Welcome to my FAQ for Area 51. Since this is an action/adventure game, thereis no walkthrough per se.
Instead, this FAQ is broken up into parts. Firstyou will be given an explanation of choices you have for playing the game.
Next, you will be given all the possible commands you can give with a briefdescription of what those commands are.
The last part is dedicated tostrategy. This strategy will give you an idea on how to fulfill therequirements for getting the various items or doing the various tasks requiredto complete each area.
More Area 51 Tips:
Input is appreciated along with constructive criticism.If you wish to e-mail me thoughts on this FAQ, better ways of doing things,other strategies, etc., feel free. Make sure you put Area 51 in the subject.If you don't, I'm liable to discard the e-mail as spam.
2) OVERVIEW
More Area 51 Tips:
Area 51 has always been shrouded in mystery. Part of the governments "BlackOps" program, many things, both known and unknown, have been done at Area 51.
Things such as the U2 spy plane and the SR-71 Blackbird were developed there.Also, weapons and other "exotic" things have been rumored to be developed andtest there. The big thing Area 51 is rumored to contain are the bodies ofalien life forms.
In addition to the bodies, they are also purported to beworking with these aliens in developing new technologies.
More Area 51 Tips:
In this game, after the alien spaceship crash, in Roswell, in 1947, thegovernment has been covering up the fact that they have been working with theGrays on some new wonder weapons.
At the forefront of these efforts have beenDr. Cray and Mr. White. In exchange for a few human subjects, they havereceived the latest in "cutting-edge" technology. Their main purpose is tohelp the Gray's to develop a super-weapon codenamed Theta to assist in theirwar.
Of course, Mr. White become corrupted by the power the Gray's offer andDr. Cray wants to put a stop to it. He does this by releasing the viralcontagion into the facility and forcing the military to respond to hopefullystop this madness.
More Area 51 Tips:
3) GETTING STARTED
Once the game has loaded you will get the main Area 51 menu.
3.1 Area 51 Menu
You will get the following choices for this menu:
More Area 51 Tips:
CAMPAIGN : Start a new campaign or resume one already in progress.
SPLIT SCREEN : Allows you to play head-to-head against another player.
ONLINE : If you are set up to the net, allows you to play online.
SETTINGS : Allows you to adjust settings for your game.
MANAGE PROFILES : Allows you to create, edit, or delete profiles.
More Area 51 Tips:
CREDITS : Shows you all the wonderful people that made this game possible.
3.2 Campaign Menu
You may have to load up, or create a profile before you get to this menu.
More Area 51 Tips:
NEW CAMPAIGN : Allows you to start a new campaign.
RESUME CAMPAIGN : Allows you to continue a campaign already in progress. You will be allowed to go back to any checkpoints you have already cleared.
EDIT PROFILE : Gives you options on adjusting your profile for both single and online play.
More Area 51 Tips:
DATABANK : Allows you to examine further the items you have scanned in the different areas.
SECRETS : Allows you to see Dr. Cray's and Mr. White's take on things in the form of videos.
EXTRAS : As you unlock them, shows you about the making of the game and reviews of key characters.
3.3 Split Screen Menu
More Area 51 Tips:
These options allow you to choose the players, contest conditions, and areasfor these deathmatches to be conducted in.
3.4 Settings Menu
Allows you to change various aspects on sound and appearance of the game.
EFFECTS VOLUME : Changes the volume of sound effects.
More Area 51 Tips:
MUSIC VOLUME : Changes the volume of music in the game.
SPEECH VOLUME : Changes the volume of speech in the game.
STEREO SETUP : Your choices are Surround, Stereo, or Mono.
HEADSET SETUP : Make sure that you can use a headset during online play.
3.5 Edit Profile Menu
Allows you to further fine tune the specific profile.
More Area 51 Tips:
CONTROLS : Allows you to change things such as Inverting the Y axis, Horizontal and Vertical Sensitivities, Crouch Toggle, Vibration, and Auto-Switch Weapon.
MULTIPLAYER AVATAR : Allows you to choose what your avatar looks like during multi-player games.
More Area 51 Tips:
CAMPAIGN DIFFICULTY : Allows you to choose from Easy, Medium, or Hard.
ONLINE STATUS : Checks to make sure you have an online connection.
AUTOSAVE STATUS : Determines whether you have autosave activated or de- activated.
3.6 Pause Menu
More Area 51 Tips:
You can do a couple of things from the Pause Menu:
RESUME : Resume the current game.
QUIT : Quit the current game and return to Campaign Menu.
PROFILE OPTIONS : Brings you to the Edit Profile Menu.
SETTINGS : Brings you to the Settings Menu.
More Area 51 Tips:
4) TAKING CONTROL
4.1 The Controls
The controls for this game are pretty simple. It is just a matter of beingable to use them for split-second decisions.
More Area 51 Tips:
4.1.1 HUMAN
LEFT ANALOG STICK OR DIRECTIONAL BUTTONS - CONTROL YOUR CHARACTER
X - ACTION / RELOAD WEAPON
SQUARE - THROW GRENADE
TRIANGLE - CYCLE TO PREVIOUS WEAPON
More Area 51 Tips:
CIRCLE - CYCLE TO NEXT WEAPON
R1 - FIRE WEAPON
R2 - uSE WEAPON'S SECONDARY ABILITY
L1 - JUMP
L2 - CROUCH
More Area 51 Tips:
L3 - ACTIVATE FLASHLIGHT
R3 - MELEE WITH OPPONENT
DIRECTIONAL PAD LEFT / RIGHT - LEAN LEFT OR RIGHT
DIRECTIONAL PAD UP - TURN INTO A MUTANT
START - PAUSE MENU
SELECT - SHOW OBJECTIVE
More Area 51 Tips:
4.1.2 MUTANT
LEFT ANALOG STICK OR DIRECTIONAL BUTTONS - CONTROL YOUR MUTANT
R1 - LAUNCH PARASITES
R2 - LAUNCH CONTAGION
L1 - JUMP
L2 - CROUCH
More Area 51 Tips:
R3 - USE CLAWS TO MELEE
DIRECTIONAL PAD LEFT / RIGHT - LEAN LEFT OR RIGHT
DIRECTIONAL PAD UP - TURN INTO A HUMAN
4.2 The Game Screen
More Area 51 Tips:
Current Objective - What your current objective is. This part also will show when you pass a Checkpoint
Distance/Direction to Next Objective - Gives you the distance in meters and the general direction of your next objective.
Mutant & Health Meters - Tells you how much energy you have for these. Mutant power is yellow while the Health power is green.
More Area 51 Tips:
Scanner - Tells you how close you are to an item that can be scanned. When the red indicator is at the top of the meter, it means you are practically on top of it.
Grenades Left - How many grenades you have remaining.
Rounds in Clip - How many rounds you have left in your current clip.
Total Ammunition Remaining - The total amount of ammunition you have for that weapon.
More Area 51 Tips:
NOTE: Only the BBG doesn't have the Total Ammunition Remaining number since it regenerates Rounds in Clip.
5) GENERAL STRATEGIES
More Area 51 Tips:
These are general strategies to make your journey through the different areasmore enjoyable (or tolerable at least). These also can be used when you don'twant to look at the specific strategies and want to solve things on your own.
Again, these are not all-encompassing and I know there are other generalstrategies to use. These are, though, the best I have found to work for me.
5.1 Save, Save, and Save
More Area 51 Tips:
First, I recommend that you set the Autosave feature to ON. This saves youhaving to worry about saving. If you don't like to do things like that, thenI recommend saving often. This is especially true if you are going to do some-thing risky or just plain dumb.
No sense in starting over at the beginning ofthe game. In addition, if you missed any scannable items, it makes more senseto start from a Checkpoint that is close then to have to do the entire level toscan something at the very end.
5.2 The Law of Conservation of Ammunition
More Area 51 Tips:
While you are working your way down to the lower levels of Area 51, ammunitionbecomes harder to come by. This will be especially true when you enter thealien levels.
Pick your targets and use short bursts to conserve ammo. Itmakes no sense to burn an entire clip into a mutant when only four or fiveshots would suffice.
