Level 11: Rebellion
Rebellion is probably intended to be the game’s showpiece level, and it’s certainly impressive. It’s also massively dangerous and difficult to maneuver through, as it takes the two-path philosophy to an extreme, so feel free to explore a bit and restart if you come across an area too difficult for you to proceed past.
To begin with, flip on your heat vision to scope out the Tridgens near your starting point. There are three of them in total within the facility, so take them down and restock your ammo and armor in the reception room where the security guards lay dead. A fairly serious firefight is about to ensue, so reload all of your weapons and wait until your night vision goggles are fully charged before stepping out of the door here.
Follow the road to the archives
In true Frankensteinien fashion, the creations have turned on the creators, and what you witness outside is the truest incarnation of the struggle ‘twixt man and beast yet seen. In other words, there’s a bigass rumble going down, and you’re in the middle of it. Well, actually, you’re kind of off to one side: you’ll find yourself inside of a fort that’s being sieged by Fat Boys and a new kind of mutant called Locusts. The Locusts are distinguished by their Hulk-like ability to jump incredible distances, and they’re armed with AG36’s, making them, oh, a wee bit of a threat to your health. Luckily for you, the Fat Boys and Locusts will be firing away at the fort’s mercenary garrison, which should let you escape unharmed, if you play your cards right.
At any rate, the fact that you’re inside the fort will give you a bit of protection from the Fat Boy rockets, so long as you don’t do anything stupid like climb up on the ramparts and start firing at them from above. And no, that’s not a backhanded way of suggesting a course of action; your first priority should be to escape from the battle and let the mercs and mutants kill each other off. To that end, take a right immediately after exiting the interior, shoot the merc on the walkway here, and walk down to the courtyard, where a 4WD awaits. You can’t do anything with it yet, so leave it be, shooting any other mercenaries who have the misfortune of being in the courtyard. One of the garages here has a belt of grenades for your AG36, so grab it, and the health from the second garage, if necessary, then flip the switch next to the door to the courtyard, run back to the 4WD, and book it out of there, running down anyone in your way, Fat Boys included.
As you proceed along the path leading away from the fort, flip on your night vision and shoot down any mutants or men in your path. You’ll eventually come to a couple of mercenaries next to another 4WD; shoot them, and any Tridgens in the area, and pause for a second to assess the situation. You’re at one of the branches in this level’s path; you can either take your 4WD and jump over the bridge to your left, or continue down the path to the right. Both of these options are risky, but we’ll go over them in detail.
Before you head out, though, you may want to return to the fort and use your 4WD’s rocket launchers and minigun to kill off any combatants still remaining, if you’re intent on looking for items. Of particular note is the sniper rifle in the tower overlooking the cliff to the south; you can trade in your Jackhammer here. Also, there’s a mountain facility near the fort containing little of interest, but if you wish, you can climb to the top, either via the footpath near the fort or through a ladder in the facility itself, to access a hang glider. The glider will let you bypass a good deal of route A, or will let you access route B without needing a car. In general, though, you’re better off with your 4WD. Either path eventually leads to another fort on the southern portion of the island.
Route A
Route A is the more difficult of the two paths, but is a bit shorter. If you have the 4WD, just press on along the right branch from where you encounter your first mercs and their vehicle outside of the fort. You’ll need to drive along the beach, past a few Tridgens and Fat Boys, and up a narrow road on the far end, where you’ll encounter a Fat Boy attempting to set off a landslide to trap you.
If you didn’t get the 4WD in the fort, you’ll be able to find one immediately below the hang glider, albeit a thousand feet straight down or so. If you use your binoculars on the first section of the beach, you’ll spot a merc attempting to hold off a Tridgen and failing; this 4WD is thus untaken and in perfect shape. Before you head down, though, you should use your binocs to scout the entirety of the beach, with special emphasis given to the road at the far end. This is where most of the fighting will occur.
If you’re up by the hang glider, you can use it to coast down to the 4WD below; just take it out nice and slow, and after a few seconds of flight, start strafing to the right. When you’re above deep water, get out of the glider and drop into the ocean. Don’t worry if you die; there was a save point immediately before you accessed the glider, so you’ll only lose a few seconds of playing time. When you’re in the water, swim to the shore, grab the 4WD, and take off down the beach.
As mentioned, the road near the end of the beach is the site of a prospective ambush, with at least two Fat Boys, a Locust, and a Tridgen. Before you head up the road, stop on the beach and scout with your binoculars and night vision. If you can spot anyone, get back into your car and use your rocket supply to blast them. Don’t forget that you can use your night vision while driving; activate it and you shouldn’t have a problem spotting potential targets.
When you’re ready to proceed, drive up the path, stopping when you hear the Fat Boy blasting the wall. His rockets will bring down a few boulders that may or may not block your path; regardless, try to lure him out from his hiding place and shoot him. When he’s dead, don’t bother with pushing the rocks around with your car; just get out and head up the road on foot. Past the burning car ahead, you’ll come across a structure; this is the southern fort that we mentioned previously.
