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               1.  Devil at the Door
               2.  Evacuation
               3.  Parting Ways

1.  "Devil At The Door"

Southern Command
Bristol, England
July 13th, 1951  1424 GMT

The situation starts off looking pretty grim here, but it's not as bad as it looks.  Well, it's bad, it's just not going to be as hard as you think.  First off, Cartwright will do exactly as he says and distract the Stalkers, so for the moment they aren't an issue.  You'll need to run straight ahead (toward the first stalker in fact, he'll move) up to the closed gate in the distance.  When you get up there, some allies will be in a firefight with 7 or 8 Hybrids.  Give them a hand and shut these guys down.  (At this stage in the game, I'm going to quit telling you how to fight in these simple firefights.  I'm sure you have the hang of it by now.)

When the firefight is finished, go up behind the bunkers that the Hybrids were using and gather up what you need.  There will be a path to the right Just past that big rock.  Walk up to that metal barricade because as soon as you get close enough, two Hedgehog mines will pop up out of the grass.  There will be quite a few mines in this chapter, and that grass is going to be quite good at keeping them hidden.

There will be two more Hedgehogs behind the next barricade just a few steps away and then four more at the barricade right after that.  Just walking up to the barricade and crouching will keep you safe each time.  No time to rest after the last set of mines, so have the Rossmore at the ready because two Howlers are headed your way.  There is enough of a pause between them to give you enough time to take care of both of them with ease.  When you have finished with the Howlers, continue forward up and over a hill.  Your destination is a large bunker up to your right.  You'll see the firefight ahead of you, but you have a slight advantage.

As you approach, you'll soon see that there are more allies in the bunker and the Hybrids that you are now coming up behind have them trapped inside. A couple of grenades before they realize you are there and this fight can end in a hurry.  When there are no more Hybrids here, your allies will come running out of the bunker and off to your left.  Turn your attention that way and you'll see a large closed gate.  Not to worry, it will be open in just a second when the Titan smashes through it.

Handle the Titan with the tag and frag method, or just keep moving back and forth to avoid his fire and keep drilling him with the Carbine.  He is far enough away that he'll never get close enough to swat you before he goes out in a ball of fire.  When he is cleared, the area is safe for the moment and you can enter the bunker for a healthy supply of ammo and health.  When you are stocked back up, head up to the now open gate and after you pass through it, look to your left.  There will be two options here.  A narrow path to the left of the barbed wire that is filled with mine portals that dead ends at a small bunker, or going to the right of the barbed wire into a grassy area.

The path to the left of the barbed wire is completely optional, but the rewards in the bunker can be great, so I'll tell you how to get past this little trap.  All of these mines are Radial mines and as you work your way down the path you can set them off in stages.  When you approach the first set and deploy the mines, these will be low detonating, so just be ready to jump over the wave.  The next set will be high detonating, followed just after by a low detonating mine, so duck first and then immediately be ready to jump.  The last set will be a little dance, so watch what is going on.  They will all pop out in sequence and this is what you'll have to be ready to do:  duck, jump, jump, jump, duck.  With that, you're free to enter the bunker and collect your winnings.  There is a bonus prize in here if this is your second playthrough.  As you exit the bunker, 5 Menials will be walking up the path to congratulate you on your good fortune.  Get them out of your way and return to the entrance to the path.

Now it's time to go up the right side of the barbed wire.  As you slowly move up the hill, you'll see two mine portals on the ground in front of you.  On my second playthrough of the game when I was verifying my guide, these two didn't detonate at all, so I don't know if they are out of service or if I somehow set them off as I went up the first path to the small bunker, so I mention them here as a courtesy to be careful of them.  (EDIT:  Coming back later to do this level again, I found that as you go up the first path to the small bunker, if you are close to the barbed wire when you go by, you will set these off, and if you are concentrating on the Radial Mines at that point you may never even realize that they went off.)  Just past them is another one, and that one will go off.  That one, and almost all the rest in here are Hedgehog mines except for one set that are Radial Mines.

Stay right up against the barbed wire along the left side and approach the lone mine portal ahead.  There is no good cover here and you DO NOT want to run to the right at this time, so have your Bullseye at the ready and shoot this mine before it has a chance to fill you full of Hedgehog spines.  Now look to the center of this area and you will see a little group of 7 mine portals.  Get behind the barricade next to the last mine you just shot.  Creep out just enough to get that little trap started and get back behind the barricade.  Activating just one of these mines will make all 7 go off, and they go off in sequence rather than all at the same time, so wait until they are all finished.

