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Guide part 28
Bulletstorm?Guide
The start of this level will drop you into a radioactive soup (probably too soon for any radiation jokes). To escape, sprint through the green goop towards the marker and solid ground. Equip your driller, Bouncer (charged shot), or get ready to Thump and flailbomb the next wave of enemies (all Burners).
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Once you get to the safe ground, Burners attack. You can kick them into the explosive barrels, but the explosives will be used quickly. The driller is handy for pushing lines of Burnouts away, and you don't need to worry too much about where you hit them.
Push past the initial beachhead and you will be separated from Ishi and the General shortly. Take the ammo box and get your driller or Flailgun (charged shots) ready for Burnoout enemies.
The alley past the wreckage is a Burnout ambush. You can stick around the grating and rack up skillshots (principally Pricked if you don't do anything else). If you move forward and head into the clearing, you will again have explosives available for mass killing enemies.
Unless you have a Bouncer's charged shots and like rounding up Burnouts like cattle, you may want to just use a driller (or Flailbomb's charged shots) and rack up lines of kills.
If you do move forward into the Burnouts' explosives ridden clearing, you can swig the bottle there (it's to your left once you enter the clearing) and rack up some skill points whilst drunk.
After regrouping with the other NPCs, you will soon be separated from the General once more when an event occurs. Proceeding further cuts you off from the earlier areas, so be sure to have collected everything before moving on.
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Cross over the green pit by leash-pulling the conveyor and then using it. After you cross over, try to nab the electro-flies if you need the 100 skill points. Head down for the next battle (a sniper rifle battle) when ready.
You will have three groups of enemies to snipe before you rescue the General. It's important to note that you do not need to buy any ammunition at this point. There is a large ammunition bin (see below) that freely refills your regular and charged ammunition (so the only thing you need to worry about is your leash's Thumper ammo).
Take your time to snipe the enemies with the Hot Shot skillshot (make a headshot or crotchshot with a guided bullet) and bank the skill points for later (after this freebie ammo bin).
Once your whole fire team has regrouped, you can take ammo bin in the place where the General was holed up, or more pragmatically, unlock/switch to all the weapons you have and touch the ammunition bin next to the dropkit. You will replenish all normal and charged ammunition for your equipped weapons. Do this before moving on with the weapons you prefer.
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Proceed through the next area .... there are no enemies here, so let's make an off-color joke so there's more word count and money involved. No? That'$ too bad because just from typing this sentence, more moolah was generated.
Leash-yank the segments of the walkway down. You haven't been shooting all this time because you're going to be shooting a ton in about 5 to 10 minutes. Crawl ahead, and net the 500 SP QTE from the acid mutant by timing your trigger press.
You probably won't need to replenish ammunition, but make sure your PMC has a full load of ammunition (550 rounds). Take the mini-gun from the stand when you are ready. Once you get on the lift, drop the weapon at the corner. You don't want to prematurely drain the battery more than you need to.
Once the lift starts, get the QTE event for some SP. Pick up the mini-gun and hose the little crawling bastards before they dissolve the gears of the elevator. Time your bursts and reloads between the waves of scuttlers -- and don't be afraid to ditch the mini-gun early when its final battery square is blinking. The animation for you to check the weapon and ditch it is time-consuming.
If you need us to tell you to use the PMC to hold out, you might have trouble with modern games .... in any case, once you reach the top of the shaft, you have 10 seconds to sprint to the exit before the floor collapses. Once you're past the gate, you finish this level.