******** *** *** ******** ******** *** *** ******** **** *** *** *** **** ******** ******** **** ******** ******** **** *** *** *** **** *** *** ******** **** *** *** ******** ****** **** *** *** ****** *** ** **** ******** ******** ****** **** *** ** ** *** ** **** ******** ** ** ** ** ** *** ** ** *** ** **** **** ** ** ** ** ** *** ** ** *** ** **** **** ** ** ** ** ***** ** ** *** ** **** **** ******** ****** ** **** ** ** **** ** **** **** ****** **** ** *** ****** ****** **** **** ======================================================================= Multiplayer Guide Table of Contents: Shortcut: Ctrl+f ==================================================== Introduction [INTD] Version History [VRSN] Getting Started [GTSR] Model Customization [MODL] HUD Placement [HUDP] HUD Transparency [HUDT] Wii Speak [WIIS] Matchmaking [MTCH] Game Modes [GMMD] Maps [GMMP] Weapons [WEPN] Tips and Strategies [TPST] Final Thanks [FINE] Introduction [INTD] ==================================== Hello again! It’s me, CelticLink94!! I’m back for another go at a Conduit Guide, but this time my focus has been turned from single to multiplayer. For those of you who have read my previous guide (In the FAQ section of The Conduit on GameFAQS.com), there was a small and somewhat sparse section at the bottom of my guide dealing with multiplayer. So I thought, why not delve deeper?? The meat and potatoes, as it were, of the game lies in the online multiplayer, and it no doubt draws players back into the game after finishing the single player. So here it is, the guide to end all multiplayer guides, an in-depth and comprehensive look at the online multiplayer functionality of High Voltage Software’s masterpiece, The Conduit. As always, suggestions and comments are welcome. Just email me at crazycelticblue@aol.com, and I’ll try and accommodate your concerns. Version History [VRSN] ==================================== Version 1.0: The bulk of the guide was created. Introduction, Getting Started, Model Customization, HUD Placement, HUD Transparency, Wii Speak, Matchmaking, Game Modes, Maps, Weapons, Tips and Strategies, and Final Thanks were created. Version 1.1: Kind of overdue, I fixed an error in the Tips and Strategies section, created a version history section, and updated the Final Thanks section. Getting Started [GTSR] ==================================== When you first put The Conduit into the Wii Drive, you’re going to see the customary warning signs (please don’t fling the remote at the TV!!), and then the company logos, and finally the startup screen. Next, if this is your first time playing, you’ll be asked to make a file. Choose a name that suits you, and is under eight characters. And, for the love of all things sacred, do NOT PICK MR. FORD!! Once you get online, you’ll see Mr. Ford’s left and right, as people are either too lazy or unoriginal to change the default name. Once you are on the main menu, there are plenty of options and menus for you to look at. However, our main concern is the multiplayer. Click on it, and the Wii will begin loading your connection to the Nintendo Wifi Connection. If this is your first Wifi game, there are several things you will need to play online. First and foremost, you will need a high-speed or broadband internet connection. Sorry dial-up fans, but you’re going to need to upgrade. Second, you will need a wireless router or Nintendo Wifi USB router. I’m going to leave it up to you to figure out how to configure your router, as each router and computer is different. Next, you’ll want to configure your internet connection on your Wii. To do this, go to the options menu in your Wii, and then click on Internet. Choose Connection Settings, and then choose a connection slot. The Wii will find the nearest wireless connection (presumably yours), and then will sync up your Wii to the router. If you have any problems with the connection, contact your internet provider or Nintendo, as they’ll be able to answer more situational questions than I will. So, now that you have a connection and you’ve chosen multiplayer, you’ll be issued a Friend Code, which we’ll discuss later. After that, it’s on with the show!!! Model Customization [MODL] ========================================== Once you’re in the main multiplayer menu, you’ll see seven options. The fourth one down, the beginning of the options section, will be our first stop. This is where we get to choose and customize which model will represent our future escapades into the realm of online gaming, and strike fear into your opponent’s hearts at every turn!! MUHAHAHAHAHA!!!... Ahem, ok, I’m better. Now, in all seriousness, this can be an important part in your online experience, as this model will separate you from everyone else. Plus, it’s always fun to make a new player! There are four models plus a fifth unlockable model that can be chosen and customized: Agent: ------ The agent is the most common online skin, and one of the better looking models. The agent is based off of the trust suit of armor that you find in the single player experience. The suit has a skin tight helmet with visor, body plate and arm armor, and standard black pants. When adjusting the colors for the Agent model, the following elements are modified. Primary Colors: Helmet Stripes Body Piece Arm Plates Side Leg Plates Secondary Colors: Visor Chest Pin Hand Lights Drone: ------ The Drone skin is the only skin that has accompanying sound effects that aren’t human. That means that the sounds made for grunting, jumping, and crying in pain are not human, but instead guttural alien sounds. The drone skin is based off of the drone foot soldiers found in the single player experience. The drone has a standard red body, changeable exoskeleton, and