agree that the
gameplay in Bulletstorm far trumps it's actual narrative anyway.

With my experience playing Bulletstorm I came away pretty impressed as far as
gameplay is concerned, and although sadistic I though it was incredibly
mastered and has elements I wish would be present in other games, especially
it's handling of cinematic quicktime events, like actually using the fire
weapon button when a quicktime tells you to shoot something, thus leaving it
never feeling like you have to guess or memorize the quicktime events.

Another aspect of the guide I will try to flesh out is getting all of the
collectibles as you're playing through the campaign, there are newsbots to 
destroy and "Electroflies" to exterminate.

That being said there is still probably dozens of things I've missed and I 
would be absolutely ELATED for the rest of you, the GameFaqs community to help 
me fill in the blanks and I will of course abide by GameFaqs' golden rule of 
giving credit to those who help me. Simply E-mail me at Taenju@hotmail.com to 
tell me whatever it is I missed and I will update the matter as expeditiously 
as possible, but please include your GameFaqs username, as I will not accept 
anonymous tips as I cannot properly credit them otherwise.

One quick note about the structure of my FAQ, as with most people, I have 
implemented a way to use the find command (ctrl+f) to quickly navigate my Faq, 
if you type the section you're looking for and then FT (which stands for Find 
Tag for these purposes) without spaces and you should be able to hit "find 
next" and be immediately zoomed down to the section in question, as no other 
parts of the faq should conveniently spell the section name with the tacked on 
FT except the parts you want to get to.



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                             ***               ***
                                  Introduction
                                 *************
                                [IntroductionFT]
                               ***           ***

Because this game is first in what's obviously going to be a series there are
only a few things that may use some clarification and that's all provided in
the instruction manual and the description on the back of the box. You play as
ex-special ops group "Dead Echo" squad leader Grayson Hunt, formally known as
Gray, who very quickly in the game finds himself crash landed on the utopia-
gone-hazard-zone planet of Stygia while he pursues mission of redemption
against his former superior officer "General Sarrano," conflicted the entire
time about whether to just take out his revenge and tempt fate or use Sarrano
as his means of getting off the hazardous planet.


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                             ***               ***
                                Game  Mechanics
                                 *************
                                 [MechanicsFT]
                               ***           *** 

 * * *

The purpose of this section is to explain the different game mechanics of the
game in the order they are introduced to the player, and I will give any
extrapolated information that I think the player would find useful.

 * * *

- Movement: in its simplest explanation, it is simply your method of locomotion
in this game, using the left analogue stick to move in the direction you push
it, often used in conjunction with the right analogue stick to manage the 
camera.

- Environmental Interactions: This is handled in two ways, one with the
coveted Quicktime events, which has you pressing button prompts as they appear
on the screen, and the other as simply pressing the action/reload button when
you see it on an object or obstacle to traverse into a new area of the world.

- Camera: when used along with movement, managing the camera feels just as
natural as you would run around and be turning you head, because, after all,
your head pivots and can turn. You use the right analogue stick to turn the
camera in the desired direction. Most of the time, you shouldn't even be aware 
you are doing these actions before too long.

- Combat: Combat is handled with a control scheme very similar to most First-
Person shooters out in the market today, the left trigger aims in the sights,
the right trigger fires the weapon, and the face buttons dictate the other
actions. The left bumper (or L1 for PS3 owners) uses the leash, unique to this
title, and the right bumper (or R1) sets up the secondary "charge" attack with
whichever weapon you're holding. Pressing in or "clicking" the left control 
stick with also make Grayson crouch Pressing Y (triangle) switches to your
previous weapon, while holding it for a second brings up the weapon select
display, and using the D-pad's left, right, or up selections to choose your
weapon. Pressing X (Square) reloads your weapon, as well as interacts with the
environment to pull switches, press buttons, or traverse the environment. Using
the B (Circle) button uses your kick attack, which makes most enemies hover in
the air, and easier to set up for tricky stunts. And lastly holding the A (X)
button causes your character to sprint, while quickly pressing it twice makes
him go into a slide to quickly roll up on your enemies.

- Leash: The most unique weapon sported in this game, the leash allows you to
pull a lot of enemies or objects right to you, and sets them up nicely for the
many kinds of "Skillshots" you may want to pull off, and combined with the kick
you are given ultimate control of how to destroy your opposition. This is also
later upgraded with the "Thumper" attack, with launches your target and all
other enemies near him into the air and leaves them all hovering for a chance
to pull off some truly spectacular mass devastation moves.

- Skillshots: These are the crux of the game, your goal is not just to defeat
your opposition, but do it with strategy and creativity, the more fantastically
you kill your enemies the better Skillshots you pull off and the more 
"Skillpoints" you earn. These Skillpoints are then used at dropkits, that you
connect to by using your leash, to upgrade the capacity and efficiency of your
weapons, as well as purchase additional ammunition. This system is modified by
the difficulty you select.

- Difficulty Levels: Ranging from 5 levels of Very Easy to Very Hard, the game
gets harder in the sense that it's harder to kill enemies with just pure bullet
power, enemies can kill you faster, as well as adjusting the prices
dropkits. Where one playing very easy can purchase a clip of ammo for about 80
skillpoints on very easy, it would cost about 260 on very hard. On the higher
difficulties you will be forced to keep creative to gain skillpoints, and
tactical to avoid being defeated, so if you're going to attempt Very Hard; be
prepared to save every precious bullet of those big guns.

- Collectibles: In this game there are certain collectibles, usually just to
rid them from the world in one way or another, and there are three sets, the
bottles (of the alcoholic nature, which is used for the intoxicated stunt), the
newsbots which need destroying, and the "Electro flies" which you see in 6 bug
swarms in various spots in your travels.

- Checkpoints: Simply spots of the chapter where your recent ventures are 
saved, so should you die, this is the point at which you will be returned to. 
This game is saturated in checkpoints and thankfully if you die or get stuck
you're never replaying more than a single room or hallway. This is also
helpful because it is not uncommon to get stuck in the environment, and where
spamming the slide, kick, and crouch commands don't free you, the "Restart last
checkpoint" tool in the pause menu will often save you and let you continue on
with the mission.



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                             ***               ***
                                  Walkthrough
                                 *************
                                [WalkthroughFT]
                               ***           ***

So now its finally time for the part you probably skipped right down to this 
section to see, the walkthrough itself. Along with revealing all the necessary 
steps I will put in as many collectibles in as I know to give you the best help 
possible. If I missed anything that you've found please E-mail me at 
Taenju@hotmail.com and it will be updated, I will not accept anonymous 
contributions so include your GameFaqs username so that I may properly credit 
you. And also remember, if you're reading this on a site other than 
Gamefaqs.com or other sites under the Gamespot network, then it is posted 
without my consent, report the user who posted my work!



               ************************************************
                            ***    Prologue    ***
                              ******************
                                *[PrologueFT]*
                                 ***      ***



                  * * * Prologue - On the Road to Hell * * *

/*** Don't Delegate Important things to the Intoxicated!

*Note* There are no collectibles in the prologue, so don't feel like you have
to go searching, just have fun with the script. There is however, an
achievement; Pointless for getting 10 headshot kills before hitting the first
dropkit (beginning of Act I - Chapter 1) so rack up those headshots!

We open up with an exposition showing a ship, crewed by Grayson Hunt and his
squad, and you have a bounty hunter, squirming, tied to a chair, and a beer
bottle duct taped to his head. This is where the game introduces how it handles
its quick time events, you will aim your gun at the bottle above the hunter's
head with the left trigger, shoot it with the right, and then kick him out to
the air lock with, surprise, the kick button! You are then given control to
move Gray about in the ship.

That cretin out of the way time to get back up to the crew, but Rell tries to
open the door and it's crap, time to force it open yourself, go up and hit the
interaction and get on with your day. During this you turn around though and
out the window you see the Bounty Hunter... wait... what happened to the duct
tape? More importantly though he has a grenade! Before you can ponder either
mystery it explodes and you're vented to the back of the room. Gray cursing,
you must alternate the triggers to claw your way across a pipe to hit the
blast door switch, crisis averted.

Now go on ahead and start clearing through the rubble by kicking the panel in
your way and... whoops... there goes a screen, continue climbing over the
rubble and a couple smart comments from Rell, as well as making fun of tutorial
sequences, you get to follow him crouched under the last bit of rubble and back
to the crap door. It's stuck so Gray decides to just screw it, you then get to
shoot the control panel and force it open.

Follow the new face, Doc, and as you walk down the hallway another friend on
the intercom informs you that they're warping and you need to get on deck
pronto, so following the man's impatience, follow the on screen prompt and
sprint over to the elevator and smash the buttons to send it up.

A cutscene argument between crew later puts you in front of the warship
Ulysses, and has you in an on-rails shooter segment of the game that will also
be used throughout the game. The aiming reticule is almost impossible to see,
especially when firing, but just hit the Ulysses' guns until your ship takes
damage. Ishi then performs a heroic push-you-out-of-the-way move and takes
a direct explosion on-deck, what was that about not dying for Gray's revenge?

Undeterred by this turn of events, Gray decides this is the end of the road,
and that he'll use his ship to take General Sarrano on the Ulysses down with
him, some poetics later and following the interaction prompt sees your ship
making a kamikaze run through the core of the Ulysses and set for a crash
course on the planet below, and a flashback occurs on impact, time to find out
why Gray's crew is there in the first place...

You are now above a city metropolis, the camera floats you back down into
control of Gray again walking down the side of a building, thanks to some cool
gravity boots from Doc. Some more funny comments from Rell and you'll walk down
the building and kick the latch to the elevator ahead, sending down to the
street below, so much for the covert wall-walk approach. Anyway, continue on to
the breach prompt and have Gray jump, execute the target Novak, and land
right-side-up on the floor below.

As Gray gives the order to blow up Novak's computer, Ishi instead searches it
and learns that the good General has been sending Gray's team to hunt down
innocent civilians, that gluttonous slime! After opening a communication with
Sarrano and the confrontation proceeding it, Gray cries revenge and shoots the
communicator. His squad then moves to leave when they come across a little
girl, Ishi goes to placate her when security finds you and a firefight ensues.

This is your first exposure to the game's typical battlefield, simply trade
bullets with the security and before long another cutscene sees Ishi take a
hit, and Grayson then making a heroic dive to absorb the next would-have-been-
lethal bullet for Ishi, you are then woken up from your flashback.

There's Rell again, snapping you out of your daydream, after hazily regaining
your composure, you move over to find Ishi on the ground, badly hurt. Follow
everyone through to the elevator and send it down to the med-bay, afterwards
kicking the tech junk out of the door jam to continue.

Determined to revive him through sheer will or magic, Gray convinces the Doc
to attempt cybernetics to revive Ishi, but this requires power cells, and you
don't have any, though Gray and Rell surmise that the engines from the crashed
escape pods you saw earlier will have the power cells necessary!

With a newfound purpose you and Rell set out to find one of the escape pods,
but on your way out you see a new friend, a psycho running right for you!
Follow the on screen command and kick him into the electrical wires ahead of
you, and do this with his buddy who came with him, that or you could just fill
them with lead and be done with it, but that's less spectacular.

Continue down the other hallway, running into the next hallway and there's
more enemies to kick into electrical wires! (The next few straightaways are
very kick-friendly, just a tip) Keep on going and you get to slide down a
collapsed tunnel of your ship, as you're sliding along you get outside and, oh
, hey, another local! Perform a sliding kick as you come out of it to send him
careening into some sharp metal pikes behind him.

Mosey on forward and there'll be quite a few more enemies to defeat, there's
no electrical wires or sharp objects, but you can still kick them off the cliff
face to your right, although it may really be easier to just shoot them at this
point. After you're done mopping up walk forward to a soldier dude showing off,
using a gun and a fancy leash, only to be crushed by a psycho combat car.

With him dead, Gray sees an opportunity to obtain a new toy, go over and pick
up the electric leash. After some intense bonding process with the leash, you
are tasked with ripping open the escape pod with it. As Gray tells Rell to get
a power cell and he retorts, you then move over to leash another piece of
debris and offer an alternative path back to your ship cause, let's face it,
you slid down out of the ship and it'd be too much of a hassle to crawl back
up.

Continue on, leashing another piece of debris out of a narrow tunnel of rubble
to crawl through and at the end the game dramatically slows down, and tells you
to use the leash button, and you may or may not see the enemy target ahead of
you through the barded metal frame in front of you. Leash twice to pull two
enemies right to you and to their doom, and the metal frame falls to allow you
passage.

Move further on ahead and there's some more dudes, remember how the previous
segment was kick-friendly? Well this segment is leash-into-barbed-frames
friendly, either shoot the enemies or just pull them all into the iron skewers
and move forward to yet another trio of dudes to do the same to.

Now you're finally back to the ship, continue onward inside and run through the
hallways back to the med-bay to give the good Doctor the power cells. With a
shoo out the room you let him start the operation, go to the left side window
to observe.

Looks like things are underway when things get hairy, a psycho comes down the
vent and takes out the dock, drags him to the window, and is jerk enough to
skewer him right in front of you. There's no time to react though as Rell
alerts you to enemies in the room with you, start killing a few before an
explosion takes you out.

Dazed, disoriented, you see freaks giving Rell grief, then a mechanical hand
pulls you up to a sitting position, it's Ishi, now with monotone reverberating
robot voice! You're surrounded, then Rell grabs a bright glowing container and
in a final act of defiance, orders you to shoot him, pull the trigger and be
blacked out once more.



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                            ***     Act  I     ***
                              ******************
                                *  [ActIFT]  *
                                 ***      ***

                               Stygian Badlands

                * * * Chapter 1 -  Just Like the Old Days* * *

/*** This cocky leash is analyzing my performance!

*Note* There are no collectibles in the entirety of Act I either, just enjoy
your own mayhem.

You wake up in the same spot you blacked out in, only you can see outside, the
entire half of the ship ahead of you was blown away in the explosion. You are
alerted to Ishi, in pain from the cybernetics, with blue lights indicating he's
conscious. Gray offers his sentiments to help but the lights go red and the
AI in Ishi's cybernetics goes on about no possible calculation that Gray could
possibly help him, then Gray makes himself an asset by revealing he has the
leash, which doubles as a communicator for Sarrano's soldiers, conveniently.

We also learn that Sarrano is alive, and that one of his soldiers, a woman by
the name of Trishka, has activated her tracker to lead soldiers to the
General's protection. Gray instead decides to use this as a beacon to Sarrano
in plans of forcing the General to get him and Ishi off-world, and this starts
the next chapter.

Run on ahead, enjoying the cool desert/mountain scenery, walk across a giant
skeleton bridge, and find the dropkit ahead, these are your ammo and upgrade
stations, sprinkled amiably throughout the game. As the dropkit loads files
into your leash, the Skillshot mechanic is activated, and you are prompted
with opening up the Skillshot Database with the Back button (Select).

From here on in you'll want to keep these maneuvers in mind, because you'll
want to earn as many skillpoints as possible, performing as many skillshots as
possible, especially on the harder difficulties as only few places in the game
actually sport perpetually respawning enemies and you'll only have so much of
this game's form of currency to buy upgrades and ammo. On the easier difficulty
stuff is cheaper, so you don't really have to worry, but on Hard and Very Hard
you'll start pinching points to get enough ammo to get through stages, making
pulling off the biggest skillshots with the fewest ammo a big priority, you
don't want to be stuck with only your leash and kick to fight off full
battlefields of enemies. My suggestion is upgrade the standard ammo capacity on
most guns, and upgrade the first gun's (Peacemaker Carbine's) charge capacity,
while only unlocking the charge for other guns, odds are you're only going to
have a few charges at any given point in the game and there's no sense in
having 9 charge slots when you never carry more than 3, but that's only my
suggestion.

Big Skillshots often depreciate after you've pulled them off once already, in
varying degrees, for instance a Skillshot that gives 250 the first time may
only give 50 afterwards, or 750 to 250, so this encourages trying to use all
the available skillshots to maximize your skillpoint wallet given only a finite
amount of enemies at most given times.

*Note: I will give a list of mentioned skillshots right before the first time I
name them.

*Skillshots:

Headshot: Kill an enemy with a shot to the hea [Peacemaker Carbine]
Gag Reflex: Kill an enemy with a shot to the throat [Peacemaker Carbine]
Full-Throttle: Use bullets to kill two or more enemies without lettings go of
               the trigger [Peacemaker Carbine]
Enviro-Mental: Kill one or more enemies using an evironmental explosive
               [General]

Anyway, once you've formed your stand on how you plan to purchase ammo and
upgrades and how much or little you're going to adhere to the skillshot
database, unleash from the dropkit and face down a bunch of freaks from beyond
the gate in front of you, you'll be done when you earn 1200 Skillpoints, which
is 120 standard kills, a couple dozen "Headshot", "Gag Reflex" or "Full
Throttle" skillshots, or just a simple half a dozen massacre by shooting the
red barrels behind them for a bunch of "Enviro-Mental" Skillshots.

*Skillshots:

Voodoo Doll: kill an enemy by flinging them into a sharp metal object [General]
Pricked: Kill an enemy by flinging them into a cactus [General]
Bullet Kick: Kick an enemy and shoot him to death in mid-air [Peacemaker
             Carbine]
Bullet Slide: Slide an enemy and shoot him to death in mid-air [Peacemaker
              Carbine]

Once that's done re-leash the dropkit, upgrade the Carbine some, then go right
back around and continue through the now lowered gate. Up ahead are some more
enemies with some barbed metal frames and cacti, this is a good chance for
getting the "Voodoo Doll" Skillshot against the melee enemy, kicking the next
one against a cactus for "Pricked." The next couple you can do "Bullet Kick"
and "Bullet Slide" on pretty easily to round out your Skillpoint bank pretty
well to start off with.

