Alien Shooter: Vengeance Single Weapon Strategy Guide =============================================================================== LICENSE =============================================================================== This document is property and Copyright of Jason Sobotka. This document is freely distributable in its original form. Do not omit or alter any of its contents. If you feel there are any errors or serious omissions feel free to email me at [email protected] =============================================================================== VERSION 1.1 =============================================================================== CHANGE LOG =============================================================================== VERSION 1.1 ----------- -fixed formatting errors -general grammar editing -added character section -added vampire perk =============================================================================== CONTENTS =============================================================================== BEGINNING OF THE GAME...................[1] STATS...................................[2] MANAGING MONEY..........................[3] GEAR....................................[4] LEVEL 2.................................[5] STRATEGY................................[6] =============================================================================== =============================================================================== INTRO =============================================================================== This guide covers general strategy for beating the game with a single weapon on higher difficulties. Most of the strategy is for the beginning parts of the game when money and weapon power can become a major issue. Basic knowledge of the game is assumed. This is a compilation of things I have learned from playing the game, and what I have found to be successful. WHY USE A SINGLE WEAPON? ------------------------ It's a challenge. While using a combination is fun, focusing on using just a single weapon can make you approach a situation much differently than you normally would. Using just one weapon will bring out their weaknesses. =============================================================================== =============================================================================== BEGINNING OF THE GAME [1] =============================================================================== PERKS ------------------------------------------------------------------------------- There are really only a few good choices for perks. The one I find myself using most often is Economist. Dumping all 30 bonus stats in the beginning will almost double your money from the start. This can be very handy when using Rocket and Power weapons which are very expensive throughout the game. HYPNOTIST --------- I've had moderate success with this combined with a rocket launcher. There will be times when you won't find it useful at all, but there are occasions where it can make or break you. SELF-TREATMENT -------------- I tried this once and it didn't seem very effective later on. I was unwilling to dump a lot of points into it, so if you wanna use it with results you'll need to invest quite a few. VAMPIRE ------- Similar to self-treatment, but works with kills rather than over time. The more you kill the more you heal. Best paired with area effect weapons. This skill will also take a lot of points to be effective. OBSERVER -------- This is good your first time through the game to find all the secrets, but after that its useless for obvious reasons. The others I haven't used because they seem useless. ------------------------------------------------------------------------------- CHARACTER/WEAPON CHOICE ------------------------------------------------------------------------------- The character you choose is largely dependent on the weapon you want to use. In the end, all characters should have similar stats. Generally, the character with the highest weapon skill you want is the best bet. Also, money and starting gear are things to consider. The more money you have early on can make things a lot easier for you. Most of the gear characters start with isn't very good, but a few have items which can make a difference. NOTABLE CHARACTERS ------------------------------------------------------------------------------- SAMMY SWEARENGEN ---------------- HEALTH: 15 STRENGTH: 12 SPEED: 10 INTELLIGENCE: 40 ARMOR: 15 CASH: 3500 Most of her stats are low, but her high intelligence makes up for it. Her starting gear is nothing special except for her flashlight, but thats a minor benefit. She also has the highest starting cash. VINCENT ST. CLAIR ----------------- HEALTH: 35 STRENGTH: 30 SPEED: 5 INTELLIGENCE: 8 ARMOR: 30 ROCKETS: 30 CASH: 500 Standard male setup, good health, strength, and armor. He is adept with Rockets, but he starts with the GL15 pistol, which is great if you plan to take a Pistols route. Also, he has a minor booster which if it has a decent mod can help in the beginning, if not it's extra cash. He starts with the least amount of cash. NINA ROSSOW ----------- HEALTH: 22 STRENGTH: 18 SPEED: 10 INTELLIGENCE: 22 ARMOR: 18 POWER ARMS: 31 CASH: 1500 Standard female setup, lower but more balanced stats. She is adept with Power weapons. She starts with $1500 cash which isn't bad, but even better is her 2nd generation booster which boosts 2 stats a decent amount. Even if the booster has trash mods it's worth quite a bit early on which makes her a good character if you need