Strife

Strife

12.12.2014 21:21:12
Strife FAQ v 1.00

19 VI 2003 - version 1.00 appears

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by Mikael grizzly

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losthills@poczta.fm

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Welcome to the Strife FAQ! Here you will be guided through the Weapons, Enemies,
Armor and Locations from Strife.

This is my first FAQ ever written, so it wont be ideal...

Contents:

1.0.Weapons

1.1. Dagger
1.2. Crossbow
1.3. Assault Gun
1.4. Micro-Missile Launcher
1.5. Twin Grenade Launcher
1.6. Crusader's Flamethrower
1.7. Mauler Blaster
1.8. The ammunition

2.0. Armor

2.1. Leather Armor
2.2. Metal Armor
2.3. Shadow Armor
2.4. Enviromental Suit

3.0. Enemies

3.1. Acolyte
3.2. Crusader Combat Bot
3.3. CyberSpider
3.4. Floating Eye
3.5. Ceiling Gun
3.6. Templar Combat Suit
3.7. Security Bot
3.8. DeathMachine!

4.0. Items and Upgrades

5.0. The Front

5.1. Macil
5.2. Blackbird.
5.3. Feris, the Armorer
5.4. Justin, the Supplier
5.5. Irale, the Black Market Guy
5.6. Gerard, the Medic
5.7. The Soldiers
5.8. Front's Bases

6.0. The town

6.1. The Medic
6.2. The Weapons shop
6.3. The Armory
6.4. Black MArket
6.5. The Old Town Hall
6.6. Governors Mansion
6.7. The Tavern

7.0. THE SIGIL

8.0. Credits

***************************

1.0. Weapons

On your feet soldier! Its time you learn about your weapons.

1.1. Dagger

First of all, lets see your dagger. Its mounted on your wrist. The
blade is sharp, and is designed to deliver maximum damage with as
little effort as
possible.
DAMAGE: Low
RATE OF FIRE: High
CAPACITY: N/A
AMMO: N/A
COMMENT: Use it for stealthy kills, otherwise only to kill two
Acolytes at the begining of Strife

1.2. Crossbow

Dont laugh, the crossbow will be your initial weapon issue. Look at
it. It can be loaded with two types of arrows: electric and
poisonus. It is a cheap weapon, easy to control and manufacture.
DAMAGE: Low
RATE OF FIRE:Fairly High
CAPACITY: 50/25
AMMO: Electric Arrows/Poison Arrows
COMMENT: A good weapon at the begginig of the game. Poison arrows
are stealthy and dont invoke the alarm. Great for stealthy kills.
If you can use only poison arrows.
WHERE: You get it from Rowan for accepting his mission, or from the Sanctuary of
The Order

1.3. Assault Gun

Now for some serious weaponry. The Assault Gun is a standard issue for
the Acolytes and the Rebels. It is really lethal against Acolytes and
Spiders. Its not very accurate at far distances, so try to charge on
your enemies and then burst them in their faces. Be warned: it's a
noisy weapon.
DAMAGE: Medium
RATE OF FIRE: Very High
CAPACITY: 250
AMMO: 5mm Bullets
COMMENT: Very good weapon when you get it. Use it until you get the Micro
Missile Launcher and the Flamethrower, and a supply of Ammunition to both of
them.
WHERE: You can buy it from Irale for 250 GP or get from the armory in the
Prison.

1.4. MicroMissile Launcher

This is a hevy duty rocket launcher designed to destroy machines. No
one thought it could be used to kill humans as well.
DAMAGE: High Explosive (can hurt you badly)
RATE OF FIRE: Medium
CAPACITY: 100
AMMO: Order Munitions MicroMissiles
COMMENT: This cannon should be your main weapon during the assault on
the Castle, and a Weapon to fight the Programmer.
WHERE: Guardhouse at the Power Plant

1.5. Heavy Duty Twin Grenade Launcher

This gun lobs grenades at long distances. The grenades do hell of a damage!
DAMAGE: High Explosive/Flame (can hurt you badly)
RATE OF FIRE: Medium
CAPACITY: 30/16
AMMO: HighExplosive/Phosphor Grenades
COMMENT: An overally good gun, but only to be used at medium
distances!
WHERE: The Armory in the Sewers

1.6. Flamethrower

Usually a weapon of this caliber is attached to a robot, but Irale in the Town
can modify it so you can use it with your hands!
DAMAGE: High Flame
RATE OF FIRE: High
CAPACITY: 400
AMMO: Energy Pod
COMMENT: Very good antipersonnel and anti spider weapon.
WHERE: Give parts from the Rat King to Irale in the Town.

