| · TFS Rules · Portal |
Help
Search
Members
Calendar
|
| Welcome Guest ( Log In | Register ) | Resend Validation Email |
![]() ![]() ![]() |
| AngelHalo |
Posted: Aug 28 2005, 10:53 PM
|
|
Manliness waiting to happen... Group: Members Posts: 2,252 Member No.: 1,023 Joined: 6-July 04 |
(Help Wanted:
Minors 1=Provide Information of something I've made a Mistake on and Ask me to Correct Unsure Mistakes. 2=Provide Information for Blank Spaces. Majors 1=Provide Photos of Enemys, Weapons, and Items, IT CANNOT BE IN GAME PHOTOS unless Editied to make it at an Apporiate Attribute Size. 2=Make a Viewing Map, Include Item Locations (Add Respawnable please). Who ever wishes to help, Post here or PM me). Sven Coop Map: RECO (Resident Evil: Covert Ops) walkthrough/FAQ/Guide, This Walkthrough by: halo120 The RECO Game for Sven Coop is by: mrfranswa. 0) History 1) Introduction. 2) FAQ. 3) Weapons Guide. 4) Item Guide. 5) Enemy Guide. 6) Important Notes before Gameplay. 7) Scenario 1: Outbreak. 8) Scenario 2: Fear. 9) Scenario 3: BOW Sewers. 10) Scenario 4: The Locked Doors. 11) Scenario 5: Rage of the Neptunes. 12) Scenario 6: Pawns... 13) Scenario 7: The Archville Awakes!. 14) Disclaimer. 15) Credits/Extras. --------------------------------------------------------------------------------------------- 0) History --------------------------------------------------------------------------------------------- Friday: Augest 26th, 2005. -Guide and FAQ Completed and Distributed to the Sven Coop Boards at: http://www.svencoop.com/forums/showthread.php?t=28919 Sunday: Augest 28th, 2005. -Walkthrough Complete, Disclaimer and Credits are Punched in. The Walkthrough has been Distributed at: http://invisionfree.com/forums/The_Fallout...showtopic=16668 --------------------------------------------------------------------------------------------- 1) Introduction. --------------------------------------------------------------------------------------------- This is Halo120, I have made this walkthrough slash Frequently asked questions slash Miniture Guide. The Reason I've made this is cause 1) There are N00bs who love to kill everything on Sight, but will Screw with everyone's Progress. or... 2) To Learn alot of this Map and become an expert Like myself. I have Seperated each part of the Walkthrough by Scenario. Scenario 1: Outbreak, is where it all begins. (Quick Play Stratagy Included) Scenario 2: Fear, is where Martin was missing and you begin to fight Mantais Odman. Scenario 3: BOW Sewers, assistes you on How to safely get down the Sewers and how to Defeat the Alagator. (Quick Play Stratagy Included) Scenario 4: The Locked Doors, This helps you know where to find the MO Disk as well as obtain 2 Excellant Weapons of this game. Scenario 5: Rage of the Neptunes, The Title Says it all, you'll be going Deep into the Sewers (Quick Play Stratagy Included) Scenario 6: Pawns..., In this is where you prepare for the Battle against the Archville and Meet Ryan. Scenario 7: The Archville Awakes!, The Battle Against the Archville as well as how to escape. I Hope you find this Walkthrough useful, Don't forget to Distribute and Let the N00bs know of this, Do whatever it takes for them to know...The Hard way ^_^. --------------------------------------------------------------------------------------------- 2) FAQ --------------------------------------------------------------------------------------------- Q: There's already a Walkthrough made, are you trying to get into the Competition? A: No, is there even such thing as a Competition between Walkthroughs?. Q: I Shot/Killed the very first Licker I saw and I saw alot in the Mansion, but when the Licker was unharmed, Little or No Lickers appear all over the Mansion, what's going on? A: The First Licker you see that Feeds on the Dead Bodies in the Receptional Area MUST Stay alive at all times if you wish to go through Safely. If it is Shot/Cut or Killed, Other Lickers will try to Avenage that Licker's Death. Think of the First Licker you see as a Mother-Licker, if it is killed, so will you be many times ;). Q: I DID Spare the Licker's Life, but There are Some that Keep appearing around, what's going on? A: Calm Down, you'll face at least 3 Lickers (1 of them Regis) whether the First Licker is Alive or Not. If you talk about all over the Mansion, you're playing Insane Difficulty. Q: When I pick up an Item, a Message Appears saying that My Team Has this, Can Everyone has the Key Item? A: Yes, When Anyone finds the Key Item, ANYONE can use it whether they picked it up or not. Q: You're Walkthrough Sucks! >=P A: This is the Best I can do, Please don't Tease me :'(. Q: Hey, can you Personally Guide me on this RECO Map?. A: Sure, Just gimme the Server name and Time to Join, I might not Play this Very Often since I got School and all, but on Weekends I'll be avalible =). Hope you Like Microphone Chat. Q: My Mission was not Complete when I killed the Archville, wtf?!. A: The Archville can EASILY Glitch if he is not fought in the Main Lobby, To get him to the Main Lobby, Leave him alone and wait there. Don't worry about checking up, He'll be there unless an Idiot stops his Progress. If His progress is stoped (aka: Not Moving), Kill him anyway, if a Message doesn't appear saying Mission Complete, The Archville is Glitched and you and Everyone LOSE!!!. Try not to Relay on a N00b when playing this Map. Q: This N00b killed the First Licker or Glitched the Archville, What can I do to this N00b? A: Got AMX?. Seriously you can just start a BAN or KICK Vote if you can. If your Admin...well it's all up to you ;). Q: I'm Confused about the Rooms, can you make a Map? A: I'm no Map Maker, But if you know anyone or yourself being a Expert at making Viewing Maps, Maybe we'll talk =). Q: I accidently Chose Insane, how do I change Difficulty? A: Unless if your an Admin of the Server, try Voting for the Same Map. Q: I wanted this Weapon/Ammo, but this Person Took it away from me and Won't give me any, Even when I ask and Add a Please and Thank You, WTF! A: Either you have a Bad Relationship with this player or He/she is a N00b Trying to Prove himself/herself...by getting