Walkthrough by RMurtha
Quake II Mission Pack: Ground Zero on SuperCheats.com



                      WELCOME TO RANDY MURTHA'S

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_________________________ GROUND ZERO __________________________


                                       WALKTHROUGH FOR ANY PLATFORM


Version 1.0
April 2011
E-mail: randym1375@yahoo.com

===================================================================
This document is Copyrighted by Randy Murtha December 2009 and may not
be reproduced in part or in full without the written consent of the
author. Nor shall this be posted on a website or printed in a magazine
without my consent.  All Rights Reserved.
===================================================================


*******************
 TABLE OF CONTENTS
*******************

   Notice
1) Introduction to Walkthrough................................. #1
2) Version History............................................. #2
3) The Story................................................... #3
4) Items....................................................... #4
5) Weapons..................................................... #5
6) Enemies..................................................... #6
7) Hints and Strategies........................................ #7
8) Game Walkthrough............................................ #8
   - Unit 1: The Mines......................................... #8A
   - Unit 2: Communications Center............................. #8B
   - Unit 3: Research Facility................................. #8C
   - Unit 4: Munitions Plant................................... #8D
   - Unit 5: Widow's Lair...................................... #8E
9) Credits, E-mail Rules, More Guides by Me, Legal Issues...... #9

NOTE:  To navigate your way through this guide a little easier use the
Control F feature.  Press and hold "Ctrl" and "F" and a window will pop
up, simply type in the number of the section located above you wish to
jump to (e.g: #8B) and click "Find Next" to jump to that section of the
guide, you may have to click find next two times.  This navigation
process is really quick and it sure beats scrolling all the way down
the document to get to the section you want to be in.

-------------------------------------------------------------------

                             **********
                             * NOTICE *
                             **********

The only websites this walkthrough is legally posted on are:

Game FAQ's - www.gamefaqs.com
Neoseeker - www.neoseeker.com
Game Spot - www.gamespot.com
Super Cheats - www.supercheats.com
Honest Gamers - www.honestgamers.com
Game Radar - www.gamesradar.com
Cheat Planet - www.cheatplanet.com

   ONLY THESE SEVEN SITES MAY POST MY GUIDE!  If you have viewed this
on any other site than the ones listed, or have seen this plagerised,
please e-mail me and let me know which site you viewed this on, I will
highly appreciate it.  If you've seen this plagerised or on a website
this isn't supposed to be on, there is a $CASH$ reward for informing me
of who the violator is.


============================================================ #1 ===


********************************
 1) INTRODUCTION TO WALKTHROUGH
********************************

     Welcome to my very in-depth and extensive walkthrough for Quake
II: Ground Zero, the second of two expansions for the FPS classic.
This game takes place on Planet Stroggos during the Marine Recon
invasion that took place in the original Quake II but you play as a
different Marine on another part of the planet with a new set of
objectives to fulfill to ensure the Coalitions success.    This game is
plenty of fun and offers one of the best arsenals of devistating
weapons in a FPS game, has a tremendously high body count, tons of
secret areas to try and find, and isn't too short a game for being an
expansion; there are five units with 14 new levels to explore.  A
couple new items get introduced, as well as a few weapons and enemies;
other than that not much was improved upon in this expansion but the
body count is insanely high.


============================================================ #2 ===


********************
 2) VERSION HISTORY
********************

Version 1.0
April, 2011
     This is the first complete version of my guide.  The only things I
missed were some secret areas and I will add them in when I find them,
or someone e-mails me their locations.


============================================================ #3 ===


**************
 3) THE STORY
**************

     "Zulu 5-9 your stats aren't coming through.  Give me a verbal on
them."  Damn interference.  You toggle the comlink for a reply.  They
can move gigantic capital ships across space to rain 200,000 marines
down on Stroggos like avenging hail, but they can't maintain a simple
data... *crackle*  "Shit, some...Cowboy just clipped me...down to 50%
power!"  *fzzzt*  Was that Bitterman?  Sounded like him.

     The comlink crackles again, "Come again Zulu 5-9, we're getting
cross-channel garbage."  You read the numbers off the NavComp display.
Your watch has more functions than this hardware.  "Looks good Zulu 5-
9, you're in the pipe, 5x5, on target for the LZ."  The pod suddenly
bucks and shimmies.  Lights and readouts pulse brightly and fade to
normal.  A power surge?

     "Attention all capital ships.  Deployment phase completed.  Fall
back from orbit and wait for retrieval code.  Say again: Break orbit
and await retrieval codes."  Now who was that?  Sounded like the Old
Man.  What's he doing on a pod comlink channel?  Wait a minute.  Those
LZ power scan readings are red-lining off the scale.

     *crackle* "Admiral Crockett, sir!  We're at 110% on the engines
and holding steady, but we're not pulling away.  I show the Deimos
being pulled down into...Omigod..."  What the...?  Nothing in your
mission briefings said you'd be running into anything that could
generate that much raw power. *fzzzt* "generator is increasing the
planet's gravitational field.  Dammit!  We're not pulling free.  Lock
onto that power source and fire everything we have at it.  And shut
down this channel." *crackle*

     "Collision warning," the sultry alarm whispers sweetly in your
ear.  *Vhroooshhhh*  The pod thrums with vibration as something screams
by.  You pop the heat shield in time to see a dark shape silhouetted
against the sky.  Had to be a Strogg Gorgon fighter.  But...the
hell...they weren't supposed to be active over your LZ.
"Collision warning!" "Collision..Collision..Collision..."  You fight
for control as the whole damn Strogg air force rushes past.  Bright
flashes and shockwaves buffet your pod.  For the moment, you're glad
enough that you aren't a shockwave yourself.

     *crackle*  "...and keep as much as you can targeted on that power
source.  You can divert that many?  Outstanding!  Attention all troops
in LZ sector 54.  Revised mission briefing burst coming through...now.
We're going to give you as much covering fire as possible.  You must
locate and disable that generator at all costs!"

     *Whooshhhhh...Kaboom*  A drop pod off to your right side fireballs
as a Gorgon streaks past then drops down in front of you, matching you
trajectory.  Its aft weapons bay opens, glows...and a huge laser beam
from space slices through the ship like the proverbial hot knife
through butter.  The Gorgon rolls end over end and slams into the
ground, exploding with spectacular pyrotechnics.  You brace for impact,
dropping through the expanding fireball and marveling for an extra half
second that you've broken through the planet surface and are falling
into darkness...


============================================================ #4 ===


**********
 4) ITEMS
**********

1) FIRST AID KIT:  Big square gray boxes that restore 10 health, cannot
collect if above 100 health.

2) MED KIT:  Big square blue boxes that restore 20 - 50 health, cannot
collect if above 100 health.

3) STIMPACKS:  Adds 2 to your health.  You can raise your total health
to ??? max by collecting these.

4) MEGA HEALTH:  Gives you 100 health but rapidly makes its way back
down to the health you had before you picked it up, comes in handy.

5) COMBAT SUITS AND FLAK JACKETS: Adds 15 - 50 to your armor, cannot
collect if above 200 armor.

6) BODY ARMOR:  Adds 75 - 100 to your armor, cannot collect if above
200 armor.

7) ARMOR SHARD:  Adds 2 to your armor, you can raise your total armor
to ??? max by collecting these.

8) ADRENALINE:  This will permanently add one more health point once
found.

9) DUALFIRE DAMAGE: This will make weapons fire two times faster and
deliver twice the damage for 30 seconds.

10) DOUBLE DAMAGE: This makes your weapons deliver twice the damage for
30 seconds.

11) QUADFIRE: This makes your weapons fire four times faster than
normal for 30 seconds.

12) QUAD DAMAGE:  This wonderful little item will cause you to inflict
four times normal damage for 30 seconds with any weapon.

13) INVULNERABILITY:  Makes you indestructable for 30 seconds.

14) POWER SHIELD:  Makes you more resistant to damage for 30 seconds at
the cost of your power cells.

15) IR GOGGLES: Infrared googles that enable you see in the dark for 60
seconds.

16) REBREATHER:  Lets you breathe underwater for 30 seconds.

17) ENVIORNMENT SUIT:  Lets you walk, swim, or run through acid without
taking any damage for up to 30 seconds.

18) DEFENDER SPHERE: Once activated a sphere will hover above your head
to aid you in killing the borg and also reduces the damage you take by
50%; it lasts for 30 seconds.

19) SILENCER:  Silences your weapons so you won't attract enemies.

20) BANDOLIER:  Increases the maximum ammount of ammunition you can
carry for most weapons.

21) HEAVY PACK:  This also allows you to carry more ammo for all
weapons if you're lucky enough to find one.

22) AMMO:  Scattered all about for all of your weapons.

23) AMMO PACK:  Refills your ammunition for most of your weapons.


============================================================ #5 ===


************
 5) WEAPONS
************

1) PRIMARY BLASTER:  Just a common futuristic handgun that doesn't
quite cut it against the Strogg.  You can use the unlimited rounds this
fires as a make-shift flashlight for the many dark areas in the game.

