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Dec 19 2012
By: JD-- Fender Bender 2290 posts
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JD's MASSIVE Co-Op Ideas and Guide Thread

42 replies 1634 views Edited Dec 19, 2012

Well, for some reason, all of my co-op threads have been locked and removed. Apparently, I offended someone somehow and I deeply apologize. But, you didn't have to go and report me... ALL of my threads were removed and locked. Many, many, many hours have been instantly thrown away, which is just unbearable for me.

 

So, in response to that, I'll put ALL of them here. In one MASSIVE wall of text. That way, no one will get offended and they will all be in one, single thread, not multiple.

 

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Crushing+

 

Hey guys, I have a question - are you ever playing on Co-Op Arena on Crushing difficulty and then think: "This is pretty easy." Well, I sure do - and my idea is to have an even more difficult mode, Crushing+.

 

It would be significantly more difficult and for Co-Op veterans especially. It would be, essentially, the same thing as arena just with some changes to adhere to up the difficulty. These changes would be:

 

  • Exclude "Guards" or Unarmored Enemies.
  • Remove Chokers, only Armored Chokers.
  • Contain only Armored enemies, Kickback enemies, and PAK-80 men.
  • Up the survival enemy count to 50.
  • Siege count to 30-35 enemies.
  • Gold Rush would be 4 or 5 captures.
  • PAK-80 men would spawn as early as round 2 and have up to 5 on the battlefield at once.
  • Add in the M-32 Hammer Kickback and the Mega Bomb kickback enemies.
  • Add Helicopters, Fort Trucks (maybe), and MAYBE Djinn Shade Survival enemies in the later rounds.
  • Money values would be double more than Crushing: Armored enemies and Kickback enemies would be $800 and PAK-80 brutes would be $4,000.
  • Have separate leaderboard for amount of Crushing+ completions.

 

That's all I can think of right now - but, I feel Co-Op Arena on Crushing isn't giving me the full Crushing experience. So, I wanna push it, and make even the true veterans of Co-Op "scared" again. :smileyvery-happy:

 

AliMakaveli's Suggestion:

 

I would prefer this, HOWEVER!! there defo needs to a system put in place where if a player puts in more than 3 shots on an enemy then they get the same assist cash (Foxhounds idea) this will be the icing on the cake.

 

You may ask why (if you haven't read Foxhounds thread) it's purely becuase we are working and taking the enemy down as a team!!, so this will save team killing for power weapons as it wont matter how take the enemy down and you will get exact points/cash and also encourage team work.

 

 

What do you guys think, am I crazy or what? :smileytongue:

 

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No Incentive to playing Co-Op Arena (my ideas to fix that)

 

Hey guys, I was thinking and talking about this with my bud, RandomZach, yesterday and well.... there really isn't an incentive to playing co-op arena. One of my good friends, jjjkur, inspired me to think like this and about these gun camos because of his thread - you should read it sometime, it's ingenious. :smileywink:

 

Sure, there's the challenge for beating it and getting a completion and a good sum of cash - but the outcome or reward is no different than completing it on Easy or Crushing. Yeah, there's the self gratitude of beating it on crushing, but it's only a difference of cash really in the endgame.

 

You have your Co-Op Adventure where there's skins for each map as well as character pieces for every mode. And to top it off, if you manage to beat all 5 levels on Crushing, you get a nice, shiny, silver star.

 

On Co-Op Arena, nothing.

 

You can get the same treasure sets complete in Easy, Normal, Hard, Crushing, Hunter Arena, and Shade Survival. You only get more cash, depending on the mode. Now, I don't think that's fair. How about some more rewarding aspects in Co-Op? I have a few ideas:

 

  • Complete 5 on Easy mode for Drake's Para9skin/camo for your Co-Op Para9.
  • Complete 5 on Easy mode for Marlowe's Para9 skin/camo for your Co-Op Para9.
  • Complete 5 on Easy mode for Jade's Para9 skin/camo for your Co-Op Para9.
  • Complete 10 on Normal for Drake's AKskin/camo for your Co-Op AK.
  • Complete 10 on Normal for Navarros's AK skin/camo for your Co-Op AK.
  • Complete 10 on Normal for Eddy's AKskin/camo for your Co-Op AK.
  • Complete 10 on Normal for Jade's AKskin/camo for your Co-Op AK.
  • Complete 20 on Hard for Flynn's M9skin/camo for your Co-Op M9.
  • Complete 20 on Hard for Chloe's M9skin/camo for your Co-Op M9.
  • Complete 20 on Hard for Jade's M9skin/camo for your Co-Op M9.
  • Complete 20 on Hard for Marlowe's M9skin/camo for your Co-Op M9.
  • Complete 30 on Crushing for Elena's GMALskin/camo for your Co-Op GMAL.
  • Complete 30 on Crushing for Roman's GMALskin/camo for your Co-Op GMAL.
  • Complete 30 on Crushing for Flynn's GMAL skin/camo for your Co-Op GMAL.

 

Now, these rewards are relatively easy for most Co-Op veterans, but the idea is to be able to fully customize our co-op loadouts. Then you could have more difficult tasks to be completed for even greater rewards:

 

  • Complete 50 on Hard for a Silver plated Para9skin/camo for your Co-Op Para9.
  • Complete 50 on Hard for a Silver plated AKskin/camo for your Co-Op AK.
  • Complete 50 on Crushing for a Silver plated M9skin/camo for your Co-op M9.
  • Complete 50 on Crushing for a Silver plated GMALskin/camo for your Co-Op GMAL.
  • Complete 100 on Hard for a Gold plated Para9 skin/camo for your Co-Op Para9.
  • Complete 100 on Hard for a Gold plated AKskin/camo for your Co-Op AK.
  • Complete 100 on Crushing for a Gold plated M9 skin/camo for your Co-Op M9.

  • Complete 100 on Crushing for a Gold plated GMAL skin/camo for your Co-Op GMAL.

These may also be easy for some Co-Op Veterans, so further rewards would need to be put forth for Co-Op fanatics/addicts: (like myself)

 

  • If you manage to complete all Arena maps on Crushing (non-DLC - after acquiring a Adventure Star) your star could turn Gold, or it could be a Skull, like how the level 100 was 'supposed'to be.
  • We could get a permanent discount on all Co-Op related items in the store. (in-game cash reduction) 20%-30% discount.

We could have kill specific/medal specific rewards as well:

 

  • Acquire 50 "If It Bleeds..." medals for a Silver PAK-80skin/camo for your Co-Op PAK-80.
  • Acquire 100 "If It Bleeds..." medals for a Gold PAK-80 skin/camo for your Co-Op PAK-80.
  • Acquire 1,000 Gate Keeper medals for Silver plated power weaponsfor your Co-Op Power weapons. (M-32 Hammer, Shotguns, Mag-5, RPG, and T-Bolt)
  • Acquire 2,000 Gate Keeper medals for Gold plated power weaponsfor your Co-Op Power weapons.
  • Acquire 250 Dead Eye medals for a Silver plated Dragon-Sniperfor your Co-Op Dragon-Sniper.
  • Acquire 500 Dead Eye medals for a Gold plated Dragon-Sniper for your Co-Op Dragon-Sniper.
  • Acquire 50 Shield Basher/Riot Control medals (not sure what it's called) for a Silver plated Riot Shieldfor your Co-Op Riot Shield.
  • Acquire 100 Shield Basher/Riot Control medals (not sure what it's called) for a Gold plated Riot Shield for your Co-Op Riot Shield.

 

 

That's all of the ideas I can think of right now. Please tell me what you think, if you have any ideas of your own, let me know! I may add them to the OP! :smileywink:

 

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A Co-Op Dream Map...

 

You know how we have maps that are in competitive and co-op? And we have maps that are specific to competitive - that never make the cross-over to co-op.

 

Well, how about we have some sort of co-op lab map? Make it specifically built for co-op alone? It could be built with camping incorporated. It could have:

 

  • An armory - full of PAK-80s, maybe unlocked after a certain action is completed.
  • Unique architecture - most competitive maps are built with preventive measures in mind such as camping, unfair paths. Maybe make it with crazy heights and deep caves underground.
  • Easter eggs? - maybe adding some obscure pictures of the team or single player references in a high off area that you wouldn't think we could climb up to.
  • Epic Siege areas - have a siege hill built on top of a building designed for epic camping moments and holding out.
  • Gold Rush lengthy runs - the chests and idols could be spaced very far apart leaving for long, enduring runs to capture it.
  • Add in Helicopters from Syria Adv. level.
  • Unique enemies, maybe made specifically for the level.
  • More interactive elements in the map. (i.e. the doors in Airstrip)
  • Breakable items, there aren't many in this game - maybe break down a wall to open a new path?

These are just some of the ideas that have been rumbling around in my head. I would love to have a map like this built for every Co-op'er's dream map. :smileyvery-happy:

 

 

What do you guys think?

 

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Deadly Drive - Chapter 2.5 - Co-Op Adventure

 

Ever wonder just what happened to Drake to get him caught? Or how the gang made it to the Monastery? Well, I thought about it and came up with my own little story.

 

 

Deadly Drive:

 

(Before the chapter starts, you choose a "designated driver" to, well, drive.)

 

-cutscene begins-

 

The cutscene starts with Drake, Sully, and Cutter having a conversation (inaudible) in the back of Chloe's van after their getaway from London Underground. Chloe yells back, "We're almost there to the airport." The gang is airport bound to hop on a plane to get to the "Monastery."

 

The van shakes violently and swerves and Drake says: "Someone's outside!"

 

-cutscene over-

 

-gameplay-

 

The designated driver will be in a QTE (quick time event) pressing a series of buttons to stay on the road and avoid flipping the van and killing the crew. The other two players will be sitting in the back of the van shooting at the pursuers. Each player will be behind a door of the back of the van and by pressing L1 you shove the door open and shoot at the other vehicles following you. When you let go of L1 the door slams shut and is your "cover".

 

The van has a bit of health, so you can't simply ignore all the enemies until the end. This part won't last but, maybe, 5-7 minutes.