themselves killed. Goto this link of My Idea for Revenge against an Idiotic N00b: http://i7.photobucket.com/albums/y257/Games4Wolf/TFS25.png (Comic made by Wolf) Q: This N00b Treats Me and (Some or all of) my Teammates Nicly, he/she even Listens. A: That's a Wonderful think to happen =D --------------------------------------------------------------------------------------------- 3) Weapons Guide --------------------------------------------------------------------------------------------- ***Melee/Miscellious (1)*** Pic: None Model Name: Survival Knife. Common Name: Combat Knife, Knife. Ammunition Type: None. Capasity: None. SC Weapon Base: Crowbar. Primary Trigger: Cut Secondary Trigger: Electric Cut (If Playing LAN or Donated to SC) Location: Main Lobby 2F. Respawnable: Always. Description: A Standard-Issue Survival Knife. US Military Official. Pic: None Model Name: ? Common Name: Chainsaw. Ammunition Type: None Capasity: None SC Weapon Base: Wrench. Primary Trigger: Cut Secondary Trigger: Gas Up Cut. Location: Guest Room by Staff Hallway 1F (Unlocked when MO Disk is used). Respawnable: No. Description: A Chainsaw developed by Umbella. Quite Powerful. Pic: None Model Name: ? Common Name: Grapller. Ammunition Type: None. Capasity: None SC Weapon Base: Barnicle. Primary Trigger: Use. Secondary Trigger: Toggle to Attract (Goto) or Repel (Go Safely) Location: Secret Room in Dining Room 1F (Room is Hidden unless the Golden Shield is Found and used). Respawnable: Always. Description: A Grapling Hook made by Umbella, Useful to go around, Can stick onto Life Forms without using any kind of Hook. Pic: None Model Name: Portable Medical First Aid Kit. Common Name: Medikit. Ammunition Type: Various of Healthy Juices. Capasity: 100 (Automaticly Recharges up to 2) SC Weapon Base: Medikit (The Very Same). Primary Trigger: Heal 10% of Health on Teammate. Secondary Trigger: None. Location: Sewers on Shelfs by the BOW Pipe (Obtainable when Glass is Broken). Respawnable: Always. Description: A Medikit developed by the US Military. ***Handguns (2)*** Pic: None Model Name: Bretta 9mm. Common Name: Pistol, Handgun. Ammunition Type: 9mm. Capasity: 17 Per Clip. SC Weapon Base: Glock 9mm. Primary Trigger: Fire with Acturitcy. Secondary Trigger: Fire Automaticly. Location: Main Lobby 1F. Respawnable: Always. Description: A Standard Handgun Bretta that Fire's 9mms, Raccoon City Police Department's Official. Pic: None Model Name: Mini-Revolver, Colt Python .357 Calibur. Common Name: Colt Python, Revolver, Magnum. Ammunition Type: .357CAL. Capasity: 6 Bullets (Take's 7+ Seconds to Reload). SC Weapon Base: Magnum Revolver .357. Primary Trigger: Fire. Secondary Trigger: None. Location: Dark Hallway (In the Locked Room that requires a Club Key to access. Respawnable: No. Description: A Powerful Revolver Handgun, Very Accurite. Fire's .357 Calibur Rounds. Pic: None Model Name: USP 9mm Pistol (Customized) Common Name: Automatic Handgun, UZI. Ammunition Type: 9mm. Capasity: 32 Per Clip SC Weapon Base: Uzi. Primary Trigger: Fire Secondary Trigger: Switch between 1 or 2 Uzis (This won't happen in this Map unless someone add's in an Uzi) Location: Secret Room in Dining Room 1F (Room is Hidden unless the Golden Shield is Found and used). Respawnable: No. Description: An Semi-Automatic USP 9mm handgun that's been Customize to Fire 9mm Bullets Fully Automaticly, Also Modified to use a Larger Clip. ***Rifles (3)*** Pic: None. Model Name: Colt-M4 5.56CAL Assault Rifle (Customized). Common Name: Sub-Machine Gun, Assault Rifle. Ammunition Type: 9mm. Capasity: 50 Per Clip SC Weapon Base: Mp7 9mm SMG Primary Trigger: Fire. Secondary Trigger: Fire Grenade. Location: Guest Room in the Dark Hallway (Requires the Club Key to Access). Respawnable: No. Description: A Colt M4 Rifle that was suppose to fire 5.56CAL, it's been Customized to fire 9mm Instead. A Military Standard Issue. Pic: None. Model Name: Standard 12-Guage. Common Name: Shotgun, Shotty. Ammunition Type: 12-Guage. Capasity: 8 Shells (Can Stop Reloading any time) SC Weapon Base: Tactical 12-Guage. Primary Trigger: Fire. Secondary Trigger: Dual Fire. Location: Four of them can Be Founded. One is in a Lounge on the Sofa, the other (along with 12 Shells) is found in the Radiation Lab 2F, The other one can be found in the Optopsy Room, and the Last one can be found in the Sewers on the Shelf along with 12 Shells. There is a Respawnable Shotgun in the Generator Room where it can only be unlocked if you used the MO Disk. The Respawnable Shotgun is in the Tool Box in the Generator Room. Respawnable: The Shotgun in the Tool Box in the Generator Room ONLY (Generator Room accessable when MO Disk is used. Description: A Classic Civilian Model of a Shotgun. Fire's 12-Guage Rounds. Pic: None. Model Name: ? Common Name: Bolt Rifle, Crossbow. Ammunition Type: Bolt Arrows. Capasity: 5 Per Clip. SC Weapon Base: Personal Cross Bow. Primary Trigger: Fire (Explodes when Missed and not Zoomed) Secondary Trigger: Zoom. Location: There are Two, One is Found at The Generator Room by the Staff Hallway 2F (Can be accessed if MO Disk is used). Another is Found on the Emergency Train. Respawnable: No. Description: ? ***Sniper (6)*** Pic: None. Model Name: Bolt-Action Sniper Rifle .223 Calibur. Common Name: Sniper Rifle, Rifle. Ammunition Type: .223CAL Capasity: 5 Per Clip. SC Weapon Base: Sniper Rifle .223CAL. Primary Trigger: Fire. Secondary Trigger: Zoom (Precise Accuritcy.) Location: There are Two, One Is found in the Alagator Pit, and another is Found in a Ventulation System Between the Sewers and the Experimental Labs (Neptune Tank). Respawnable: No. Description: A Civilian Model of an Sniper Rifle, This Type is usually used for Hunting. Fire's .223 Calibur Rounds. --------------------------------------------------------------------------------------------- 4) Item Guide. --------------------------------------------------------------------------------------------- ***Regular Pick Up Items*** Pic: None. Name: First Aid Spary. Common Name: Health Spary. Usage: Fully Recovers Health. Locations: Around the Mansion. Respawnable: No. Description: A Portable Spary that