added detail features. When adjusting the colors for the Drone model, the following elements are modified. Primary Colors: Drone Exoskeleton Secondary Colors: Eyes Side Light Holes Chest Hole Guard: ------ The guard, although very similar to the Agent skin (as a matter of fact, the Agent skin is a modified Guard skin), it is for some reason less popular than its sleeker Agent counterpart. The Guard suit has a squared out helmet, visor, body piece, arm plates, back leg plates, and standard black pants. When adjusting the colors for the Guard model, the following elements are modified. Primary Colors: Helmet Body Piece Arm Plates Back Leg Plates Secondary Colors: Visor Hand Lights Scientist: ---------- The Scientist is the only skin that does not represent an actual warrior, but instead an enemy in single player that was handed a gun and told to help the guards (at least, I think that’s what they did). The Scientist suit is a full body Hazmat suit with an oversized visor and chest and leg lights for accents. When adjusting the colors for the Scientist model, the following elements are modified. Primary Colors: Hazmat Suit Secondary Colors: Visor Chest Lights Side Leg Lights Suit: ------ The Suit skin, the fifth skin in the multiplayer mode, is the only one that must be unlocked. Have no fear, as all that needs to be done is plug in a promotional code. To plug in the code, go to the main menu, extras, unlockables, and then promotional codes. Inside the code box, type in SuitMP13. Then, when you return to the customization menu, there will be a fifth skin, the suit. The skin includes a secret agent in a gas mask and wearing a two piece suit, including a shirt and tie. When adjusting the colors for the Suit model, the following elements are modified. Primary Colors: Suit Coat Pants Secondary Colors: Shirt Cuffs Colors: ------- The following scale gives the rough numerical equivalents to what colors correspond to the customization scale. Obviously, as the colors are gradients, the numbers are not exact, but general areas in which a desired color can be found. The only definite colors are Black and White, at opposite ends of the spectrum.* 0= Black 1-13= Orange 14-21= Yellow 22-48= Green 49-69= Blue-green 70-100= Light Blue 101-129= Dark Blue 130-145= Purple 146-160= Pink 161-180= Red-Orange 181-199= Red 200=White** * Not only will the colors appear brighter in game than during customization, but some colors may seem different on the different models due to texture of the suits. ** Although white, when used as a primary color it appears as more of a grayish color, due to suit texture. HUD Placement [HUDP] ==================================== The HUD is the visor that the player sees while playing in the first person perspective. In this game, the HUD contains several different elements that not only give player feedback, but also let the player know where his enemies are and what objectives there are. All elements of the HUD are movable, and can be placed anywhere on the screen by selecting an element, pressing A, and directing where the element should be placed. Radar: ------ Possibly the greatest tool in your arsenal, the Radar gives a non-level specific look at the locations of enemies, allies, and objectives. There are several ways to fool the Radar, and therefore the player should also trust instinct while hunting prey. If a player crouches or moves slowly through the level, then the radar will not detect said player. However, during objective based matches, if you are holding an objective you cannot fool the radar, even if you are moving slowly or crouching. Point Tracker: -------------- In the game, there are either one or two point trackers based on whether you are participating in Free for all or Team matches. The point tracker will keep track of kills and, in some cases, points earned from objectives such as holding onto the ASE, killing specific targets, or staying alive the longest. Experience Tracker: ------------------- In the game, players earn experience points to rank up. While in game, each kill is usually worth 2 experience points. However, if you string together multiple kills in a row without dying, you will raise experience percentages for each kill. For example, your third kill will be worth 150% of the points, or in other words 3 points. 4 kills is worth 4, 5 is worth 5, and so on and so on. At 20 kills, the experience maxes out at 1000%, so every subsequent kill in your streak is worth 20 experience points. There are also sayings that go along with each streak, to let players audibly know where they stand in their kill streak. 3 Kills= “Kill Streak” 5 Kills= “Massacre” 10 Kills= “Kill Fest” 15 Kills= “Kill Freak” 20 Kills= “Kill City” Also, although it does not affect your experience upgrades at all, if you kill two people in a row with no other kills in the game, you will get a “Double Kill” message. However, that is the only combo kill notification in the game. Health: ------- In game, the health bar will be depleted every time you are shot or hurt by grenades. The health will decrease and then flash, until it is emptied and you die. Another visual reminder to low health is the de- saturation of the screen and also the audio reminder of heavy breathing through the TV and speakers. Health will slowly regenerate if you remain intact after a set amount of time, and all health can be replenished by picking up one of several health packs in the game. Grenades: --------- The grenade bar holds up to six grenades, and shows three different icons to alert you of your grenade status and what types of grenades you have. Round grenades are fragmentation grenades, square grenades are flash grenades, and the radiation symbols stand for radiation grenades. Primary