2) SHOTGUN:  This is a pretty weak weapon and the range is extremely
short so don't use this on distant enemies.

3) SUPER SHOTGUN:  A very powerful futuristic Shotgun that will drop
the Strogg like ten ton bricks.  The range is a bit further than the
Shotgun but it's more effective at close range, preferably point blank
range in the chest.

4) MACHINE GUN:  This compact weapon is quite effective against the
weaker Strogg.  Your accuracy decreases with distance and you'll have
to wrestle the controls to keep your sights on target 'cause this
little gun has a nasty kickback and will vibrate all over the place to
throw you off target.

5) CHAIN GUN: The same weapon Jesse Ventura used in "The Predator" and
Arnie use in "Terminator 2".  This weapon kicks serious ass and is very
effective on all of the cyborgs running around and will shred them up
like tissue paper.  You can blow through 300 rounds in about four
seconds so shoot this off in short bursts.

6) ETF RIFLE: This weapon fires explosive tipped flechettes that don't
deliver much damage.  This weapon is about as good as you Primary
Blaster for you have to use an insane ammount of ammo to bring a Strogg
down so you probably won't use this much, if at all.

7) GRENADE:  Just a simple time delayed grenade, hold down the trigger
for a couple seconds to cook the grenade.  If cooking you have about
four seconds to throw it or it will blow up in your face to take it
off.

8) GRENADE LAUNCHER:  For some reason all grenade launchers suck in FPS
games, with the exception of this one.  Very effective if you shoot an
enemy right in the face with a grenade, just aim kind of high as
they're running towards you to stop them dead in their tracks.

9) PROXIMITY MINE LAUNCHER: Fires Proximity Mines that explode when
anything moves near it, including you, so be weary of any unexploded
ordnance lying around; if there is an unexploded mine hindering your
progress just shoot it and it'll detonate.

10) TESLA: Mines that zap the enemy with a high voltage bolt of
electricity when they venture near it; it won't harm you so have no
fear.

11) CHAINFIST:  A Chainsaw and if you decide to use this you should
know that it takes an insane amount of hacks to chop a borg up and
you'll suffer horribly if you use it on anything other than a Guard.
It's only good for hacking up carcuses to be sure they can't be brought
back to life by a Medic Commander.

12) ROCKET LAUNCHER:  This is a really good weapon and will take out
the bigger Strogg with just a few rounds.  The blast radius is quite
large when a round explodes so don't use this at close range.  It takes
some practice to master, it's really easy to miss a Strogg firing this
weapon.

13) RAIL GUN:  This weapon fires hollow depleted uranium slugs at super
high velocities like that weapon in the movie "Eraser."  This is quite
powerful against the tougher foe and one round will cut through several
enemies at once if they happen to be in a straight line.  Take note
that the further away from an enemy you are when you use this the more
devestating the rounds are.

14) PLASMA BEAM: This fires a plasma beam that heats the enemy from
within until they explode like a frog in a microwave.  Nice little toy
but it takes a few seconds to heat up the tougher Strogg and depletes
power cells at a rapid rate.  The range is excellent with this thing
and you can zap a bastard from quite a distance.

15) HYPER BLASTER:  This is one of the most powerful weapons in the
game and cuts through all the Strogg running around like hot knives
through butter.  As like the Chain Gun you can waste all of your ammo
for this by holding down the trigger, short bursts are all you need to
kill a Strogg.

16) BFG10K:  The BFG stands for "Big Fuckin' Gun" 'cause this thing is
huge and causes utter devestation.  As you can probably guess by its
name, this is obviously the most powerful weapon in the game.  It
shoots a big green plasma sphere that will shoot laser beams to lock
onto a room full of enemies and then splatter them all into bloody
little chunks that are just the right size to season and stew in your
messkit, those MREs just don't cut it after so long.


============================================================ #6 ===


************
 6) ENEMIES
************

1) GUARD:  They are the weakest of the Strogg and kind of look like a
certain Star Wars character who is way overated.  They are armed with
blasters, machineguns or shotguns and go down quite easily with a Super
Shotgun blast to the chest.

2) ENFORCER:  These muscle bound cyborg bullies are armed with chain
guns to rip you a new bung hole.  They are fairly powerful Strogg and
will prove to be quite the menace, especially when they get right up in
your face and pump you full of lead.  If you blow their heads off then
the Chain Gun on its arm will go ballistic so try not to get wasted by
the stray bullets zinging around.

3) FLYER:  These are little cyborg bird/planes that don't make many
appearences throughout the game.

4) GUNNER:  These are fair size Strogg that like to charge right up to
you and start blasting you in the face with fully automatic gun fire
and pelt you with grenades from a distance.  Take these out from a afar
with the Rail Gun or a blast to the chest from your Rocket Launcher.

5) BERSERKER:  They are about the same size as Gunners but they don't
shoot at you.  One of their arms is a hammer and the other is a sharp
spike and they will run right up to you and slash/bash you  to throw
you back about ten feet.  Your best defense here is a point blank Super
Shotgun blast in the face, problem solved.

6) GLADIATOR:  These things are quite big, get around on huge robotic
legs and are armed with a Rail Gun that will surely ruin your weekend.
These borgs are pretty fast considering their size and they will be all
over you within a matter of seconds if you don't take them out quickly.
The Rocket Launcher is one of your best defenses here, the best defense
is to strafe left or right after you fire a round their way.

7) MEDIC COMMANDER:  These things are about the size of a Gladiator and
are brutal opponents for they can magically summon Guards and Enforcers
to piss all over your parade; to make matters worse they can re-animate
the tougher Stroggs' carcuses to piss all over it some more so make
them your priority targets when seen.  The Hyper Blaster and strafing
are your best defenses while fighting these brutes.

8) STALKER:  These spider like borgs usually cling to the ceiling until
they spot you, and shoot a blast of poisonus plasma your way when they
do so heads up!  They are extremely fast and agile, they even jump out
of the way when you fire at them.  A couple of rockets will take care
of these creepy crawlers no problem, or better yet cook 'em up with the
Plama Beam if you're in the mood for freshly roasted spider legs.

9) PARASITE:  These are basically Strogg pets and attack you with their
really looong tongues to inflict massive damage.  The best way to deal
with these are to stand at least twenty feet back and launch a few
Proximity Mines to stop them dead in their tracks.

10) TURRET:  Just an annoying ceiling or wall gun waiting to ruin your
day via rocket, blaster or machinegun fire.  These things are
EVERYWHERE so be on constant guard and always check the ceilings when
entering new areas.  You can always hear them activate so learn that
sound in a hurry.

11) TANK COMMANDER:  A stronger, modified version of the Tank from the
previous games.  They are really slow moving but don't let their spped
decieve you for these are very dealy Strogg.  You can always hear their
hydraulic legs when they're moving around so keep your ears keen. They
are armed with a Rocket Launcher and Chaingun to tear you limb from
limb and the best way to deal with them are with a couple rockets to
the chest and a few Hyper Blaster rounds to the head.

12) TECHNICIAN:  These flying cylinders are actually tiny brains
suspended in some kind of preserving fluid.  These things are nearly
silent and will always seem to surprise you.  The Hyper Blaster will
shred these things up in half a second.

13) IRON MAIDEN:  Female cyborgs hell bent on killing Marines.  These
chics are absolutely brutal and are armed with a Rocket Launcher that
will piss all over your parade.  If they get upclose to you they'll
begin to slash you with their claws.  The Rail Gun and Hyper Blaster
are good defenses while fighting these PMS rampaging cyborgs.

14) DAEDULUS:  Strogg idiots flying around on jet-packs, just a
stronger, modified version of the Icarus from the previous games.  Use
the Chain Gun to send them spinning like a top until they explode.  Use
the Plasma Beam if they get up close and personal with you.


============================================================ #7 ===


*************************
 7) HINTS AND STRATEGIES
*************************

     - Take your time while exploring and enter rooms or areas very
slowly.  If there are Strogg in the room and they start attacking you,
back out of the area and they will almost always follow you.  Try to
lure them out of the rooms a few at a time instead of charging right
in.  Or perhaps maybe you're like me and can deal with hairy situations
and charge into every room and wreak havoc.  If you do it the way I
choose you'll improve your overall FPS gaming skills.

     - There are many, many dark areas in this game that you can't see
in (even if you max out the brightness) with Strogg lurking around and
this can confuse and disorienate.  You can use the glow from the rounds
your Primary Blaster fires as a make-shift flashlight/flare to be able
to see in these areas.  Improvise Marine!

     - A vital key to your survival is to keep moving while under
attack.  Don't just stand there like an idiot trying to act like Rambo
and let the Strogg charge up to you.  Back up and strafe all over the
place while fighting these cyborg cretants and whatever you do, don't
back yourself up into a corner.  And don't forget that you can strafe
diagonal.  Strafing diagonally is highly effective dodging numerous
enemies gunfire, especially if raining down from above.