Besides, if you run out of ammo fighting the smallthings, you may find yourself in some serious trouble when the big thingsattack and you have no ammunition.
5.3 Grenades Clear Out Guests Quickly
More Area 51 Tips:
Have to contend with a room or an area heavily infested with enemies, then thegrenade is your answer. Chuck one of these into a crowd and it is guaranteedto help disperse said crowd very quickly. Of course, you don't want to standtoo close or you may become part of the problem and not the solution.
5.4 One Shot, One Kill
More Area 51 Tips:
Sniper rifles are great equalizers. When you have to go through areas all byyour lonesome, you need a way to equalize the odds.
A highly motivatedindividual with a sniper rifle can do a lot of damage in a short period oftime. Keep in mind that you have limited ammunition for the rifle so make eachshot count.
5.5 Never Fight with Someone Braver then Yourself
More Area 51 Tips:
Areas 1 through 5 allow you an ample opportunity to collect ammunition andother equipment and not have to use it.
That's right, let your current team(whether it is Bravo or Delta) do the fighting. Just find yourself a nicequiet corner and let them do all the work. Why risk your neck when others aremore eager. It's always better to be a live coward then a dead hero.
5.6 Mutants Need Love To
More Area 51 Tips:
Knowing when to mutate and when to stay human can be a tricky thing. Both havetheir advantages and disadvantages. This comes more down to personalpreference then anything else although the boss fights usually work better whenyou are mutated.
Again, this isn't an absolute since everybody has their ownway of doing things.
6) SPECIFIC STRATEGIES FOR AREAS
More Area 51 Tips:
These strategies cover the 18 Areas you will be going through in the game. Youcan obtain the latest Objective by pressing the SELECT button.
Objectiveswon't be listed since each area functions in a linear manner. This means youcan't make it to another part of the area without first completing therequirements on a previous part.
In addition, each area has five items that can be scanned. These items arespread throughout the areas and most are pretty easy to get to.
Of course,this doesn't mean that they won't be in areas that are subjected to high enemygunfire and whatnot.
Scannable items will be noted as to where they arelocated and what the item is.
More Area 51 Tips:
Each Area will also have one or more checkpoints along the way. These check-points enable to the player to start from that location versus having to startat the very beginning again.
This comes in extremely handy if you missed ascannable item or there is something else you want to do in an area but youdon't want to go through the entire area to get to that point again.
6.1 Area 1: Welcome to Dreamland
More Area 51 Tips:
You have just found out you have been assigned to a Hazardous Materials(HAZMAT) team.
The first part of this area is some training and weaponfamiliarization. The last part of this area has you put your training to gooduse and prepare to go into the depths of Area 51.
Follow Ramirez to the armory and pick up your pistol. Once you haveacquired your weapon, turn left and head over to the shooting range. Onceyou knock off five targets, Crispy challenges you to a pistol competition.
More Area 51 Tips:
Crispy wants to see who can knock down five targets the quickest. Crispy isa pretty lousy shot and you can do this with your eyes closed. Once youwin, follow the squad around to an area with some trailers. Remember thisarea for later on.
You can practice pistol whipping the dummy hanging there. Once you aredone, go into the next area the squad is in. Before you join the squad,raid the cage and the area just outside of it for ammo and any othergoodies.
More Area 51 Tips:
Once you get into the hospital area, you are instructed to pick up yourscanner. Do so and turn around and go back to the body on the gurney.Activate your scanner and scan the body. You will store "Unknown Skin Type"in the scanners data bank. (Data bank #1)
Before meeting up with the squad, it's time to scan a few things for thedata bank. Go back to the area with the large, blue cylinder. Scan it tostore "Canister Specs". Then head over to the area with the dummys you beaton. (Data bank #2)
More Area 51 Tips:
Go around the trailer until you get to some pipes. Crawl under and get tothe body with a syringe sticking out of it. Scan it for "Health Syringe" tobe stored in the data bank. (Data bank #3)
After this, go to the squad which is now in the big area. Right now, theyappear to be fixing the elevator when the major tells the squad that anintruder (read saboteur) is loose in the area. Time to go hunting.
6.1.1 Checkpoint #1: Saboteur Search
More Area 51 Tips:
As you and McCan go back into the compound, you will see some soldierstangling with the saboteur. Unfortunately, they are on the losing end ofthis battle. In addition, a pallet of tires has been knocked down off theshelf. Remember this location for later.
Follow McCan to the shooting range. He tells you that you will split up andsurround the saboteur. Head over to the other side of the armory and getaround the obstacles. Don't get too close to the windows since there areexplosive tanks on the other side.
More Area 51 Tips:
The saboteur will use those tanks to try to take you down. Let him have hisfun then peer into the doorway and get off some shots. The saboteur willretreat to the far corner of the large room. Either shoot the saboteur orthe explosive barrels next to him to eliminate him.
Before you head over to the body, look for the laptop to your right. Scanit for "Decoded Laptop Information". Then head over to the area where thesaboteur was. (Data bank #4)
More Area 51 Tips:
You will see a pool of blue blood. Apparently the saboteur wasn't human andthere is nothing left of the body. Before you head back to see the major,go back to the area where the tires fell.
Get behind the pallet and overturned tires to find a document lying on theground. Scan it for "SM-BB Turret Specifications". (Data bank #5)
Go back to where the elevator is. The major will tell you all it is fixedand get ready to go down.
More Area 51 Tips:
6.2 Area 2: The Hot Zone
You are now entering an area that very few people get to witness. It seemsthat all of the military hardware and biologicals (both legal and illegal) aredeveloped and tested here.
Of course, one of those viruses got away and it isnow wreaking havoc on the base. Your team is tasked with helping to clean upthis mess. This is all described in the cut scene from Deep Underground. Youare tasked with locating Team Delta.
More Area 51 Tips:
Once the elevator reaches the area, you will immediately be involved in yourfirst firefight. A bunch of mutants attacks a security teams position. Youcan either assist or wait until everyone else clears the area.
After securing the area, collect ammo and follow the team into the nextarea. Kill off the mutant after the cut scene and proceed along thecorridor until you get to some dark office space. Turn on your flashlightand proceed with caution.
In the next area, you will watch a scientist transform into a mutant. Onceyou have control, send him to kingdom come and enter the conference area.
More Area 51 Tips:
6.2.1 Checkpoint #1: Mutation
A few mutants will jump your team. Once you have cleared the area, headover to the conference table. On the table there is a document to scan.Scanning will get you "Alien Propaganda Sites". (Data bank #1)
Leave this area and head into the darkened office spaces. On one of thetables, you will see a body glowing yellow. Once you clear out some roguemutant, you are told to go over and scan the body. "Super Contagious Body"is the result of this scan. (Data bank #2)
Continue to work your way through the office area until you get to thestairs. Prepare for an ambush from above and climb the stairs to a balconyoverlooking the conference area. Go over to the sofa which should beopposite the door.
On the sofa is a document. Scan for "New Employee Name Policy".(Data bank #3)
Go through the door. A conversation ensues between Ramirez and the major.Apparently there is a way to restore power to this area. You and McCan arevolunteered for this mission. Go down the ramp.
More Area 51 Tips:
6.2.2 Checkpoint #2: Mainframe Room
Instead of following McCan, turn right and go under the ramp. In the backcorner a document is lying on the floor. Scan it for "Employee Reprimand".(Data bank #4)
Go back and follow McCan to the door. Take care of the three mutants thatattack. Right now, ignore the mutants coming on the walkway overhead. Goup the stairs and you will see the two members of Team Bravo being attackedby mutants.
More Area 51 Tips:
Follow McCan to the door at the end of the hall. McCan tells you that youwill need to restore the generators before he can restore power. Depart andgo to the corridor that is flanked by two generators.
You will see electrical currents going both high and low. You need to timeyour run so that you jump over the low currents and duck the high ones. Youcan afford to take one hit but its best not to get hit at all.
