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Unreal II: The Awakening - FAQ/Walkthrough (English)

PlayGround.ru
FAQ для Unreal 2: The Awakening
Дата: 26.03.2003

By Grant "Rampage" Newby



Index:

A. Introduction

B. Version History and Dates

C. Story

D. Main Characters

E. Weapons and How To Use Them

F. Bad Guys and How To Kill Them

G. Walkthrough

H. Cool Stuff

I. Shout Outs and Slag Offs

J. Contact Me (Please?)



****************

A. Introduction

****************



This is my first ever FAQ/Walkthrough and this is only because I bought this

game yesterday and finished it earlier today. Probably helps that over 36 hours

I have spent 18 hours playing it. And it's Good. Very Good. To put it simply,

this game rocks. It kicks ass. It is the Mutts Nuts, the Bee Knees and the

Skaarj's Fingernails. If you're reading this before you buy it, stop reading

and start spending. It'll be the best money you've ever spent. I Promise.



****************

B. Version History and Dates

****************



13/02/2003 03:32



V1.0. Started the Walkthrough at 3:15am. God I hate having insomnia. It sucks.

Did the layout and a few other bits and bobs, like this bit, and the

introduction. Got a load of pictures as well. Probably won't use them in this,

but they may end up on Unreal 2 HQ shortly. Check it out. Got as far as the

Alien Weapons section. Fell asleep about 6:30am. Rampage out.



13/02/2003 20:29



V1.01 What happened to TV? When did it all go so bad? Still, gives me a chance

to do some more on my Walkthrough. Finished off the Alien weapons section and

did the Bad Guys section. Going to start on the Walkthrough soon. Probably

later tonight. Rampage out.



14/02/2003 01:06



V1.02 I hate Dutch football (or Soccer, if you're American). Yes, I'm moaning

about TV again. Started on the Walkthrough. Did the Introduction level and the

first two proper levels, plus the first half of Hell. May do some more

tomorrow, unless C&C: Generals takes over my life. No guarantees. Rampage out.



21/02/2003 00:33



V1.03 Didn't get C&C Generals in the end, but found the joy of Morrowind

instead. Some serious hours are gonna go on that. Anyway, I'm still awake, and

chances are for the rest of the night. Managed to finish off Hell,

unfortunately I forgot to save it last time, and had to do the whole level

again. It was tiring but, still quite enjoyable. I just hate the damn spiders.

Rampage out.



21/02/2003 10:37



V1.04 I can't feel my face. This sucks. Wrote the guide for Acheron from

memory, as its one of my favourite levels. Might go and play the Severnaya

level now and possibly write it up afterwards. Depends if I can arsed or not.

Probably not. Rampage out.



22/02/2003 22:36



V1.05 Watching CSI and Law & Order. Excellent programming for a change. Luckily

I can pay attention and type at the same time. Wrote up the Sulferon level from

memory of playing it a couple of days ago. Not sure about the first part of

this level. Having to kill everyone is a pain in the ass. Gonna start on Janus

as well in a minute. Getting tired. Rampage out.



23/02/2003 19:11



V1.06 Finished off Janus, it was quite easy apart from the defence bit. Just

completed the Na Koja Abad level and now I'm gonna write it up. Not really sure

about this level. Also, the best thing on TV is the Antiques Roadshow, so if

someone can send me enough money to get Sky for the rest of my life I'd be

grateful. Ta. Rampage out.



06/03/2003 06:27



v1.07 Right, wrote the entire Drakk Home World, Avalon and Dorian Grey levels

from memory. Not completely happy with the Drakk Home World level guide, but

every time I try to play and write it at the same time, I forget where I am and

have to start again. All the rooms look idential. Its scary. Also, note to

self. Once someone has invented a weapon it is usually the same person, or at

least culture that creates a way of stopping it. Humans created guns and

kevlar, bows and shields, nukes and anti-nukes. How come the Drakk are so crap

against their own laser? First thing I would have done is create a massive

mirror that reflected the beams. That would piss people off. Rampage out.



06/03/2003 07:29



v1.08 Okay, I'm done for the moment. Finshed off the entire walkthrough, did

the Cool stuff and Shout Outs and Slag Offs section. Added a contact me section

should anyone wish to engage me in sensible conversation, preferably about

squirrels and why no one trys to keep them as pets. As soon as I get enough

stuff I'll put in an update, though my next FAQ is not planned yet. May do it

on C&C Generals, if I can be assed to replay the whole game from start to

finish, which is at best doubtful. Then I am very tired right now. Might write

a basic tactics FAQ though. Watch this space. Rampage out.



07/03/2003 21:05



v1.09 Turin told me via e-Mail that actually the small spiders in the glass

cages come out and repair the Drakk Overseers when you've shot them down. I

think this only happens on Normal and Unreal, because when I was replaying this

game for the purposes of writing this FAQ I played on Easy, and I never really

saw it happen. I'm gonna replay the level in a minute when Friends has finished

and see for myself. Rampage out. 22:07. Okay, checked and he's right, it even

happens on Easy. I guess I just never noticed because I'm just such a good shot

:-). Thanks to Turin for that piece of info. Rampage out.



10/03/2003 13:42



v1.10 Time to do an update methinks. Uploading the new edition to GameFAQs.com

today and just recieved some new info from Daniel Almgren, about the seagoat

and the weird stuff it does. Haven't checked it yet, as I don't have time, but

I will and I'll get back to you guys with the results. Also answered some

e-Mails from people who got the question right. Gonna add another one to the

bottom of the page when I've done this, so check the shout outs section to see

who knows these obscure pieces of game trivia. If enough of you get it I'll put

the answer in next update. Rampage out.



20/03/2003 10:33



v1.11 Another update, this time theres not much to do, gonna add another

question, got some info about Sulferon (check the Cool Stuff section) and need

to add some clever people to the shout outs section. Hidey ho. Incidentally, we

went to war today, but I'm not gonna comment. I'd rather not offend anyone.

Rampage out.



24/03/2003 14:24



v1.12 Just answering some e-Mails and wotnot. No-ones got the question right

yet, though one guy wrote in asking if I meant Bang! Gunship Elite. No. I mean

Elite for the BBC Micro and Atari ST and the early PC's. Kids never knew what

they missed. Rampage out.



****************

C. Story

****************



I'll keep this short, as I don't want to put too many spoilers in this guide.

You may find I'm a bit oblique at times, but it's for your own good. The story

really helps to make this game what it is.