*Skillshot:

Mercy: Shoot an enemy in the balls and kick or shoot his head off [Peacemaker
       Carbine]

Move on ahead and you'll come across a storage yard sort of complex, and
notice crates with red barrels everywhere, this place is really geared towards
"Enviro-Mental" kills, score some easy points by aiming up at the barrels to
kill everyone outside, and once the gate opens leash the barrel you can see
into the enemies who came out to shoot you, then move in and aim up at more
barrels to kill everyone in the yard, that ought to be a good 2,000 points
right there. If you find any stragglers you should also try to get Mercy, as
that's not one that's usually obtained on accident.

If you managed to use up a lot of ammo, either by ignoring the carbines dropped
by enemies or going for something other than Enviro-mentals, there is an ammo
crate in the very back of this area for a reload, turn right around afterwards
and go up the ramp up to the catwalk.

Go across the catwalk and the game will inform you of it's reward for your good
reflex in observing significant events, when the screen prompts hold the left
trigger to watch something important for up to 500 points if you pressed it
early enough and held it down the entire time.

*Skillshots:

Trip Wire: Shoot a running enemy in the legs to trip him, then finish him off
           on the ground [Peacemaker Carbine]
Rear Entry: Kill an enemy by shooting him in the butt [Peacemaker Carbine]
Graffiti: Kill an enemy by kicking him against a surface [General]

This has you see the security gate ahead, go down the other side of the catwalk
and move toward it to trigger a bunch of melee freaks and a couple gun-toters.
This is a good chance for both "Trip Wire" and "Full Throttle" as well as
"Rear Entry" and "Graffiti" if you can finesse it enough due to the plentiful
melee enemies running toward you and the nearby crate surfaces.

If you didn't get some of these don't worry, the game is 100% filled with
chances to get these easy ones so don't feel like you have to get them now, but
with enough finesse you could get all the skillshots available at the start
before even entering the mining complex.

After you're finished maiming everything in sight go and Grayson kick the door
of the gate... ouch, note to self; don't kick anything on a pivot hinge. Anyway
move forward and pull the switch to get to the next chapter.



           * * * Chapter 2 -  Last Train from Explosion Town * * *

/*** Whoever co-opted this joint, they aren't getting their deposit money
     back...

You arrive underground at the entrance of a mine, run forward to find another
dropkit, where you probably have enough skillpoints now to unlock the Peace-
Maker Carbine's Charge ability, which is basically firing a concentrated 100
bullets at once, pretty much vaporizing the target in molten lead, for those
on easy difficulties it's time to stock up and start attempting the Carbine
Charge Skillshots.

Anyway, once your done shopping turn around and kick the grate in the wall to
continue. You'll be sent sliding down a water shute do a man doing his business
not expecting a thing, slide kick him for a rude interuption of a Voodoo Doll
skillshot and turn to your right for more enemies to shoot.

*Skillshots:

Boned: CHARGED: Kill an enemy within a moment of getting them in your sights
                [Peacemaker Carbine]
Overkill: CHARGED: Execute a headshot with the Charge Shot [Peacemaker Carbine]
X-Ray: CHARGED: Kill two or more enemies with a single Charge Shot [Peacemaker
       Carbine]

With the Charge you can now do "Boned," "Overkill," and even "X-Ray" if you
line them up right, and provided you have charge shots. Continue forward into
a gyrocopter hangar, where Ishi suggests destroying the copters, good plan
until the freaks retaliate.

*Skillshots:

Parashoot: Leash an enemy out of a gyrocopter and kill him before he lands
           [General II]

Either just shoot them or pull them down from their catwalk to get rid of them
and then the hangar door will open revealing an operating gyrocopter, leash it
and time it just right to pull the pilot out of the seat, kill him before he
lands on the ground for the "Parashoot" skillshot. There's also an ammo crate
to the back left of the room if you're facing the hangar door, if you're low.

Go on outside and resupply at the dropkit, and run (or slide) down the stairs
to the right, and enemies will appear as Gray explains there should be a place
to charge Ishi's batteries in the facility somewhere. At the bottom of the
stairs there's a red barrel to kick towards the enemies, or failing that one
behind them to pull into one, either way cap them and move on.

A couple more enemies and an easily visible ammo crate up ahead, there's also
a second gyrocopter, and another chance for Parashoot if you didn't get it the 
first time. When they're dead Ishi will fix the control panel ahead then you
pull the level to send the platform down.

*Skillshots:

Pancake: Flatten an enemy with a kicked object [Secret]

As you go down you may notice freaks populating the battlefield below you,
you can get to them as soon as you get all the way down, kill the trio that
stay to fight and follow the last back to the building ahead and see them drop
metal doors as cover, big mistake, go up and kick the doors to smash enemies
against the opposite wall for "Pancake," simple enough, and kill the stragglers
before moving through.

*Skillshots:

Flak: Destroy a gyrocopter using an indirect explosion

On the other side of the building you'll see a gyrocopter and more bullet
fodder, and hey! Red Barrels! Shoot them for a 2 second finish to a 2 minute
fight and easily 1,000 points from "Flak" (Killing a gyrocopter with an
explosion) and a crapload of Enviro-Mentals.

You're not likely hurting for ammo at this point but in the off-chance you are,
around the back on the left side of the building that's now on fire (if you
shot the red barrels) is a couple ammo crates, not really a big deal
considering there's also a dropkit inside said building, but whatever, move on.

*Skillshots:

Skyjack: Kill a gyrocopter pilot while the vehicle is airborne

Follow Ishi to a ramp with cover and a turret dude up above, if you're willing
to part with a charge that's the simplest way to rid yourself of him, then go
up and take up the big freakin' minigun he was using, time for serious action.
A couple dudes likely appeared as you grabbed the gun, scrap them, then turn
your eyes to the horizon in another observation moment (so left trigger), as a
 series of gyrocopters come to be fodder to the minigun! Before long though the
battery depletes and you have to kill the last gyrocopter again, another 
Parashoot chance, "Skyjack" if you're lucky enough to headshot the guy, but 
unlikely without later weaponry.

*Skillshots:

First in, Last Out: Get an enemy airborne, kill a different enemy, then kill
                    the first before he lands [General II]

Afterwards the nearby steel wall lowers to allow passage, walk on through to
another building lowering a bridge with 2 more freaks to die by bullets. This
is a good chance for "First in, Last Out," just leash the back dude, Carbine
Charge shot the second, then kill the first dude, and you should get it if
done fast enough.

*Skillshots:

Vertigo: Send an enemy down a huge drop [General]

Anyway, pull the lever ahead and open the door, and a giant plate will slowly
move ahead, to may think moving cover at first, but enemies still shoot your
feet, kill the half dozen or so enemies ahead, possibly kicking a couple off
the walkway for "Vertigo" skillshots, and another Gyrocopter will be ahead so
try leashing it, but before long the panel you're on falls and you're in a
giant room with a dropkit! Sweet, resupply and march on.

*Skillshots:

Shocker: Kill an enemy by flinging them into a an electrical source [General]

As you run forward a psycho will scream to run away and close a door on you,
they should know better! Kick the door and Pancake the dude, then you'll find
yourself in a room with a giant generator, start kicking the poor suckers
nearby into it for some "Shocker" skillshots and let Ishi charge up, there's
another observation moment so ready the left trigger as he charges.

Now Ishi is all nice and fed and ready to go, but he overloaded the generators,
great, now sprint outside past the giant electrical machinery to an action
prompt and climb your way to safety! Alternate left and right triggers, getting
25 skillpoints each time you get it right the first time, to the next room.

There's a single enemy on the ahead bridge, kill him, possibly with a kick off
the edge, then turn facing the bridge to route the melee dude incoming. Run
again towards the next battlefield to see a bunch of guys spring from the
cover, start kicking or even better, line up some charge shots for X-Ray if
possible, and keep going.

*Skillshots:

Bossed: Kill a miniboss [General II]
Fire in the Hole: When a miniboss is stunned, kick him from behind, then shoot
                  him in the butt [General II]
Kick off: Remove a miniboss's helmet, then when he's stunned again, kick his
          head off [General II]
Whiplash: Remove a miniboss's helmet, then when he's stunned again, leash his
          head off [General II]

Up on the upper catwalk is another trio of baddies, take them out and an
observation even will introduce you to the miniboss, he absorbs full clips of
Carbine bullets and is worth a "Bossed" Skillshot regardless of how you handle
him, but it's best to couple it with another miniboss Skillshot, by either
stunning him with enough bullets and kicking his helmet off, stunning him again
and kicking his head off, or stunning him and kicking his butt armor off and
filling his rear with lead, or taking his helmet off and stunning him again to
leash his head off, however you handle it, you'll get a lot of minibosses to do
these with, and each one can be a mountain of skillpoints. One last tip, a
charged shot immediately stuns them most of the time, so if you have a couple,
go ahead and use them.

After dealing with the miniboss, run up the ramp to the conveyor train and Gray
will automatically pick up another minigun, aim it back down the ramp at the
area you just came from and start mowing down incoming freaks, try to kill
lots of enemies in a row before letting go of the trigger or discharging heat
for a lot of Full-Throttle skillshots, I suggest aiming to the left at the ramp
where they have to come up after dealing with each wave of dudes immediately in
front of you.

When they're all dead a cutscene will put you on the train speeding away from
the massive grindwheel that was loosed and is now looking to mow you down, you
can move around on the train, but this is almost literally an "on-rails"
segment.

You still have the minigun, but aren't hampered by a depleting energy bar so
you've got as much time as you need, and your first task is to mow down a bunch
of pursuing psycho cars, usually if you aim well enough you an get 2, maybe 3
dead in each bullet spray for a couple Full-Throttle skillshots. After a couple
dozen of those, it's then time for another train chasing you, quickly shoot the
two red barrels on board, this will kill a lot of the fodder and leave the
miniboss on the left side stunned so you can kill him with the spray of the
minigun.

Soon afterwards the Gyrocopters will enter the fray, as soon as they do,
provided you took care of the miniboss, you then ignore the train and focus on
the copters, same thing, try to kill 2 or 3 of them with each burst to maximize
skillpoints, a rock will come down and pole-vault the pursuing train and leave
just the copters to get rid of.

A Banshee helicopter will then start chasing you, with 2 "land-torpedo" type
missiles that you have to get rid of, afterwards you can't really kill the
helicopter, but you can wait for a giant red tank to pass by on the right and
shoot it to stave off the helicopter.

Aim then to the left and shoot the next tank to force the grindwheel off-course
because it's now catching up to you. There will be a few more gyrocopters, kill
them if you can, to increase your survivability, but stay focused for another
tank passing by on the right to again stave off the grindwheel.

The Wheel will disappear for a moment behind the cliffs, but another train,
this time with a giant ramming plate, with come up on your right, you should
see little red dots denoting a hard-to-see red barrel near the center looking
at the side of the train, try to hit those to kill some enemies and stun the
on-board miniboss. That train will then form up behind you, kill the miniboss
who should still be stunned then aim at the other red barrel you can now see
on the right, this should get rid of most, if not all, the opposition on that
train.

The other train will keep pushing you, an upcoming observation event will alert
you to the Grindwheel re-materializing across a ravine, taking out the train
bridge there, another observation event will alert you to Ishi's futile attempts
to hit the breaks, when that fails, it's only a short moment's wait before you 
are blacked out in the crash-n-fall.



              * * *  Chapter 3 - Whatever it is, it's Pissed * * *

/*** Make like a Kaiser and Roll!

Waking up on a miraculously horizontal piece of wreckage below the bridge, make
your way across the pipe alternating triggers for points then use the action
button for a leap of faith and a less than soft descent to the jungle river
below.

You'll find a dropkit down there and after moving forward on the path, a couple
new freaks with flareguns, kill them and pick one up! You now have a new weapon
with which to get skillpoints for but they aren't revealed on the skillshot
database just yet, either way move forward, probably best switching back to the
carbine as you likely only have 1-2 shots collected off the dead flaregun
owners.

*Skillshots:

Fish Food: Kill an enemy by flinging them into a body of water [Secret]

Sprinting forward a group of 4 freaks will come running, a well placed charged
Carbine shot will net you a few X-Ray shots, anyone you miss can be kicked
over the cliff to the left for some Vertigo or "Fish Food" skillshots. Ahead
there's another couple flaregun guys and an observation event to reveal your
next goal, a dysfunctional gyrocopter you now hope to fix and use to leave.
There should be also another gyrocopter enemy and after killing everyone near
you, try your hand at sharp-shooting the guy who parked the banged up copter
on the far cliff, for me he fell off the cliff and I shot him on the way down
for a bullet kick.... weird... anyway afterwards sprint into the cave ahead.

Kick out the boards blocking your path, listen to Gray appreciate the view,
then slide under the rock ahead, an observation event will have you looking at
bloody human skeletons, a pleasant sight, although there's an ammo box to help
you out.

Keep walking and the floor will again fall down underneath you, and you are now
in a pathway with a bunch of giant eggs, the only way is through so start
kicking them and shove onward. Before long after doing this though you hear a
guttural monster roar and a timer appears, at the fork go left because right is
a dead end, and after getting past all the eggs and vaulting over the rocks
SPRINT FOR YOUR LIFE! GET TO THE CHOPPA!

Ishi manages to get the gyrocopter fixed, but the source of the wailing gives
chase, and Ishi with eyes focused ahead notices the train you were on earlier,
hanging by a thread, follow his prompt to shoot it and watch it crash into the
back of what looks like the neck of the creature, shadowed in giant cloud of
dirt. The victory is short lived though, as the gyrocopter gives way and you
are sent crashing into the mists below, thus ending Act I.



               ************************************************
                            ***     Act II     ***
                              ******************
                                *  [ActIIFT] *
                                 ***      ***

                                Paradise  Lost

                  * * * Chapter 1 - Damsel in Distress * * *

/*** Classical music explains WWIII!

*Newsbots 3/3
*Electro Fly Swarms 5/5

You open up on the banks of the river below, Gray helping Ishi out of the
water, and after a mixed response from Ishi you both get up and start Act II,
and immediately in front of you is another Dropkit, now with Screamer ammo and
upgrade options!

*Skillshots:

Gunslinger: Score two or more FAst Draws or Snapshots in a row [Screamer]
Fast Draw: Kill an enemy the moment you have them in your sights [Screamer]
Snapshot: Kill an airborne enemy the moment you have them in your sights
          [Screamer]
Surgeon: Kill an enemy by shooting only one single limb repeatedly [Screamer]
One Hit Wonder: Perform a clean execution by using only a single bullet to kill
                the enemy [Screamer]

One may also notice that in the skillshot database, many gunslinger-type skill-
shots are now laid out and explained, one even is called "Gunslinger." Continue
forward and find about a half-dozen dudes to now test out your revolver prowess
and see if you can nail some of the more tricky ones, like "Fast Draw" or
"Snapshot," doing either two times in a row nets the aforementioned skillshot,
as well as "Surgeon" and "One Hit Wonder."

*Skillshots:

Exterminator: Kill an entire swarm of electro flies [General]

*Electro Fly Swarm 1/5 

Afterwards continue onward, and be introduced to the game's concept of
collectibles! And no, it's not beer bottles first, as Ishi eludes to, it's
actually a swarm of Electro flies right before you enter the building, to kill
these guys just patiently shoot them when they pause in flight, as they pause
in the same spots every few seconds. Doing this gets you the "Exterminator"
skillshot, and again every time you find a swarm. You can either do this
immediately, or if you right along the right wall towards the enemies
it's a perfect line-up for X-ray as well, possibly a four hit line.

*Skillshots:

Afterburner: Kill an enemy who is on fire [General]
Enlightenment: CHARGED: Shoot an enemy in the head with a flare and let it
               explode [Sreamer]
Misfire: CHARGED: Flare an enemy but kill him before the flare explodes
         [Screamer]
Fireball: CHARGED: Shoot an enemy with a flare so it explodes and kills another
          enemy [Screamer]
Fireworks: CHARGED: Explode an enemy who is 20 meters or higher in the air
           [Screamer]
Firefighter: Ignite three or mroe enemies and kill them while they burn
             [Screamer]

The observant may also notice that there is also a dropkit in the pool below
and to the left, now you are offered the Screamer's charge attack, firing a
flare at an enemy that explodes lighting a bunch of enemies on fire, so one can
also do this to get the "Afterburner," "Enlightenment," "Misfire," "Fireball,"
"Fireworks," or possibly even "Firefighter" skillshots.

*Newsbot 1/3

After you've decided which of the many new options to take, continue onward and
the turn ahead reveals another collectible, the newsbot, 28 of which are spread
throughout the game, simply shoot it or, if you don't want to waste ammo, just
kick it into a wall or object, the explosion will hurt, but it doesn't kill
you, even on Very Hard and offers 500 skillpoints per bot.