Now head diagonally across this area over top of the 7 mines you just set off to the concrete wall.  You should now be directly across from where you came in here but against the wall.  As you look forward to the section that you haven't gone over yet, the path where you came in should be directly to your left, the 7 mines should be ahead and to your left, the concrete wall on your right.  Move forward to the 3 barricades in front of you.  There are two more Hedgehog mines in this little triad of barricades, so use the barricades to avoid their damage.  You're almost through this mine field; one more set. 

Look ahead and you should see 3 more mine portals and a couple grenade ammo boxes.  Don't be fooled, there are actually 6 portals up there.  There are 3 more hidden in the grass behind the ammo and they will all go off.  These are Radial mines, so be ready first to jump over the first 3, then duck under the second set.  Grab your goodies and breath relief that you can move on to something different.

Continue past this last set of mines and you'll find a path that leads up the hill.  As you come around the first corner, you'll be met by a Hybrid.  Take him down, move further around the corner and be ready for two more Hybrids.  These three were guarding the three rocket turrets.  You have to destroy them, but let's make life a little easier first.  Move a little further ahead to move down the hill on the other side.  There are two more turrets down here, but more importantly at the moment, three more Hybrids.  Take care of the three Hybrids and now you'll have some peace while you destroy the five turrets.  You can use grenades on them to blow them up fairly quickly, but I'd save those.  These turrets are going to be "ammo suckers" any way you look at them.  A full clip from the Carbine will do one in, about 30 to 40 rounds from a Bullseye or 4 double shots from the Rossmore.  I didn't try anything beyond those three weapons because I was feeling hopeless about it at the moment.

When the turrets are destroyed, move a little forward and there will be some Fareye ammo sitting beside a barricade.  If you need it, grab it, if not, remember it is there, you'll need it again in a minute.  Don't go down the long hill yet.  Instead, go over to the left and park yourself by the barbed wire where you can look down on the activity below.  Pull out the Fareye and just start picking off Hybrids.  Go down to where the Fareye ammo was if you run out and need more.  Eventually, between your sniper work and the allies that are down there fighting, the field of Hybrids will seem to clear.  When it does, load up and head down the hill.

There may or may not still be some fighting going on down in the building that the allies are hiding in.  In particular, there is a Steelhead down here that can make life difficult for everyone.  Take care of everyone that is left.  Sometimes your allied friends can be pretty efficient and all will be quiet when you reach the building.  When you've killed everything around here that needs killing, exit the building on the other side and look left up the hill.  You'll see Cartwright up the hill in the jeep.  Help him pick off the last few Hybrids that are attacking him with your Fareye if you feel the need, or just kick back and watch as he does a pretty efficient job of finishing them off himself with that mini gun.  When all looks pretty clear, run up the hill toward him.  He will tell you about them closing the blast doors and to get inside.  Nothing left to do now but run past the jeep.  Just as you do, the chapter will end.


2.  "Evacuation"

Southern Command
Bristol, England
July 13th, 1951  1559 GMT

You're alone and in the dark again, so pick up whatever is lying right in front of you and prepare to take care of yourself.  As soon as you step into the stairwell, 4 Slipskulls will greet you, so step back out and use the tag and frag method to eliminate them.  They will be quickly followed by 4 Hybrids and a Steelhead.  The best bet here is to arm the Auger and take out most, if not all of them through the wall, trying for the Steelhead first since he is doing the same thing to you.  They will try to come up the stairs, so don't let them get in the room with you.  Once you've finished orchestrating that slaughter, continue down the stairs.  There is one more Hybrid near the bottom.  You can try throwing a grenade down there, but I never successfully managed to get one in the right place, so if you want to be brave, just run on down there and blast him in the face with the shotgun.

When you have reached the bottom of the stairs alive, go out the door and take a right.  Move into the red-lit alcove where you will find a few Leapers munching on a fallen buddy.  The Leapers ignore you unless you walk over there, so just give them Carbine to get them out of the way.  In this room, pick up the ammo lying around as well as Intelligence Document #23.

