text: +-+-+-+-+-+-+-+-+ | A R E A 5 1 | +-+-+-+-+-+-+-+-+ GAME: AREA 51 PLATFORM: PLAYSTATION2 GENRE: FIRST PERSON SHOOTER CREATOR: MIDWAY Copyright 2005 AUTHOR OF THIS FAQ: Kevin Butler AKA War Doc E-MAIL: kevinb(at)technologist(dot)com FAQ VERSION: 1.13 ------------------------------------------------------------------------------- TABLE OF CONTENTS UNIT I: INTRODUCTION 1. Legal Stuff 2. Version Information 3. Acknowledgements 4. Welcome 5. Overview UNIT II: PLAYING THE GAME 6. Getting Started 6.1 Area 51 Menu 6.2 Campaign Menu 6.3 Split Screen Menu 6.4 Settings Menu 6.5 Edit Profile Menu 6.6 Pause Menu 7. Taking Control 7.1 The Controls 7.2 The Game Screen UNIT III: STRATEGIES 8. General Strategies 9. Specific Strategies for Areas 9. 1 Area 1: Welcome to Dreamland 9. 2 Area 2: The Hot Zone 9. 3 Area 3: The Search 9. 4 Area 4: They Get Bigger 9. 5 Area 5: The Last Stand 9. 6 Area 6: One of Them 9. 7 Area 7: Internal Changes 9. 8 Area 8: Life or Death 9. 9 Area 9: Dr. Cray 9.10 Area 10: Hatching Parasites 9.11 Area 11: Project Blue Book 9.12 Area 12: Lies of the Past 9.13 Area 13: Buried Secrets 9.14 Area 14: Now Boarding 9.15 Area 15: The Grays 9.16 Area 16: Descent 9.17 Area 17: The Ascension 9.18 Area 18: The Last Exit UNIT IV: APPENDIX 10. Weapons 11. Enemies UNIT V: CONCLUSION 12. Conclusion _______________________________________________________________________________ To find a particular chapter or subchapter do the following: 1. Highlight the chapter or subchapter name you wish to find. 2. Press CTRL-C 3. Press CTRL-F 4. Press CTRL-V 5. Press CTRL-F 5. You will arrive at the desired chapter or subchapter. _______________________________________________________________________________ ************** ********************************* U N I T I ********************************** ************** +=================+ | 1. LEGAL STUFF |============================================================ +=================+ This guide may not be reproduced under any circumstances except for personal private use. It may not be placed on any web site or otherwise distributed publicly without advanced permission from the author. Use of this guide on any other web site or as part of any public display is strictly prohibited, and a violation of copyright. All content in this guide is Copyright 2005 by Kevin Butler. Only the sites listed below have permission to publish this work or to display it: www.gamefaqs.com www.cheats.de faqs.ign.com www.neoseeker.com www.wonderdogsoftware.com www.1up.com If you wish to put this guide on your site, e-mail me and ask. Save yourself the headache of putting up with lawsuits and whatnot because you failed to ask a simple "Can I post your guide on <insert site>?". If you wish to use info in this guide, please acknowledge that you have done so. If I don't respond or I say no, accept it as fact. This especially goes out to Dave at www.cheatcc.com since he has a habit of taking guides without permission. In addition, do not modify this guide in any way whatsoever to suit your purposes. The latest version can always be found at www.gamefaqs.com. If you see this guide on any other site then the one listed above, please e-mail me. If you wish to ask questions or give input to this guide, please e-mail me. Just have Area 51 as the subject so I know it isn't another kooky vendor trying to sell me hair gel or another XXX site telling me I have new friends. +=========================+ | 2. VERSION INFORMATION |==================================================== +=========================+ Version 1.0 5/20/05: A guide is born. Version 1.1 5/22/05: 1. Added two units for Playing the Game and the Appendix. 2. Added additional chapters for gameplay. Version 1.11 6/ 4/05: Fixed a header. Version 1.12 7/26/05: Fixed a silly error in the Overview. Thanks to email@example.com for pointing it out. Version 1.13 8/18/05: Fixed Chapter 16 which accidently read as Chapter 19. +======================+ | 3. ACKNOWLEDGEMENTS |======================================================= +======================+ The following are a list of people or organizations that have made this FAQ possible: My wonderful family (who has had to put up with the tapping on the keyboard) Midway for making a great game GameFAQ's for putting up this FAQ email@example.com for pointing out my oversight for putting Blackhawk, not Blackbird for the SR71 in the Overview +=============+ | 4. WELCOME |================================================================ +=============+ Welcome to my FAQ for Area 51. Since this is an action/adventure game, there is no walkthrough per se. Instead, this FAQ is broken up into parts. First you 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 brief description of what those commands are. The last part is dedicated to strategy. This strategy will give you an idea on how to fulfill the requirements for getting the various items or doing the various tasks required to complete each area. 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. +==============+ | 5. OVERVIEW |=============================================================== +==============+ Area 51 has always been shrouded in mystery. Part of the governments "Black Ops" 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 and test there. The big thing Area 51 is rumored to contain are the bodies of alien life forms. In addition to the bodies, they are also purported to be working with these aliens in developing new technologies. In this game, after the alien spaceship crash, in Roswell, in 1947, the government has been covering up the fact that they have been working with the Grays on some new wonder weapons. At the forefront of these efforts have been Dr. Cray and Mr. White. In exchange for a few human subjects, they have received the latest in "cutting-edge" technology. Their main purpose is to help the Gray's to develop a super-weapon codenamed Theta to assist in their war. Of course, Mr. White become corrupted by the power the Gray's offer and Dr. Cray wants to put a stop to it. He does this by releasing the viral contagion into the facility and forcing the military to respond to hopefully stop this madness. *************** ******************************** U N I T II ********************************** *************** +=====================+ | 6. GETTING STARTED |======================================================== +=====================+ Once the game has loaded you will get the main Area 51 menu. +-------------------+ | 6.1 Area 51 Menu |---------------------------------------------------------- +-------------------+ You will get the following choices for this menu: 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. CREDITS : Shows you all the wonderful people that made this game possible. +--------------------+ | 6.2 Campaign Menu |--------------------------------------------------------- +--------------------+ You may have to load up, or create a profile before you get to this menu. 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. 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. +------------------------+ | 6.3 Split Screen Menu |----------------------------------------------------- +------------------------+ These options allow you to choose the players, contest conditions, and areas for these deathmatches to be conducted in. +--------------------+ | 6.4 Settings Menu |--------------------------------------------------------- +--------------------+ Allows you to change various aspects on sound and appearance of the game. EFFECTS VOLUME: Changes the volume of sound effects. 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. +------------------------+ | 6.5 Edit Profile Menu |----------------------------------------------------- +------------------------+ Allows you to further fine tune the specific profile. 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. 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. +-----------------+ | 6.6 Pause Menu |------------------------------------------------------------ +-----------------+ 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. +====================+ | 7. TAKING CONTROL |========================================================= +====================+ ____________________ / 7.1 The Controls /__________________________________________________________ -------------------- The controls for this game are pretty simple. It is just a matter of being able to use them for split-second decisions. << HUMAN >> +---------------------+--------------------------+ | BUTTON INVOLVED | RESULT | +---------------------+--------------------------+ +---------------------+--------------------------+ | LEFT ANALOG STICK | | | OR DIRECTIONAL | CONTROL YOUR CHARACTER | | BUTTONS | | +---------------------+--------------------------+ | X | ACTION/RELOAD WEAPON | +---------------------+--------------------------+ | SQUARE | THROW GRENADE | +---------------------+--------------------------+ | TRIANGLE | CYCLE TO PREVIOUS WEAPON | +---------------------+--------------------------+ | CIRCLE | CYCLE TO NEXT WEAPON | +---------------------+--------------------------+ | R1 | FIRE WEAPON | +---------------------+--------------------------+ | R2 | USE WEAPON'S SECONDARY | | | ABILITY | +---------------------+--------------------------+ | L1 | JUMP | +---------------------+--------------------------+ | L2 | CROUCH | +---------------------+--------------------------+ | L3 | ACTIVATE FLASHLIGHT | +---------------------+--------------------------+ | R3 | MELEE WITH OPPONENT | +---------------------+--------------------------+ | DIRECTIONAL PAD | LEAN LEFT OR RIGHT | | LEFT/RIGHT | | +---------------------+--------------------------+ | DIRECTIONAL PAD UP | TURN INTO A MUTANT | +---------------------+--------------------------+ | START | PAUSE MENU | +---------------------+--------------------------+ | SELECT | SHOW OBJECTIVE | +---------------------+--------------------------+ << MUTANT >> +---------------------+--------------------------+ | BUTTON INVOLVED | RESULT | +---------------------+--------------------------+ +---------------------+--------------------------+ | LEFT ANALOG STICK | | | OR DIRECTIONAL | CONTROL YOUR MUTANT | | BUTTONS | | +---------------------+--------------------------+ | R1 | LAUNCH PARASITES | +---------------------+--------------------------+ | R2 | LAUNCH CONTAGION | +---------------------+--------------------------+ | L1 | JUMP | +---------------------+--------------------------+ | L2 | CROUCH | +---------------------+--------------------------+ | R3 | USE CLAWS TO MELEE | +---------------------+--------------------------+ | DIRECTIONAL PAD | LEAN LEFT OR RIGHT | | LEFT/RIGHT | | +---------------------+--------------------------+ | DIRECTIONAL PAD UP | TURN INTO A HUMAN | +---------------------+--------------------------+ _______________________ / 7.2 The Game Screen /_______________________________________________________ ----------------------- This is the primary game screen: +===================================================================+ | | | CURRENT OBJECTIVE | | CHECKPOINT | | | | | | | | | | | | < DISTANCE/DIRECTION TO | | NEXT OBJECTIVE | | | | | | | | | SCANNER ->| | | ----+ | | ________ GRENADES LEFT -> ____| | +---+\_______\<- MUTANT METER ______/____| | | | \_______\<- HEALTH METER ROUNDS IN CLIP ->/______|____| | +---+ TOTAL AMMUNITION REMAINING-^ | +-------------------------------------------------------------------+ 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. 