*Skillshots:

Fast Food: Ram an enemy to death with a hot dog cart [Genera]
Sausage Fest: Kill an enemy using a hot dog cart explosion [General]
Gotcha: Leash a Creep or Skull Flaregunner and kill them in mid-air
        [General II]
Friendly Fire: Kill an enemy by flinging them into the fire of another enemy
               [General II]
Blind Fire: Kill someone while blinded by a flare [General II]

Once destroyed, run forward and crouch under the debris to find another fight
of about half a dozen strong, this is a good area for Misfire specifically,
just fire a Charged Screamer at an enemy and hope he hits the nearby cactus
before detonation. You may also notice some carts with red tanks in them, these
are Hot Dog carts, believe it or not, kicking one into an enemy nets you the
"Fast Food" skillshot, while shooting it causes an explosion that launches
enemies into the air for easy "Fireworks" or "Gotcha" skillshots, and if the
explosion kills someone, "Sausage Fest" as well. The Gotcha skillshot is
specific to the flaregunners, and because there's a few of them standing around
there's good chance their firing flares at you, so leash an enemy or two next
to you for a free "Friendly Fire" skillshot too. If you get hit by a flare and
just start randomly firing, there's a chance at "Blind Fire" as well and for
added measure, the advertisement columns are also Shocker chances.

After that chaotic skillshot-fest, continue forward and an observation event
will direct you to the sign of the nightclub, up to the right is a dropkit
though if you need to resupply even after collecting all the dropped guns.

*Skillshots:

Intoxicated: Kill an enemy while drunk on Nom Juice [General]

Go on inside and discover the last collectible, the beer bottles which help you
with the "Intoxicated" skillshot, which we learn from the description labels
the bottles as "Nom Juice." Go ahead and drink the two you find, despite Ishi's
distain, then move forward to an observation of a miniboss and enemies coming
towards you, this is a great time for the Screamer's flare, which nets you
possibly a few Intoxicated/Fireball kills when you shoot it at the miniboss and
sometimes stuns him, kick his helmet off and fire another flare to re-stun him
and pull off either kick off or whiplash.

Afterwards take up his minigun and raise carnage on the enemies raising havoc
on the far side of the stage, all to Disco Inferno! Get a few easy Full-
Throttle points then turn outside the door to mow down the rest of the rest
of the opposition, aiming up at the red dots to ignite red barrels and killing
sniping flaregunners. Afterwards a combat car drives up unloading more bullet
targets on the cliff, mow them all down and by now the minigun's probably out
of juice, the action done, go ahead back into the nightclub and search the
stage, table, counters, seats and floor for a bunch of Nom Juice bottles,
some of which you probably shot already and didn't realize. You can collect
these through drinking 20 bottles and shooting 20 bottles for achievements but
they aren't specifically "hidden" through the game like the other ones are.

* Electro Fly Swarm 2/5

Once done raiding Nom, run on out and past the cliff and continue to find three
dudes coming at you from an arch with a Hot Dog cart, decide how to get rid of
them, I kicked the cart and shot it, but whatever works, then go out and past
the ledge ahead of you is another Electro fly swarm.

Vault over the rubble ahead and kick down the door to get inside the next
building, go over and kick the next door and... it doesn't open all the way...
and flares incoming! Oof, you get pushed back but it doesn't really hurt, run
in and massacre those freaks. Once inside you'll see a bottle of Nom to the
right and a switch to the left. My suggestion: hit the switch and then quickly
drink the Nom, the door will open and a bunch of melee jerks will run at you,
immediately plant a flare a few feet ahead of you and watch it light up those
suckers like napalm, then it's just a matter of spamming the revolver shots
for a lot of Afterburner, Intoxicated, Firefighter, Fireball, and maybe even
some Fast Draw and Gunslinger!

*Skillshots:

Bombshell: Kill two or more enemies by exploding a flailbomber [General II]

After turning their world up-side down, new enemies will start charging, a
couple dozen freak Flailgunners, shoot them a few times to have them blow up
though, and if you use the same flare trick (provided you have extras) you
can start to rack up some serious "Bombshell" points, plus everything you just
got from the melee dudes! Minus the Intoxicated though, as the Nom juice will
have run out by now. If you do happen to get hit by a flailgun, don't panic:
just run towards the nearest group of flailgunners and have yours detonate to
kill all of them and get you Bombshell points, you'll survive if only barely.

Run out now and collect the Flailgun, you probably only have a couple shots for
it though, but luckily there's an ammo crate in one of the containers to the
right, so you should have around 4-5 shots, be careful with them. When you're
done, go on and walk through into the next building.

*Newsbot 2/3

Inside you'll find a Newsbot, and past him on a table, another bottle of Nom,
which you should just shoot since there's no enemies close enough to abuse that
for.

Continue out and up the stairs for a dropkit, a chance to fill up the flailgun,
 as well as unock a mess more skillshots, easiest of the flailgun's being 
"Gang Bang" and "Minefield."

*Skillshots:

Gang Bang: Kill two or emore enemies with a single flail explosion [Flailgun]
Minefield: Kill an enemy by exploding a flail attached to a surface [Flailgun]
Sadist: Wrap a flail around an enemy but kill him before it explodes [Flailgun]
Meat Slicer: Slice an enemy in half while wrapping the flail around an object
             [Flailgun]
Head Slicer: Decapitate an enemy after wrapping the flail around an object
             [Flailgun]
Homie Missle: Use a flail-wrapped airborne enemy to kill another enemy
              [Flailgun]
Smart Mine: Use a flail-wrapped standning enemy to kill an airborne enemy
            [Flailgun]
Sucker: Kill an enemy by flinging them into a ventilation fan [Secret]

Keep going and kick the panel out and find a few enemies to try those new 
skillshots on. There will be a couple more melee dudes, and a chance at 
"Sucker," just flail the right dude, use the explosion to push the left one 
into the vent.

*Electro Fly swarm 3/5

Keep going through a bunch of oncoming enemies, mind the flaregunners on the 
upper-right balcony, and go on as a miniboss appears to the left, just shoot 
the barrels behind him. After you're done, go down the stairs below. Vault over
the column ahead, and up above you should be another electro fly swarm and a 
dropkit. Keep going and find Trishka's escape pod, as well as a trail of 
bodies.

Follow the trail to more enemies, but... they're firing the other way, kill 
through and hey! (observation event) There's the source of the transmission, 
Trishka! Finish everyone off and follow the path chasing Trishka.

Fight off an assortment of flares, guns, and flails, then climb up the ladder 
in the next building. At the top look across a vine to a dude climbing towards
you, shoot the vine ahead with a flail for an easy "Head Slicer," then climb 
yourself across and find yourself in the same situation. At the other side just
kick him into a Voodoo Doll, or if you have an extra shot, flail first then 
kick for an easy "Sadist."

*Newsbot 3/3
*Electro Fly Swarm 4/5

Ahead there's another newsbot and a swarm of electro flies, makes things easy 
by flailing the newsbot, kicking it under the flies, and set it off, then 
resupply at the dropkit. Keep going and slider under the vine to find more 
dudes and flailgunners, one tactic is to kick the sausage cart out from the 
left, flail it, and kick it into the crowd, then finish off any stragglers 
after the explosion.

You'll find a bridge ahead, lower it and fight off the incoming flailgunners, 
then move forward to an observation event again seeing Trishka compromise the 
path to her, she's not too keen on people following her evidently. Another 
observation event will alert you to the way forward. Before that though connect
to the nearby dropkit, the Thumper upgrade to the leash is now available and 
while pricey, makes fighting awesome. Ammo up and leash the orb and cross the 
bridge.

*Skillshots:

Flyswatter: Thump an enemy so he smashes into the ceiling or an impaler
            [General II]
Trap Shooting: Use bullets to kill a thumped enemy [General II]
Slam Dunk: Smash an airborne enemy into the ground with the Thumper
           [General II]

You'll be greeted by quite a few dudes, no worries for the Thumper! Just leash
one of the dudes from up above the stairs, in turn thump him, sending most 
enemies into the air for several "Flyswatter" points, and fire at the rest for
some "Trap Shooting," "Slam Dunk," maybe ready a flare for "Fireworks."

Once they're dead, run up the stairs for more enemies and a miniboss down the 
stairs on the other side, deal with them however you choose and focus on the 
miniboss, save a thumper for him so you can get "Touch Down."

Now once he's dead a few waves of dudes will run at you from the monster mouth
entrance, you can either use the minibos's minigun for a bunch of 
Full-Throttles, the thumper for more mid-air Trap Shooting, maybe even "Slam 
Dunk," or fire flares or flails at the ground or incoming flailgunners for Gang
Bang and Bombshells. Mow through the hordes however you wish and move into the 
building to move onto chapter 2.



            * * * Chapter 2 -  Worst Family Fun Vacation Ever * * *

/*** No one imagines perishing at the hands of a child's toy!

Newsbots: 1/1
Electro Fly Swarms: 0/0

As you enter the Mechaton Park, take a listen to the narrator, interpret that 
anyway you wish, anyway the dropkit here gives you early access to the 
Boneduster! This will be your shotgun, and that means another batch of 
skillshots!

*Newsbot 1/1

Charge forward, kick down a gate, ahead there will be an observation event 
revealing one of the animatronic Mechatons evidently broke free, ominous eh?
Kick down the newsbot then the next gate ahead, then finally climb over the 
railing into the scaled down city.

*Skillshots:

Kill-o-Watt: Kill an enemy by flinging them into the model buildings in the
             Mechaton Park [Secret]
Pump Action: Get an enemy airborne then shotgun blast him into an environmental
             hazard. [Boneduster]

Upon dropping down, a new challenger appears! This is one of the shotgun dudes,
you'll learn to hate them, anyway you may have noticed the buildings arcing, 
back up and kick him when he charges quickly following with a shotgun blast, 
hopefully netting you a "Kill-o-Watt" and "Pump Action."

Topless: Blast away the top half of an enemy [Boneduster]
Legless: Blow the legs off an enemy [Boneduster]
Splatterpunk: Kill a downed enemy by blasting him against the floor
              [Boneduster]
Torpedo: Kil lan enemy by shooting him while sliding [Boneduster]
Piledriver: Get an enemy airborne then smash him into a surface with the
            shotgun blast [Boneduster]
Juggler: Blast an airborne enemy twice then kill him before landing
         [Boneduster]
Slugfest: Kill two or more enemies with one standard shot [Boneduster]

Once he's dead run through the city, populated in a narrow path by about two 
dozen enemies to get "Topless," "Legless," "Splatterpunk," "Torpedo," 
"Piledriver," "Juggler," and "Slugfest" on, and you can actually get all of 
these in this very sequence hypothetically if you're actually trying to get all
of the skillshots.

Once your done with "family fun," there will be a switch Ishi points out on the
far end of the city track, pull it and reveal the path down. Just then you hear
crashing, and there's a Mechaton! After simulating Godzilla for a moment, he 
lunges at you! Dodge the swipe, rolling into the service corridor, run down to
a barred entryway, leash the box on the far wall to gain entry, and climb the 
far ladder.

At the top, with no sign of Fakezilla, access the dropkit to resupply. There is
also a bottle of nom nearby, have a swig and rush forward as enemies jump at 
you from behind boxes, get luck and you may have an Intoxicated Slugfest!

Once they've all had a taste of shotgun, run forward and vault over a rail as 
Fakezilla returns! Ishi tells you to shoot him as he tries frantically to 
produce an exit, and moments later he succeeds and you can make you getaway.

On the other side of the door run on up the stairs and prepare for a dozen 
melee freaks! This is an awesome time for the Thumper and the Boneduster to 
Juggle some jerks. Fight through the mob and make your way down the stairs at 
the other end.

You'll find a grated door to kick down and CRASH! Fakezilla returns AGAIN!As he
closes in though Gray notices the idiot controlling the beast running up to 
remote order Mechaton to smash you, cap him before he gets a chance and you get
a new toy! Time for the most fun part of this chapter.

You control the Mechaton! Have him smash the giant garage door to the loading 
dock, fire at the barrels on the way out and have him smash again the far door,
following your new pet via the catwalk going up to the left.

*Skillshots:

Mass Extinction: Crush an enemy with the Mechaton [Secret]

Once outside, an assortment of standard gun freaks and minibosses come pouring 
from the two buildings, middle and right, to come die to the Mechaton! Just 
keep alternating between houses and mow them all down, a few morons ought to 
run under Mechaton's legs and get squished giving some "Mass Extinction" 
points. One note; keep the trigger held down, even if there aren't enemies yet,
and rack up as much Full-Throttle points as possible!

After both buildings of baddies are leveled, have Mechaton smash the bus to 
create a little bridge so he can venture to the next mayhem spot, you'll break
the Full-Throttle spree but no worries, it will start again in a moment as Ishi
breaks a door down so you can get to a better vantage point on the catwalk.

Now the carnage continues, aim your beast up at the bridges, it's easiest to 
aim at the bottom of the second bridge, or the ceiling of the first, this kills
dudes on both levels. During the massacre you'll also have to contend with a 
few gyrocopters, sight in if you're having issues making the beast shoot them. 
One combat car will mark the end of the wave.

Once everything's dead, follow Ishi jumping down to the ground and follow your
beast killing dudes flanking you on the left, then on the balconies down the 
road, remember you can aim at the ceilings below the balconies to kill 
everything, demolishing more buildings and gyrocopters.

An observation event will point you back to area one. Clear out this newfound 
nuisance enjoying Gray's tribute to Fakezilla, then after a couple more 
gyrocopters another observation event will point you forward again for more 
gunners and gyrocopters. Mow down again all opposition before having the great
beastie break down the gates of the far end of the clearing.

But oh noes! As he carries out this takes an observation event sees him crash 
and fall down a giant divide in the terrain. One may wish to join Gray in 
giving final sentiments, one never formed such a bond with a giant monster in 
the span of 10 minutes... Once emotionally settled, join Ishi near a pope 
going down into the hole and enter to start Act 3.



               ************************************************
                            ***    Act  III    ***
                              ******************
                                * [ActIIIFT] *
                                 ***      ***

                                   The  Dam

               * * * Chapter 1 - One Sniper Means a Dozen * * *

/*** Get military, they're going to be waiting for us.

Newsbots: 3/3
Electro Fly swarms: 3/3

Act 3 opens up with Gray reaching the bottom of the pipe, merely start walking.
Once you pass a waterfall an observation event alerts you to a hunched figure 
speeding across the bars ahead.

Keep going to find blockage in your path, kick it and the ceiling will 
collapse! A timer appears, as you start running with 15 seconds on the clock. 
Quickly follow Ishi as he points a way to salvation. Pull the obstruction and 
slide to safety!

*Electro Fly swarm 1/3

When you land you'll be treated to new surroundings, a beach front leading up 
to a dam. Soon up ahead another communicae is broadcast by Trishka, revealing 
her to be up on the dam, giving you your new destination. Once that's past 
there's a dropkit ahead, then go to the cliff edge to the right of the dropkit
and turn left to find a swarm of electro flies to kill.

When you're done move on to the left side of the dropkit and follow Ishi to an
elevator and pull the lever to send it up. At the top, after seeing the 
evidence of gang genocide, walk up the stairs and surprise! New enemy! These 
guys dodge your kicks and avoid your leash, just slide kick the first dude 
(They can't avoid that, suckas) and use him as the epicenter for mass 
Flyswatter points.

If you're on harder difficulties and couldn't afford ammo, follow the wall to 
the right from the way you entered to find a crate, then continue out the 
opposite wall from where you entered to find another enemy. The game slows and
prompts you to slide the poor sap, this was just to show you they CAN be slide
kicked.

Afterwards continue down the plaza past a dozen more enemies in whatever manner
you choose and continue down to an observation event right after a sniper takes
a shot at you, kill him and move up to where he was shooting you and pick up 
the rifle.

*Skillshots:

Hotshot: Kill a dodging enemy by targeting a weak spot like the head or throat
         [Head Hunter]
Accident: Shoot an enemy and have him die from hitting an environmental hazard
          [Head Hunter]

*Newsbot 1/3

Now, crouched behind cover, you get to test the new tool, start firing at 
enemies once the target on them is red and get used to the feel of firing it 
and steering the bullet afterwards. Go for the head for a "Hotshot" score and 
if you run low on ammo there is a crate conveniently to the right, across the 
cover. Another shot one can go for is firing at the target straight ahead and
try to push him back to a hazard for the "Accident" skillshot. When dead, run
forward to the right in the back corner of the area for a newsbot.

Once done, Ishi will open a garage door and once inside you'll catch another 
transmission from Trishka as you move through the warehouse, on the ground 
level a dropkit is available. And across the garage door from the dropkit is a 
bottle of Nom, drink it and aim out the door at more snipers, maybe getting 
some lucky Intoxicated Hotshot Headshots.

If you're hurting for ammo, or didn't want to pay the dropkit, turn around and 
get past where the Nom was out the side door of the warehouse for an ammo 
crate. Now you're clear to press on to the first tower before hearing another 
shot wiz past, get cover behind a suitcase ad retaliate, taking down several 
more enemies.

*Newsbot 2/3

*Skillshots:

Show off: Kill an enemy from 10 meteres without using the scope [Head Hunter]
Broken Wings: Kill a thumped enemy with a guided bullet [Head Hunter]
Bluff: Kill an enemy who is not actually the chosen target of the bullet [Head
       Hunter]
Nutcracker: Kill an enemy by guiding a bullet into his balls [Head Hunter]
Killer News: Kill someone with the explosion of a Newsbot [General]

Once you're done Ishi should be finished getting the first part of the bridge 
down, leash the other side and cross. There's a dropkit to resupply before 
running headlong into a building housing a dozen more enemies, at this point 
the Head hunter isn't necessary but this is a good time to try for "Show Off" 
and "Broken Wings" if you have spare ammo. There's also a newsbot in or around 
the first building you arrive at, explode that near an enemy for "Killer News."

