After the short scene at the start, follow your squad to the first building on the left. Kick down the door and continue inside. You will quickly be briefed about tickers, small spider-like creatures that are used as landmines. Head up the stairs behind the bar for some ammo, grenades and collectible (1/4), which is a newspaper on the ground beside the chair. Return downstairs and continue into the adjoining room. A swarm of tickers will come from the street outside. Take them out by shooting them or if you are up for a challenge you can melee them. Either way, once they are dead continue outside.
Head straight across the street and through the broken fence opposite, head around the building to the left and use your lancer to destroy the barricade blocking your exit to the street. This is another open area full of tickers, destroy them all to continue. Head down the street and instead of following it to the left, turn right into a small memorial area, read the plaque to unlock collectible (2/4). Turn around and continue down the street.
As you start to climb the hill, look to the sky to see massive numbers of nemecyst. Shoot them down as fast as you can so they do not damage the rig. Shooting the nemecyst will also alert some grubs in the next area to your presence and they will proceed to fire at you with a troika and whatever else they can get their hands on. Take cover and kill the remaining nemecyst, then slowly make your way up the hill and take out the troika on the roof and the grubs at the gas station here. Shoot the gas pumps for an easier time taking down the locust on the ground level. Now take cover from the troika on the left. After it is destroyed head inside the gas station, and enter the back room for collectible (3/4).
Return outside and make your way to the rest of your squad. Jump the wall here and exit through the broken fence. Follow the fence round to the left and head through the large, ajar Iron Gate to enter a bitch-black tunnel. Dizzy will follow you in with the grind lift and will provide a limited light source. Move slowly through the tunnel and fight off all the tickers that appear in here. You should hear them before you see them, so when you do here move back closer to the rig so that you can see them earlier. Another option for this tunnel section is to turn brightness up in the game options all the way to the max to make things a little easier.
After fighting off quite a few tickers you should see a set of stairs on the left. Before you head up these, check out the small tunnel on the left just before the stairs for collectible (4/4). Continue through the door at the top of the stairs, kill the tickers that appear in the hallway then exit the room to the right back into the tunnel. Dizzy should move up to give you some more light, so keep moving. Soon after this, you should see the light at the end of the tunnel, kill the remaining tickers and head for the exit.
As you reach the end a reaver will enter the tunnel and attack you. Kill the two locust on its back and then shoot its face until it blows up. Exit through the now open gate . You will be given a choice to go through the hotel or onto the rooftops.
| Route 1 | The Hotel Head inside and run up the stairs. Kill the grubs here then exit onto the rooftop and kill two more here. Wait until the squad on the other side finishes up fighting and they will blow the door to the next area open for you. Head inside and to the end of the hallway. Kick the door down and kill the locust here. Kick the door on the right of the room open and clear the balcony. Marcus will then radio Dizzy to bring him through. |
| Route 2 | The Rooftops Head up the stairs directly in front of you and turn left at the top, follow the wall round the corner and kill the grubs here. Take a right at the end of the passage and climb the ladder at the end. Kill the mortar guys on the roof and then pick up the mortar. Dom will tell you to mortar the building in front of him. The building you are mortaring should be to your right and have a large hole in the roof. Aim at the hole with the mortar launcher and fire at about range 135 to open the door for Dom. Go back down the ladder and Jack will unlock the door to the next area. Kick the door down and run straight through the room and exit from the other side. Hang a left and clear the roof of baddies to continue. |
As Marcus calls Dizzy to give him the all clear, a brumak will emerge from the tunnel. Kill it using the mortars that are on both rooftops to make it quick.