can heal Any Wounds fully when Applied. Pic: None. Name: Bretta/Glock 9mm Magazine. Common Name: Magazine, Clip, Handgun Ammunition, 9mm Ammunition. Usage: Gives 17 9mm Rounds. Locations: Around the Mansion, Respawnable In Work Bench if 9mm Custom Box is Located. Respawnable: In Work Bench/Ammo Room Only. Description: A Small Clip for the Baretta Handgun. Pic: None Name: M4/Mp7 9mm Magazine. Common Name: Magazine, Clip, SMG Clip, SMG Magazine, SMG Ammo, 9mm Ammunition. Usage: Gives 50 9mm Rounds. Locations: Unknown. Respawnable: No. Description: A Clip for the M4. Pic: None Name: 12-Guage Box (12 Shells). Common Name: 12-Guage Ammunition, Shotgun Ammunition. Usage: Gives 12 12-Guage Rounds. Locations: Around the Mansion. Respawnable In Work Bench if 12-Guage Custom Box is Located (Can Obtain when Club Key is Obtained). Respawnable: In Work Bench/Ammo Room Only. Description: A Box of 12-Guage Rounds for the Shotgun. Pic: None Name: .357 Calibur Box (6 Bullets). Common Name: .357 Ammunition, Magnum Ammunition, Colt Python Ammunition. Usage: Gives 6 .357CAL Rounds. Locations: Behind the Staircase in Main Lobby, in Guest Room by the Dark Hallway. Respawnable in Work Bench if .357CAL Custom Box is Located (Can Obtain when you collect Both Goddess Statues). Respawnable: In Work Bench/Ammo Room Only. Description: A Box of .357 Calibur Rounds for the Colt Python. Pic: None Name: Bullet-Proof Klever Common Name: Armor, Bullet Proof Vest, Vest. Usage: Gives 10% of Armor. Locations: Around the Mansion. Respawnable: No. Description: A Standard Bullet-Proof Vest developed by Umbella for Protection for the Torso. ***Key Items*** (Miscellious) Pic: None Name: 9mm Custom Kit. Common Name: 9mm Box. Usage: Allows 9mm Rounds to Respawn Repeatively in the Work Bench/Ammo Room. Location: Staff Hallway 1F. Importance: Neutral. Description: A Kit containing Every Unlimited Supplys to Make 9mm Ammunition. Most Supplys is at the Work Bench/Ammo Room. Pic: None Name: 12-Guage Custom Kit. Common Name: 12-Guage Box. Usage: Allows 12-Guage Rounds to Respawn Repeatively in the Work Bench/Ammo Room. Location: In the Eleavtor Area in the Lounge, which can only be accessed if the Club Key is Found. Importance: Neutral. Description: A Kit containing Every Unlimited Supplys to Make 12-Guage Ammunition. most Supplys is at the Work Bench/Ammo Room. Pic: None Name: .357CAL Custom Kit. Common Name: .357CAL Box. Usage: Allows .357CAL Rounds to Respawn Repeatively in the Work Bench/Ammo Room. Location: Study Room pass the Libary, Can be accessed when Both Goddess Statues are Found. Importance: Low. Description: A Kit containing Every Unlimited Supplys to Make .357CAL Ammunition. Most Supplys is at the Work Bench/Ammo Room. Pic: None Name: Anti-Toxin Common Name: ? Usage: To Cure Martin's Injury. Location: In Medical Room in Elevated Hallway 2F. Importance: High. Description: This Medicine should Cure whatever's Wrong with Martin. Pic: None Name: Lock-Pick Common Name: Paper Clip. Usage: Unlocks the Guest Room in Dark Stairway 1F and Radiation Lab by Main Lobby. Location: Office by the Lounge. Importance: High. Description: A Paper Clip converted as a Lock-Pick, I can Pick Simple Locks using this. Pic: None Name: Wooden Shield. Common Name: ? Usage: To Uncover a Secret in the Office. Location: Staff Hallway 2F (When Power is Reactive) Importance: Low. Description: A Shield made out of Wood, Nicly Crafted. Pic: None Name: Golden Shield. Common Name: ? Usage: To Uncover a Secret in the Dining Room 1F Location: Secret Room in Office (When Wooden Shield is Used) Importance: Low. Description: A Shield made out of Solid Gold, Excellantly Crafted, who made this?. Pic: None Name: Goddess Statue Common Name: Statue, Portable Statue. Usage: To Unlock the Libary. Location: One in the Plant Room, the Other in the Train. Importance: High. Description: A Goddess Statue. (Keys) Pic: None Name: Diamond Key Common Name: 1st Mansion Key. Usage: Unlocks the Doors to the Dark Hallway Location: Main Lobby after Anti-Toxin is obtained. Importance: High. Description: A Key to The Mansion for Doors that has a Diamond Symbol on the Knobs. Pic: None Name: Club Key Common Name: 2nd Mansion Key. Usage: To Unlock More Rooms in the Dark Hallway, in the Lounge, and to allow Usage of the Elevator to the Sewers from Above. Location: Alagator Pit (When the Alagator Dies) Importance: High. Description: A Key to The Mansion for Doors that has a Club Symbol on the Knobs. A Club Symbol was also on the Elevator Control Panel. Pic: None Name: Janitor Umbella Card Key. Common Name: Card Key. Usage: Unlockes the Closet in the Staff Hallway 1F. Location: Check-In Office pass the Staff Hallway 2F. Importance: High. Description: A Card key for the Janitor of this Mansion. Pic: None Name: Robert Johnson Clearence Card Key. Common Name: Card Key, RJ Card Key, RJ Clearence. Usage: Unlocks Robert Johnson's Office. Location: Pass the Gorger Tank on the Desk. Importance: High. Description: A Card key for Robert Johnson to enter his Private Office. (Compact Diskes) Pic: None Name: Experimental Data Disk 1. Common Name: MO Disk 1. Usage: Gives One Part of the Access Code to Elevator for the Sewers. Location: On the Side of the Radiation Tank in the Radiation Lab. Importance: High. Description: A Disk that Contains Information, on the Label it says: 1st Part of Passcode to Sewers. Pic: None Name: Experimental Data Disk 2. Common Name: MO Disk 2. Usage: Gives the Other Part of the Access Code to Elevator for the Sewers. Location: In the Optopsy Lab. Importance: High. Description: A Disk that Contains Information, on the Label it says: 2nd Part of Passcode to Sewers. Pic: None Name: Memory Optimal Disk. Common Name: MO Disk. Usage: Unlocks Electronicly Locked Doors in the Staff Hallway 1F and 2F, and in the Sewers. Location: In the Guest Room by the Dark Hallway. Importance: High. Description: A Disk that Contains Data, on the Label it says: Security Override. --------------------------------------------------------------------------------------------- 5) Enemy Guide --------------------------------------------------------------------------------------------- **Common