When they're all taken care of continue to the far building and under the 
rubble inside for the next dropkit. Keep moving outside to find a walkway then 
a pier, half a dozen enemies included. take them all out. There's a bottle of 
nom on the right lower walkway of the pier if you want some Intoxicated points,
that or just shoot it after you've cleaned up (As I did.) Those low on ammo can
also go to the lower left walkway on the pier all the way at the end.

*Electro Fly Swarm 2/3

Scavenging done, continue down the shanty bridge to a dozen more enemies in 
the building ahead. Either during or after the fight there is also some Nom 
juice on the window sill past the doorway closest to where you arrive. 
Afterwards follow Ishi to the end of a walkway where exists one last pier 
with an electro fly swarm at the end, on your way there however  there's an 
extra dude, whatever. Nail him and the flies then go inside the building and 
access the dropkit to access the charged shot for the Head Hunter, those with 
big wallets of skillpoints should get 4-5 charges for the skillshots in a 
moment.

At the bottom, go ahead and run down the hallway receiving another broadcast 
from Trishka, outnumbered and looking Grim, thus Gray and Ishi resolve to hurry
and save her. Sprinting down the hallway you come to a giant diner room with a 
bunch of enemies, either simply mop them up or for those wanting all four 
charged skillshots for the Head Hunter in one room, follow my little scheme 
next paragraph.

*Electro Fly swarm 3/3

*Skillshots:

Premature: CHARGED: Explode the bullet to kill the target before it hits him
           [Head Hunter]
Letter Bomb: CHARGED: Explode two or more enemies with a single bullet
Early Retirement: CHARGED: Kill an enemy controlled with the charged bullet
                  before it explodes [Head Hunter]
Shrapnel: CHARGED: Explode two or more airborne enemies using a single bullet
          [Head Hunter]
Fly Guy: Kill an enemy by flinging them into a swarm of electro flies [General]

Set up a charge and fire at the closest enemy, but hit the trigger just short 
of hitting him for "Premature," then ready another and fire at the next enemy,
drag him to another and blow him up for "Letter Bomb." Ready a charge once more
and hit the next one, dragging him behind the support pillar opposite the door 
you came from into the electro flies for "Fly Guy" and "Early Retirement." 
Walk out and turn towards what should be the last two enemies, thump them, 
firing another charge into an enemy, drag him to the second in mid-air and 
detonate for "Shrapnel." You should now have all 4 Head Hunter charged 
skillshots!

*Newsbot 3/3

Once the carnage is done there is a table to the left of where you came in with
Nom juice, shoot it, then go then go to the electro flies on the opposite side
of the pillar, opposite side of the room from where you entered. Lastly the
final newsbot of the chapter wonders around tables in this room. When this is 
all done, follow Ishi through the gross kitchen and access corridor to an 
elevator and send it up to find Trishka.
 


                    * * * Chapter 2 -  A Dam Fine Mess * * *

/*** Complain about how I saved ya later!

Newsbots: 3/3
Electro Fly swarms: 2/2

Chapter 2 starts with an ambush and for the lazy people you can actually just 
thump the ground near both sides of the room and you get a mass of Voodoo Doll 
and Flyswatter points, as well as a few red barrels throughout. This oddly 
enough though is the best place to get "Gunslinger." if you have the patience 
to try and get 2 split-second headshots in a row, otherwise thump'n'dump if you
have the points, spray'n'pray if you don't.

Once you've killed everyone on the upper floor, even a little before, a wall 
nearby will blow and three more dudes will rush out, clean house and make your
exit through the new door, following Ishi down the ramp to a raised bridge. 
Pull the lever to lower it and start another fight. 

*Electro Fly Swarm 1/2

*Skillshots:

Floater: Kill an enemy by flinging him into the rushing water [Secret]

Run across and kill the 3 dudes immediately in front remember to fling at least
one dude into the river for the "Floater" skillshot, then the three that come 
down later, or just thump them all in the first place if you have an extra. 
Head up the stairs past the bridge now but instead of following Ishi through 
the door on the upper floor go left and u-turn for Electro flies, then follow 
him.

You'll quickly activate a switch to send an elevator, vault over then kick some
junk, then pull another switch to open a door to a room and the next batch of 
baddies, run out to an observation event, you found Trishka!

Go ahead and fight more freaks, then walk past the platform ahead for some Nom 
to shoot before heading down on said platform. You are now in a room full of 
freaks and 2 big furnaces, knock enemies in for "Man Toast," otherwise 
annihilate everyone.

When you're done a cutscene places Trishka in your possie, albeit begrudgingly.
Follow he up the stairs and through the hallway where she informs you that the 
guys you fought in the earlier acts are Skulls, and the new gross guys Creeps, 
ok, we now know what to call them, cool. Keep going, a dropkit on the way, and 
you'll run up and into a Creep sniper, kill him and start clearing the 
battlefield below.

*Newsbot 1/3
*Newsbot 2/3
*Electro Fly Swarm 2/2

On the patio of the building you're in, opposite of the stairs that lead down 
to the plaza is a newsbot. After clearing the warzone of foes, continue down to
the plaza for more skulls to face, enjoy the dejavu scenery, then more skulls 
before finding another newsbot in the far side of the plaza and some electro 
flies in the upper left area at the end of the plaza and finally going down a 
ramp underground with another dropkit.

*Newsbot 3/3

*Skillshots:

Grinder: Kill an enemy by flinging them into the Grindwheels at the Hydro
         Plant [Secret]

On the other end of the tunnel you appear on some scaffolding on a cliffside, 
continue down the two floors of Skulls before leaving on an elevator on the 
other side, which conveniently has the last newsbot stuck in the corner of it. 
At the top the elevator opens to the hydro plant area of the dam, and if you 
knock enemies into the grindwheel you'll get "Grinder." That's really the only
notable thing here, just kill everyone, a few flare gunners included, before 
continueing to find a leash target.

After Trishka's done yelling at you run forward through flare and melee dudes, 
turn and face flailgunners, turn again and mow through shotguns and melee, and 
finally leash another object to keep going. At the end of this path aim left to
a gyrocopter, now since you have the Head Hunter you can easily get Skyjack, 
just get a headshot on the pilot. Do this quickly though because before long 
Trishka's chastising starts to ring true, and the plant starts falling apart! 
You watch an observation event of Trishka leaping to salvation, you have no 
choice but to follow her lead and JUMP!

You land on a convenient floating platform below, but all is not well as 
Gyrocopters chase you and the hydro plant comes crashing down, retaliate in 
futility as the chapter comes to a close!



               ************************************************
                            ***     Act IV     ***
                              ******************
                                *  [ActIVFT] *
                                 ***      ***

                                Forbidden Zone

                * * *  Chapter 1 -  The Only Way Through * * *

/*** You want to go through this building, or maybe demolish it?

Newsbots: 2/2
Electro Fly swarms: 1/1

*Skillshots:

Nominated: Kill an enemy with a Nom parasite on their head [General]
Leak: Put a Nom Parasite on an enemy's head then get a headshot [General]

The team washes up in a business district, run up the stairs and out onto the 
street above. Trishka wants the party to be subtle, keeping that in mind go 
over and kick the panel ahead to create a bridge... So much for that, run 
forward and vault over the rubble to find Creeps! The game at this point 
prompts you to kick what are known as Nom parasites, get them on heads of 
enemies for Nom-related skillshots, a couple you could easily get now is 
"Nominated" and "Leak."

*Newsbot 1/2

Rid yourself of the Creeps and crawl in the hole Ishi opens up, one inside 
look to the left and there will be a newsbot, the face forward again and then
leash the turbine up to the left and watch more domino action unfold. Exit 
through the new tunnel and rush out to an observation event of a creep getting
eaten by a plant, now you know what the flytrap references are in the skillshot
database.

*Electro Fly swarm 1/1

Before killing it, turn left and kill the electro flies then kill the flytrap,
pull out the bus doors on the bus to the left, then kick out the opposite 
doors. Kill a group of Creep snipers present, and once defeated watch a 
cutscene.

With that done, run on down the ramp and come upon a road block, where Trishka
challenges you with figuring out how to advance in 15 seconds. This isn't 
required, but it's cool. try to just figure it out, if you don't an observation 
event will point you to what you should have done. If you just want the answer;
turn around and shoot the globe back up the street.

*Newsbot 2/2

After the way is opened turn left for a dropkit and a newsbot in the tent 
behind it. Now follow Ishi and Trish through the building, vault through the 
window and fight a dozen Skulls. There's also plenty of Cacti and metal skewers
for impalement, good for Sadist or "Accident."

Then go up the stairs to a courtyard where you find (observation event) a 
miniboss, this one sporting a bouncer weapon. You'll have to hit his ammunition
backpack to make him vulnerable either by leashing the explosive behind him and
pulling it into him or failing that, just use the thumper to put him on the 
ground for an easy backpack removal and another chance at a miniboss-specific 
skillshot. Defeat him and pick up his Bouncer gun and head inside.


             * * * Chapter 2 -  Maneaters Prefer Tight Spots * * *

/*** Quit cheering me up and shoot!

Newsbots: 3/3
Electro Fly swarms: 4/4

*Skillshots:

Direct Hit: Kill an enemy with a direct hit from the cannonball [Bouncer]
Boom: Kill two or more enemies with one cannonball [Bouncer]
Bully: Detonate a cannonball to kill an enemy just after knocking then over
       with it [Bouncer]
Trickshot: Kill an enemy with a cannonball bounced off a wall or obstacle
           [Bouncer]
Carpet Bombing: Bounce a cannonball at least two times before killing an enemy
                with it [Bouncer]
Antidote: Kill an enemy who is infected by the puffball gas [General]
Toxic Love: Kill an enemy while infected by puffball gas [General]

Once inside an observation event will show you puffballs, which have a gas that
confuses enemies, afterwards pull the switch and head upstairs for a room with
a dropkit and some Nom juice to the left of the stairs ahead. Go up these 
stairs and find some SKulls and a puffball. Shoot the puffball and start a 
skilling spree with the Bouncer for possible "Direct Hit," "Boom," "Bully," 
"Trickshot," "Carpet Bombing," "Antidote," "Intoxicated," and "Toxic Love" 
skillshots.

*Electro Fly swarm 1/4

Once done, Ishi will invade the ventilation system and open the door ahead, run
through and soon Ishi will call for help. Sprint up to Ishi to find him 
fighting... what the hell is that? An observation event shows Ishi devoured and
taken away, Gray immediately resolves to save him ASAP. Before long he gets a 
signal on Ishi, follow Trish under some growth to continue to a giant plaza
with, surprise, Skulls! Kick the nearby hot dog cart down the stairs and start
decimating everyone. When there's a clearing in the action, there's a swarm of 
electro flies to the right just after coming outside and a bottle of Nom to the
left, all at the top level of the plaza.

*Skillshots:

Meat Fountain: Kill two or more airborne enemies with one cannonball [Bouncer]
Lucky Shot: Kill an enemy with a cannonball that traveled over 100 meters
            without bouncing [Bouncer]

Lucky Shot and Meat Fountain are now viable since you're outside, and thus the
whole repertoire of the Bouncer's skillshots is now open for your own mayhem.
Down the flight of stairs to the right is also an ammo crate, helpful for those
using a Bouncer right now, and more baddies to the left. Keep going down the 
plaza past said baddies for more baddies, murder everything that moves before
moving on.

*Electro Fly swarm 2/4

Then you finally get to the bottom, look to the right for a puffball, shoot it 
to confuse the incoming flailgunners, then fire a Bouncer into the lot for easy
Antidote Boom Bombshell and maybe even Money Shot if you nail the detonation. 
When they're dead access the dropkit you see to the right, go to the left side 
of the clearing for electro flies in the trees, then finally exit through the 
path the flailgunners appeared from.

*Skillshots:

Feeder: Feed an enemy to a flytrap
Bad Digestion: Cause a Flytrap to swallow something explosive.

Crawl/slide under some vines and move on to fight a Skull! Oh wait, the plant 
at him, make sure you leash it so that doesn't happen to you and move out to 
the courtyard for a fight with Skulls with shotgunners. One may notice a bunch 
of Flytraps about, this is the only act to get "Feeder," and "Bad Digestion."

*Newsbot 1/3

When everyone is either paste or eaten, go through the left side of the 
courtyard for a newsbot and then to the right to progress. Take care of the 
flytrap ahead and find yourself in an alley of cacti and Skulls, easy way is a
Bouncer explosion or a Thumper blast to skewer everyone either on lift off or 
landing, then get the stragglers.

Keep going to another flytrap and enemy, afterwards prepare for an achievement,
quickly get out the Head Hunter from the dropkit and watch for a helicopter off
the far side of the plaza you're in, if you manage to shoot the gunner you'll 
get the Chop-Choppa achievement. Soon afterwards a path will be blown open.

*Newsbot 2/3

Destroy the newsbot that should be in the plaza you're in them move to where 
the chopper moved to and fight everyone off as the Chopper gets pulled down by 
the plants and an observation event shows you a miniboss emerging to fight. 
Kill him and take up the minigun and mow down invading melees to the right.

*Newsbot 3/3
*Electro Fly swarm 3/4

*Skillshots:

Fertilizer: Explode two or more thumped enemies using an environmental
            explosive [General II]

Now go through the foliage to another plaza ramping upward, fight up the first 
set of stairs, turn to the left to see a newsbot on it's side, then look up the
second, easy way is to thump the enemy and shoot the explosive for easy 
"Fertilizer" points, this will also take care of the electro flies in the 
vicinity.


*Electro Fly swarm 4/4

Up ahead there will be more enemies and two flytraps up in the trees to take 
care of before moving into the giant building. On your way through watch out 
for several flytraps, clear them all out and keep walking. Right after the 
flytraps Trish goes left in the hallway ahead, turn right first though for 
electro flies then follow Trish. at the dropkit head I suggest a 
Screamer/Flailgun setup for the task ahead, give the Screamer a few charge 
shots if you can.

In the center of the... Atrium, thanks Gray, you'll find the giant Hyper-
Mutated Flytrap. Fight it by spraying it with bullets until it's health is 
depleted, then take out the giant red membranes, you may have to deplete its 
health two or three times to get all 5. Once you've done this, it's start round 
2, except now you have to weaken him and take out 5 clusters of tentacles and 
the beast is sending out damaging spores at you.

By now ammo may be low, keep in mind you can perpetually slide in here due to 
the mud so just slide around the edges of the room and collect ammo crates if 
you're low. Also the Screamer will do decent damage to him, better than the 
Carbine, and both Screamer charges and flailgun shots will take out membranes 
and tentacle clusters in one shot.

*Skillshots:

Weed Killer: Defeat the Hyper-Mutated flytrap [Secret]

If you get caught by the flytrap, spam the kick button to free yourself and 
once you've gotten rid of all membranes and tentacles drop its health bar one 
more time to finish it off an get "Weed Killer."



                  * * * Chapter 3 -  Itchin' to Crumble * * *

/*** Woulda made Darwin proud

Newsbots: 2/2
Electro Fly swarms: 1/1

*Electro Fly swarm 1/1

The new chapter sees your pal Ishi returned and the adventure continued. Follow
Trish and Ishi across a pipe and across running water. You'll find a dropkit 
ahead to resupply and change guns as well as electro flies just past the 
dropkit to the right.

*Skillshots:

Kick-of-Doom: CHARGED: Kill an enemy by kicking a cannonball
Sledgehammer: CHARGED: Kill three or more enemies with one charged cannonbal

Note that this dropkit now has the Bouncer's charge ready to purchase, and will
allow you to do Kick-of-Doom and Sledgehammer, do-able just about anywhere with
a bunch of dudes really.

*Skillshots:

Ding Dong: Kill an enemy by crushing him with debris from the collapsed
           building [Secret]

*Newsbot 1/2

Now run through the building, watch the wires, observe (event) a Skull car 
trying some off-roading, through a bedroom with a view, then a spot that tells
you to slide, but before that, squeeze your way through the rubble to the open
door you can see up ahead and a newsbot it inside, waiting to be put out of its
boredome, then slide down. At the bottom there is some Nom, just shoot it and
run forward for more enemies as well as a special green container that reloads
all your ammo! If you look ahead to the vault hurdle you have to go across
you'll see a leash-target door, put an enemy under that and leash it to kill
him and get "Ding Dong."

*Skillshots:

Tenderizer: Kill an enemy by crushing them with the elevator in the collapsed
            building [Secret]

Vault over the rubble ahead and go "outside" to a bunch of skulls, and a bunch 
of skewers. Past them is a turretgunner, kill him and you can either use that 
to kill all the enemies coming across the elevator, or you can take Trish's 
suggestion and call down the elevator for mass "Tenderizer" points.

*Newsbot 2/2

Travel up the elevator shaft now and march into the next battlefield, I mean 
fall into the next hallway. Destroy the newsbot and forge onward through a 
couple dozen skulls, then crawl in the nearby hole up to a room with more 
skulls and then one last room with skulls running around giant windows to shove
them down, and finally a dropkit.

Run across the window panes as they crack beneath you and straight, err, I mean
around a hallway in the collapsing building and kill a couple more enemies. 
Find some Nom juice in the bathroom, kill a bunch of skulls in a giant room, 
kill a bunch in ANOTHER giant room, then defeat a miniboss at the end.

