Killzone Liberation _____________________ Challenges FAQ
"I like animals. That's why I kill'em." --Graham Chapman
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You unlock the 24 challenges by completing the single-player campaign. Each challenge set uses the same six exercises, but on different maps, and have different ways of pissing you off. For each medal you earn, you gain 5, 10, or 20 points. Unless you are more retarded than Timmy from South Park, you should be able to figure out the point values. Otherwise, please email simalcrum and you'll get some free electronic info mailers from Retard Jails (a.k.a., lunatic asylums or 'rest homes'). You may also get info from Mrs. Arthur Maloney Smith -- the wife of late Mrs. Arthur Maloney Smith -- about land investments in Zimbabwe, or interesting questions from curious buyers from EBay. Any V2 weapons you unlock will be available from supply bins (if the bin has a weapon choice, it will be the V2 variant).
Basic Exercises
Templar always uses the default M82 rifle in all challenges, so you'd better get good with the gun or you're fucked. He will occasionally start with the two grenades, one (or more) C4, and all abilities at default. It is a challenge to stay alive, but the cache boxes will have challenge crucial materials and will be covered in each challenge. To succeed in a challenge, simply achieve the minimum for the bronze, silver, or gold and then die or let time run out. Target Practice This is basically Templar shooting paper targets. White and red targets are valid, while green targets are "misses". Fail to break a valid target before it disappears and you also incur a "miss". You can melee targets, but a far easier way to deal with this is to use the R key and shoot from the same spot. A full 4-round burst from the M82 will break a target, so release SQUARE if you accidentally fire on a green target. The best time to reload is right after firing on the last target. As soon as you press SQUARE, hit TRIANGLE and reload. This way, you have the full magazine of 24 rounds for each set. Base Defend This is a variation of the Target Practice exercise but with live enemies. Enemies will attempt to place a C4 charge in your base. If lose all your "bases" you fail. If you die, you fail. If your ally dies, you fail. Your goal is to kill the needed number of enemies using the weapons provided before you die. Use your ally ruthlessly but not stupidly; Rico's fun is like a turret and can shred most weaker enemies before they get close. Templar needs to double team the enemy if they are the bomb throwers or elite soldiers since they are tougher and will melee him to death (or shotgun). Use the remote mines available to defend the "base" and blow the spot if an enemy gets by you. Sometimes you want them to get by you so you can avoid taking the damage from enemy guns. Once you meet the minimum for gold, you can stop the killing, die, and collect the reward. Target Practice Run This is a variation of the Target Practice exercise, but Templar needs to run from insertion to extraction under a time limit. The maps will be abbreviated drastically but you will recognise enough of the map to make shit happen for you -- meaning you win, other people don't. To gain more time, you need to shoot or melee the white targets (so far there are no red targets - exploders - on the target runs), and avoid destroying the green targets. Targets appear in the exact same spot each time. However, the target may be green or white (random). Therefore, you can memorize the course as to which targets you break (as in break all of them) but at the same time, you need to restrain fire, or simply ignore a target if the pattern will sap your time. Luck plays a part in this exercise since good patterns of white targets will let you breeze through the runs while an odd green target here and there will spoil your "good" run. Object Course This variation of the Practice Run has Templar collecting the briefcases from the main game. You need to collect all the cases before time runs out. The cases are always in the wood boxes or other objects, so you have to be very fast in running to each location and killing the enemies before they gather around and kill you. There is ALWAYS just one correct path for this exercise, similar to the C4 challenges, but in this challenge type, you have it easier since you complete the challenge immediately once you pick up the last case; time stops at that point. If you die afterwards but have all the cases, you get the gold. C4 Course This challenge is similar to the Briefcase Hunt, but more challenging since the explosives are limited and you have to wait for the C4 timer to explode before the timer stops. You need to budget your time better and allow for the time to place the explosives (about 3 seconds) and for it to explode (4 seconds). This, coupled with the enemies in some stages, will be very challenging indeed. However, there is ALWAYS just one correct path to take, but the precise actions you do make speed up or delay the outcome (especially with the grenades); luck and skill both play a big role on these challenges. Spidermine Catch This is the most fun challenge. Shoot a spidermine and lure it into a spider- trap. Each trapbox has one opening (make sure of which one beforehand) and the little robots will fall off ledges and stuff to kill you. For most of the challenges, you simply determine which mines to shoot -- the delay between mines usually lets you bag two in quick succession so you can spend the remaining time cushion to bag the third mine. This challenge's success or failure is determined quickly, so you know immediately if you need to restart or not.