A short note on game difficulty. Easy, as the name would suggest is really

quite easy, you should be able to complete it in about 9 - 10 hours and you

should only die/fail a couple of times. Normal is challenging, but by no means

impossible. Then you get to Unreal. This is hard. Really hard. Izarians become

insanely tough and very good shots, and the Skaarj become the equivalent of the

Ballistic Missile. Be Warned.



You are John Dalton (see below for details on the crew). You and the rest of

your motley bunch of people have managed to get yourselves chucked out of the

military for various reasons (except Ne'Ban, who's on exchange). You've managed

to land possibly the worst assignment in the most boring sector of the galaxy.

That's right, your patrolling the fringe worlds and as such, you're only

problems tend to be pissed off miners and corporation disputes. Until one day,

you pick up a distress call::



****************

D. Main Characters

****************



Your Crew



Aida

Aida is your first officer. She is the poster girl of Unreal 2. If you've read

a review or seen a picture of the game, chances are she was in it. You can't

miss her. Quite a serious character, Aida, provides the voice of reason on the

crew, though she has as dark a past as any of the other crew members.



Isaak

Isaak is easy to spot by the constant trail of smoke that follows him. He's

that type of character. He swears, moans, and probably scratches himself though

I've never caught him doing it. He is the Chief Engineer onboard the Atlantis

(your ship) and is clearly pretty knowledgeable about anything which is

mechanical. He also handles the weapons load-out before each mission and

modifies your weapons to make them better. He also has a haunted past, and Aida

hates him for it.



Ne'Ban

Picked up in an Officer Exchange program, Ne'Ban is a Hex-Core alien. His

English isn't particularly good, and he frequently comes out with words that

don't exist and says "Aye-Aye-Aye" instead of the "Aye-Aye". He isn't as dark

as the two human characters and sometimes he feels like he's just there for

comedy value, but after a while he really comes into his own as he tries to

understand the how and why of humans, and helps the humans understand

themselves.



John

This is you. Kicked out of the Marines a little while ago for unknown reasons,

you're desperate to get back in, but they don't really want you back. So you've

been shunted to the TCA (Terran Colonial Authority) and get the wonderful job

of patrolling the ass end of nowhere. It's the space equivalent of traffic

duty. It sucks. Luckily you're very well trained and also have a nice way with

snappy one liners and irony. However, you do have one failing. The military.

You believe so deeply in the chain of command you follow orders without

question. But like you said, "You've gotta trust someone."



Other Characters



Commander Hawkins

The commander for the sector. Bit of a weasel but nothing you wouldn't expect

from the military around the fringe worlds.



General Drexler

You never actually see him in the game, but he is a presence. Hawkins

commanding officer.



Danny Miller

1st Technician on the Liandri Mining Operation of Sanctuary. Turns out to be a

bit of a wuss, but you have to rescue him anyway.



Dr Meyer

You meet him about half way through the game. He's a bit of a pain in the ass

and he moans like an old woman, but he is useful thanks to his scientific

knowledge.



Marines

Not a character as such, but a bunch of characters. Come in a variety of sizes

and colours. Look very cool, especially the guys in the Heavy armour with the

Rocket Launchers and Flamers. On your side, you get to command them sometimes,

when you're defending places.



Kai

The Kai are a slave race who move around the galaxy like nomads and pay their

way by doing menial jobs. They do things like cook, clean and act as assistants

to people like scientists and officers. No one thinks much of the Kai and they

tend to treat them as a lesser race, though they aren't openly hostile to them.



****************

E. Weapons and How To Use Them

****************



Human Weapons



Unreal 2 has a great selection of weapons which, believe it or not, are all

useful and you will find yourself going back to certain guns for a specific

task unlike in most shooters, where you get the best gun and stick with it.



Dispersion Pistol



Also known as the "popgun" by most people, this weapon is of practically no use

unless you're hunting the local wildlife. On the plus side you don't need any

ammo as it auto regenerates. The secondary fire isn't bad, but it takes time to

charge up and if you want to do any damage you'll need to charge it for a good

5-6 seconds. Bit of a last resort really.



Assault Rifle



The "Duster". An excellent weapon. Unlike most automatic weapons in most games,

the duster is brilliantly accurate, even over a medium distance. The primary

fire lets rip in full auto, and if you can control the recoil then it's very

accurate and dangerous. The secondary fire launches a group of five slugs which

burst on impact and ricochet of at an angle, which can be used to fire around

corners. There's one rule with this weapon. If the target is moving use the

primary fire. If the targets just standing there use the secondary fire.

Incidentally, if you shoot a mercenary in the chest with the secondary fire,

and they survive, they will fall on their ass. Make sure their dead before

moving on, or they'll shoot you in the back.



Grenade Launcher



The "Hydra". Useful weapon this one, as it's very versatile. Comes with 6

different flavours of ammo, Fragmentation (Basic Explosives), Toxic Gas (Eats

through metal, great in enclosed rooms), Incendiary (Frag with extra flames),

Smoke (work it out for yourself), Concussion (Non-Lethal, useful for spreading

Toxic Gas or Smoke), and EMP (shuts down electrics like field generators and

auto turrets). The primary fire, if tapped fires an impact grenade, but if you

hold the button down it becomes a timed grenade instead, with about 5 seconds

on the fuse. Whilst a generally useful weapon, the Hydra comes into its own

when you have to defend. Once you've put down the plasma field generators, you

can't fire through them, so you have to either stand outside them, or fire over

them. This is where the Hydra comes in. It's tempting only to use the

Fragmentation and Incendiary grenades, but use them all, the Toxic or Smoke

ones work brilliantly if you fire a Concussion grenade in a few seconds after.

It goes absolutely everywhere. Use the EMP grenades to knock out Turrets whilst

you finish of the human defenders.



Riot Shotgun



A superb weapon, which is also known as the "Crowd Pleaser", usually because

there are crowds of people saying "I'm pleased that didn't hit me!". Primary

fire gives you your basic 16 pellet firing pattern, which is useful up to about

12 -15 feet in game distance. After that it gets a bit vague. However,

secondary fire is excellent, shooting out incendiary pellets which burst into

flames after about 12 feet. Perfect for killing large amounts of Araknids or

setting fire to Mercenaries, then finishing them off with the primary fire

while they run around screaming.



Flamethrower



The "Vulcan". It's great for dealing with large numbers of enemies or when you

don't feel much like aiming. It is also without a doubt the most beautiful

flame effect in any game I've seen so far including Return to Castle

Wolfenstein. Primary fire gives you a long burning flame with which to set fire

to whatever you want. Secondary fire is much more interesting. It shoots out a

jet of the Napalm fuel used by the Vulcan, which can be used to douse a target

or set a trap. One of the best things in the game is covering a mercenary with

napalm, run away, pull out your Duster and pop a few slugs at him. He'll burst

into flames as he runs at you. It's so hilarious, it's sick.