1.7. Mauler Blaster

Look at this weapon. Is it not beautiful? It can fire like a shotgun, but also
has a second fire mode: sends straight a bolt of enrgy, which explodes at
impact, sending a wave of energy in all directions. First mode uses 20
cells/shot, the second 30 cells/shot.
DAMAGE: Extremely High Energy
RATE OF FIRE: Low
CAPACITY: 400
AMMO: Energy Pod
COMMENT: This weapon will serve you to the end of Strife.
WHERE: The Armory in Fortress:Stores

1.8. The ammo

Strife is a game with an unusual feature: unlike most FPS' you can buy ammo.

Bolts: Two types: electrical and poisonus. Electrical are good for robots,
poison are good for living beings (NOTE: Poison bolts dont do any
noise at all,
so using them wont raise the alarm)
Bolts usually come in packs of 10 for electrical, 5 for poisonus.
Electrical can be bought in the Town at 5 GP for 40 bolts, and poisonus from
Irale (after the Front seizes the Castle) for 200 GP (20 bolts).

5mm Auto Bullets: This ammo is used by the Assault Gun. No bonuses, no
penalties.
Bullets usually come in clips (10 bullets) and packages (100 bullets).
At Irale's clips are for 10 GP each, and the packages are for 30 GP each.

MicroMissiles: Very good ammo, will slow down robots and humans.
Come in packages with 6 missiles and crates with 40 missiles.
Boxes of Rockets can be bought from Justin at the Castle/New Front Base at 50
Gp for one box (20 rockets)

Grenades: Two types: HE and Phosphor. HE is good for robots and humans, but
Phosphor is better. The fire from the P-grenade will stay there for a while,
burning everything around.
Grenades are found in piles with 10 grenades (HE) and 8 grenades (P-grenade)
HE grenades can be bought from Justin at a price 50 GP for 6 grenades.

Energy Pod: a standard ammo for the Flamer and the Blaster.
Come in Pods with 40 cells, and packs with 200 cells.
Pods can be bought from Justin at the Castle at the price of 75 GP for 100
cells.

2.0. Armor

Now we will proceed to your protection. The armor absorbs part of the damage you
take, thus exceeding your life.

2.1. Leather Armor

Your basic all leather apparel. A cheap alternative to the Metal Armor
COST: 50 GP
DURABILITY: 100

2.2. Metal Armor

Polished metal plates, finely crafted into a suit of armor. The best armor
available in Strife. Always carry a spare armor with you!
COST: 200 GP
DURABILITY: 200

2.3. Shadow Armor

This armor makes you partially invisible, making you less vulnerable to enemy
fire. Gives no protection. Wears off in time.

2.4. Enviromental Suit

This suit protects you from various hazards, such as Slime and Radiation. Will
wear off in time. Keep at least two handy.
COST: 25 GP
MAX: 5

3.0. Enemies

Now, let's see who you will be forced to kill...

3.1. Acolyte

He is a soldier of the Order. Can be a pain, due to his plentifulness. Acolytes
differ in colors and names, but share the same statistics.
Some Acolytes wear Shadow Armors, and can kill you easily, because they are
almost completely invisible. When you look at an Acolyte with a Shadow Armor,
you see a grayish fog. Shoot it till it's dead!
Acolytes drop 5mm Clips.
WEAPON:Assault Gun
LIFE: Low
THREAT: Low to medium
FIRST ENCOUNTERED: The beginning of the game.