Enemies*** Pics: None Name: Restless Undead, Undead Resident.etc Common Name: Zombie, Undead. Health: 125% Threat: Neutral Speed: Slow SC Enemy Base: Zombie Location: Around the Mansion & Labs, Once in the Sewers Attacks: 1) Bite/Claw: When they Come Close, they will Try to Bite/Claw you. It's Pretty Lethal. Stratagy: A Simple Dual Shot of a Shotgun at Very Close Range will do the Trick. Although it is best to Avoid them if Possible. Pic: None Name: Crismon Head. Common Name: Super Zombie. Health: ? Threat: High Speed: Fast. SC Enemy Base: Genome Location: Secret Room in the Dining Room 1F and in the Optopsy Lab. Attacks: 1) Claw: When they Come Close, they Will Claw you. Quite Lethal. Stratagy: When you get to the Secret room in the Dining Room 1F, it's best to Avoid the Crismon Head. If in the Optopsy Lab, kill it with any weapon other than the Knife (Unless you manage to jump on top of him). Pic: None Name: Licker Common Name: ? Health: 125% Threat: Neutral Speed: Medium. SC Enemy Base: Genome Location: Around the Mansion & Lab (Very Respawnable If First Licker is killed) Attacks: 1) Lick: It cuts you by Licking you. 2) Claw: It will try to Claw you if you get to Close. Quite Lethal. 3) Blood Toss: Quite Radiated and will do alot of Damage. Stratagy: These Lickers (Other than the Very First) aren't easily Avoidable, a Shotgun, Colt Python, Bolt Rifle, or a Sniper Rifle will do the Thing. Pic: None Name: Flesh Reaver. Common Name: ? Health: 125% Threat: Neutral Speed: Medium SC Enemy Base: Bull Squid Location: Dark Stairway 1F, Lab Hallway. Attacks: 1) Horn Rush: Bumps you Lethally with it's Horn. 2) Radiated Spit: as this Attack is Named, It describes it all. Stratagy: It ain't very best to Avoid them unless if they first see they're foe. Otherwise, Kill them with an M4, Auto USP, or a Shotgun. Pic: None Name: Neptune Common Name: Shark Health: ? Threat: Low-To-High Speed: Medium SC Enemy Base: ? Location: Flooded Experimental Lab Attacks: 1) Bite: Lethally Bite's it's Foes. Stratagy: These Sharks are Harmless unless they are hurt. Only Handguns, Bolt Rifles, Knifes and Chainsaws work underwater so it isn't best to Fight them, or touch them in this case. Pic: None Name: Hunter Common Name: ? Health: ? Threat: Neutral Speed: Fast SC Enemy Base: Genome Location: Around the Mansion when the Second Goddess Statue is Found in the Train. Attacks: 1) Claw: Lethally Claws you. Stratagy: A Good Shotgun, Sniper Rifle, Bolt Rifle, M4, or Colt Python Blow will take it down. Pretty unavoidable. ***Bosses*** Pic: None Name: Mantais Odman Common Name: Mutated Scientist, G-Mutate. Health: ? Threat: Low Speed: Fast SC Enemy Base: Genome Location: Computer Lab. Attacks: 1) Claw: Claw's it's Foe. 2) Lethal Claw: The Attack is Triplified. Stratagy: Few of Shots with a Shotgun won't hurt you, a handgun is also Recommandable Pic: None Name: Regis Licker Common Name: Licker, Mother Licker. Health: ? Threat: Neutral. Speed: Medium. SC Enemy Base: Genome Location: Hallway connecting the Radiation Lab, the Receptional Area, and Elevator to the Sewers. Attacks: 1) Lick: It cuts you by Licking you. 2) Claw: It will try to Claw you if you get to Close. Quite Lethal. 3) Blood Toss: Quite Radiated and will do alot of Damage. Stratagy: Since It is pretty unavoidable, kill it with your Shotgun. Pic: None Name: Alagator Common Name: ? Health: 9999% Threat: Low Speed: Slow SC Enemy Base: Baby Garg. Location: Alagator Pit Attacks: 1) Bite: Very Lethal, can kill you instantly if unlucky. Stratagy: In the Alagator Pit, Push the Box to a Hole in the Corner and it should stay there and the Water should Rise, when the Water Rises in a Certant Height, He should Drown, if not, attack him with whatever you got. Pic: None Name: Gorger Common Name: Neptune, Shark. Health: ? Threat: Low-to-High Speed: Medium SC Enemy Base: ? Location: Gorger Tank Attacks: 1) Lethal Bite: As the Name describes it all. Stratagy: It's Harmless unless it is Hurt. it Might harm certant people in his way. Pic: None Name: Archville Common Name: Nemisis. Health: ? Threat: Neutral-to-High. Speed: Fast SC Enemy Base: Genome Location: Archville Lab Attacks: 1) Claw: Claw's a Foe in his way. 2) Lethal Claw: Claw's a Foe that he is very close too. 3) Blood Toss: Tosses it's Blood, bit Radiated. 4) Destroy Claw: Destroys a Wall that Blocks his Path (This is Part of his Scripting) Stratagy: Everyone MUST Wait in the Main Lobby when the Self-Destruct Sequence is Activated. The Archville will make his way to the Main Lobby by Breaking down a wall through the Archville Lab to the Elevated Hallway, to the Dining Room 2F, to the Main Lobby. If the Archville Make's it to the Lobby without it finding any of it's Foes sighted, it will be Glitch Impossible. Kill with everything you got. --------------------------------------------------------------------------------------------- 6) Important Notes before Gameplay --------------------------------------------------------------------------------------------- 1) The Entire Walkthrough is Mainly based upon Normal Difficulty. 2) The First Licker you see (The One that Feeds on the Dead Bodies in the Receptional Area), You Must spare it's Life and makesure it stays alive so a Bunch of Lickers won't attack. 3) The Neptunes and the Gorger are Harmless unless it is Harmed in any way. 4) The Archville is Known to Glitch, so Everyone MUST wait in the Main Lobby for it to Arrive to ensure that the Archville doesn't Glitch. Anyone who interupts with it's Progress will possibly Glitch him. 5) Everyone has a Key Item, whether your the one that picked it up or not. 6) Weapons (With the Exception of the Handgun, Knife, Grapller, Medikit, and Shotgun in a Tool Box) and Ammunition (With the exception of the Ammo to be created in the Work Bench/Ammo Room) are Sarced. You MUST Share with your Friends, no matter the Situration. Also if you Die, The Weapons as well as Ammo (With the Exception of the Weapon you carry as you died unless it disappears) will go with you. 7) YOU MUST COOPERATE WITH YOUR FRIENDS!, Friend or Not, you MUST COOPERATE, This IS SVEN COOP you know. 8) This is a 2-Player Map, Not Originally Ment for Single Play (Unless you decide to Cheat and do No Cliping, using Hooks, or Die when you get traped to go around). 