XGC Brittany
New member
Another tough fight when you reach the outskirts of the Fenix Estate. Many drones will appear, as well as a couple of Theron Guards. Nothing to do but kill them, we suppose. On the far side of the large garden area, you’ll have two routes to take: one to the left, which leads through a graveyard, and one to the right, which follows the water. The one to the right will lead to an approach overlooked by Troikas, so it’s best to stick to the left side. You’ll also get resupplied on grenades if you do so. You’ll have to fight the Troikas either way, so be advised that grabbing a Torque Bow is recommended.
When you hit the statue at the end of the cemetary, you can find a Torque Bow around the corner to your right if you’re still missing one. Sticking an arrow to a Troika will generally kill the gunner, which is a good thing. Take out the first gunner across the way, then get close to the sandbags and look over to see the Troika underneath you. You should have an angle that’ll let you kill him with your Lancer without allowing him to return fire. When that’s done, kill anything that remains and check the area for ammo. There are some grenades at the very end of the broken bridge.
Imaginary Place
Time to take the fight home. You’re at the bottom of the steps leading up to the family manse, and you need to scale them. The locusts might have something to say about that. Defeat everything that comes your way until you reach the courtyard. For some reason, the locusts will fall back as soon as you decide to infiltrate the house, letting you kick down the door without any opposition.
When you reach the inside, hang a left and plug the emergence hole with a grenade before too many enemies can pop out of it. With that done, clean out the upstairs and try to pick up a shotgun if you can. It’ll be more useful to you here than a sniper rifle or a torque bow. After the top floor is clear, head back downstairs and through the door a locust opens to move on; you need to find the entrance to the basement, which is behind a portcullis which you can open by turning a lever. There should be a set of Cogtags somewhere around here, hidden under a desk; use your melee attacks or chainsaw to destroy them until you locate the tags. There’ll be a couple of enemies attempting to bang down the door of the basement, so chuck a grenade at them and get them out of the way.
Entrenched
After exploring the empty basement a bit, you may be scratching your head; there doesn’t appear to be anything there. If you walk into the flooded end room of the basement, near all the wine racks, you’ll notice that only one of them in the flooded section actually has any wine on it. Head over to it and kick it in to reveal the door to the secret lab. You’ll need to protect Jack while he rips the door, but that shouldn’t be overly difficult; all you have to deal with are drones.
While he’s working on downloading the data (don’t these people have broadband?) you need to fight your way back up to the front of the building, where Baird and Cole are waiting for you. Follow the sound of the gunfire until you reach the pair. Like good soldiers, they’ll retreat to safety while you and Dom are asked to cover their rear.
This fight can get pretty intense. If you want, feel free to use any kind of explosive or long-ranged weapon from the sniper’s roost (take out the Theron Guard if you can), but the real action is going to take place down at the doorway, which will soon get blowed open, resulting in a torrent of baddies coming your way. On casual difficulty, at least, you can staunch the flow by setting yourself up by one side of the door with a shotgun, then turning around and blasting people as they come in. (You can also use your Lancer and simply lean out, then fire when your reticule turns red; it’ll likely do so before you can see any enemies through the fire.) When you see Theron Guards and Boomers, start blindthrowing grenades every five seconds or so to hopefully weaken them or kill them off. As soon as anyone gets past you, run off into one of the side rooms and take up a new defensive position there, and hope that Dom doesn’t get taken out.
Moving Out
When you get the call to move to the back of the house, head down the steps near the main staircase and through the door there. You’ll wind up at a pair of windows overlooking the house’s interior courtyard. Plug the emergence hole, or just kill the drones, then shoot out the planks that are blocking the door across the yard. That will allow you to backtrack down the steps and head out through the doors to reach the back of the house.
Now, here’s the killer aspect of this level, and something that’s going to be what can only be called hella frustrating, especially on harder difficulty levels. When you reach the rear section of the house here, you’ll find yourself facing off against two Boomers. What you shouldn’t do, however, is kill both of them. If you kill both of them, then you’ll be faced with a 30-second timer that will automatically kill you if you don’t get to the APC at the back of the yard in time, and there’ll be an emergence hole between you and it to boot. The correct course of action seems to be to either kill one of the Boomers or leave them both alone, then pick the side of the courtyard that they’re farthest from and sprint past them. If you time this right, you should hit the rear of the area just as the emergence hole is opening up, but before the flood of enemies begins, letting you easily make it to the barrier beyond that ends the level. You can deal with the Boomers on harder difficulties, since their rockets will miss you if you sprint, but a horde of drones will quickly end your trip. Just get tolll the invisible wall, and the mission will end.