Keep going and at this point the building starts giving way, and you need to
get out, sprint through the collapsing building killing the 2 skulls on the way
for an achievement that updates at the elevator ahead and sent said elevator 
up. Ishi will tell you to shoot some tanks, follow the prompt on the screen for
some points and blast your way out of the chapter.



               ************************************************
                            ***     Act  V     ***
                              ******************
                                *  [ActVFT]  *
                                 ***      ***

                               Burnout Paradise

                   * * *  Chapter 1 - Crash Resistant * * *

/*** Oh awesome. Super Duper. Color me Jubilant!

Newsbots: 2/2
Electro Fly swarms: 1/1

*Newsbot 1/2

Once you awaken you'll find yourself in a large room, destroy a newsbot and 
head up the elevator leading outside. Once outside get ready to party! You'll 
hear a helicopter on the far side of the bridge, make your way over through a
bunch of Skulls and a Bouncer boss, then up to the monorail.

Trish will start getting it working, some Gyrocopters will be inbound, keep in
mind that this is the last chance for Skyjack if you haven't got it already, so
hook up at the dropkit for a Head Hunter if you still need it and destroy the
incoming gyrocopters, and remember to hit the pilot, not the gyrocopter!
At this time aim down the far side stairs and some flailgunners with others 
will start rushing you. Shoot a puffball down there and start racking up 
Bombshells and Antidotes.

*Newsbot 2/2
*Electro Fly swarm 1/1

When you're done more enemies and another Bouncer boss will appear from where 
you arrived, kill all of them and now you're ready to ride the monorail, but 
first! Go to the far side of the monorail platform and behind a vine wall will 
be a newsbot, and to the left of that in the distance some electro flies, do 
some sharp shooting then proceed into the monorail.

Trish gives some ominous foreshadowing about new enemies and before long an 
observation event has you seeing a Burnout of which she just talked about 
taking down a chopper. Then another observation event sees them taking the 
monorail down, with you in it.



                 * * * Chapter 2 - How Do We Solve That? * * *

/*** Got it Gray? Go for the light bulbs!

Newsbots: 1/1
Electro Fly swarms: 1/1

*Skillshots:

Assplosion: Kill a burnout by shooting his butt growth. [General II]
Steady Hand: Kill a Burnout with bullets within a moment of getting him in your
             sights [Secret]

When you regain control of the situation you'll be in a clearing with a bunch 
of cacti, red barrels, and Burnouts, fight to survive, and even try getting 
Burnout-Specific Skillshots like "Assplosion" and "Steady Hand."

*Newsbot 1/1
*Electro Fly swarm 1/1

At the end of the Burnouts from over the fence, meet Burnouts from behind the 
garage door. Once inside, veer right and kick the panel out of the way to find 
electro flies. Afterwards there's also a newsbot in the room to destroy, then 
open the door Trish and Ishi migrated to. Bah, dumb trash tech, slide under 
the door when it's up and prepare to fight a couple Burnouts and let the others
in.

One may notice a Nom Bottle in the center of the room, those of you with a 
Bouncer charge and Thumper may wish to save that for a moment from now for 
massive skillpoints and an achievement. Keep killing Burnouts until Ishi warns 
of more coming, now ready the charged Bouncer shot and drink the Nom, fire the 
shot at the floor near you and afterwards kick the ball and thump the ground 
while following it, this will kill a crapload of Burnouts, with Intoxicated 
Voodoo Doll Trap Shooting Flyswatter Kick of Doom and Sledgehammer skillshots 
in a chorus of destruction, getting you the Master of Disaster achievement for 
getting over 2,000 skillpoints at once.

*Skillshots:

Chain Reaction: CHARGED: Slice two or more enemies in half using a flail Charge
                Shot [Flailgun]
French Revolution: CHARGED: Decapitate two or more enemies with a flail Charge
                   Shot [Flailgun]

Once done, a door will blow open, run outside past one of the few areas where 
enemies continuously spawn and access a dropkit nearby where the flail's 
charged shot is now available, and with all the Burnouts it's an awesome 
chance for "Chain Reaction" and "French Revolution." Fight your way ahead as a 
chopper comes and crashes ahead of you, enjoy kicking some Burnouts into the 
rotors for Sucker points.

*Skillshots:

Minced Meat: Defeat the first Hyper-Mutated Burnout [Secret]

Pretty soon a Hyper Mutated Burnout will come and challenge you, use bullets 
and blasts to get him on his knees and kick him back into the rotors for 
"Minced Meat." Once he's done for, head down the stairs to a dropkit and ride 
the elevator to the next chapter.



              * * * Chapter 3 - I See We're All a Bit Upset * * *

/*** Hey Trishka! One of your boyfriends at the door!

Newsbots: 2/2
Electro Fly Swarms: 0/0

As the elevator moves it gets jammed, kick out the doors and start climbing 
across the vine and ahead we see an observation event showing us the building 
Sarrano is occupying. Keep moving to a stairwell with (observation event) 
Creeps! Defeat them and the ones in the room below.

A cutscene later sees Trish fall through a floor and Ishi leaving your company,
Gray drops down to help her back up before letting slip that Sarrano gave the 
order that killed her old man Novak, remember that girl in the prologue?

Anyway now it's just you and Trish, run down the hall and to another stairwell 
and climb across the pipe and, oh boy. You're sent crashing to the bottom of 
the stairwell and Trish follows, only a bit more gracefully. Follow her into 
the service corridor, crouch under some pipes and keep going past a single 
Burnout.

Further down the hallway you come into a giant room with a toxic vat in the 
middle, then an observation event puts a Hyper Mutated burnout behind you, 
prepare to fight! Or no, pipes knock him into the vat, so much for him.

*Newsbot 1/2

Leash the fan to move on through a hole and outside to a lot of ammo and a 
bottle of Nom to drink, then stumble out to meet some melee friends for a drunk
murder. During this drunken tripping over yourself, you may want to check and
see if you already took out the newsbot in the room in the crossfire.

*Skillshots:

Heads Up: Put a Nom parasite on an enemy's head then take their head off
          [General]
Scarecrow: Put a Nom parasite on an enemy's head then impale them [General]
Halloween: Put a Nom parasite on an enemy's head then eletricute them [Secret]

Once reoriented, move outside to a cacti battlefield with Nom Parasites, and 
with the charged flail as well this is a great time to get "Heads Up" and 
"Scarecrow." One Skillpoint you should definitely keep in mind is "Halloween,"
which is put a Nom parasite and electricute them, and this is one of the only
spots with both parts, Nom someone and knock them into the advertisement
columns! Clear the opposition and find a dropkit ahead to unlock the Bone 
Duster's charged shot!

*Skillshots

Burn: CHARGED: Vaporize two or more enemies with a single Charge Shot [Bone
      Duster]
Acid Rain: CHARGED: Vaporize two or more enemies in mid-air [Bone Duster]

Move ahead and an observation event pits you against a Bouncer boss and 
friends, thump him, charged shotgun 2 enemies in the air, go behind the boss 
and charged shotgun 2 shotgunners, then finally finish off Bouncer dude and 
that will take care of "Burn" and "Acid Rain."

*Newsbot 2/2

Walk now through the building ahead, newsbot included, then go out to an 
observation event seeing buildings crash down on the other side as well as 
fight off some Burnouts, then leash a bus to cross to the other end of the 
streets.

An observation event on the other side destroys more of the street, forge 
onward for more Burnouts, plentiful Enviro-Mentals available through the 
burning cars. Once you kill all Burnouts there's another observation event 
showing carnage, vault over the rubble and continue decimating Burnouts.

At the end of all this kick the car to make your way to the end of the road and
meet back up with the friend you made in Act 1! Gray and Trish barely make it 
into an elevator for safety, odd since I wouldn't think that would be much of 
an obstacle for a beast of that size.

Anyway, at the top you end up gunner for a Skull Chopper, open up salvos at the
red barrels you see then the 2 generators and 2 turbines to Enviro-Mental the 
crap out of everyone. Two gyrocopters should appear, nail them and an 
observation event will occur where the Hekaton smacks the chopper, once 
oriented again towards the building start aiming at all the red barrels and 2 
satellite dishes on the right.

*Note: There is a "Red Barrels" achievement for exploding all the red barrels
on the roof, keep in mind that the only real "Hidden one" is to the right soon
after you take off, as the chopper turns right. This one is pretty tough to do,
there's no real way to see the barrels really well. One tip will be to shoot
the turbine-looking generators, the solar panels, and the hanging electrical
blue machinery whenever you don't see barrels because odds are, the destruction
from them will set them off, hopefully giving you a lot of room for error.

Now you'll be flying around the back of the Hekaton, remember when you hit it
with the train cart? Nail the spot for a "Dino-sore" skillshot. You'll then do 
another pass on the building and in an observation event see Sarrano's escape 
pod tumble down to the lower roofs, destroy the red barrels near it and the one
on the bridge below, then take another "Dino-sore" shot.

Gyrocopters will now appear but not do much, kill them if you can but watch out
for a falling Globe you must shoot to avoid damage. The chopper makes one more 
pass for Dino-sore then the scene ends and a cutscene begins.

*Note: For those going after the Red Barrels Achievement, you may want to skip
the observation event where the escape pod tumbles, so that you can shoot
machinery, and also this will be the point where you can still pause and
restart checkpoint to try again if you didn't succeed the first time, the end
of the on-rails section is when you make a pass by the escape pod after the
final "Dino-sore" attempt, and it ends once you hover over the far corner of
the building, back near where you started.



               ************************************************
                            ***     Act VI     ***
                              ******************
                                *  [ActVIFT] *
                                 ***      ***

                                To The Ulysses

                 * * * Chapter 1 - Daddy'll Get You Out * * *

/*** Right now I'm torn between gettin' of this rock and stompin' your 
     brains out. Keep yammerin', that choice gets a lot easier to make.

Newsbots: 2/2
Electro Fly swarms: 0/0

*Newsbot: 1/2

So you saved he general and what's his thank you? He shoves Trish off the 
building, unfortunately you need this guy to survive so you're forced to tag 
along, run down the hallway smashing the newsbot along the way.

*Skillshots:

Outburst: Kill an enemy by flinging them into the electrical storm [Secret]

Turn and you'll see a storm outside, to the right there's also an elevator with
some Nom, you obviously can't reach it to drink it so just shoot it and keep 
going to a dropkit ahead. Keep moving through a hallway of baddies, kick at 
least one out into the storm for "Outburst."

*Skillshots:

Shishkebab: Impale two or more enemies with a single drill [Penetrator]
Wingmen: Impale two or more airborne enemies with a single drill [Penetrator]
Breakdance: Drill an enemy into the ground [Penetrator]
Fan-Tastic: Drill an enemy into the ceiling [Penetrator]
Mile High Club: Send an enemy into the sky [Penetrator]
Root Canal: Insert a drill into an enemy's head [Penetrator]
Twisted: Fire a drill into an enemy but have him die through other means
         [Penetrator]

Keep going for a room with baddies and a miniboss, then proceed to the giant 
office room, clear it of enemies and a new miniboss will appear. You've got to 
get rid of the pack on his belly to make him vulnerable, then he's just like 
the rest, kill him and take the final gun, the Penetrator. For extra ammo for 
this gun, check cubicles in the back right area of the room. Now move to the 
next room and try out the weaponry, you'll have plenty of chances for 
"Shishkebab," "Fan-tastic," "Root Canal," "Wingmen," and "Breakdancer."

Up ahead will be another dropkit to resupply the Penetrator, slide down the 
pillar ahead and a bottle of Nom is on the table ahead to the right, then 
finally more targets to skewer with a bouncer Boss at the end.

Walk forward to an observation event telling you a wave of flailgunners are 
coming, immediately walk to the right past the wall and aim your gun parallel 
with the wall, this should be a perfect lined up shot for the Penetrator to 
deliver pain to all of the flailgunners and massive skillpoint gain.

*Newsbot 2/2

Keep going through the halls, across the walkway, and down the stairs to find a
newsbot on the bottom level, as well as a bottle of Nom on the table to the 
left. Follow Sarrano to a dropkit and kick the doors behind it.

*Skillshots:

Air Strike: Impale a thumped enemy into a standing enemy [Penetrator]

Inside, a bunch more enemies, this is the room to try for Wingmen and maybe 
"Air Strike." Open the elevator when everyone's dead to find a Bouncer and 
Penetrator bosses inside! Kill them and proceed down the elevator. On the far 
end of the garage below. Leash the service elevator and ride it down to 
chapter 2.



                * * *  Chapter 2 - Bad Trouble a Knockin' * * *

/*** You're trying to hard general. Just relax, let the overcompensating come
     natural like.

Newsbots: 1/1
Electro Fly swarms: 1/1

As we descend, we find out from the General that all the convicts worked down 
there, wonderful. At the bottom kick out the doors and pull the switch to go 
out to the platform, and it falls, no worries though, just kick the gate down 
there and WAAAAH. Blah, nice sleight of hand there, I especially loved the 
ammo crate carrot, nice touch, SPRINT FOR YOUR LIFE!

Prepare for a welcoming party at the other end, Burnouts. There are a few red 
barrels so this is an apt Fertilizer spot if you have thumpers. Once you've 
disposed of them all go through the door to an observation event that alerts 
you to a crawling creature.

Ignoring him for now, go forward and kick down the door and proceed through an 
observation event of a Burnout jumping you, kick him to a Voodoo Doll and turn 
to your right and see a bunch more coming. Now, you can do the obvious and 
Voodoo Doll kick them all, or, if you have the Penetrator still, back up into 
the bottleneck just before the last observation event and wait for some serious
Shishkebab point, and a second chance at that Master of Disaster Achievement.

Clear out the stragglers and move forward to another clearing with obvious 
weapon, the barrels, or major skillpoint fountain by staying back and 
bottlenecking them through the rocks for a few more good Shishkebab blasts. 
Once they've all been maimed follow the General out the door.

*Newsbot 1/1

While running ahead leash the newsbot above to crush it on the railing then 
run ahead and pull the switch... oh hey Sarrano got knocked down, aw but he 
survived, well, I guess it's time to save him, go forward and leash the 
platform for a ride.

*Electro Fly swarm 1/1

One deep and compelling conveyor cutscene later turn around and aim to the 
right of the conveyor for a swarm of electro flies then press forward, knocking
down the gate, vaulting over the ledges, and killing the Burnouts at the next 
dropkit... never mind, Creeps came in and took care of that, but now you have 
to take care of the Creeps.

An observation event shows you where they are, then another shows you an 
available Head Hunter with which to shoot them. Take out the first group and 
more will appear to the right. Take them out and there'll be more behind you.
When all this is done get the General and continue.

Run forward now and just before the platform Ishi and Sarrano get on there's a
Nom bottle to shoot up on the rack to the left, afterwards go and pull the 
level and lower the platform. There's another bottle up to the left as well, 
right after exiting the platform at the bottom.

Pull the lever and open the next door, but it opens only begrudgingly so crawl 
under. Run ahead to a bridge as the nearest segment falls too low to continue,
leash each segment down to you instead. The last one falls through into the 
sludge below, now climb the support across and watch a Burnout get chased by 
the creatures you noticed earlier.

A Moment later one rears up to jump at you, quickly shoot it when the game 
prompts and get to safety on the other side of the support. Continue your 
journey to a giant platform with a minigun in front. Take it and quickly go to 
the platform and switch weapons to drop it for later use and pull the switch 
nearby to start the platform.

You see in an observation event one of the little crawlers go up and ram into 
the cogs! Hurry and pick up the minigun and start picking off as many as you 
can, and try to control the spray as much as possible, it could be the 
difference between life and death if you have to stop firing to discharge the 
minigun!

At the top another observation event sees more crawlers, sprint for the door to
salvation! Once safe shoot a bottle of Nom on the far side of the room under 
pipes then follow Sarrano, kick a few doors, and slide down the cable outside 
to the Ulysses.



                * * *  Chapter 3 -  Ponderin' Them Bodies * * *

/*** Need papa to give ya a hug, tellin' ya yer doin' a good job?

Newsbots: 0/0
Electro Flies: 0/0

*Skillshots:

Drilldo: CHARGED: Ram two or more enemies during a slide with the charged
         weapon. [Penetrator]

This chapter is pretty uneventful at first, follow Sarrano past a dropkit, now 
with charged Penetrator shots, and sprint/slide under rubble, kick down two 
doors, ready the charged Penetrator and slide into two Burnouts ahead for 
"Drilldo" before moving on crouched under more rubble.

On the other side a lot of Burnouts will ambush you, pretty easy with the 
charged Penetrator if you don't need other skillshots. Walk forward and the 
path will collapse ahead of you, forcing you to go around, turn left up ahead 
if you really want that ammo crate you saw, otherwise just keep moving.

Ahead past the dropkit a dresser will fall, blocking a door jam, kick it to 
Pancake a couple Burnouts then deal with a few more in the room. You then have 
to walk forward to a dead end, where Ishi will point out a leash target used to
continue a few steps back.

*Skillshots:

Stinger: CHARGED: Suspend a drilled enemy mid-air, then kick him into another
         enemy [Penetrator]

Proceed through hallways of Burnouts, a good place for "Stinger," by the way, 
to a metal door marking the hull of the Ulysses. head inside and the General 
will grant everyone access to the next room. Proceed to pull the lever for the 
next door, but it's bugged, leash the object on the other side to keep it 
propped open then continue as Sarrano opens up a shaft.