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. NOTE: Only the BBG doesn't have the Total Ammunition Remaining number since it regenerates Rounds in Clip. **************** ******************************** U N I T III ********************************* **************** +========================+ | 8. GENERAL STRATEGIES |===================================================== +========================+ These are general strategies to make your journey through the different areas more enjoyable (or tolerable at least). These also can be used when you don't want 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 general strategies to use. These are, though, the best I have found to work for me. ____________________________ / 8.1 Save, Save, and Save /__________________________________________________ ---------------------------- First, I recommend that you set the Autosave feature to ON. This saves you having to worry about saving. If you don't like to do things like that, then I 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 of the game. In addition, if you missed any scannable items, it makes more sense to start from a Checkpoint that is close then to have to do the entire level to scan something at the very end. _____________________________________________ / 8.2 The Law of Conservation of Ammunition /_________________________________ --------------------------------------------- While you are working your way down to the lower levels of Area 51, ammunition becomes harder to come by. This will be especially true when you enter the alien levels. Pick your targets and use short bursts to conserve ammo. It makes no sense to burn an entire clip into a mutant when only four or five shots would suffice. Besides, if you run out of ammo fighting the small things, you may find yourself in some serious trouble when the big things attack and you have no ammunition. _________________________________________ / 8.3 Grenades Clear Out Guests Quickly /_____________________________________ ----------------------------------------- Have to contend with a room or an area heavily infested with enemies, then the grenade is your answer. Chuck one of these into a crowd and it is guaranteed to help disperse said crowd very quickly. Of course, you don't want to stand too close or you may become part of the problem and not the solution. __________________________ / 8.4 One Shot, One Kill /____________________________________________________ -------------------------- Sniper rifles are great equalizers. When you have to go through areas all by your lonesome, you need a way to equalize the odds. A highly motivated individual with a sniper rifle can do a lot of damage in a short period of time. Keep in mind that you have limited ammunition for the rifle so make each shot count. _____________________________________________________ / 8.5 Never Fight with Someone Braver then Yourself /_________________________ ----------------------------------------------------- Areas 1 through 5 allow you an ample opportunity to collect ammunition and other 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 nice quiet corner and let them do all the work. Why risk your neck when others are more eager. It's always better to be a live coward then a dead hero. ____________________________ / 8.6 Mutants Need Love To /__________________________________________________ ---------------------------- Knowing when to mutate and when to stay human can be a tricky thing. Both have their advantages and disadvantages. This comes more down to personal preference then anything else although the boss fights usually work better when you are mutated. Again, this isn't an absolute since everybody has their own way of doing things. +===================================+ | 9. SPECIFIC STRATEGIES FOR AREAS |========================================== +===================================+ These strategies cover the 18 Areas you will be going through in the game. You can obtain the latest Objective by pressing the SELECT button. Objectives won't be listed since each area functions in a linear manner. This means you can't make it to another part of the area without first completing the requirements on a previous part. In addition, each area has five items that can be scanned. These items are spread 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 enemy gunfire and whatnot. Scannable items will be noted as to where they are located and what the item is. 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 start at the very beginning again. This comes in extremely handy if you missed a scannable item or there is something else you want to do in an area but you don't want to go through the entire area to get to that point again. The chapters will be set up by the area name like so: _____________________ / Area #: Area Name / --------------------- Brief overview of the area and what you will be accomplishing. Furthermore, these areas will be broken up by the various checkpoints you will encounter like this: +--------------------------------+ | Checkpoint #: Checkpoint Name | +--------------------------------+ Both of the above will have a walkthrough accompanying them. _______________________________________ / 9. 1 Area 1: Welcome to Dreamland /_______________________________________ --------------------------------------- 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 weapon familiarization. The last part of this area has you put your training to good use and prepare to go into the depths of Area 51. - Follow Ramirez to the armory and pick up your pistol. Once you have acquired your weapon, turn left and head over to the shooting range. Once you knock off five targets, Crispy challenges you to a pistol competition. - Crispy wants to see who can knock down five targets the quickest. Crispy is a pretty lousy shot and you can do this with your eyes closed. Once you win, follow the squad around to an area with some trailers. Remember this area for later on. - You can practice pistol whipping the dummy hanging there. Once you are done, 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 other goodies. - Once you get into the hospital area, you are instructed to pick up your scanner. 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 the data bank. Go back to the area with the large, blue cylinder. Scan it to store "Canister Specs". Then head over to the area with the dummys you beat on. (Data bank #2) - Go around the trailer until you get to some pipes. Crawl under and get to the body with a syringe sticking out of it. Scan it for "Health Syringe" to be stored in the data bank. (Data bank #3) - After this, go to the squad which is now in the big area. Right now, they appear to be fixing the elevator when the major tells the squad that an intruder (read saboteur) is loose in the area. Time to go hunting. +-----------------------------------------+ | 9. 1.1 Checkpoint #1: Saboteur Search |------------------------------------ +-----------------------------------------+ - As you and McCan go back into the compound, you will see some soldiers tangling with the saboteur. Unfortunately, they are on the losing end of this battle. In addition, a pallet of tires has been knocked down off the shelf. Remember this location for later. - Follow McCan to the shooting range. He tells you that you will split up and surround the saboteur. Head over to the other side of the armory and get around the obstacles. Don't get too close to the windows since there are explosive tanks on the other side. - The saboteur will use those tanks to try to take you down. Let him have his fun then peer into the doorway and get off some shots. The saboteur will retreat to the far corner of the large room. Either shoot the saboteur or the explosive barrels next to him to eliminate him. - Before you head over to the body, look for the laptop to your right. Scan it for "Decoded Laptop Information". Then head over to the area where the saboteur was. (Data bank #4) - You will see a pool of blue blood. Apparently the saboteur wasn't human and there 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 the ground. 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 fixed and get ready to go down. _______________________________ / 9. 2 Area 2: The Hot Zone /______________________________________________ ------------------------------- You are now entering an area that very few people get to witness. It seems that all of the military hardware and biologicals (both legal and illegal) are developed and tested here. Of course, one of those viruses got away and it is now wreaking havoc on the base. Your team is tasked with helping to clean up this mess. This is all described in the cut scene from Deep Underground. You are tasked with locating Team Delta. - Once the elevator reaches the area, you will immediately be involved in your first firefight. A bunch of mutants attacks a security teams position. You can either assist or wait until everyone else clears the area. - After securing the area, collect ammo and follow the team into the next area. Kill off the mutant after the cut scene and proceed along the corridor until you get to some dark office space. Turn on your flashlight and proceed with caution. - In the next area, you will watch a scientist transform into a mutant. Once you have control, send him to kingdom come and enter the conference area. +----------------------------------+ | 9. 2.1 Checkpoint #1: Mutation |------------------------------------------- +----------------------------------+ - A few mutants will jump your team. Once you have cleared the area, head over 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 the tables, you will see a body glowing yellow. Once you clear out some rogue mutant, 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 the stairs. Prepare for an ambush from above and climb the stairs to a balcony overlooking the conference area. Go over to the sofa which should be opposite 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 are volunteered for this mission. Go down the ramp. +----------------------------------------+ | 9. 