     - Take cover behind anything you can find when fired upon with the
exception of expolding barrels and crates.  Common sense I know but a
lot of people out there don't have one shred of it.

     - Use all of the explosive barrels and crates found throughout the
game to your advantage.  Wait for the Strogg to go near them and then
blow them up to wipe the Strogg out with ease.

     - You will want to use corners to your advantage while fighting
the stronger Strogg.  Strafe around a corner to launch a round and
quickly retreat until the return fire stops; repeat this process to
avoid taking tons of damage than by doing the alternate choice of
charging down a corridor head on into a Tank 'cause you'll lose.

     - Whenever you wander into a room full of crates and other objects
simply launch a few grenades behind them, more often than not you'll
kill something to hear that ever so satisfying SPLAT of a borg
exploding into bloody little chunks.

     - You will also want to use elevated positions to your advantage.
In this game you'll come across numerous situations where you'll be on
a ledge high above a room full of Strogg.  In most FPS games you will
always have an advantage firing from an elevated position without too
much worry about accurate return fire (especially while crouching) so
keep this mind and use this tip wherever the situation calls for it.

     - Whenever you enter an area with a Medic Commander make them your
priority targets for they can reanimate the carcuses of the tougher
Strogg to make life unmanageable for a minute or two. A good way to
avoid this is to shoot the fallen borgs until they exlpode leaving
nothing for these bastards to bring back to life.

     - Explore every nook and cranny on every level.  You would be
surprised at all the stuff lying all over the place just waiting to be
found that you would never know about if you don't explore the realms.

     - Try to save all of the health and armor until you absolutely
need it.  It's a pain in the ass back tracking to it but it is well
worth it.  Weak characters don't stand a chance against the Strogg.

     - Save in-game items like the Quad Damage, Invulnerability, and
Power Shields until the later levels.  Trust me, you'll be sorry if you
waste all of the in-game items as soon as you get them.

     - You should always try to swim as far as you can before equipping
a Rebreather, 90% of the time you can make the swim no problem without
one so keep this in mind.

     - This next strategy works well and is the top piece of advice I
can give any FPS gamer.  While strafing near an enemy you can circle
him buy strafing left or right while keeping your sights locked on him
as you strafe left or right.  It takes some practice to master but once
you do, use it on all your friends in multi-player, they'll hate you
for it!  This stratagey works in every first person shooter out there
so remember it and use it in all of your FPS games.

     - If playing this game on the PC use the quick save (default
hotkey F6) and quick load (default hotkey F9).  Die hard FPS gamers
don't believe in quick saving for they believe it is for the weak and
never should've been invented, but I realize that everyone who plays
these type of games aren't at the pro skill level so I recommend using
the quick save/load to the fullest advantage.

     - And most importantly, don't ever give up and believe in
yourself.  By doing so you can master this, or any game, in no time.


============================================================ #8 ===


*********************
 8) GAME WALKTHROUGH
*********************


NOTE FOR PC PLAYERS:  This game is old school and to be able to use the
mouse to look around you must go into the options menu and change "Free
Look" to yes.  You'll also have to configure the keyboard controls to
use the standard "WADS" control system if you're not using a joystick.
You can even listen to a CD as you play the game without hindering the
sound effects; to do this just go into the options menu and enable the
"CD Music."

NOTE FOR ALL PLAYERS:  If you use this guide I want you to know that I
fail to mention most of the enemies so be on constant guard, I don't
want to be a total game spoiler on you.  I will also fail to mention
lots of health, armor and ammo since these items are everywhere and
impossible to miss.  You'll also notice that I have not found some
secret areas, I will add them in this guide if I ever find them.  If
you guys find the ones I missed and want to e-mail their locations so I
can add them to this guide it will be greatly appreciated, I will of
course credit you for the find.


*******************************************************************
#8A ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ UNIT 1: THE MINES ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
*******************************************************************

LEVELS IN UNIT 1:

- Lower Mines
- Thaelite Mines
- Tectonic Stabalizer

---------------
~ LOWER MINES ~
---------------

  Main Mission Objective:
- Find Comm Center to retrieve orders

  Secondary Mission Objective:
- Destroy all resistance

  Secret Areas: 5/5

     There's a Shotgun and some shells ahead of you so grab 'em.  Head
to the right and kill a couple of flyers.  Look to the left to spot an
orange crystal across the lava, shoot it and it'll explode revealing a
secret area; get a running start and jump over there to snag a Double
Damage.  Jump back across the lava and proceed left, snagging some
armor shards, to the right of them in a small alcove is a Grenade and a
few stimpacks.  Keep following the path to enter a facility and
immediately head into the room on the left and take out a few borgs.
You can see an elevator marked exit but can't access it until the end
of this unit.  There's a Super Shotgun by the elevator and a Flak
Jacket atop a crate you can easily jump up to.  Head down the corridor
past where you entered this place to enter a room with crates all
around, be sure to grab the Tesla on the right, then ride the lift up
in the left corner.

     Waste a few enemies and then you'll see a narrow corridor to the
right and stairs on the left.  Across from the stairs is a ladder with
a big piece of ore next to it - DON'T SHOOT IT!  Climb the ladder and
grab the Machine Gun, then press the button on the wall next to it to
move the ore below you, it will then move to the ledge across from you;
when it stops shoot it to reveal a secret area with a pair of IR
Goggles in it, jump over there and take 'em.
Turn around and go left, then climb the stairs on the left to enter a
room full of crates, take notice of the locked door on the right.
Climb some more stairs on the left and then head into the room on the
left to take out a few scrum, use the computer in the room to establish
a Communication Link and to open the door you just saw; your objectives
will get updated and you must make your way to the Thaelite Mines.

     Go back into the previous room and through the now open door to
emerge into a tunnel, waste the borgs roaming around and then look
above the doorway you went through to be in here and shoot the
stalagite to receive the Proximity Mine Launcher.  Go into the tunnel
and you'll see a lift on the immediate right, ignore it for now.  Head
down the very dark tunnel past the lift to meet a Gunner and Berserker,
and be sure to pick up the Grenade Launcher you'll wander upon (only on
easy, if playing any other difficulty you'll have to wait until the
next level for the launcher).  Go down the corridor left of the
launcher to be in a small room with a window, pull the lever in here to
move a mine cart along a track in the room below.  Head out of this
room and go left to a lift, ride it down to be in the room with the
moving cart.  Wait by the track for the moving cart to come back around
and hop onto it, then use it to jump through a window on the right.
Follow the corridor to a large room and climb the ladder on the left,
follow the ledge around to a button and push it, this will activate a
crane which will bring an exploding crate into the room.  Wait for the
crane to complete its cycle and then shoot the crate to blow open the
grate it's resting on; jump into the secret area below and snag the
Bandolier; then simply climb up the ladder to be back in the room
above.

     Head back to the window you jumped through and jump back through
it.  Follow the tunnel the cart goes through (you don't have to ride
the cart) and follow the track all the way to the end; look to the left
to spot some Body Armor on a thin ledge, jump to it, it's a secret
area.  Drop down into the room below and ride the lift up, this is the
lift I told you to ignore earlier.  Head right and take the lift down
at the end of the corridor to be back where the moving mine cart is.
Go into the room on the left which has two large gears moving around,
look under them to see that the floor's cracked and sparking, shoot it
to reveal a secret area with Adrenaline, drop to it, this is the last
secret area in this level.  Climb out and head straight to the levels
exit to enter the Thaelite Mines.

___________________________________________________________________


------------------
~ THAELITE MINES ~
------------------

  Main Mission Objective:
- Gain entrance to the Tectonic Stabalizer

  Secondary Mission Objective:
- Kill the Tank Commander to retrieve the Security Pass

  Secret Areas: 3/4

      Go through the door and to the left you'll spot an inactive lift.
Snag the Armor Shards on the right and proceed down the corridor just
past them, go left or right to emerge into a large room; to the
immediate left is a corridor, straight ahead is a lift, and there's
another lift on the right (there's also a Grenade Launcher in plain
sight if playing on medium or hard difficulty).  Clear the room of any
and all Strogg and hop onto the lift on the right, follow the ledge
around for a probably well needed Flack Jacket.  Drop down and go to
the other lift in the room, press the button next to it to be taken
down to a very dark tunnel.  Now ride the lift back up and go into the
alcove a Flyer came out of, the one with the cracked wall, shoot the
wall to reveal a Mega Health in a secret area.  Drop to the bottom of
the shaft and walk up the incline into a large room and kill some
Icarus'; in the small alcove on the right are some Armor Shards.  Step
onto the lift across this alcove to be taken up, hang an immediate
right and kill the Gunner at the bottom of the incline; blow the wall
up on the left at the bottom of the incline to reveal a secret area
with an Ammo Pack in it.  Walk back up the incline to spot some
Stimpacks and a Prox Launcher just past the lift you just rode up; in
the right corner is a button you need the Security Pass to activate so
remember it.  Head down the corridor across from the lift and you'll
wander across a lift on the right, it leads up to some Stimpacks and
ammo if you want them.  Continue along to wind up where the level
began, to the right is that lift you couldn't access before, now you
can simply by pressing the button next to it.  Either take the lift or
jump back down to where you started this level.

