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               1.  Into the Fire
               2.  Conduits
               3.  Viper's Nest

1.  "Into The Fire"

Chimeran Tunnel Nexus
Nottingham, England
July 12th, 1951  1648 GMT

You're going to be driving through the Chimera again, only this time, they are all entrenched on a large hill manning several turret bunkers.  You'll first want to run to the wall in front of you.  Stay safely behind its cover as you move to the left until you reach a low point in the wall and you will see a turret bunker right in front of you.  The turret operator knows you are here and he will put a hurting on you if you don't stay out of his line of fire.  Pop and shoot any free roaming Hybrids around the turret bunker, then wait for the turret operator to get distracted and turn to shoot at someone else.  When he does, quickly run out from behind the cover and to the right side of the turret bunker out of the turrets range.  You'll be able to see up the ramp into the bunker and take out the operator from behind.

Use your newly acquired bunker for cover and look toward the next one.  Clear any free roaming Hybrids around it first, then come out and commandeer the next bunker the same way you did the first one.  From the safety of this second bunker, get an eyeball on the third one that is also not far away and repeat the procedure to take it over.  Make sure you have full clips and get ready to move onward.

There is a trench behind these last two bunkers you took over and you need to get in it to go any further.  The downside is that the trenches are chock full o' Hybrids.  The upside is that they tend to gather in large, tightly packed groups, so it's not a problem to take out six of them with a single grenade.  The trenches seem to twist and turn but they all end up in the same place at some point.  Travel the trenches, keep your eyes out for Hybrids and get them all cleared out.  Never boldly round a corner while you are in here, always assume there are Hybrids right around the corner.  Most of the time, you'll be right.  When the trenches have been cleared, look for the set of stairs that leads out and hop into the bunker at the top of the stairs.  There shouldn't be anybody in here.

You will get a radio call telling you that the mortars are being distracted as you work your way further up the hill.  Unfortunately, there is nobody distracting the Hybrid operating the turret in the fifth bunker up the hill from you.  Crouch down and zig zag back and forth up the hill to get around the obstacles (that you are also using for cover) and avoid the fire from the turret.  Your goal is to make it up and around the fence on the left side of the turret.  This puts you on a short path right up into the bunker where you can make short work of this aggravating Hybrid.

Go out the other side of the bunker and there will be another trench in front of you.  In the trench, just around the corner to the right is another Hybrid manning a turret, but notice the hole in the wall of the trench straight ahead.  Make a break for the hole and before the turret even gets warmed up, you'll be safely in this underground room.  Look for the other tunnel out of this room and you'll end up behind the Hybrid with the turret.  Take him down and continue down the trench past him.  A very short way down, look for another hole in the wall on your right.  There is another underground room with some ammo and a desk.  Make sure to grab Intelligence Document #12 from the desk before leaving.  Be cautious of the Hybrid outside the window of this room.  He can easily catch you off guard if you get too close to the window.  Exit back out of this room the way you came in and continue to follow the trench until you reach some stairs at the front of a house.

Move up to the front door of the house and be prepared for the four Hybrids that are inside this room.  There is a barrel of explosive stuff in the room with them and if you quickly throw a grenade in, you can take out most, if not all of them.  Pick up the health in here if you need it, grab Bullseye rounds off the dead and snag Intelligence Document #13 off the desk at the bottom of the stairs.

Head up the stairs and you'll be in the room with the mortars.  A couple of Hybrids and a couple of Menials occupy this room, so toss a couple of grenades up over the railing on your way up to make clearing this room a little easier.  Reach the top and pick off whatever is left.  When there is no life besides you in this room, you have saved the day (for now) and this chapter comes to a close.


2.  "Conduits"

Chimeran Tunnel Nexus
Nottingham, England
July 12th, 1951  1715 GMT

In case you haven't noticed already, you have a flashlight.  Up to this point, you haven't really needed it, but you can turn it on or off by pressing right on the D-pad.  I don't honestly think I needed it during the whole game, but it's there if you like it.  I only mention it now because it is already on when you begin this chapter.