2.2 Checkpoint #2: Mainframe Room |------------------------------------- +----------------------------------------+ - Instead of following McCan, turn right and go under the ramp. In the back corner 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 that attack. Right now, ignore the mutants coming on the walkway overhead. Go up the stairs and you will see the two members of Team Bravo being attacked by mutants. - Follow McCan to the door at the end of the hall. McCan tells you that you will need to restore the generators before he can restore power. Depart and go to the corridor that is flanked by two generators. - You will see electrical currents going both high and low. You need to time your run so that you jump over the low currents and duck the high ones. You can afford to take one hit but its best not to get hit at all. - At the end is a small computer area. Look right for a document on the floor. Scan for "Unknown Artifacts Discovery". (Data bank #5) - Go up the ladder to the left. You will end up in a small area overlooking the generators. Go right to the control panel and activate it. McCan will then tell you to flip the generator switch. Once that is done, power is restored. - 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 the window to get to them quicker). You will then have to fight off a gang of mutants. - Follow the team up to the next area. Go through the door and head down the corridor to exit this area. _____________________________ / 9. 3 Area 3: The Search /_________________________________________________ ----------------------------- It seems that Team Delta is nowhere to be found. The major wants the team to get to the computer and find out if they left a SITREP (Situational Report) as to what is going on. Although this area is somewhat small, there are more then enough enemies to keep you busy. +-----------------------------------+ | 9. 3.1 Checkpoint #1: Hallway 5 |------------------------------------------ +-----------------------------------+ - When you enter this area, you are in for another firefight. The mutants are pouring in from a room down the hall. In addition, they are also using grenades. - 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 to keep the mutants at bay. Ramirez instructs you to go to the communications center and see if Team Delta left a SITREP. - Before you head to the communications center, turn right and go to the room at the end of the catwalk. Go in and you will see a short corridor that is blocked by debris. Go to the fallen soldier and collect the keycard. Head back to the communications center. - 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. Turn right and go to the desk to collect the keycard. - Turn around and go to the door that has a card reader on either side. Use the keycards to open this door to reveal a short passage with windows and flaming rooms on either side. - Be prepared to take down a few mutants as you work your way in. You can collect the shotgun and shells here. In addition, climb up the boxes in the middle of the room to scan the document. Your scan will reveal "Alien Autopsy Photos". (Data bank #1) - Leave this room and get back with the team. This will open up another area on the lower area. Follow the team through the door and you will pass some burning areas on the left. At the second area, shoot the fire extinguisher to subdue the flames. - Carefully enter this small area to scan the document. The document is "Pictures of Human Oddities". (Data bank #2) - When you enter the lab area, take out the mutants that attack, then go to the far side of the room to the green cylinder on the floor (it is located next to the fallen power cord). Scan the cylinder for "Mite Jar". (Data bank #3) +----------------------------------+ | 9. 3.2 Checkpoint #2: Heads Up |------------------------------------------- +----------------------------------+ - Get ready for another firefight as you enter the next large area. Help to defend against the mutant attack. Mutants will come from both the ground level and the upper platforms. Once you have cleared them out, head for the stairs 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 things are small and quick so be ready to let loose on them and keep moving around. +--------------------------------------+ | 9. 3.3 Checkpoint #3: Crispy Hacks |--------------------------------------- +--------------------------------------+ - Once you dispose of the mites, Ramirez will lead you to a room where Crispy can 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 for action. Three mutants will attempt to make "friends" with you, return the kind gesture. Go right down the wrecked hallway. At the doorway, look down to collect the arm. - Go further back in the room and look left. You will see a pool of blue goo on the floor. Get out the scanner and scan it. You will get "Unknown Lifeform" as the result. (Data bank #4) - 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 put your hand on the other to open the door. - Take out the mutant as it comes out to feast on you. When you enter, go right to take care of the other mutant lurking in the locker area. Then shoot the glass over all the weapons and collect everything you can. - 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 to the 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. A countdown will start at 45 seconds. You must keep the mutants away from Crispy while he hacks the system. If Crispy has to fight, the clock goes up instead of down. - After the system is hacked, escape through the door on the right to finish this area. __________________________________ / 9. 4 Area 4: They Get Bigger /____________________________________________ ---------------------------------- Looks like things just went from bad to worse. You must find a way out of the complex while surrounded by mutants and other strange creatures. The SITREP from Team Delta doesn't look good and you are knee-deep in the hoopla. You will now get to encounter Black Op soldiers for this area. Move only in be- tween waves of enemy soldiers. +---------------------------------+ | 9. 4.1 Checkpoint #1: Overrun |-------------------------------------------- +---------------------------------+ - That's right, you guessed it, another firefight. This time, you will having to work your way around the room to move that big crane around to open up an escape route. First, after the first wave is taken care of, go into the room on the right and scan the document. It is "Experiment Volunteer Request". (Data bank #1) - Go to the opposite wall (from the office above) and follow it around. You will see a red pipe with a document under it. Scan it for "Star Chart and Pyramid Alignment". (Data bank #2) - This next one will be a little dangerous. You must work your way up the ramp (where all the mutants are coming down). You had better be at full health and maximum ammo for this. Before you activate the crane at the panel, turn left into the dark room. - Take out the mutant and go to the far, left corner to scan a document. This will reveal "Crop Circle Documents". (Data bank #3) - You may have to fight your way out of this room. Either way, go to the crane control panel and activate it. It will move the crane backwards. Go down the ramp and head for the ladder to the left. - Climb the ladder and carefully navigate along the I-beams. At the first junction, turn left. Look left and down at the next junction to see the document laying there. Scan for "Atlantis Map". (Data bank #4) +---------------------------------+ | 9. 4.2 Checkpoint #2: Trapped |-------------------------------------------- +---------------------------------+ - Backtrack to the first I-beam you were on and follow it to the end. Jump across to the platform on the other side. Drop down and go into the control room to activate the hanger door and open it. The crane will move back to its original position. - Fight it out with the mutants that storm the control room. Then go back into the hanger and continue the fight. Crispy and Ramirez have manage to get to the other side of the door but you are trapped since the door closed again. A cut scene shows Crispy and Ramirez being used to "paint" the window. +-------------------------------+ | 9. 4.3 Checkpoint #3: Alone |---------------------------------------------- +-------------------------------+ - To escape, look left and you will see some planks leading up to a ventilation shaft. Make sure you are well equipped with ammo and other destructive things then head through the shaft. - There is a drop-down to the other side of the hanger door. When you drop down, you will encounter Crispy but he is no mood to talk. Instead, he has mutated and is coming after you. +------------------------------+ | 9. 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 can sneak around you in the dark. Might as well give yourself some kind of chance. - "Shoot and Scoot" are the name of the game. Get off a burst then move around to prevent a counterstrike. - Use area effect weapons (namely grenades) only when there is some distance between 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 the room. On one of the boxes is a document. Scan for "Saucer Ship Schematics". (Data bank #5) - Exit this area to find Team Delta. _________________________________ / 9. 5 Area 5: The Last Stand /_____________________________________________ --------------------------------- Looks like Team Bravo has been wiped out and you are the last survivor. Your goal is to find Team Delta and hook up with them. - When you enter this hallway, move carefully since there are mutants waiting around the corner. Once they are cleared out, look to the left wall for a large sign (before you do this, you may have to clear out some mutants in the communications room). Scan the sign to reveal "Groom Lake Weapons Testing Facility". (Data bank #1) - Go down into the communications room and clear out any stragglers. Go over to the console to get in touch with Team Delta. Exit this area through the door and head down the stairs. +------------------------------------+ | 9. 