User Guide

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PRIMA OFFICIAL GAME GUIDE
GOTTA-HAVES
The MOD-3 Multi-Rocket
Launcher has been cleverly
dropped in the center of the
factory’s shipping yards.
There’s no cover—only speed
and a nimble finger on the
jump button will keep you
from getting jacked while grabbing this coveted weapon.
You can make a
spectacular entrance to a
firefight with the MP-50
Repeating Cannon. It’s on
some boxes in the north-
ernmost chamber, but the
catwalk surrounding the MP-
50 Repeating Cannon gives other players ample vantage
points for taking you down.
The Slo-mo
Recharge is a
precious
commodity in Slo-
Mo matches, but
it’s not exactly
easy to get to
first. The power-
up is in the
easternmost
room, but you must run a gauntlet of other rooms before
reaching it.
Stop by the
shelf full of M77
Remote Bombs
and take all three
before another
player can get to
them.
STRATEGIES
Doorways to Death
Snipers have no shortage of perches from which to disperse
their death-valentines. One of the best locations snipers can
cover are doorways, which are used constantly. There is
simply no way to move around this map without passing
through doors, so never use one without either peeking out
first or flying through at a dead run.
Position yourself across from a door and draw a bead
at head- or chest-level. Always seek cover before trying to
snipe a door—if you’re standing straight up in the open,
your quarry could lean out and see you before running
through the door. A bay of windows (with only one or two
windows shot out) or a stack of crates and barrels make
excellent cover.
Sniping requires patience and a willingness to keep
your back turned on a potential route to your position.
Use AT-S Proximity Grenades to cover your rear.
When you’re
trying to cover
wide doors, such
as this entrance
to a shipping bay,
use a weapon
with a larger blast
radius. The Battle
Cannons area of
effect will
eliminate an opponent trying to slip through an entrance
not directly in your sights.
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