9) If you are New to the Map, Talk to People who knows about it, that way you won't screw up the Map too much and take everything on sight. 10) If you join an RECO server, Always ask a Player how far they have gotten on the RECO game, so you'll know where to go off. --------------------------------------------------------------------------------------------- 7) Scenario 1: Outbreak --------------------------------------------------------------------------------------------- <Main Lobby 1F&2F> After chosing your Difficulty, reading the Intro, blah blah blah. You will Arrive in the Mansion from the Back door, That Room is the Only Spawn point in the game. Run out to the Main Lobby and you're Find Martin on the Floor, Injured, A Cut-Scene will Activate, another Cut-Scene will activate in a Few Seconds. Grab the Bareeta which he holds (It is Respawnable), go upstairs and grab a Knife you want and Go to the Only Unlocked door up here. <Dining Room 2F> Go through the Only Accessable Door Up here. <Dark Stairway 2F> A Scientist will Run Downstairs, I wouldn't Bother with him, Go To the Two Only Doors up here, you will hear a Scream. I recommand getting your Team mate's Guns ready and have One Stand out there. When you Hear Heart Beats, go in the Unlocked Door <Elevated Hallway> When you Go in, Zombies will pop out of Nowhere, have you and your teammates kill them all, There are 2 Handgun Magazines on the Dead Body, Go into the next door, then into a Door with a Red-Cross On it and you'll find the Anti-Toxin. Run Out <Dark Stairway 2F> IF your Teammate hasn't already, Kill the Zombie That blocks your Path (If it won't disappear, it will sometime, just wait a couple of minutes). Now Back track to the Main Lobby 1F. <Dining Room 2F> To the Main Lobby! <Main Lobby 1F&2F> When you go down to a Handgun down the stairs, you'll notice that Martin has disappeared, Your Team has obtained the Diamond Key. Go Backtrack back to the Dark Stairway. <Dining Room 2F> There are a Couple of Zombies, Ignore them if you wish. Proceed Quickly to the Dark Stairway 2F. <Dark Stairway 2F> There Might be A Zombie, If Possible you can run right pass him. Go down the Stairs. <Dark Stairway 1F> A Zombie might be downhere, Ignore him if you want and proceed to the Door at the End of the Hallway, The Door Will Open Automaticly when you get close. <Dark Hallway> Ignore that Zombie if you want and Run to your Right to the Door at the end of the Hallway. <Lounge> On your Right is a Shotgun on a Sofa, On your Left is your Destination. Go Left and at the End of that Hallway, enter the Single Door. <Public Office> On the Desk is a Clip Board, goto It To Obtain a Paper Clip and Convert it into a Lock Pick. In this room is a First Aid Spary, and a Handgun Magazine. Remember the Empty slot on the Wall if you want, Back Track ALL THE WAY to the Main Lobby (You may Kill the Zombies if you wish. <(Dark Hallway - Dark Stairway 1F - Dark Stairway 2F - Dining Room 2F) Main Lobby 1F&2F> Goto the Double Doors and you'll enter the Radiation Lab. <Radiation Lab> As you Go Through, you'll find a Wedding Ring in this Room, there's a Zombie, kill it if you want, then Proceed to another Room <Lab Hallway> Ignore the Zombies as it is Easy to Run through them, Take your Left and Climb up the Latter to a door. <Radiation Lab, On Tank> There's A Shotgun and 12 Shells on the Ground to your Left. As you Proceed Through, go through the Radiation Tank and go Nab the Experiment Disk 1, go back on the Bridge and Jump into the Vent. <Vents Connecting: Radiation Lab - Lab Hallway> when you go in after making a Right Turn, On the Right you'll find a Klever, Stright ahead is Your Destination. <Lab Hallway> You will drop in a Locked Part of the Hallway --------------------------------------------------------------------------------------------- 8) Scenario 2: Fear --------------------------------------------------------------------------------------------- <Lab Hallway> After the Ghost Disappears, go through the Double Doors. <Receptional Area 1F> A Cut-Scene will activate. For the Safety of Yourself and All of your Teammates, that Licker must Remain Un Harmed at all times, It will not Bother you until it get's hurt. There are Two Boxes of 12 Shells in this Room as well as a Box of .357 Rounds. Go to the Only other door in this area. <Lab Hallway 2> take a Right as you move Forward, Flesh Reavers will Pop Out, If you don't have a shotgun and have Little 9mm Ammo, then run away from them. Otherwise, go in the Double Doors ahead. <Staff Hallway 1F&2F> If you can, go Right and Pick up the Box of 9mm Custom Kit so 9mm Ammo will Respawn in the Work Bench/Ammo Room. Now go to the Other Direction and go upstairs to the Only Unlocked Doors <Receptional Area 2F> Go through the Only Path into the Only Unlocked door, Inside is a Klever and a Couple of 12-Guage Rounds as well as an Janitor's Card-Key. Proceed back to the Staff Hallway. <Staff Hallway 1F&2F> Go downstairs and go to the Locked Door (The One by the 9mm Custom box). <Janitors Closet> Grab the Flare, the Wedge, and goto the Fuse Panels and You'll Activate the Power. Now Run out and Backtrack to the Lab Hallway 2. <(Staff Hallway 1F) Lab Hallway 2> If you haven't already, kill the Flesh Reavers, then Proceed Forward to the Single Door. <Optopsy Lab> On the Machine Above is a Box of 12 Shells, Go in the Optopsy Lab and Inside is a First Aid Spary, a Handgun Magazine, and the Experimental CD 2. Grab the CD and try to get out of there, If you failed, the Door will close on you and A Crismon Head will Pop Out, Immediatly try to Jump on top of one of the Machine's and kill the Crismon Head, Call your Friends to Open the Door or Kill yourself. Inside where the Crismon Head Poped out inside is a Shotgun and a Handgun Magazine. Back Track to the Receptional Area 2F. <(Lab Hallway 2 - Staff Hallway 1F&2F) Receptional Area 2F> Go to the Locked Door (The one on the Left) at the End of the Hallway. Go to the Very End and take the Elevator