Prototype Official Game Guide - Excerpt
Prototype Official Game Guide - Excerpt
Prototype Official Game Guide - Excerpt
AND MENU GENERAL TRAINING OBFUSCATE: UPGRADES ENTITY ENCOUNTERS WALKTHROUGH OFFERINGS
BLADE POWER CLAW POWER DEFENSIVE POWERS HAMMERFIST POWERS WHIPFIST POWER MUSCLEMASS POWER SENSORY POWER
APPENDICES AND OUTLINES: ANOMALIES AND THE BONUS GALLERY WEB OF INTRIGUE EVENTS, HIVES, BASES &
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UPGRADES
Introduction
Now that you’ve learned the BASIC MOVEMENT and ATTACKS that your mutated form can accomplish, it’s time to UNLOCK
YOUR FULL POTENTIAL! This chapter reveals EVERY SINGLE UPGRADE, along with detailed tactics on the best situations to
General Training
use your ever-increasing supply of talents. Upgrades are occasionally GIVEN to you during your MISSIONS, but most need
to be PURCHASED. As Upgrades are UNLOCKED throughout
the MISSION WALKTHROUGH, you only have access to certain
Upgrades, and most are OPTIONAL. Some are required for
TIP
Any UPGRADE marked with “CORE” should be
certain missions. Naturally, the following showcases the
purchased as a matter of urgency, because it is
Upgrades that should be top of your spending list. extremely helpful to furthering your prowess.
This chapter presents Upgrades in the order they appear Are you looking for a CHART showing EXACT
in the UPGRADES MENU. The refers to the number of MISSIONS where each UPGRADE is unlocked, and
Upgrades
the Upgrade in its SPECIFIC SET, as shown in the menu. For the COST in EVOLUTION POINTS of each one? Then
consult this chapter, or the UPGRADE CHART in the
example, the BLADE AIR SLICE is marked as , meaning
APPENDICES at the back of this guide.
it is the SECOND of FOUR BLADE Upgrades you unlock.
Entity Encounters
Power When Is It Unlocked? Cost [EP] Thermal Vision
2.02: Behind the Glass 30,000
Power
Blade Power
Infected Vision
Blade Power 5.03: Biological Imperative Gifted 6.05: Children of Blacklight Gifted
Power
Blade Air Slice 6.05: Children of Blacklight 1,000,000
Blade Frenzy 6.05: Children of Blacklight 700,000 BLADE POWER
Blade Sprint Frenzy 8.03: Shock and Awe 1,200,000
Claw Power
Walkthrough
Claw Power 2.02: Behind the Glass Gifted
BLADE POWER
Groundspike 2.02: Behind the Glass 50,000
Groundspike The BLADE is a powerful and deadly cutting
3.02: A New Order 80,000
Upgrade 1 and thrusting weapon, perfect for slicing and
Groundspike swiping through even the toughest armored
5.03: Biological Imperative 500,000
Upgrade Max vehicles or infected hides. This attack Power
Dashing Slice 3.02: A New Order 65,000 allows access to the most powerful strikes
Additional Offerings
Slam
Hammertoss 6.04: Making the Future 900,000
Whipfist Power
Whipfist Power 3.02: A New Order 55,000
Street Sweeper 3.02: A New Order 57,500
Longshot Grab 5.03: Biological Imperative 250,000 This series of slashes can be up to five hits long, or shortened
depending on the number of times you hit .
Gallery
Musclemass Power
Musclemass Power 3.02: A New Order 80,000
Musclemass Boost 6.05: Children of Blacklight 1,000,000
Musclemass Throw 5.03: Biological Imperative 250,000
Target Power Select Sprint Disguise Actions Attack Special Jump Grab/Throw
15
BLADE POWER CLAW POWER DEFENSIVE POWERS HAMMERFIST POWERS WHIPFIST POWER MUSCLEMASS POWER SENSORY POWER
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[[NEAR ENTITY]]
BLADE POWER CLAW POWER DEFENSIVE POWERS HAMMERFIST POWERS WHIPFIST POWER MUSCLEMASS POWER SENSORY POWER
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UPGRADES
Introduction
CONSUME actions occur if you
elect not to employ a STEALTH
CONSUME. They all result in
additional HEALTH for you, the
death of the victim, and an
, then [RANDOM] ALERT if you’re being watched.
General Training
[Tactical Overview] This right, left, right set of swipes can be two or three hits long
depending on the number of times you hit .