Weapon: -------------- The primary weapon box shows a logo for what weapon is currently in your hand, as well as how much ammo is in the current magazine compared to total ammo carried for that weapon. Secondary Weapon: ----------------- The secondary weapon box shows a logo for the weapon that is not currently in your hands. Because it is inactive, there is no ammo count with that weapon until it is switched into the primary weapon mode. Info Bar: --------- The info bar is a long bar that stretches across the screen. This bar will alert you to nearby weapons you can pick up, time left, and objectives you have obtained. Wii Speak Bar: -------------- The Wii Speak bar is a box that shows the name of every player talking to you at the current time. Because Wii Speak is only between friends or friends of friends, those names are the only ones on the bar. The names will appear based on if their Wii speak unit is picking up any sound, and if they are on your team (in team matches), or in close proximity (in FFA matches). Kill Bar: --------- The Kill Bar is a live feed bar that will alert every player to every kill, objective reached, and streak in the game. Also, if a player with a streak is killed, that will also appear in the kill bar. HUD Transparency [HUDT] ==================================== This option in the main multiplayer menu just adjusts how transparent the HUD is in both single and multiplayer modes. The higher the number on the slider, the more visible the HUD is. The lower the number, the more transparent it is. Although having no HUD creates a more realistic visual effect, it is recommended to keep a visible HUD during multiplayer, due to the feedback and other information you gain during frantic multiplayer matches. Wii Speak [WIIS] ============================== The Wii Speak accessory, sold separately, allows players to communicate in game to friends and friends of friends. Plug the Wii Speak unit into one of the two USB units on the back of the Wii to allow the unit to function. For more tips on how to setup and maintain a proper Wii Speak unit, refer to the manual included with the unit. In game, however, there are several options to adjust your own Wii Speak unit and how you hear those around you. Wii Speak: --------- Toggle this option between on and off to allow or not allow use of your own Wii Speak unit. Volume: ------ Toggle this option between 1 and 10 (10 being maximum) to decide how loud your opponents Wii Speak units are during game play. Make sure that the volume is set loud enough to be able to hear your opponents over the sound effects and music in game. Sensitivity: ----------- Toggle this option between 1 and 5 (5 being maximum) to decide how sensitive your own Wii Speak unit is. The more sensitive the unit, the easier it is for the unit to pick up noise. If you are in a loud room with others, turn the sensitivity down to block out some of the background noise. Echo Suppression: ----------------- Toggle this between on and off to suppress the echo heard from your Wii Speak unit. This is caused by the Wii Speak units of opponents picking up the in game noise and relaying it back to a player, so that their game has an echo. Turn this on to eliminate some of these problems. Headphones: ----------- Toggle this between on and off to allow or not allow the use of headphones with the Wii Speak unit. Matchmaking [MTCH] ============================== The matchmaking service of the game is where the actual game begins. There are three options in matchmaking to broaden or narrow the scope of your opponents. Friends: -------- Choosing this option allows you to organize games between you and people who you’ve either friend requested or exchanged Friend Codes with. Create Private Game: -------------------- This option allows you to create a lobby where you and friends can play a private hosted game online. Join Friend: ------------ This option allows you to join rooms that are being hosted by friends, or join any of your friends playing in a public lobby with an open spot remaining. Add Friend: ----------- Here, you can either look through your Wii Friend roster and send out invites to your Wii Friends so that you can friend each other in the game, or you can type in friend codes of people who also have your friend code, which is displayed in the main multiplayer menu. Friend Requests: ---------------- Here, you can look at all of the invitations you have received from Wii Friends and where you can either accept or decline their invitations. Also, if you sent out a friend request that was accepted, you will be asked to confirm the request. Friend Roster: -------------- Here, you can look at all of your registered friends in game. Although the manual says 64 slots are open, there are in fact only 32 slots available for most players. Regional/Worldwide: ------------------- The only difference between these two modes is whether you want to play with people in your region, or anyone in the world. Each matchmaking option allows for the choice of three modes, Free for All, Team Reaper (death match), and Team Objective. When in the game lobby, you can vote on more specific modes. Game Modes: [GMMD] ============================== ------------ Free For All ------------ Quick Match: ------------ This mode allows for a quick skirmish between all of the players. The kill limit is 25, and the time limit is 10, so the match will be over fairly quickly if you are playing competent opponents. Marathon: --------- This mode is an extended version of Quick Match. Instead of a 10 minute limit, the limit has been doubled to 20. Also, there is no kill limit, so the winner is the player with the most kills at the end of the 20 minutes. 