Head back the way you came and go the other way down the hall.  There is a Steelhead patrolling the hall right in front of you as soon as you turn the corner, and three Hybrids in the room behind him.  Eliminate the Steelhead and pick off the Hybrid behind him.  Be sure to check the blocked off hall to your right on the way into the room for an ample supply of frag grenades.  Continue through the room and pass through the door at the back.  Through this door, you'll find yourself in a short hallway with another door to the right.

Through the next door you will be on the top level of a large dining hall, and quickly under fire.  There are 2 Hybrids in here and if you move in far enough, a Steelhead will come in through a door on the other side of the room.  Handle this situation however you feel, but note that when the room is all clear, there is lots of grenade ammo lying around (hint hint).  When you have picked up everything you can, head out of the dining hall through the door on the other side that the Steelhead came through and turn to the right.  Although this looks like a great place to be ambushed, there is nobody in here, so pick up what you want from in here as well and head to the switch next to the elevator to get in.

Press the switch in the elevator to ride down and prepare some heavy artillery.  When you reach the bottom, you will meet up with some allies that are battling a Titan that couldn't be any closer if you were dancing with him.  For a good time, stick two Air-Fuel grenades on him and take cover.  He'll be down for the count.  While all this is going on, you are also under attack from five Hybrids.  Two to the left, two to the right and one right up the middle.  You have a big pallet of  . . .something right near you, so use it for cover to collect yourself and then give these guys what they need.  A grenade behind their cover usually does the trick and a tag and frag for the guy in the middle and this little rodeo is finished.

Now, you can either take the path around to the right behind where those Hybrids were (there is some Carbine ammo back there), or you can head up the middle.  At the moment, I wouldn't do either one.  Instead, go up the stairs to your left and whip out the Fareye.  Take out a couple of Hybrids to your left, and off to the right, Hybrids will pop out of the door on the side of the garage off in the distance.  They will be focused on your group of allies caught in the middle up ahead.  When you've done all you can from up here, go back down the stairs and up through the middle.  Head around the left side of the first aircraft lift and take care of about three Hybrid that come out of the hangar to the left.  When they are out of the way, turn and look between the two aircraft lifts to the opposite side and handle the handful of Hybrids that come out of the hangar on that side.  Use the Fareye if you have any left, or run forward just enough to toss in a couple of grenades to clear the group.  Use the Bullseye to pick off and stragglers and take a minute to collect your thoughts.

Before going any further, use this brief quiet time to take the walkway down to the bottom of the first aircraft lift.  Not only is there ammo down here but you'll also find Intelligence Document #24.  Once you have it, head back up and go between the aircraft lifts to the hanger on the opposite side.  Be careful and enter through the side door of the hanger (the one the Hybrids were coming out of earlier) and look around for ammo and health in here.  You will hear a fracas going on outside the hanger, but you are safe as long as you stay in here.  If you look out of the hanger and up to the second aircraft lift, you will see what your next objective is going to be.  The plane up top can't take off until the turret attack from down below has been snuffed out.

When you have everything you want, go the end of the hanger closest to the turret attack and out into the little hallway.  Just outside the door and to the right are 5 Hybrids, 3 of whom are manning turrets.  If you attract their attention and are too slow, they will cut you in half in an instant, so stay inside the little hallway and formulate your plan.  First thing you may want to do is pop out the door long enough to throw a couple of grenades down their way.  This should put the two turrets on the ground out of commission at the very least.  You should only have the turret up top and maybe the two Hybrids left to contend with, so let's handle it.  You can make this fight a little easier if you by running out the door and quickly up the right side of the turret guns.  This puts you right on top of them, but at least they can't turn the turrets on you.  There is a trailer full of exploding barrels up top that will speed things up for you.  (Here's a question for you . . . .how did they get that trailer up there?)  Be careful not to run to the right into the fenced in area.  When you get the turrets cleared out, a large platform elevator will come down in here and will crush
you to death . . . .yes, I found this out the hard way.

When the fight is over and the planes flies out, all is quiet but it's not over yet.  You still have to get your butt out of there.  Step on to the platform lift that came down and hit the switch on the big generator looking thing.  At the top, step off the lift and through the doorway ahead and to the right.  At the end of this little hallway there will be a small room with a big doorway to your left.  Inside this doorway is a large auditorium and it is filled with quite the welcoming committee. Keep in the hallway or run into the room and take cover beside the door.  Best body count I managed to get when it was done was 6 Hybrids and a Steelhead.  Concentrate on the Steelhead first.  If you think you can pull it off, run down to the big map in the center of the auditorium and take cover behind it as best as you can.  Switch to the Hailstorm, pop out and launch an auto turret up there and let it do most of the work.  At that point, you should only have one or two left over to pick off.