Magnum



This is your all new improved pistol. Also known as the "Avenger" and Aida owns

one called "Grace". Fires .50 cal explosive ammo and is accurate at quite a

distance. Perfect, when you're too close for a Sniper Rifle, but too far away

for the Shotgun. Primary fire pops a single cap at whatever your pointing at,

whilst secondary fire unleashes three rounds in a row but it then needs

re-cocking. In my opinion, the secondary fire isn't really worth bothering with

as the primary rate of fire is pretty good as it is and the accuracy goes down

when you use the secondary fire.



Rocket Launcher



Now we're talking. Heavy Ordinance. Known as the "Shark" because of its shape,

this rocket launcher fires four rockets at a time. When you hit the primary

fire four small rockets are bound together and then fired accurately for large

splash damage. The Secondary fire releases four missiles which fly off in a

drunken pattern weaving back and forward. That is until Isaak modifies it and

puts a targeting system on the secondary fire allowing the four separate

missiles to be aimed and guided at whatever target you want. All you have to do

is hold the secondary fire button and run the crosshair over your target. You

can split all the rockets between 4 separate targets or you can have 2 rockets

on 2 enemies or all on one, basically whatever you want. It's very intuitive.



Sniper Rifle



Hooray. You have to love Sniper Rifles. They are fantastic, and this one is the

best. It's called the "Widowmaker" and is a precision instrument of death. It

has an onboard computer that compensates for wind speed and other factors

leaving you with an instant hit of whatever you're pointing at. Primary fire

looses a slug, secondary fire uses the zoom. If you need some more accuracy the

mouse wheel will zoom in some more. Have fun.



Alien Weapons



Shock Lance



Not a great weapon, but it does do a fair amount of damage. You nick them off

the Izarians, and then Isaak modifies it to be a bit more powerful. Primary

fire shoots out two blue laser bolts which bounce off walls, which is useful,

but can be dangerous because you can shoot yourself. Secondary fire launches a

slow moving EMP blast which works well on machines like turrets and the Drakk.



Spore Cannon



This is a really fun weapon, though it isn't terribly useful. Primary fire

looses a spore with loads of little spiders which cover the target that then

runs around screaming. At this point, it's a good idea to switch to another

weapon because this doesn't do a great deal of damage. Some of the bigger

enemies you have to shoot a few times to get it working, and for some reason

the Skaarj don't seem to care when you shoot them with this. Secondary fire

shoots a sac which releases a couple of small Araknids which attack people.

Never really found it that useful myself, as the spiders get killed pretty

quickly and don't do a great deal. Still, it's useful when fighting

Mercenaries.



Drakk Laser



This is an excellent weapon and will become part of your regular rotation once

you've got it. Primary fire acts like a railgun, firing an accurate orange

burst at whoever you're pointing at. This works very well on Skaarj, especially

the unarmoured or lightly armoured ones. The secondary fire shoots a short beam

of controlled Laser which is a bit like the flamethrower only twice as

powerful. This is a great way of killing practically anything, though it does

eat up ammo like nothing else and only has a short to medium range.



Taika



These are strange balls you pick up on Na Koja Abad. For those of you who play

scrolling shooters these are a little bit like options. Primary fire shoots a

ball which then floats around firing at the person you attached it to. It

doesn't do much damage, but it is extremely annoying and the enemies will try

to shoot it out of the air, which gives you a chance to switch weapons and

shoot them in the head. Secondary fire makes the balls hover around you and

shoot the incoming fire. This is great if people are trying to shoot you with

rockets, as they move quite slowly and balls are very quick. Use them sparingly

though, as you don't get many.



Singularity Cannon



Without a doubt the best gun in the game, unfortunately you only get it on the

last level, as it's the only gun that can kill the Tosc. Only the Primary fire

works, and it fires a mini black/green hole which sucks anything within a

certain radius into it. This instantly kills anything that gets sucked in and

it looks brilliant as well. Luckily you get a good 600 ammo when you pick it

up, so you're unlikely to run out, unless you go nuts. Remember, the Tosc carry

these so whatever you do, don't let them shoot at you or it'll be game over and

no remains.



****************

F. Bad Guys and How To Kill Them

****************



Izarians



These are very strange, psychotic lizard aliens who tend towards mass

slaughter. The Skaarj have enslaved them and pressed them into service as foot

soldiers. All evidence points to the fact the Izarians don't much care and

actually enjoy it. They carry Shock Lances which are a little less powerful

than the one Isaak modifies for you. However with the bouncy fire they can be

quite dangerous in large numbers and should be dealt with quickly. The obvious

way of killing them is with the Duster, as they don't take a great deal of

damage. If they stop to fire open up with a secondary fire of the Duster and

that should kill 'em in one hit. If there's a few of them use the Hydra and

that should take out the lot. As I said before they don't take a lot of

killing.



Skaarj



These are a bit more of a problem. If you use the Primary fire on the Duster

after a few shots they'll begin blocking your fire with their hand blades. Best

bet is to line them up and use the Secondary fire, or switch to a better

weapon. Unfortunately the Skaarj come in several flavours. At first they are

only armed with fighting claws and weak guns, but they are still quite

dangerous. After a few levels you start bumping into more of them and this time

they have bigger and better guns. They don't seem to be collectable, these

guns, but the bullets are quite slow so you shouldn't have a problem dodging.

Again these guys don't have much in the way of armour so just let rip with the

Drakk Laser or the shotgun. Incidentally, they don't seem to care much when you

set them on fire or attack them with spiders so keep to the regular guns. Last

but not least, is the Battle Skaarj. These guys wear Heavy armour, have the

Skaarj Pulse weapon and the nasty claws. Luckily they are quite slow, but they

do take quite a lot of killing. They take at least 3 shots from the Widowmaker

which is a lot as the Sniper Rifle is quite powerful. Best bet is to whip out

your rocket launcher and give them a couple of Primary rockets in the foot.

Always aim for the ground when you're firing at the Skaarj as they are

exceptionally good at dodging. Especially, the unamoured ones.