Chapter 1 - Challenge Set (120 points max)
Target Practice This is easy. Stay in the ruins and you don't even need to visit the box for ammo if you only R and aim at the white and red targets. Enjoy your free 20 points. They do not come easily later. Target Pratice Run Nothing to say except remember that you can save some ammo by melee attacks. Learn which targets come up and attack them. Face and strafe using L if needed, but keep moving forward and shooting on the move. Like stationary Target Practice, reloading once you fired off the last shots are best, but some targets show up at inopportune moments during that time; if green targets show up while reloading, you lucked out -- that means more white targets are available later. Otherwise, you need to determine if aborting your reloading is worth meleeing a white target in your way. C4 Course The first C4 challenge is kinda tough, but not really. Templar starts with two C4 and has four targets. Two more C4 is in the cache in the middle. Begin by attacking the southeast pylon. Clear the two enemies there using a grenade and you will kill none, one, or both. Place the first charge. Second target is the northwest. A sniper is there. Press the L twice to action roll, or if you want, grenade the sniper as well -- the last grenade will be helpful against the other enemies, so dodging to the sniper is best. Once the sniper is dead, place the second charge. In between, go back to the cache and expend your M82 ammo. Refill on health, ammo and C4. Third and fourth targets are both east pylons (enemy at either may have followed you since the challenge started). Kill each quickly and if you want to, use a grenade to cause a scatter action from the enemy. If your last C4 detonates to meet the gold medal time, you win even if you die afterwards. Spidermine Catch Easy. You will use the two cages on the "north". Shoot two spider mines and lure them into the "top" cages. This leaves ample time for the last spider mine to be trapped in the "bottom" cage. Object Course Five cases. Enemies drop health and ammo (preset). First case is near the red barrel at the start. Second case is past the tripmines (use grenades to clear) in the northwest. Third case is off the landing pad (but north of it). Fourth case is on the landing pad near a steel box (right wood box). Fifth case is in the southeast -- if you grabbed the secret case in this stage, the object is in that same box. Base Defend Easy. One spot to defend, two mines, some grenades, M82 ammo. Place Rico near the southwest rally point, and Temnplar can cover the north spot. Put the obstacle behind Templar to shield bullets and take down enemies as they come. Having a mine deployed means you cannot use grenades (CIRCLE detonates the mine first, then throws grenades). Repulse the listed number enemies and you can give up the fort, because you will have won.
Chapter 2 - Challenge Set (240 points max)
Object Course Five cases. First is in the south catwalk near where the cache box was. Second case is in the first tier -- right two boxes (you may want to grenade the left enemy while the lift goes up and kill the other guy with the gun). Third case is on the first tier, before the lift. It's next to the red barrel. Fourth case is in the same layout as the second case; on the second tier's right side there are two boxes. The fifth case is at the top of the stairs on the second tier. Again, your grenade will ditch one enemy on the second tier, but you have to gun down the remaining two. Base Defend Two spots. M82, mines, grenades, and the shotgun. Use the shotgun and place Rico on the southwest rally point so the bulk of the super structure will defend him. Enemies come from the stern (northwest) and the port side (northeast). You have to defend just one, but having two points makes it harder for the enemies to tsunami you and place charges. Use the mines to delay the inevitable and the shotgun can do take downs. Ammo is unlimited, so visit the cache between waves. Target Practice Run The exit it the lift away from the refinery, but you have to re-learn the path as a speed run. Not very hard, but there are targets that appear north of the exit you should try to shoot if they are white. Simalcrum is indeed very racist -- shoot all white and red targets and preserve the green ones. Spidermine Catch Slip by the rotating mines and disarm the tripmine. Move past the tripmine and kneel at a spot to shoot both spiders. Shoot the left one and then the right one (this gives you the delay you need). Run back to the cage-trap on the bottom right. Once that mine is snared, run to the closest cage on the upper left. The two mines snared, take out the last one by going back through the rotating mines and snaring the mine in the final cage (the one all the way west). C4 Course Three spots, three C4. No caches. This is a hard one. Begin by moving north and detonating the north most point. Use a grenade to the clear the shock trooper and his buddy, grab the health (same time is expended) and place the first charge. Second target is "in the middle" where some tanks are and an enemy. Take him down with gunfire and place the charge. Go west, south, and then east (left, down, right) to get to the final point. You will need a lot of luck and time here. Use a grenade to damage, delay or clear the shock troeper and enemy near the last point. If you miss the grenade, the shotgun will kill you or the loss of time will. This is a hard exercise, so difficulty goes up from here. Target Practice Easy if you remember to reload as soon as you fire at the last target in a set. You do not need to visit the supply cache if you don't miss any white or red targets. You will have gold criteria before you run completely out of bullets.