More Area 51 Tips:
At the end is a small computer area. Look right for a document on thefloor. Scan for "Unknown Artifacts Discovery". (Data bank #5)
Go up the ladder to the left. You will end up in a small area overlookingthe generators. Go right to the control panel and activate it. McCan willthen tell you to flip the generator switch. Once that is done, power isrestored.
More Area 51 Tips:
After you depart, a cut scene showing McCan getting decapitated will play.After the cut scene, kill the mutant and rejoin the team (jump out thewindow to get to them quicker). You will then have to fight off a gang ofmutants.
Follow the team up to the next area. Go through the door and head down thecorridor to exit this area.
6.3 Area 3: The Search
More Area 51 Tips:
It seems that Team Delta is nowhere to be found. The major wants the team toget to the computer and find out if they left a SITREP (Situational Report) asto what is going on. Although this area is somewhat small, there are more thenenough enemies to keep you busy.
6.3.1 Checkpoint #1: Hallway 5
When you enter this area, you are in for another firefight. The mutants arepouring in from a room down the hall. In addition, they are also usinggrenades.
More Area 51 Tips:
Once this horde is cleared out, go through the room and up the corridor.You will end up on a catwalk overlooking some security guards attempting tokeep the mutants at bay. Ramirez instructs you to go to the communicationscenter and see if Team Delta left a SITREP.
Before you head to the communications center, turn right and go to the roomat the end of the catwalk. Go in and you will see a short corridor that isblocked by debris. Go to the fallen soldier and collect the keycard. Headback to the communications center.
More Area 51 Tips:
When you enter, be prepared to get jumped by a mutant from the right side.Once you clear the mutant out, go over to the console and activate it. Turnright and go to the desk to collect the keycard.
Turn around and go to the door that has a card reader on either side. Usethe keycards to open this door to reveal a short passage with windows andflaming rooms on either side.
More Area 51 Tips:
Be prepared to take down a few mutants as you work your way in. You cancollect the shotgun and shells here. In addition, climb up the boxes inthe middle of the room to scan the document. Your scan will reveal "AlienAutopsy Photos". (Data bank #1)
Leave this room and get back with the team. This will open up another areaon the lower area. Follow the team through the door and you will pass someburning areas on the left. At the second area, shoot the fire extinguisherto subdue the flames.
More Area 51 Tips:
Carefully enter this small area to scan the document. The document is"Pictures of Human Oddities". (Data bank #2)
Then you enter the lab area, take out the mutants that attack, then go tothe far side of the room to the green cylinder on the floor (it is locatednext to the fallen power cord). Scan the cylinder for "Mite Jar".(Data bank #3)
6.3.2 Checkpoint #2: Heads Up
More Area 51 Tips:
Get ready for another firefight as you enter the next large area. Help todefend against the mutant attack. Mutants will come from both the groundlevel and the upper platforms. Once you have cleared them out, head for thestairs opposite the burning stairs.
As soon as you move, a cut scene will show a portion of the wall collapsing.A large number of Mites will come out of the wall and attack. These thingsare small and quick so be ready to let loose on them and keep moving around.
More Area 51 Tips:
6.3.3 Checkpoint #3: Crispy Hacks
Once you dispose of the mites, Ramirez will lead you to a room where Crispycan override the security system. Unfortunately, he needs the proper key-card to do this. Guess what...you just volunteered to retrieve said card.
Go over the catwalk to the door. The power is down again so be ready foraction. Three mutants will attempt to make "friends" with you, return thekind gesture. Go right down the wrecked hallway. At the doorway, look downto collect the arm.
Go further back in the room and look left. You will see a pool of blue gooon the floor. Get out the scanner and scan it. You will get "UnknownLifeform" as the result. (Data bank #4)
More Area 51 Tips:
You may have to cap a couple more mutants before you get to the armory door.Once you get through the first door, you will see a mutant munching on some-body within the armory. Use the hand you "borrowed" on one scanner and putyour hand on the other to open the door.
Take out the mutant as it comes out to feast on you. When you enter, goright to take care of the other mutant lurking in the locker area. Thenshoot the glass over all the weapons and collect everything you can.
More Area 51 Tips:
After this, look to the right of the entrance for a wall with cubbyholes.The security card is in one of these holes. Once you get the card, go tothe desk next to the entrance and scan the document. This will get you the"Vechtol Work Order". (Data bank #5)
Take out any mutant roadblocks and get back to Crispy with the card. Acountdown will start at 45 seconds. You must keep the mutants away fromCrispy while he hacks the system. If Crispy has to fight, the clock goes upinstead of down.
More Area 51 Tips:
After the system is hacked, escape through the door on the right to finishthis area.
6.4 Area 4: They Get Bigger
Looks like things just went from bad to worse. You must find a way out of thecomplex while surrounded by mutants and other strange creatures. The SITREPfrom Team Delta doesn't look good and you are knee-deep in the hoopla. Youwill now get to encounter Black Op soldiers for this area. Move only in be-tween waves of enemy soldiers.
More Area 51 Tips:
6.4.1 Checkpoint #1: Overrun
That's right, you guessed it, another firefight. This time, you will havingto work your way around the room to move that big crane around to open up anescape route. First, after the first wave is taken care of, go into theroom on the right and scan the document. It is "Experiment VolunteerRequest". (Data bank #1)
More Area 51 Tips:
Go to the opposite wall (from the office above) and follow it around. Youwill see a red pipe with a document under it. Scan it for "Star Chart andPyramid Alignment". (Data bank #2)
This next one will be a little dangerous. You must work your way up theramp (where all the mutants are coming down). You had better be at fullhealth and maximum ammo for this. Before you activate the crane at thepanel, turn left into the dark room.
More Area 51 Tips:
Take out the mutant and go to the far, left corner to scan a document. Thiswill reveal "Crop Circle Documents". (Data bank #3)
You may have to fight your way out of this room. Either way, go to thecrane control panel and activate it. It will move the crane backwards. Godown the ramp and head for the ladder to the left.
More Area 51 Tips:
Climb the ladder and carefully navigate along the I-beams. At the firstjunction, turn left. Look left and down at the next junction to see thedocument laying there. Scan for "Atlantis Map". (Data bank #4)
6.4.2 Checkpoint #2: Trapped
Backtrack to the first I-beam you were on and follow it to the end. Jumpacross to the platform on the other side. Drop down and go into the controlroom to activate the hanger door and open it. The crane will move back toits original position.
More Area 51 Tips:
Fight it out with the mutants that storm the control room. Then go backinto the hanger and continue the fight. Crispy and Ramirez have manage toget to the other side of the door but you are trapped since the door closedagain. A cut scene shows Crispy and Ramirez being used to "paint" thewindow.
6.4.3 Checkpoint #3: Alone
To escape, look left and you will see some planks leading up to aventilation shaft. Make sure you are well equipped with ammo and otherdestructive things then head through the shaft.
More Area 51 Tips:
There is a drop-down to the other side of the hanger door. When you dropdown, you will encounter Crispy but he is no mood to talk. Instead, he hasmutated and is coming after you.
6.4.4 Boss Battle: Crispy
Crispy is fast, mean, and he's out for blood.
First of all, make sure you light is on. Since it is so dark, Crispy cansneak around you in the dark. Might as well give yourself some kind ofchance.
More Area 51 Tips:
"Shoot and Scoot" are the name of the game. Get off a burst then movearound to prevent a counterstrike.
Use area effect weapons (namely grenades) only when there is some distancebetween you and Crispy. Since the area is so tight, it will amplify the"splash" damage done by grenades.
Once you bring Crispy down, go to the shelves on the other side of theroom. On one of the boxes is a document. Scan for "Saucer ShipSchematics". (Data bank #5)
More Area 51 Tips:
Exit this area to find Team Delta.
6.5 Area 5: The Last Stand
Looks like Team Bravo has been wiped out and you are the last survivor. Yourgoal is to find Team Delta and hook up with them.
When you enter this hallway, move carefully since there are mutants waitingaround the corner. Once they are cleared out, look to the left wall for alarge sign (before you do this, you may have to clear out some mutants inthe communications room). Scan the sign to reveal "Groom Lake WeaponsTesting Facility". (Data bank #1)
Go down into the communications room and clear out any stragglers. Go overto the console to get in touch with Team Delta. Exit this area through thedoor and head down the stairs.