 

-gameplay over-

 

-cutscene-

 

A vehicle comes into view and an RPG guy pops out of the top/side and fires one at your van sending it flipping and crashing into a building.

 

-cutscene over-

 

-gameplay-

 

Now, you must get your bearings and find out where to go. There could be some climbing and searching for weapons and maybe helping team mates to get from point A to point B. You must reach the "Checkpoint circle."

 

-gameplay over-

 

-cutscene-

 

The Airplane is in view, the gang makes a run for it but is cut off by more enemies in cars. A RPG guy fries one at you and the gang and Drake are separated by a fallen building.

 

-cutscene over-

 

-gameplay-

 

You take control of Sully, Cutter, and Chloe. Elena is on the plane waiting, calling out enemies as they advance. At least 3 waves spawn (cars drive up and drop them off) and you must kill them all to finish.

 

-gameplay over-

 

-final cutscene-

 

Upon killing the last enemy, the cars leave, and the gang makes their way up and onto the plane. They all plop down in their chairs and look around at one another and say: "Where's Nate?!"

 

*Level over*

 

-final cutscene over-

 

 

So, what do you think? I just thought of it yesterday within a few hours, so, it's not great. Thanks for reading! :smileyvery-happy:

 

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Pinkerton's Mansion - Co-Op Arena Map

 

Hey guys, it's me JD with yet another co-op idea. I've been working on this one for a few days and I've been tossing it around in my brain for weeks beforehand. It took me a while to draw up these "chicken scratch/scrawl" sketches.

 

The map is based on 'Pinkerton's Mansion' from the 'Eye of Indra' comic book series of Uncharted. The map makes an appearance in one of the episodes and looks very beautiful with a "Safe room" which, I think, will be a great Siege hill. The map isn't much to spectulate about in the comic series itself, so most of the map I've come up with by myself in my brain. :smileywink:

 

Key.JPG

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Map Overview:

 

MapOverview.JPG

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

The northern portion of the map is surrounded by trees and a huge gate/fence like structure. There is a garden/storage house located on the western side of the map in which the players will spawn and start at. The southern and eastern regions have a huge cliff/gorge in which you can fall off of.

 

The 'Mansion' is in the center of the map, shaped like a '['. It is a massive two story mansion with crumbled walls and a 2nd story balcony. There is a large, ornate fountain outside the front of it. On either side of the mainsion and near the gate of the fence, there are 3 holes/wells that lead down into the underground tunnel system.

 

1st Floor:

 

1stFloor.JPG

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

The 1st floor of the 'mansion' is very exquiste. The floors are lined by a nice velvet colored carpet outlined by gold bearings along the wall. On the left side of the mansion is a crumbled-like room with handholds that lead up to the 2nd floor located outside, along the walls.

 

The right side has a very large staircase that leads up to the 2nd floor as well.

 

2nd Floor:

 

2ndFloor.JPG

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

The second floor has two pathways to reach it, the staircase and the handholds located on the western walls of the outside of the mansion. The staircase leads up into Pinkerton's "Safe Room," with his vault that holds his precious treasures.

 

Outside of his "Safe Room" is a huge hallway with a room at the end of it (from where the handholds lead) and the 2nd story balcony. The balcony looks over the fountain and fields in front of the mansion. This is also where the Gold Rush Idol Chest is located.

 

Tunnels:

 

Tunnels.JPG

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

The Tunnels run underneath the mansion and throughout the fields outside of it. In the intersection of the three tunnels is a small armory with a Gold Rush Idol Spawn.

 

There are 3 entrances to the Tunnels. One well located in front of the fountain, another located southeast of the mansion, and the third being a slope downwards underground located southwest of the mainsion.

 

 

 

Well, that's my map idea guys. Tell me what you think about it, tell me what to add, remove, or change about the map. Oh, and it's for Co-Op only. :smileywink:

 

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Co-Op - Mods for other Weapons

 

***One of my old friends, SpaceAss-, came up with this idea, originally.

***Ideas and opinions have been directly derived from SLEAZE_IT_UP, Alluboy_, Toxic156, and SteepMatt.

 

 

The mods in co-op are extremely necessary. There are 8 weapons in Co-Op that you can place mods on. (AK, G-MAL, Dragon Sniper, M9, KAL-7, Para9, Arm-Micro, and Raffica) But, there are more weapons in co-op that are used, but no mods can be placed on them. Such as the FAL-SS and TAU-Sniper.

 

Now, the average amount of mods placed on one gun at a time in Co-Op is 4. So, each weapon would need 4 unique mods.

 

FAL-SS

 

  • Reload Speed (Level 50 - $45,000)
  • Extended Clip (Level 54 - $67,000)
  • Blindfire Accuracy (Level 61 - $110,000)
  • Max Ammo or Accuracy (Level 66 - $170,000)

 

TAU-Sniper

 

  • Reload Speed (Level 52 - $55,000)
  • Blindfire Accuracy (Level 59 - $90,000)
  • Max Ammo (Level 63 - $130,000)
  • Rate of Fire (Level 70 - $200,000)

 

People will probably think that these mods may not be in here because it would cause the guns to be "over powered" in 'Hunter' mode. Well, simply, it won't. In 'Hunter' mode we already are allowed (as Heroes) to have a fully modded AK, G-MAL, Dragon Sniper, M9, KAL-7, Para9, Arm-Micro, and Raffica, so why would it hurt to have just two more weapons?

 

The FAL-SS makes a few appearances in the Arena levels, especially Sanctuary. The TAU-Sniper makes constant appearances in the Adventure levels of co-op, so mods for this weapon would greatly be accepted/needed.

 

Having a weapon in Crushing arena that doesn't have some form of "Speed Reload" or "Max Ammo" mod is usually useless in terms of effectiveness and being a tool of survival. The FAL and KAL-7 were placed in the Co-Op Arena maps post to the DLC map pack releases, the KAL has mods, the FAL does not.

 

I was playing Shade Survival on Sanctuary on Crushing one time and (like we all do) run out of ammo. The only weapon laying around was a FAL-SS. The unmodded weapon proved to be less than useful against the ever-approaching Shade enemies. And at that moment, bullets per second being pumped into them meant life and death. Because the lack of more ammo, reload speed, and a small clip size, I perished immediately.

 

Now, these weapons may need mods to begin with, but other weapons are lacking necessary mods. Such as the AK, M9, and other weapons as well. Alluboy_ suggested adding a necessary "Scope Zoom" mod to weapons, which got me thinking that other weapons could use some other mods such as "Max Ammo" and "Rate of Fire."

 

AK-47

 

  • Max Ammo (Level 40 - $100,000)
  • Scope Zoom (Level 48 - $150,000)
  • Rate of Fire (Level 52 - $200,000)

 

M9

 

  • Max Ammo (Level 45 - $115,000)
  • Scope Zoom (Level 50 - $164,000)

 

G-MAL

 

  • Max Ammo (Level 51 - $210,000)

 

Dragon Sniper

 

  • Call Out (Level 30 - $50,000)

 

Now, people may say: "7 mods on ONE gun?!?! Blasphemy!" Well, see, if that is the case in terms of "over-poweredness," allow only up to 4 mods to be on the gun at one time. Let's say you prefer speed and ammo over accuracy, you'd place Reload Speed, Ext. Clip, Max Ammo, and Rate of Fire on your AK.

 

Call Out on the Dragon Sniper was a mod I'd like to see. The gun itself is uncommonly used amongst co-op'ers, but since it is the ONLY weapon that does not have the norm 4 mods on it, let's make this the mod. It would work the exact same as it does in Competitive modes. It could be a great tactical advantage for the other players on the team. It would point out chokers in the distance, RPGers up high, and various other enemies.

 

The Call Out mod would "color code" the enemies based on their type, such as:

 

Blue - Chokers and Armored Chokers.

Light Red - For normal guards/unarmored guards

Dark Red - For armored enemies.

Yellow - RPGers and Armored RPGers.

Black - PAK-80 Brutes.

 

 

So, what do you think? Good idea? Let me know if I should change it or whatever.

Thanks for reading. :smileyhappy:

 

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Co-Op Kickback Fixes - My ideas

 

Some of the kickbacks in the Co-Op portion of the game are somewhat poorly delivered in the game. It can't simply be a copy and paste kind of job from Competitive to Co-Op. Here are some changes to the kickbacks that would make them more suitable for Co-Op:

 

Army of Three:

 

This kickback isn't in Competitive, but the time is a bit small, even with Kickback Endurance - Gold on. I believe it should be updated to last 35-40 seconds. That way with Gold we can get almost a minute of the kickback.

 

Quick Boom:

 

Quick Boom is significantly under used and deserves a bit more "oomph." The Quickboom grenades should have the damage of two grenades.

 

Mega Bomb:

 

The Mega Bomb is SERIOUSLY weak. It takes at least 3 to kill ONE armored enemy. The range is great, but the power is seriously inferior to that of the AI's Mega Bomb.

 

Juggernaut:

 

This kickback needs some tweaking, the duration should be increased to 30 seconds and allow the ability to roll. Countless times I've seen people get stuck in an endless melee animation with this kickback activated.

 

Carpet Bomb:

 

This kickback NEVER gets used. I think that a way to make it somewhat better would be to increase the power of the grenades to double the damage of a single grenade. That way the power would be of 6 grenades but only 3 grenades present.

 

Riot Shield:

 

The Riot Shield itself is already useless and the only use I can find for it is when I glitch with it. Maybe refill our pistol's ammo when upon activation would up its use.

 

Sniper:

 

5 bullets doesn't cut it for major enemies. 10 would be more suiting.

 

Shottie: (far-zan)

 

6 shots just simply isn't enough. Isn't it 10 medals? Well, 12 would be a lovely ammo buff.

 

 

 

That's all I can think of right now, but if you happen to know about any more changes that would help improve the kickbacks of Co-Op, let me know. Thanks. :smileyhappy:

 

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"A Forced Collaboration" - Drake, Eddy, and Flynn

 

***This story was requested by I-Like-Pie45, he asked me to make a story where Flynn, Drake, and Eddy are forced to work together.