The last, and arguably most potent of all your POWERS, the Blade
is an ARM GROWTH that functions as a deadly weapon, allowing
you to cut down and dismember your enemies, as well as deliver
CLAWS AND KICKS COMBO ATTACKS
powerful attacks to any unit type, including ARMORED UNITS (such 2-HIT SWIPE KICKER
as Tanks, Helicopters, and SUPERSOLDIERS). Attacks can result
in vertical or horizontal slicing of foes. Don’t forget to CHARGE
Upgrades
your attacks by holding down buttons (except in combos, except
if otherwise stated): Overall, this is the Power to use on foes; slice
away until your foes collapse.
The BLADE COMBO is a fantastic way to cut through all WEAKER
foes (such as Soldiers or Evolved Infected), and also works well
after a COUNTER to a Hunter or Supersoldier attack. The damage
is exceptional, and each hit is targeted at slicing into your enemy. 3-HIT SWIPE KICKER 1
Entity Encounters
The BLADE SPRINT FRENZY meanwhile, is much better at cutting
through a LINE OF FOES in front of you. If you employ this on a
TARGETED HUNTER though, only ONE of the strikes is likely to
connect. It is much better to launch a BLADE FRENZY (without the
Sprint) instead; a standing start is preferred if you wish to inflict
MULTIPLE HITS on a single foe.
You should employ the BLADE AIR SLICE time and time again. It
is versatile enough to be used to land on a LARGER FOE such as a
3-HIT SWIPE KICKER 2 [FLOATS]
Walkthrough
Hunter or Supersoldier and carve massive damage from them.
But the Air Slice, performed from a rooftop of an adjacent building,
is one of the best ways to defeat a Tank. It is also a great way
to HOME IN on a foe, and cover distance to a threat quickly and
accurately. Soften up the Tank with a Missile Launcher shot first,
if you wish. Also don’t forget to CHARGE the button during your AIR
SLICE to inflict extra damage; you should do this CONSTANTLY.
Additional Offerings
CLAW POWER
Target Power Select Sprint Disguise Actions Attack Special Jump Grab/Throw
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BLADE POWER CLAW POWER DEFENSIVE POWERS HAMMERFIST POWERS WHIPFIST POWER MUSCLEMASS POWER SENSORY POWER
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CLAWS GRAB
[[NEAR ENTITY]]
The CLAW POWER has great flexibility and a large number of combo
variations, many of which FLOAT a target, allowing you to follow up with
another series of attacks before a foe can properly block. However,
your foes are likely to be dead or dismembered before this can occur!
GROUNDSPIKE [CORE]
, then [RANDOM] , then [RANDOM]
watched.
Shift your mass into a deadly spike that erupts beneath your enemies.
Combine with targeting for pinpoint spike precision. Upgradeable.
EPISODE 1 EPISODE 2 EPISODE 3 EPISODE 4 EPISODE 5 EPISODE 6 EPISODE 7 EPISODE 8 EPISODE 9 EPISODE 10
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[OVERVIEW]
Your mind and body flash back to 18 days previous to the Times Square rampage. Escaping the Gentek Facility, you must
put your diminished powers to good use, leaping the facility gate and dodging Helicopter fire until you can face the airborne
menace. After scaling a building, you seek the memories of others, and this revelation indicates you have brethren in
danger. You sprint to the apartment where your sister resides, attempting to infiltrate the place without alerting the
omnipresent Blackwatch.
[DANA’S [OVERLOOK
[5] APARTMENT] [6] POINT]
[WALL RUN up to the TOP of the BUILDING] [ESCAPE the GENTEK FACILITY area]
[DESTROY the HELICOPTERS] [DESTROY the HELICOPTER]
EPISODE 1 EPISODE 2 EPISODE 3 EPISODE 4 EPISODE 5 EPISODE 6 EPISODE 7 EPISODE 8 EPISODE 9 EPISODE 10
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Introduction
ESCAPE THE GENTEK FACILITY
NOTE
Eighteen days prior to 1.01 MEMORY IN DEATH,
General Training
you begin your escape with none of the previous
POWERS.
With almost
none of your
Powers yet
manifesting,
you begin your
Upgrades
adventure
with only a As you reach Waypoint 2, the Helicopter (which has
few preter- been steadily following you, firing sporadically) launches
natural a Missile at you. You leap at the last moment to avoid it,
abilities. The first of these is JUMP: Exit the GENTEK Facility catching a TAXI that was also caught in the blast. Use
by charging JUMP and SPRINTING toward the gate, letting your TARGETING to LOCK ON to the Helicopter, then CYCLE
through the available targets before THROWING the Taxi
Entity Encounters
go of JUMP, and leaping over the gate to the street beyond.
at it. The Helicopter explodes, leaving you to deal with the
[2: ESCAPE the GENTEK Blackwatch Troopers that rappelled from the chopper.
