10 Ways to Not Get Owned in Killzone 2
Your pre-release survival guide for Killzone 2 multiplayer, including level blueprints, artwork and hi-res screens.
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RADEC ACADEMY
Real-world schools suck, there's no two ways about it. We much prefer Radec Academy, Helghan's gold educational standard, where neon-eyeballed maniacs trot between bookshelves and shell-shocked, unshaven farmboys take cover in the canteen. Like Blood Gracht, the Academy splits its action between one, headshot-friendly open area and smaller chambers better suited to beat-down specialists, but the division isn't quite so drastic, and the map is roomy enough to support 32 players without inducing bloodshot vision.
The ISA start out in an airy garage the southern side of the map, while the Helghast inhabit a damp, mouldering barracks to the north. Exiting either base, you pass through some large outer rooms (the Helghast appear to have a kitchen, though coffee machines weren't in evidence) to a central open courtyard dominated by some abstract neo-fascist sculptures. First floor windowed galleries and walkways look down on the courtyard, and to the east an ornate antechamber leads off to a tiered lecture theatre (a great place for a shoot-out) and library. All these areas are connected by stairways and passages.
#8: The Great Escape
The bulk of players on either team will infallibly absorb themselves taking potshots across that courtyard, or storming the chambers adjoining it, but the bases are also accessible by way of two subterranean passages hidden beneath a stairwell to the west. This is less of a critical vulnerability than it sounds: only one player can use the ladder out of the depths at a time, making it easy for base defenders (once alerted) to pick off infiltrators as they emerge.
As a means of escape, however, the tunnels can be invaluable. The reason for this is that it's fairly easy for a well-organised team, perhaps packing a rocket launcher or two, to trap a disorderly enemy force in their base, particularly if that team is playing ISA. Underground route aside, the Helghast have only one way out of their barracks - a narrow doorway screened by a brick facade. Two or three skilled ISA players positioned in the cluttered room beyond - one on the stairwell looking down, one to either side of the door - can seal the bees in their hive for an entire match.
The human outpost, by contrast, has a nice wide ground floor entrance and immediate access to the first floor, making it harder to close off. Don't get too cocky though: outside the entrance there's a corridor which leads directly to the courtyard, giving distant Helghast riflemen line-of-sight on unwary ISA troops as they appear. Keep your head down if you step out for a smoke.
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