5.1 Checkpoint #1: Team Delta |----------------------------------------- +------------------------------------+ - Be prepared for a fight as you go down the stairs into the next part. You will see a group of soldiers on the other side busy blasting mutants. Get over to them. - You have finally hooked up with Team Delta. They welcome you aboard and give you your first assignment. They want you to go upstairs to the armory and get some ammunition for the gun turrets. - Head upstairs into the armory. When you approach a metal door, you will head a mutant pounding on it to get in. If you have a grenade, toss it at the door to quiet the mutant down. - Before collecting the ammunition, go in-between the shelves and look to the right for a Large Health pack. Right around it, on the same shelf, is a document 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 the ammunition. Head back down the stairs and load the turrets. You may have to kill a few mutants who get in your way. - You will have to help support Team Delta in their extermination efforts of the mutants. Once you help take out another wave, you are assigned the job of getting communications back up. - As you are facing the way you entered this area, go left and at the base of the stairs is a broken grill. Crawl through and you will see a body, broken wire on the wall, and a document. Scan the document for "Public Ebola Test". (Data bank #3) - Looks like you're going to need some tools to repair the wire. Head back upstairs to the armory. This time, be ready for a mutant attack from beyond that steels door they were pounding on earlier. Once you clear them out, go into that room and get the tools. +------------------------------------------+ | 9. 5.2 Checkpoint #2: They Keep Coming |----------------------------------- +------------------------------------------+ - Head back to where the broken wire was and repair it. Go to the communications panel in the pit and contact the major. He basically explains there isn't much he can do and for the team to do their best in finding their way out. Such a big help. - Chew comes over and tells you he has an idea. Follow him to the second armory taking out mutants along the way. - When you get to the second armory, chew will open the door and proceed down the corridor. You go ahead and make a right into the first room. Go to the shelf 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 will tell you that he will keep the mutants at bay while you go in and collect the explosives. - When you get to the boxes on the right, use the wood ramp to climb up to the top of the boxes. Then get on the overhead pipes and go along until you are over the next room. - Drop down and go to the small opening. Be prepared for a mite attack. Once the critters are cleared out, go around the boxes to the explosives room and collect the explosives. - To exit the area, go up the wooden ramp onto the boxes. You are going to detour for another scan before you hook up with Chew. - Turn right and climb up those boxes. Go to the highest boxes and turn back to where you dropped down into this part. Jump over to those boxes and get up on the pipes. - Look to the left corner and you will see a document lying on top of some boxes. Head over and scan the document for "Unidentified Metallic Substance". (Data bank #5) - Go back to the exit and follow Chew. When he gets to the back wall, give him the explosives and he will set them. Then head back to the bunker area. - You are now assigned to get in one of the gun turrets. It doesn't matter which one you get into. Once in, aim at where the explosives were planted and shoot them to blow out the wall. - Be prepared for a mad rush of mutants. The gun turret should make short work of them. Once you are done, hop down and follow the team to the breach. - Unfortunately, a much bigger and badder mutant is blocking the path. The cut scene shows this mutant basically take out Team Delta like it took out Team 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 are surrounded by mutants. Worse still, the contagion is now in your body and you have mutated. You exit this area as a new mutant. ______________________________ / 9. 6 Area 6: One of Them /________________________________________________ ------------------------------ Well, things have gone from bad to worse. Not only are both teams gone, you are now a mutant with a totally different outlook on things. You need to find a way undo this mutation. Note that Edgar will now start communicating with you 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, the other mutants will attack. This is fine since killing them increases your level of mutagen and keeps you alive. - Eventually a ladder will drop down. Climb this ladder and go into the next part. Some more mutants are there to "help" you out as you work your way around the room to the elevator. +-----------------------------------------------+ | 9. 6.1 Checkpoint #1: Out of the Frying Pan |------------------------------ +-----------------------------------------------+ - Follow the stairs down to a door. Go through this door then exit through the next door on the right. Dispose of the soldier and head for the chamber. - Once you have been brought back to "normal" again, go behind this chamber and 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 with Dr. Cray will drop down telling you to head to him to be "fixed". Once this cut scene is over, go to the right of the door to scan the document "Project Blue Book". (Data bank #2) - Exit this room and get prepared for a major fight against Black Ops soldiers. Work your way down to the end of the corridor. When you see the medical cart on the right, look for the document to scan. Scanning reveals the "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 scientists being held by some Black Ops soldiers. When you approach the glass, a cut scene shows these scientists being executed. - Enter the room to clear out the soldiers. Then head over to the desk to find 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 the elevator, turn left and go into the garbage room. Go to the back to scan the document. The scan reveals "Demute Chamber Warning". (Data bank #5) +----------------------------------------------+ | 9. 6.2 Checkpoint #2: ...and Into the Fire |------------------------------- +----------------------------------------------+ - Leave this room and get onto the elevator to exit this area. ___________________________________ / 9. 7 Area 7: Internal Changes /___________________________________________ ----------------------------------- You are now on a quest for Dr. Cray. He promises that he can reverse the process 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. - As soon as you exit the elevator, be prepared for a firefight with Black Ops soldiers. Turn right and work your way down to the end of the corridor. Scan the document for "Death Request Form Letter". (Data bank #1) +------------------------------------------+ | 9. 7.1 Checkpoint #1: Enter the Leaper |----------------------------------- +------------------------------------------+ - Go through the door to see a laboratory below. Take care of any Leapers that 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) - Go across the room to where the caged mutant is. Use the switch on the wall to open the door to a room across from where you are at. Go to this room and 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 to open the lower door in the lab. Head to and out this door. +-----------------------------------------+ | 9. 7.2 Checkpoint #2: Watch Your Back |------------------------------------ +-----------------------------------------+ - Take care of a few more soldiers in this hallway. When you turn right, you will see a cage to your right. On the other side is a document. Scan it for "Destruction Orders". (Data bank #4) +------------------------------------------+ | 9. 7.3 Checkpoint #3: Conduit Corundum |----------------------------------- +------------------------------------------+ - It seems that the Black Ops soldiers are planting C4 charges around the next room. You are tasked with clearing out the charges in 45 seconds. This will 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 the door. On the right is a console with a document lying next to it. Scan the document for "Red Ops Information". (Data bank #5) - Exit the room and you will be on the opposite end of the corridor you entered this area from. Head over to the elevator and go down to the next area. ________________________________ / 9. 8 Area 8: Life or Death /______________________________________________ -------------------------------- Your search for Dr. Cray will lead you into the thick of things. There are a lot of things to be gathered in this area and the Black Ops soldiers won't make it 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 the document for "Illuminati Dollar Bill". (Data bank #1) - Head over to the second, malfunctioning elevator and get the lockbox key off the dead soldier. Go back left and go to the lockbox and unlock it for some goodies. +-----------------------------------+ | 9. 8.1 Checkpoint #1: Stairwell |------------------------------------------ +-----------------------------------+ - Go down the stairwell into the generator room. Be advised that there are a lot of Black Op soldiers shooting at you from different levels. You need to make your way to the bottom of the generator pit. - At the bottom, clear out the Black Ops soldiers and look for the hand analyzer, on the generator, that needs to be scanned. Scan for "Capacity Overload 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 top again. Then head for the lift to get you to the upper catwalks. Follow the catwalks around and jump across the broken catwalk (opposite the SUBLEVEL 53) marker on the wall. - Follow the catwalk to the platform and through the door, taking care of Black Ops soldiers along the way. - Go through the door to the Arm Room. Head quickly on the right catwalk to the other side and take care of the Black Ops soldiers. Collect the keycard from the floor. - The catwalk you went across is now gone so you will have to go down into the pit and go up the other side. Use the lift to go down to the next level then use the ladder to go into the pit. Clear out the mites that attack and go up the ladder on the other side. - Use the keycard to activate the arm then turn right across the catwalk (on the same level) to unlock the wall panel. Scan the display for "Servo-Arm Manual". (Data bank #4) - Go back down into the pit and up the other side. Open the MAINTENANCE gate and wait for the arm to make it to you location. - 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 of the Black Ops soldiers on the stairs and go into the door. +---------------------------------------+ | 9. 