FACILITY area]
NOTE
On HARD Difficulty, the Taxi doesn’t destroy
Your antics the Helicopter. Pick up a second vehicle and
have attempt this again.
Walkthrough
attracted the
attention of a
Blackwatch
[3: WALL RUN up to the
Transport TOP of the BUILDING]
Pilot and
GET TO HIGHER GROUND
HELICOPTER.
Additional Offerings
PROGRESS
51
EPISODE 1 EPISODE 2 EPISODE 3 EPISODE 4 EPISODE 5 EPISODE 6 EPISODE 7 EPISODE 8 EPISODE 9 EPISODE 10
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You stagger into an alley, the voices of the Gentek scientists still echoing in your mind. You collapse, clutching your
stomach. A Blackwatch Trooper from Ghost Team spots you slumped against the wall, and plants an Assault Rifle round
into you. He radios in that the target is down. Not for long...you grab the Trooper, Consume him, and transform into the
Trooper himself!
NOTE NOTE
This memory is the first you’ve collected, and
part of the WEB OF INTRIGUE. Access this later. Remember that each entity you Consume
gives you HEALTH. You can also gain Health
by AVOIDING DAMAGE, allowing your body to
WEB OF INTRIGUE TARGET: REGENERATE.
Lt. James Goodwin This memory is the second you’ve collected, and
part of the WEB OF INTRIGUE.
[4: CONSUME the
BLACKWATCH COMMANDER] WEB OF INTRIGUE TARGET:
Lt. Charles Perri
FIND OUT WHO YOU ARE
you realize the Commander knew where your sister was. Now run west, either
You need to find her, and fast! along the street or
bounding across
the rooftops, until you reach Waypoint 5. You can use your
Commander disguise to minimize enemy attacks.
EPISODE 1 EPISODE 2 EPISODE 3 EPISODE 4 EPISODE 5 EPISODE 6 EPISODE 7 EPISODE 8 EPISODE 9 EPISODE 10
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Introduction
You can fight Troopers along the way for
some additional Evolution Points, although this
lengthens your mission.
Follow the
on-screen
[6: GO to the OVERLOOK to instructions
regarding
General Training
investigate the area] your ALERT
STATUS (or
read about it
in the Training
section of
this guide), and drop down to the ground after ASSUMING
the DISGUISE of the Commander. Simply walk toward the
apartment entrance, optionally shoving Troopers that get
Upgrades
in your way to one side (they apologize and salute). Step
into Waypoint 5, and rendezvous with Dana.
TIP
If you want to test your combat prowess, you
Entity Encounters
can try the following:
With Dana’s street under heavy Blackwatch guard, you Leap down and engage the Troopers in
must judge just how dangerous the situation is by scaling battle, using your COMBOS, GRAB and CONSUME
technique, THROWING (both Troopers and
the nearby building, with the Shoe Depot store at ground
vehicles), and shooting the Blackwatch weaponry
level. Clamber onto the ROOF, and reach Waypoint 6, near at the Troopers. Keep this up until all Troopers are
the water tower. The Troopers are in full force, and the slain, then enter the building.
most sensible (and devious) plan is to enter the apartment To evade your ALERT STATUS, you must either
without being noticed. kill everyone who can see you (which can be tricky
Walkthrough
as reinforcements arrive from either end of the
street), or bound away to the top of a roof or
behind a building, so no one can see, and wait for
the ALERT METER to return from RED to AMBER.
Swapping disguises also reduces your ALERT
METER. Learn this for forthcoming missions.
Additional Offerings
Your arrival occurs just as your sister is battling a Trooper intruder. You quickly dispatch the enemy with a punch that
Appendices
passes through the hapless foe, before heading to the sewers to speak to Dana. Flashes of Gentek’s Director of Research
(Dr. Raymond McMullen) flicker in your mind. Dana leads you to her safehouse, and points out your old apartment. Perhaps
the memories will return when you head back there?