Up. <Computer Lab> When you Go up, ahead is Shotgun Ammo. When you get close to the Scientist, he will Mutate and this is your First Boss Battle. When the Mantais Odman is killed, a Cut-Scene is Activated. Afterwards, goto the PC on the Left to get the Code to the Elevator to the Sewers. Back Track ALL THE WAY to the Lab Hallway. <(Computer Lab - Receptional Area 2F - Staff Hallway 2F&1F - Lab Hallway 2 - Receptional Area 1F) Lab Hallway> Go out the Door and take your Right to the next door. --------------------------------------------------------------------------------------------- 9) Scenario 3: BOW Sewers --------------------------------------------------------------------------------------------- <Elevator To Sewers> Go to the end of that hallway and Use the Control Panel on the side of the Locked Door, The Doors should open if you Read the code in the Computer Lab, As you've noticed, the Elevator is taken all the way down, and to top it off, the Panel on that floor isn't working, so you have Two Choice, either the Dangerious but Quick Path, or the Slow but Safe Path, For The Slow and Safe refer to this Line- |-------------------------------| |<Elevator To Sewers> |Back Track ALL THE WAY to the Staff Hallway 2F | |<(Lab Hallway - Receptional Area 1F - Lab Hallway 2 - Staff Hallway 1F) Staff Hallway 2F> |Go into the Door that couldn't be open without Electricity (Since there is Electricity, It's |Unlocked) and grab the Wooden Shield, Back Track ALL THE WAY to the Dining Room 2F. | |<(Staff Hallway 2F&1F - Lab Hallway 2 - Receptional Area 1F - Lab Hallway - Radiation Lab - |Main Lobby 1F&2F)Dining Room 2F> |Look Down and you'll see a Chair in the 1st Floor of this Room, Shoot the Chair til it |Breaks, then proceed to the Next Room | |<Dark Stairway 2F&1F> |Go down the Stairs (If you wish, you may collect 9mm Ammunition for a New Weapon later ;) ), |Proceed to the Dark Hallway | |<Dark Hallway> |Go to the Right. | |<Lounge> |Go to your Left and go in the Office. | |<Public Office> |Go to the Hollow Space on the wall and you'll put the Wooden Shield in it, A Secret Room |should Open, Go inside and Grab The Golden Shield, the Room will automaticly Seal off, |Immediatly Equip yourself with a |Shotgun if you have one, and be ready for a Licker who |breaks through the Wall. After killing him, go through the Broken Wall. | |<Dark Hallway> |Back to the Lounge. | |<Lounge> |Go into the Door you couldn't get in before all this (should be infront of you). | |<Dining Room 1F> |If no one hasn't killed any zombies in this area from Above...well you might wanna kill them |now. There's a Klever down here, Goto the Fire Place and you'll insert the Golden Shield |into the Hollow, a Door Secret Room should be Revield on the Left (If facing at the Fire |Place). You'll have to do this Quickly if you wish to live so Run in and goto your left and |grab the Automatic USP and the Grapller, Immediatly Exit to the Lounge since a Crismon Head |pop's out in that room. | |<Lounge> |If the Crismon head is still in the Secret Room in the Dining Room 1F or in the Dining Room |1F Itself, there is no need to worry about him as there is no Further Reason to go down to |The First Floor of the Dining Room, and no reason to waste your Ammo on him Neither ;) |Back Track ALL THE WAY to the to the Lab Hallway. |----------------------------------------------------------------------------------------| |----------------------------------------------------------------------------------------| |-<Elevator to Sewers 1F> Now continuing off the Slow but Safe Path, now have a Friend wait by the Hole, set the Grapller to Repel and shoot the Grapller at your Friend, then drop down the Hole for a Safe landing. For the Dangerious but Quick Path, there's a First Aid Spray down on the Ledge at the end of the Hole, by any chance, you might catch it before you land. <Elevator to Sewers B1F> (If you are Playing Insane, go to the Control Panel down here and use it to bring your Friends with you, you may also try this if you wish to get out of a Certant Pit Early Later on) Goto the Vent and Break it and go inside. <Vents Connecting: Elevator to Sewers B1F - Sewers> Ain't much to be described but there's only one way into the Sewers, hard to miss. (When you do get to the End of the Vent, If you are playing Insane, Break the Glass with your Gun from the Vent, Keep shooting at the Glass until it Breaks, otherwise it'll be big trouble with Zombies and Crismon Heads. <Sewers: Main Gate> When you jump in, you'll find Three of your NPC Allys down here, however Zombies (Crismon Heads on Insane) will come, so Let your NPC Allys worry about the Zombies until you flip the Valve on the Pipe (You can do that, Glass Broken or Not). afterwards, when you see a Messaging saying: BOW Needs time to Take Effect, NOW You Worry about killing Zombies (IF Insane), or you can just Break the Glass (with your Knife to save ammo). When the Screen Fades to Black for a Second, Zombies will stop coming. Inside where you broke the Glass is a Medikit (Respawnable), a Shotgun with 12 extra Shells, and a Minigun (Pick up ONLY if you're gonna use it). Goto the Next Gate as it is now Unlocked. <Sewers: Auxiliary Gate> Go to the Left and you'll see A Dark Hole, when you get close, the Screen will Fade in Black once again and you'll drop a Flair, it is HIGHLY Recommanded that Only ONE Person go's in Alone (If you have a Grapller, have one person stand next to the Hole, stationary. Jump into the Pit. <Alagator Pit> It's the Alagator, Run Right, you'll find a Bolt-Action Sniper Rifle down here by the Dead Body. Go around the Corner and Push the Box infront of you to the Corner at the Right, when the Box touches the Hole on the Right Corner, It'll stop moving and the Water will begin Rising, If you do have a Grapller and your Ally is standing next to the Hole above, Set your Grapller to Pull and Shoot at your Friend with the Grapller to pull yourself up. If you don't have the Grapller, run away from the Alagator and when the Water rises high Enough, get on the Box, then when the Water Rises over the Ceiling, go up to the Hole to catch your Breath