3.2. Crusader Combat roBot

Now this is a challenge. These robots are designed specifically for assaults,
and can take a beating. Also they can can kill you quite fast.
Crusaders drop an Energy Pod and a box of bullets.
WEAPON: Triple MiniMissile Launcher, Flamethrower
LIFE: High
THREAT: High
FIRST ENCOUNTERED: The assault on the Castle

3.3. CyberSpider

These spiders are one of the most annoying enemies. They leap out of the dark,
then start biting your toes. Can kill you fast, if you fail yo detect them.
WEAPON: Stainless Steel Claws
LIFE: Low
THREAT: Medium to high
FIRST ENCOUNTERED: The Prison

3.4. Floating Eye

Another pain: these robots float! They can hide from your sight, then leap out
of nowhere and start shooting you!
WEAPON: Laser Beamer
LIFE: Medium
THREAT: Medium to high
FIRST ENCOUNTERED: The Prison

3.5. Ceiling Gun

A standard defence for the Order's Castle and the Fortress. If you fail to
detect them then you're dead!
WEAPON: Double Assault Gun
LIFE: Low
THREAT: High
FIRST ENCOUNTERED: Sewers

3.6. Templar Combat Suit

A heavy combat suit, operated by a pilot. The pilot is integrated with the
machine, and cannot live without it's life support systems.
ComSuit drops an Energy Pod
WEAPON: Mauler Blaster
LIFE: High
THREAT: High
FIRST ENCOUNTERED: The Oracle

3.7. Security Bot

This robot is a formidable enemy. Fast, little and equipped with good weapons,
this robot will definitely be a challenge. You can avoid his shots by strafing.
WEAPON: Chainsaw, Rifle
LIFE: Medium
THREAT: High (contact) to medium (range)
FIRST ENCOUNTERED: The Fortress

3.8. DeathMachine!

*sigh* Thought the ComSuit was the worst thing you have ever met (except for the
bosses)? Then meet DeathMachine!! This robot is way bigger than you, better
equipped than you, has a JetPack which gives it the ability to fly and is
capable of crushing you in one step. If you encounter this robot, better ready
the SIGIL and some MedPatches
WEAPON: Twin Grenade Launcher, Twin AutoCannons, Grappler (catches you and pulls
you to the machine)
LIFE: Extremely high
THREAT: EXTREME!
FIRST ENCOUNTERED: Proving Grounds

4.0. Items and upgrades

Now I will show you some equipment..

MedPatch - this little package contains everything you need to heal yourself a
bit.
COST: 10 GP (the Town) 15 GP (Fortress:Bailey)
HEALING CAPACITY: 10 Hit Points
MAX: 20

MedKit - bigger package, which heals a lot more hit points, than the Patch
COST: 25 GP (The Town) 30 GP (Fortress:Bailey)
HEALING CAPACITY: 20 Hit Points
MAX: 15

Field Surgery Kit - automated surgery kit, which will heal you completely in a
second!
COST: 75 GP (The Town, Fortress:Bailey)
HEALING CAPACITY: Heals you to your maximum hit points.
MAX: 5

Ammo Satchel - this thingie doubles your ammo carrying capacity, and gives you
also some ammo. You can buy another satchel afterwards, but it will only give
you the ammo.
COST: 300 GP first, 125 GP next
AMMO: 20 5mm bullets, 2 Poison Bolts, 4 Electric Bolts, 6 HE Grenades, 4
Phosphor Grenades, 4 Missiles, and 20 Energy Pod Cells
MAX: Unlimited

Teleport Beacon - this piece of equipment can aid you in assaults - when
deployed it will teleport Front rebels to your current location. The Beacon will
summon 6 Rebels.
COST: 75 GP
MAX: 3

Gold Pieces/Coins - this is the official currency in Strife. With these coins
you can buy weapons, ammunition, armor and information... Gold comes in three
variations: coins (10 GP), bags (25 GP) and boxes (50 GP)

Com Unit - you will receive this from Rowan after completing the Sanctuary
mission. Through this unit you will receive informations from Blackbird, so its
essential for the game.

Targetter - this thing mounted on your will help you target enemies; the
targetter displays a crosshair, which shows where you are firing.