[Mission Awards]
Available Events: 0 (New), 0 (Total)
Gallery
PROGRESS
53
MOVEMENT EVENTS GLIDE EVENTS KILL EVENTS WAR EVENTS CONSUME EVENTS
APPENDICES AND OUTLINES: ANOMALIES AND THE BONUS GALLERY WEB OF INTRIGUE EVENTS, HIVES, BASES &
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ADDITIONAL OFFERINGS
MOVEMENT EVENTS GLIDE EVENTS KILL EVENTS WAR EVENTS CONSUME EVENTS WEB OF INTRIGUE COLLECTIBLES
Introduction
Throughout your adventure, an ever-increasing number of EVENTS become available. Purely optional but thoroughly recommended, events allow
you to hone specific UPGRADES and collect additional EVOLUTION POINTS to purchase further Upgrades with. When you complete each event, you
General Training
are awarded a BRONZE, SILVER, or GOLD target score MEDAL, or nothing at all if your score fell short of Bronze. When you complete ALL the events
(except the CONSUME Events) and score GOLD on them all, PLATINUM score targets appear. Complete all 53 non-Consume Events to a Platinum
standard to unlock the PT Achievement or Trophy.
TIP
The “other” general event are the CONSUME Events, which are
unlocked differently. These are the key to unlocking a brief search for
an EX-COLLEAGUE, as well as UPGRADES you cannot purchase from the
If you score a PLATINUM SCORE on an event,
DISGUISE, VEHICLE, and WEAPONRY menus. There are four types of Military
but haven’t unlocked PLATINUM MEDALS yet, don’t
Consume Events, and one type of Infected Consume Event. When you FINISH
a Consume Event, you cannot access it again, but you have MULTIPLE
worry: All your Platinum scores are RETROAC-
TIVELY awarded to you. This means you can look
Upgrades
OPPORTUNITIES to play EACH CONSUME EVENT TYPE.
at the GUIDE’S PLATINUM SCORE, and aim for that
This chapter details every single EVENT TYPE, and offers proven even before Platinum medals become available!
tactics to achieve a PLATINUM RATING in each one, as well as showing
Are you looking for the EXACT MISSIONS where
the SCORE NEEDED. For an EXTRA CHALLENGE, we’ve included the FABLED
RADICAL TARGET: the very best possible score achieved by the developers
each EVENT is unlocked? Then consult the EVENTS
themselves! Beat that (which DOES NOT unlock any additional game
CHART in the APPENDICES at the back of this guide.
elements), and consider yourself a true master of the event!
Score Targets
Entity Encounters
Bronze Silver Gold Plainum Radical
Walkthrough
Additional Offerings
Appendices
Gallery
1
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MOVEMENT EVENTS GLIDE EVENTS KILL EVENTS WAR EVENTS CONSUME EVENTS
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[MOVEMENT EVENTS]
Event Name
4 High Flying 00:38.0 00:33.0 00:26.0 00:23.0 00:18.6
3 1
TIP
The SPRINT, JUMP, and AIRDASH Upgrades
are IMPERATIVE for obtaining PLATINUM Medals on
these events. As all of these events are available
10 fairly early in your adventure, make them a priority
7 if you want a quick boost in EVOLUTION POINTS.
5
9
There are 10 WAYPOINT ORBS to jump through or near. Use a well-timed mix of JUMPS and
AIRDASHING to ascend the building [1], timing the AirDashes so you boost into the building
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on each ledge. Most importantly, WALL RUN over the ledge, then jump as soon as you
00:38.0 00:33.0 00:26.0 00:23.0 00:18.6
collect the ORB on the PLATEAU. WALL JUMP up to the top spine [2] before twisting around
180 degrees. The TENTH Orb is back in the street where you started, so LIGHTLY AirDash out from the building spire, and drop like a stone [3]; the
AirDash needs to be STRAIGHT OUT from the building, so you land on or near the final Orb. Once you’ve perfected the trajectory and aim, try an AIR
STOMP or BULLETDIVE DROP to plummet through the air at a faster rate, but TAP the button so you are hovering for the smallest possible time.
