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LB's Area 51 Walkthrough and Strategy Guide
1. Part I


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Area 51 Walkthrough and Strategy Guide >
1. Part I


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LB Review: 8.2
Platforms: Xbox, PS2, PC
Release Date: 04.25.05 (Xbox, PS2), 05.23.05 (PC)
ESRB Rating: M (Mature)
More Info: Official Area 51 Video Game Site
Purchase from Amazon.com: Xbox PS2 PC

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Area 51 Table of Contents



  0. Introduction
  1. Part I
  2. Part II
  3. Part III
  4. "Area 51" Review

  LB's Downloadable "Area 51" Guide


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Welcome to Dreamland

Follow the soldier with the green arrow above him to start your training. Go up to the armory window and you'll receive a pistol. You'll then be told to go over to Crispy at the shooting range. Go to the green arrow. Fire off a few rounds; try to hit the targets.

This is a good time to adjust your horizontal and vertical control sensitivity and to un-invert your Y-Axis if it is bothering you. You can do this by going into your Pause Menu and choosing "Profile Options > Controls".


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After a minute of this or so, Crispy will challenge you to a shooting contest. First, grab the Ammo on the crate in the middle of the two shooting range windows, then, hit five targets before Crispy does. This is pretty easy. Once you do this, you'll hear somebody tell you to "Move out." Head to the green arrow and then follow your team of men to the next green arrow.

When you enter the blue-hued room you'll be told to pick up your Scanner. Your scanner is useful for finding Databank Entries and for general information purposes. You'll get a chance to use your Scanner straightaway. Head over to the corpse in the room, switch to your Scanner, and then aim it at the arm of the corpse. You'll see a yellow box appear around the arm, which turns green when you are actually aimed at it correctly. Press and hold your "Primary Fire" button until you have finished scanning.

Follow your team out then go up to the garage door near where your team is waiting.

CHECKPOINT: Saboteur Search

Follow the green arrow to the shooting range where you will find one enemy firing on you. Follow the enemy while trying to shoot him. Here, you'll learn how to crouch, in order to get under some crates. Then, you'll learn to jump. Continue to follow the enemy and fire on him often. He'll soon back up towards an exploding barrel in the back left corner. You should shoot the barrel and he'll blow up.

Go through the garage door near where the enemy blew up and you'll receive the Assault Rifle. In the small room to your right there are some locked lockers and some Ammo. Grab the Ammo then use your Melee Attack (click down on right control stick) to bust open the lockers for more Ammo. Scan the blue canister if you'd like. Follow the green arrow to the elevators where you will find your team. Enter the elevator.

Deep Underground

Nothing here but a cutscene.

The Hot Zone

You'll be attacked by an onslaught of Mutants. Simply stay behind the crates and shoot them. A little ways into this battle, you'll be given 3 Grenades. Feel free to toss them to get the hang of throwing Grenades. Soon enough, the area will be clear and you are told to link up with Hazmat Delta.

Move forward, round the corner, help take out the one Mutant here, then your team will open the door and you'll get a quick cutscene of a mad scientist breaking through the glass, revealing that he is a Mutant. Shoot him.

CHECKPOINT: Mutation

Go into the next room where you'll see some Mutants coming from the fire on the left. Go to the middle area with your team and be aware that Mutants will be coming from all sides. Keep an eye on where you team is firing to better help you locate the Mutants. When the area is clear, do some quick exploring. Scan the document on the large table, then, head to the right of the door that your team went through and find the "Area 51" Arcade Machine. Here, you'll find Health and another Assault Rifle for some dual-wielding fun.

Go through the door. In this cubicle area you'll need to turn on your Flashlight. Do so, then make your way forward to trigger some Mutants, then quickly pull back and set up with your team. Mutants will come first from the left, then from the right. Shoot them all, then head left, kill any remaining Mutants, then grab a Scan of the Super-Contagious body on the table.

Continue along the path, in the direction that your team is facing, and kill the Mutants that come out. Go up the stairs and follow the balcony/hallway to the next door. Go through and you'll be above the room where the "Area 51" Arcade Game is located. Kill the oncoming Mutants, scan the document on the couch, and then head through the next door. More Mutants. Keep up with your team and kill all of the Mutants. Your team will ask about the generator and you will be sent to go fix it.

CHECKPOINT: Mainframe Room


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You need to find a way to bring the power back up. Follow your partner, going down the catwalk ramp. Go through the door and you'll see three Mutants heading down the stairs. Kill them, and then go up the stairs. Go along the balcony, watching as your partner shoots the windows (hey, it's kind of cool). Then, go through the door on the right and follow the hall into the Generator Room. Your partner will point out where you need to go, marked with a green arrow.