On the other side you'll be jumped by a couple more Burnouts to deal with 
before Continuing down the ramp. Where the hall ends there's a dropkit to the 
left, and the way forward to the right.

Ishi then informs you that he detects flammable vapors in the next room and 
guns are off limits, though ramming enemies with the charged Penetrator still 
works oddly enough. Proceed inside to find Burnouts, ram them with the charged 
penetrator or just kick them into the fans for Sucker points if you don't have 
a charge.

*Skillshots:

Forced: Kill an enemy by flinging them into an electromagnetic pulse field

Leaving that room you come into the generator column, leash the column to bring
down the fields so you can vault over the machinery. Leash as needed to 
continue, watching Burnouts get fried up ahead, just the game trying to inspire
you. Jump over the next hurdle and more Burnouts will come, fling them into the
fields for "Forced."

*Skillshots:

Grilled Meat: Defeat the second Hyper-Mutated Burnout

Just before the next ramp go forward and vault over a beam for a bottle of Nom 
to shoot. Press on through the fields now, vaulting through a window at the 
top. The General will get the next door open, leading the way to a Hyper 
Mutated Burnout (Observation event), knock him into the wires and leash the 
target above for "Grilled Meat."

Afterwards move to the next room for more Burnouts, then finally Sarrano says 
you've reached your destination. Move inside as Sarrano tells you to enter the 
deactivation code, which consists of pressing the action button thrice.

But what ho, it was a ruse, that ravenous rile Sarrano just had you arm the 
bomb! Time to get you, leash the panel up to the left and climb up into the 
duct. On the other side leash a bridge down and it... crumbles, wait a door 
opened! It leads... nowhere, but Ishi finds another vent through! Get to the 
end and you're... back at the bomb.

All hope seems lost, but then, there's Trishka! Following the young symbol of 
salvation, you can now leave the Ulysses.



               ************************************************
                            ***    Act  VII    ***
                              ******************
                                * [ActVIIFT] *
                                 ***      ***

                                   Departure

            * * * Chapter 1 - That Thing's Leaving Without Us * * *

/*** Betcha the morons who made it threw around the term foolproof quite a bit.

Newsbots: 2/2
Electro Fly swarms: 2/2

Time to escape from the ship, rush forward to daylight, turning and kicking two
fallen columns before climbing up the opposite side of the wall/bridge. Head 
down the ramp to a dropkit then take the elevator down. At the bottom you find 
Skulls! Air Strike should now be considered since you have the perk of the 
Penetrator's charge shot.

*Newsbot 1/2
*Electro Fly swarm 1/2

*Skillshot:

Stomach Pump: Kill a miniboss by firing a charged drill into his stomach then
              kicking it [General II]

Clean out the Skulls and bash out the grate up the stairs to find Creeps and 
Skulls duking it out, there's a Nom bottle in a window near the skulls too, 
otherwise just clean house. Move through the far building for a dropkit, a 
newstbot, and then electro flies outside. Kill more skulls and vault over some
rubble then run up stairs for more skulls and a Bouncer boss, a chance for 
"Stomach Pump" reveals itself! Eliminate all Skulls then the Creeps down the 
stairs then you'll pass by a dropkit.

Moments later you find another miniboss and Skulls! Dispose of them and then 
(Observation event), more Creeps! After this head upstairs to what looks like 
a mall's food court, Trish and Ishi go below and you stay above. An observation
event points you towards your first set of foes and your path forward.

*Newsbot 2/2

A dropkit is here to assist as you fend off a wave of skulls outside two 
kitchens on the left, the first has a bottle of Nom and the second a newsbot. 
Clear out all foes and go across the bridge to more baddies and a dropkit, as 
well as a Penetrator miniboss straight afterwards.

Help out the folks below with two Bouncer bosses, then move out the garage door
to more skulls with flailgunners bringing up the rear, a single drill from left
skull into shotgunner into flailgunner is a very effective approach when the
cards line up right. When all cleaned up, head back down to your peeps to hang
out around a dropkit.

Now up ahead is probably the hardest room in the game, it's cramped, 4 miniboss
es appear alongside hordes of melees and flaregunners, and will probably have 
those on Very Hard respawning a few times. Definitely ready a few thumpers and 
charged penetrators. Drop down into the room and have an observation event 
point you to the first miniboss, center a thump on him so he's and the rest of 
the room is stunned, if not dead. Then execute a Stomach Pump on the miniboss 
and the next boss, a Bouncer, appears upstairs. Thump the middle of the room 
again for a mass stun then go up and shoot off the bouncer's backpack and 
Stomach Pump him as well.

At this point you're hallway done as a Penetrator boss appears below. Send one 
last thump down and quickly take out his pack and Stomach Pump him, getting one
last Stomach Pump maneuver ready for the last minigun boss then just leave the 
Penetrator charged and Drilldo all the trash until the way forward opens. If 
you don't have these resources at this time you can also use behind the stairs 
and the upstairs closet as rest spots as you methodically take out all of the 
bosses.

Crisis averted, proceed out through luggage processing and the chute on the 
other end. At the end of the chute there is a swarm of electro flies to the 
left before continuing right across the bridge as an observation event produces
the dropship overhead, it's time to move! Rush forward kicking the first two 
enemies into Voodoo Dolls, then mow down all the others in your way. If you're
spending more than 15 second on a group of enemies forget it and sprint slide 
kicking anyone in your way!

As you get close to the dropship Ga-doom! An explosion from the nearby combat 
car knocks you down, Trish yells at you to get up. At this point sprint your 
boots off towards the loading ramp and leash it back down before the timer 
counts down!



             * * * Chapter 2 -  I Don't Hold You Accountable * * *

/*** Ain't that kind of party, stink finger!

Newsbots: 1/1
Electro Fly swarms: 0/0

*Skillshots:

Discharged: Use a charged PMC to kill a Heavy Echo whilst he's charging his
            [General II]
Ejaculated: Send a Heavy Trooper out the Cargo bays of the dropship [Secret]

Once on board Trish will open the door and, new enemy! Meet Final Echo, they 
take a lot of abuse and use the same charged Carbine shots you do. Fight 
through the room of troopers and proceeding hallway, and at the end pull a 
lever to send a roomful of troopers across the hall out the cargo hold for 
"Ejaculated." When facing these guys, also keep in mind their specific 
skillshot; "Discharged."

Move on out the door and Trish will try opening the door, and when that fails 
have you boost her to a vent where she leaves to find an alternate way through,
though Ishi gets you past the door. Go down the hall and send down the 
elevator, at the bottom an observation event tabs Trish's location for you. 
Kill the sap she kicked to you and go to the next room, the switch on the right
sends another room full of troopers off the ship for more Ejaculated 
skillpoints.

Once the room is cleared and Sarrano is mocking you, level either your 
Penetrator or charged Carbine shot at the door and fire upon it opening to 
kill the invading troopers, kill anyone you miss afterwards obviously. Take up
the now ownerless minigun and rampage through the hallway to the next room, 
careful of the two other miniguns up to the right. When they're dead, head up 
to the door then use those 2 miniguns to help stave off a bunch of troopers 
while Ishi gets the door. I found the Thumper was really effective here, nets
you a ton of Flyswatter and then Trap Shooting points.

When done, confront Sarrano in a cutscene, after some mind games the jerk takes
control of Ishi and uses him to choke you, spam the kick button to resist! 
Before long he breaks free and tussles with the General. You see your gun, and 
start crawling, left, right, left, right, left, right, then hit the action 
button and try to grab it, but it's knocked away by Sarrano.

Now he decides to toss you like a ragdoll, you eventually land next to a gun as
he launches a container at you, kick it away! Pick up your gun and fire! But he
hides behind an object, but Gray also sees a flammable box, leash it to the 
General and shoot to ignite! As he stumbles out of his cover leash the 
gluttonous swine and kick him into the skewers and leave him to his fate.

Gray moves to help Trish, but the General isn't dead, and they end up ejected 
from the ship. At the bottom you're swarmed by troopers, face them all off
 until an observation event of one breaking a way out for you. Take this path 
out and kick out the floors to an observation event emphasizing that you're at 
the Ulysses again.

*Newsbot 1/1

Crawl over and under the rubble before kicking out a door, the other side with 
an observation event of troopers rushing to the same survival goal as you are,
chase them up the ramp, aiming at a far away newsbot to Killer News a trooper 
or two. Then see (observation event) the front of the Ulysses collapsing, hurry
up the ramp capping every trooper on the way.

At the top of the ramps there's a dropkit, don't be stingy now this is the last
one! Stock up on whatever you want, for you're reaching the finale! Barge 
onward, there's a timer! Thump everyone, blast everything, and sprint through 
the ship to that last escape pod! Enter and, hey! You're not invited you Final 
Echo cretin! Kick out the intruder and brace for lift off!

Congratulations, you've completed the Campaign!



*******************************************************************************
               *************************************************
                             ***               ***
                                   Skillshots
                                 *************
                                 [SkillshotsFT]
                               ***           ***



/*** Example ***\
_______________________________________________________________________________

Skillshot: Description.
Chapter: Which chapter it is in if applicable.
Tips: How to get the skillshot.



/*** General ***\
_______________________________________________________________________________

Graffiti: Kill anaenemy by kicking him against a surface.

Tips: Pretty self-explanatory, just kick an enemy against a surface or object,
this may take a few tries though due to the fact that it isn't always 100%.
_______________________________________________________________________________

Shocker: Kill an enemy by flinging them into a an elextrical source.

Tips: Any time you see dangling electrical cords or circular advertisement
columns you can kick enemies into them for the skillshot. Note that other
electricity based skillshots like Outburst will override this skillshot.
_______________________________________________________________________________

Pricked: Kill an enemy by flinging them into a cactus.

Tips: Also pretty self-explanatory, cause an enemy to fly into a cactus.
_______________________________________________________________________________

Voodoo Doll: Kill an enemy by flinging them into a sharp metal object.

Tips: Also pretty self-explanatory, cause an enemy to fly into a sharp metal
object.
_______________________________________________________________________________

Fly Guy: Kill an enemy by flinging them into a swarm of electro flies.

Tips: Most easily done at the start of Act III - Chapter 1, get a charged Head
Hunter shot then go to the first room after going down the elevator, a diner, 
and fire a shot at an enemy, dragging them to a swarm of electro flies behind a
pillar on the exact opposite side of the room from the door from where you 
entered.
_______________________________________________________________________________

Afterburner: Kill an enemy who is on fire.

Tips: While there are a few sources of fire, the easiest way is to just fire
a charged Screamer shot and kill anyone who was caught in the blast.
_______________________________________________________________________________

Enviro-Mental: Kill one or more enemies using an environmental explosive.

Tips: Really simple, just kill someone with an explosive red barrel or
spherical trash can. You'd actually be pretty hard-pressed to not even
accidentally get this throughout any point of the game.
_______________________________________________________________________________

Feeder: Feed an enemy to a flytrap.
Chapter: Act IV - Chapter 2

Tips: The only point in the game with flytraps is Act IV - Chapter 2, just feed
an enemy to them by kicking or leashing them to the flytrap's front.
_______________________________________________________________________________

Bad Digestion: Cause a Flytrap to swallow something explosive.
Chapter: Act IV - Chapter 2

Tips: The only point in the game with flytraps is Act IV - Chapter 2, kick a
trash can into the flytrap's front, or even easier, just fire a Bouncer shot in
front of them if you have one on hand.
_______________________________________________________________________________

Antidote: Kill an enemy who is infected by the puffball gas.
Chapter: Act IV

Tips: Just shoot a puffball and kill an enemy who got caught in the gas.
_______________________________________________________________________________

Toxic Love: Kill an enemy while infected by puffball gas.
Chapter: Act IV

Tips: This time shoot a puffball and get caught in the gas yourself then kill
an enemy.
_______________________________________________________________________________

Nominated: Kill an enemy with a Nom parasite on their head.
Chapter: Act IV onward.

Tips: Just put a Nom parasite on an enemy and kill them.
_______________________________________________________________________________

Scarecrow: Put a Nom parasite on an enemy's head then impale them.
Chapter: Act IV onward.

Tips: While near a cactus or sharp metal object put a Nom Parasite on an enemy
and fling them into the sharp object.
_______________________________________________________________________________

Leak: Put a Nom parasite on an enemy's head then get a headshot.
Chapter: Act IV onward.

Tips: Just put a parasite on an enemy then shoot their head, although this may
take a few tries due to the parasite getting destroyed instead of a headshot
occuring.
_______________________________________________________________________________

Heads Up: Put a Nom Parasite on an enemy's head then take their head off.
Chapter: Act IV onward.

Tips: Most easily done with the charged flailgun shot, put a parasite on an
enemy and fire at the neck.
_______________________________________________________________________________

Fast Food: Ram an enemy to death with a hot dog cart.

Tips: Merely kick a hot dog cart into an enemy.
_______________________________________________________________________________

Sausage Fest: Kill an enemy using a hot dog cart explosion.

Tips: Shoot a hot dog cart when an enemy is within a few meters so they get
caught in the explosive part of the blast, those to far away merely get hung
floating in the air.
_______________________________________________________________________________

Exterminator: Kill an entire swarm of electro flies.

Tips: Simply kill all 6 bugs of a swarm, if you're having trouble they do pause
in the same spot every few seconds, aim at that spot and wait for them to
return. When the Bouncer becomes available you can also fire at the lower edge
of the swarm and detonate for a clean wipeout.
_______________________________________________________________________________

Killer News: Kill someone with the explosion of a newsbot.

Tips: The first and best chance to do this is Act III - Chapter 1 after
crossing the 2 towers you get sniped at from by Creeps, once on the other side
Creeps are running around the building ahead, on the far side should be the
newsbot to either shoot, kick, or pull into an enemy. There is also a good
chance in Act VII - Chapter 2 as you're heading up the ramp chasing the
troopers, once at the top of the ramp aim down the path at a newsbot and fire
when a trooper is nearby.
_______________________________________________________________________________

Intoxicated: Kill an enemy while drunk on Nom Juice.

Tips: Bottles of Nom are actually just about everywhere, just kill an enemy
while under the influence.



/*** General II ***\
_______________________________________________________________________________

Slam Dunk: Smash an airborne enemy into the ground using the Thumper.

Tips: Take any airborne enemy and use the thumper on them.
_______________________________________________________________________________

Trap Shooting: Use Bullets to kill a thumped enemy.

Tips: Shoot any enemy you just thumped with Bullet-type guns.
_______________________________________________________________________________

Flyswatter: Thump an enemy so he smashes into the ceiling or an impaler.

Tips: Use the thumper when enemies are in any low ceiling room.
_______________________________________________________________________________

Fertilizer: Explode two or more thumped enemies using an environmental
explosive.

Tips: Center a thumper blast on an explosive object then shoot it once in the
air.
_______________________________________________________________________________

Touchdown: Thump a stunned miniboss to his death.

Tips: Simply thump a stunned miniboss, no need to get rid of the helmet or
armor first.
_______________________________________________________________________________

Bossed: Kill a miniboss.

Tips: Kill a miniboss.
_______________________________________________________________________________

Fire in the Hole: When a miniboss is stunned, kick him from behind, then shoot
him in the butt.

Tips: Just as the description says, although this is one of those that isn't
100%, and make take a few attempts before the miniboss actually dies from these
circumstances.
_______________________________________________________________________________

Kick Off: Remove a miniboss's helmet, then when he's stunned again, kick his
head off.

Tips: The easiest way to stun miniboss's are simply with a Peacemaker Carbine
charge, then just kick their helmet off, repeat, kick head off.
_______________________________________________________________________________

Whiplash: Remove a miniboss's helmet, then when he's stunned again, leash his
head off.

Tips: The easiest way to stun miniboss's are simply with a Peacemaker Carbine
charge, then just kick their helmet off, repeat, leash head off.
_______________________________________________________________________________

Stomach Pump: Kill a miniboss by firing a charged drill into his stomach then
kicking it.

Tips: Just as the description says, although with Penetrator and Bouncer
minibosses you need to take off the armor/equiptment first.
_______________________________________________________________________________

Friendly Fire: Kill an enemy by flinging them into the fire of another enemy.

Tips: This is best done around flaregunner or Bouncer miniboss enemies, leash
a nearby enemy into between you and the flaregun or Bouncer enemy and wait for
them to kill the guy you leashed.
_______________________________________________________________________________

Bombshell: Kill two or more enemies by exploding a Flailbomber.
Tips: Just shoot any flailgunner when he's around other enemies, since they
usually come in groups you'll often get chain reactions.
_______________________________________________________________________________

Assplosion: Kill a burnout by shooting his butt growth.
Chapter: Act V onward.

Tips: This is best done by leashing or kicking one and hoping they either land
or float with their rear facing you, then shoot.
_______________________________________________________________________________

Blind fire: Kill someone while blinded by a flare.

Tips: this happens often by accident around any flaregun enemy, you only need
to even barely have your screen lighted up by an enemies flare for this to
work, just so long as you don't strafe 2 miles away from the incoming flare.
_______________________________________________________________________________

Discharged: Use a charged PMC to kill a Heavy Echo whilst he's charging his.