More Area 51 Tips:
6.5.1 Checkpoint #1: Team Delta
Be prepared for a fight as you go down the stairs into the next part. Youwill see a group of soldiers on the other side busy blasting mutants. Getover to them.
You have finally hooked up with Team Delta. They welcome you aboard andgive you your first assignment. They want you to go upstairs to the armoryand get some ammunition for the gun turrets.
More Area 51 Tips:
Head upstairs into the armory. When you approach a metal door, you willhead a mutant pounding on it to get in. If you have a grenade, toss it atthe door to quiet the mutant down.
Before collecting the ammunition, go in-between the shelves and look to theright for a Large Health pack. Right around it, on the same shelf, is adocument begging to be scanned. Scan it for "KGB Research Information".(Data bank #2)
Go out from between the shelves and go left to the corner to collect theammunition. Head back down the stairs and load the turrets. You may haveto kill a few mutants who get in your way.
You will have to help support Team Delta in their extermination efforts ofthe mutants. Once you help take out another wave, you are assigned the jobof getting communications back up.
More Area 51 Tips:
As you are facing the way you entered this area, go left and at the base ofthe stairs is a broken grill. Crawl through and you will see a body, brokenwire on the wall, and a document. Scan the document for "Public EbolaTest". (Data bank #3)
Looks like you're going to need some tools to repair the wire. Head backupstairs to the armory. This time, be ready for a mutant attack from beyondthat steels door they were pounding on earlier. Once you clear them out, gointo that room and get the tools.
More Area 51 Tips:
6.5.2 Checkpoint #2: They Keep Coming
Head back to where the broken wire was and repair it. Go to thecommunications panel in the pit and contact the major. He basicallyexplains there isn't much he can do and for the team to do their best infinding their way out. Such a big help.
Chew comes over and tells you he has an idea. Follow him to the secondarmory taking out mutants along the way.
More Area 51 Tips:
When you get to the second armory, chew will open the door and proceed downthe corridor. You go ahead and make a right into the first room. Go to theshelf and scan the docs for "Congressional Disinformation". (Data bank #4)
Exit the room and head to where Chew blasted a hole in the wall. He willtell you that he will keep the mutants at bay while you go in and collectthe explosives.
More Area 51 Tips:
When you get to the boxes on the right, use the wood ramp to climb up to thetop of the boxes. Then get on the overhead pipes and go along until you areover the next room.
Drop down and go to the small opening. Be prepared for a mite attack. Oncethe critters are cleared out, go around the boxes to the explosives room andcollect the explosives.
To exit the area, go up the wooden ramp onto the boxes. You are going todetour for another scan before you hook up with Chew.
More Area 51 Tips:
Turn right and climb up those boxes. Go to the highest boxes and turn backto where you dropped down into this part. Jump over to those boxes and getup on the pipes.
Look to the left corner and you will see a document lying on top of someboxes. Head over and scan the document for "Unidentified MetallicSubstance". (Data bank #5)
Go back to the exit and follow Chew. When he gets to the back wall, givehim the explosives and he will set them. Then head back to the bunker area.
More Area 51 Tips:
You are now assigned to get in one of the gun turrets. It doesn't matterwhich one you get into. Once in, aim at where the explosives were plantedand shoot them to blow out the wall.
Be prepared for a mad rush of mutants. The gun turret should make shortwork of them. Once you are done, hop down and follow the team to thebreach.
More Area 51 Tips:
Unfortunately, a much bigger and badder mutant is blocking the path. Thecut scene shows this mutant basically take out Team Delta like it took outTeam Bravo. You and the last survivor go through the hole in the wall.
The cut scene shows you both blacking out. When you awake, you aresurrounded by mutants. Worse still, the contagion is now in your body andyou have mutated. You exit this area as a new mutant.
6.6 Area 6: One of Them
More Area 51 Tips:
Well, things have gone from bad to worse. Not only are both teams gone, youare now a mutant with a totally different outlook on things. You need to finda way undo this mutation.
Note that Edgar will now start communicating withyou through various bodies. This will continue until you meet up with him.
You will end up in a room with other mutants. Instead of welcoming you, theother mutants will attack. This is fine since killing them increases yourlevel of mutagen and keeps you alive.
More Area 51 Tips:
Eventually a ladder will drop down. Climb this ladder and go into the nextpart. Some more mutants are there to "help" you out as you work your wayaround the room to the elevator.
6.6.1 Checkpoint #1: Out of the Frying Pan
Follow the stairs down to a door. Go through this door then exit throughthe next door on the right. Dispose of the soldier and head for the chamber.
More Area 51 Tips:
Once you have been brought back to "normal" again, go behind this chamberand scan the document for "Green River Launch Complex". (Data bank #1)
Head for the exit to this room. Before you get to the door, a monitor withDr. Cray will drop down telling you to head to him to be "fixed". Once thiscut scene is over, go to the right of the door to scan the document "ProjectBlue Book". (Data bank #2)
Exit this room and get prepared for a major fight against Black Opssoldiers. Work your way down to the end of the corridor. When you see themedical cart on the right, look for the document to scan. Scanning revealsthe "Gray Experiment Chat Log". (Data bank #3)
Go back to the other door, picking off any soldiers that get in your way,and enter the room. In the next room, you will see a bunch of scientistsbeing held by some Black Ops soldiers. When you approach the glass, a cutscene shows these scientists being executed.
More Area 51 Tips:
Enter the room to clear out the soldiers. Then head over to the desk tofind the document. Scan to find "Cray's Assassination". (Data bank #4)
Exit this room and go back to the corridor. When you make it to theelevator, turn left and go into the garbage room. Go to the back to scanthe document. The scan reveals "Demute Chamber Warning". (Data bank #5)
6.6.2 Checkpoint #2: ...and Into the Fire
More Area 51 Tips:
Leave this room and get onto the elevator to exit this area.
6.7 Area 7: Internal Changes
You are now on a quest for Dr. Cray. He promises that he can reverse theprocess so now you will have to work your way to the lowest depths of Area 51.Dr. Cray will appear on monitors from time to time to guide your efforts.
More Area 51 Tips:
As soon as you exit the elevator, be prepared for a firefight with Black Opssoldiers. Turn right and work your way down to the end of the corridor.Scan the document for "Death Request Form Letter". (Data bank #1)
6.7.1 Checkpoint #1: Enter the Leaper
Go through the door to see a laboratory below. Take care of any Leapersthat get in your way. Once you are in the lab, more Leapers will attack.
Head to the body on the table and scan it for "Leaper Vivisection".(Data bank #2)
More Area 51 Tips:
Go across the room to where the caged mutant is. Use the switch on the wallto open the door to a room across from where you are at. Go to this roomand scan the document for "Mutant Vision". (Data bank #3)
When you get to the mutant cage, there is a switch to the right. For fun,you can electrocute the mutant.
Head over to the lift and go up. Press the button on the control panel toopen the lower door in the lab. Head to and out this door.
More Area 51 Tips:
6.7.2 Checkpoint #2: Watch Your Back
Take care of a few more soldiers in this hallway. When you turn right, youwill see a cage to your right. On the other side is a document. Scan itfor "Destruction Orders". (Data bank #4)
6.7.3 Checkpoint #3: Conduit Corundum
More Area 51 Tips:
It seems that the Black Ops soldiers are planting C4 charges around the nextroom. You are tasked with clearing out the charges in 45 seconds. Thiswill be a major fight as you deactivate charges and fight off the soldiers.
Once the room is secure, grab the Level 3 Keycard and go back toward thedoor. On the right is a console with a document lying next to it. Scan thedocument for "Red Ops Information". (Data bank #5)
Exit the room and you will be on the opposite end of the corridor youentered this area from. Head over to the elevator and go down to the nextarea.
More Area 51 Tips:
6.8 Area 8: Life or Death
Your search for Dr. Cray will lead you into the thick of things. There are alot of things to be gathered in this area and the Black Ops soldiers won't makeit any easier for you to make it through this level.