Izanaghi Ghost Warriors



These guys are your basic mercs. They come in two sizes, medium and large. The

regular size ones tend to carry Shotguns or Dusters. The large ones tend to

carry Sharks, though the small ones are sometimes armed with them as well. As

they are Mercs, some of the best weapons are the Flamer, Spore Cannon and the

Incendiary ammo of the Shotgun. Best bet, set them on fire, and then shoot them

whilst they run around screaming. The Magnum also works well on them, as they

don't dodge a lot. Just make sure you're careful around the ones that are

packing Rocket Launchers. They aim behind you in an effort to get you nearer

too them and their shotgun wielding comrades.



Liandri Angels



Again these are your run of the mill Mercenary bad guys. With one small

difference. They're all ladies. Like the Ghost Warriors they come in two

different flavours, medium and large. The medium ones tend to carry Dusters and

WidowMakers. These guys are quite dangerous, but they are nothing compared to

the large ones. For long range fire they carry Sharks and for short range fire

they carry Flamers. They also take a lot of killing. They don't run around

screaming when you set fire to them and they don't much care about the Spore

Cannon. Best bet is to run at them, and while they're changing weapons give

them both barrels of the Shotgun. If that doesn't appeal to you use a Rocket or

the Secondary fire on the Duster. Thankfully their quite slow so you shouldn't

have any trouble hitting them. Their heads are their weakpoint, and are quite

big and therefore easy to hit.



Araknids



These come in two types as well, though they work very differently. First the

small ones. Basically they run after you and try to bite you on the foot. The

best way to deal with these little gits is a Flamer or Incendiary Shotgun. If

push comes to shove, the Duster will do the job, just open up in automatic and

you should kill them quite easily. Just remember to run backwards whilst

firing, and remember you never find just one or two of these things they come

in packs, so be prepared to get swamped and save some flamer ammo.

Unfortunately, these guys also come in a larger, red form and these are much

more dangerous. Instead of running at you, they tend to jump at your head and

try to crush you. They can do this from quite a distance, so your best bet is

to use the Secondary fire of the Duster which should kill them in a couple of

shots. If they do jump, get out the way and whip out your shotgun and give both

barrels of the incendiary ammo. That'll give them something to think about. If

you come across both kinds at the same time shoot the big ones first, as you

can't see them if you're staring at the floor trying to kill the little ones,

and the big ones hurt a lot more.



Drakk



These are robots that worked out how to create and repair themselves, and as

such decided they didn't need the creatures that made them and decided to kill

them all. Now there are just the robots left. They come in a couple of

flavours. First off you have the basic Drakk soldier who has a sort of cattle

prod weapon and isn't all that dangerous. They do float and dodge though so

make sure if you're going to use a rocket launcher then you lock onto them. The

next type is called the Drakk Overseer. These guys use Laser sights to lock

onto you and open fire with Drakk Lasers like the ones you pick up on the

mission before. They can be quite dangerous, if a couple of them surround you,

and they have a very nasty little trick up their sleeves. They take two rockets

to get them on the floor, but though they look it, they are not dead. After a

few seconds the strange creatures in the cages come out and repair them and

then take off again ready to kick your ass. As soon as they're down hit them

some more until they're in little tiny bits. It's the only way to be sure.



Tosc



As I don't want to spoil the surprise I won't tell you where these guys come

from, suffice to say they are not nice or friendly and they've been in the game

the whole time you've been playing. They carry Singularity Cannons and are

easily the hardest bad guys in the game. The first one you meet, you won't have

a Singularity Cannon to deal with it, so you have to blow its arm off and nick

its one. Best way to do this is to open up on it with the Rocket Launcher as

much as possible. Shortly you'll blow its arm off, so go and grab the gun and

fire a singularity at it. The thing with the Tosc is you have to get your shot

off first, because if it fires at you, chances are your dead. If it does fire

at you best bet is too run in the opposite direction and get away from the

Singularity as quick as possible. The Tosc weak point is the fact they are so

slow. Once you fire at them they have trouble getting out of the way, so fire

at them and run away. Don't stand around watching whatever you do.





****************

G. Walkthrough

****************



Okay, first things first. There is going to be no discussion of the story line

in this guide. Instead of avoiding the spoilers, I'm just gonna skip all the

story bits out. You want to know the story, buy the game.



1. Avalon



Right, first level. You start off in the tower talking to Hawkins. Shortly he

offers you the choice of doing the training or getting back to the game. If

you've never played before do the training as it's quite good and very useful.

If not, then just get back to the shuttle. Either way you have to get to the

elevator which is out of the door, down the stairs, take a right, down some

more stairs and into the elevator. If you're gonna train it'll spit you out in

the basement, if not its back to the Atlantis. I'm not gonna describe the

training as there's a guy called Raff who does that for me.



2. Sanctuary



Okay, so you're clearly in a bit of trouble. Dead people everywhere and some

nasty Izarians trying to shoot you. Right, jump out of the ship and head for

the door. Down the stairs and remember to check under the stairs, for a dead

guy holding some frag grenades. Hit the switch and head through the door. Watch

the guy get pulled under the door, feel sorry for him, and head to the right.

Follow the corridor and watch the spooky shape run past. Head out into the room

where you'll find a bunch of Izarians you have to kill. Shouldn't take too long

if your good. Just be careful for the bouncing bullets. Once you've killed

them, listen to Danny and head through the hatch. Head back the way you came

underwater, past the floating body and up the other side. Go up the ladder and

then up the stairs. Head into the room and wipe out all the Izarians as you go

along until you hit a ladder. Climb to the top where you'll find another

Izarian and then proceed through the door. There are plenty of Izarians in here

and more appear behind you so run along and remember to blow up the gas tanks

as you go. Last thing you need is to be standing next to one of them when it

blows up, so blow them up yourself, preferably from a distance. Once you're

through the corridor you'll hit a loading point, always a good place to save,

and then move outside. This time the Izarians are staying out of the way of the

cameras and are on the roof. Most of them jump down but you may need to pick a

few off who stay on the roof. Find the broken door and head through it, try not

to get crushed. Next up is the drainage room which has got a fair few Izarians

in it, so the best bet is just to run in and hit them hard. Slap a new clip in

your Duster and go in shooting. Luckily the Izarians aren't all that good. If

you didn't pick it up before then there's some health back at the entrance and

a shield boost behind the security door exit. Grab the stuff and jump in the

lift. After the terrifying drop, give the Skaarj a couple multi-slugs

(Secondary fire for the Duster) and head through the door. Or don't, as it's

blocked. Head back towards the lift and jump in the mini-lift instead. Go under

the stairs and grab the health and shields. Next, head up the stairs and

through the door, kill the Skaarj and grab the clip for the Duster. It's in the

bunker next to the plants. Head through the door at the far end of the garden

and you'll hit another loading screen. Save, remember the F5 key is your best

friend. Head through the next two doors and you'll come out outside. There's a

Skaarj on the ground and there's three Izarians on the surrounding cliffs. Kill

the Skaarj first and then knock off the Izarians. Remember to keep moving and

with a bit of luck they won't even hit you. Head across the little bridge and

you'll find a load of Skaarj, four I think. Strangely, I found one of them

lying on the bank of the lake not doing anything. He wasn't dead, he was just

lying there. Maybe he was scared. Anyway head around the right hand side of the

building and up the stairs. Watch the cutscene with the Battle Skaarj and then

follow the walkway until you reach a hatch. Down the hatch is one Izarian so

kill him, grab the Grenade Launcher and head through the door. Follow the

walkway around to the left where you'll find a room with blood dripping from

the ceiling and an Izarian hiding in the top right hand corner of the ceiling.