Route B
Route B is found near where you first encounter two mercenaries with their own 4WD, below the spot where the hang glider sits atop the mountain. If you take a left turn on the path here, you’ll come across a broken bridge; you can jump the bridge with a vehicle if you accelerate hard enough. The first enemies you’ll encounter will be another set of mercenaries with a 4WD; if you’ve exhausted your supply of rockets, or if your car has taken any damage, you should try to face these guys with your machine gun and steal their truck.
It’s worth noting that the lighthouse across the water from this point isn’t the lighthouse that you may have seen on the maps of the island back in the fort, but you can get to it nonetheless. It seems that it was intended as a target for players who chose to hang glide from the fort, but if you go down to the water and swim to the island’s rear side, you’ll find another pier. There’s a ramp that leads up from the water to the land that you can attempt to climb; it wasn’t intended for someone to walk up it, but it can be done if you try. The lighthouse contains a full restock of health and armor; once you grab everything, you can take the flying fox device back to the mainland and reclaim your car. This is all completely optional, of course.
Your main obstacles along route B will be roadblocks, of the flaming-tree-set-across-the-path variety. Fat Boys are usually hidden away in the jungle next to these obstacles, so whenever your car hits a crest or a high point, drag out your binoculars and try to mark your opponents on the radar. The roadblocks aren’t very threatening to your vehicle, but the fire can reduce your health drastically if you dally too long, so keep your foot on the accelerator if possible.
Beyond two sets of these roadblocks, you’ll come across a low-grade skirmish between mercs and Fat Boys. Again, speed is the better part of valor here, so floor it and drive past the combatants. Taking the road a little further through the jungle will eventually bring you within sight of another 4WD, parked near a structure; this is the southern outpost.
The Lighthouse
Regardless of your method of approach, you’re going to have to clean out the fort here if you want the goodies within, which include all of the ammo from the mercenaries’ guns, as well as a health kit and a pack of rocket ammo. Don’t be afraid to use your loudest weapon; you’ll want to draw all of the mercs out from their hiding spots so that you don’t get shot in the back later on.
When you’re confident that everyone’s dead, head up to the mortar on the roof of the structure. If you’re using binoculars, you should be able to spot a sniper and a rocket launcher merc near the lighthouse; one’s in the roost at its top, and the other is on the road leading up to it. There’s also another merc with a mortar on top of a rocky outcropping, about halfway between your position and the lighthouse. If you have the sniper rifle, you can use that and the night vision goggles to eliminate each of these threats, but if not, a rocket launcher works just as well. There’s also the matter of two more 4WDs coming your way along the lighthouse path. If you can, use the mortar to destroy them; if not, you can either use the mounted minigun elsewhere in the fort to take them down as they arrive, or just wait for them to dismount and kill them inside the outpost itself.
After the fighting’s over, grab a 4WD and head out for the lighthouse. Before you start coasting along the beach, though, you may want to backtrack towards the grounded sailboat, which contains a full suit of armor. If you continue heading down this beach to the northwest, you’ll come across a corpse lying near a sniper rifle. If you haven’t found one yet, here you go; use it to bust down the lighthouse defenders. If you did already possess a sniper rifle, you’ll be happy to know that this one contains ten rounds, instead of the usual five.
The Archives
When you reach the road leading to the lighthouse, ditch your truck and beat your feet up to the structure. Loot the ammo from the mercs you shot before, then get a bead on the situation to the northeast. As is so often the case, there’s two methods of reaching the archives; you can either retreat back down to your 4WD and take the main road, or climb across the rocks near the lighthouse to reach the hang gliders. Actually, whether you intend to glide or not, it’s a good idea to check out the area near the gliders: there’s a merc who’ll drop another four rounds of rocket ammo for you; there’s a small box of sniper ammo nearby; you’ll be able to use your binocs to mark the locations of a good dozen or so mercs and mutants near the entrance to the archives; and last but not least, there’s a helicopter to deal with. This vantage point should let you make an easy hit with a rocket as it approaches.
Although you can see a good number of enemies near the archives, don’t bother sniping; these guys seem to regenerate when killed, or, at least, the game seems to keep spawning in more enemies as combatants die. What’s worse is that the only entrance to the archives building is a very narrow bridge, barricaded on both sides by concrete dividers. Your best bet here is to get back to your 4WD or the buggy at the base of the lighthouse road and take it in, Thelma and Louise style. Or whatever a more manly equivalent of Thelma and Louise is. And you’ll probably not want to commit suicide... Let’s move on.
At any rate, your vehicle should be able to get you to the bridge in once piece. When you’re there, hop out, tag any nearby mercs with your assault rifle or Jackhammer, if you still have it, and proceed up into the nearby tower to grab some supplies and the rocket ammo from the merc there. When you’re ready to move on, leave the carnage behind and head towards the helipad behind the bridge, but be on the lookout for the heavily-armored mercenaries guarding the path. If you manage to spot them before they see you, you can use one of your rockets to dispatch one or both of them. From there, it’s a relatively easy walk to the entrance to the archives, but be sure to snipe the minigunner atop the building before you proceed. Also, check the bunker near the road for a boatload of ammo before you exit this level.