You are in the underground train tunnels and there isn't much going on at the moment, so forge forward in the only available direction down the tracks. Just around the bend you will come to a platform on your left.  The path beyond the platform is blocked by a gate and you can't travel any further down the tracks as they are blocked by rail cars.  What's a Chimeran half-breed to do?  Approach the fence and you will soon find out.  You see allies on the other side fighting an unseen foe off to the left.  That foe quickly makes his appearance and wipes out the allies with a single blow.  Meet the Titan!  Do yourself a great big favor and get the hell away from the fence and back onto the tracks when you see him.  When he's done with the allies, he's going to take care of that "unable to proceed" problem for you.  He comes to you by smashing through the fence.

Don't be overly intimidated by his size.  He's easier to take down than you think, but don't be complacent.  By no means should you let him get near you or he'll take a seriously large chunk out of your health with a single swipe of his arm.  When he is far away from you, watch for his weapon to start to glow indicating a very large round soon to be headed your way.  Dodge to the side to avoid the round.  It does a lot of damage really fast and if it hits near you, you will be temporarily deafened.  The quickest and safest method to eliminate the Titan is going to be your Bullseye.  Quickly hit him with a tag and then just run around him in circles while laying on the trigger.  The first clip doesn't usually get him, but stick a second tag in him and do
it again and the second clip will more often than not, do him in.  You'll hear his cooling system speed up and make more noise and his back will glow bright orange.  The Titan will take a second to express his displeasure at this just before he bursts into flames and disappears.  Yay you.

Venture into the area that the Titan opened up for you and go to the fence on the other side of the area.  An allied soldier will be waiting on the other side to let you through.  When he does, follow him in and through the next doorway to automatically receive the L23 Fareye.  Ahhhhh, nothing is sweeter than a shiny new sniper rifle!  You can stand up here in the windows with these fellas and take a few practice shots to play with the "focus" feature and what not, but trying to stay and wipe out the crowd below with the Fareye will get you nothing but wasted ammo and some practice shots.

Head down to the first floor via the collapse in the other room and head down into the trench to your left.  The only thing you are going to see for a while is incoming rounds from Hybrids, and there are going to be a lot of them.  You'll first encounter at least four in the trench.  With the help of your allies, you should have them quickly cleared out.  You'll also notice the two very generous piles of health and ammo in this trench.  Enjoy it; you're going to need it.  Continue through the trench until it starts to go back uphill.  At the top of the hill is where you'll start pulling your hair out.  An endless stream of Hybrids will now be coming at you.  The incoming Bullseye rounds will come from above you, in front of you and to your right.  Keep toward the bottom of the hill and just pop up enough to pick off the ever replenishing Hybrids.

Keep at it and use the stock pile in the trench to keep yourself alive and well equipped and at some point, the crowd of Hybrids will start to thin.  (You'll notice I didn't say "stop coming")  You'll notice that the fire will become focused from the top part of a bridge up and to your right.  You can stay near the bottom of the bridge and keep taking out the Hybrids that appear at the top, but I kept doing this for about 10 full minutes and it never got any better.  I believe you have no choice here but to run up the bridge with guns blazing and rush the area.  When you do, your allies will shout "we made it!" and follow you in.  For once in their miserable allied lives, they actually prove themselves useful and do a pretty good job of clearing out this upper area.  Don't get used to it, the glory is soon over.

When you cross over to the right side of this area, you'll be at the top of a ramp that leads down into a warehouse/dock type area.  There are plenty of Hybrids coming up the hill to keep you company, with an added bonus of a Leaper ambush coming right behind them.  Keep yourself back and to the left to stay out of the Hybrid's line of fire while you fend off the Leapers.  When you've taken care of the Leapers, pick off the Hybrids on the ramp.  There are two Hybrids standing in the center of the warehouse area that don't seem to do anything during this little battle, so don't sweat them yet and just take care of the ones right in front of your face.  When the Hybrids on the ramp are out (I counted 7 bodies when it was over), eliminate the two clueless wonders in the warehouse from where you are with the Fareye.