Stamina Implant - this implant will be given to you by Front's medics. Each
implant increases your Max. Hit Points by 10. You need Upgrade Tokens awarded by
Macil to get Implants.

Accuracy - this skill makes your weapons more accurate at far distances.

5.0. The Front

The Front is an underground organisation, dedicated to destroying the Order and
freeing humanity. The Front is your Ally, dont forget about it.

5.1. Macil

Macil is the charismatic and strong leader of the Front. Macil gives you
missions and awards Upgrade Tpkens and Gold Pieces for completing his quests.
Also you receive from him informations about the Programmer, the Sigil and other
targets.

Macil is armed with an Assault Gun and wears a standard Front Armor

5.2. Blackbird

This woman is your intelligence agent. Pay close attention to her advices, and
you might live long enough to destroy the Order. Blackbird will also comment
everything you do.

She has a good voice too.

5.3. Feris, the Armorer

Feris is the Quartermaster of the Front. Feris trains soldiers and supplies
bullets for them.

You can receive from him Accuracy training and 50 5mm bullets, if you have less
than 50 bullets.

5.4. Justin, the Supplier

Justin appears in the Armory in the Castle after you seize control over it.
Justin will supply grenades, rockets, energy pods and Teleport Beacons to you.

Justin:
Box of Rockets 50 GP
H-E Grenades 50 GP
Energy Pod 75 GP
Teleporter Beacon 75 GP

5.5. Irale, the Black Market Guy

Irale has his shop located to the right of the Weapons shop in the Town. Irale
sells SA-12 Assault Guns, 5mm bullets and can build you a Flamethrower from the
parts you receive from the Rat King.

After the Sewers, Irale will give you accuracy training.

Irale:
Assault Gun 250 GP
5mm Clip 10 GP
5mm Box 30 GP
After you seize the Castle, Irale will offer more:
Phosphor grenades 75 GP
Poison Bolts 200 GP

5.6. Gerard, the Medic

Gerard is a red haired guy, supplying medical aid to the Front. Gerard has
created a Stamina Implant, which increases your Hit Points. The first versions
of the implant are designed by him, but the next versions are created using the
Order's technological data and materials.

Gerard can heal you to your maximum hit points, no matter how bad you feel. Also
he will upgrade your implant.

5.7. The Soldiers

Front Soldiers are brave and 100% human. They wear brown armors, and are armed
with standard Assault Guns. Rebels can be send in to help you, but you need to
have a Teleport Beacon. Then Justin and Feris will send backup for you.

Soldiers drop a 5mm Clip, just like the Acolytes.

5.8. Front Bases

At the beginning of the game, the Front has one base: at the old Town Hall.

That base is located underground, and is relatively small.

-The Command Center: here you will find Macil, his advisors and researchers. You
can talk to the researchers and advisors for some minor tips and gossip. Macil
is the one to talk to.
-Weapons training: here you will find a Gun Range and Feris. At the Gun Range
you can practice shooting moving targets (dont know what thats for: you have
actually practiced it at the beginning, in the Sanctuary!). You will receive
training and some ammo from Feris, if you're low on it.
-Medic: this is the place to go, if you are wounded. Gerard will heal you to
full health, and give you a Stamina Implant (if you have the proper Token of
course)
-Barracks: You can visit this place to talk to the Rebels, see the water source
of the Castle and finally, get a 5mm Clip from one of the beds.
-Power Plant: here you will find a technician; he will give you a minor clue
about Strife.

When the Programmer is dead, the Front will claim the Castle and the base in the
Town Hall will be deserted. You can return there to find some MedKits,
MedPatches, some 5mm Clips in the barracks. If you have a silver key, then check
one of the walls where the flag of the Front was - there you will find 200 GP,
some MedKits, a targetter and some phosphorous grenade rounds. They forgot to
evacuate that spot or what?

After the death of the Programmer, the Castle will become Front's new base of
operations.