Kill him, jump in the lift and head upstairs. Watch out for the Skaarj who

jumps through the window and exit the door at the far end of the room. Take

time to notice the door on the right and the Skaarj mutilating some poor tech

guy. Look around and you'll see a hatch head down it. Nail the Skaarj with a

Multi-Slug and head to the right. You'll emerge shortly in the control room.

Kill the Skaarj and hit the two generator override switches. The go watch the

holographics and hit the generator restart switch. Go through the door which

now opens alright, and go back the way you came killing the surplus Izarians on

the way. Now go to where you saw Danny fall down, and follow his example. Try

to avoid the big blue energy rays and just hop down. You shouldn't lose too

much health. Grab the artefact and get ready for a mini-boss. Though later in

the game you see quite a few of these guys, the Battle Skaarj are still pretty

hard, and they look the mutt's nuts. 6 or 7 multi-slugs should kill him, but

avoid his fire and don't let him get near you or you'll get your guts ripped

out through your nose. He's not best friendly. When he's dead, go to the lift

in the centre of the generator and ride it up. Congratulations, you've done the

first level. Remember to save. You're finally off sanctuary, but not for long.



3. Swamp



This is a great level, it's what I call a Defend the Base level. There are a

few of them, and they're all great. You may want to set a savegame or two apart

just to store these levels, so you can play them again. Anyway, you won't get

attacked until you find the marines, so don't get too freaked out by the weird

howling and set off in search of one of the beacons. Incidentally, if you don't

fire on the wildlife, they'll leave you alone, but they aren't that hard

anyway. If you need some target practice, pull out your Dispersion Pistol and

whack some Seagoats (the things that look like green rabbits). If you're very

good you may even be able to take out the blind T-Rex things as well, though I

had to use the Duster for this. Anyway, find a beacon and head in the direction

it points until you reach the marines. This part is quite freeform, so I can't

provide exact directions. You'll know you're on the right track by the debris

everywhere. Talk to the Marine Captain, grab the Shotgun, ammo and any health

you need and then roll out. Follow the Marines and kill anything you come

across, it should be mainly Izarians though you may see a Skaarj or two. When

you reach the clearing the real Defend the Base begins. There are two ways into

the clearing, the best way to defend the both is to stake out a good place in

the middle of the area and then just head to which ever end of the clearing has

gunfire coming from it. All in all it's not too hard but it is very enjoyable.

After three waves of Skaarj and Izarians your ship will turn up and take you

all away. Easy. Plus you got the Shotgun.



4. Hell



The name says it all. This level got me really jittery. You know that sound

people invented for when spiders scream and chitter, like at the end of

Arachnophobia, when the guy shoots the spider with the nail gun. Horrible

noise. And there's a lot of it. You start off on the far side of a long bridge.

On this level the wildlife is a bit more vicious. The things that look a bit

like dogs with massive teeth will attack you if you wake them so shoot them

from a distance. On the side of the bridge you start on there is a small one

sleeping and a weird slug thing. The slug ignores you, but give the other

creature a multi-slug in the face. Now head across the bridge. About halfway

across you'll find another dog creature. This time though it's the size of a

small car. Best bet is to sneak up to it and give it a shotgun blast to the

face. Incendiary ammo works very well on them. When you've got across the

bridge, head inside and jump on the lift and head down into the base. Before

long you get stopped at a checkpoint but you'll soon be through it, and you'll

find yourself in a room that's on fire. Head to the left and take the first

door you come to, down the lift, grab the flamer from the dead guy near the

fire and through the door at the far end of the room. Follow the corridor until

you reach the Medi-Bay and press the button on the far right Medi-Table to

revive the bloke. Take him back to the door you came through after the

checkpoint on the walkway and he'll be able to open the door to the control

room. Listen to the audio recording (on the desk console) and then continue

through the other door and into the second lift. The Maintenance guy will

follow you as you go through the next door and find all his dead mates. Keep on

going and before long you'll be attacked by the spiders. Open up with the

flamer though I have a couple of bits of advice. Number one, use the flamer

sparingly you'll need it a lot more later. If you're running low on ammo use

the Shotguns Incendiary ammo to take out the spiders. Number Two, if one of the

big spiders is about to jump, don't set fire to it. It throws itself at you as

it is, the last thing you need is a giant, killer, flaming spider throwing

itself at you. Anyway, move along dealing with the spiders, saving ammo by

using the multi-slugs from the Duster to get rid of the big spiders at a

distance. If they're surrounded by small spiders all the better they'll get

creamed as well. If you can, try and nail one of the big spiders in mid-air and

it should explode if you've shot it enough. It makes real mess and looks plenty

cool. Thankfully, this level is fairly linear so follow the path the game

creates for you until you hit a room with a load of orange gas and a burning

body. You can't walk through the gas so head to the opposite side and duck into

the fan intake. This is what you need your flamer ammo for. Whilst your

climbing along the inside of the pipe you'll be attacked by about 70 of the

little spiders, hopefully you'll have saved a couple of flamer clips for this.

Luckily you're in an air duct so the spiders don't have anywhere to run so you

shouldn't have too much trouble. If it does all get too much run back outside

and start unloading multi-slugs into the entrance, that'll teach them. This

also works in the tunnel, though you want to be careful of shooting yourself.