money fast. JULIUS KRIGER ------------- HEALTH: 30 STRENGTH: 19 SPEED: 10 INTELLIGENCE: 14 ARMOR: 20 PISTOLS: 30 CASH: 1100 Julius has the most balanced stats of all the guys, and he starts with the most money out of all of them as well. His starting gear would be better suited for Vincent, nevertheless his M79 is a great starting weapon, and is worth some decent cash as well. ------------------------------------------------------------------------------- WEAPONS ------------------------------------------------------------------------------- PISTOLS ------- Cheap and effective at lower difficulties. Might be feasible on hard, but impossible poses big problems with crowd control and ammo later in the game. I've nearly beaten (level 14) the game on normal with pistols, and I can't see doing it on hard much less impossible. SHOTGUNS -------- Fairly cheap and arguably the best weapons in the game. Area damage that obliterates anything. You shouldn't have too much trouble on any difficulty with these. Drake Mcmannis makes a good match. In the last levels of the game, the slower rate of fire can be an issue with all the big armored mobs running around. MACHINE GUNS ------------ A little weak very early on, but if kept upgraded become very deadly. Keep lots of ammo around, boost your strength early. Level 2 is a big hurdle using only machine guns on impossible(See chapter on Level 2 [5]). After that, once you get the Steyr damage shouldn't be an issue until around level 12 when the GP5500 starts becoming long in the tooth. ROCKET LAUNCHERS ---------------- Best when used in conjunction with another weapon. Very expensive, and great against crowds. Tough with money early on, Economist is recommended. Bosses can be tough, I've had some that simply didn't want to go down, but other times I rip them apart. The lower rate of fire makes these weapons tough to use on their own. Level 2 can once again pose problems(See chapter on Level 2 [5]). POWER WEAPONS ------------- Possibly the deadliest weapons in the game. Early on with the S50 it can be tough, best to shoot for the GP53 laser rifle on level 3. You'll need a lot of points in Economist and all the secrets up to this point to get the $24500 needed for the rifle. If you have to sell everything, do it, its worth it. Once you get the rifle you should have no problems. ------------------------------------------------------------------------------- =============================================================================== STATS [2] =============================================================================== The most important stat is intelligence. This should be your main focus early on until you get it up to about 33, then boosters can take it up to 60. Sammy starts with 40 intelligence, so you can just dump your bonus points into your perk, then put points into health, weapon skill, strength, or armor early on. If you are using another character you can put those bonus points towards intelligence, which will free up your points for vital stats. Generally, I'll put 1 or 2 of the bonus allocation points into my perk. In the end, the 3 stats you want the most of are health, armor, and weapon skill. A basic run down of the stats: HEALTH ------ As much as possible. STRENGTH -------- 100 strength is enough since that fills your inventory capacity, and strength doesn't add a whole lot of health compared to simply pumping health higher. INTELLIGENCE ------------ 60 for the best boosters. Base can be around 25 or 33. ARMOR ----- Drop enough points to wear armor early if you can't get any boosters. WEAPON SKILLS ------------- These give raw weapon damage, so they should be as high as possible. SPEED ----- Speed is a skill that is great to have but isn't totally necessary. I wouldn't recommend putting any points into Speed, it's something to look for on boosters if you can't find a better stat mod. ACCURACY -------- Accuracy is useless, so you shouldn't waste any points in this. All this stat does is raise minimum damage, it's much more worthwhile to invest in weapon skill points. The accuracy of weapons is determined by their accuracy stat, not your accuracy stat level (if it does modify it, it's negligible). PERK ---- Depends on the perk chosen. Economist is good at 50, for 200% cash. Self-Treatment will take a lot of points to be effective. =============================================================================== MANAGING MONEY [3] =============================================================================== Money is your best friend. The more you have the sooner, the better off you'll be. Sammy starts with $3500 and Nina has a good booster to sell which is a great leg up in those first few levels. If you use Economist it's best to dump all of your beginning bonus points into it. This skill is the most useful early on so starting it off at such a high level gives you early boosts when you need it most. If you are not using Economist then it is imperative you find every secret because depending on your weapon choice you could find yourself in a bind for cash at some point. Rocket launchers without Economist(40+) can be difficult in the middle of the game (levels 4-8). Alien Shooter gives you a lot of freedom when buying items because resale value is the original value, so you can really amass a lot of wealth quickly. Items, aside from ammo, can be seen as investments rather than purchases since their value is retained. =============================================================================== GEAR [4] =============================================================================== This goes hand in hand with managing your money. Prioritizing your gear is essential in making the right choices at the vendor. First and foremost, your weapon is the most important purchase and should be considered first. On lower difficulties you can slack off a bit and keep a weapon a little longer, but on impossible you need the best weapon as soon as it appears in shop. You can ride on older armor for a little while if you have to; the latest weaponry and good strategy should keep you alive. Ammo is next, Rockets and Power Cells can be expensive in the first few levels, scrounging up cash for ammo might be necessary. With the free armor on level 2, going in naked is always an option(and a smart one). Boosters are next, though sometimes you might need a booster to use a weapon which can strain a budget even tighter. Unless you absolutely need one, you can do fine with little to no boosters in the first few levels. I never buy medkits until later on when the Mega kits are available. RECOMMENDED WEAPONS ------------------- PISTOLS|SHOTGUNS|MACHINE GUNS|ROCKET LAUNCHERS|POWER WEAPONS -------------------------------------------------------------------------- Level 1 - - - - - Level 2 ^GL15 DM5 *MP5 M79 S50 Level 3 G2 - Steyr Aug RG-6 GP53 Level 4 L5 DM50 AKM - - Level 5 Sig Pro - G2000 SL-1 - Level 6 P5 MK3A1 H240 Vampir/DSx4 Disintegrator 5G Level 7 - - - - - Level 8 - - - - (*R5) - Level 9 - SP200 GP5500 - - Level 10 - - - TF5 "Rain" SL2000/G5000 Level 11 - - - - - Level 12 - - - - - Level 13 - - Atom S100 NTR-40 S1 - Level 14 - - - - - Level 15 - - - - - * - Found on the level ^ - Must be using Vincent St. Clair, the best pistol available to other characters is the P250 which isn't recommended. I don't really recommend using the GL15 either. BOOSTERS -------- The random nature of boosters makes them somewhat unreliable, but you can always find boosters that are useful in some way. They are key for godly stats, so having 25-33 intelligence early on can give you access to nice ones faster. =============================================================================== LEVEL 2 [5] =============================================================================== This is probably the toughest level on impossible difficulty if you are not using shotguns or power weapons. The problem isn't staying alive, its keeping the others alive as well. If you're attempting this level with the MP5 or P250 then you may want to briefly use another weapon since neither do enough damage fastenough to keep anyone alive. ESCORT MISSION -------------- The first wave shouldn't bring about any issues with most weapons. Generally, I concentrate my efforts on the hallway going Northwest (leading to the next area). The other guards can take care of the other areas just fine, and you can back up next to them and shield yourself from most damage. The two mobs that rush you after this wave is over are easily taken care of. Grab the big keg of health located in the wall before heading to the next area. Go ahead and bust open the wall and grab the extra ammo if you need it. Hold back this next wave as much as you can before they start spawning on the other side of you. If the wave becomes too thick to hold back (which it probably will), concentrate your fire around the scientist and use the secret area for cover if you need to. Don't worry about the guards, if they die it doesn't mean game over just yet. If he lives, good job, now the next part can cause a lot of frustration. You cannot let the girl with the machine gun die, so you need to kill off the 3 big guys that spawn first. This is where hypnotism can come in handy. Converting the 3 big guys will give you a big meat shield to shoot from behind and they kill great too. They can take a little while to convert, I never saw the meter appear, but they just began fighting for me. I was able to do it using the M79 and hypnotism. Using the DM5 shotgun or S50 laser pistol is a good idea if you don't want to use hypnotism. All my attempts with the MP5 and M79/FLY-2(without hypnotism) failed during the escort. =============================================================================== STRATEGY [6] =============================================================================== The basic strategies in Alien Shooter revolve around crowd control and putting yourself in the most advantageous situation. Obviously, the best case scenario is you quickly blow them all away, but unfortunately that isn't always the case. Some general tips: ------------------ *Being in open space is the worst place to be, enemies can disperse and surround you. *Force mobs into choke points, use doorways and long hallways. *Take large mobs on a little at a time by forcing them around a corner or other obstructions. *Before confronting a hard enemy or wave, make sure you have a clear path to back up on if you cant hold your ground. *If you find yourself being surrounded, charge towards the smaller group killing what you can and get out of there quickly, regroup, and take the wave on from a better spot. *Before leaving level 6, you may want to grab an extra set of armor since you won'tsee another vendor until level 9. This is also a good idea when entering level 15. *When driving the jeep or the tank, ramming is your most powerful weapon. Use it to take out tougher enemies. *You can fire over smaller enemies by aiming past them, take out teleporters or explosive barrels even when there isn't a clear shot.