***The story takes place upon Rameses' boat yard/ship.

 

-cutscene begins-

 

Drake approaches the edge of the boatyard. He sees Rameses' ship out in the distance. His walkie-talkie buzzes in:

 

Sully - "Alright, kid, the treasure is in there, a whole goddamn lot of it!"

Drake - "Are you sure? Last time I was here all I saw was a bunch of homeless pirates!"

 

Eddy walks up beside Drake, unaware he's there, Drake turns:

 

Drake - "Eddy?!?!" They both jump back startled and point each other's guns at one another.

 

Eddy - "Drake.... tai kamu! Can't you ever go after treasure that I DON'T want!"

 

As they are pointing guns at one another a figure a few feet away knocks over a box and shouts "Bloody -ell!" Flynn emerges from the shadows: "-Ello mates!" Drake, Flynn, and Eddy all point guns at one another and begin shouting inaudible diaglouge.

 

The camera pans out to an enemy watch tower that over hears all the bickering below and sounds the alarm and shines a spot light down on the trio.

 

Drake - " *scoff* Look what ya did! I guess we're going to have to stomach one's company to get out of the this hell hole alive now!"

 

-cutscene over-

 

-gameplay-

 

The Trio must make their way onboard the ship that is about to take off. Enemies in the watch-towers will shines their lights down upon you basically "calling you out" to the other enemies. You must take them out to avoid constant gunfire from everyone else.

 

After defeating 3 waves of enemies a cutscene will start showing a small, armored boat appear with a Turret on board that circles the area.

 

You must find RPGs and M-32 Hammers hidden around the area to take out the boat before it kills you. (4 Hits)

 

-gameplay over-

 

-cutscene-

 

The Crew makes their way onto the last boat at the harbor to ride out to the main ship.

 

Flynn - "Well, that went swimmingly..."

*Drake shoves Flynn* - "At least were still alive *immitates Flynn* 'mate'!"

Eddy - "We'll all be dead if you two don't shut the hell up!"

 

The Trio remains quiet until the boat arrives.

 

-cutscene over-

 

-gameplay-

 

You hop on the boat and the "sneaking" sequence engages. 3 pathways, multiple enemies on all three, hidden on the deck and into the upper rooms of the boat. Your job as each player is to take out every enemy with stealth attacks only. Your guns can be used, but if you do, you raise an alarm and two kickback Militia Men spawn together out of the main hall doors.

 

-gameplay over-

 

-cutscene-

 

Eddy busts through the door alerting everyone inside and firing off a few shots into the air.

 

Eddy - "Off my boat, konyaks!!"

 

Three portable Turrets roll outside the doors and multiple Armored enemies drop down from the balconies while a PAK-80 Brute comes out from behind the curtain on the stage.

 

Eddy - *scared* "... Or, or, you can keep it!"

 

-cutscene over-

 

-gameplay-

 

There are many, many weapons scattered around this huge playing field. The turrets are occupied and shooting at you from the distance, the PAK-80 Brute comes out after you have dealt with 2 of the Turrets. (just so things aren't too hectic. :smileywink:)

 

After 2 waves of Armored enemies and the PAK-80 Brute has been dealt with, along with the 3 portable turret emplacements, the curtains open up to reveal Rameses with a Sawn-Off Shotgun.

 

He is accompained by 4 Armored Enemies holding M9s and G-MALs.

 

After killing him the Checkpoint marker spawns at where Rameses emerged.

 

-gameplay over-

 

-cutscene-

 

Drake - "You just couldn't resist opening that big mouth of yours, couldn't you?!"

Eddy - *ashamed* "Heh, heh, well at least we didn't have to deal with any Undead Spaniards."

 

*they push the big double door to find a huge room of gold*

 

Flynn - "If only Victor "Goddamn" Sullivan was here to see this."

 

*Drake's walkie-talkie buzzes in*

Sully - "Nate, you gotta get out o' there, kid!"

Drake - "We'll be fine, ya old timer."

Sully - "Kid, you got a whole armada of bloody-thirsty pirates comin' right for ya!"

 

The camera pans out to show at least 20 boats full of pirates shooting in the air and screaming headed right for the ship.

 

Sully - "I'm waiting in a chopper on the main deck with Cutter here, hurry up!"

 

-cutscene over-

 

-gameplay-

 

Now begins a mad dash, run n gun to the main deck. The Trio must leave behind all that valuable treasure to escape with something more valuable, their lives.

 

A few enemies will stand in your way as you make your way around the stage, through some doors, up a few flight of stairs, through some hallways (greeted by some enemies that emerge through the doors), and out onto the main deck.

 

Once Drake reaches a certain range within the helicopter, the cutscene begins.

 

-gameplay over-

 

-final cutscene-

 

You see a crew of pirates come out of the hallway soon after Drake leaps out sprinting to the chopper.

 

Sully - *reaching out his arm* "Com'on, kid!"

Drake - *hops on the chopper* "Where's Flynn and Eddy?!"

Cutter - *starts to take off* "No time! We gotta go!"

 

The Chopper takes off and Drake relaxes with a sigh of relief in the chair.

 

Sully - "We cut that one pretty close, huh?" *lights a cigar*

Drake - "Yeah, and didn't get away with any treasure, AGAIN!"

 

The camera looks over the ocean and you see a small object speeding away in the distance.

 

Drake - "What's that?"

 

It's Eddy and Flynn on a small boat, loaded with treasure, make a speeding getaway.

 

Sully - "What? Well, I'll be damned, they got the treasure."

 

The camera zooms in on them.

 

*Level Over*

 

-final cutscene over-

 

Well, there ya go. I hope ya like it I-Like-Pie45, took me a while to write this all out and think of a convincing plot. Tell me what ya think, either add/delete/change/etc.

 

Thanks for reading! :smileyhappy:

 

____________________________________________________

 

*-=JD's Ultimate Co-Op Guide=-*

 

*** I do NOT tell the location of Dragon-Snipers in the levels. Seeing as they are not power weapons, I do not feel the need to tell the location of them. If, however, I get enough requests to tell the locations, I will.

*** These Co-Op Adventure level guides are based on CRUSHING mode. Any other mode is not disclosed here, seeing as it is not nearly as difficult, you will be fine following this guide to completing them.

*** I do NOT disclose the locations and enemies that drop which treasures. There is already a Co-Op Treasure Guide created by Pzyken.

*** If I miss any power weapons, tips, easier way of doing things in this thread, please notify me, as it is difficult to write all of this by myself.

*** It appears as though the High Five Technique/Glitch has been patched. Apparently, NaughtyDog "didn't like it very much." Lol.

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Contents:

 

1. Introduction

2. Enemies to expect

3. Co-Op Arena

4. Co-Op Adventure (text-guide)

5. Co-Op Adventure (video-guide)

6. Credits

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Introduction:

 

 

Hey, I'm JD and I LOVE Co-Op and I figured that I would teach people my ways in Co-Op and maybe help some people out. I play Co-Op a lot and have come to some conclusions on how to easily beat each one of these levels with the greatest of ease - so read on and get an extensive debriefing on how to best your Co-Op Adventure levels.

 

 

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Enemies to expect:

 

Guards: These guys are unarmored and unhelmeted. They wield either: KAL-7, AK-74, G-MAL, M9, Sawn-off Shotgun, Arm Micro, Para-9, or Raffica.

 

Chokers: These guys are unarmored and either appear in either a: White Tuxedo, White Tank Top, or as Tetram. They all wear a Gas Mask and can be spotted and heard distinctively by a low panting and grunting when running about. They wield: Arm Micro or Para-9.

Armored Chokers: These guys are Armored and Helmetted. They have all the same characteristics of Chokers. They wield: Arm Micro, Para-9, or M9.

 

Armored Soldiers: These guys are Armored and Helmetted. They either move in at a walking pace or a quick sprint when targeted. They wield: Sawn-off Shotgun, SPAS-12, M9, or G-MAL.

 

Sniper Guards: These guys look like Lovac and stay at far distances usually from you and your comrades. They wield: TAU-Sniper or Dragon-Sniper.

 

Riot Shielders: These guys move around with a Riot Shield in front of them constantly and move at a slow pace. They wield: Arm Micro.

 

(no photo available)

RPG Guards: They are unarmored and unhelmeted and die in the same amount of bullets/explosions/melee's as Guards. In Borneo and Airport, they appear as Sark from the Uncharted 2: Among Thieves campaign. They wield: RPG.

Armored RPG Soldiers: These guys are Armored and Helmeted and are a force to be reckon with. I swear they have Speed Reload on their RPGs. They wield: RPG.

 

Kickback Enemies: These enemies are one tough cookie, they can take up to 256 bullets from an M9 and may or may not go down. 5 explosive bullets/grenades will kill them. They are indicated by a large kickback icon floating above their head, similar to a halo. They are Helmeted and Armored. Kickback enemies: M-32 Hammer, Carpet Bomber (x3), Cluster Bomber, Mega Bomber, and Militia Man.

 

PAK-80 Men/Brutes: These guys are very scary, sporting white metal armor all over, Helmeted and carrying a PAK-80 in one hand.

 

Bosses: These guys are the main Villains from the campaign. Zoran Lazarevic, Eddy Raja, Harry Flynn, and Draza. They are indicated with large kickback icons above their heads, however, on Crushing, they are invisible.

 

(no photo available)

Armored PAK-80 Soldier: There is only one of these in all 5 Adventure levels. He appears in London Underground. He is Armored and Helmeted and carries a PAK-80.

 

Helicopters: Only appear in Syria. They are green and brown camo'd and fly around in sporadic patterns while swaying to and fro. Mounted with Gatling Guns and Missiles. Damaged by only explosions, 3 to down.

 

Turret Men: Appear in London Underground and Airport. Stay on the turret until you get behind them, then they pop off. Can be manned by anyone except: Chokers, Armored Chokers, PAK-80 Men/Brutes, Kickback Enemies, and Bosses.

 

Trucks: Appear only in Fort. There are only two of them and are mounted with gatling guns on top of them. Damaged only by explosives and take multiple hits, 6 I believe.