Anyway, climb along the tunnel, turn on the fan and head back out. Now head

over the other side and sidle past the nasty gas and go on a bit. When the guy

comes out the door stop dead because your about to learn what else you have to

look out for on this level. The little spore sacks appear everywhere from now

on, on the ceilings, attached to crates, everywhere. Just keep an eye out for

them and use your Dispersion Pistol on them. Keep on going along the linear

path until you reach a room full of spore sacks. On the walkway above you

you'll see three big spiders but ignore them unless they jump down. Now when

you get near the spore sacks they burst and release a small spider, so stand

back and pick the off with your pistol. Just be ready to change to something a

bit more dangerous if one of the big spiders comes down. Presuming the big

spiders don't jump down, whip out your grenade launcher and start launching

grenades over the railings in timed mode, that'll take care of them. Make sure

you get all the spores and then head upstairs and through the door. Before long

you reach another lift, so jump on and prepare for some genre swapping. That's

right. When you get to the top of the lift the main door won't open so head for

the smaller door and take the lift upstairs. The lift in this room is broken,

so head for the broken door and prepare for some platforming. The orange ray is

not good for your health so try and avoid it, your aiming to jump onto the long

grey block that leads through the window to the control room. If you're playing

the game on Easy, you can afford to run through all the beams and just jump

straight onto the block. Ignore the health and shield pick ups unless you're

really desperate, you can come back for them once you've turned the beam off.

Anyhow get to the control room, turn off the beam and hit the bulkhead release

button. Head back down into the broken room, pick up any health or shield you

need and avoid the melted glass. Leave through one of the non-broken doors.

Jump back in the lift, go downstairs and go through the door on the other side

of the big lift you came up on a minute ago. Head down the corridor, killing

the bugs and you'll come out in a big room I call the generator core. The

things that look like lifts on the left hand side of the big curving corridor

don't do anything, so ignore them and walk along the corridor and head through

the door next to the barricade. Kill the creepy crawlies and you'll find

yourself in a room with a big machine in the centre and some barrels. Whatever

you do don't shoot the barrels because they are both toxic and explosive. Head

through the opposite door. Up the lift, and your into the atmospherics lab. All

the big doors are sealed so jump in the lift behind and to the right of you.

Hit all the buttons and make sure you watch the far right chamber with the big

spiders. Hilarious. Now go back down the lift and through the centre door. Jump

down the pipe and head along knocking off the little spiders and hit the switch

on the right. Head through the door and drop through the hatch. There are a

couple of spiders here so get killing and then move along the corridor. Ignore

the door at first and go past and grab the ammo at the end of the corridor.

Head back to the door and go through. Go along the corridor, killing the

beasties and through the opposite door of the next room. Same format as the

last room that looked exactly the same as this one. Head to the lift, up to the

control room and hit all the switches, especially the four buttons on the end.

This lets some regular creatures through the door and into the beam, they'll

help kill the little spiders. Head back down the lift and through the centre

door. Head to the right and drop through the hole in the floor, killing the

Araknids as you go. Go down the corridor along the pipes and jump down into the

water. Take a right along the corridor, killing the spiders and watching for

the spore. For Christ's sake remember to save before going through the hole

into beam control room and a boss fight. Once you're in the room, you can't

shut down the beam until you kill the queen. So, how to kill the queen? Now,

she can't hurt you unless you're close to her so the first rule is keep your

distance. She's not very quick either so use the shock lance, the Multi-slugs

from the Duster or the grenade launcher. She has two basic attacks. One is a

big wall of wind (I know it sounds weird, but that's the best description I can

come up with), and the other is to fire spores that spawn little spiders. The

problem is if the little spiders jump into the beam, they become big spiders,

so shoot them before they hatch. The big wall of wind won't hurt you as long as

you're a fair distance away OR behind an obstacle so if you are too near her

and she's about to fire, then jump behind something quick. She does have a lot

of health though so you are going to have to shoot her a lot. When she's dead,

press the button and grab the artefact. Well done, you've made it out of hell,

and what's more you're alive. Result!



5. Acheron



Right, a giant living planet. God, this is gonna suck. Okay, head towards the

main building, there's a guy on the road and two more up near the digger. Best

bet, use the Magnum to shoot them in the head. Seconds later a guy will appear

in the lift behind you, so kill him and grab the rocket launcher. Next up kill

the two guys next to the crane you saw at the beginning. Now the crane won't

come up until you do something. Over on the raised platform is a rocket turret

so make sure your still some distance away and give it a couple of rockets.

This should kill it. Head towards the raised platform and climb the ladder up.

There are two guys up here so kill them and go around to find two more guys and

some ammo, health and shield. You'll also find a radio. Pick it up, and try to

reassure the guy on the other end. He'll send the guys in the lift back up.

Head down to the lift, kill the two mercs and jump in the lift. When you hit

the bottom jump out and head along the big fleshy corridor. There are plenty of

mercs along here so make sure you kill them all whilst making your way to the

end. Here you will find a large fleshy lump with demo charges all over it. Set

all the demo charges and retreat for cover. When the lump is gone, grab the

artefact and start running. Now you've done it, the planet is pissed at you. On

your way back to the lift you'll find a lot has changed. The large lumps flying

out of the ceiling will home in on you, but there not very fast so kill as many

as you can in front of you, and occasionally turn around and blast the ones

behind you. There's a distressed merc somewhere around so kill him or ignore

him, either way he ignores you. There are now large lakes of digestive acid all

over the place, so don't fall in them unless your want to form 0.1% of the

planets daily allowance for metal and ammo. Get back to the lift at full speed,

pull out your duster and prepare to defend the lift from the flying cubes which

come from every direction. Before long the lift will start to go up. When you

hit the top, all hell has broken loose, earthquakes, plumes of acid and other

annoying features. Run like hell back to your ship and kill the merc who's

trying to break into it. Cool, another level done, and you've annoyed the

biggest creature in the universe. Good job!



6. Severnaya



First things first, save the marines. Obviously the marines aren't particularly

good because there are only two mercs and they can't kill either of them. Run

around the corner, watch the Marine with the Sniper Rifle get killed and then

knock off the Mercs. Talk to the surviving Marine and after that, head for the

Dam. Remember to stop off on the way at a convenient vantage point and pick off

the two guys on the front of the Dam. Once you're on the front platform of the

Dam, whip out the sniper rifle again and shoot the two guys who make an

appearance in the centre room above the door. Now unfortunately the door is

locked, so take one of the ladders on the left or right down to the base of the

dam. There is turret and a guard on the bridge in the flow pipe so whip out

your grenade launcher and fire an EMP grenade at the turret and a frag grenade

at the merc. Swim or wade along the river and jump on the ladder on the right.