     Head down the corridor to re-enter the room with two lifts, go to
your immediate left and follow the darkened tunnel until it branches to
the left and right.  Go right and keep an eye on the right wall and
you'll see the Chain Gun atop an icline, snag it.  Continue through the
tunnel past the Chain Gun to see carts moving along a track, hop onto
the track and follow it to where it drops; drop into the chute to be in
a secret area with some Quad Damage.  Ride one of the carts out of the
room and go back to where the tunnel branched and go straight to shoot
a couple of ore crystals to open up a room, go in there and snag the
excess Armor Shards on the left.  Walk down the decline on the right
and stop on the bottom, to the right you'll see a large drill, approach
it and QUICKLY run out of the way and it'll crash into the wall.
Follow the tunnel the drill was blocking and you'll wander upon a
ladder on the left, climb it and then hop onto the lift on the left
(take note that if you dilly dally upon entering this room you'll be
crushed by falling rocks).  Head into the narrow corridor on the left
and follow it to a room with the Tank Commander shooting missles at you
from above.  Straight ahead is a lift leading up to it so either ride
it up and take it out or just waste it from down below.  After you kill
the commander go snag the Security Pass it was guarding and your
objectives will get updated, you must use the pass to gain acceess to
the Tectonic Stabalizer.

    Go back to where you rode the lift then drop down to where you
climbed the ladder; follow the tunnel on the left to an area with lava
far below and shoot all the ore crystals on the ledges across from you.
Carefully jump to a few ledges and continue through the tunnel to be in
the vicinity where you found the Chain Gun; go left and then hang
another left when you get the chance and follow the tunnel all the way
back to the lift at the beginning of the level.  Ride the lift up and
go through the corridor on the left and follow it the end.  Press the
button on the right that requires the security Pass and your objectives
will update informing you to use the exit below.  Turn around and ride
the lift down on the right, then head through the levels exit on the
left to enter the Tectonic Stabalizer.

___________________________________________________________________


-----------------------
~ TECTONIC STABALIZER ~
-----------------------

  Main Mission Objective:
- Shut down the Tectonic Stabalizer

  Secondary Mission Objective:
- Find Contol Center for Stabalizer Wall Nodes

  Secret Areas: 2/4

     Proceed into a large room and clear it of enemies and take notice
of everything; directly ahead from where you entered is an inactive
lift, there's an active lift on the left, and there are two corridors
on either side of the room.  Go down the corridor on the right and
follow it to a Rocket Launcher next to a lava pit.  Turn around and go
back through the other corridor to wind up on the other side of the
lava pit and go down the declining tunnel on the left to waste some
more borgs; be sure to pick up the ETF Rifle on the right.  The
corridor ahead takes you to the Tectonic Stabalizer and the active lift
you saw at the beginning of the level but don't go that way yet unless
you're in dire need of ammunition.

     Drop down below where you found the ETF Rifle and snag some
Stimpacks, Armor Shards and Comabt Armor then follow the corridor into
a large room; take notice of the pump controls on the left, they can't
be accessed yet so remember them.  Go to the right to get jumped by a
Gladiator, kill it and proceed left to a computer that can't be
accessed, you must first turn off the coolant system.  Press the button
on the wall just before the computer to call a lift across from it,
step on and take a short ride up.  You'll spot a ladder directly in
front of you leading into a coolant tank but it's locked for the time
being.  Right takes you to another inactive pump control so go left and
follow the corridor into a large room with a computer on the right, use
the computer to deactivate the Wall Nodes force fields; your objectives
will update informing you to destroy the 16 Wall Nodes in the area.

   Directly across from the computer is a door but it's locked so turn
around a look at the computer to notice two Wall Nodes - blue in color
- on either side of it, shoot them, 14 to go.  Go up the inclining
corridor behind the computer and follow it to be on a bridge over some
lava; shoot out the Wall Nodes below, two to the right and three to the
left, 9 to go.  Continue through the corridor past the bridge to a
lift, ride it down to be back where the level began; shoot the four
Wall Nodes in the room, 5 to go.  Head up corridor on the left and keep
an eye out for a Wall Node that will be on the left, shoot it, 4 to go.
Continue down the tunnel on the left to a room with three Wall Nodes,
shoot them, 1 more to go.  Drop down to the area below where you've
previously found the ETF Rifle and look in the right corner for the
last Wall Node, shoot it and your objectives will get updated informing
you to shut off three Auxilary Coolant Pumps.

     Head through the corridor to the coolant system room, use the pump
control on the left I told you to remember to shut off the first pump.
Go to the right and use the computer you couldn't access earlier to
open up the coolant tank; ride the lift up near the computer and you'll
see the door is now opened leading into the coolant tank.  Go right to
shut off the second pump and then climb into the coolant tank, press
the button on the left to activate the filtration vent and it'll open
up; jump into the water below and look behind the vent hatch for a suit
of Body Armor in a secret area.  Quickly swim through the pipe before
you drown, surface and climb the ladder.  Go to the hatch leading out
of the coolant tank and you'll see some pipes on the left, jump onto
them to snag a Double Damage in a secret area.  Drop down and you'll
see a large cylinder moving up and down on the right, follow the thin
ledge around it for some IR Goggles.  Take a swim through a pipe and
climb the ladder to shut off the last pump, your objectives will update
informing you that the Tectonic Stabalizer's collapse is imminent and
you have 45 seconds to haul ass out of this place or kaboom for you.
Follow the corridor past the pump to be back in the room with the
computer that deactivated the forcefields around the nodes, go up the
inclining corridor behind the computer, hang a right and re-cross the
bridge you were on earlier; ride the lift down just past it and head
straight to exit this level and be back in the Thaelite Mines.

     Run straight ahead and take the lift up, then proceed straight to
re-enter the Lower Mines.  Remember the inaccessable elevator marked
exit you saw at the beginning of the game?  You have to back track to
it and here's how in case you've forgotten the way: run straight into
the room with spinning gears, then hang a right to be in the room that
has a moving mine cart; ride the lift up on the right and then follow
the long corridor, then through a cave to enter a room full of crates;
go down the stairs on the left and then take the lift down on the
right, follow the corridor to the exit elevator and step onto it to end
Unit 1.


*******************************************************************
#8B ~ ~ ~ ~ ~ ~ ~ ~ UNIT 2: COMMUNICATIONS CENTER ~ ~ ~ ~ ~ ~ ~ ~ ~
*******************************************************************

LEVELS IN UNIT 2:

- Eastern Warehouse
- Waterfront Storage Facility
- Logistics Complex
- Tactical Command Center


---------------------
~ EASTERN WAREHOUSE ~
---------------------

  Main Mission Objective:
- Gain access to Waterfront Storage Facility

  Secondary Mission Objective:
- Find entrance location and destroy all resistance

  Secret Areas: 1/4

    As soon as you exit the elevator it'll explode and some Guards will
be attacking you.  Waste the scrum and go up the incline on the right,
then follow the corridor on the left to a computer - use it to activate
a lift; turn around and follow the corridor to the lift and take a ride
up.  As soon as you step off the lift an ore mover will get activated
so hide behind the crate on the right, being careful not to get crushed
by it.  Go down the corridor and take out the ceiling gun around the
left corner; go up the incline on the left if you're in need of ammo,
if not then hop onto the lift on the right to take a ride up.  As soon
as you step off the lift you'll be ambushed by a bunch of Strogg so be
at the ready and be careful not to fall into the red pit in the middle
of the room.  There's a lift on the right behind the crates that leads
up to a bunch of ammo and armor if you need it.  Jump to the platform
with Armor Shards, then to the other side of the room and follow the
conveyor belt into a room with a large gear, press the button on the
left to activate a Forklift, the gear will begin to spin and platforms
will start moving up and down on the wall.  Go back into the previous
room and jump to the platform furthest to the right in the middle of
the room, then use the track in the middle of the pit to get into the
room on the right.  You'll see a Power Cube on the left blocked by some
lasers, your objectives will get updated informing you to find a way to
disable them.

     Hop onto the lift ahead to take a ride up and go through the door,
follow the corridor into a large room with a Gladiator, waste it along
with the lesser borgs and you'll notice a large container attached to a
crane cable in the middle of the room.  Go up the incline to spot a
device on the right that requires a Power Cube, continue up the incline
and it'll lead you to a computer, use it to disable the security laser
and back track to the Power Cube and take it.  Return to the room with
the container attached to the crane and put the Power Cube in the
device, then press the button above it to activate the crane and
QUICKLY hop into the container before it lifts.  Your objectives will
update informing you to proceed to the Control Center.