As per the norm, when you exit the elevator, get ready for a firefight.Once you have cleared the corridor of hostiles, go to the table to scan thedocument for "Illuminati Dollar Bill". (Data bank #1)
More Area 51 Tips:
Head over to the second, malfunctioning elevator and get the lockbox key offthe dead soldier. Go back left and go to the lockbox and unlock it for somegoodies.
6.8.1 Checkpoint #1: Stairwell
Go down the stairwell into the generator room. Be advised that there are alot of Black Op soldiers shooting at you from different levels. You need tomake your way to the bottom of the generator pit.
More Area 51 Tips:
At the bottom, clear out the Black Ops soldiers and look for the handanalyzer, on the generator, that needs to be scanned. Scan for "CapacityOverload Orders". (Data bank #2)
Work your way around the outside wall of the pit until you get to the lock-box. Open it and scan the blueprint for "Alien Implosion Technology"(NOTE: This will upgrade your grenades). (Data bank #3)
Go back up the central ladder and head to the other ladder to get to the topagain. Then head for the lift to get you to the upper catwalks. Follow thecatwalks around and jump across the broken catwalk (opposite the SUBLEVEL53) marker on the wall.
Follow the catwalk to the platform and through the door, taking care ofBlack Ops soldiers along the way.
More Area 51 Tips:
Go through the door to the Arm Room. Head quickly on the right catwalk tothe other side and take care of the Black Ops soldiers. Collect the keycardfrom the floor.
The catwalk you went across is now gone so you will have to go down into thepit and go up the other side. Use the lift to go down to the next levelthen use the ladder to go into the pit. Clear out the mites that attack andgo up the ladder on the other side.
Use the keycard to activate the arm then turn right across the catwalk (onthe same level) to unlock the wall panel. Scan the display for "Servo-ArmManual". (Data bank #4)
Go back down into the pit and up the other side. Open the MAINTENANCE gateand wait for the arm to make it to you location.
More Area 51 Tips:
Once the arm is at your location, jump on it and ride it to the other side.Hop off onto the platform to the right and go up the ladder. Take care ofthe Black Ops soldiers on the stairs and go into the door.
6.8.2 Checkpoint #2: Arm Room Exit
It seems that this generator room has been targeted for overload. You mustmake it to the bottom of the pit in four minutes to deactivate the overloadin the four generators.
Go down to the bottom and clear out the Black Ops soldiers and deactivatethe generators. Be aware that soldiers will be firing at you from the cat-walks above.
Head back up to where you entered this room. Along the outer edge are tubeswith specimens in them. One of them can be scanned for "Big Foot Canister".(Data bank #5).
Follow the catwalks around and jump across the broken areas to get to thedoor. Go through the door and follow the corridor to the elevator to exitthis area.
6.9 Area 9: Dr. Cray
Well, you have finally made it to Dr. Cray's area. You will have to do sometasks for Dr. Cray before he can help you out.
Go up the corridor to a cave. Clear out the Black Ops soldiers that aretrying to break into Dr. Cray's lab.
Once you clear the cave, go up the stairs to the right. At the end, looktoward where you entered the cave and down to the roof of another structure.Jump onto that structure and scan the document for "Dr. Cray WeaponExperiments". (Data bank #1)
Go through the two vault doors and chat with Dr. Cray. He will tell youthat he needs to set some things up. In the meantime, more Black Opssoldiers are in the cave and Dr. Cray asks you to take care of them while heis getting set up.
Head out and do battle with the Black Ops soldiers. Once they areeliminated, go back into the lab. Dr. Cray states you need to go see Victorto get a molecular sample. Head to the lift at the back of the room and goup.
Make a left at the door and head into the office space overlooking the lab.Scan the document on the floor for "Victor Weisbrod Cloning".(Data bank #2)
Enter the next area and make a right at the cage to the shelf. Scan thedocument for "Mr. White Cloning". (Data bank #3)
6.9.1 Checkpoint #1: Meeting Vidor
Go to the back of the room and meet up with Victor. Victor is a nervoustype who requires prodding from Dr. Cray to get him moving. He opens upaccess to another lab area.
Enter the area and take care of the Leapers that come out. Once they arecleared out, go to the other side of the lab and scan the body on the table.You will get "Mutation Extraction Subject". (Data bank #4)
Go upstairs to the office and scan the document "Decontamination ChamberSpecifications". (Data bank #5)
Head back downstairs and go to the chamber to get your body fluidsextracted. Once they are extracted, get the sample and head back toward Dr.Cray's lab.
6.9.2 Checkpoint #2: Return to Cray
Unfortunately, Black Ops soldiers have infiltrated this area so you willhave to fight your way through to Dr. Cray's lab.
Once you are in Dr. Cray's lab, put the sample in the analyzer and headtoward the chamber. Get in and let Dr. Cray do his magic.
Unfortunately, power is cut and Dr. Cray only succeeds in giving you a newability. Fight it out with soldiers and exit the lab to enter the nextarea.
6.10 Area 10: Hatching Parasites
Well, it seems that Dr. Cray only helped in enhancing your mutant powers. Youwill now have to make it through a few areas in order to find a way to talk tothe folks above.
After you enter this area, you will be in a lab. Go over to the blueprinton the floor, next to the scientist, and scan it for "Alien GrenadeSpecifications". (Data bank #1)
Follow the hallway around until you get to the severed head in a small room.Collect it and head over to the optical scanner. Put the head on it toopen the door. Follow this hallway around until you are overlooking a lab.Go down into said lab.
After eliminating the critters, go over to the computer and activate the twoswitches to blow the malfunctioning door open with the laser. Head back upand through the new doorway.
6.10.1 Checkpoint #1: When It Rains
In the next room, go all the way back to scan a document "Gray's JFKAssassination". (Data bank #2)
Go into the next room and clear it of hostiles then head into the next roomon the right side.
Go to the panel that is in-between the two blue tubes and scan it for "AlienParasitic Creature". (Data bank #3)
Head back up the hallway. When you turn the corner, you will see a wreckedarea. At the far end are Black Ops soldiers ready to extinguish your life.Use the columns as cover and take them out.
6.10.2 Checkpoint #2: ...It Pours
Go up the stairs and past the Turret Test Lab. Enter the door on the leftand go through that room. Follow the hall to the lab. You will see acouple of Leapers attack the scientist, then turn on you. Eliminate them.
Head to the panel the scientist was at and activate the anti-gravity device.Head into that room and use the lift to go to the second level. Time yourjump to land on the I-beam. Then just follow the floating path.
Jump into the open area on the second floor and work your way up the hall-way. When you get to some boxes on your right, follow them around to a holein the grating.
Jump down into the opening and take out the mites that attack. Follow thispassage to the document. Scan it for "Anti-Gray Report". (Data bank #4)
Go back and continue to follow this balcony to the end. On a desk sits thekeycard to get you into the Turret Test Lab.
6.10.3 Checkpoint #3: Better Part of Valor
Be prepared for a major fight as you head back to the Turret Test Lab. Oncethere use the keycard to get in and head up to the highest level. Followthat walkway around to a dead end. A document lies on the ground. Scan itfor "Laser Progress Report". (Data bank #5)
Go back down to the second level and go to the control panel to fire thelaser. Leave and head toward the door the laser blasted. Go across the topframe of the door to the other side eliminating hostiles along the way.
Head up to that balcony and enter the ventilation shaft to leave this area.
6.11 Area 11: Project Blue Book
Well, you made it closer to being able to effectively communicate with themajor, but you aren't out of the woods yet. Seems that Black Ops soldiers aremaking sure that nobody can get in or out and they aren't willing to takeprisoners.
A cut scene will show, once you are over the ventilation shaft down, twoBlack Ops soldiers interrogating an individual about access into the roombehind him. He doesn't know the codes so they shoot him. Once this sceneis over, drop down from the vent and waste the Black Ops soldiers.