always. Otherwise, when the Water is above the Gator, he will start losing Health, If he doesn't, kill him with all you got. <Sewers: Auxiliary Gate> When you see a Message about "Within the Alagator's Remains, your team found a Club Key", then the Alagator is Dead and you can now Exit to the Sewers (You might wanna Hussle if you don't want to catch the Neptune before it Spawns in the sewers: Main Gate). Go out of this Gate. --------------------------------------------------------------------------------------------- 10) Scenario 4: The Locked Doors --------------------------------------------------------------------------------------------- <Sewers: Main Gate> Goto the Only Door at the FAR End of the Sewers. Then climb up the Ladder. <Elevator To Sewers B1F> Use the Elevator to Go Up (Unless someone is standing next to the Hole above, if so, use your Grapller). <Elevator To Sewers 1F> Goto the Dark Stairway 2F. <(Lab Hallway - Radiation Lab - Main Lobby 1F&2F - Dining Room 2F) Dark Stairway 2F> There are Two Paths you can Take, either way it doesn't make a Difference, But I'm sticking to ONE Path which is Through the Dark Stairway 1F. Go down the Stairs (or wait by the Stair Case and Fight the Flesh Reavers from there). <Dark Stairway 1F> Run to the Door at the Very End of the Hallway. <Dark Hallway> Goto your Right, then on the Left, a Door (By a Broken Wall) there is a Colt Python inside (Requires a Wedding Ring to Obtain). The Door on the Right however, there's a Colt M4 Inside as well as two Boxes of .357 Ammunition and the MO Disk. Collect the Disk. If you haven't Already, go to the End of the Hallway facing from the Door you Came In, Take the Only Door at the End (The Other end if you're by the Lounge). <Mini-Garden> Push the Object to the Other side of this Room, then there's a Platform which the Object need's to be on, go by the Platform to place a Wooden Wedge (If you got one Earlier in the Game), then Push the Object onto the Platform and you'll get a Goddess Statue, No Further reason to Be here so get out of this room and goto the Lounge. <(Dark Hallway) Lounge> You'll probabily find a Licker here, otherwise, take a Left through the Double Doors (Take the Right Side as it Garentees it's Openage. Then go to the End of that Room and You'll find a Klever, a First Aid Spray, and a 12-Guage Custom Box (allow's 12-Guage ammunition to Respawn in Work Bench/Ammo Room). Take the Elevator Up. <Elevated Hallway> Goto the Platforms on your Left and you'll place a Goddess Statue on 1 of them. Now Back Track ALL THE WAY to the Computer Lab <(Dark Stairway 2F - Dining Room 2F - Main Lobby 2F&1F - Radiation Lab - Lab Hallway - Receptional Area 1F - Lab Hallway 2 - Staff Hallway 1F&2F - Receptional Area 2F) Computer Lab> Operate the Computer on the Right, that will unlock the Two Locks In the Staff Hallway (One on 2F, the other on 1F), and another in the Sewers: Auxiliary Gate. Run back to the Receptional Area 2F. <Receptional Area 2F> For a Fast Job, get someone to wait next or Near the Door that Requires Robert Johnson's Clearence, and give that person your (Non-Respawnable) Weapons to Hold on. If you want, Go to the Staff Hallway 2F. <Staff Hallway 2F> Take a Left and go through another Electrical Door inside. <Generators> You'll find a Bolt-Arrow Rifle in this room along with at least 2 Clips, and a Tool Box, go to it to Recieve a Shotgun (Respawnable, YAY! =D). Go out. <Staff Hallway 2F> Go down the Stairs <Staff Hallway 1F> Take the Locked door down here <Staff Room> Inside you'll find a Woman who'll heal you when ever you're health is below 49%. In here also is a Couple of Boxes of .357 Rounds and a Chainsaw. If you touch the Broken Door, you'll hear a Weird Sound (can you say, Porn?, you'll Hear it, not see it). Now go to the Elevator to Sewers 1F. --------------------------------------------------------------------------------------------- 11) Scenario 5: Rage of the Neptunes --------------------------------------------------------------------------------------------- <Elevator To Sewers 1F> Take the Vents to the Sewers: Main Gate unless you want to deal with a Neptune. <(Vents Connecting: Elevator To Sewers - Sewers: Main Gate) Sewers: Main Gate> Go to the Auxiliary Gate. <Sewers: Auxiliary Gate> Go to the Right and through the Door that was locked, you'll find a Box of 12-Guage Rounds in here, Goto the Room without the Door and take the Ladder up. <Vents Connecting: Sewers: Auxiliary Gate - Experimental Lab B1F> You'll know where to go from here as there is only one way to the Other side, In the Vents, You'll find another Bolt-Action Sniper Rifle and a Klever. <Experimental Lab B1F> You'll Probabily find a Licker Inside, Go into the Next Room and Swim Down (You'll want to Be Quick) <Experimental Lab B2F> Quickly swim through the Two Electrical Doors and swim up to Catch your Breath. swim down and you'll find a Neptune (DON'T ATTACK IT OR IT WILL ATTACK YOU!). Swim Through without Touching him to the Broken Electric Door. <Gorger Tank> You'll Find a Gorger Tank, and Just Like the Neptune, you might not want to attack it (By Chance it might attack you ONLY if it see's you, if it is Attacked, then whatever it is near). Be quick However and Go through the Tank and on the Desk is A Robert Johnson Card (If you don't have someone up there by the Door who's gonna get the Valve when you get the Card, then Follow this Line- |--------------------| |<Gorger Tank> |Either Swim out or Kill yourself, Goto the Staff Hallway 2F. | |<(You know where to go through)Staff Hallway 2F> |Enter the Regular Door | |<Receptional Area 2F> |Take the Room that required Robert Johnson's Clearence. | |<Robert Johnson's Office> |Go up the File Cabinet and Grab the Valve, then Back Track ALL THE WAY to the Gorger Tank- |-----------------------------------------------------------------------------------------| |-----------------------------------------------------------------------------------------| |-<Gorger Tank> Goto the Pipe Near the Desk and Place the Valve on the Pipe, Grab some air and go through the Tank back where you came in to this Area. Now at your Right, there's an