 

Djinn/Shade Soldiers: Appear only in Fort. They are flaming Guards, Chokers, Armored Chokers, Armored Soldiers, Armored Snipers, and Kickback Enemies who have a yellow-orange aurora illuminating all around them. They flash/explode blue when damaged significantly. They are extremely durable and can take quite a beating. They wield: M9, AK-47, G-MAL, KAL-7, Arm Micro, Para9, Dragon Sniper, SPAS-12, and M-32 Hammer.

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Arena:

 

 

  • Armored Chokers can be melee'd without them choking someone. Knock their helmet off, blindfire, then melee.
  • PAK-80 men/Brutes can be easily killed with one Cluster Bomb. Throw it directly in between his legs and an insta-kill.
  • Kickback enemies can be pulled down. Get them to the ledge, hit L1, then SQUARE.
  • Armored soldiers can be melee'd. Knock their helmet off and melee.
  • Grenade related kickbacks can be stacked without Overstock. Simply activate it as soon as you get the number of medals required, then just keep doing the same and each grenade will be in your inventory.
  • It is possible to use your kickbacks when 'down'. If you fall or jump to your death, you can use your kickback. This is helpful if you have Team Medic or Protector.
  • The PAK-80 is the strongest weapon, aside from the M-32 Hammer or the RPG. 2-3 shots will kill a normal soldier.
  • Most enemies can be pulled down, excluding riot shielders and Brutes. Experiment with this.
  • When someone is being choked, and is by a ledge, you can pull the choker down.
  • You can perfom a "Zach-HighFive" to avoid chokers. If once is chasing you, hold down on the Directional-Pad to have him stand next to you, unable to choke you.
  • Do NOT melee enemies (on Crushing) next to downed teammates. Unless you somehow manage to throw back the grenade, it will be an instant death for the both of you. Simply revive first, then melee.
  • Power weapons spawn every 3 minutes and 40 secondsafter being picked up.
  • When in need of ammo for your weapon, you can run over the weapon and pick up ammo automatically. However, you can get even more ammo if you simply pick up a different weapon and then pick up the desired weapon to receive full ammo for the weapon, then you can run over and pick up your ammo you dropped. This is extremely useful to maximize your potential ammo for every gun.
  • A "Quick Melee" is a fast way to melee an enemy without to much pause. If you blindfire an enemy and then melee, you melee them quicker than if you simply melee. It saves time and allows you to dash away in a hurry if needed.
  • Treasure chests spawn every minute. Don't leave them open for long, just grab it, another will be up in 1 minute.
  • If you become overwhelmed in a Siege hill, there's no shame in running away and letting the enemies disperse.
  • It's possible to throw back grenades of Kickback Enemies'. It's extremely risky but oh so sweet when accomplished.
  • If someone is down, run your butt off to revive them.
  • Always fully heal up before making a run anywhere.
  • Don't spread yourself too thin, there's no shame in running away. It's 3 against 100+, it already isn't a fair fight.
  • You can activate your weapon related kickback (Sniper or Shottie) while holding a PAK-80 and you can "absorb" the PAK-80 and move it around as long as you have ammo in your Kickback related weapon.

 

Power Weapon locations for ALL Co-Op Arena maps:

 

 

 

 

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Adventure:

 

Borneo:

 

Playable Characters: Nathan Drake, Victor Sullivan, and Chloe Frazer

Recommended Players: 3

Recommended Boosters: Regeneration and Team Safe or Kickback Endurance

Recommended Kickbacks: Cluster Bomb, Team Medic, or Army of Three

Enemies to expect: Guards, Armored Soldiers, Riot Shielders, Chokers, Armored Chokers, Sniper guards, M-32 Hammer Kickback Enemy(x2), Militia Man Kickback Enemy, Carpet Bomber Kickback Enemy, and Lieutenant Draza.

 

Pre-First Crate:

 

  • Once the level begins, split up and snap all 3 enemies necks simultaneously, throw back their grenades and grab a weapon.
  • An Armored Soldier will hop over the log, kill him quickly.
  • There will be other guards scattered around the crate, no worries, kill 'em.

 

 

First Crate:

 

  • Smack the crate TWICE then run back to where the level begins. Kill everyone that comes up to you.
  • Armored Chokers and Armored Soldiers will drop down off of the bridge, be wary.
  • Once everyone is dead, proceed forward to the crate. There will be a RPG Guard and an Armored Soldier up high watching you, be careful.
  • Once you kill the RPG Guard, 2 Guards will drop down with M9s, deal with them.

 

 

Hammer Pit:

 

  • Upon climbing up the ladder, grab the RPG to take out all the riot shielders blocking your path. Easy Heat Seeker medal.
  • When approaching the bridge with all the enemies on the other side, don't cross, stay on the opposite end and kill anyone that comes near.
  • Enemies will try and flank, watch your six.
  • Stay behind the big rock or beside it when killing the enemies, do NOT drop down into the pit, it's instantaneous death.
  • There are TWO Wes-44's in the M-32 Hammer Boss pit. One is on the far right corner on top of a log; the other is right above it on a ledge in between two trees.

 

 

Second Crate:

 

  • If you are lucky enough to kill the Hammer boss before he jumps up to his perch, the M-32 Hammer is extremely useful in the next part.
  • Don't bash the crate at all, kill EVERYONE then do this.
  • If not, remain at the first little hut you come across. It is the best spot to camp at.
  • Once this wave is dealt with, a Carpet Bomber Kickback Enemy will spawn with another wave of soldiers.
  • Upon killing everyone to be able to bash the crate open, bash it to 3/4 health, then run back to the first hut, kill everyone, then resume bashing.
  • Sniper Guards will spawn up high on opposite ends of the arena, be wary.
  • There is a TAU-Sniper on the roof of the hut.
  • There is a Wes-44 in the cave next to the waterfall.
  • There is another TAU-Sniper on the small piece of the boat along the mountainside.
  • There is another TAU-Sniper next to the propane tank on top of a crate.

 

Hammer Boss/Fighting Pit:

 

  • When going up the ladder, jump down into the pit to get the enemies to begin spawning, quickly run back to the ladder to pick everyone off.
  • Armored Chokers spawn on the opposite side of the ladder next to the tents.
  • An Armored Soldier with a M-32 Hammer will spawn along with other Armored Soldiers and Guards on the other end of the pit.
  • Stay back near the ladder you climbed up after the checkpoint and deal with the enemies this way.
  • Once all enemies are killed, and you make your way up the side of the waterfall, two Armored Chokers and two Guards will charge towards you. Hang down over the ledge and kill them/pull them down as they come near.
  • There is a Wes-44 on top of the generator in the pit.
  • There is a TAU-Sniper on top of a small cliff. You can access this area by climbing along some handholds on the left side right before you drop down into the pit.
  • There is also another TAU-Sniper next to the tents atop a crate.

 

Final Two Crates - Part 1:

 

  • When going through the brush to the final section of the level, stay at the guy's that Nate mentions position. It is ideal until you kill off the remaining enemies.
  • There is a Guard to your right, watch out.
  • Enemies will continue to spawn until the crate is bashed open. So kill off the wave and bash open the crate as much, if not completely, as possible.
  • There is a M-32 Hammer in the jungle opening section nearest to the waterfall.
  • There is a TAU-Sniper in the center of the jungle opening.
  • There is a Wes-44 next to the 3rd crate on the edge of the wooden planking.
  • There is a TAU-Sniper inside the wooden hut atop a crate.

 

 

Final Two Crates - Part 2:

 

  • Upon bashing open the third crate, Armored RPGers spawn on the two ledges in the back.
  • Head back through the small jungle bit and go up the waterfall and sit at the perch at the beginning you were at. Pick 'em off.
  • Once they're dead, drop down and sweep up the wave of Chokers and Guards and bash that crate open quickly.
  • There will be a Sniper Guard that will spawn on top of the big main hut in the back of the arena.
  • Once you've bashed open the crate 1/4 of the way, another wave of enemies will spawn between the RPG platforms.
  • Once you've bashed open the crate 1/2 of the way, a wave of enemies will spawn from the main hut.
  • Once you've bashed open the crate 3/4 of the way, 2 more Armored RPG Soldiers will spawn.

 

 

 

Final Battle/Draza:

 

  • Draza is one tough enemy. Use the M-32 Hammer and TAU and Wes-44 to make quick work of him. Along with any Cluster Bombs or Army of Three kickbacks you have.
  • He will spawn with his own set of Guards, Sniper Guards, Militia Man Kickback Enemy, and Armored Soldiers.
  • A quick way to deal with all of these enemies is to blow them all away immediately after the cutscene ends with either the M-32 Hammer or any Cluster Bombs you may have.
  • If you kill off his wave of enemies, another will be sure to follow it because enemies will continue to spawn until you kill Draza.
  • Once Draza is dead, sweep up the rest and you've beaten the level.

 

 

London Underground:

 

Playable Characters: Nathan Drake, Victor Sullivan, and Charlie Cutter

Recommended Players: 3

Recommended Boosters: Regeneration and Team Safe or Kickback Endurance

Recommended Kickbacks: Cluster Bomb, Team Medic, or Army of Three

Enemies to expect: Guards, Armored Soldiers, Riot Shielders, Chokers, Armored Chokers, Sniper guards, Armored PAK-80 Soldier, Carpet Bomber Kickback Enemy, RPG Guards, Mega Bomber Kickback Enemy, and M-32 Hammer Kickback Enemy.

 

C4 Placement/RPG wall destruction:

 

  • At the beginning, if you all three rush up to these enemies, they will be overwhelmed and easily dealt with.
  • There is a TAU-Sniper on top of the train to the left underneath the big balcony on the wall.
  • After Cutter places the dud C4. Hurry and get that RPG down and blow the door away. Enemies will continue to spawn until you get the wall blown up.
  • Sniper Guards, 2 Chokers, 1 Armored Choker, and an Armored Soldier spawns right off. Kill them and proceed.
  • Sniper Guards and Guards will continue to spawn until the wall is blown up.