6.11.1 Checkpoint #1: Clandestine
The soldier will tell you to get inside for communication. He dies and thedoor opens. Head into this room and go to the left of the computer pit tofind a document. Scan it for "Roswell Communication". (Data bank #1)
Activate the vault door and go through it and be prepared for a big fight.Take the lift down and go to the left wall. Black Ops soldiers are busyfiring at you from the left. You need to make a mad dash down to thecomputer console and activate the right-hand switch.
Once this is done, run to the UFO and you will be transported into theinterior. Look for a computer display on the wall and scan it for "BermudaTriangle Singularity". (Data bank #2)
Go to the control panel and activate it and go back down to the elevator.Run to the console again and press the other button to activate the UFO'slaser. It will blast a hole in the wall and eliminate some of those peskyBlack Ops soldiers.
6.11.2 Checkpoint #2: CE-11
Follow the catwalk to the new "bridge" and climb up. Clear out anyremaining Black Ops soldiers and go all the way back to the end of thecorridor, past the stairs, to scan the document which reveals "SETI Re-direction". (Data bank #3)
Go up the stairs and past the vault door. You will see a UFO hoveringwithin a cylindrical chamber. You goal is to get to the controls and de-activate the hover control.
If you want to make life a little easier, get out the sniper rifle. Lookacross the UFO and you will see an automatic machine gun. Snipe the powerto prevent it from firing. Also, snipe some of the Black Ops soldiers tosoften them up.
Continue moving to the right and clear out any opposition. About midway youwill see a document on the ground. Quickly scan it for "HyperX TechnologyReport". (Data bank #4)
At the end of this corridor is a computer console. Activate it to de-activate the hover control. Black Ops soldiers will come out shooting.Backtrack to where you entered this room and jump on the UFO.
Turn right at the middle of the UFO to a lift. Go down and run down thecatwalk to another lift and go up. Get ready for some more fighting as youclear the Black Ops soldiers off the stairs.
Go left at the second landing and go behind the automatic machine gun tofind a document. The scan will reveal "Public Alien Technology Device".(Data bank #5)
6.11.3 Checkpoint #3: Making Contact
Head back up the stairs and go right. Go through the door and follow thecorridor to some more stairs. Clear out the soldiers and watch for thesoldier under the stairs. Head to the door to exit the area.
6.12 Area 12: Lies of the Past
Major Bridges wants you to establish communications with him. He also needsyou to eliminate the jamming and interference that are going on. In additionto this, you will learn the truth regarding the lunar landing in 1999.
You will enter the Grooms Lake Facility. First thing, go right and behindthe boxes you will see a document. Scan it for "Echelon Network".(Data bank #1)
Go to the main desk and push the button to unlock the door on the left. Beprepared to battle it out with a few Black Ops soldiers before you gothrough the door.
Follow the corridor to the next room. Battle it out and collect the BBG.Exit via the hallway.
6.12.1 Checkpoint #1: Universal Truths
Take care of the Black Ops soldiers and descend the stairs to thecommunications room. Keep in mind that you will be having a running battlewith Black Ops soldiers as you go up and down the staircases.
6.12.2 Checkpoint #2: Comm Station
About halfway down the stairs, you will be at a catwalk leading to a door.Go through this door and corridor to the communications area. Activate thecommunications and the major will tell you that something is jamming andinterfering with your communications. You need to destroy the cause ofthis.
Keep going through this room to the window overlooking the stairs. Lookright and you will see a document. Scan it for "Film Reel and Documents".(Data bank #2)
Break through the window and get onto the stairs below. Go back toward thetall structure with glowing energy every few feet. This is the jammer andyou have to destroy all four glowing balls to put it out of commission.This will mean you having to travel back up the stairs to take out allparts.
Once you have destroyed the jamming device, head back into thecommunications room. Bridges will tell you to find an escape route. Headout of the communications area and go to the basement, eliminating BlackOps soldiers along the way.
6.12.3 Checkpoint #3: One Small Step for Man
Go through the basement and continue to battle the Black Ops soldiers alongthe way. Look for some pipes along the left wall. When you get to them,crawl under them to scan a document. This reveals "Animal ExperimentationNotes". (Data bank #3)
6.12.4 Checkpoint #4: ...One Giant Leap for Mankind |----------------------
Continue to follow the hallway around to a lift. Use the lift and you willend up seeing the Lunar Lander on a simulation of the moon. In addition,you will hear radio traffic between the lander and mission control.
Turn right and head to small building. Go through the door and to the leftto scan the document. This reveals "Witness Elimination Methods".(Data bank #4)
Go to the crane next to the Lunar Lander and you will find out you need twobatteries to activate it. The first battery is behind the Lunar Lander andthe second battery is to the right of the Lunar Lander next to the forklift.
Once you have inserted the batteries and taken care of the Black Opssoldiers, activate the ladder to allow you access to the hanging lightrunners. Go back toward the area you entered from and head for the secondfloor walkway.
Jump from the runner onto the walkway and go around to the door. Gothrough the door and eliminate the enemies. Go to the computer consoles andlook for a document. Scan for "Future Mars Landing". (Data bank #5)
Exit this area.
6.13 Area 13: Buried Secrets
Looks like you are deep underground now. You will need to watch your step asany bad move will put you in the lava below. This area is crawling with BlackOps soldiers and Leapers so be ready for action.
As you enter this area, be prepared to take out a few enemies. Watch outfor the Leaper that crawls from the pit to the left.
Go behind the lift you went down and look for the document. Scan it for"BBG Specification Sheet". (Data bank #1)
6.13.1 Checkpoint #1: The Refinery
Follow the corridor around to a large cave. You will have to take down notonly the usual enemies in this place, but also the automatic turrets. Useyour sniper rifle to clear the two turrets from in front of the cage.
Once the turrets are cleared out, go straight and look left for some pipesgoing under the metal grating. Get on these pipes and crawl to the end toscan the document. The scan reveals "Alien Skeletal System".(Data bank #2)
Backtrack and head toward the area where the two turrets are. Turn rightand use the ladder to climb up to the pipes. Go to the end to scan theblue, "Y" shaped structure. The scan reveals "Alien Metallurgy".(Data bank #3)
Backtrack and follow the pipes until you are past the door into the cage.Drop down and get ready to battle the Leapers that come out to "greet" you.
6.13.2 Checkpoint #2: The Bridge
You will eventually make it to a bridge. Battle your way across and look tothe left and climb the boxes on the left for a document. Scan it for"Population Control Documentation". (Data bank #4)
Go into the next corridor and to the next cave. There are several Black Opssoldiers both on the ground and bunkers in the walls of the cave. Useeither your sniper rifle or BBG to clear this area.
Once all enemies are cleared out, go along the right edge until you see acatwalk below. Drop onto that catwalk and go to where it turns left.
You will see a break in the railing and pipes running under the catwalk.Get on those pipes and crawl under the catwalk until you are in the bunkercomplex. Climb the ladder to get into the bunker and prepare for anotherfirefight.
Climb the ladder inside to get to the document. Scan it for "CloakingDevice Report". (Data bank #5)
Go back down the ladder and eliminate any hostiles that are left. Activatethe override switch for the security lockdown and crawl under the door thengo across to the next door to exit this area.
6.14 Area 14: Now Boarding
As you battle your way through the caves, you will eventually come upon thosewho are guiding the missions at Area 51. As per the last area, there are stilla lot of hazards, besides the enemies, to contend with.
Head through the corridor until you get to a glassed-in bunker. Thescientist within is grateful for your appearance and opens the securitydoor.
Go inside and take care of the Leaper crawling from the pit. Go over to themachinery on the other side of the pit and scan the document for "AlienLanguage Leak Closure". (Data bank #1)
Head left toward the bridge. Clear out the enemies on and around the bridgeand proceed across until you get to a large cave. You will again have todeal with automatic turrets in this cave so eliminate them as you did theothers.
Once you clear out the cave of enemies, head right to the bridge controlroom. At the bridge controls, scan the document for "Alien Artifact StorageList". (Data bank #2)
Activate the bridge controls and head across it. Keep to the left side andclimb up onto that platform. Climb up the ladder to the second floor. Goto the second light on the right and scan the document for "Personal DiaryRecording". (Data bank #4)
Go back and get the good doctor and escort him across the bridge so that hecan open the door across the bridge.