3 Strikes: ---------- A 5 minute match, every player only has three lives. Once the three lives are up, the player can no longer fight in that round. Therefore, the last player standing is deemed the winner, or whoever has the most kills at the end of the 5 minutes. Last Man Standing: ------------------ An 8 minute match, every player only has ten lives. Once the ten lives are up, the player can no longer fight in that round. Therefore, the last player standing is deemed the winner, or whoever has the most kills at the end of the 8 minutes. ASE Football: ------------- The one objective mode in FFA, ASE Football revolves around capturing and holding onto an ASE for the longest period of time. However, there is one catch. Once you obtain the ASE, you can no longer shoot and are limited to your fist and grenades. Therefore, the best plan of action is to change directions and jump, all while throwing grenades and punching when an enemy gets near. Once you have held onto the ASE for 99 seconds, or when the 12 minutes of the game are up, the player with the longest hold is deemed the winner and the round is over. Bounty Hunter: -------------- A unique twist on the classic death match. In this mode, you are given a single target to follow. Killing this target will result in two points. However, you are being hunted by an unknown predator at the same time. If you catch wind of the hunter, you can shoot and kill him for no points, but then you are saved for the time being. However, if you kill any player who is neither a target nor a hunter, you lose a point. The game is up after 10 minutes, or 25 points. ----------- Team Reaper ----------- Quick Match: ------------ This mode allows for a quick skirmish between two teams. The kill limit is 50, and the time limit is 12, so the match will be over fairly quickly if you are playing competent opponents. Marathon: --------- This mode is an extended version of Quick Match. Instead of a 12 minute limit, the limit has extended to 20 minutes. Also, there is no kill limit, so the winner is the team with the most kills at the end of the 20 minutes. Shared Stock: ------------- In this mode, each team has pool of 50 lives. Every time a person is killed on a team, 1 kill is deducted from the team’s pool. After 15 minutes if no team’s pool has been reduced to 0, the team with the most lives remaining will win. -------------- Team Objective -------------- Quick Match: ------------ In this mode, each team has a total of 12 minutes to capture the enemies ASE 5 times and return it to their own base. However, if you drop the enemy ASE and an enemy touches it, the ASE will be returned to the enemy base. After 12 minutes, the team with the most captures wins, or an overtime period is added if both teams are tied. After the overtime if there is still a tie, the game ends in a tie. Marathon: --------- In this mode, each team has a total of 20 minutes to capture the enemies ASE as many times as possible and return it to their own base. However, if you drop the enemy ASE and an enemy touches it, the ASE will be returned to the enemy base. After 20 minutes, the team with the most captures wins, or an overtime period is added if both teams are tied. After the overtime if there is still a tie, the game ends in a tie. Killing Override: ----------------- In this mode, each team attempts to capture the enemy ASE 5 times. However, the match can also be one if one team kills the enemy 75 times, hence the name Killing Override. After 12 minutes, the team with the most captures or the team with 75 kills wins, or an overtime period is added if both teams are tied. After the overtime if there is still a tie, the game ends in a tie. Single ASE: ----------- In this mode, a single ASE is placed in the middle of the arena and two players compete to capture the ASE and return it to their side. After 15 minutes, the team with the most captures wins. However, if there is a tie, an overtime period is added which will end in a tie if neither teams breaks the tie. Maps: [GMMP] ============================== In the multiplayer mode, there are seven maps in total. These maps range in size from large to small, and each map is mirrored so as to provide an even playing field for each team. Complex: -------- Size: Large This map does not seem large from an overhead standpoint, but instead has many branching tunnels that make it a large map. At the bottom level on either side of the map is a base with health and boxes for protection. To the left and the right of each base are hallways that contain more boxes for protection. The tunnels connect again and meet up with the enemy tunnels at the halfway mark of the map. It is here that the power weapons of the game spawn. On the second level is a ramp that connects the base to a set of stairs. The staircase is straight ahead, and connects to the main arena of the map. On the outside of the floor of the arena are walls to protect fighters from sniper fire. On the sides of these halls are stairs to gain access to the sniper perches, and also to restock Drudge and Trust weaponry. In the middle of the arena are two subway-style entrances that lead to the lower level and a blast shield separates the two entrances. The walls on either side, being staggered, provide a makeshift stairway to the sniper perch if jumped correctly. On the third and upper level are the sniper perches and a wall on the north and south ends of the perches to offer protection. By going down and back up a staircase straight back from the perches, one could obtain human ammo to restock their weapons. Tips for this map: When playing a FFA, use the hallways to your advantage. They can be long and tedious, and they double up so the radar isn’t always an advantage. Wait until the last second to