Tips: Ready a Carbine charge and simply wait for the round glow around your
enemies weapon before firing yours.
_______________________________________________________________________________

Skyjack: Kill a gyrocopter pilot while the vehicle is airborne.
Chapter: BEFORE Act V - Chapter 2

Tips: The last chance to get this skillshot comes in Act V - Chapter 1 when
Trishka is trying to get the monorail working. When she starts this 3 
gyrocopters appear to attack you, access the dropkit down the stairs from the
monorail for a Head Hunter and direct a shot into a pilot's head to kill the
pilot without destroying the copter for the skillshot.
_______________________________________________________________________________

Parashoot: Leash an enemy out of a gyrocopter and kill him before he lands.
Chapter BEFORE Act V - Chapter 2

Tips: this is possible on any gyrocopter you use your standard armory for, just
follow the description and leash the enemy, making sure to kill him before the
leash anti-gravity effect on the enemy wears off.
_______________________________________________________________________________

Flak: Destroy a Gyrocopter using an indirect explosion.
Chapter: Act I chapter 2

Tips: This will be the third Gyrocopter you fight, after leaving the hangar and
going down the elevator at the end of the scaffolding, fight to the first
building and on the other side there will be a Gyrocopter in front of a 
building just LINED with red barrels, shoot one and you should get it easy.
_______________________________________________________________________________

Gotcha: Leash a Creep or Skull Flaregunner and kill them in mid air.

Tips: Like the description says, Creeps and Skull Flaregunners usually avoid
your leash, so kick them (slide kick with the Creeps) then Leash them to you
and kill them any way you want, this works with bullets and in conjunction with
other skillshots like Voodoo Doll, Slam Dunk, etc etc just so long as you
leashed them, then kill them in that order.
_______________________________________________________________________________

Full-Throttle: Use bullets to kill two or more enemies without letting go of
the trigger.

Tips: By the trigger they mean the right trigger button on your controller, so
long as you kill two or more enemies without reloading or letting go of the
trigger you'll get the skillshot, this is easiest when controlling the Mechaton
or using the occassional temporary Minigun.
_______________________________________________________________________________

First In Last Out: Get an enemy airborne, kill a different enemy, then kill the
first before he lands.

Tips: This includes thumper blasts, just use the thumper and kill a target
other than the one used as the center of the thumper then shoot the thumper
center target, this is easiest done with one-shot kill weapons like the Head
Hunter.



/*** Peacemaker Carbine ***\
_______________________________________________________________________________

Headshot: Kill an enemy with a shot to the head.

Tips: Pretty simple, although with the Carbine specifically the last shot has
to be a headshot, as if an enemy survives a headshot then the kill shot was
somewhere else, it won't count. This also applies to any bullet-type weapon.
_______________________________________________________________________________

Bullet Kick: Kick an enemy and shoot him to death in mid-air.

Tips: Again just kick and shoot, also applies to the Screamer.
_______________________________________________________________________________

Bullet Slide: Slide an enemy and shoot him to death in mid-air.

Tips: Same as before, instead slide-kick and then shoot, also applies to the
Screamer.
_______________________________________________________________________________

Gag Reflex: Kill an enemy with a shot to the throat.

Tips: Just aim at the neck area and shoot, also applies to the Screamer.
_______________________________________________________________________________

Rear Entry: Kill an enemy by shooting him in the butt.

Tips: Takes some finagleing, but easiest way is to Thump a crowd and shoot at
one who's rear you can see, also to Bullet-type weapons.
_______________________________________________________________________________

Tripwire: Shoot a running enemy in the legs to trip him, then finish him off on
the ground.

Tips: same as the description, open fire on an enemy to trip then kill him, has
to be done quickly though before they get back up otherwise it doesn't count.
_______________________________________________________________________________

Mercy: Shoot an enemy in the balls and kick or shoot his head off.

Tips: Applies to the Screamer too but easiest with the carbine, simple aim at
the tender regions and you'll know if you succeeded if they start bending over
screaming in pain, when you see this shoot for a headshot, or if you don't want
to risk hitting anything other than the head and missing it, run up and kick.
_______________________________________________________________________________

Boned: Kill an enemy within a moment of getting them in your sights.

Tips: It's literally within a moment, you need put your sights on an enemy and
fire your charged shot, usually happens if you have your Carbine pre-charged
and fire at an enemy you just ran into through reflexes, this can also be
accomplished by pre-charging your gun while aiming at a wall then quickly
strafing your sights onto an enemy and firing.
_______________________________________________________________________________

Overkill: Execute a headshot with the charge shot.

Tips: Nothing special, just ready a charge shot and aim for the head.
_______________________________________________________________________________

X-Ray: Kill two or more enemies with a single Charge Shot.

Tips: this one can be tricky, you need to line up two or more enemies then fire
a charged shot to hit them both, can be done in most areas of the game. If
you're still having trouble, in Act VI - Chapter 1 soon after getting the
Penetrator drill proceed through to an observation event of flailgunners, move
to the right past the wall and aim the charged Carbine parallel to the wall
then wait for the flailgunners to run around the corner, lined up perfectly for
the shot.



/*** Screamer ***\
_______________________________________________________________________________

One Hit Wonder: Perform a clean execution by using only a single bullet to kill
the enemy.

Tips: This is best done as a Headshot, only thing to it.
_______________________________________________________________________________

Surgeon: Kill an enemy by shooting only a single limb repeatedly.

Tips: This one is tricky, you need to make sure you hit the same arm or leg a
few times and they're dead and there's not much doing this on purpose, best
chance is to just use the Screamer as your primary weapon for some time and
wait until you get it just through luck. Note that this approach really only
applies to standard Skull or Creep enemies.
_______________________________________________________________________________

Fast Draw: Kill an enemy the moment you have them in your sights.

Tips: This one can be tough, easiest way is to line up a shot head-level while
aiming at a wall and then strafing into a stationary enemy for the shot.
_______________________________________________________________________________

Snapshot: Kill an airborne enemy the moment you have them in your sights.

Tips: Even tougher than the last, easiest method is to just thump a crowd of
enemies so they go off-screen up top, then aim up and just keep trying to kill
from the left to the right, aiming at the head, and hope you get lucky.
_______________________________________________________________________________

Gunslinger: Score two ore more Fast Draws or Snapshots in a row.

Tips: possibly the hardest skillshot to set up, your best bet is two Fast
Draws, and this is done with the least difficulty in the very beginning of Act
III - Chapter 2 where you're in a room, ambushed by Creeps that keep respawning
for a certain duration. Here the Creeps cover spots are predictable and give
the best chance for strafing and getting headshots twice in a row, and
hopefully by extension, the Gunslinger skillshot. I would suggest that while
playing the game, just keep restarting the last checkpoint until you get this
skillshot before moving on.
_______________________________________________________________________________

Enlightenment: Shoot an enemy in the head with a flare and let it explode.

Tips: Another Simple one, just score a headshot with the Screamer's charged
shot.
_______________________________________________________________________________

Misfire: Flare an enemy but kill him before the flare explodes.

Tips: This is best done by firing a flare at an enemy and setting up the shot
so that flare takes him to a cactus or explosive/electrical object.
_______________________________________________________________________________

Fireball: Shoot an enemy with a flare so it explodes and kills another enemy.

Tips: Works best with already weakened enemies nearby, as it counts if they die
by the flames, the best way to accomplish this is simply shoot a flare to two
different enemies and set the same one on fire twice, thus this is best done
in crowds.
_______________________________________________________________________________

Fireworks: Explode an enemy who is 20 meters or higher in the air.

Tips: Most easily done to targets you've thumped, as they're plenty high in the
air anyway, although as long as the flare takes the enemy a good ways straight
up before exploding it still works without the thumper.
_______________________________________________________________________________

Firefighter: Ingite three or more enemies and kill them while they burn.

Tips: Another one that calls for big crowds, either shoot a flare twice into
the same group of three or more enemies or fire a flare into a group of enemies
then switch to a one-shot kill weapon like the Bouncer or Penetrator and take
out at least 3 burning enemies in quick succession before the flames stop.



/*** Flailgun ***\
_______________________________________________________________________________

Grenade Gag: Wrap a flail around the ehad of an enemy and explode it.

Tips: simply aim for the neck and detonate, they will do a choking animation if
you hit the right area before you explode it.
_______________________________________________________________________________

Gang Bang: Kill two or more enemies with a single flail explosion.

Tips: This counts for other flailgun skillshots too, just catch two or more
enemies right next to each other in the blast and have them die to get it.
_______________________________________________________________________________

Minefield: Kill an enemy by exploding a flail attached to a surface.

Tips: Just make sure the flail attaches to an object or the ground and not 
another enemy and detonate it so it kills one standing near it.
_______________________________________________________________________________

Sadist: Wrap a flail around an enemy but kill him before it explodes.

Tips: This counts for any way you kill an enemy after wrapping them in a flail
except for the actual explosion itself, this is most easily done by flailing an
enemy then kicking them into a cactus or sharp metal object, although quickly
switching to and killing them with other weapons works too.
_______________________________________________________________________________

Meat Slicer: Slice an enemy in half while wrapping the flailr around an object.

Tips: A tricky one, this requires you hit an object or floor that an enemy is
standing around without it attaching to an enemy, then have the swinging flail
slice the enemy as it wraps around something, this is more done through luck of
just using the flailgun aiming at enemies without actually aiming at their
bodies but instead near them.
_______________________________________________________________________________

Head Slicer: Decapitate an enemy after wrapping the flail around an object.

Tips: A tricky one, this requires you hit an object or floor that an enemy is
standing around without it attaching to an enemy, then have the swinging flail
slice the enemy as it wraps around something, this is more done through luck of
just using the flailgun aiming at enemies without actually aiming at their
bodies but instead near them. This time you have the added bonus of trying to
get it to slice their head specifically.
_______________________________________________________________________________

Homie Missle: Use a flail-wrapped airborne enemy to kill another enemy.

Tips: This is best done by flailing an enemy then kicking them to another
enemy then detonating before they hit the ground.
_______________________________________________________________________________

Smart Mine: Use a flail-wrapped standing enemy to kill an airborne enemy.

Tips: This one is best done by flailing an enemy then leashing another enemy
close to him then detonating before that enemy gets too far away or hits the
ground.
_______________________________________________________________________________

Chain Reaction: Slice two or more enemies in half using a flail Charge Shot.

Tips: Just line up 2 or more enemies and send it flying, easier to set up than
the Peacemaker Carbine's X-Ray shot.
_______________________________________________________________________________

French Revolution: Decapitate two or more enemies with a flail Charge Shot.

Tips: Just like Chain Reaction, line up 2 or more enemies and send it flying,
only this time keeping the aiming reticle lined up neck-level with the enemies.



/*** Boneduster ***\
_______________________________________________________________________________

Topless: Blast away the top half of an enemy.

Tips: Best done at point blank, just aim at an enemies torso.
_______________________________________________________________________________

Legless: Blow the legs off an enemy.

Tips: Best done at point blank, just aim at an enemies legs.
_______________________________________________________________________________

Splatterpunk: Kill a downd enemy by blasting him against the floor.

Tips: The easiest way to do this is shoot them at mid range to send them to the
floor then shoot the now weakened enemy on the ground until expiration.
_______________________________________________________________________________

Pump Action: Get an enemy airbone then shotgun blast him into an environmental
hazard.

Tips: Just kick or leash an enemy so they're floating between you and a sharp
object or electrical source and fire, the shotgun has more or less the same
force as your kick as far as horizontal push.
_______________________________________________________________________________

Torpedo: Kill an enemy by shooting him while sliding.

Tips: It's best to fire once you've reached the end of your slide and are point
blank with the enemy just before he stops your slide, thus this often happens
in conjunction with Legless or Topless.
_______________________________________________________________________________

Piledriver: Get an enemy airborne then smash him into a surface with the
shotgun blast.

Tips: Like Graffiti it's hit or miss if it actually counts and can take a few
tries, just find an enemy near a wall and fire once to send them flying back
then fire again against the wall or object and hope it works.
_______________________________________________________________________________

Juggler: Blast an airborne enemy twice then kill him before or on landing.

Tips: the easiest way to do this is by using a Thumper blast to put an enemy
straight above you so the aiming difference between blasts is almost nil, then
shoot him twice then on the final shot get as much of a point-blank shot as
possible to kill him.
_______________________________________________________________________________

Slugfest: Kill two or more enemies with one standard shot.

Tips: It doesn't matter whether they're side-by-side or one behind the other,
just line up as much of a point-blank shot as possible with them still both in
the spray and fire, keep trying till 2 enemies die from one shot.
_______________________________________________________________________________

Burn: Vaporize two or more enemies with a single Charge Shot.

Tips: Simple, just fire at two enemies, just make sure they're within a
reasonable distance and both within the aiming reticle. Most easily done with
Burnouts since they all run in a straight line to you anyway.
_______________________________________________________________________________

Acid Rain: Vaporize two or more enemies in mid-air.

Tips: Also simple, just fire at two reasonably close enemies in the air, best
done with a thumper blast to put them in the air in the first place.



/*** Head Hunter ***\
_______________________________________________________________________________

Show off: Kill an enemy from 10 meters without using the scope.

Tips: Unlike other games where the shot from a sniper fires out unpredictably
in relationship to the reticle, this game it fires straight every time, you
just don't have a reticle so just try your best to aim it at an enemy more than
10 meters away and fire.
_______________________________________________________________________________

Broken Wings: Kill a thumped enemy with a guided bullet.

Tips: Actually, description says it all, thump then fire.
_______________________________________________________________________________

Accident: Shoot an enemy and have him die from hitting an environmental hazard.

Tips: Usually best firing at an enemy somewhere other than the head and having
the body travel backwards to a sharp, explosive, or electrical object.
_______________________________________________________________________________

Bluff: Kill an enemy who is not actually the chosen target of the bullet.

Tips: Line up a shot at two guys, making sure the far guy is the designated
target but actually drive the bullet to the closer one while the other guy
freaks out trying to dodge it. Keep in mind the two enemies actually need to be
standing almost right next to each other for this to work. 
_______________________________________________________________________________

Nutcracker: Kill an enemy by guiding a bullet into his balls.

Tips: Almost impossible to do with the enemy trying to dodge the bullet, it's
best to thump a group of enemies and try doing it then, although this is one of
those skillshots that's not 100%, and thus you may have to do this several
times before the game actually counts it.

To add to this one wonderful reader had this to suggest, and is a lot less luck
-driven than my approach:

     "After struggling a lot with the Nutckracker skillshot I found an easy way
to pull it off. You need the Flail Gun and the Head Hunter. You simply wrap a 
Flail around one guy's torso or head - not the feet, so he keeps standing. Then
you switch to your Head Hunter and shoot through the scope. That way you can 
easily guide the bullet to his balls and it's way more convenient then shooting
them in mid-air ;)"

     -Ro'Kurorai
_______________________________________________________________________________

Hotshot: Kill a dodging enemy by targeting a weak spot like the head or throat.

Tips: like the description says, hit the head, remember to lead your target a
little bit so the bullet is on an intercept course in the direction the enemy
is trying to dodge to.
_______________________________________________________________________________

Premature: Explode the bullet to kill the target before it hits him.

Tips: Simply press the right trigger just before impact with the enemy to have
the explosion kill him instead of the bullet.
_______________________________________________________________________________

Letter Bomb: Explode two or more enemies using a single bullet.

Tips: Shoot an enemy, then have the bullet drag him close to another enemy
before detonating. Be careful not to smother the other enemy though, as they
can die just by bludgeoning them with the bullet target, funnily enough.
_______________________________________________________________________________

Shrapnel: Exploe two or more airborne eenmies using a single bullet.

Tips: Same as before, only thump both enemies first, then shoot one and drag to
the other before detonating.
_______________________________________________________________________________

Early Retirement: Kill an enemy conrolled with the charged bullet before it
explodes.

Tips: This works with any explosive, sharp, or electrical object, just run them
into it before the bullet explodes.



/*** Bouncer ***\
_______________________________________________________________________________

Direct Hit: Kill an enemy with a direct hit from the cannonball.

Tips: Remember to not hold the trigger down, to make it detonate on impact
instead of remote, then just hit an enemy with the cannonball directly.
_______________________________________________________________________________

Money Shot: Kill an enemy by launching a ball at them and exploding it before
it hits anything.

Tips: Remember to hold the trigger for remote detonation, and fire it so it
lobs up over to an enemy then let go of the trigger so it explodes and kills
them before hitting an enemy or the ground.
_______________________________________________________________________________

Boom: Kill two or more enemies with one cannonball.

Tips: Just fire it between two or more enemies standing next to each other.
_______________________________________________________________________________

Carpet Bombing: Bounce a cannonball at least two times before killing an enemy
with it.

Tips: This Doesn't have to be a straight line, you can fire at a wall behind an
enemy, counting that and one bounce on the ground before detonating it next to
an enemy to kill them. This is obviously also remote detonation
_______________________________________________________________________________

Bully: Detonate a cannonball to kill an enemy just after knocking them over
with it.

Tips: This is a remote detonation task, use the cannonball to hit the enemy,
most likely at point blank, to start them being knocked over then release the
trigger to explode the cannonball and kill them.
_______________________________________________________________________________

Trickshot: Kill an enemy with a cannonball bounced off a wall or obstacle.

Tips: Another remote detonation, fire the cannonball so it bounces off a wall
to them then release the trigger to kill them.
_______________________________________________________________________________

Lucky Shot: Kill an enemy with a cannonball that travelled over 100 meters
without bouncing.