8.2 Checkpoint #2: Arm Room Exit |-------------------------------------- +---------------------------------------+ - It seems that this generator room has been targeted for overload. You must make it to the bottom of the pit in four minutes to deactivate the overload in the four generators. - Go down to the bottom and clear out the Black Ops soldiers and deactivate the 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 tubes with 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 the door. Go through the door and follow the corridor to the elevator to exit this area. ___________________________ / 9. 9 Area 9: Dr. Cray /___________________________________________________ --------------------------- Well, you have finally made it to Dr. Cray's area. You will have to do some tasks for Dr. Cray before he can help you out. - Go up the corridor to a cave. Clear out the Black Ops soldiers that are trying to break into Dr. Cray's lab. - Once you clear the cave, go up the stairs to the right. At the end, look toward where you entered the cave and down to the roof of another structure. Jump onto that structure and scan the document for "Dr. Cray Weapon Experiments". (Data bank #1) - Go through the two vault doors and chat with Dr. Cray. He will tell you that he needs to set some things up. In the meantime, more Black Ops soldiers are in the cave and Dr. Cray asks you to take care of them while he is getting set up. - Head out and do battle with the Black Ops soldiers. Once they are eliminated, go back into the lab. Dr. Cray states you need to go see Victor to get a molecular sample. Head to the lift at the back of the room and go up. - 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 the document for "Mr. White Cloning". (Data bank #3) +---------------------------------------+ | 9. 9.1 Checkpoint #1: Meeting Vidor |-------------------------------------- +---------------------------------------+ - Go to the back of the room and meet up with Victor. Victor is a nervous type who requires prodding from Dr. Cray to get him moving. He opens up access to another lab area. - Enter the area and take care of the Leapers that come out. Once they are cleared 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 Chamber Specifications". (Data bank #5) - Head back downstairs and go to the chamber to get your body fluids extracted. Once they are extracted, get the sample and head back toward Dr. Cray's lab. +----------------------------------------+ | 9. 9.2 Checkpoint #2: Return to Cray |------------------------------------- +----------------------------------------+ - Unfortunately, Black Ops soldiers have infiltrated this area so you will have 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 head toward the chamber. Get in and let Dr. Cray do his magic. - Unfortunately, power is cut and Dr. Cray only succeeds in giving you a new ability. Fight it out with soldiers and exit the lab to enter the next area. _____________________________________ / 9.10 Area 10: Hatching Parasites /_________________________________________ ------------------------------------- Well, it seems that Dr. Cray only helped in enhancing your mutant powers. You will now have to make it through a few areas in order to find a way to talk to the folks above. - After you enter this area, you will be in a lab. Go over to the blueprint on the floor, next to the scientist, and scan it for "Alien Grenade Specifications". (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 to open 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 two switches to blow the malfunctioning door open with the laser. Head back up and through the new doorway. +---------------------------------------+ | 9.10.1 Checkpoint #1: When It Rains |-------------------------------------- +---------------------------------------+ - In the next room, go all the way back to scan a document "Gray's JFK Assassination". (Data bank #2) - Go into the next room and clear it of hostiles then head into the next room on the right side. - Go to the panel that is in-between the two blue tubes and scan it for "Alien Parasitic Creature". (Data bank #3) - Head back up the hallway. When you turn the corner, you will see a wrecked area. At the far end are Black Ops soldiers ready to extinguish your life. Use the columns as cover and take them out. +-------------------------------------+ | 9.10.2 Checkpoint #2: ...It Pours |---------------------------------------- +-------------------------------------+ - Go up the stairs and past the Turret Test Lab. Enter the door on the left and go through that room. Follow the hall to the lab. You will see a couple 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 your jump 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 hole in the grating. - Jump down into the opening and take out the mites that attack. Follow this passage 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 the keycard to get you into the Turret Test Lab. +----------------------------------------------+ | 9.10.3 Checkpoint #3: Better Part of Valor |------------------------------- +----------------------------------------------+ - Be prepared for a major fight as you head back to the Turret Test Lab. Once there use the keycard to get in and head up to the highest level. Follow that walkway around to a dead end. A document lies on the ground. Scan it for "Laser Progress Report". (Data bank #5) - Go back down to the second level and go to the control panel to fire the laser. Leave and head toward the door the laser blasted. Go across the top frame 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. ____________________________________ / 9.11 Area 11: Project Blue Book /__________________________________________ ------------------------------------ Well, you made it closer to being able to effectively communicate with the major, but you aren't out of the woods yet. Seems that Black Ops soldiers are making sure that nobody can get in or out and they aren't willing to take prisoners. - A cut scene will show, once you are over the ventilation shaft down, two Black Ops soldiers interrogating an individual about access into the room behind him. He doesn't know the codes so they shoot him. Once this scene is over, drop down from the vent and waste the Black Ops soldiers. +-------------------------------------+ | 9.11.1 Checkpoint #1: Clandestine |---------------------------------------- +-------------------------------------+ - The soldier will tell you to get inside for communication. He dies and the door opens. Head into this room and go to the left of the computer pit to find 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 busy firing at you from the left. You need to make a mad dash down to the computer console and activate the right-hand switch. - Once this is done, run to the UFO and you will be transported into the interior. Look for a computer display on the wall and scan it for "Bermuda Triangle 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's laser. It will blast a hole in the wall and eliminate some of those pesky Black Ops soldiers. +-------------------------------+ | 9.11.2 Checkpoint #2: CE-11 |---------------------------------------------- +-------------------------------+ - Follow the catwalk to the new "bridge" and climb up. Clear out any remaining Black Ops soldiers and go all the way back to the end of the corridor, 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 hovering within 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. Look across the UFO and you will see an automatic machine gun. Snipe the power to prevent it from firing. Also, snipe some of the Black Ops soldiers to soften them up. - Continue moving to the right and clear out any opposition. About midway you will see a document on the ground. Quickly scan it for "HyperX Technology Report". (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 the catwalk to another lift and go up. Get ready for some more fighting as you clear the Black Ops soldiers off the stairs. - Go left at the second landing and go behind the automatic machine gun to find a document. The scan will reveal "Public Alien Technology Device". (Data bank #5) +----------------------------------------+ | 9.11.3 Checkpoint #3: Making Contact |------------------------------------- +----------------------------------------+ - Head back up the stairs and go right. Go through the door and follow the corridor to some more stairs. Clear out the soldiers and watch for the soldier under the stairs. Head to the door to exit the area. ___________________________________ / 9.12 Area 12: Lies of the Past /___________________________________________ ----------------------------------- Major Bridges wants you to establish communications with him. He also needs you to eliminate the jamming and interference that are going on. In addition to this, you will learn the truth regarding the lunar landing in 1999. - You will enter the Grooms Lake Facility. First thing, go right and behind the 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. Be prepared to battle it out with a few Black Ops soldiers before you go through the door. - Follow the corridor to the next room. Battle it out and collect the BBG. Exit via the hallway. +------------------------------------------+ | 9.12.1 Checkpoint #1: Universal Truths |----------------------------------- +------------------------------------------+ - Take care of the Black Ops soldiers and descend the stairs to the communications room. Keep in mind that you will be having a running battle with Black Ops soldiers as you go up and down the staircases. +--------------------------------------+ | 9.12.2 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 the communications and the major will tell you that something is jamming and interfering with your communications. You need to destroy the cause of this. - Keep going through this room to the window overlooking the stairs. Look right 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 the tall structure with glowing energy every few feet. This is the jammer and you 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 all parts. - Once you have destroyed the jamming device, head back into the communications room. Bridges will tell you to find an escape route. Head out of the communications area and go to the basement, eliminating Black Ops soldiers along the way. +------------------------------------------------+ | 9.12.3 Checkpoint #3: One Small Step for Man |----------------------------- +------------------------------------------------+ - Go through the basement and continue to battle the Black Ops soldiers along the way. Look for some pipes along the left wall. When you get to them, crawl under them to scan a document. This reveals "Animal Experimentation Notes". (Data bank #3) +-------------------------------------------------------+ | 9.12.4 Checkpoint #4: ...One Giant Leap for Mankind |---------------------- +-------------------------------------------------------+ - Continue to follow the hallway around to a lift. Use the lift and you will end 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 left to 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 two batteries to activate it. The first battery is behind the Lunar Lander and the 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 Ops soldiers, activate the ladder to allow you access to the hanging light runners. Go back toward the area you entered from and head for the second floor walkway. - Jump from the runner onto the walkway and go around to the door. Go through the door and eliminate the enemies. Go to the computer consoles and look for a document. Scan for "Future Mars Landing". (Data bank #5) - Exit this area. _________________________________ / 9.13 Area 13: Buried Secrets /_____________________________________________ --------------------------------- Looks like you are deep underground now. You will need to watch your step as any bad move will put you in the lava below. This area is crawling with Black Ops soldiers and Leapers so be ready for action. - As you enter this area, be prepared to take out a few enemies. Watch out for 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) +--------------------------------------+ | 9.13.1 Checkpoint #1: The Refinery |--------------------------------------- +--------------------------------------+ - Follow the corridor around to a large cave. You will have to take down not only the usual enemies in this place, but also the automatic turrets. Use your 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 pipes going under the metal grating. Get on these pipes and crawl to the end to scan the document. The scan reveals "Alien Skeletal System". (Data bank #2) - Backtrack and head toward the area where the two turrets are. Turn right and use the ladder to climb up to the pipes. Go to the end to scan the blue, "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. +------------------------------------+ | 9.13.2 Checkpoint #2: The Bridge |----------------------------------------- +------------------------------------+ - You will eventually make it to a bridge. Battle your way across and look to the 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 Ops soldiers both on the ground and bunkers in the walls of the cave. Use either your sniper rifle or BBG to clear this area. - Once all enemies are cleared out, go along the right edge until you see a catwalk 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 bunker complex. Climb the ladder to get into the bunker and prepare for another firefight. - Climb the ladder inside to get to the document. Scan it for "Cloaking Device Report". (Data bank #5) - Go back down the ladder and eliminate any hostiles that are left. Activate the override switch for the security lockdown and crawl under the door then go across to the next door to exit this area. _______________________________ / 9.14 Area 14: Now Boarding /_______________________________________________ ------------------------------- As you battle your way through the caves, you will eventually come upon those who are guiding the missions at Area 51. As per the last area, there are still a lot of hazards, besides the enemies, to contend with. - Head through the corridor until you get to a glassed-in bunker. The scientist within is grateful for your appearance and opens the security door. - Go inside and take care of the Leaper crawling from the pit. Go over to the machinery on the other side of the pit and scan the document for "Alien Language Leak Closure". (Data bank #1) - Head left toward the bridge. Clear out the enemies on and around the bridge and proceed across until you get to a large cave. You will again have to deal with automatic turrets in this cave so eliminate them as you did the others. - Once you clear out the cave of enemies, head right to the bridge control room. At the bridge controls, scan the document for "Alien Artifact Storage List". (Data bank #2) - Activate the bridge controls and head across it. Keep to the left side and climb up onto that platform. Climb up the ladder to the second floor. Go to the second light on the right and scan the document for "Personal Diary Recording". (Data bank #4) - Go back and get the good doctor and escort him across the bridge so that he can open the door across the bridge. +---------------------------------------------------+ | 9.14.1 Checkpoint #1: Hold off the Enemy Forces |-------------------------- +---------------------------------------------------+ - Climb back up to the left side and blast the enemies while the good doctor opens the door. A lot of enemies will try to get through so make sure you hit for maximum effect. +-------------------------------------+ | 9.14.2 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 some dynamite in the area. - Grab the dynamite and put it against the corridor wall. Get back and shoot the dynamite to blow a hole through the wall. Go through and follow the new passage around. - At the end is a very large cave. Go to the left and scan the document next to the wheeled generator. This scan reveals "Cloaking Device Report". (Data bank #5) - Jump down to the big, flat arena for the boss battle. +-----------------------------+ | 9.14.3 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 and mutant form. Use mutant form to launch parasite attacks and also to melee with both Theta and the Leapers he releases. - When your mutant form becomes weak, become human again and let loose with the BBG. When Theta releases the Leapers from the vents, a well placed grenade not only takes them out, but also does a bit of damage to Theta also. - Keep moving around shooting and avoiding his attacks. Again, mutant form offers a good chance of keeping regenerated by launching parasites. - Maintain this pattern until Theta is history. So much for the ultimate killing machine. ____________________________ / 9.15 Area 15: The Grays /__________________________________________________ ---------------------------- Well, you now get to meet the masterminds behind this whole plan. Edgar explains to you how this whole mess got started. Unfortunately, Edgar is no position to assist you other then to give you advice. It will be up to you to infiltrate the Gray's base and do your stuff. - Once you get off the transport car, head left and through the door to the next room. Go to the panel to open the door to the left, as you entered this 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 far side of the room. You will have to go back and forth to minimize damage as you take these things out to open the next door. - Go into this room and turn left through the doorway. Take out the alien parasites 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 the lifter 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 Grays in it. You must destroy all four alien turrets to unlock the doors in this room. Again, hitting and running should enable you to destroy them. Area effect weapons also work well in this battle. - After you destroy the turrets, get on the upper level until you get to a small room. Go in to scan the item for "Human Autopsy". (Data bank #4) +-------------------------------------------+ | 9.15.1 Checkpoint #1: Alien Experiments |---------------------------------- +-------------------------------------------+ - Head back to the lab area and exit through the bottom door. Go up the lift into the next room. You will now have to battle a Gray. - Gray's don't really fight themselves. Instead, they generate Black Ops soldiers to do their fighting for them. Your primary goal is to destroy the shield around the Gray so you can take him out. - While destroying this shield, make sure you keep track of where the soldiers are. Once the Gray is eliminated, clear out any remaining resistance and go into 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 for action. +------------------------------------+ | 9.15.2 Checkpoint #2: Alien Toys |----------------------------------------- +------------------------------------+ - This next part will involve a running battle with the alien parasites as you make your way through the room. Each control panel you activate will break the holding cylinders and allow the aliens to get out. - Do this three times and eliminate the parasites to unlock the door on the other end of this room. Go through the door and get on the transport car to exit the area. __________________________ / 9.16 Area 16: Descent /____________________________________________________ -------------------------- You are now in the cargo area. Be ready for more Grays because they will definitely be "gunning" for you. Your only purpose is to get through this area 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 scan the 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 creating more Black Ops soldiers to make you miserable. +--------------------------------------+ | 9.16.1 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 the way onto the bridge then go back because the enemy will lower the bridge from the other side. This will be a long-range firefight. Once they are cleared out, re-extend the bridge and cross. - Go across the bridge to the lift. Before getting on, go left to scan the item for "Canister Cargo Orders". (Data bank #4) - Take the lift down and follow the pathway around. Get ready to tangle with two Grays. Use the same tactics you did with one but make sure you use the natural obstacles and only take out the soldiers directly threatening you. - Once everything is cleared from this area, head for the door. Before exiting, go right to scan the item. This reveals "Maglev Memorandum". (Data bank #5) - Go through the door to exit this area. ________________________________ / 9.17 Area 17: The Ascension /______________________________________________ -------------------------------- It's time to disable the Gray's plans for world domination. You will be going in, alone of course, and doing as much as you can to disrupt their plans. In addition, there is another surprise awaiting. - After you go through the door. Go all the way back into that room. Scan the panel on the back wall for "Alien Power Generators". (Data bank #1) - Enter the next area through either the left or right entrances. Turn right and blow apart the generator. Be prepared for a major firefight in this room after you do this. - Go all the way to the back left corner of this room and look up. You will see an item through the clear floor. Scan it for "Meson Cannon Documentation". (Data bank #2) - Go through the door that the soldiers came out of to attack you. Then follow 