When the room is clear, head out the door behind where the attack came from.  When you turn right to go up the ramp, you'll be met by a Leaper swarm.  Whip out the Bullseye or the Carbine and handle this attack as you have been throughout the game.  At the top of the ramp, enter the round elevator and flip the switch to go to the next floor.  Exit the elevator going to the right and step out into the hall looking to the left to take out two Hybrids that are there waiting for you.  Continue down the hall behind their location and turn right into the next doorway.  At the end of this short hall is a room filled with generators. 

As you make your way across the back of the room, two more Hybrids will come up from a door on the left at the other end.  Use the generators for cover or just throw a grenade down there and let it do the work for you.  When that is taken care of, go to the door that they came from and run straight across to the little red-lit room.  There is a dead soldier in her with some Hailstorm ammo and Intelligence Document #25.  Grab it and peek out the doorway to the left.  You'll see some allies up there, if they are still alive, battling it out with some Slipskulls.  Maintain your position and tag and frag the Slipskulls from here.

As you now head down into this room, a Hybrid and a Steelhead will come down the stairs up and to the left.  Quickly take charge of the situation with a grenade or the Auger.  Once you have cleared the room, go up to the platform they were on and take one of the stairwells up to the platform that runs around the top of the room to find a generous supply of ammo in one of the back corners.  When all is collected, get ready to head up the set of stairs that lead out of this room, but be armed for a new enemy to meet you on your way up.  A favorite for me here is the Air-Fuel grenade.  Have one on hand.

As you start up the stairs 4 Hybrids and a new beast called a Hardfang will charge down the stairs toward you.  Anticipate this and throw an Air-Fuel grenade up there as soon as you see the first sign of them and back out of the stairwell quickly.  This most often takes care of all of them unless you were a little slow on the draw in which case a single Hybrid might make it through.  I'm sure you can handle one little Hybrid.

Ascend to the top of the stairs and you'll be in a hallway with more windows with blinds on your left.  You can bust one out and look inside and it will appear to be empty.  It's not, so don't go running around the corner and in to the room.  As soon as you get to the door, there will be one Hybrid standing there waiting.  You'll be right on top of him, so quickly mow him down.  As you enter the room, four more Hybrids will appear in the doorway right across from you.  A Hedgehog grenade generally wipes out the whole group.  If not, pick off whoever is left.  As you pass through the door they just came through, turn to the right and there will be a Steelhead at the end of the hall.  Toss him a Hedgehog to play with because he has nowhere to hide from it.  When the Steelhead is dead, you're home free.  Follow the halls past the Steelhead until your vision fades and the chapter ends.

Man, that took a long time to type.


3.  "Parting Ways"

Southern Command
Bristol, England
July 13th, 1951  1705 GMT

This chapter is very quick and is your first chance to turn the tables and take control of a Stalker.  You start out already in control of the Stalker and a courtyard of entertainment lies before you.  You have 5 enemies to deal with and the chapter is done.

Drive, step, walk . . .whatever you want to call it . . .just out the door of where you start.  Stay on the ramp up above the action and move to the right side.  There are two rocket turrets out there, one close to you and the other further in the distance.  R1 fires the machine gun and L1 fires a rocket.  The rocket is a bit deceiving because at first it doesn't look like it's going where you tell it to.  It is.  The rocket pops up into the air first, homes in on the target area and then shoots down to it.

Use any combination of the two weapons to eliminate the turrets, then move to the left side of the ramp.  There is one turret over to the right that is close to you.  Again, hammer it until it is gone as well.  Once the turrets are gone, you can focus your attention on the two Titans in the center of this area.  Again, use both of your weapons to take care of the Titans.  The Stalker has the ability to "dash" out of the way by pressing the X button as you move.  This comes in handy when the Titans fire at you.  Eliminate all 5 enemies without ever leaving the top of the ramp and the chapter will end.

A relief to type after the last chapter.

Continue to Bracknell . . .

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