6.14.1 Checkpoint #1: Hold off the Enemy Forces
Climb back up to the left side and blast the enemies while the good doctoropens the door. A lot of enemies will try to get through so make sure youhit for maximum effect.
6.14.2 Checkpoint #2: The Airlock
Once the door is open, the scientist states he will stay until help arrives.Go through the corridor until you get to the dead end. Look for somedynamite in the area.
Grab the dynamite and put it against the corridor wall. Get back and shootthe dynamite to blow a hole through the wall. Go through and follow the newpassage around.
At the end is a very large cave. Go to the left and scan the document nextto the wheeled generator. This scan reveals "Cloaking Device Report".(Data bank #5)
Jump down to the big, flat arena for the boss battle.
6.14.3 Boss Battle: Theta
Theta is big and bad plus he has a wide variety of attacks.
The main goal of this battle is changing back and forth between human andmutant form. Use mutant form to launch parasite attacks and also to meleewith both Theta and the Leapers he releases.
When your mutant form becomes weak, become human again and let loose withthe BBG. When Theta releases the Leapers from the vents, a well placedgrenade not only takes them out, but also does a bit of damage to Thetaalso.
Keep moving around shooting and avoiding his attacks. Again, mutant formoffers a good chance of keeping regenerated by launching parasites.
Maintain this pattern until Theta is history. So much for the ultimatekilling machine.
6.15 Area 15: The Grays
Well, you now get to meet the masterminds behind this whole plan. Edgarexplains to you how this whole mess got started. Unfortunately, Edgar is noposition to assist you other then to give you advice. It will be up to you toinfiltrate the Gray's base and do your stuff.
Once you get off the transport car, head left and through the door to thenext room. Go to the panel to open the door to the left, as you enteredthis area. Go in and scan the item for "Suicide Note". (Data bank #1)
Head out and go to the other door. There are alien wall turrets on the farside of the room. You will have to go back and forth to minimize damage asyou take these things out to open the next door.
Go into this room and turn left through the doorway. Take out the alienparasites and go to the end to scan the glowing panel for "Theta Scan".(Data bank #2)
Go down the corridor into the control room. Head right and activate thelifter that brings the transport car to the upper level.
Turn around and activate the item dispenser and scan the object inside.This reveals "Cattle Mutilations". (Data bank #3)
Go through the door at the end and you will see a laboratory with some Graysin it. You must destroy all four alien turrets to unlock the doors in thisroom. Again, hitting and running should enable you to destroy them. Areaeffect weapons also work well in this battle.
After you destroy the turrets, get on the upper level until you get to asmall room. Go in to scan the item for "Human Autopsy". (Data bank #4)
6.15.1 Checkpoint #1: Alien Experiments
Head back to the lab area and exit through the bottom door. Go up the liftinto the next room. You will now have to battle a Gray.
Gray's don't really fight themselves. Instead, they generate Black Opssoldiers to do their fighting for them. Your primary goal is to destroy theshield around the Gray so you can take him out.
While destroying this shield, make sure you keep track of where the soldiersare. Once the Gray is eliminated, clear out any remaining resistance and gointo the room.
Go to the right corner and scan the document for "Alien Shield Memorandum".(Data bank #5)
Head up the passage to the next room. Open the door and get ready foraction.
6.15.2 Checkpoint #2: Alien Toys
This next part will involve a running battle with the alien parasites as youmake your way through the room. Each control panel you activate will breakthe holding cylinders and allow the aliens to get out.
Do this three times and eliminate the parasites to unlock the door on theother end of this room. Go through the door and get on the transport car toexit the area.
6.16 Area 16: Descent
You are now in the cargo area. Be ready for more Grays because they willdefinitely be "gunning" for you. Your only purpose is to get through thisarea relatively unscathed.
Before you enter the corridor, look to your left and scan the item for"Alien Base". (Data bank #1)
After you exit the corridor, be prepared for a firefight in the next room.Once you clear the room, activate the item dispenser to scan the item for"Lower Level Map". (Data bank #2)
Get onto the lift and go down. Go around to the back of the lift and scanthe item for "Hover and Propulsion Technology". (Data bank #3)
Follow the platform around and get ready to do battle with another Gray.Again, take the Gray out as soon as possible to prevent him from creatingmore Black Ops soldiers to make you miserable.
6.16.1 Checkpoint #1: Infiltration
Go down the next lift and work your way around the platform.
Head over to the controls and extend the bridge. Go about a third of theway onto the bridge then go back because the enemy will lower the bridgefrom the other side. This will be a long-range firefight. Once they arecleared out, re-extend the bridge and cross.
Go across the bridge to the lift. Before getting on, go left to scan theitem for "Canister Cargo Orders". (Data bank #4)
Take the lift down and follow the pathway around. Get ready to tangle withtwo Grays. Use the same tactics you did with one but make sure you use thenatural obstacles and only take out the soldiers directly threatening you.
Once everything is cleared from this area, head for the door. Beforeexiting, go right to scan the item. This reveals "Maglev Memorandum".(Data bank #5)
Go through the door to exit this area.
6.17 Area 17: The Ascension
It's time to disable the Gray's plans for world domination. You will be goingin, alone of course, and doing as much as you can to disrupt their plans. Inaddition, there is another surprise awaiting.
After you go through the door. Go all the way back into that room. Scanthe panel on the back wall for "Alien Power Generators". (Data bank #1)
Enter the next area through either the left or right entrances. Turn rightand blow apart the generator. Be prepared for a major firefight in thisroom after you do this.
Go all the way to the back left corner of this room and look up. You willsee an item through the clear floor. Scan it for "Meson CannonDocumentation". (Data bank #2)
Go through the door that the soldiers came out of to attack you. Thenfollow around to the next room and clear out the Black Ops soldiers.
Head across the room and exit through the other door and go up the ramp.You will see a large creature in a cylinder on the other side. Note itbecause you will see him again. Battle it out with more soldiers then headto the opposite side under the creature.
Before going down the ramp, go to the right side and scan the item for "TheSuper Theta Project". (Data bank #3)
Go down the ramp and into the next room for yet another firefight. Afteryou clear the room, activate the item dispenser and scan the item for "CropCircle Origins". (Data bank #4)
Go to the back left-side of the room and turn off the containment field.Head down that hall and eliminate anything that gets in your way. When theroom bends to the left, go straight and scan the item "Scalar TeleportationNotes". (Data bank #5)
Head over to where the generator is and blow it apart.
6.17.1 Checkpoint #1: Damage Done
Backtrack to where the big monster, taking care of any soldiers in your way,and prepare for a major encounter.
6.17.2 Boss Battle: Super Theta
As before, running and shooting will be one of your better bets. Mutate touse the parasite to gain energy.
After dropping the monster down a notch, it will go over and break one ofthe parasitic canisters. Bring out your Meson Cannon and let loose. Theblast should clear out the parasites and deal some damage to the SuperTheta.
Change back, if you can, and repeat. If you run out of mutant powers,using grenades and BBG firepower will knock the monster down also. Justkeep moving to avoid his attacks.
More Area 51 Tips:
You should have at least enough ammunition to do one more blast with theMeson Cannon when the Super Theta releases more parasites.
If you do the above, you should drop him in no time.
6.17.3 Checkpoint #2: Fallen Foe
More Area 51 Tips:
Go back to the room you destroyed the first generator in. Go up theconveyer ramp and go across to the door taking care of the enemies alongthe way.
In the next room, clear it out and go through the next door to the transportcar to exit this area.
6.18 Area 18: The Last Exit
More Area 51 Tips:
This is for all the marbles. It's time to permanently put the Grays out ofbusiness and return earth to the humans. You will basically have to destroytheir ship and escape. Of course, it won't be easy since they will resist allthe way.
Upon entering this area, take care of the guards in the doorway. Afterthat, go left and scan for "Stolen Technology". (Data bank #1)
Fight your way through this room and exit on the opposite side and enter thenext room.