Cross the bridge and go through the door and up the stairs. Once you're through

the next door you should come out in a small square room with a massive spiral

staircase. There are two mercs coming down the stairs, so get their attention

and run back through the door. The moment they come through the door shoot the

barrels and gas tanks. Now the doors on the spiral staircase are sealed so head

back down the small staircase and do a 180 degree turn and head through the

metal gate. Climb the ladder and press the button on the Detonator. Climb the

ladders up to the top and crawl into the roof space. Once the guys have

finished talking drop down through the one of the holes and blow the two mercs

away. Hit the bulkhead release button and get all the ammo, health and shield

out of the lockers. Head through the door and down the stairs. Go through the

door halfway up and jump onto the right hand side of the big machine right in

front of you. There is another Detonator here, so activate it and jump back.

There is a door on the opposite side of the room so take it and take a left

into a big room. There are plenty of Mercs in here so take your time and kill

the all. There are also a couple of turrets, so once you've killed the Mercs

whip out the EMP grenades. Anyway, head up the stairs and around the big

generator and down the other side. Kill the merc and the turret around here and

blow up one of the force field posts to get through. The pipes against the wall

form a set of large stairs so get up there follow them around the wall. The

Detonator is on the generator so set it and climb over the pipes next to it.

You have five minutes to evacuate. Run out of the main door of the big room and

head straight for the front door of the Dam. When you get outside there's a

dropship delivering a couple of mercs on the right hand side of the dam. Open

fire with the sniper rifle or the rocket launcher to take out the two mercs and

the turret. Then start running like hell until you reach the Dropship.

Congratulations, another level done, and you've made a hell of a mess.

Remember, talk to Isaak about the artefacts when you get back for possibly the

funniest line in the entire game.



7. Kalydon



Another Defend the Base mission, but first off listen to Isaak about how to set

up turrets and field generators. Right, now you have to find some more. Head

off over the hills on the right and eventually you'll find the cache of defence

weapons. Once you have them run back to the base and set up the turrets behind

the concrete defence posts and set up the plasma field generators, remembering

to leave yourself a gap in the fence to get to the shield and health

generators. You can turn them off, so you can get through, but in the heat of

battle this is at best not easy and at worst pretty impossible. Anyway, once

you're set up the mercs will start arriving. This time they are Liandri Angels.

With the Sniper Rifle you should be able to kill the smaller ones before they

even get near the gate, if your good, but the big ones may take a little more

effort. Best bet is to use the Rocket Launchers lock on feature. Once you've

locked on, point the launcher up in the air and let fly. Do this because it

means the rockets come straight down on their targets and not from the side as

the level is strewn with cover for the wily merc. There are three waves of

Angels, so preserve your ammo and don't go nuts. Remember to top up your health

and shield regularly as the Angels have exceptional weapons and aren't bad

shots even on easy. Before long you should have killed the lot, so jump back in

the elevator. Remember people, the petition to get levels like this converted

to Multiplayer by an expansion pack or a mod, starts here. Get writing to Mod

makers and Legend. I've got to play these levels online!



8. Sulferon



Right, bit of a dump this place. First off, nip to the left and grab the Sniper

Rifle and the ammo. There's an Izanaghi Merc coming towards you with a shotgun,

so give him one in the head. Now the good news, there's a couple of large mercs

wondering around, but they won't fire on you until your in their range, so get

the sniper rifle and shoot them in the head a couple times. Now around the base

there are a couple of turrets, and these don't move, so fire at them from the

distance with the Rocket Launcher. They should take about three primary fires.

Head through the gap in the walls and kill the two guards outside the front

door. Once inside, kill any guards who are around and head to the left. Jump in

the lift and head upstairs, there are two guards upstairs, make sure you kill

both of them as you have to kill all the baddies on this level. Turn off the

distress call and head back downstairs. There's probably gonna be a couple of

mercs knocking around so kill them and head through the door opposite the room

with the lift in it. There's a turret set up in this corridor so give it hell

with the rocket launcher. Head through to the computer room where you'll find

the terminal you're supposed to be getting the data from. Unfortunately, one of

the mercs will disable the terminal. You can't stop this, believe me I've

tried. Now matter how much you shoot him, he'll destroy the terminal. Kill all

the mercs and head through the other door to the one you came in through. There

should be a couple more mercs down here, so kill them, the shotgun should

probably be your weapon of choice for the close quarter's nature of the

fighting. Anyway, follow the corridor and you'll come out in another room. This

one has quite a few turrets and possibly a merc, depending on whether you've

killed him or not. Knock off the turrets and the merc. At this point you should

get a transmission from Aida. If not, then you haven't killed all the Mercs. On

the easy level (which I am using for the purposes of this walkthrough, though I

have completed it on Normal) there are 4 mercs outside, so make sure you have

all the ones inside then go check the base. If you still haven't done it, check

the guard tower, I once found a guy up there I swear wasn't there before.

Anyway, now its time for another defend the base level. This time you get to

boss some marines about, but you need to put them in the right places. There

are three waves of mercs. The first two come in the front gate and the last

wave comes in the backdoor. Send the marine with the Sniper rifle to the front

wall so he can pick off the first two waves at a distance, send the guy with

the Duster to the front door so he can open up on anyone who gets past the

sniper. Send the guy with the flamer (medium sized marine) to the back door.

This guy will remain inside, so he is in close quarters with the attacking

mercs and has a better chance of setting light to them. Send the heavy with the

rocket launcher to the control room as the last line of defence, or if you're

feeling brave send him to the front wall. Once you've done this go to the front

wall. The first merc wave lands near where you landed in your dropship. Get to

the gap in the front wall and climb the nearest hill. Get out your sniper rifle

and you should be able to kill the lot before they get near enough to even fire

a shot. The next team drop to the left hand side (from the inside) of the front

wall, these guys need a little more effort as they drop right next to you.

Anyways, best bet is to use the Magnum or the Duster, or maybe the Shotgun if

they get near enough. Time for the last wave. Haul ass to the back door, if any

of the marines are still alive, get them to the back door or the control room.

You should arrive just in time to see the Flamer marine roasting the mercs.

Give them a few shots as well, but make sure you check that no-one got past the

flamer guy and into the control room. Even if they do, the heavy marine should

be able to protect the tech. Anyway, after the mercs are dead, that's it.

Result, another great victory. Time to get back to the ship and drool over

Aida.



9. Janus



Right, you start off under fire, so get moving straight away. There's a large

merc with a rocket launcher coming toward you and a small guy with a rocket

launcher also firing from a huge tower just to the right of your screen. Best

bet is to kill the large marine with the primary fire from the rocket launcher

and then switch to the sniper rifle for the guy on the platform. Then move

towards the bridge, with your sniper rifle ready. As soon as you get within 50

metres of the crates, the mercs will set up a force field and a turret. You

should be able to kill a couple of the mercs before the filed goes up, but if

not don't worry too much. Take out the turret with a well placed rocket and

then use the secondary fire to lock two of the multi-missiles onto each of the

plasma field generators, then fire the rocket straight up in the air. This

looks really cool, when the missiles rain down, plus they tend to hurt the

mercs as well and this will save you a lot of hassle. Once you've destroyed one

of the generators head up to the crates and whip out your shotgun or duster.