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 it because you will see him again. Battle it out with more soldiers then head to the opposite side under the creature. - Before going down the ramp, go to the right side and scan the item for "The Super Theta Project". (Data bank #3) - Go down the ramp and into the next room for yet another firefight. After you clear the room, activate the item dispenser and scan the item for "Crop Circle 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 the room bends to the left, go straight and scan the item "Scalar Teleportation Notes". (Data bank #5) - Head over to where the generator is and blow it apart. +-------------------------------------+ | 9.17.1 Checkpoint #1: Damage Done |---------------------------------------- +-------------------------------------+ - Backtrack to where the big monster, taking care of any soldiers in your way, and prepare for a major encounter. +-----------------------------------+ | 9.17.2 Boss Battle: Super Theta |------------------------------------------ +-----------------------------------+ - As before, running and shooting will be one of your better bets. Mutate to use the parasite to gain energy. - After dropping the monster down a notch, it will go over and break one of the parasitic canisters. Bring out your Meson Cannon and let loose. The blast should clear out the parasites and deal some damage to the Super Theta. - 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. Just keep moving to avoid his attacks. - You should have at least enough ammunition to do one more blast with the Meson Cannon when the Super Theta releases more parasites. - If you do the above, you should drop him in no time. +------------------------------------+ | 9.17.3 Checkpoint #2: Fallen Foe |----------------------------------------- +------------------------------------+ - Go back to the room you destroyed the first generator in. Go up the conveyer ramp and go across to the door taking care of the enemies along the way. - In the next room, clear it out and go through the next door to the transport car to exit this area. ________________________________ / 9.18 Area 18: The Last Exit /______________________________________________ -------------------------------- This is for all the marbles. It's time to permanently put the Grays out of business and return earth to the humans. You will basically have to destroy their ship and escape. Of course, it won't be easy since they will resist all the way. - Upon entering this area, take care of the guards in the doorway. After that, go left and scan for "Stolen Technology". (Data bank #1) - Fight your way through this room and exit on the opposite side and enter the next room. - Blast the two alien turrets to unlock the door. Before you depart this room, go to the left corner (next to the door with the alien turrets) and scan the item for "Alien Turret Life Form". (Data bank #2) - Go through the door and go into the teleporter. Then get into the transport car. When you exit the car, go straight and scan the item for "Model of Satellite Ship". (Data bank #3) - Enter the teleporter and then head down the corridor. When you enter the room with the glowing, blue cylinder, be prepared for a major firefight. After you are done cleaning the room, proceed through to where the alien turrets are guarding the lift. - Destroy them to activate the lift. Take it up to the next level and fight your way down the corridor until you get to a room. Take out all the soldiers and go left through the door to the bridge controls. - Turn right and scan the object for "Core Specifications". (Data bank #4) +-----------------------------------------+ | 9.18.1 Checkpoint #1: Unlock the Core |------------------------------------ +-----------------------------------------+ - Activate the bridge and a couple of soldiers will come across. Deactivate it to drop them into the pit then reactivate it again. Backtrack the way you came up to the bridge controls. DO NOT jump off to the landing below or you will die. - This will become a long, running fight back to where the first room you entered was. In that room, you will have to battle a Gray to escape this room and head across the bridge to the UFO. +------------------------------------------+ | 9.18.2 Checkpoint #2: Road to the Core |----------------------------------- +------------------------------------------+ - Go across the bridge and deal with the weak resistance in front of the teleporter. Use the teleporter to get to the core. - Use the red shields to hide behind as you blast the vents. When a vent is destroyed, it shoots out fire which can reduce your health down very quickly. 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 bottom turrets. Again, use the shields and "lead" the target with your BBG to destroy it. - After this happens, you will have 45 seconds to get out. Get to the teleporter, cross the bridge, go to the other teleporter, and run through the room. Only shoot if something gets in your way. - If you have like 25-30 seconds left, stop and scan the item right before the final exit. This scan reveals "Galaxy Portal". (Data bank #5) After the core implodes, you see a view of the entire desert going up. You are transported to another place to watch it from afar. As the scene fades, you don't know what is going to happen next. *************** ******************************** U N I T IV ********************************** *************** +==============+ | 10. WEAPONS |=============================================================== +==============+ In your travels throughout Area 51, you will be able to acquire various weapons to 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 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 ____________________________________ / 10.x XM-32 "Viper" Assault Rifle /__________________________________________ ------------------------------------ Dual-Wield: Yes 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 room due to full automatic function. ____________ / 10.1 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 worry about finding ammunition since the gun "recharges" its magazine. Just make sure you are in a quiet area to let this occur. __________________________ / 10.2 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. ___________________ / 10.3 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 does double damage. _____________________ / 10.5 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 beast and you will pretty much clear out anything that isn't of Theta quality or above. _______________________________ / 10.6 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. ______________________________________ / 10.7 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, this weapon does a great job of clearing a path. ______________________________________________ / 10.8 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 nasty automatic turrets and enemy forces that are beyond the reach of your other weapons. +==============+ | 11. ENEMIES |=============================================================== +==============+ There aren't a whole lot of enemy types to deal with. Unfortunately, the types you do have to deal with can cause a lot of hate and discontent if you don't take them seriously. ___________________ / 11.1 Scientists /___________________________________________________________ ------------------- These guys are pretty easy to take down. They usually rush headlong into your fire. ________________________ / 11.2 Security Guards /______________________________________________________ ------------------------ These guys are a little more dangerous. They still know how to use their weapons to great effect. ________________ / 11.3 Leapers /______________________________________________________________ ---------------- When a human is fully mutated, this is the result. These things are quick and their claw attacks are extremely strong. They can also climb over and onto most objects. __________________________ / 11.4 Black Ops Soldier /____________________________________________________ -------------------------- A genetic hybrid from the combination of alien and human DNA. They make efficient killing machines and are extremely deadly. _________________________ / 11.5 Black Ops Leader /_____________________________________________________ ------------------------- Even more deadly then the soldiers due to the fact that they use cloaking devices which makes them nearly impossible to see. ______________ / 11.6 Grays /________________________________________________________________ -------------- These are the creatures behind all the research going on at Area 51. Although they don't tend to fight, they have powerful shields and they can teleport Black Ops soldiers in to assist them. ************** ******************************** U N I T V *********************************** ************** +=================+ | 12. CONCLUSION |============================================================ +=================+ Area 51 is a fast-paced game that doesn't leave much time to breathe. Although the puzzles aren't as in-depth, it is the constant moving from place to place that can get frustrating due to not only the enemies, but also having to go around obstacles and other obstructions. Another nice feature is the ability to play head-to-head with other players and to also play online. The graphics are sharp and they definitely add to the "dark" theme of this game. This guide was a lot of fun to write and I hope you get as much enjoyment out of reading it as I did writing it. If you do have other ideas or thoughts, please e-mail me and share them. Who knows, maybe I'll start a Q&A chapter in this guide if enough people ask the same questions. Anyway, thank you again for reading this guide. To see other FAQ's I have written please go to: http://www.gamefaqs.com/features/recognition/32991.html ~~~ No trees were harmed in the making of this FAQ ~~~


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Does anyone here have any first hand experience with the Mr Blue setup by Essilor?
Does anyone here have any first hand experience with the Mr Blue setup by Essilor?
Has anyone priced out the MEI 641 edger? I know this is an old thread but technology must have moved forward by now.I have been considering a new edger, my CTD Kappa is what I am using now. I have been pretty happy with it but after 5 years I thought there might be something better that handles the drilling and higher base curve wrap sunglasses. The Nidek me1200 is also a possibility and maybe a mr Blue. Any others with some opinion?
Last edited by mike.elmes; 01-11-2012 at 03:15 PM.