 

Library:

 

  • Throw a grenade to easily deal with the two riot shielders upon entering the library.
  • There is a M-32 Hammer on the back wall on top of a table on the top level of the library in the left corner.
  • There is a MAG-5 on the back wall a top a display case of a hugemongus bat in the right corner.
  • There is a TAU-Sniper on the ground floor next to the fireplace on the stone ledge against the pillar.
  • Stay by the giant book when all the enemies spawn, don't split up. Most of the enemies carry Shotguns, so they can easily knock you all down with great ease.
  • When the Carpet Bomber spawns, if you have a Cluster Bomb, take him out quick, he is an enormous bother. If not, use the M-32 Hammer you hopefully picked up.

 

Tunnel/Cart Pushing:

 

  • When pushing the cart to the fence. Get someone to get in the back to snipe the enemies that spawn in the back, while one person pushes, and another shooting while riding the cart.
  • If you brought the M-32 Hammer into this section, it is an enormous help to deal with either the PAK-80 Guard or the Armored enemies that spawn as the 2nd round of enemies in the back of the tunnel.
  • Upon hopping the fence, either pick up the PAK-80, if it fell off the train, or stay by the fence taking everyone out.
  • There is M-32 Hammer inside the parked train.
  • There is a MAG-5 on top of one of the vents in the cart pushing tunnel.
  • There is a TAU-Sniper on top of one of the vents in the cart pushing tunnel.
  • There is a MAG-5 behind a small dumpster by the big metal door.
  • It is possible to bring the PAK-80 through the big fence/metal door. If you aim and get as close to the gate as possible and sort of walk up the curved wall and switch to your pistol while aiming, it can fall through the hole.

 

Stairs & Tunnels:

 

  • The 1st round of enemies are tough and can easily pin you down. Either use the M-32 Hammer or PAK-80 to take out the guards at the top of the stairs while another person takes out the chokers.
  • The 2nd set of stairs enemies are even tougher. A Carpet Bomber spawns with them. Just take them out slowly one by one while watching out for the chokers that spawn at the big metal door in the back.
  • There is a RPG lying next to the vending machine by the opening of the second set of stairs.

 

Final Section/Turrets:

 

  • Upon entering the final section of the level, go IMMEDIATELY right and hop on the turret. It will make this part IMMENSELY easy.
  • A Mega Bomb guy spawns, SPREAD OUT! He will easily eliminate all 3 of you unless you are quick to throw the grenades back.
  • There is a Wes-44 in the corner of the battlefield behind a trash can to the adjacent to the wire door you come through.
  • There is a TAU-Sniper on top of the small circular building in the center of the battlefield.

 

 

 

Monastery:

 

Playable Characters: Victor Sullivan, Elena Fisher, and Chloe Frazer

Recommended Players: 3

Recommended Boosters: Regeneration and Team Safe or Kickback Endurance

Recommended Kickbacks: Cluster Bomb, Team Medic, or Army of Three

Enemies to expect: Guards, Armored Soldiers, Riot Shielders, Chokers, Armored Chokers, Sniper guards, Carpet Bomber Kickback Enemy, RPG Guards, Armored RPG Soldiers, PAK-80 Man/Brute, Militia Man Kickback Enemy, and M-32 Hammer Kickback Enemy.

 

Beginning/Poles:

 

  • If you manage to break loose and kill the pirate that speaks to you, you recieve a "Escape Artist" medal.
  • Upon the two doors opening, quickly kill off the two enemies then preceed to the RIGHT and camp here with the G-MALs until the kickback enemies spawn.
  • Once the cutscene is over with the kickback enemy spawns, run back to the STARTING AREA with the poles. It is much easier to shoot these guys as they advance towards you. ***Avoid clusterbombs!***
  • There is a Wes-44 to the right of the door or underneath the Militia Man's spawn point.

 

The Two Chokers:

 

  • Two chokers will come towards you, one on either side of you. Split up and just get caught, as long as someone is there to shoot 'em off, you'll be fine.

 

The Church - Part 1:

 

  • Upon climbing up the vine, you'll be in the church will 10+ enemies on the ground floor. Pick up the sniper rifles and pick 'em all off. Don't think about jumping across the gaps or climb over to the objectives. It's not worth it.
  • Once you kill everyone, carefully climb over. I recommend the pole swing (left path) as it is not nearly as risky, as long as you stay against the left wall as you jump.
  • Do NOT drop down once unlocking the puzzle. Climb down EACH INDIVIDUAL block until you reach the bottom. Even the slighest drop has a high risk of killing you. Drop when you have no other choice.
  • There are two TAU-Snipers on either side of the window you enter from climbing the vine.

 

The Church - Part 2:

 

  • After pulling Nate out of the hole, rush to the sides and advance killing the riot shielders.
  • Stay behind the two pillars and kill everyone as they advance towards you.
  • Chokers will spawn all over, so be on your toes.
  • Snipers will spawn when Nate says: "Keep moving!"
  • The PAK-80 man is a tough enemy, and is coming inevitably. Stock up on M-32 Hammer bullets.
  • He has "warning enemies," 2 or 3 M-32 Hammer guys will spawn and followed by the "Beast."
  • Stay as far away from him as possible, using the M-32 Hammers and M9s and any Dragon-Snipers available.
  • There is a TAU-Sniper behind the bell tower on the right side of the church by the trapdoor.

 

The Statue - Part 1:

 

  • When Drake gets shot, LEAVE him. Don't touch him until you kill everyone.
  • 3 to 4 snipers will spawn, so check all the windows and perches in the far reaches of the area.
  • Two armored soldiers spawn, one of either side of the big staircase.
  • Now, after everyone is dead, STOCK UP! Get every weapon to that center platform with the statue.
  • There is a PAK-80 to the right of the stairs on a balcony.
  • There is a Wes-44 on a small platform behind the statue platform.
  • There is a M-32 Hammer adjacent to the Wes-44 and statue.
  • There is a RPG to the left of the library behind a fallen pillar.
  • There is a T-Bolt Sniper just above the RPG a top the staircase.
  • There are multiple Dragon-Snipers scattered everywhere, shouldn't be hard to miss.
  • Once you're all stocked and fully loaded, carry Nate down the stairs.

 

The Statue - Part 2:

 

  • Two separate waves of enemies will spawn before the rockets.
  • The first wave spawns from the huge open windows or the RPG and T-Bolt Sniper area.
  • The second wave spawns to the right of the big staircase leading from the church.
  • After successfully killing all these enemies, the onslaught begins.
  • Someone must use the PAK-80 to shoot down the RPGers as the spawn.
  • Someone must be using the Dragon-Sniper to kill the Armored RPGers
  • Someone must be using the G-MALs and M9s to kill all the enemies that spawn on the ground.
  • The locations of the RPGers:

On top of the Library

To the left of the Library

To the right of the Library

Above the Dragon-Sniper on the left side of the Library

Behind the Statue Platform on the Right Balcony

Behind the Statue Platform on the Left Balcony

 

  • A PAK-80 Brute spawns, use the PAK-80 in conjunction with the M-32 Hammer and Dragon-Snipers to quickly take him down.
  • Stay on your toes watching for RPGers. They are CONSTANTLY spawning.
  • At least 4 or 5 Armored RPGers will spawn, watch EVERYWHERE!
  • At the end, if you make it, 3 Armored soldiers to signify the RPGers are over. Kill them and be done with this part.

 

The Statue - Part 3/Final Part:

 

  • You made it! You're almost there. THREE kickback enemies will spawn, an Armored RPGer, TWO Riot Shielders, and a Dragon-Sniper.
  • Take out the Snipers and Riot Shielders immediately.
  • Then, hide where the Armored RPGer cannot see you to take out the Kickback enemies.
  • If you still have PAK-80 bullets, M-32 Hammer bullets, or Dragon-Sniper bullets, these will be key in killing them quickly.
  • After killing these 3 amigos, kill the Armored RPGer. Use the M-32 Hammer Kickback Enemy's M-32 Hammer to take him out quickly.
  • Congratulations! You did it!

 

 

Syria:

 

Playable Characters: Nathan Drake, Victor Sullivan, and Elena Fisher

Recommended Players: 3

Recommended Boosters: Beast Mode or Regeneration and Team Safe or Kickback Endurance

Recommended Kickbacks: Cluster Bomb, Team Medic, or Army of Three

Enemies to expect: Guards, Armored Soldiers, Riot Shielders, Chokers, Armored Chokers, Sniper guards, Carpet Bomber Kickback Enemy, RPG Guards, Militia Man Kickback Enemy, PAK-80 Man/Brute, M-32 Hammer Kickback Enemy, Cluster Bomber Kickback Enemy, and 2 Helicopters.

 

Beginning/Tower descent:

 

  • Climb down the tower however you want, it doesn't matter how high of a drop it is, you'll survive. But do stay on the inside.
  • There are two riot shielders at the bottom along with 2 other normal guards. Save your grenades for the riot shielders.
  • There is a Mag-5 on the 2nd to top floor. (the floor you drop down into upon dropping into the building. It is behind a small metal fence next to the next set of stairs.

 

 

1st Arena/Cluster Bomber arena - Part 1:

 

  • Upon entering the door, preceed downstairs to the exit of the tunnel. There are two guards, one armored, one not. Stay at the first exit doorway and take 'em out nice and quick.
  • Rush outside and pick up some AK-47's and G-MAL's and quickly take out all the unarmored guards with ease.
  • There is a sniper tower to the right around a corner. It has a small tree protuding from the side. 2 snipers will spawn inside this tower, so be on the lookout.
  • As you are fighting, an Armored Shotgunner will spawn behind you, he spawns right next to the Mag-5 spawn point, be on the lookout for him.
  • Once the Armored-RPG man spawns (he'll spawn on either of the two big main towers on either side of the big wooden door), run back inside to the big hallway you entered from. One person should be shooting at him until they run out of ammo, and switch based on this. Do NOT group up together, as one nicely placed RPG can kill you all.
  • After this, just clean up the rest of the guards. However, another RPG guy will spawn, but he is unarmored, and not as big of a threat as the Armored one.
  • There is a Mag-5 on the farthest to the right ridge on the top floor of where your main gunfights will take place. It's on the other side of a huge hole in the ground along a wall.
  • There is a RPG next to the top floor of the battlefield (where most of the enemies spawn and are located), it is next to the left, big tower. Behind the farthest embankment along the wall.
  • There is a TAU-Sniper underneath the main battlefield floor, it resides in a big window along the windowsill.
  • There is a TAU-Sniper next to a large gate which is beneath the main battlefield floor, inbetween the main battlfield floor and the RPG spawn location.
  • There is a M-32 Hammer in the very back corner lying on top of some debris.