MOVEMENT EVENTS GLIDE EVENTS KILL EVENTS WAR EVENTS CONSUME EVENTS
APPENDICES AND OUTLINES: ANOMALIES AND THE BONUS GALLERY WEB OF INTRIGUE EVENTS, HIVES, BASES &
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ADDITIONAL OFFERINGS
MOVEMENT EVENTS GLIDE EVENTS KILL EVENTS WAR EVENTS CONSUME EVENTS WEB OF INTRIGUE COLLECTIBLES
Introduction
1 2 3
General Training
Although possible, it is DIFFICULT to obtain GOLD until you’ve secured more UPGRADES
for this counterclockwise maneuvering, which relies on your AIRDASH and HIGHLY
ACCURATE STEERING. Begin by JUMPING, AIRDASHING, and GLIDING so you reach the first
01:05.0 00:55.0 00:45.0 00:38.0 00:24.8
roof without needing to Wall Run [1]. Then make TINY jumps followed by AIRDASHES along
the rooftops; this is quicker than simply RUNNING. Make the sharp LEFT TURN, and head east to the second set of GREEN ROOFTOPS [2]. Reduce
your VERTICAL FLIGHT as much as possible. AirDash off higher roofs to lower ones instead of jumping. There should be NO NEED to GLIDE after
Upgrades
reaching the initial ROOF. For the final two or three ORBS [3], AIRDASH through them, slowly LOWERING your height and land just below the final
Orb on the circular roof.
Entity Encounters
This STRAIGHT LINE RUN allows you to never waver from heading directly toward each ORB,
Walkthrough
although your JUMP TIMING and LANDING is extremely important. As you reach the FIRST
Orb [1], hold down JUMP so you leap, AIRDASH, and land horizontally through the second
00:32.0 00:27.0 00:21.0 00:18.0 00:13.1
Orb. Scale the next wall, land atop the UPPER ROOF with the next Orb without landing, JUMP
and land on the third Orb [2], SPRINT and fall onto the next Orb (don’t jump here or you may overshoot the building, wasting valuable time), before
JUMPING and AIRDASHING into the next, Sprinting and landing on the penultimate one, then WALL JUMPING up and flying onto the final roof to land on
the last Orb [3]. For faster results, ALWAYS be Sprinting, and keep GLIDING to a minimum throughout this event.
Additional Offerings
This event has a wider area both horizontally and vertically to cover, but fewer Orbs
to fly through, so you are allowed some leeway in the exactness of your maneuvering.
Begin by scaling the building in front of you, WALL JUMPING vertically as fast as you can,
00:40.0 00:35.0 00:30.0 00:25.0 00:18.0
then AIRDASHING into the first floating Orb in the rooftop [1]. Ignore landing on the roof
Gallery
lips; instead plummet down to the second Orb [2]. Time it correctly, and you can GLIDE at the last second, saving a large IMPACT LANDING and
VALUABLE SECONDS, then AIRDASH out of this to the left, and the next building, leaping across the roof and AIRDASHING with a precise landing. You
don’t need to jump down to the lower platform; you should be able to GRAB THE ORB from the upper tier. Gliding slows you down, so don’t use it if
you’re planning on an impressive time. Then JUMP and AIRDASH twice to the final Orb [3]. If you can attempt this while keeping as low to the roofs as
possible, you’ll shave additional seconds off your time.
3
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If you can, CLEAR all the AIR CONDITIONER debris off the roof of your starting position, so
you can easily CHARGE your JUMP, then SPRINT to the very edge of the roof and LEAP HIGH
[1]. Immediately AIRDASH to the tall building opposite, then again; this is quicker than GLIDING
01:00.0 00:50.0 00:40:0 00:35.0 00:28.8
between Dashes. At the roof of the tall, thin building, land while turning right, and AIRDASH,
GLIDE, then AIRDASH to the tall black and gray skyscraper. CHARGE JUMP off the top of this [2], then AIRDASH TWICE, Gliding onto the third Orb
before quickly swinging left sharply and WALL JUMPING up to, and AIRDASHING into the FINAL ORB itself [3]. Quicken your pace, but flip over the lip of
each roof instead of jumping higher than you need to, as the latter wastes time.
Begin with a SPRINT, then a short jump and immediate AIRDASH, keeping yourself as LOW to
the roof as possible. Land on the lip with the first ORB on it, and short JUMP off the lip. Then
immediately AIRDASH, GLIDE, and AIRDASH a second time and steer yourself onto the next
01:25.0 01:12.0 01:02.0 00:58.0 00:50.0
building’s roof [1]. SPRINT westward, CHARGE JUMP and AIRDASH into the tip of the lower
skyscraper’s tower, giving you a couple of fresh AIRDASHES [2] to the NEXT ORB. You may need to WALL JUMP to reach the roof. Try to JUMP from
the protruding diagonal edge of this roof, so you can reach the SPIRE of the penultimate building [3] without much CLIMBING. Remember you can
GLIDE RIGHT OUT OF THE JUMP without AIRDASHING. Launch a MASSIVE CHARGE JUMP, AIRDASH, GLIDE, AIRDASH, and GLIDE again. Try to reach the
lower ADJACENT building to taller the one with the FINAL ORB on it, to minimize your climbing.