Open door, Go through and keep going and you'll get too a Train. <Emercengy Train> When you Get on it, a Cut-Scene will Activate, Now go inside and you'll find a couple boxes of 12-Guage ammunition and a Bolt-Arrow Rifle with a Couple of Clips, also Grab the Goddess Statue in here (This will Trigger Hunters in the Mansion and the Odman in the Main Lobby). Either Swim ALL THE WAY back to the Main Lobby 1F or Kill yourself to get there. (You might wanna ask to get all your Weapons back once you get out the Sewers and find the One that carrys your Equipment). --------------------------------------------------------------------------------------------- 12) Scenario 6: Pawns... --------------------------------------------------------------------------------------------- <Main Lobby 1F&2F> The ONLY Important Rooms now is the Lobby, the Dinning Room 2F, the Dark Stairway 2F, and the Elevated Hallway. It is HIGHLY Recommanded that ONLY ONE PLAYER go's into the Libary and everyone else stays in the Main Lobby despite they're lust for ammunition (It's alright for them to go through the Radiation Lab and Else where past, but No Where past the Dining Room 2F. Now go to the Elevated Hallway (Warning: You May encounter Hunters). <(Dining Room 2F - Dark Stairway 2F) Elevated Hallway> Go to where you've place the First Statue and try to place another on the other Platform, now the Libary should be unlocked, go inside. <Libary> Kill the Zombie in here and go into the Study. <Study> If you want, Activate a Switch to move the Book Case and you can grab a .357CAL Custom Box. Otherwise, Move the Object in here into the Libary. <Libary> Move the Object on a Wooden Platform to Open a Secret Room, a Book Case should move, now go inside the room to find a Box of 12-Guage Rounds and a Klever. Go through the Window in this room. <Archville Lab> You Get traped and Ryan Speaks to you... (Ask the People who Aren't in the Main Lobby to wait there NOW!) --------------------------------------------------------------------------------------------- 13) Scenario 7: The Archville Awakes!. --------------------------------------------------------------------------------------------- <Archville Lab> After Ryan get's killed by the Odman, kill the Odman and look to your right to Find the Archville in his Capsual. Now when you hear the Alarm going Off, IMMEDIATLY BACK TRACK WITHOUT DISTRACTION TO THE MAIN LOBBY (Every one HAS To be in the Main Lobby to avoid the Archville's Glitch). <(Libary - Elevated Hallway - Dark Staircase 2F - Dining Room 2F) Main Lobby 1F&2F> Have everyone and yourself be ready for the Archville, wait a Minute or so until he breaks through the Wall in the Main Lobby, NOW KILL IT WITH ALL YOU GOT!!!. When it is Dead, Go through an Emergency Door behind the Staircase. <Emergency Elevator> Get yourself and Everyone on the Elevator and activate the Switch (Stand on Anyone if you cannot get on). <Emergency Train> Board the Train and Operate the Keyboard in the Front Seat. CONGRADULATIONS, YOU WIN!!!, What's your Rank?... :3. --------------------------------------------------------------------------------------------- 14) Disclaimer --------------------------------------------------------------------------------------------- Half-Life is a Trademark of Valve. Half-Life: Sven Coop is © to Daniel "Sven Viking" Fearon and the Entire Sven Coop Staff (Goto http://www.svencoop.com/team.php for Names of the Staff and they're Positions). Resident Evil is a Trademark of CAPCOM. Resident Evil: Covert Ops Sven Coop Map is by: mrfranswa All Characters in the Map (Except for Main Characters and NPC Allys/Enemy Names) are © to CAPCOM. All Graphics in the Map (NOT by CAPCOM) is property of they're respective owners and mrfranswa. All Sound Effects are by Valve and from various of Resident Evil Games. All Music are from Various of Resident Evil Games. This Walkthrough is Made to Guide Those who Know little or Nothing of the Map: RECO, This Walkthrough is to be Distributed ONLY If Consulted by the Author himself, No one cannot CLAIM My work of this Guide. Any Editions to this Guide will NOT BE MADE without Permission and Notification to the Author himself. The Author is known as halo120 (myself) Contact me at: outbreak201@hotmail.com (Doesn't Check Often) http://www.svencoop.com/forums/ (Uncommonly Checks on PMs) http://invisionfree.com/forums/The_Fallout_Shelter/index.php? (Commonly Checks on PMs) --------------------------------------------------------------------------------------------- 15) Credits/Extras --------------------------------------------------------------------------------------------- -halo120 maker of this Guide/FAQ/Walktrough Info: Age: 14 Nationality: United States of America Favors: MGS Series, RE Series, TC Series, HL Series, Pizza, Salad w/French, Parents, Dogs, TFS, Sven Coop, PSP. Contact at: outbreak201@hotmail.com (Rarly Checks) http://www.svencoop.com/forums/ (Send a PM, Uncommonly Checks) http://invisionfree.com/forums/The_Fallout_Shelter/index.php? (Send a PM, Commonly Checks) -mrfranswa Maker of the Resident Evil: Covert Ops Map. Info: Unknown. Contact at: Unknown. (note: He has yet to Know about this Guide as of heard). This post has been edited by halo120 on Aug 29 2005, 05:18 PM |
| Wolf |
Posted: Aug 29 2005, 05:34 AM
|
|
aka geoffrey Group: Members. Posts: 3,385 Member No.: 2,308 Joined: 9-March 05 |
Heh...nice of you to put up my comic for a example for what the noobs do...
But not to bad, a little confusing at some points, but then again, when you and I were playing with a few others once, after we killed the Alagator and we got to Scenario 4: The Locked Doors, you told us to wait until you got everything all set, soooo yeah... And one other thing you might want to add... In the Radiation Lab, you might want to say where the wedding ring is, which is on the left side of the locked doors on the left. |
| AngelHalo |
Posted: Aug 29 2005, 05:15 PM
|
||
|
Manliness waiting to happen... Group: Members Posts: 2,252 Member No.: 1,023 Joined: 6-July 04 |
Thus, a Reason why I want someone to make a Viewing map for me amd everyone =( |
||
![]() |
![]() ![]() ![]() |