You need to make it up to the second level of this room. To get there, you have to deal with an electricity puzzle: horizontal beams of electricity moving between the two generators. There are two energy beams (an upper and a lower) that will move away from you and a lower energy beam that will move toward you. To get through, you have to get in behind the beams going away from you, then jump over the lower beam coming toward you. Easier said than done. You'll notice that the two energy beams that move away from you spawn at different times. Wait until the two beams spawn at nearly the same time, then, wait for the lower beam to get to you and dissapate, then, start walking behind the two beams moving away from you. Keep an eye out for that lower energy beam coming at you. Jump over it when you see it and then jump over it again near the end.

Once clear, you'll see a ladder on the left. Climb it. Follow the green arrow to the switch and use your "Activate/Reload" button on it. Facing out over the generators, use the ladder to the left of the switch to easily get back down. Begin backtracking to your team and you'll see your Partner's head be torn off. Shoot the Mutant responsible. Continue back to where your team was waiting and you'll get a cutscene telling you to keep moving.

You'll be attacked by many Mutants. Kill them while following your team up and around the catwalk to the large doors. Chapter end.

The Search

CHECKPOINT: Hallway 5

This is a nasty hallway. Shoot the many oncoming Mutants. Move forward and note that there is some Health on the bookcase on the right. The right path is blocked by fire. Take the left path. You'll end up in the upper part of a large room. You have to scan the computer in the Comm Room.

Look for your green arrow and follow it through the doors. Kill the Mutant who comes at you from the right, then approach the control panel and hit the switch. If you want the Shotgun a bit early, look to your right for a dead body and something else you can pick up: a red ID Card. Grab it. This red ID Card will work on the right-side switch of the door in this room. You need to find the other ID Card to get into the room, where you'll find the Shotgun. Exit out, cross the balcony to the other side, and go left along balcony. Go into the last door on your right (before the undamaged stairs). Here you will find a yellow ID Card. Grab it and bring it back to the room you were just in. Use the ID Card on the left-side switch of the door. Mutants will emerge. Kill them and then enter the room to find the Shotgun and various other Ammo and Health. Once that is done, exit out and make your way downstairs where you will meet up with your team, where you will find Health on some crates.

Kill the Mutants who come out of the fire then wait for your Team to open the door to the right of the fire, killing any Mutants who may bother you. When the door is opened, go through and note the bookshelf with a Frag Grenade and Health on the left, near the fire. Kill the Mutants. Continue into the green "jar" room and be sure to Scan one of the green jars. Wait for the next door to be opened then go through.

CHECKPOINT: Head's Up

Here, you'll meet up with Hazmat Team Delta. Take out the Mutants coming from the balcony and move forward. You'll get a cutscene of tiny Spider Mutants coming your way (we tend to call creatures like this, "Jalapeno Poppers," because of the noise they make when you shoot them). While moving backwards, start shooting them, attempting to spray your fire over all of them. A Grenade may also come in handy here. When the area is clear follow your team upstairs and into the room with the control panel. Crispy tells you that you need to find a Level 1 Security Card in order to get through the door.


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Exit out and find the door directly across from you. Go there. Go through the door, kill the Mutants, then find the Armory Door which is locked with a double hand scan lock. You need to find an arm. With your back to the armory door, go straight forward, over the rubble, and you'll find a Severed Arm. Pick it up. Bring it back to the Armory Door and use it on one of the two switches, then, go to the other switch and use your own hand on it. This will open the door.

Follow the green arrow to the L1 Security Card in the pigeon holes. Then, shoot out all of the glass in the armory and grab all of the Ammo and Grenades that you can hold. Head back to Crispy.

CHECKPOINT: Crispy Hacks

Crispy will automatically grab the Card from you when you near him. You have to protect Crispy for 45 Seconds. This is easy, just kill the Mutants. When the door opens, go through for a Chapter end.

They Get Bigger

CHECKPOINT: Overrun

Move down the hall and enter the next room where you'll have to battle a bunch of Mutants. Take them all out. Note the many exploding barrels in the area. When the room is clear, you have to get to the Crane. Go across the room, up the ramp, and turn left to find a Control Panel for the Crane. Go up to it and activate the switch. This will move the warhead/missile away from the hangar doors.

You have to find a way to open the Hangar Doors. Note that the switch is across the room from you. Go back down the ramp and turn left to find the Hangar Door. To the left of the hangar door is a Ladder. Climb up the ladder. Go across the I-Beams until you get above a room (there's wire grating). Drop down into the room.

CHECKPOINT: Trapped

Directly in front of you, you'll find the Shotgun, in case you didn't get it earlier in "The Search, Hallway 5". In fact, you'll get dual wielding Shotguns. Pretty cool. The "Primary Fire" button allows you to alternate shots between the Shotguns while the "Secondary Fire" button allows you to shoot them both at the same time, although with a slow reload.