You should check out the Essilor Mr Blue and Mr Orange? They both can drill, chamfer, shelf bevel for high base and groove. Mr Blue has a milling bit to eliminate slippage/crazing of AR lenses while Mr Orange has "star control" (like your CTD but more advanced because of a new pulley system in both edgers). Mr Blue has auto blocking while Mr Orange has auto assist. Been working with Mr Blue since introduced in the US and have not had a lens twist or craze yet while using conventional blocking pads. Also like that it came with an Essibox for remote maintenance, software updates at no charge, frame libraries and the capability of ordering thru VisionWeb with the trace file attached. Just waiting for it to be communicate with a pms so it can load in the job management program.
Mr. Blue is very finicky. Water rusts the spindles and enters the GMD, forcing premature failure of the unit. That said, the milling feature is great...when is works properly.
I have been told my Kappa Edger needs a new arm (5K). Having it installed is an unreal amount that is completely out of the question. Has anyone ever installed one - was it difficult (my husband is very mechanical)? I priced Mr Blue and am not satisfied with my current edger's trade-in value. What edger does the group suggest (if I am not able to repair my current one)? Should I buy a new Kappa - and if so, should I look at a used one from Leo?
Definitely see what Leo at VSI can do for you. I would however look at either a Santinelli 9000 or a N.O. Horizon 6 or 7
Proud Member of the ABE Club!
Don't feed the Beast...
No edgers made in Italy.
Last edited by OpticalDude; 04-10-2012 at 10:10 AM.
Kappa over a 9000 any day of the week. I don't believe they even make 9000's anymore.
Or did you miss the fact that I was pocking at the person who actually thinks the Santinelli is made in Italy instead of Japan.
Beer is proof that God loves us and wants us to be happy ~Benjamin Franklin
I have used both Santinelli & AIT edgers & pleased with the performance of both. They are both user friendly & the finished work is great. We are using the AIT exclusively now. The tech support has been great. I know if you go direct or deal with Leo @ VSI, you will be pleased. Chris
As you all suggested, I recently used Leo and Dave at Vision Systems for edger repair. I wanted to praise and recommend their service to others - and thank this forum for the money saving recommendation!
I now represent AIT in the NW! We are the US distributor for WECO. If anyone is interested contact me. There should be some very exciting news in the second half of the year...stay tuned.
Lee Prewitt, ABOM
Independent Sales Representative
AIT Industries
224 W. James St.
Bensenville, IL 60106
Cell : (425) 241-1689
Phone: (800) 729-1959, Ext 137
Direct: (630) 274-6136
Fax: (630) 595-1006
More Than A Patternless Edger Company
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subset: commoncrawl


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RECENT wet conditions caused a localised invasion of mosquitoes.
Shoalhaven City Council environmental health unit manager Shane Pickering said swampy areas like Woollamia and Currambene Creek may be particularly bad for mosquitoes.
He said the mosquito increase has just occured during this fortnight.
"Low lying areas will notice it being particularly bad," he said.
"What we need now is a good cold snap to kill of those populations."
Although other councils in tropical parts of Australia undergo aerial spraying to eradicate mosquito populations, the South Coast has never had such treatment.
Mr Pickering said eradication is technically something that is done in the tropics, where they have problems with diseases like malaria.
"We are governed by notifiable diseases with NSW Ministry of Health," he said.
"If there was a certain outbreak of disease, obviously we would look into those preventative measures. But that has never happened in these areas."
"There are many species of mosquitoes and only some of the species are carriers of diseases like Ross River virus, Barmah Forest virus and malaria."
Mr Pickering said council used to have extensive education programs to reduce mosquito plagues, but it has been so long since large numbers of mosquitoes had been present, they were abandoned.
"We used to encourage people to remove stagnant waters from around their homes and be aware of breeding grounds for mosquitoes," he said.
"We are noticing an increase in mosquito populations due to the weather conditions. There are high incidents of mosquitoes because the high rain fall has left a lot of stagnant water behind which is perfect for breeding.
"I guess the message is to avoid the peak periods when mosquitoes are out, which is sunrise and sunset, or wear long trousers and long shirts to protect yourself from bites."
CSIRO scientist Jean-Bernard Duchemin researches mosquitoes and said compared with other years, this one was relatively dry and as a result larvae hatchings have been down.
"There are a lot of charted viruses in the north but Kunjin virus, also known as the west Nile virus could be spread in the south, given special weather/climate conditions," Dr Duchemin said.
"There have not been findings of diseases in your region recently.
Dr Duchemin said floods are other weather conditions which can cause an increase in breeding grounds for mosquitoes, combined with warm weather can cause a huge increase in populations.
"What we clearly saw in 2011 was a huge flood in Queensland and in that case, large bodies of water where left behind, increasing breeding grounds for local mosquitoes," he said.


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I can't tell you how many times car owners have given me that old line:
"If it ain't broke, don't fix it."
And it kills me, because today I want to talk about auto suspension maintenance–and if there's anything you don't want to roll the dice with, it's your suspension.
Think about it: just what is a suspension in a car? In simplest terms, it's what holds your car together. It keeps the wheels pointed in the right direction, and it enables you to maintain control when you hit bumps or go around corners. In other words, the car suspension is a pretty big deal.
Nonetheless, I get people telling me all the time that they don't have to replace shocks or car springs. "The car still runs and drives, right?" they'll say. "You know what, I'll just wait until they get real bad."
Well, I'm here to tell you, that's not the right attitude to have about your auto suspension. Fact is, the more proactive you are with your suspension springs and such, the better off you'll be.
For example, a lot of people wonder when to replace shocks. The answer is, "Whenever your mechanic says so!" You need to have your suspension checked regularly by a trained professional, because if you don't replace shocks till they're obviously spent, it's already too late. Without shocks, you have much less control over the car, so your risk of getting into an accident is much higher.
And if you're wondering about struts, they're even more important, because they're part of what holds the whole suspension together. I mean, you're really playing with fire if you don't replace struts when they need it. Technically, you could drive a car without shocks, although it would be highly dangerous. But you can't drive a car without struts, and you don't want to find out what it's like to lose a strut on the road.
My point today is simple: if your car suspension "ain't broke," don't rest on your laurels! Have regular suspension inspections performed by a trustworthy mechanic, and replace those shocks and struts whenever you're told they're on their way out. It won't always be cheap, but your safety and the safety of those around you is well worth the hit to your wallet.
Editor's note: Advance Auto Parts carries a wide selection of Monroe Shocks and Struts, one of the industry's leading brands. Buy online, pick up in-store for ultra-fast availability.
Graphic courtesy of Lifex.hr.


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L. Marie Snyder, 100, of York died Tuesday, Dec. 18, 2012 at Normandie Ridge. She was the wife of the late Wilbert D. Snyder.
L. Marie Snyder, 100, of York died Tuesday, Dec. 18, 2012 at Normandie Ridge. She was the wife of the late Wilbert D. Snyder. Marie was born in Leitersburg, Md., on July 27, 1912, the daughter of the late Samuel D. and Annie M. (Grimes) Barnhart. She was the chief of operations and finance for the former Naval Ordnance Plant in York. Marie was a graduate of Waynesboro High School and Thompson Business College. Mrs. Snyder is a member of Bethany United Methodist Church of York and the United Methodist Women. Her Masonic affiliations include the Order of Eastern Star 508 and Amarantha Court 43. She is survived by a son, Curvin W. Snyder and wife Joanne of York; two grandchildren, B. David Snyder and Melodie Eyster; five great-grandchildren, Joshua Snyder, Steven Snyder, David Snyder, Zachary Eyster and Rachel Eyster; a great-great-granddaughter, Olivia Willow Snyder, a dear friend and roommate, Eleanor Henry and several nieces and nephews. A Celebration of Life Service will be 10 a.m. Wednesday, Dec. 26, 2012, at Bethany United Methodist Church, 1401 Mount Rose Ave., York. Officiating will be her pastor, Rev. JP Bohanan and Chaplain David Brinker of Normandie Ridge. A visitation will follow the service at the church. A private burial will be in Waynesboro's Green Hill Cemetery. In lieu of flowers, contributions may be made to Bethany United Methodist Church 1401 Mount Rose Ave., York, Pa. 17403. The Etzweiler Funeral Home and Cremation Service of York is in charge of arrangements.