When the dust settles, go ahead and enter the warehouse.  There is nothing further of any danger to you for the remainder of the chapter.  Go down the ramp and back up again to enter the next area of the warehouse.  In this area, find Intelligence Document #14 sitting on some shelves.  When you have that and anything else in here you want to pick up, continue through the warehouse until you meet up with Lt. Cartwright and yet another fiasco comes to a close.


3.  "Viper's Nest"

Chimeran Tunnel Nexus
Nottingham, England
July 12th, 1951  1803 GMT

You step into another battle at the beginning of this chapter, but it is mild in comparison to some of the ones you have been in already.  You biggest concern as you begin here is the Titan down below.  Stay up top and tag it, then unload on it until you've exhausted the clip.  Be sure to dodge its shots, tag it again and unload another clip on it.  Repeat if necessary to bring the Abominable Snowman . . . er . . . Titan down.  When he is out of the way, clear out any remaining Hybrids that were in the vicinity of the Titan, grab any necessary health from around the lift area and step into the "lift".  You'll ride up onto the tower on a burst of air, and when you reach the upper level, you can step out onto the platform.  There is only one way you can go, so circle the platform and be ready to walk up on two Hybrids that will be on the platform with you looking right at you.  When they have been taken out, you'll receive orders from Cartwright to start picking off
the turret nests.

Pick off who you can from this first tower.  The only way over to the second tower is by way of the very narrow "walkway" that twists between where you are and the next tower.  There are more Hybrids over there that you can't see yet and they don't have any problem popping out to blast you while you are out there trying to make sure you don't fall off the damn walkway.  Keep one eye on where you're walking and the other on the platform you are approaching.  Screw up either one and you're dead in a hurry.  Survive the trip over and wipe out anyone else you find on the platform.  Follow it around to the other side and feel free to man the turret to take care of anything you can see over at the next tower.  There's usually only one Hybrid over there you can use the turret on and then you'll have to go over there and take care of the rest yourself.  Fortunately they gave you an actual bridge this time and the only other things on this tower are Menials so they are pretty easy take-downs.

When you get to the other side of this tower, you'll find a Chimeran switch. Flip it and you'll see a bridge come down in front of you.  This leads to a fourth tower that you may have had to deal with long distance before you got to the switch.  To get to the bridge, you have to backtrack to the second tower.  Watch for a Hybrid coming across the new bridge to come after you.  As you start to cross the new bridge, three Hybrids are going to come around the tower at the other end.  Beat them to the punch and throw a grenade down there.  A Hedgehog worked like a charm in this case.  Reach the fourth tower, gather up health and ammo and walk around to the other side.  Cartwright lets you know that there is a tunnel below you that is "yours for the taking".

Make sure you fill up on health and ammo before you step into the center of the tower to drift back down to the ground.  The only thing down there that is "yours for the taking" is another damned Titan.  He will be immediately to your left as you step out of the opening.  There are stacks of Power Cores spread around this area, but as quickly as you have to move to avoid the Titans fire and the rare likelihood that one of the exploding cores is actually going to hit him anyway, they are about as useful as a nun with a diaphragm.  Stick to the, thus far, reliable method of tag, run and fire.  A couple of clips later, the Titan is done and so is the chapter.

Continue to Cheshire . . .

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This document is copyright © 2006 by Eric Waechter (author) and Candied Skull Publication, LLC (business registered in State of Michigan). This guide is for personal use only and may not be altered, printed or distributed for any commercial purposes.  This guide may be printed for personal use providing it is not further distributed or sold. This guide was written exclusively for IGN FAQ's and www.candiedskull.com.  No further permissions will be granted.  Violators of this copyright will be prosecuted to the fullest extent of the law.

Resistance:  Fall of Man is a trademark of Sony Computer Entertainment America, Inc.  Developed by Insomniac Games.  © 2006 Sony Computer Entertainment America, Inc.
 
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