Now that you have the Shotguns, go down the right hallway, kill the Mutant, and grab any Ammo/Health that you need. Then, exit back out and go to the control room. Watch out for the Mutant who climbs into the room, kill him, then activate the switch for the Hangar Doors.

Stay in the control room and kill the many Mutants that come after you. Soon, you'll get a quick cutscene of an engine blowing up, thus causing the Fire Doors to close. You have to meet back up with Crispy and Ramirez.

You'll notice that just outside the control room, a hole has been blown in the wall for you to use to drop back down the main area. Go to the green arrow, kill any Mutants in your way, then watch through the fire door window as Crispy and Ramirez get attacked. You need to find a way around the Fire Door.

CHECKPOINT: Alone

Facing the fire door, you'll see a Mutant jump out of the door to your left. Kill him then use the wooden planks inside the room as a ramp. (NOTE: If you don't have full Health, go get some now before you use the ramp...there is a bunch of it in this area). Use the grate as a ladder, which will actually turn into a ladder. At the top of the ladder you'll be in some vents. A couple of Spider Mutants will drop down, kill them, then use the grate to climb up to the next level of vent. Go forward and you'll drop down to the area with Mutant Crispy.

You have to kill Mutant Crispy. There is some Health just past where Crispy starts, if you need it during the battle. Try to direct-hit him with a few Grenades, then use whatever gun you prefer to fill him with lead. I prefer the Shotgun. Also, it helps to have your Flashlight turned on.

When you have defeated Mutant Crispy, go up to the elevator door with the blue switch and activate it. Enter the elevator when it comes to you. Chapter end.

The Last Stand


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When the elevator opens, kill the two oncoming Mutants and proceed forward along the hall. Kill any Mutants who get in your way and Scan the "Weapons Testing Division" sign on the left, if you want. Enter the control room across from that sign and kill the Mutants...a Frag Grenade comes in handy here.

You'll hear a transmission. Go up to the main control panel underneath the large screens and activate the switch. You'll see that Hazmat Team Delta is in trouble. You have to get to them. Follow the green arrow to the door on the left where a Mutant will jump out at you. Go through the door.

CHECKPOINT: Team Delta

Go through the next door and you'll be in a large room where you'll see Team Delta taking cover at one end of the room. Join them and start killing the Mutants. Note that there is Health and Ammo in the small room behind you. After shooting for a little while, you'll be told that you need to find Ammo for the Turret Guns.

Go to the staircase behind you and go up to the hallway. Follow the hallway to a nice Armory Room. Stock up on anything you can then find the Turret Ammo in the crate and use your "Activate" button to grab it. Now, you have to backtrack back to Team Delta and load up each of the two Turret Guns: one to the right and one to the left.

Two members of Team Delta will man the Turret Guns. Continue to fight off the Mutants until you are told to Check the Radio Comm Power Source. Facing the turrets, head left and find the blown open grate/vent. Crouch and go in. You'll find the problem, a severed cable. You need tools to fix it.

To find the tools, head back up to the Armory. Follow the green arrow to the Tools and pick them up. Head back down to the grate and use the Tools on the Severed Cable.

CHECKPOINT: They Keep Coming

Go back to Team Delta and find the terminal behind them. Activate it to contact Bridges. Next, follow Chew through the hole blown in the wall. Chew will force open a door and will guard the door while you go into the room to grab some explosives. Enter the room (another Armory) and kill off any Mutant and Spider Mutant. From where you entered, go right, behind the crates to find a wooden plank ramp. Go up the ramp. Go forward along the ducts and drop down into the room at the far end.

Go through the crate tunnel, where a Mutant will surprise you, and go into the room with the Dynamite. You'll have to deal with another Mutant and several more Spider Mutants. Grab the Dynamite and find the crate with the ramp on this side, go up the ramp, and then meet back up with Chew at the entrance door.

Follow Chew. He'll take you to the end of the room where you were battling the Mutants. Give the Explosives to Chew by pressing the "Activate" button while near him, then run to the Turret on the right (on the left if you were with Team Delta), and press your "Activate" button to hop into the Turret.

You have to use the Turret to blow up the explosives at the far end of the room. Simply shoot in the general direction of the explosives and they'll blow. More Mutants will enter the area. Hold down your "Primary Fire" button to automatically shoot and simply spray the area, hitting as many Mutants as you can. This is quite fun.

Keep this up until you automatically exit the turret. Follow Team Delta through the hole in the wall. You'll get a cutscene of the huge Mutant!!! There goes Team Delta. And, egad! You've been infected! End chapter.




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