jump out, and try and catch people by surprise. If being pursued down a hallway, jump to avoid contact. In team matches, use the lower level tunnels to make contact with enemy territory, as the sniper perch is often populated and the lower level is the only other way to make contact under cover. Pentagon: --------- Size: Large This map is the largest in the game, with four levels and a long stretch of street. On the fourth level, there is a room in the back of the wall, with a staircase that leads down. One could circumvent this staircase and exit through a doorway, which would lead to a hallway that is open to fire from the street. The right doorway is blocked, but to the left are a staircase leading down and also a long hallway with another staircase at the end of the hall. Halfway down this hall is a catwalk that connects to the other side of the street. On this hall, which is on the right side, there are a staircase leading down and also a hole in the floor which offers access to the third floor. On the third floor at the back is a staircase leading up. This staircase connects the fourth floor with the third floor, which opens up on a ramp to the street below. To the left of this ramp is a human ammo box, which reloads human ammo and grenades. There is also a staircase going up and down. Finally, there is a hallway to the left with a staircase that connects the left hall on the fourth floor to the left hall on the third. The doorway on the right is blocked, but by taking other stairs or jumping obstacles, you can reach a hall on the right. This hall has a staircase leading to the fourth floor, and also is where the hole in the fourth floor lets off. By following the hall on the right, you reach a central junction with a staircase down to the street, a health pack in the center junction, and windows on either side to allow for sniping. The hall that is mirrored on the other side connects here, and allows for one player to go from end to end, penetrating deep into enemy territory. On the second floor is the street, with boxes and tanks for protection. Note: the tanks are for environmental decoration, and cannot be driven. By jumping up on a dumpster on the right, one could jump onto a balcony that leads to the third floor through a window. On the left, closer to the ramp, is a room that leads to the staircase that connects levels 4, 3, and 2. Further on to the left is a stair case that leads down to level 1. Down the center of the street, one would reach a junction that provides a staircase to the level 3 junctions, and also ammo for Drudge and Trust weapons. On level 1, underground, is a long hallway with a manhole entrance (accessed from level 2), boxes for protection, and a stairway on the left to regain entryway to level 1. There is also a central room that houses the power weapons of the map, and is allow the player to sneak into enemy territory from their own staircase. Tips for this map: In FFA, use the long hallways to double up the radar and render it useless. Stay away from the streets, as people in the windows on either side can snipe you. If you must use the streets, hop around and duck into the manhole to take pressure off of yourself. In team matches, use the right hallways and level 1 to gain entrance to enemy territory, but beware of players trapping you because of the well known entry marks into their territory. Bunker: ------- Size: Medium This level starts in the north and south ends, with a ramp up to a platform to provide advantage on level 2. In front of this mini platform is a large monitor which offers protection, and also has a human ammo box. To the left and right are tunnels that lead to the sides of the map, which on the left are actually pillars that connect to level 1. If you jump these pillars, you can gain access to the rest of level 2, which is a large circular balcony in the center, connected by a staircase structure, and you can also enter into the enemy tunnels. By taking the right tunnel instead, you enter the area where enemies must jump the pillar. Going down the stairs on the area, you reach level 1. On level 1, there is a small room under the pillars with boxes for protection and in the circular area and side sheltered walkway and an open central area that circles the staircase structure, which has the power weapons for the map. On the north and south ends are ramps up to level 2. There is also a small area behind these ramps on level 1 that connect back to level 2’s tunnels, and can only be accessed by going down the ramps into the area, or dropping off of a bridge that connects the back base on level 2 to the ramp in the central area. Tips for this level: Use the tunnels to your advantage, similar to the strategy for the Complex. Many people focus on the ramp structure as their entry point, so gaining access into the other base is easier through the tunnels. Also, the red tunnel has drudge ammo and the blue tunnel trust, so use those weapons depending on what team you’re on. Use the pillars to your advantage as well, to offer sniping to the area below and as a quick getaway if you were found in the enemy tunnel. Sanctum: -------- Size: Medium This map, on level 4, is actually a single strip that overlooks level 2, and can be accessed by jumping up boxes on the ends of level 3. The center of this strip houses the power weapons, but leaves you wide open to attack from level 3 AND 2. Level 3 is a simple balcony level that circles level 2, and provides sniping areas. On one side of the balcony is a drudge ammo cache; on the other is a trust one. On the north and south sides are entry ways into the complex tunnel system of the Sanctum, and on the left entrance is a human ammo cache. Level 2 in the center is an open arena with