Chapter 3 - Challenge Set (Xbox 360 points max)
Target Practice Around 35 to 40 hits, a wave of enemies will appear non-stop, literally fucking you in the ass in regards to your medal score. Prepare for that eventuality by keeping tabs on your score -- once the targets start coming in non-stop, you can only afford to miss one per instance you reload -- shoot the six (or twelve) targets you need with your V2 weapon and got the 45 hits you want for gold. C4 Course Three spots. Destroy the first wall only if you disable or knock away the enemy near the first supply box. While going to the wall, use the first grenade on one of the two enemies on the higher level. Place the C4 on the wall (the far enemy may not knock you out of the charge placing animation). While the countdown happens, kill the enemy you missed before (on high ground). Even if you weaken him, that's fine -- go around and get ready to dodge the rocket soldier. Kill the rocketeer and anyone around before grabbing the second C4. Plcae the second C4 and while it counts down, grab the health. Unleash the second grenade on the elite and his escort buddy. Luck will kill one or wound both leaving you to finish them off with the assault rifle. If you did well, you should have the full eight seconds or more to grab the C4, run back to the AA gun and place the charge. Don't forget you need 4 seconds to blow the charge. If you miss the 1.15 left, just retry. No other way. Object Course Use the shotgun to grab five cases. Grab the first one behind you at the start. Take the second at the revolver soldier. Move down the bank and kill the shotgun guy. Grab the case in the northwest by the lamppost. Case four is on the pier by the water. The last case is not near the final enemies; just break the boxes at the top of the ramp. Spidermine Catch Lure two of the mines quickly into the top left and middle cages, then the last mine into the right cage while you avoid the rotating mine laser. To give yourself more time, shoot the mine the furthest from the cage you want it to go to so you have more time to "adjust" the mine's path to the cage opening. Target Practice Run Count off enemies by batches of six. You can melee some close targets so you have more ammo for far away targets. Once you shoot six enemies (batch-wise), you need to stop and reload. Moving the screen will spawn the targets while you reload and you will not be able to shoot them all for the needed time. Run at the last part (going up) so you need to gauge what you need to fire on and what you need to spare. Kneeling to draw a bead on targets is better than strafing and missing. Base Defend Tough since you are alone. Use the mines smart and play smart but safe with the weapons you have. Consider using the V2 shotgun and run n' gun all the enemies while staying away from explosives. It should be easy if you stick to it.
Chapter 4 - Challenge Set (480 points max)
Target Practice Run A reverse run at the lower dam. This one is much harder than the tier 3 one and you cannot stop effectively because the spawns are closer. You will lose a few (about one or two) targets while you must stop to reload and stop more targets from appearing. Patience and timing on this run is mandatory. C4 Course Use Rico to set C4 charges. While he does that, you go around and kill enemies quickly and aggressively while he comes under fire. The three tanks are along the way and you really only stop if you want to grab health and grenades. Use them liberally to take out the elites to clear this easy one. Object Course Five objects. Four of them are around the outer ring with the shotgun elite and revolver guy. Two are on the west side. One is in a "box crook" near the gate. One is in the area where you and Luger start off in (spider mine). Last one is guarded by two spider mines at the very top. Use one grenade on the shotgun elite when picking up the case near the single spider mine. The second grenade can blast the two spider mines later. The difficulty here is you need to hold R to quickly shoot an enemy twice or thrice to kill them effectively. Once you get the run and gun attitude of the crossbow, you can quickly get this gold with several seconds to spare. Spidermine Catch Randomized drops. You need luck to get the right mine in the right spot to the right cage. There's no sure method except for what you intuitvely feel. Try going between the left two cages and go "northwest" to lure the upper mine out to the top cage. Lure the second spider (if it appears on the east) to the west cage. The southern spider may give you the easiest time once you deal with the intial two mines -- simply lure it to the last (right-side) cage. The randomness of the mine spawns seems to stop once you retry a few times. Base Defend Somewhat easy with the V2 weapons (this assumes you unlocked them). One spot to defend but you are by yourself. Place a mine and use the V2 chaingun to prolong the inevitable overrun. Use the grenades liberally on groups. Once the rocket soldiers show up, you can duck behind the obstacle between the ramps and the rocket will never damage you. Target Practice Hardest since the targets are barely out of your weapon's range. Kneel at the top of the ramp to the supply box with the V2 weapons and flick the stick quickly while crouched to down to destroy your targets.
Awards - You have a new machine for the fighting ...
20 -- Frag Grenade Increase (3) 60 -- Syringe Increase (3) 100 -- C4 Rigging Quickened (Tier 1 challenges complete) 140 -- Smoke Grenade Increase (3) 180 -- Disarm Mines Quickened 220 -- Pressure Mine Increase (4) (Tier 1 + 2 challenges complete) 260 -- Melee Damage Increase 300 -- Player has 50% more life 340 -- Ally has 50% more life (Tier 1, 2, 3 challenges complete) 380 -- Smoke Grenade Increase (5) 420 -- Frag Grenade Increase (5) 460 -- Player has 100% more life 480 -- Unlimited Ammo & Grenades Cheat (All challenges completed as gold)
simalcrum is always right; you are always wrong.