When you hit the statue at the end of the cemetary, you can find a Torque Bow around the corner to your right if you’re still missing one. Sticking an arrow to a Troika will generally kill the gunner, which is a good thing. Take out the first gunner across the way, then get close to the sandbags and look over to see the Troika underneath you. You should have an angle that’ll let you kill him with your Lancer without allowing him to return fire. When that’s done, kill anything that remains and check the area for ammo. There are some grenades at the very end of the broken bridge.
Imaginary Place
Time to take the fight home. You’re at the bottom of the steps leading up to the family manse, and you need to scale them. The locusts might have something to say about that. Defeat everything that comes your way until you reach the courtyard. For some reason, the locusts will fall back as soon as you decide to infiltrate the house, letting you kick down the door without any opposition.
When you reach the inside, hang a left and plug the emergence hole with a grenade before too many enemies can pop out of it. With that done, clean out the upstairs and try to pick up a shotgun if you can. It’ll be more useful to you here than a sniper rifle or a torque bow. After the top floor is clear, head back downstairs and through the door a locust opens to move on; you need to find the entrance to the basement, which is behind a portcullis which you can open by turning a lever. There should be a set of Cogtags somewhere around here, hidden under a desk; use your melee attacks or chainsaw to destroy them until you locate the tags. There’ll be a couple of enemies attempting to bang down the door of the basement, so chuck a grenade at them and get them out of the way.
Entrenched
After exploring the empty basement a bit, you may be scratching your head; there doesn’t appear to be anything there. If you walk into the flooded end room of the basement, near all the wine racks, you’ll notice that only one of them in the flooded section actually has any wine on it. Head over to it and kick it in to reveal the door to the secret lab. You’ll need to protect Jack while he rips the door, but that shouldn’t be overly difficult; all you have to deal with are drones.
While he’s working on downloading the data (don’t these people have broadband?) you need to fight your way back up to the front of the building, where Baird and Cole are waiting for you. Follow the sound of the gunfire until you reach the pair. Like good soldiers, they’ll retreat to safety while you and Dom are asked to cover their rear.
This fight can get pretty intense. If you want, feel free to use any kind of explosive or long-ranged weapon from the sniper’s roost (take out the Theron Guard if you can), but the real action is going to take place down at the doorway, which will soon get blowed open, resulting in a torrent of baddies coming your way. On casual difficulty, at least, you can staunch the flow by setting yourself up by one side of the door with a shotgun, then turning around and blasting people as they come in. (You can also use your Lancer and simply lean out, then fire when your reticule turns red; it’ll likely do so before you can see any enemies through the fire.) When you see Theron Guards and Boomers, start blindthrowing grenades every five seconds or so to hopefully weaken them or kill them off. As soon as anyone gets past you, run off into one of the side rooms and take up a new defensive position there, and hope that Dom doesn’t get taken out.
Moving Out
When you get the call to move to the back of the house, head down the steps near the main staircase and through the door there. You’ll wind up at a pair of windows overlooking the house’s interior courtyard. Plug the emergence hole, or just kill the drones, then shoot out the planks that are blocking the door across the yard. That will allow you to backtrack down the steps and head out through the doors to reach the back of the house.
Now, here’s the killer aspect of this level, and something that’s going to be what can only be called hella frustrating, especially on harder difficulty levels. When you reach the rear section of the house here, you’ll find yourself facing off against two Boomers. What you shouldn’t do, however, is kill both of them. If you kill both of them, then you’ll be faced with a 30-second timer that will automatically kill you if you don’t get to the APC at the back of the yard in time, and there’ll be an emergence hole between you and it to boot. The correct course of action seems to be to either kill one of the Boomers or leave them both alone, then pick the side of the courtyard that they’re farthest from and sprint past them. If you time this right, you should hit the rear of the area just as the emergence hole is opening up, but before the flood of enemies begins, letting you easily make it to the barrier beyond that ends the level. You can deal with the Boomers on harder difficulties, since their rockets will miss you if you sprint, but a horde of drones will quickly end your trip. Just get tolll the invisible wall, and the mission will end.