a stairway up to level 3. The area has no cover; except for two hallways on either side that reach a small side hall that connects level 3 to level 2. This side hall also has a tall staircase that reaches down to level 1, the under belly of the Sanctum. Level 1 is the most complex level, as it extends beneath the entire map. By the side hall stairs are trust and drudge ammo caches. Going through two entry ways, you come upon a small clearing with a human ammo cache and health. On either side is a tunnel that connects to a series of staircases to go up to level 2 and even 3. These tunnels then reconnect on the other side, and both sides of the map are connected through this way. Due to the non-descript hallways, this is the most confusing part of the level. Tips for this map: Learn the halls. That is the best tip for this map. Once you learn the halls, you have a distinct upper hand over anyone clumsy enough to wander in. Level 1 is the most complex level, and where about a third of all players end up: Some to avoid the constant fire on level 2, some to try and breach enemy territory. If in FFA matches, use the tunnel techniques from the Complex and Bunker. In team matches, take a buddy down traverse the tunnels to catch unwary travelers and those trying to do exactly what you’re doing: enter enemy territory. Infirmary: ---------- Size: Medium The infirmary level is the only 1 level map in the game. However, it is not the simplest level in the game because of the many hallways. The center of the map is actually a wash-up area with a stairway towards two operating rooms. On the sides of the operating rooms are halls that connect both ends of the map, and circle around the back and down the other side to the right, creating a full circle. Going to the left, however, is another hallway that leads to a side room, and then a shower area. This shower area allows for Human ammo reloading, and also a hall down into the hallway again, where across the room is a drudge or ammo cache, depending on which side of the level you are on. Although it has many hallways, it is the lowest level in the game and can be traversed rather quickly for its size. Tips for this Map: Here, you’re going to want to keep to the showers and the side rooms. The halls and operating rooms draw the most action, so stay to the side until the fighting calms down. Then come in, mop up, and exit on the other side. Since the level is low to the ground, your only defense is pretty much hopping around to detract gunfire. Otherwise, matches in this level turn into a game of “who has the longer firing gun”, as the gun with most range will pick off people running down the hall. If caught in the hall, turn into a room or jump up onto the low stairs to stay out of the way of gunfire, and use tight corners to your advantage. Streets: -------- Size: Small The streets level is probably the most popular map in the game, as it offers plenty of strategy for a small two-level map. On level 2 on the north and south are sniper perches that give you a view of most of the map. However, the only way down is going straight down the ramp onto the street, which leaves you open to attack. Also to the right of these ramps on level 2 are office buildings that have open terraces for sniping, and an inside office area. One of these windows looks out onto an alley, and when on the ledge you can jump across the alley to the next window, which leads into a garage with a balcony. Taking the stairs down the balcony from the garage or the stairs in the office will lead to level 1. On level one in the office there are side rooms to reach the alley, and a front desk area the looks out onto the street. Across the street is a garage with either 1 or 2 doors, depending on the side, and across the alley is the other garage. In the street are cars that offer some protection from snipers, which are right in front of the rubble ramps up to the sniper perches. Tips for this map: The ledges from window to window and the alleys are probably the greatest gifts to mankind in this game. If you ever get into trouble, jump the ledges or cross the alleys to get out of the range of gunfire. This is especially helpful in ASE Football or capture the ASE, as you can hop across the ledges without needing guns to do the talking for you. However, stay off of the streets. They are open to fire from the sniper perch, terrace, garage door, and windows on the garage balcony. With all of these options for snipers and other predators, sticking to the alleys and buildings are your best bets to stay alive long enough to take down your enemies. Warehouse: ---------- Size: Small This level is a two story level, with a lot of jumping required. On level two is a back room with human ammo boxes, leading to a balcony. On the left side is a ramp down to level 1 and on the right is a health pack and also a drop off point to the enemy ramp. Straight ahead is a catwalk with doorways to the left and right. On either side, the catwalk breaks up and you must jump the gaps in order to cross, and then go back through the doors to get to the other side. On level 1, there are three center rooms broken up by a wall. This is the same wall that separates the catwalk, and therefore each room is under a section of catwalk. On either side room in the center are entrances to the ramps, but in the central center room is where the power weapon of the map would be located. On the sides of level 1 are hallways that connect all four sides of the map, and side rooms with drudge and ammo caches. Tips for this map: Using the catwalks may seem like a good idea, but concentrating and making the gaps can leave you open to fire from ahead and below. I’ve found that the best strategy is jumping from level 1 