 

 

 

1st Arena/Cluster Bomber arena - Part 2:

 

  • Upon "trying" to lift the big metal gate, enemies will spawn on ALL sides. Armored soldiers will rush in from the left and right. Take them out first, as they are of a high priority and a big annoyance.
  • Riot Shield enemies will drop down from small holes in the wall along the wall on either side of the big metal gate. Along with chokers, so watch carefully as they drop down frequently.
  • A lot of armored guards drop down from the main battlefield floor carrying either: KAL-7's, Sawed-off Shotguns, or SPAS-12's. Stay by the big metal gate to kill all of these with great ease as they rarely come inside the room.

 

 

1st Arena/Cluster Bomber arena - Part 3:

 

  • Upon killing all of these guys, the Cluster Bomber will spawn with two Armored M9 guards on either side of him. If you left the M-32 Hammer for this bit, it will be IDEAL in taking this sucker down.
  • If not, use the stash of KAL-7's found along the small ledge to blindfire him to death from behind cover inside the small temple/room.
  • Watch out for chokers as they spawn in the back whilist fighting this Kickback enemy.
  • Once he's down, proceed up the newfound handhelds the boss fight has opened up and eliminate the Armored M9er's. They should be fairly easy to either pulldown or pop their helmets off for a sweet melee.

 

 

2nd Arena/Swimming - Part 1:

 

  • After being blasted down into the underground, flooded hallways, swim up the climbable wooden girder. Have two people go through the door on the other side and another climb straight up the well using the handhelds along either side of the well.
  • In unison, if possible, pulldown ALL 3 guards at once to reach the checkpoint as easy as possible.
  • There is a T-BOLT Sniper located in the small hallway upon exiting the well.
  • There is a T-BOLT Sniper located in the small hallway upon exiting the well.
  • There is a T-BOLT Sniper next to the first idol holder, to the left of it.
  • There is a T-BOLT Sniper lying on a window sill directly across from the 1st idol holder, it's up the main flight of stairs in the room to the left of them.
  • There is a PAK-80 in the room adjacent to the third idol holder along the right door border.
  • There is a TAU-Sniper located outside of the first idol holder atop a small ridge next to a G-MAL.
  • There is a RPG located behind the second idol holder inside a small room.
  • There is a TAU-Sniper next to the second idol holder and RPG spawn on top of the farthest to the left, along the wall, ridge.

 

 

2nd Arena/First Idol - Part 2:

 

  • After the cutscene ends, move up and get the idol out of it's "prison". Do NOT place the idol on the pedastal, as it spawns another wave of enemies. Simply throw it outside, or wherever you want, and kill ALL of the enemies.
  • TWO Mega-Bombers will spawn in the first wave of enemies. Stay as far away as possible from these guards and kill them quickly with the T-BOLT Snipers located around the map. G-MAL's are also great for taking them out quickly.
  • After killing all of the enemies, place the idol, and proceed up the stairs.

 

 

2nd Arena/Second Idol - Part 3:

 

  • Once the idol is placed, multiple enemies spawn and drop down in front of the second idol holder, do NOT rush in to grab it.
  • Two Armored-M-32 Hammer men spawn and drop down over the wall next to the big wooden door. Kill them quickly and utilize their M-32 Hammer's to kill all of the guards down below guarding the second idol holder.
  • Snipers spawn above the idol holder, be on the look out for them.
  • Chokers also spawn after the guards have been killed.
  • Once you obtain the second idol, guards will spawn above the first idol holder's room.
  • An RPG man will spawn, watch out for him, take him out quickly.
  • Riot shielders will also spawn and drop down into the area with all the idol pedastals. Use the floors above to flank and kill them easily.
  • Two Armored men will also drop down and hang around the ledge outside the first idol holder's room. Quickly pull them down and be done with 'em.
  • Now, place the second idol onto the pedastal.

 

 

2nd Arena/Third Idol - Part 4:

 

  • Upon placing the second idol, the third will be revealed, as well as a x3 Bomber/Carpet Bomber Kickback Enemy.
  • Stay back, shooting at him, take your time. Because, as well as him, enemies will spawn inside the balcony up above him. You will be instanteously murdered if you try and take him head on.
  • Use all the grenades available along the entrance to this area and kill him quickly.
  • Kill ALL of the enemies before obtaining the idol, as it will spawn another wave of enemies behind you/second idol holder.
  • Once you acquire the idol, throw it out of the way, don't rush for placing it on the pedastal. Kill all of the enemies guarding it.
  • An Armored-RPG spawns next to the first pedastal, avoid him and snipe him out real quick.
  • Kill EVERY enemy before placing it.

 

 

2nd Arena/Final Idol/Fourth Idol - Part 5:

 

  • As soon as you place the idol, run back to the third idol holder's area and camp here.
  • A PAK-80 Brute, M-32 Hammer Kickback Enemy, and a Militia Man (Infinite Ammo Man) Kickback Enemy will spawn.
  • Utilize the PAK-80, if it's still there, to take out the two Kickback enemies and use the remaining bullets to damage the PAK-80 Brute.
  • If this weapon is not here, take cover and shoot whenever convienent to knock of their helmets and go in for a quick melee.
  • Use the M-32 Hammer Kickback Enemy's M-32 Hammer to take out the PAK-80 Brute.
  • Two Sniper enemies spawn above the first idol holder's room inside a small room and a top a tower next to the room. Be wary.
  • Place the idol and head up the stairs.
  • If you kept the RPG in it's spot, grab it, it will be ideal in a later part.

 

 

Tower Climb:

 

  • There are FOUR TAU-Snipers along the ledges and tables inside the small room.
  • Take this part EXTREMELY SLOW. Do NOT rush, as you WILL die. It will be tempting to rush up there and pull 'em all down, but you WILL die.
  • Grab a TAU-Sniper and dig in behind one of the torch ornaments along the wall.
  • Peek up every once in a while and take out as many enemies as you can.
  • You can still be shot when you're reloading, don't reload until you fully heal.
  • Raffica's and Mag-5's can be found all along these ledges and torch-ornaments. Get them when the time presents itself or if you are out of ammo.
  • When the armored enemies start spawning, aim for the head. If you still have TAU-Sniper Ammo, 2-3 shots to their head will kill them. Aim between the arms and fire away.

 

 

Final Part/Helicopter Fight:

 

  • Before hitting the checkpoint, stock up on RPG's, you're going to need them. They are all over the roof, you will have no problem getting ammo and full ammo for every team mate.
  • Once the cutscene is over, split up, taking shots at the helicopters. It is mostly luck and a smidge of skill to hit these helicopters as they are constantly moving and swaying.
  • It takes THREE shots to take them down, so choose your moments carefully.
  • Enemies will spawn and drop over the wall in the center, watch out. Chokers and Armored Shotgunners and M9ers will be there, be wary.
  • After shooting down the first helicopter, the second one will start firing missiles onto you. Just keep moving to avoid these pesky things.
  • Once you have taken down both helicopters, clean up the remaining enemies, and finish the level.

 

 

 

Airport:

 

Playable Characters: Nathan Drake, Victor Sullivan, and Charlie Cutter

Recommended Players: 3

Recommended Boosters: Regeneration and Team Safe or Kickback Endurance

Recommended Kickbacks: Cluster Bomb, Team Medic, or Army of Three

Enemies to expect: Guards, Armored Soldiers, Riot Shielders, Chokers, Armored Chokers, Sniper guards, Armored RPG Soldiers, Carpet Bomber Kickback Enemy, RPG Guards, Mega Bomber Kickback Enemy, M-32 Hammer Kickback Enemy, Militia Man Kickback Enemy, Turret Men, Zoran Lazarevic, Eddy Raja, and Harry Flynn.

 

Beginning/Rooftop:

 

  • Three guards will have their back to you. Just shoot 'em down or give 'em a lovely hug from behind.
  • When you move up, a soldier will be on the right while an Armored Guard will drop down over the big road barrier.
  • A little cluster of soldiers armored with Pistoles will spawn and run about once you hop over the road barrier while an Armored G-MALer will shoot down onto you from a high up, overhanging crate.
  • You can easily pull him down.
  • When all these enemies are dead, do NOT go onto the big slanted roof. It is imminent death. Stay hanging behind the overhanging crate and slowly take out enemies that are convienent to do so.
  • Enemies will constantly jump up to be easily pulled down, do so.
  • There is a TAU-Sniper on top of the overhanging crate.
  • There is a RPG with FIVE shots in it on the left side of the large slanted roof down inside a small pit accesbile by ladder.

 

Rooftop ending/1st Big Arena:

 

  • Upon reaching the checkpoint, sometimes not said on-screen instead signified by checkpoint music only, guards will spawn across the way a top the two big rooftops.
  • You can either use the G-MALs and Dragon-Snipers provided to pick them off or use a couple bullets from that RPG to blow 'em all sky high.
  • Once these enemies are defeated, the next wave will all spawn on the ground, but will not do so until at least ONE of you hops the ledge and drops down onto the ground level.
  • A Mega-Bomb Kickback Enemy will spawn to the right of the rooftop you fight on, jumping over a wall.
  • Use the PAK-80 found in the center of the arena on top of a bunch of tarp-covered crates.
  • A bunch of Armored Soldiers and guards will spawn in the back by the farthest building with enemies that spawned on top at the beginning.
  • After killing a numerous amount of enemies, one of the Heroes will mention: "Snipers!" Look up, there are a bunch on top of the two buildings constantly spawning.
  • Take cover and pick 'em off as they spawn.
  • There is a PAK-80 in the center of the arena on top of a bunch of tarp-covered crates.

