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Walkthrough 5: Rampage


You've finally breached the enemy defenses and snuck into the basement garage level of the Republic stronghold. First, kill an enemy soldier that's surprised to see you in his patrol area. This is the first level where you're in a combat situation, by the way. Pitney come back over the ComSet and suggests a stealthy approach.

  • Primary Level Goal: Infiltrate deeper into the Republic base.
  • Secondary Level Goal: Gather intel.

After you've eliminated the first room of the guards, the back room is well stocked with pick-ups. Collect them all. Upon exiting the elevator room into the garage area, Pitney informs you that the garage level contains multiple vehicles that can be used against the enemy.

Use the Sniper Rifle found in the doorway to thin out enemies. Watch for the ones running for the alarm buttons and take them out first, if possible. Once any alarms are activated, different defense systems are activated that make the going tougher.

For most security setups, there are security panels that control its different elements. Turrets, for example, can be taken over from these panels.

Alarm buttons will shut down most security setups. Turrets and gates can be opened by deactivating an alarm, as long as an enemy doesn’t reactive them.

You can now use the car directly in front of you. (All cars are able to take much more damage than you could take without them.) An active turret can kill an on-foot player fairly quickly, but it takes longer to destroy car. The car can be used to run over the guards on this floor as well.

Vehicles are available on nearly all floors of the garage. If the one you’re driving is damaged, look around for another. Vehicles are able to ram through the sheet metal walls doted around the level, too. Using a car to ram through a sheet metal wall can open up a path, even when gates have been closed by an alarm.

On the next floor, a gate is triggered closed by enemy guards. There are multiple alarm buttons that can open the gate, but the closest is to the left of the gate behind the vehicle barricade pieces. Once the gate is opened, there is an emplacement that may or not be manned by enemies, depending on their level of alarm. A well-placed grenade will end the threat.

Keep your eyes out for pick-ups. This level has them scattered around everywhere, but it’s easy to drive past one in a car and not notice them.

Pistol guards patrol the next floor. If they spot you or become alerted, they will run for the alarm button, activating the Military 'Bots, which are the real security for this floor. Military 'Bots are very destructive, but slow enemies. If they manage to pin a car, they can destroy it in a matter of seconds with their alternating laser and explosive shells.

The Ice Pick can be used to dominate a Military 'Bot. Once they are dominated, you can walk the level as the Military 'Bot and lay waste.

There is a Combat Buggy visible behind a fenced area that you can also drive. The Combat Buggy has a Rocket Launcher as well as a machinegun. It is slower than the small car, but it's armored and has offensive capabilities.

On the approach to the next floor, Pitney prompts you to gather some intel while sneaking around. If you're stealthy enough, you can overhear a conversation. This floor is the Rocket Launcher training area, and explosions can be heard all over. If the alarm is raised or they see you, they'll come out to investigate, so be careful. Past the Rocket Launcher area is a jump that can be taken in a vehicle. Beware the anti-aircraft gun positioned to defend the end of the floor.

Using the Sniper Rifle, alt-fire on a Rocket Launcher, causing them to attack their friends. (There are multiple vent structures throughout the garage that lead to pick-ups or safe areas.) The next floor is mined. Enemies are placed strategically to provide fire and head the player into the mines. There are safe driving and walking paths, though, so find and use them. The save room for this level is to the left of the ramp. In the save room is a Mine Gun pick-up.

The Mine Gun is a versatile weapon. For example, you can attach mines to the front of a car, drive the car at an enemy, and jumped out. You can then remotely detonate the unmanned car in the middle of your foes.

The last floor is well-defended by security turrets, AA guns, and a gate as well as alarm-triggering guards. Either pick off enemies from a distance to thin them out, or make a rush in a car and ram the sheet metal wall to break into the area past the gate. In this area, if the alarm has been triggered, a Military 'Bot stalks back and forth waiting. If you break into this last area of the garage in a vehicle, an appropriate response is mounted with Rocket Launcher enemies attacking from the exit room.

There is a vent to the left of the last gate that you can infiltrate to take a moments rest. If the alarm hasn’t been triggered to activate the Military 'Bot, the player can dominate it with an Ice Pick to help thin out the area.

In the exit room is the level exit. If the alarm is on, a security wall will block the exit.

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