     When the ride is over step out of the container to be in a room
full of crates with cyborg pukes everywhere so kill 'em all and let the
body parts fly.  In the far right corner is a locked door so take the
lift up that's in the far left corner, follow the corridor to some
crates on the right with a Double Damage atop them, ride the short lift
on the left and use it to jump over to it.  Continue along and snag the
Hyper Blaster, the best weapon in the game in my opinion.  Keep
following the corridor to see a big red control sign on the wall and
hop onto the lift to enter the Control Center.  Your objectives will
get updated informing you to aquire a Key Card so let's go snag it real
quick.  Follow the corridor to some stairs and descend them to enter a
room with a computer on the right and the Red Key blocked by a force
field, use the computer to disable the force field and take the Red
Key; your objectives will update informing you to proceed to the
Waterfront.

     Across from the computer is a lift, activate it and then ride it
to a room full of crates, take out the Daedalus (Super Icarus) and look
behind the crates below the room it came out of for a Silencer.  Follow
the corridor next to the Silencer to a room with a door straight ahead
(that leads to the level exit) and a corridor going right.  Go right
down the corridor and when it turns left the ground will begin to shake
and some pillars will fall so head up and don't get crushed.  Go
through the door past the fallen pillars and a message will flash
across the screen saying that the building's integrity is compromised
and the acid below will slowly rise.  You'll see crates floating in the
acid, carefully jump onto them to get to the other side of the room,
climb up and press the button on the wall to seal the Power Terminal;
your objectives will get updated informing you to proceed to the Main
Warehouse.  The acid is now water so jump on in and check under a rock
in the right corner for some Adrenaline in a secret area, you must
crouch into it.  Now it's time to back track to th levels exit.  Swim
through the tunnel on the left to emerge into the room you rode the
container into, ride the lift up in the back of the room then follow
the corridor and go back into the Control Center.  Follow the corridor
down some stairs and ride the lift on the left, go through the corridor
to get back to the door that leads to the exit.  Step on through and
take out the Gladiator at the bottom of the incline, then head through
the door on the left to enter the Waterfront Stroage Facility.

___________________________________________________________________


-------------------------------
~ WATERFRONT STORAGE FACILITY ~
-------------------------------

  Main Mission Objective:
- Gain access to Logistics Complex

  Secondary Mission Objective:
- Locate canyon entrance to Logistics Complex

  Secret Areas: 2/4

     Go through the door to spot some water on the left, snag the Armor
Shards along the right wall and just beyond them is a locked cargo
door; to the left of this door is another door that you can enter with
a bunch of ammo, armor and enemies behind it.  To the left of the Armor
Shards is a Rebreather on a ledge behind some crates, jump up there to
snag it.  Jump into the water and swim through the tunnel on the
bottom, at the intersection keep going straight and then surface (no
Rebreather required if you're fast enough).  Get out of the water and
take the Rail Gun on the left, test it out on the Icarus and a couple
of Guards in the area.  Walk up the path into a corridor and take out a
Medic Commander, these guys are brutal upclose so try not to let them
get in your face.  Continue along and then enter a dark room on the
left with crates all around; lob a few grenades behind all of them and
you'll probably get lucky and score a few kills.  To the left of where
you enter the room is a dark gray crate with a red skull symbol on it
resting atop some other crates, shoot it to make it explode.  Climb
onto the crates in the back of the room and then jump over to where the
crate just exploded, drop down in-between the crates to find the BFG10K
in a secret area, now we're talking!

     Climb over the crates in the back of the room and then drop down
behind them to be ontop of a stack of crates, go to the right and then
drop into the room below.  This place can get confusing due to the
narrow passages, darkness and all of the enemies lurking around so be
cautious.  You'll see a black and yellow stripe along the floor and a
crate will be moving along it, this crate can cause serious damage if
it touches you.  Walk around the room, lobbing grenades behind all of
the crates, and follow the stripe on the floor to a more open part of
the room, waste all the Strogg and then hop onto the lift in the left
corner to take a ride up; your objectives will get updated informing
you to aquire a Blue Key Card.  To your immediate left is some probably
well needed Body Armor on a thin ledge.  Proceed down the corridor to
take out another Gladiator amogst other putrid borgs and you'll come to
a doorway, continue down the corridor left of the doorway to see some
Combat Armor in the corner.  Go left of the armor and follow the thin
ledge to a dark corridor with crates on either side of you, continue
along to the Blue Key Card which will be on the left; your objectives
will get updated informing you to use the key to open up the Cargo
Doors.

     Head back to the doorway you didn't pass through a minute ago and
head on through to open a Cargo Door on the left, your objectives will
update yet again informing you that the canyon entrance to Logistics is
now accessable.  At the top of the incline you'll notice the Strogg
symbol on the wall and two squares on either side of it, shoot the
bottom right square to open up a secret area to the right of it atop
some crates, crouch in there to snag a Defender Sphere, this awesome
little toy will hover above your head when activated and aid you in
destroying the Strogg.    Continue along to the levels exit and enter
the Logistics Complex.

___________________________________________________________________


---------------------
~ LOGISTICS COMPLEX ~
---------------------

  Main Mission Objective:
- Locate entrance to Complex

  Secondary Mission Objective:
- Rendezvous at entrance with incoming Marine

  Secret Areas: 0/1

     Go through the cave to emerge at the entrance to the complex and a
pod will crash into the door, your objectives will update informing you
to infiltrate the complex and locate the Detention Block; also the
incoming Marine you were to rendezvous with died in the crash and you
are to carry out his orders.  Head into the complex via the hole the
pod made and in front of you and right of you are locked doors so go
left to an elevator and hop onboard to take a ride down to the
Detention Block; your objectives will update again informing you to
kill the Tank Commander and retrieve its head.

    Go into the room on the immediate right and clear it of any pests
and then press the button by the window to disable the security system;
you can see the Tank Commander and a whole bunch of Guards through the
window.  Leave this room and go right and you'll notice a doorway
blocked by a force field leading to the commander, continue along and
climb the stairs to emerge outside and kill the scrums lurking around.
To the left is a locked door so head through the open door on the right
and follow the corridor to a button marked alarm, press the button to
the right of the alarm button to disable the force field blocking the
room the Tank Commander is in; now press the alarm button, this will
sound an alarm and make lasers shoot into the room the Tank Commander
is in to kill it, you can watch the whole process through the window by
the button.  Your objectives will update informing you to disable the
lasers and collect the head of the commander.  Now back track to the
button that disabled the security system and press it to disable the
lasers, then go into the room the force field was blocking to collect
your head trophy, your objectives will get updated informing you to use
an air vent to gain access to the Bridge Controls.

     Go into cell on the far right to spot a broken air vent so shoot
it to blow it wide open, then go into the shaft and follow it to a
laser, crouch under it and go through the opening on the left to drop
into some water.  Go through this watery tunnel to a ladder, just
beyond it to the left are a bunch of Stimpacks and a suit of Comabt
Armor in a narrow passage.  Climb the ladder and go up the stairs on
the left, at the top of the stairs press the button on the left to open
the door next to it.  Go through the door to the right and press the
button on the right to activate the bridge, you can see it raise up
through the window past the button; your objectives will update
informing you to go back to the Waterfront Storage Facility.  Go
through the door you just opened and go right and follow the corridor
to the bridge you just raised, go through the door on the other side to
be back in the Waterfront Storage Facility.

___________________________________________________________________


-----------------------------------------
~ WATERFRONT STORAGE FACILITY REVISITED ~
-----------------------------------------

  Main Mission Objective:
- Use Transport Shuttle to enter Tactical Center

  Secondary Mission Objective:
- Disable power to Transport Shuttle security

  Secret Areas: 2/4

     The first thing you'll probably notice is that you haven't been in
this part of the facility yet.  Clear the room of Strogg and go towards
the incline on the right to spot an open container with some Adrenaline
in it to the left, just crouch in there to get it.  Head up the incline
to a locked door on the right, go into the room on the left and use the
computer to open it up, then head on through to wind up outside.  Take
out the Flyers and other vermin and go through the cave on the left and
follow it to a door, step on through and follow the corridor to a lift;
hop on to take a short ride up.  Follow the corridor and then drop down
to the computer on the left, use it to acces the Power Conduit below.
Drop down and follow the corridor that leads to the lift to spot a now
open hatch on the left, go into it and follow the shaft to the Power
Conduit; shoot the two fuze boxes on either side of it to disable the
security network and you have ten seconds to get out of the conduit or
kaboom for you; your objectives will get updated informing you to
proceed to the Shuttle.  Take the lift back up and go through the door
past the computer to be above the room you started this level off in.
Go left and follow the corridor until it branches left and right; go
left and then make a quick right to a button you must press to turn the
Shuttle's power on.  Turn around and head into the room on the right,
kill the remaining borgs and step onto the Shuttle; use the controls to
proceed to the Tactical Command Center.