Tips: This is an impact detonation we're looking for so don't hold down the
trigger, but stand a really good distance away so you have to aim up past being
able to see the enemy and fire so that it hits them just like with Direct Hit.
_______________________________________________________________________________

Meat Fountain: Kill two or more airborne enemies with one cannonball.

Tips: Just use the thumper then fire a cannonball so it lobs to in between two
targets and remote detonate it near them (Hold down the trigger then release to
detonate). This is often in conjunction with Money Shot.
_______________________________________________________________________________

Kick of Doom: Kill an enemy by kicking a cannonball.

Tips: Fire a charged Bouncer cannonball and then run over a kick it to a group
of enemies so it goes bouncing explosions and killing enemies. This can get
finicky so kick it into groups of enemies to give a lot of room for error and
often bigger heaps of skillpoints.
_______________________________________________________________________________

Sledgehammer: Kill 3 or more enemies with one charged cannonball.

Tips: Self-explanitory, just keep the bouncing explosion ball killing until it
defeats 3 or more targets, this is most easily done with Burnouts, just stand
near the cannonball so they come running into the blast radius.



/*** Penetrator ***\
_______________________________________________________________________________

Breakdance: Drill an enemy into the ground.

Tips: Best when aiming down at an enemy or at their feet when they're closeby.
_______________________________________________________________________________

Fan-Tastic: Drill an enemy into the ceiling.

Tips: This is most easily done in rooms with high ceilings, thump an enemy and
fire at them, making sure there's a ceiling on the other side of the enemy.
_______________________________________________________________________________

Root Canal: Insert a drill into an enemy's head.

Tips: A simple one, just aim for a headshot.
_______________________________________________________________________________

Twisted: Fire a drill into an enemy but have him die through other means.

Tips: Line up a shot so an enemy goes into electricity or a sharp or explosive
object.
_______________________________________________________________________________

Mile High Club: Send an enemy into the sky.

Tips: Just like Fan-tastic (except for the rooms with ceilings), thump an enemy
and fire at them so that they go flying into the sky. This can be done without
a thump but it's less predictable and may not go up into the sky.
_______________________________________________________________________________

Air Strike: Impale a thumped enemy into a standing enemy.

Tips: although it doesn't specify this is better done with a charged shot,
thump one enemy but not the other then fire at the thumped enemy, redirecting
the shot into the standing one.
_______________________________________________________________________________

Shiskebab: Impale two or mroe enemies with a single drill.

Tips: This is actually rather easy, just fire at an enemy with a drill and 
usually the drill is like a hunter-seeker missle, seeking out enemies behind
the target if they're reasonably close to parallel with a lot of room for
error.
_______________________________________________________________________________

Wingmen: Impale two or more airborne enemies with a single drill.

Tips: Simply thump two enemies and fire at the closer one, provided they're
reasonably close to parallel with each other.
_______________________________________________________________________________

Stinger: Suspend a drilled enemy in mid-air, then kick him into another enemy.

Tips: It's best to do this with 2 standing enemies, fire the charged shot at
one then line up the other behind him and kick.
_______________________________________________________________________________

Drilldo: Ram two or more enemies during a slide with the charged weapon.

Tips: Just charge your Penetrator (doesn't take away charges for just ramming
enemies) and find two enemies near each other and slide so you kill both of
them.



/*** Secret ***\
_______________________________________________________________________________

Pancake: Flatten an enemy with a kicked object.
Chapter: Act I - Chapter 2

Tips: You can get this shortly after the second Gyrocopter, just go down the
elevator and kick the boxes that the enemies bring down for cover and a couple
on each side will get caught, if you don't succeed in this, kicking down the
door just before the room Ishi recharges in gives a garaunteed Pancake, and is
actually unavoidable.
_______________________________________________________________________________

Mass Extinction: Crush an enemy with the Mechaton.
Chapter: Act 2 - Chapter 2

Tips: This usually happens whether you're trying or not, if an enemy runs under
the mechaton's legs while he's moving he'll be crushed and you'll get the
skillshot.
_______________________________________________________________________________

Kill-o-Watt: Kill an enemy by flinging them into the model buildings in the
Mechaton Park.
Chapter: Act 2 - Chapter 2

Tips: It's simply when you are going through the scaled-down model city send
enemies flying into the arcing buildings for the skillshot.
_______________________________________________________________________________
 
Fish Food: Kill an enemy by flinging them into a body of water.

Tips: This includes most water, be it the ocean or a pond, chances include Act
I - chapter 3 before entering the cave, Act III - Chapter 1 during the sniper
areas, and Act IV - Chapter 2 in the pond near where you fight the miniboss
that comes out of the helicopter.

_______________________________________________________________________________

Floater: Kill an enemy by flinging him into the rushing water
Chapter: Act III - Chapter 2

Tips: After being ambushed at the start of the chapter, go through the hole in
      the wall to the bridge and let it down, then slide kick a creep and fling
      him into the river under the bridge.
_______________________________________________________________________________

Grinder: Kill an enemy by flinging them into the Grindwheels at the Hydro
Plant.
Chapter: Act III - Chapter 2

Tips: When you've saved Trishka and gotten out to the Hydro plant just send
enemies flying via a kick to the giant Grindwheels.
_______________________________________________________________________________

Man Toast: Kill an enemy by flinging them into the furnaces inside the dam.
Chapter: Act III - Chapter 2

Tips: Just simply when you're in the furnace room where you find Trishka
remember to leash or kick a creep into a furnace.
_______________________________________________________________________________

Tenderizer: Kill an enemy by crushing them with the elevator in the collapsed
building.
Chapter: Act IV - Chapter 3

Tips: When you kill the enemy manning the minigun turret continue past him to
find the elevator shaft, run up to the door of the elevator on the left and
summon the elevator down, err, I mean left, crushing them on the way.
_______________________________________________________________________________

Ding Dong: Kill an enemy by crushing him with debris from the collapsed
building.
Chapter: Act IV - Chapter 3

Tips: After sliding down the interior of the collapsed building and then
running through the holographic clock below, you'll be in the room with the
green ammo case and up ahead you'll see a leash target, leash that with an
enemy under it using the vault hurdle as cover to get the skillshot.
_______________________________________________________________________________

Halloween: Put a Nom parasite on an enemy's head then eletricute them
Chapter: Act V - Chapter 3

Tips: Act V - Chapter 3 is the only easy time to get this skillshot, since it
has Nom parasites and advertisement columns, just put the parasite on someone
then knock them into the pillar. If you miss this chance you can still do this
in Act VII - chapter 1, with the room that spawns 4 minibosses, and you'll be
using the Penetrator miniboss's electricity to do it, but obviously that's a
much more precarious endeavor.

_______________________________________________________________________________

Steady Hand: Kill a Burnout with bullets within a moment of getting him in your
sights.
Chapter: Act V onwards.

Tips: One of the harder ones, but not too bad, just kill a burnout by shooting
his growths and killing him just a moment after you lay your sights on him.
_______________________________________________________________________________

Dino-Sore: Shoot the sore on the back of the Hekaton's head.
Chapter: Act V - Chapter 3

Tips: This is during the on-rails helicopter scene, any time you get a shot 
at the back of the Hekaton's head aim at the sore you caused at the end of Act
I, you get 3 chances during the segment to get the skillshot.
_______________________________________________________________________________

Outburst: Kill an enemy by flinging them into the electrical storm.
Chapter: Act VI - Chapter 1

Tips: Simply find an area where the lightning is coming down and kick an enemy
into it, this works kicking them out of windows too.
_______________________________________________________________________________

Sucker: Kill an enemy by flinging them into a ventilation fan.

Tips: Find a fan, or in Act V, the helicopter blades, and kick enemies into it,
chances to get this are in Act II - Chapter 1, with the fanblades on the
rooftops, Act V - Chapter 2 with the helicopter blades, or Act VI - Chapter 3
by the ventilation fans onboard the Ulysses during the no-fire segment.
_______________________________________________________________________________

Forced: Kill an enemy by flinging them into an electromagnetic pulse field.
Chapter: Act VI - Chapter 3

Tips: When hurdling over the machinery to get through the generator column,
leash or kick a burnout into the fields when they come back online.
_______________________________________________________________________________

Ejaculated: Send a Heavy Trooper out the Cargo bays of the dropship.
Chapter: Act VII - Chapter 2

Tips: use one or both levers onboard the dropship to send the Final Echo
troopers out the Cargo bay.
_______________________________________________________________________________

Weed Killer: Defeat the Hyper-Mutated flytrap.
Chapter: Act IV - Chapter 2

Tips: No real tips, just defeat the flytrap boss.
_______________________________________________________________________________

Minced Meat: Defeat the first Hyper-Mutated Burnout.
Chapter: Act V - Chapter 2

Tips: All you have to do is send the burnout into the helicopter blades and
you'll get the skillshot.
_______________________________________________________________________________

Grilled Meat: Defeat the second Hyper-Mutated Burnout.
Chapter: Act VI - Chapter 3

Tips: Just stun and kick the Burnout into the electrical wires and leash the
target above him for the skillshot.



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               *************************************************
                             ***               ***
                               Newsbot Locations
                                 *************
                                 [NewsbotsFT]
                               ***           ***



/*** Act II ***\

Chapter 1: 3/3

1. Right after the pool with the dropkit, before the Disco hall.

2. In the building right after your first encounter with the flailgunners.

3. On the walkway right after the vine you shoot an enemy off of then climb.

Chapter 2: 1/1

1. Near the dropkit at the beginning of the chapter.



/*** Act III ***\

Chapter 1: 3/3

1. In the area where you first encounter Creep snipers, back right corner
   opposite of the door Ishi opens for you to continue.

2. After crossing the two towers and 2 sniper sequences in a row, go around the
   back of the building you first come to, it wonders around this area.

3. In the diner right before the kitchen and right after you come down the
   elevator and have access to the Head Hunter's charged shot.

Chapter 2: 3/3

1. On the balcony/patio of the building you start in after saving Trishka and
   leaving the furnace room, right side.

2. Down the plaza after getting outside after saving trishka, about midway
   between the first newsbot and the stairs leading back down on the other
   side.

3. Stuck in the corner of the elevator you ride in just before the reaching the
   Hydro Plant, after mowing through 2 floors of enemies on the cliff side.



/*** Act IV ***\

Chapter 1: 2/2

1. Once you've defeated the first set of creeps near the Nom parasites and Ishi
   pulls a car door out of the way so you can enter a hole. On the other side
   before stepping forward turn left and there it is, right before you leash
   the turbine to cause more domino destruction.

2. After the rolling globe rolls down the street to open a path through a
   blocked gate, turn left and go past the dropkit into the tent to find the
   newsbot.

Chapter 2: 3/3

1. Once you reach the plaza area with plenty of flytraps and explosive trash
   cans (Before the alley of pure cacti) go left instead of into Cacti alley
   to find a nook with the newsbot.

2. When the Banshee does a flyby right before blowing up the way forward the
   newsbot is somewhere near the fountain and dropkit, wondering around.

3. Reaching the latter half of the area (when you get to the big stairways
   headed upwards, past all the foliage you have to climb around) go up to the
   landing right before the electro flies and look out onto the balcony, the
   newsbot should be lying on it's side.

Chapter 3: 2/2

1. Right before sliding down the collapsed building interior squeeze around the
   rubble through to the open door you can see, the newsbot is in there/

2. In the hallway with you right after you fall through a set of doors.



/*** Act V ***\

Chapter 1: 2/2

1. At Chapter start before entering the elevator.

2. Before getting on the monorail go to the far side of the platform and turn
   left to a wall of vines, the newsbot is past that, get to the left corner
   and shoot it.

Chapter 2: 1/1

1. In the room with the slamming door, just before the Burnout survival room.

Chapter 3: 2/2

1. Once you see the hyper-mutated burnout fall into the toxic vat, continue as
   you normally would, leash the machinery, go through the hole, and emerge at
   the building with the ammo and Nom juice and proceeding melee enemies, it is
   in the same room with the melee enemies.

2. After getting out of the ammo/melee enemy building you see a bunch of Nom
   Parasites, Cacti, and advertisement columns, fight through the enemies right
   down to the Bouncer miniboss at the end, then go in the building past them,
   it is in the hallway before you emerge on the other side.



/*** Act VI ***\

Chapter 1: 2/2

1. At chapter start in the hallway before you see any electrical storms.

2. In the bottom floor diner, before the walk'n'talk with Sarrano towards the
   dropkit and door to kick open.

Chapter 2: 1/1

1. After sprinting through the toxic river and going through all the Burnout
   waves beyond that, open the door and move forward, it's up on the next
   level, leash it to crush it on the railing. This is just before Sarrano gets
   jumped by a burnout and tumbles to the holding area below.



/*** Act VII ***\

Chapter 1: 2/2

1. At the bottom of the elevator, go up the stairs inhabited by skulls, kick
   down the panel, then clear out the dueling skulls and creeps, then proceed
   into the next building past the dropkit and vault over the hurdle, the
   newsbot should be in the next halway.

2. After splitting up in the mall, go through the observation event past the
   dropkit and fight the first group of skulls you see (Before you see the next
   dropkit at the Penetrator miniboss) and to the left will be 2 kitchens, the
   far one houses the newsbot.

Chapter 2: 1/1

1. When chasing the troopers up the ram to the Ulysses, the newsbot is at the
   top just before the turn left to head towards the structure under the
   Ulysses.



*******************************************************************************
               *************************************************
                             ***               ***
                            Electro Flies Locations
                                 *************
                                [ElectrofliesFT]
                               ***           ***



/*** Act II ***\

Chapter 1: 5/5

1. Above the pool where the first dropkit is located.

2. Past the disco hall and the hot dog cart near a arch, you end up on a patio,
   it's on the far side over the water.

3. Right before finding Trishka's escape pod, above a dropkit on a second story
   balcony.

4. After the "precarious situation" vine jump down and back out to the plaza
   area, at the end of the lane before the door is the swarm in front of a
   tree.

5. Just before chapter's end at the entrance to the Mechaton park, they're
   above his left hand, looks kind of like a rock over to the right.



/*** Act III ***\

Chapter 1: 3/3

1. When you recieve the communication revealing to Gray where Trishka is at, go
   to the right of the nearby dropkit to the cliff edge and turn left, they are
   to the right of the tree you're now standing near.

2. Just before going into the building with the elevator going down into the
   dam go to the last Pier, at the end of which is the swarm.

3. After riding down the elevator go down the hallway into the diner, they are
   behind the pillar exact opposite of the door you entered the diner from.

Chapter 2: 2/2

1. After lowering the bridge and having 6 creeps jump you, go up the ramp on
   the other side, but before going through the door above, make a u-turn left
   and the swarm is there at the end of the floor.

2. Once you emerge back outside after rescueing Trishka the swarm is at the
   other end of the clearing just before the stairs going down underground.



/*** Act IV ***\

Chapter 1: 1/1

1. Just after you watch the observation event of a Creep being eaten by a
   flytrap, go about halfway down the road to the flytrap and turn left and
   look up to a canopied area housing the swarm.

Chapter 2: 4/4

1. Right after Ishi get's eaten and dragged off, head outside the building and
   turn right, you should still be on the top landing and have not gone down
   any stairs, and ahead should be the swarm.

2. Once you reach the spot where you first see flailgunners in this chapter
   instead of going into the entrance they came from, turn to the left and go
   around the bushes to find the swarm.

3. After taking out the enemies that came out of the crashed helicopter and the
   melees afterwards, go through the foliage to another plaza with stairs
   ramping upwards, on the second landing should be the swarm. Note that this
   is before you reach the big building with many flytraps.

4. Once you've entered the building at the end and killed all the flytraps
   Trish will move into the hallway and go left, instead enter and go right to
   find the swarm just after where the hallway ends.

Chapter 3: 1/1

1. After crossing the running water find the dropkit ahead, walk past it a
   dozen or so meters and turn right, there should be the swarm.



/*** Act V ***\

Chapter 1: 1/1

1. After Trish fixes the monorail and you've defeated all enemies go to the end
   of the monorail platform and the swarm will be off in the distance a ways
   past a wall of vines.

Chapter 2: 1/1

1. After defeating your first encounter with the Burnouts, move ahead and kill
   the 3 burnouts that come out from the garage door, Ishi and Trish will move
   left to a door but veer right first yourself, go to the end of the hall and
   kick the steel plate down to reveal the swarm.



/*** Act VI ***\

chapter 2: 1/1

1. After Sarrano gets jumped by a burnout and tumbles to the holding area below
   leash the platform ahead past the cutscene where Gray and Ishi discuss the
   nature of their goal, then on the other end turn around and to the right of
   the platform rails in the middle of the toxic vat should be the swarm.



/*** Act VII ***\

Chapter 1: 2/2

1. Once down the elevator and past a group of skulls, kick the panel and get
   past a group of Creeps and Skulls fighting each other, then go into the far
   building and outside on the other end should be the swarm to the right.

2. After making your way through luggage processing and crawling through the
   small chute back outside turn left and there's the swarm. This is right
   before the observation event where you see the dropship landing.



*******************************************************************************
               *************************************************
                             ***               ***
                                    Credits
                                 *************
                                  [CreditsFT]
                               ***           ***



This Faq is by me, alias Tanju.

I do not own Bulletstorm or its registered trademarks, they belong to their 
respective owners and entities.

A FAQ's section will be added provided I get e-mailed a lot of common
questions, if you have anything I need to answer simply shoot me an e-mail at:
     Taenju@hotmail.com

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