 

 

2nd Big Arena/Three Turrets:

 

  • Take cover IMMEDIATELY after the cutscene ends, either jumping off the roof into the fray or around the various vents and walls, because three turrets with Armored Soldiers will be pouring bullets onto you.
  • You can use the Dragon-Snipers from the fallen snipers you killed earlier to pick off the turret men.
  • A bunch of Armored Soldiers and guards will spawn down below running about as well.
  • Upon killing TWO of the turret men, the Kickback Enemies will start to spawn behind the farthest to the level Turret Man, hopping over the large crate-like walls.
  • A Militia Man, Carpet Bomber, and M-32 Hammer Kickback Enemies will spawn.
  • Use these turrets to your utmost advantage, they will really turn the tides in this battle.
  • Watch out for chokers running amuck, they're sure to give you a surprise.
  • There are KAL-7 and Dragon-Sniper guards that will spawn on the big rooftop you come from.
  • Some music and the window opening in the garage releasing two guards will signify the ending of the battle.
  • There is a Wes-44 on top of the first set of crates you come across when jumping off the big rooftop.
  • There is a T-BOLT Sniper lying against the middle Turret Man's crate in the center of the arena; located on the left side of it.
  • There is a TAU-Sniper lying in front of the right-most turret's crate on the ground.
  • There is a M-32 Hammer leaning against some barrels on the right side of the arena in front of the car.
  • There is a RPG behind the left-most turret.
  • There is a TAU-Sniper inside the middle turret's crate on top of a box.
  • There is a Wes-44 lying between all three turrets on top of a barrel next to a Arm-Micro.

 

 

3rd Big Arena/RPG Pass:

 

  • After the cutscene ends, TAKE COVER! THREE RPGers will spawn on the farthest rooftop at the very end of the long stretch of asphault. Two Armored and one unarmored.
  • Armored Chokers and Chokers will spawn for quite a while coming from various spawns located around the battleground, be wary.
  • Two Riot Shielders will spawn in the back where the trucks protrude from during the cutscene once you leave the area.
  • It's best to gather sniper ammo and G-MALs and slowing take these guys down. Don't stand in the open for more than 5 seconds.
  • After killing TWO of the RPGers, more guards will spawn on the left side of the battlefield coming over the roof. Armored Soldiers, KAL-7 guards, and one unarmored RPGer will spawn.
  • Upon killing ALL of these enemies, yet another wave comes in. Two more Armored RPGers and a ton of Riot Shielders at the very end of the battlefield.
  • Keep your distance and do NOT stand out in the open, because if you do, the Riot Shielders will surely get you. If they don't, the RPGers will make quick work of you.
  • Kill all the Riot Shielders first, then focus on the RPGers like you did on the first wave.
  • Take it slow and steady, it isn't a race, take your time.
  • There is a M-32 Hammer with FIVE bullets in the center along the right wall behind a crate, nudged in behind it.
  • There is a T-BOLT Sniper underneath the 2nd enemy wave's spawn, the small awning in the center, left of the arena.
  • There is a T-BOLT Sniper close to the RPGers' roof behind a small crate on wheels, next to a bunch of AK-47s and G-MALs.

 

 

Final Battle:

 

  • Well, here it is, the Final Battle, you face off against Lazarevic, Flynn, AND Eddy. All at the same time. Lazarevic has a SPAS-12, Flynn equip with a Dragon-Sniper, and Eddy with a TAU-Sniper.
  • Your best bet is to hide-out and quickly take shots at them when they're either in cover, or unaware of your presence.
  • Once the cutscene is over, run IMMEDIATELY to the LEFT and get behind the large blue crate. It obscures your view from the entire battlefield as well as theirs to you.
  • When Lazarevic comes running up to you, and he surely will, unload of his bald-self. With enough lead pumped into him, he'll surely drop. There are plenty of guns lying around to do so.
  • Once Lazarevic is down, make a quick dash up to the platform to your left, the one with a Dragon-Sniper and TAU-Sniper lying on the crates.
  • Careful, once Lazarevic is down, Dragon-Sniper enemies spawn on either wings of the plane, take 'em out.
  • Once you all are up here, focus on whichever boss is visible at the moment and concentrate all fire on them.
  • Once of them is killed, an Armored Choker and Armored Shotgunner spawn over the same wall that the Mega-Bomb Kickback Enemy spawned, be wary.
  • Stay at this little spot for the remainder of the fight, it is ideal and an easy control point over the whole arena.
  • Once you kill the final boss, time to clean up. Just easily pick off the remaining guards, it will be no problem.
  • If you seem to have killed everyone and the checkpoint isn't picking up, it's probably because that lone Dragon-Sniper enemy is still left up there on the airplane's wing. Get 'em.
  • There is a Wes-44 on top of a crate on the far left of the battlefield next to some water pipes.
  • There is a TAU-Sniper on top of the crates in ideal camping perch mentioned above.
  • There is a T-BOLT Sniper in the far, top-right platform lying on a crate.

 

 

 

Fort (Prelude):

 

Playable Characters: Zoran Lazarevic, Eddy Raja, and Harry Flynn

Recommended Players: 3

Recommended Boosters: Beast Mode or Regeneration and Team Safe or Kickback Endurance

Recommended Kickbacks: Cluster Bomb, Team Medic, or Army of Three

Enemies to expect: Guards, Armored Soldiers, Riot Shielders, Chokers, Armored Chokers, Sniper guards, RPG Guards Armored RPG Soldiers, Mega Bomb Kickback Enemy, M-32 Hammer Kickback Enemy (x2), Militia Man Kickback Enemy (x2), Trucks, Djinn/Shade Soldiers, Djinn Carpet Bomber Kickback Enemy, Djinn M-32 Hammer Kickback Enemy, and Djinn Militia Man Kickback Enemy.

 

Beginning/Arena - Part 1:

 

  • As soon as the cutscene ends, move IMMEDIATELY to the big alcove to your left farthest north. Dig in behind the crates because you are about to be onslaughted by multiple enemies.
  • Armored Soldiers, Riot Shielders, Guards, and Chokers will drop down off of the huge balcony above you, watch your 3 o'clock and 9 o'clocks.
  • After you finish off some of these enemies, Sniper Guards will spawn along all ledges and balconies all around the higher spots of the arena. Pop out periodically to kill 'em off one by one.
  • Try and leave one enemy alive to go around and stock up on various weapons to prepare for the next part of the battle.
  • There is a Wes-44 on top of one of the fallen pillars towards the middle of the battlefield.
  • There is a TAU-Sniper on top of one of the fallen pillars towards the middle of the battlefield.

 

 

Arena - Part 2:

 

  • After the cutscene ends, kill the Mega Bomb Kickback Enemy as quickly as possible.
  • Be wary, Armored Sniper Soldiers will be guarding this Kickback Enemy.
  • Chokers will also run about, stay on your toes.

 

 

Tunnels/Balcony Run - Part 1:

 

  • After the cutscene ends, kill the two Armored Chokers quickly and proceed up the stairs.
  • Once atop the stairs, enemies will spawn on the very end of the first hallway: 3 Riot Shielders and an Armored Sniper Soldier. Stay back and shoot at them when visible.
  • Once they are dispatched, move up to the corner and more enemies will spawn on the end of this hallway: Armored Soldier and a couple Riot Shielders. As well as these enemies, a Riot Shielder and an Armored Choker will spawn behind you.
  • Once all enemies are dead, proceed towards the large wooden door to start Part 2.

 

 

Tunnels/Balcony Run - Part 2:

 

  • The door is blocked/locked and needs to be blown open with an RPG (when doesn't it....). Enemies will pour in from the holes in the ceiling in this hallway.
  • An Armored RPG Soldier spawns at the end of the first hallway with Riot Shielders and Armored Chokers guarding the way.
  • An Armored Soldier will spawn at the RPG Door when you move away from it.
  • Dispatch all enemies before proceeding to the Armored RPG Soldier, and run zig-zag to him and get close avoiding his explosive bullets. Have someone spot you or follow close behind to quickly pick you up if you happen to be downed.
  • You can wait around after killing the Armored RPG Soldier and have more RPG Guards spawn for additional RPG ammo.

 

 

Pre-Truck Firefight/Huge Balcony Battle:

 

  • Once the cutscene is over, just kill the two petrified enemies and proceed up the stairs.
  • Stay behind the fallen pillar to take these enemies out or staying by the door to the stairs.
  • The enemies hop over the wall at the opposite end of the floor, a Militia Man Kickback Enemy and a M-32 Hammer Kickback Enemy will spawn alongside the Chokers, Armored Chokers, and Guards.
  • Keep your distance from the Kickback Enemies and fire at them when they are moving - they tend to fire when stationary.
  • Two Armored Sniper Soldiers spawn here as well, one a top the highest tower in the air accessible by a pole swing, and the other across the way on the balcony from the first hallway exit of the tunnels.
  • After all enemies are dealt with, a smart idea would be to gather any and all propane tanks remaining and stockpile them in the stairway up to the huge balcony/floor for the fight against the two trucks.
  • There is a TAU-Sniper in the doorway of the broken building.
  • There is a T-Bolt Sniper lying on a small ledge at the edge of the floor towards the middle.

 

 

Truck Firefight:

 

  • After the cutscene ends, run IMMEDIATELY into the small hut to your left (of the radio stand/table) and hide in here for quite a bit. It provides immensely useful cover against all of the enemies to come.
  • Enemies will spawn from the stairway, over the wall in front of the doorway you entered your encampment, the tall tower - an Armored RPG Soldier, and enemies across the way along the balconies.
  • Dig in, and take out the Armored RPG Soldier to eliminate a main threat of your hiding hole. Guard the door and shoot down anyone that enters.
  • Once all enemies are dealt with that spawn in front of you at the door, peak out and pick off the enemies across the way along the balconies. An Armored Sniper Soldier is laying in wait for you to kill.
  • Once all is said and done, time to deal with the pesky Trucks. Grab all the propane tanks and chuck 'em down at the trucks. Use any and all grenades available on these things.
  • If you seem to be out of explosives, there is an Armored RPG Soldier that spawns at the farthest left end of the battle down in the main courtyard.
  • Even if this isn't enough explosives, more RPG Guards will spawn in this area as well.