___________________________________________________________________


---------------------------
~ TACTICAL COMMAND CENTER ~
---------------------------

  Main Mission Objective:
- Interrupt Strogg fighter communications

  Secondary Mission Objective:
- Obtain Data Disk and destroy all resistance

  Secret Areas: 0/2

     Use the controls to open up the shuttle door and get ready to get
bum rushed by a few Strogg; to the immediate right of exiting the
shuttle are a couple of Guards next to an alarm button on a ledge, try
not to let them sound the alarm but don't get worried if they do...even
though it means more borg scum to deal with.  At the top of the incline
to the left of the alarm is a corridor blocked off by a forcefield so
go down the incline next to the shuttle and follow the corridor to a
room with a lift.  Press the button right of the lift to call it then
step onto it and take a ride up, follow the ledge into a corridor and
go into a small room that will be on the left to snag a Plasma Beam.
Continue left through the corridor to a large room with stairs going up
on the right, go left and press the button on the wall to deactivate
the force field next to it, which is blocking the way back to the
Shuttle.  Head up the stairs and follow the corridor to a room full of
crates, go up the stairs on the right and you'll come to an
intersection with stairs straight ahead and a corridor on the left.
Left takes you to Sector 2 but it's blocked by a force field for the
time being so head up the stairs to a locked door leading back to the
Logistics Complex, go into the room to the right of the door to snag
the Data Disk; your objectives will get updated informing you to return
to the Logistics Complex so head through the locked door you just
passed to do so.

___________________________________________________________________


-------------------------------
~ LOGISTICS COMPLEX REVISITED ~
-------------------------------

  Main Mission Objective:
- Uplink to Capital Ship to reprogram Data Disk

  Secondary Mission Objective:
- Locate and enable satellite uplink to Capital Ship

  Secret Areas: 0/1

     Step through the door to be in a part of the facility you haven't
been in yet, to the right is a lift, ignore it.  Go into the dark,
crate filled corridor on the left and then enter a room on the left,
climb the ladder on the right and follow the corridor to a button to
the Array Controls, they're locked for the time being so remeber it.
Go back down the ladder and head through the door on the left to be
back at the entrance to the complex.  Go through the door on the right
and climb the stairs, go into the room on the right and you'll spot a
console on the left, place the Data Disk into the console and your
objectives will get updated, you must bring the uplink online.  Go up
the stairs just past the console and follow the corridor to a room
housing a giant computer, use it to bring the uplink online; your
objectives will get updated to realign the satellite array so you can
uplink to the Capital Ship.  Back track to the Array Controls I told
you to remember and press the button to realign the satellites.  Now
you have to go collect the Data Disk, do so and then return to the
Tactical Command Center.

___________________________________________________________________


-------------------------------------
~ TACTICAL COMMAND CENTER REVISITED ~
-------------------------------------

  Main Mission Objective:
- Interrupt Strogg fighter communications

  Secondary Mission Objective:
- Place Data Disk into transmitter terminal

  Secret Areas: 1/2

     As soon as the level starts a message will flash across the screen
informing you that Sector 2's security is disabled so let's go there.
Go through the door and head straight down the stairs, then hang a
right and follow the corridor to the doorway to Sector 2 that was
previously blocked off by a force field, enter Sector 2.  To the
immediate left is some Combat Armor if needed, if not then head to the
lift in the room on the right to take a ride down.  Head to the left to
wander into a room with a computer, place the Data Disk into it and
your objectives will get updated, now you must activate the
Communications Laser.

     Follow the corridor past the computer and when it branches go left
or right to a locked hangar door, take the lift past the door to the
room below and to the right you'll see that the overflow doors are
locked.  Go to the right of the door and drop into the water, snag the
Rebreather that's impossible to miss and swim around the room
collecting Armor Shards, you'll see a cracked wall, that again, is
impossible to miss; shoot it to reveal a secret area with an Ammo Pack
in it.  Get out of the water and follow the corridor opposite the
overflow doors to an intersection, go right to enter a room with a
computer and a laser device, use the computer to power the laser and
your objectives will update, you must now bring the communications
terminal online.  Go through the corridor across from the computer to
enter a room with a terminal, press the button on it to bring it
online; your objectives will update yet again to use the overflow
tunnel to get into the hangar.
Go back to overflow doors, they're now open so head on through to end
Unit 2.


*******************************************************************
#8C ~ ~ ~ ~ ~ ~ ~ ~ UNIT 3: RESEARCH FACILITY ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
*******************************************************************

LEVELS IN UNIT 3:

- Research Hangar
- Waste Processing
- Waste Disposal Plant
- Maintenance Hangars


-------------------
~ RESEARCH HANGAR ~
-------------------

  Main Mission Objective:
- Reprogram and destroy Anti-Aircraft Gun

  Secondary Mission Objective:
- Retrieve an Airstrike Marker

  Secret Areas: 0/2

     If you thought the game was rough up to this point due to all of
the enemies you haven't seen nothing yet for it gets a whole lot worse
in this unit.  You'll start off in a sewer, proceed straight past a
lift and then a wall will lowr revealing a button, press it to lower
the lift and then step onto it and collect the Armor shards when you
step off of it.  Follow the corridor on the right and you'll wind up on
the other side of the room you started off in.  Go through the door on
the left and walk up the incline to enter a large room with an oncline
straight ahead and a ladder leading down on the left.  Proceed up the
incline and at the top be sure to grab the Chainsaw in the right
corner; go through the door next to this useless weapon and follow the
corridor through another door to be in a large chamber with water and a
bridge; there's a Flack Jacket in the water if needed.  Kill the borgs,
cross the bridge and go right to activate a lift, then step onto it to
be raised high up.  Follow the corridor to a pile of rubble and your
objectives will update informing you to take the Airstrike Marker from
the Gladiator who is guarding it.  Go down the stairs past the rubble
and follow the corridor into a room with the Gladiator shooting at you
from above and a lift to the immediate left, ignore it.  Go through the
doorway to the left on the other side of the room and then up the
stairs on the immediate left, go left again to be at the Gladiator,
kill it and take the Airstrike marker it leaves behind as a parting
gift; your objectives will get updated informing you to place the
marker by the AA Gun.

     Go past the stairs you just climbed to a button recessed in the
floor by a window, step on it and watch the bridge try to stretch
across the canyon below, it's broken.  Go back to the lift I told you
to ignore and drop down into the room below, there's a locked door in
the left corner so go through the door on the right to meet some Iron
Maidens, take 'em out and you'll notice the gigantic AA Gun.  You'll
see a computer in the room, use it to reprogram the AA Gun then place
the Airstrike Marker next to it; when you do you'll have ten seconds to
seek cover so go back into the previous room until the explosions stop,
your objectives will update and now you are to gain access to Waste
Processing via a broken pipe in the canyon.  Go back to where you
climbed the stairs to get the Airstrike Marker, instead of going up
them go through the door on the left just past them to be outside.
Look down to the right to spot a broken pipe, jump into it and follow
it into the Waste Processing Plant.

___________________________________________________________________


--------------------
~ WASTE PROCESSING ~
--------------------

  Main Mission Objective:
- Gain access to the Waste Disposal Plant

  Secondary Mission Objective:
- Deactivate green security lasers

  Secret Areas: 1/2

     Go forwards and when you exit the pipe go left, then through the
extremely dark corridor on the left to emerge at a lava pit; follow the
ledge around the pit to a button, press it to open up the Filtration
Sector.  You'll see a door across the lava, don't try to jump to it for
you'll never make it and die an excrutiating death if you do.  Go back
up through the corridor that led you down here and hang a left when you
get the chance to come to a doorway, this is the door the button opened
so head on through.  Walk up the incline to spot a valve that can't be
turned with green security lasers to the left of it, go right and
follow the corridor to a split with more green lasers on the left.  Go
left or right, it's just a circle, and you'll wander across a lift in
the left corner that can't be accessed and a ladder in the right
corner.  Climb the ladder and press the button that will be on the
right to activate the lift, then drop down to it and take a ride up to
wind up right next to the ladder you just climbed.  Proceed straight to
receive a radio transmission and you'll come to a three way split, a
room on the right with green lasers, a room straight ahead with a valve
to the pumping system that can't be turned yet, and on the left is an
incline.  Go up the incline and follow the corridor to some Armor
Shards, at the end of the corridor you'll spot some Adrenaline atop a
concrete beam, shoot the crack under it and it'll fall down for you to
snag, it's considered a secret area.  Go into the room on the right and
press the button on the wall to disable the green lasers, your
objectives will get updated informing you to activate the Reactor that
controls the Filtration System.

     Go back to the three way split and head through the doorway that
was previously blocked by the green lasers, follow the corridor and
you'll spot a big pump in the room below with some Strogg lurking
around; take 'em out from above and try not to drop down to where they
are.  Go down the corridor on the left (there's a lift just past it on
the left that leads to the pump, ignore it) to emerge at the Reactor,
head left and ride the lift up to be ontop of it and go into the room
on the left and activate the Reactor via a button.  Your objectives
will update informing you of a radiation leak and you have roughly ten
seconds to haul ass out of the Reactor area or the doors will seal
locking you inside to die a miserable death so quickly go back to the
lift I told you to ignore.  Your objectives will update yet again
informing you to use the flow control valves to seal the entrance area.