Kill the remaining mercs. Now if you look over the right hand side of the

bridge you should be able to see a guy wondering around to the right of the end

of the bridge. Shoot him with the rifle, or he's gonna be a pain in the ass

when you reach the end. Keep on going along the bridge and the mercs will set

up another defence point. Use the same tactic as last time to kill the idiots.

Just as you enter the main base (preferably with your sniper rifle out) you'll

see a heavy dude on the right and a smaller dude on the left who sets up a

turret. Kill both of these morons with the sniper rifle and then get the turret

with an EMP grenade, as the railings reduce your chances of hitting it with the

rocket launcher. Once this is done, go up the stairs, round the walkway, grab

the ammo and jump in the lift. Remember to save it, F5, do it for my sake if

not your own. I may have missed the odd enemy at some point so it's always a

good idea to save. Once the lift has reached the bottom, step out and talk to

the Axon scientist. He'll open the doors for you, so head through. Once you're

through the next door you'll be in a room with a few mercs and a couple of

turrets. The best way to get to the turrets is to head up one of the outside

aisles and come around behind them. Fire EMP grenades at them, as your not

gonna use them otherwise. There is one regular marine on either side and a

large one packing a rocket launcher and a flamer at the end near the turrets.

So kill the lot and head through the door on the right hand side of the room.

You will eventually come out in a corridor, to your left you will see a Kai

behind a door. Use the Intercom to try and get in if you like, but he won't let

you. The door the voices are coming from is locked so ignore it and head for

the door at the other end of the corridor. Head through the door and you'll

reach a room with two large stones and a couple of guards. Kill the guards and

then fire some rockets down the crawlspace to kill the turret. Crawl along the

duct and you'll come out on a lift. Once you're up drop through a hole in the

roof, kill the guard and say hello to Dr. Meyer. After this point there is a

great deal of following Dr. Meyer and making sure he stays alive which isn't

too hard as he runs away the moment he opens the door to a room with any guards

in it. Just walk in and massacre anyone who gets in the way. He moans a lot,

but don't let him get to you. After a short trip you'll reach a window which

you have to climb out of and clear the area around the roof. Meyer won't come

with you at this point, so don't worry about him. The thing you have to worry

about is getting shot with a shotgun or rocket launcher and falling off the

roof. Falling off the roof is instant death, so save before you go out or

you'll be here for hours. There is no easy way of doing this bit. Just be very,

very careful and use either your Shotgun or the Multi-Slugs from your Duster.

One good tip is stay away from the edge by crawling underneath the pipes on the

side of the building. This should help you not get shot off but you still have

to be very careful. Once you reach the lift it's up to the roof and time for

the best defend the base mission in the game.

This time, you get turrets, plasma fields and some marines to boss around.

You're gonna want to save here as well as this is not the easiest of levels,

and remember there are so many ways to do these levels, my way may not work

best for you, and in any case I'm only gonna give an overview of what to do in

this level. There are so many waves of angels I lost count and you just have to

run around as best you can. First off make sure you have a look around the

perimeter. There are markers 1, 2, 3 and 4. 1, 2 and 3 correspond to entrances

to the base so memorise which one is which so when the marines call for help

you can go there. Next set up a plasma field generator over every entrance.

This leaves you a couple of extra generators left over, so double up on one of

the entrances to make a "plasma square". I suggest the right entrance for this

as most of the troops seem to come through here. Next, send the marines to

their posts. Send the flamer guy to the Control room, the Heavy to the right,

the shotgun guy to the left and the remaining guy to the front door. Once

you've done this set up

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    Обсуждение или планирование убийства, воровства, разбойного нападения, а также любая помощь в этом, в любом виде.
    Обсуждение наркоторговли и наркотиков, курительных смесей. А также упоминание или ссылки на сайты, содержание которых может помочь в поиске мест продажи наркотических средств.
    Преступления в сфере информационных технологий (хакерство, фишинг, нарушение авторских прав).
    Порнография, копрофилия, педофилия, зоофилия в любом виде.
    Разжигание межнациональной, расовой, религиозной или какой-либо другой розни (вражды).
  • Употребление нецензурной и ненормативной лексики в любом её виде, вне зависимости от языка. Равно как и любые провокации или спекуляции вокруг завуалированности таких слов. А также нецензурные или ненормативные имена пользователей («никнеймы», «ники»).
  • Прямые, косвенные или завуалированные оскорбления других пользователей портала. Угрозы личной расправой или другими деструктивными действиями, которые могут привести к конфликту. Провокации в любом их виде и на любую тему, а также хамское и неуважительное отношение к остальным пользователям портала. Равно как и оскорбления посредством изменения имени пользователя.
  • Реклама в любом виде, в том числе реклама организаций, товаров, ресурсов Интернета, размещение реферальных ссылок и самореклама.
  • Умышленное засорение разделов сайта бесполезными, неинформативными сообщениями, сообщениями, состоящими из беспорядочно повторяющихся символов, а также многократная отправка идентичных сообщений, в том числе сообщений, состоящих из картинок или спецсимволов, растягивающих страницу сайта в любую из сторон. А также постоянное использование транслита, Caps Lock или излишнее применение тэгов форматирования текста таким образом, что это будет мешать другим участникам проекта.
  • Отправлять сообщения или размещать материалы, содержащие текст, изображения и скрипты, использующиеся для некорректного отображения страниц сайта у других пользователей, в том числе использование ошибок сайта. Вставлять в сообщения HTML-код/скрипт с целью сбора информации о других пользователях.
  • Создание дополнительных аккаунтов при наличии уже заблокированного (ботоводство).
  • Публичное осуждение решений Администрации PlayGround.ru (в т.ч. модераторов, как представителей Администрации) в части модерирования и/или администрирования форума/сайта, пререкаться и спорить с модератором или администраторами.
  • Троллинг в любом его виде.
  • Намеренно и массово занижать и/или завышать оценки файлам, картинкам, новостям, блогам, DOX-документам или иным материалам сайта.
  • Полностью запрещено размещение на любых страницах сайта ссылок на скачивание полных версий любых игр, утекших в сеть бета-версий.
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