 

 

Pre-1st Treasure Puzzle - Part 1:

 

  • Once through the wooden door, proceed underneath the building into the prison cell/jail type area for maximum cover.
  • To get the enemies to spawn, climb on top of the second pillar.
  • Enemies will pour out of the windows from higher up. Armored Soldiers, Riot Shielders, Chokers, Armored Chokers and Guards. Armored Sniper Soldiers will spawn on two sides of the arena up high.
  • Stay inside the small prison cells and open fire on any enemies that enter the room.
  • Enemies will spawn after a bit from the holes inside the prison cell. A few Chokers and Armored Soldiers. Be wary, and kill them quickly.
  • After all enemies are dealt with on the ground, peek out and take out the Armored Sniper Soldiers one at a time.
  • There is a Wes-44 deep inside the prison cell room in the back next to a Double-Barrell Sawn-off Shottie.

 

 

1st Treasure Puzzle - Part 2:

 

  • You need two idols to be placed on either side of the door to proceed through. They are marked by indicators to show their locations. One is on a small ruined balcony on the right side of the arena up high, the other is inside the building way up high.
  • To make a future part easier, go up and grab the 1st treasure and throw it down and place in on it's stand, trust me.
  • Make your way up the wall to the huge window to get the 2nd treasure idol. Once you get inside the room, hop back out and hang over the ledge. Pick off the enemies and then proceed up the stairs.
  • As you move up stairs, enemies will funnel out of the room guarding the idol. An Armored Sniper Soldier guards the idol himself. Armored Chokers and Armored Soldiers also are guarding the idol as well.
  • Pick 'em off and carry away the idol. Toss it down and DON'T jump down, a Militia Man Kickback Enemy spawns along with many Riot Shielders down below in the arena on the ground floor.
  • Stay up in the room and slowly pick all the enemies off, there should be enough ammo and guns up there to kill them with ease.
  • Jump down after killing them and place the idol to proceed through the wooden door.

 

 

Pre-2nd Treasure Puzzle - Part 1:

 

  • Upon entering the 2nd Treasure Puzzle arena, you will be greeted by a Turret Man, Armored Soldiers, Sniper Guards, and Guards - lovely. Dig in to the left and pick off any enemies visible.
  • Once you run out of ammo or just get bored, make a dash up the stairs and dig in behind the tree. Try and quickly push your way to take out the Turret Man. Also be wary of the Sniper Guards that spawn all around in high up places.
  • Move quickly behind the huge tower that houses both treasures, it provides the best cover in the battlefield. Take out every enemy before moving any treasures.
  • Watch the building from where you get the 2nd idol because Sniper Guards and Armored RPG Soldiers will spawn here. Pick 'em off, quick.

 

 

2nd Treasure Puzzle - Part 2:

 

  • Once they are dealth with, take the 1st idol out from the base of the tower and toss it out. Then, climb half way up the tower and drop down because another wave of enemies spawn.
  • They'll spawn over the wall to the right of the wall so be wary.
  • Another wave of Sniper Guards will spawn on top of the building of the 1st idol Puzzle.
  • Once all enemies are dealt with, make your way up the tower. An Armored Soldier will be waiting for you, pull him down, grab the treasure, toss it, and leap from the tower.
  • Upon doing this, a M-32 Hammer Kickback Enemy along with a few other enemies will spawn. Hop on the turret with whatever bullets it has left and dispatch all these loose ends enemies.
  • Place the idols and proceed into Hell.
  • There is a T-Bolt Sniper inside the small room near the entrance into this arena, to the left of the 1st wooden door.

 

 

Final Arena/Djinn Battle/Hell - Part 1:

 

  • This is it, the hardest arena, next to the Monastery Statue bit. You have to fight wave after wave of Djinn/Shade Soldiers.
  • Stay in the room you view the cutscene in, it is the BEST room to fight these demons from.
  • They will constantly teleport about and will be moving consistently.
  • Guards, Armored Soldiers, Armored Sniper Soldiers, and a few Fire-RPG-Grenade Guards litter the battlefield.
  • Shoot them as much and as frequently as possible. Once they turn blue, that indicates they are damaged, so keep it up.
  • Aim for the head, it's the weakest spot, especially for the Armored Soldiers.

 

 

Final Arena/Djinn Battle/Hell - Part 2:

 

  • Once the first wave is dealt with, THREE Kickback Enemies will spawn: Djinn Carpet Bomber Kickback Enemy, Djinn Militia Man Kickback Enemy, and a Djinn M-32 Hammer Kickback Enemy.
  • Stay in the room and if they flood the room, just bail out looking for any weapon to fire at them. Snipers are EXTREMELY useful, scrouge any you can find.
  • Stay on the move and don't get pinned down by these guys.
  • There probably is a Guard hanging around the back pillar shooting grenades at you, kill him, he'll be a bother.
  • There is a T-Bolt Sniper on top of a small, fallen pillar on the raised platform towards the middle of the arena.
  • There is a Wes-44 on the small platform by the broken crates along the farthest back wall of the arena.
  • There is another Wes-44 I believe near the center of the arena.
  • There is a M-32 Hammer on the back platform the Djinn Grenadier is residing on.

 

 

_______________________________________________

 

 

Adventure (video guides):

 

Here is a playlist that includes a narrated video guide for every level in Co-Op Adventure!!!: Co-Op Adventure Video Guides!

 

_______________________________________________

 

Credits:

 

Naughty Dog - for marking my guide as Featured, thank you so much! - Which you should re-do! :smileymad:

RandomZach - for all the countless games of Co-Op he sat through with me and getting my coveted star way back then.

CookieFrog - for suggesting doing this and playing with me for endless hours on UC3.

LifeLongFrenzy - advice and feedback, much appreciated and all the help with achieving stars.

Pzyken - for inspiring me to continue playing Co-Op

Shrantellatessa - feedback and approval, much appreciated.

Dymism - for continueing to play Co-Op with me when no one else will.

Aureilia - for all her help in getting all those stars I promised people.

Derflinger - for adding some hilarious commentary during our silly Co-Op matches.

atomicgamer1 - for helping constantly, even though you really didn't want to with all those star getting adventures.

And any others that I forgot to mention, I do thank you for all your feedback and help putting this guide together.

_______________________________________________

 

I will add more when I can.

 

____________________________________________________

 

 

So, these are all of my threads that got locked and removed for some odd reason. This truly is a MASSIVE wall of text. I wouldn't take the time to read it, but you can if you'd like. Smiley Wink

 

Enjoy. Smiley Happy

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Treasure Hunter
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Re: JD's MASSIVE Co-Op Ideas and Guide Thread

Dec 19, 2012
Good on you Cousin for making this thread.
It's a shame there's haters out there reporting such useful threads you've worked so hard on.
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Fender Bender
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Re: JD's MASSIVE Co-Op Ideas and Guide Thread

Dec 19, 2012

AliMakaveli wrote:
Good on you Cousin for making this thread.
It's a shame there's haters out there reporting such useful threads you've worked so hard on.

Thanks, cousin. Smiley Happy

 

I know... Oh well, I won't say anything. I'll bite my tongue and be nice and forgive and forget.

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Fender Bender
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Re: JD's MASSIVE Co-Op Ideas and Guide Thread

Dec 19, 2012

Wow, JD--, this must've taken you forever to type up! 

 

 

Sorry to hear about your previous threads being locked. At least this way it's all in 1 place.

----------------------------------------------------------------------------------------------------------
Co-op Adventure Tips & Tricks and Amazing Lab Idea- Now with Brackets Mentioning Kudos Count!

Supporter for more sound in Uncharted 3 Multiplayer

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First Son
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Re: JD's MASSIVE Co-Op Ideas and Guide Thread

Dec 19, 2012

ND's Response:

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Re: JD's MASSIVE Co-Op Ideas and Guide Thread

Dec 20, 2012

Toxic156 wrote:

Wow, JD--, this must've taken you forever to type up! 

 

 

Sorry to hear about your previous threads being locked. At least this way it's all in 1 place.


Lol, simple copy and paste. Smiley Wink

 

And yeah, it's fine. I just hope this one doesn't get locked, too.

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Survivor
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Re: JD's MASSIVE Co-Op Ideas and Guide Thread

Dec 20, 2012

i really like the idea of getting weapon skins for completing co-op objectives, it would finally give me and my friends a reason to go back to co-op, i have 150 each for hard and crushing and my top 2 friends with around 200 crushing, but we haven't played co-op in a long time, for me because i have everything (a lot of hunter farming) and they just got bored of it a little after fort came out, so it would be quite refreshing to have something to do in co-op and get away from competitive for a while

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Wastelander
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Re: JD's MASSIVE Co-Op Ideas and Guide Thread

Dec 20, 2012

What? They delete your threads, WT F, why?

 

It's good that you save all of them, Kudos Again. Smiley Wink

_________________________________________________________

I like cats :3






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Re: JD's MASSIVE Co-Op Ideas and Guide Thread

Dec 20, 2012

JD-- wrote:

Toxic156 wrote:

Wow, JD--, this must've taken you forever to type up! 

 

 

Sorry to hear about your previous threads being locked. At least this way it's all in 1 place.


Lol, simple copy and paste. Smiley Wink

 

And yeah, it's fine. I just hope this one doesn't get locked, too.


It's the dry humor at work, my friend- I merely refrained from posting a semicolon preceded by a close parantheses.

 

And yes, hopefully this one will stay up & open.

----------------------------------------------------------------------------------------------------------
Co-op Adventure Tips & Tricks and Amazing Lab Idea- Now with Brackets Mentioning Kudos Count!

Supporter for more sound in Uncharted 3 Multiplayer

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Re: JD's MASSIVE Co-Op Ideas and Guide Thread

Dec 20, 2012

This thread took me so long to scroll down and kudo.

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