     Take the lift, or just drop down to the pump, don't jump in the
liquid surrounding it for it's acid; turn the valve on the pump, 2 more
to go.  Take the lift back up and go right, through the doorway that
was previously blocked by green lasers, and into the room on the right
to turn another valve, 1 more to go.  Upon leaving this room take the
corridor on the left back to a lift and ride it down, follow the
corridor on the far left and then hang another left when you get the
chance; on the right is the last valve, turn it and your objectives
will update informing you to use the flooded entrance to exit the area.
Go down the incline opposite the valve and follow either corridor to
the lava pit; it's now water so jump down there and go through the door
to exit this level.
___________________________________________________________________


------------------------
~ WASTE DISPOSAL PLANT ~
------------------------

  Main Mission Objective:
- Gain access to Maintenace Hangars

  Secondary Mission Objective:
- Find the cargo lift to Maintenace Hangars

  Secret Areas: 2/2

     Go through the door and waste an unsuspecting Guard on the right
and be weary of the ceiling turret dead ahead.  Drop into the water
below the door and climb onto the pipe, look under the side that's
closest to the door to find a Mega Health in a secret area.  Climb back
up to the door and on the left is a dead Marine by some Armor Shards,
look at the floor by your fallen commrade to see that's it cracked;
shoot it to blow open another secret area, drop in there to land in
some water and snag the Double Damage.  Climb out of the hole and
follow the corridor to a room with a locked door on the left, proceed
down the corridor on the right to an intersection; right takes you to a
doorway blocked by lasers and the only way you can pass through them is
to download your DNA profile into the Strogg security system.  Go left
and take the lift down at the end of the corriidor to be taken to the
room below, on the right you'll see a DNA profiler so step into it and
press the button to be scanned, it'll take a few seconds.  As you're
getting scanned two Gunners will come out of a small room on the right,
kill them and go into the room they sprang from and shoot the fuze on
the wall to disable the lasers; also be sure to grab the IR Goggles
left of the fuze.  Ride the lift back up and go to the lasers that were
hindering your progress, they're now malfunctioning so carefully make
your way past them.  Press the button on the left wall to open up the
Waste Storage area, simply drop down past the button and go through the
door on the right that was locked when you started the level.

     Follow the corridor and you'll emerge into a room with sewer
grates in the floor; one of them is cracked and spewing green stuff,
it's acid so don't wander near it unless you want to get burned.  Go up
the incline in the back of the room to a corridor, follow it into a
room with large containers all over the place.  This room is very dark
so you may want to equip the goggles you just found.  Waste all the
scrum in the room and climb the stack of crates in the far left corner,
when you're on the top one look down against the wall to spot a
probably well needed Ammo Pack, just drop onto it.  Now re-climb the
stack of crates and jump to the other stack of crates on the right to
reach the ledge on the other side of the room.  You'll see the
Maintenace Hangar doors in front of you but they're locked, go to the
right of them to a button and press it to turn on the Waste Conveyor to
make the big container in the corner move in front of the hangar door;
your objectives will get updated informing you to turn on the
Incinerator and to find an alternate route into the Maintenace Hangar.

     Take the lift down the container was resting on and when the ride
is over you'll see thin cracks in the floor with Strogg lurking down
below, easy pickings.  Just before the corridor on the other side of
the room is a lift on the right, take it down to be at a door blocked
off by a force field, remember it.  To the left of the door is an acid
pit, jump into the hole in the wall left of it to snag some more
Adrenaline.  Take the lift back up and follow the corridor to emerge in
a room with an incline full of Armor Shards on the left and a doorway
blocked by a force field on the right.  Go up the incline and take the
lift down on the right, go straight into a room with a large pipe
that's cracked, if you shoot it acid will spew out of it that can
injure.  Take out the Stroggs  and go up the incline in the middle of
the room to a button, press it and a power conduit will turn around
next to it; shoot it to deactivate the force field blocking that one
doorway you saw a minute ago.  Take the lift out of this room and go
down the incline on the left, then hang another left to go through the
doorway the force field was blocking; press the button on the wall to
turn the Incinerator on; your objectives will update informing you to
destroy the containment glass to activate the Ventilation System.

     Remember that door blocked by a force field near the Adrenaline I
told you to remember?  Go back there and the door is now open so head
on through and destroy the two big glass cylinders on either side of
the room; your objectives will update informing you to use the
ventilation shaft to enter the Maintenance Hangar.  In the far right
corner behind a concrete pillar is another Ammo Pack if you need it.
Ride the lift out of this room and go back up the incline, head left
and go into the room on the right to spot the ventilation fan on the
left, simply jump into it to be blown up into the Maintenance Hangars.

___________________________________________________________________


-----------------------
~ MAINTENANCE HANGARS ~
-----------------------

  Main Mission Objective:
- Gain access to Waste Disposal Control

  Secondary Mission Objective:
- Open primary entrance

  Secret Areas: 1/3

     Turn around and go into the building behind you to find a lift, go
down it and follow the corridor collecting Armor Shards and you'll
wander into a room with a computer on the right, blow it up via the
exploding barrel next to it.  To the left of the computer in a small
room is an exploding barrel, shoot above it to the left and the wall
will blow open revealing an Ammo Pack in a secret area, just use the
exploding barrel to hop up in there to snag it.  If you're following
this guide then you should've just picked up an Ammo Pack at the end of
the last level so you may want to save this for later and go ape shit
with your best weapons for a few minutes.  Leave this building to be
where the level started and go up the incline on the right to see two
doors, one straight ahead which leads to a force field blocked corridor
and one to the right.  Go through the door on the right and follow the
corridor through a big set of double-doors, follow the Stimpacks around
to a locked access door and a set of locked double-doors.  Turn around
and shoot out the windows on the little bridge and drop to the
Stimpacks below on the conveyor belt; go up the lift on the right to a
big computer, press the button to the right of it to open the security
and access doors.  Go past the computer and go left (right takes you to
a button that controls the conveyor belt) to be at the previously
locked doors.

     Head through the double-doors on the left and be weary of the
ceiling turrets, then go through another set of double-doors and lay
down the law;  there's some combat Armor behind the exploding barrels
on the left if you need it.  The corridor on the left leads to a force
field, that's the one you saw at the beginning of the level.  Go down
the corridor on the right to another force field, this one is blocking
a lift; continue right and go through the door to a computer on the
left, use it to open the primary entrance.  Your objectives will get
updated informing you to return to the sewer.  Back track back through
the level to where it started and you'll see that the sewer on the left
of where you entered this level is open, hop in to go back into the
Waste Disposal Facility.

     You'll start off where the level ended the last time you were in
here.  Exit the room toward the pump and go down the decline on the
left; run straight ahead to the cargo lift and take it up.  Go through
the now open hangar doors on the left to enter a big room with a hangar
door with yellow lasers behind it.  Clear the room of borgs and notice
a corridor on either side of the room, go through the left one to be
above the room, press the button on the left to deactivate the yellow
lasers.  Now go take the other corridor to a button and press it to
open the hangar doors, drop down step on through to a lift, take it
back into the Maintenance Hangars.

     Your objectives will update informing you to gain access to the
Research Hangar and disarm the yellow lasers.  Head down the very dark
corridor to enter a room with large containers moving along a conveyor
belt and an Enviornment Suit on a ledge high above on the left.  If you
step onto the conveyor while it's moving you'll get injured so wait
until it stops and go to the right, then ride  the lift up on the
right.  Follow the ledge to a Plasma Beam and a button, press the
button to deactive the yellow lasers; your objectives will update
informing you to use the fighter lift to the upper levels.  You'll
notice you're above the moving containers and they're full of acid so
don't fall in one; wait until they get covers on them and simply jump
across them to reach the Enviornment Suit. Across from the button you
just pressed is a door, go through it to be greeted by a blast in the
face from a friggin' Turret, I hate these things.  You'll see a
computer on the right, that's the one you used earlier in case your
brain is fried and you forgot.  Go through the door past the computer
and you'll notice the lift is no longer blocked by a force field so
step on to be raised up into a room with blue lasers.  Press the button
on the left to LOWER the fighter lift, make sure it's not raised.  Ride
the lift back down and go right to be in the room with the fighter
lift, step onto it and press the button to take a ride up.

     Go through the door and you'll spot a suit of Body Armor, approach
it and the walls rise revealing a doorway blocked by a force field.
After the brutal assault you'll suffer go through the corridor to spot
a button dead ahead, press it to deactive the force field.  Go around
the corner to be behind the blue lasers you saw a few minutes ago and
grab the Adrenaline in the corner.  Go through the corridor the force
field was blocking to a lift, press the button on the left to call it
and take a ride up.  Follow the corridor into a room with a couple of
Medic Commanders waiting to piss all over you parade.  After the
carnage go through the door on the right to be back in the Research
Center.