More Area 51 Tips:
Blast the two alien turrets to unlock the door. Before you depart thisroom, go to the left corner (next to the door with the alien turrets) andscan the item for "Alien Turret Life Form". (Data bank #2)
Go through the door and go into the teleporter. Then get into the transportcar. When you exit the car, go straight and scan the item for "Model ofSatellite Ship". (Data bank #3)
Enter the teleporter and then head down the corridor. When you enter theroom with the glowing, blue cylinder, be prepared for a major firefight.After you are done cleaning the room, proceed through to where the alienturrets are guarding the lift.
Destroy them to activate the lift. Take it up to the next level and fightyour way down the corridor until you get to a room. Take out all thesoldiers and go left through the door to the bridge controls.
More Area 51 Tips:
Turn right and scan the object for "Core Specifications". (Data bank #4)
6.18.1 Checkpoint #1: Unlock the Core
Activate the bridge and a couple of soldiers will come across. Deactivateit to drop them into the pit then reactivate it again. Backtrack the wayyou came up to the bridge controls. DO NOT jump off to the landing below oryou will die.
This will become a long, running fight back to where the first room youentered was. In that room, you will have to battle a Gray to escape thisroom and head across the bridge to the UFO.
6.18.2 Checkpoint #2: Road to the Core
Go across the bridge and deal with the weak resistance in front of theteleporter. Use the teleporter to get to the core.
More Area 51 Tips:
Use the red shields to hide behind as you blast the vents. When a vent isdestroyed, it shoots out fire which can reduce your health down veryquickly. Just walk at the same pace as your chosen shield.
Once all the vents are wiped out, it is time to take out the top and bottomturrets. Again, use the shields and "lead" the target with your BBG todestroy it.
After this happens, you will have 45 seconds to get out. Get to theteleporter, cross the bridge, go to the other teleporter, and run throughthe room. Only shoot if something gets in your way.
If you have like 25-30 seconds left, stop and scan the item right before thefinal exit. This scan reveals "Galaxy Portal". (Data bank #5)
After the core implodes, you see a view of the entire desert going up. You aretransported to another place to watch it from afar. As the scene fades, youdon't know what is going to happen next.
More Area 51 Tips:
7) WEAPONS
In your travels throughout Area 51, you will be able to acquire various weaponsto help you clear out the undesireables.
This part will be set up as follows:
Dual-Wield: Can the weapon be dual-wielded?
Damage : Low, Medium, or High
More Area 51 Tips:
Range : Short, Medium, or Long
Magazine : Maximum rounds in a magazine
Max Carry : Maximum number of rounds you can carry
Secondary : Any secondary abilities of said weapon
7.1 XM-32 "Viper" Assault Rifle
Dual-Wield: Yes
More Area 51 Tips:
Damage : Medium
Range : Medium
Magazine : 30 for single/60 for dual-wield
Max Carry : 270 for single/300 for dual-wield
Secondary : Combat Flashlight (Press the L3 button)
The primary assault weapon issued to soldiers. Great for clearing out a roomdue to full automatic function.
7.2 BBG
Dual-Wield: No
Damage : Medium
Range : Long
Magazine : 50
Max Carry : N/A
Secondary : Intelligent laser aiming device
This is a great weapon to use once you acquire it. You don't have to worryabout finding ammunition since the gun "recharges" its magazine. Just makesure you are in a quiet area to let this occur.
7.3 M-25 Frag Grenade
Dual-Wield: No
Damage : Medium
Range : Medium
Magazine : 1
Max Carry : 5
Secondary : Contact or delay fuse
Good for crowd control and blasting obstacles out of the way.
7.4 JB Grenade
Dual-Wield: No
Damage : High
Range : Long
Magazine : 1
Max Carry : 5
Secondary : Actually flies toward the enemy its aimed at
Good for long range, explosive strikes. Has a wide blast radius and doesdouble damage.
7.5 Meson Cannon
Dual-Wield: No
Damage : High
Range : High
Magazine : 1
Max Carry : 5
Secondary : None
The ultimate way to clear a room of all enemies. Fire a shot from this beastand you will pretty much clear out anything that isn't of Theta quality orabove.
7.6 M-11 "Scorpion" Pistol
Dual-Wield: No
Damage : Low/Medium
Range : Short
Magazine : 8
Max Carry : 120
Secondary : Combat Flashlight (Press the L3 button)
Primary sidearm issued to soldiers. Use only when needed.
7.7 M-170 "Hammer" Combat Shotgun
Dual-Wield: Yes
Damage : High
Range : Short
Magazine : 10 for single/20 for dual-wield
Max Carry : 40 for single/50 for dual-wield
Secondary : Fire from both barrels simultaneously
Great for close quarter fighting. When you are surrounded by the enemy, thisweapon does a great job of clearing a path.
7.8 SR-125 "Wraith" Special Purpose Rifle
Dual-Wield: No
Damage : High
Range : Long
Magazine : 6
Max Carry : 24
Secondary : You can use 2x and 10x magnification on the scope with laser range finder
Excellent weapon for evening the odds a big. Great for picking off those nastyautomatic turrets and enemy forces that are beyond the reach of your otherweapons.
8) ENEMIES
There aren't a whole lot of enemy types to deal with. Unfortunately, the typesyou do have to deal with can cause a lot of hate and discontent if you don'ttake them seriously.
8.1 Scientists
These guys are pretty easy to take down. They usually rush headlong into yourfire.
8.2 Security Guards
These guys are a little more dangerous. They still know how to use theirweapons to great effect.
8.3 Leapers
When a human is fully mutated, this is the result. These things are quick andtheir claw attacks are extremely strong. They can also climb over and ontomost objects.
8.4 Black Ops Soldier
A genetic hybrid from the combination of alien and human DNA. They makeefficient killing machines and are extremely deadly.
8.5 Black Ops Leader
Even more deadly then the soldiers due to the fact that they use cloakingdevices which makes them nearly impossible to see.
8.6 Grays
These are the creatures behind all the research going on at Area 51. Althoughthey don't tend to fight, they have powerful shields and they can teleportBlack Ops soldiers in to assist them.
9) CHEATS
9.1 Scan yourself
-> Push the right analog stick all the way down (only if controls are not inverted, if it is, then push it up) until your scanner stops moving. (It would look as if you are looking at your own feet). Now start to scan yourself. It will give you some information about Cole .Plus you get to hear him say "Oh my God!"
9.2 Secret tapes
-> Find and scan all five databank items in a level to unlock the secret of that level.The final secret of the game will be unlocked when all prior secrets have been found.
9.3 Sharks with Machine Gun Heads (and Meson Cannon)
the level, where you can see the monorail you entered the level from out the window. Push the computer console there and it will say "Lifter Engaged".
stand on it. Run all the way to the back of it and you will be warped to a weird room with sharks that have machine guns attached to their heads.If you kill all 3 sharks (I used the BBG, about 7 bursts each), a wide array of goodies appears on your way back to the monorail:
Rocket Launcher).Once you return through the portal back to the bay area, do not try to get back on the monorail, or you'll be instantly killed!
9.4 Upgrading The Alien Grenade
-> In the stage Life or Death, there is a small key on a dead soldier in the damaged lift where Cole starts the stage off at. Grab it to open the small lockers in the stage. One of the small lockers in the first power conduit pit has a databank item that upgrades the alien grenade (it now homes in on enemies).
9.5 View in game Cut-Scenes in Mutant Vision
-> Right before you are about to experience an in game cut scene (doesn't work on movies of course) push up on D-pad to change into mutant form and then activate the cut scene to view the cut scene in mutant vision.
Do you have anything to say about this Tricks?
*Do you have anything to say about this game tricks?
*More question to ask?
*Some more tricks that not listed here?
*Your own comment?
I will try my best to response :)
I would like to suggest you to check out the Latest PS2 Games - Reservoir Dogs instead of Area 51
P.S - To thank you for visit my site, please download your free copy of Insider Playstation Tips in PDF format below to learn on How to use your Playstation Console to maximum!
Yes, please send me my FREE Insider Playstation Tips now!