-The Command Center: this time its located in a keep. Macil (as always) is in
the center, so you dont have to look after him. Look at the monitors beside
Macil: they show your worst enemies (until you meet the DeathMachine!).
-Weapons training: the Front converted a medical storage facility into an armory
and a Gun Range (Its a good idea to get everything from the Storage room before
killing the Programmer).
Here you will find Feris and Justin, who will supply grenades, rockets, energy
pods and beacons.
-Medic: here Gerard will supply healing and stamina implant upgrades to you.
-Barracks: see above
-Power Plant: dont know where it is situated.

6.0. The Town

The town is the place where you can resupply and find important people, like
governor Mourel. Dont go trigger happy here, or you will set off the alarm, and
youre toast!

6.1. The Medic

Lets start with the Medic. He looks like Gerard, but he doesnt offer any free
healing though.
After the sewers, the Medic will give you an upgrade to your Stamina Implant.

Medic:
MedPatch 10 GP
Medical Kit 25 GP
Field Surgery Kit 75 Gp

6.2. The Weapons Shop

At the weapons shop Bowyer will offer electric bolts and an Ammo Satchel (see
items section)

Bowyer:
Electric bolts 5 GP
Ammo satchel 300 GP first, 125 Gp next

6.3. The Armory

The Armorer sells the finest armors in the world of Strife. The prices are high,
but definitely worth it. After you seize the Castle, the Armorer will lower the
price of the Metal Armor.

Armorer:
Enviromental Suit 25 GP
Leather Armor 50 GP
Metal Armor 200/125 GP

TIP: To the left of the Armoury you can see a ruined balcony. RUN (shift + up)
up to the edge of the river and jump. If you have done it correctly, then you
should fall into the balcony. Inside you will see a foundry. Go in and grab that
Leather Armor, MedPatch and those coins up the elevator. Then jump through the
window to get out.

6.4. Black Market

At the Black Market you will find Irale, who will supply you with weapons and
ammo.

Irale's offer is in the section dedicated to the Front.

6.5. The Old Town Hall

This was once a giant, beautiful structure. Now, after the Order destroyed it
and placed the Governor, this building is in ruin. No one goes in, no one visits
this place.

After the Sanctuary go in here and find Geoff. Tell him the password from
Blackbird, and he will let you into the Front Base.

6.6. Governor's Mansion

The mansion is located by the Tavern. Here governor Mourel rules the Town.
Mourel is a reminder that the citizens are free no more.

TIP: Inside the mansion turn left and go through the door you see. Down, you
will find some MedKits, 5mm Clips and a targetter.

6.7. The Tavern

Inside the Tavern you can find a barkeeper, some Acolytes and peasants and a guy
upstairs who says he's a talent broker for the rebels. The barkeeper can give
you some minor info about the Order, you can get some gossip from the Acolytes
and Peasants. But dont take that guys offer. It will lead you to a point where
you will be forced to kill the governor, and if you do it, you are stuck in the
game. Forever. Mourel is crucial for completing the Prison asiignment. You can
kill him afterwards.

7.0. THE SIGIL

The SIGIL is a weapon of mass destruction. It uses your health as ammo, so be
careful when you use it. SIGIL is made from five pieces, which you obtain from
bosses (like the Programmer). Now lets present the effects of each piece.

1 piece: The handle summons a rain of energy to your location, or to the
location of the enemy. Each shot costs 4 HP.

2 pieces: Two pieces shot an energy bolt straight. One shot takes 8 HP from you

3 pieces: Shots a wave of energy bolts in the direction you are currently
facing. Costs 12 HP

4 pieces: Shots straight a column of energy. Costs 16 HP

5 pieces: The full SIGIL is a combination of all previous pieces. One shot sends
a bolt of energy straight, the bolt also carries a 'tail' of energy behind it,
and sends horizontally streams of energy. Use this weapon wisely, as one shot
takes 20 HP from you.

8.0. Credits

You may post this FAQ everywhere, as long proper credit is added.
If you post my FAQ, dont alter it!

^____^

I wish to thank GameFAQs as they were an inspiration for me. I thank everyone on
this planet, and the CosmoTomato from Mars!
GO TOMATO!

Mikael Grizzly, losthills@poczta.fm



 
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