to the hole in the side of the ramp, going up to level 2 and jumping back down. This keeps you ahead of your enemies, and let’s you catch the stragglers. It’s also possible to string together long captures in ASE football using this strategy. However, since this is a closed small map, don’t abuse that strategy. It’s the only one you have other than taking to the halls, and once you abuse it, it is gone. Weapons: [WEPN] ============================== Human Weapons: -------------- USP45: The pistol of the game, this weapon is good for quick headshots. Use this when you have nothing else, or you’re at a disadvantage with any other weapon. MP5kA4: Although this weapon seems strong, it can run out of ammo fast. Conserve this and reload during lulls, otherwise you’ll be caught in the middle of a thick and fast firefight with nothing to fight with. SCAR: Although this is a scoped weapon and most undoubtedly a human sniper, it is also an assault rifle and should be treated as such. Use it in hallways to trump the MP5ers, and take some mid-range shots at advancing (or retreating) enemies. SPAS 12: One of the most powerful weapons in the game, this is kind of an overused weapon. It can be a disadvantage while reloading, but use those eight bullets to your advantage. It can be a lifesaver for you with such a strong gun, but beware of those with long-range weapons. SMAW: This is the human power weapon. Slow to reload and short on ammo, all of this is forgiven when you’re blowing up hordes of opponents with one shot. The center piece of the explosives set, this weapon is one of the most sought after weapons in the game, and can easily turn the tide of battle with one or two well-placed shots. Trust Weapons: -------------- Deatomizer Mk4: The SCAR, for Trust agents. It’s scoped and is semi- automatic, but it’s charged shot greatly overpowers its normal shot feature. By charging up and releasing, you can actually wrap up an enemy in three anchored plasma shots, spelling out almost instant death. Shoot one ball at a wall to anchor the other two shots around if there’s an enemy taking refuge behind a box or around a corner. Carbonizer Mk16: One of the two power weapons in the Trust arsenal, a three second shot of this concentrated laser stream can completely destroy anyone in its line of fire. This weapon’s one drawback is the fact that a “magazine” can be used up in about five seconds, and a twenty second stream totally depletes your ammo. Use this sparingly, and stay near a trust ammo dump to make the most of this uber weapon. TPC Launcher: The other power weapon, this plasma grenade launcher is vicious when on target. However, don’t get too close to your target as the explosions may cause an unwanted suicide. Also, the ammo runs low quickly, so you may want to conserve this and use a more basic weapon when roaming around. Drudge Weapons: --------------- Strike Rifle: The Strike Rifle is the SCAR for the drones. Semi automatic and scoped, this weapon is also the only zoomed weapon for the drudge. The ammo is plentiful and the reload time is decent, so this weapon is a very dependable one for any fire fight you find yourself in. Hive Cannon: This mini-arm cannon shoots out explosive bugs... yeah, you heard me, explosive bugs. The ammo on this is also plentiful, so don’t worry about running out too quickly. It’s pretty powerful, and by tilting the remote you can even change the reticule size. Just because it’s not the strike rifle doesn’t mean it should be underestimated. Warp Pistol: This pistol is an iffy weapon. With its single shots, it’s pretty weak. However, when it’s charged up it can be pretty powerful. Yet, this weapon has no scope, so it’s hit or miss. The ammo isn’t that limited though, so go to this if you’re not finding any other weapons that work with you. Shrieker: A heat seeking missile that follows your reticule? Sweet!! However, the ammo is limited and it’s very easy to overshoot your target. You can fire off quick three burst shots, but doing this three times will bring about a reload. This weapon can be pretty iffy as well, and you don’t want to stay too close to the back splash. Grenades: --------- Fragmentation Grenades: Frag Grenades are the grenades that clear a room and root out enemies. These grenades will bounce off of terrain or bounce on the ground, and then explode and take out several enemies at once. Don’t get too close to these however, as you can easily suicide. Also, in team matches, you can bounce these off of a teammate, since there’s no friendly fire. That means that if a teammate gets in your way when you throw, it comes right back at you and you suicide. Why!!?!?!? But for that risk, the reward is very great. Flash Grenades: These grenades will help ease the pain of a firefight, detonating on contact with anything. Players who come in contact with a detonation will lose sight, sound, and radar capabilities for several seconds. This can help you escape, or take down your enemies. However, don’t detonate them too close to you or you’ll be just as blind. Radiation Grenades: Rad Grenades are the sticky grenades of The Conduit. These grenades, when they make contact, will react to a biomass mixture and burn off dangerous amounts of radiation. The radiation will continue to be emitted until the grenades burn them out. If someone is stuck with a rad grenade, it is almost assured death. However, overlapping grenades will not matter, as you get as much damage from one or two. Weapon Sets: ------------ Human: ------ USP45 SCAR MP5 SPAS SMAW Frag Grenades Drudge: -------- Strike Rifle USP45 Warp Pistol Hive Cannon Shrieker Rad Grenades Frag Grenades Trust: ------ Deatomizer SCAR USP45 TPC Launcher Carbonizer Flash Grenades Frag Grenades Near/Far: --------- SPAS Strike Rifle SCAR Deatomizer TPC Launcher Frag Grenades Flash Grenades Rad Grenades Chargeable: ----------- Strike Rifle MP5 Warp Pistol Deatomizer Carbonizer Frag Grenades Flash Grenades Rad Grenades Close Combat: ------------- MP5 SPAS Carbonizer TPC Launcher Warp Pistol Frag Grenades Flash Grenades Rad Grenades Explosive: ---------- SMAW Hive Cannon Shrieker Deatomizer TPC Launcher Frag Grenades Flash Grenades Rad Grenades Long Range: ----------- Strike Rifle SCAR Hive Cannon Deatomizer USP45 Frag Grenades Flash Grenades Rad Grenades Tips and Strategies [TPST] ========================================== Along with the level specific strategies, there are some generic multiplayer strategies that should help in pretty much any situation. These strategies usually take care of most problems, but they are not guaranteed fixes. To find strategies that work best for you, you will want to play in your own style and play to your strengths. -Keep jumping to make a harder target. Along with moving around, hopping makes it harder for you to be targeted. Players aiming at your head one moment suddenly are pointed on your feet or below you altogether. You, meanwhile, can fire off a couple bursts or come down hard on them with a melee move. Jumping around will help you in many situations, but don’t get carried away. If someone else is hopping around and you lose track of them, you could be taken down very quickly. -Keep on the move. There is nothing easier for someone to hit than a stationary target. Although you are tricking the radar, the second someone sees you stationary they can begin planning. They can choose what hall to take, and even take it slow to trick the radar themselves. They know you’re not moving, so they have all the time in the world. Also, if someone is adept at sniping, the best way to get a headshot is take steady aim at a target. You may not realize someone sniping amidst all the action, and therefore moving cuts down on the possibilities of headshots. -Team mates are team mates for a reason. Pair up. Trio up. Do anything to get someone else on your side. In team matches, you have the advantage of extra firepower, so use it wisely. Often times, people will try and go solo so if you’re teaming up, you’ll take them down twice as quick. Also, in objective matches, this provides cover if one of you gets the objective. At that point, if you find yourself providing cover, remember this: those without the objectives do not affect the score total. So take one for the team and use your body and gun as a shield until the rest of your team comes to the aid rescue. -Don’t camp. If you camp, they will come. People are often rubbed the wrong way by campers, and will make a concerted effort to take them down. Plus, if you’re camping, you may be blocking yourself in and making it harder to escape a close shave. This goes in tandem with the “keep moving rule”, so use them both wisely. -The power weapons are your friends, but know your enemies as well. If you know where the power weapons are, you have the upper hand. But if someone else beats you to them, don’t fret. There’s nothing worse than a player throwing caution to the wind to get one weapon, instead of playing with what they have. Also, each power weapon has a drawback and therefore can be exploited. -Evolve with the game. As some methods become well known and others are forgotten, you’ll find that the playing styles of the game can change. Don’t be the guy who still plays the old way, as then you’ll be the first to go. Part of the challenge of FPS Wifi games is the real-time strategy. But if you’re using strategies from several months ago that everyone else has done, they’ll know your weaknesses and where to get you. So keep playing, and go with the flow. -Stay to the edges as much as possible. Going out in the open is a sure-fire way to get you killed, so you’ll want to make sure that you use the environmental coverage to your advantage. By doing this, you’re not only out of sight from some players, but those who see you find a wall or box between them and their target. It might seem cowardly to those who like going in all guns blazing, but when you do that, who usually kills you?? Yeah, the guy on the edge of the screen. Final Thanks: [FINE] ==================================== Thanks to GameFAQS for hosting this FAQ. I had a lot of fun making this guide, and I hope it helps others play through the multiplayer. Thanks to High Voltage Software for making a game, that in my opinion, has the best multiplayer of any Nintendo game to date. Here’s to a sequel!! Thanks to Sega for publishing this game, and not getting in the way. A lot of publishers like getting their hands in everything, so Sega did a good thing by keeping relatively hands off and letting HVS develop the game they and the fans wanted. Thanks to you, the reader. I have to say I got an overwhelming response from my first guide, and I hope you find my second guide just as helpful. Thanks to the following contributors for pointing out several errors on my part. Without these people, the guide wouldn’t be what it is!! For obvious reasons, I will omit the websites to locate these people (to avoid spam mail), and will simply put their screen names. -------------- berserkserpent gunfreak010 -------------- Finally, on a semi-legal note, this guide is only permitted to be shown on GameFAQS.com. As of this time I feel pretty comfortable with them, so I’m not entertaining any requests to share this guide with other sites. Thanks!! Remember, email me at crazycelticblue@aol.com to comment, suggest, or complain (politely!!) about this guide. Without your feedback I wouldn’t know if this guide was a help or not. Thanks again, and hope you enjoy THE CONDUIT!!