This flitting from tenement block roof to roof is tricky, so UPGRADE your AIR moves for
better results. Begin with a SHORT JUMP, and immediate AIRDASH to the first ORB [1], glance
off the upper box roof and AIRDASH to the second ORB, and do the same to reach the third,
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Prima Games
An Imprint of Random House, Inc.
3000 Lava Ridge Court, Suite 100
Roseville, CA 95661
www.primagames.com
[Contents]
The Prima Games logo is a registered trademark of Random
House, Inc., registered in the United States and other countries.
Primagames.com is a registered trademark of Random House, Inc., [01] Introduction ...........................................................................[002]
registered in the United States.
[02] Adapt and Overcome > GENERAL TRAINING..................[004]
© 2009 by Prima Games. All rights reserved. No part of this book may
[03] Attack and Obfuscate > UPGRADES ................................ [015]
be reproduced or transmitted in any form or by any means, electronic or
mechanical, including photocopying, recording, or by any information storage [04] Antagonists and Opposition > ENTITY ENCOUNTERS... [041]
or retrieval system without written permission from Prima Games. Prima
[05] Advance and Obliterate: WALKTHROUGH ......................[044]
Games is an imprint of Random House, Inc.
Episode 1 ..............................................................................................[044]
Senior Product Marketing Manager: Donato Tica
Episode 2.............................................................................................[054]
Associate Product Manager: Sean Scheuble
Copyeditor: Asha Johnson Episode 3.............................................................................................[066]
Design & Layout: Bryan Neff & Jody Seltzer Episode 4.............................................................................................[076]
Manufacturing: Stephanie Sanchez
Episode 5.............................................................................................[096]
© 2009 Activision Publishing, Inc. Activision is a registered trademark and Episode 6..............................................................................................[108]
Prototype is a trademark of Activision Publishing, Inc. The ratings icon is a
registered trademark of the Entertainment Software Association. All other Episode 7 ..............................................................................................[130]
trademarks and trade names are the properties of their respective owners. All Episode 8.............................................................................................. [144]
rights reserved.
Episode 9.............................................................................................. [156]
All products and characters mentioned in this book are trademarks of their Episode 10 ............................................................................................[166]
respective companies.
[06] Additional Offerings ...............................................................[171]
Please be advised that the ESRB Ratings icons, “EC,” “E,” “E10+,” “T,” Events .................................................................................................. [172]
“M,” “AO,” and “RP” are trademarks owned by the Entertainment Software
Web of Intrigue ...................................................................................[196]
Association, and may only be used with their permission and authority. For
information regarding whether a product has been rated by the ESRB, please Collectibles ..........................................................................................[199]
visit www.esrb.org. For permission to use the Ratings icons, please contact the
[07] Appendices and Outlines > TABLES and CHARTS ........ [207]
ESA at esrblicenseinfo.com.
[08] Anomalies and the Obscured > GALLERY ...................... [213]
Important:
Prima Games has made every effort to determine that the information
contained in this book is accurate. However, the publisher makes no warranty,
either expressed or implied, as to the accuracy, effectiveness, or completeness David S. J. Hodgson
of the material in this book; nor does the publisher assume liability for Originally hailing from the English city of Manchester, David
damages, either incidental or consequential, that may result from using began his career in 1995, writing for numerous classic British
the information in this book. The publisher cannot provide any additional gaming magazines from a rusting, condemned, bohemian dry-
information or support regarding gameplay, hints and strategies, or problems docked German fishing trawler floating on the River Thames.
with hardware or software. Such questions should be directed to the support Fleeing the United Kingdom, he joined the crew at the part-
numbers provided by the game and/or device manufacturers as set forth in fraternity, part-sanitarium known as GameFan magazine.
their documentation. Some game tricks require precise timing and may require David helped launch GameFan Books and form Gamers’ Republic, was partly
repeated attempts before the desired result is achieved. responsible for the wildly unsuccessful Video Gaming and Gamers.com.
He began authoring guides for Prima in 2000. He has written over 60 strategy
ISBN: 978-0-7615-6220-7 guides, including: The Legend of Zelda: Twilight Princess, Assassin’s Creed,
Half-Life: Orange Box, Mario Kart Wii, and Fallout 3. He lives in the Pacific
Northwest with his wife Melanie, and an eight-foot statue of Great Cthulhu.
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