___________________________________________________________________


-----------------------------
~ RESEARCH HANGAR REVISITED ~
-----------------------------

  Main Mission Objective:
- Make your way to the Munitions Plant

  Secondary Mission Objective:
- Use Underground Train

  Secret Areas: 0/2

     Go through the door ahead of you to be in a large room and the
door will lock.  You're going to have your hands full for the biggest
strogg you've seen thus far will crash through the ceiling, a Carrier;
these things are brutal and launch rockets, grenades and pelt you with
continious chain gun fire; they also release Flyers to aid it in the
killing of you.  After you take it down a lift will raise in the middle
of the room raising a starship and your objectives will get updated;
you must make your way to the Munitions Plant via Underground Train.
Next to the starship is a corridor, it leads outside to a button that
extends the bridge that was previously malfunctioning the first time
you visited this level.  Behind the starship is a lift, take it down
for some probably well needed Body Armor; step into the train car with
an Ammo Pack in it on the right, use the controls to end Unit 3.


*******************************************************************
#8D ~ ~ ~ ~ ~ ~ ~ ~ ~ UNIT 4: MUNITIONS PLANT ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
*******************************************************************

LEVELS IN UNIT 4:

- Munitions Plant
- Ammo Depot

-------------------
~ MUNITIONS PLANT ~
-------------------

  Main Mission Objective:
- Obtain Anti-matter Pod from Ammo Depot

  Secondary Mission Objective:
- Find entrance to Ammo Depot

  Secret Areas: 0/2

     Cheer up folks, this Unit doesn't get any easir; in fact, it gets
a whole lote worse but on the bright side this is a pretty short Unit.
There are tons of explosive crates and barrels scattered around so use
them to your advantage.  Alight the train and take out the borgs in the
room, don't try to go into the train tunnel or you'll get sucked
through it to die.  Look for a lift in the left corner and take it up
to a locked door on the right, proceed past the door to wander upon a
button in a little room; press it to open the door.  Head on through
and follow the corridor into a room with yellow lasers blocking a door,
go down the corridor to the right of them to destroy a Tank; make sure
you take out the Medic Commander first or it'll resurrect it.  To the
left of where the Tank was is a big locked door that leads to the
Gravity Well, remember it.  Continue along up an incline to enter a
large room with a door on the left, in the corner past the door is a
device that needs an Anti-matter Pod to function so remember it.  Go
through the door to enter the Ammo Depot.

___________________________________________________________________


--------------
~ AMMO DEPOT ~
--------------

  Main Mission Objective:
- Aquire the Anti-matter Pod

  Secondary Mission Objective:
- Locate Security Computer and disable door locks

  Secret Areas: 1/2

     Go through the door past the Super Shotgun and head up the incline
to some crates moving along a conveyor belt behind a window; go through
the door past the window and to the right are two doors.  One of them
is locked so go through the door next to it to enter a room with a
chamber; go through the door past it and follow the corridor through
another door and take out the Gladiator.  Use the computer it was
guarding to activate the Strogg Bio-maintenance Chamber, your
objectives will get updated informing you the security locks are
diasabled and to find the Anti-matter Pod.  Go back to the chamber and
you'll see it fill with liquid, then it'll drain and a Guard will
appear so splatter it; then step into the chamber to be in a secret
area, your objectives will update informing you that you now are
wearing a Strogg uniform and can proceed freely and to HOLD YOUR FIRE!

     Go back to the previously locked door, it's now open so follow the
corridor past some Strogg who don't even seem to notice you, as long as
you don't fire your weapon you will not be attacked.  One Blaster round
fired means your cover is blown, even when there's no Strogg around so
keep this in mind. When you get to an intersection hang a right (left
is a lift) and go through a door to enter a room with a door blocked
off by red laser beams leading to the Anti-Matter Containment Chamber.
Head down the decline and next to the door on the bootom is a button on
a main frame, you need a Security Pass to access it and your objectives
will update informing you to retrieve the pass and to return to the
Munitions Plant.  Go through the door next to the main frame and follow
the wide corridor to an intersection, go right and keep on eye on the
right wall to spot a Gunner; press the button behind it to activate a
bridge.  Continue along past the button and go through the doorway on
the right and follow the corridor around to a door, step on through to
enter a dark room.  To the right is a lift and it leads up to a
corridor that leads outside to the bridge you extended, there's nothing
but ammo, health and armor up there.  Past the lift is a door leading
back into the Munitions Plant so head on through.

___________________________________________________________________


-----------------------------
~ MUNITIONS PLANT REVISITED ~
-----------------------------

  Main Mission Objective:
- Activate Anti-matter Core Reactor

  Secondary Mission Objective:
- Find Security Pass for Ammo Depot

  Secret Areas: 0/2

     Go through the door and you'll get scanned, then a force field
will activate over the door leading back to the Ammo Depot.  You'll
notice your behind the yellow lasers you saw the first time you were in
here.  To the immediate left is some Adrenaline.  Follow the corridor
to another set of lasers, look on the wall to the left to see some
exposed wires, shoot them to deactivate the lasers and continue past
them to take a lift up to be greeted by a Tank Commander.  Take the
bastard out and follow the corridor it was blocking to where it
branches right, if you continued straight you'd wind up at a door
leading back into the Ammo Depot, that's where you'll go to exit the
level so remember it.  Go right and head down the stairs to see crates
moving along a conveyor behind a window on the right and keep on
truckin' to a computer, use it to initiate the Anti-matter Core
creation.  Continue through the corridor past the computer and follow
it to the Security Pass; press the button next to it to open a
secondary access to the Ammo Depot.  Wait for the Anti-matter to get
created (it takes a couple of minutes and you'll see several messages
flash across the screen) and you'll then be able to take the Security
Pass, do so and your objectives will get updated informing you to use
the pass to retrieve the Containment Pod and to use the secondary exit
to the Ammo Depot.  Return to the door leading to the Ammo Depot I told
you to remember and hop into the hole in the floor.

___________________________________________________________________


------------------------
~ AMMO DEPOT REVISITED ~
------------------------

  Main Mission Objective:
- Use Security Pass to retrieve the Containment Pod

  Secondary Mission Objective:
- Find Security Console and deactivate red lasers

  Secret Areas: 1/2

     Step through the door and go down the decline on the left and head
through the door straight ahead and follow the corridor to emerge
outside.  Go down the lift on the immediate right and follow the
corridor straight ahead through another door to wind up in the room
with the main frame and the Anti-matter Containment door blocked by the
red lasers; now that you have the Security Pass press the button on the
main frame to deactive them.  Enter the Containment Chamber and go
left, follow the corridor to a computer and use it to deactivate the
red force field.  Turn around and follow the corridor to a red-lit
doorway on the right and step on through, continue on to a lift and
take a ride up.  Look to the immediate left to spot some Adrenaline
behind some crates below, drop down and snag it.  Go up the lift on the
right, then go left and use the computer to activate the Anti-matter
machine below you and your objectives will update informing you to pull
the Power Cube and deactivate the yellow force field.  Ride the lift
back down and pull the Power Cube out of the fuze box on the right to
deactivate the forcefield, go ahead and take the Anti-matter Pod out of
the machine; your objectives will update informing you to find an Anti-
matter Core and to return to the Munitions Plant.  Back track and exit
Anti-matter Containment, go through the door by the main frame and
follow the corridor all the way back to the Munitions Plant.

___________________________________________________________________


--------------------------------
~ MUNITIONS PLANT RE-REVISITED ~
--------------------------------

  Main Mission Objective:
- Use Containment Pod to house Anti-matter Core

  Secondary Mission Objective:
- Return to Anti-matter Core Creator for Core

  Secret Areas: 0/2

     Head forwards and go down the declining corridor on the left to be
at the Gravity Well door, continue along past it to the device I told
you to remember the first time you were in here.  Approach the device
and put the Anti-matter Pod into it, it'll then insert the Core into
the pod and your objectives will get updated informing you to use the
Anti-matter Bomb to destroy the Gravity Well.  Go back to the Gravity
Well door to see it's now open so head on through and step onto the
lift to be taken down.  To the right is a button that can't be accessed
yet so use the button on the left to open up the power center and a
fuze box will appear to the left of it, interact with the fuze box and
then press the other button to activate a Gondola; your objectives will
update informing you to use the Gondola so hop on board to be taken
into the well and to end Unit 4.


*******************************************************************
#8E ~ ~ ~ ~ ~ ~ ~ ~ ~ UNIT 5: WIDOW'S LAIR ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
*******************************************************************


----------------
~ WIDOW'S LAIR ~
----------------

  Main Mission Objective:
- Destroy the Gravity Well

  Secondary Mission Objective:
- Engage and destroy the Black Widow guardian

  Secret Areas: 0/0

     Go through the door and grab all the goodies, including a Mega
Health, and drop into the hole to meet a super tough, oversized Iron
Maiden.  No real strategy here, just use the pillars for cover and
watch out for all of the Stalkers aiding it.  When the freak of a beast
keels over and dies the Black Widow guardian will come crashing through
a wall shooting a Plasma Beam and some sort of Anti-matter weapon at
you that really hurts; again there will be a bunch of Stalkers aiding
the borg so watch your ass.  Just strafe all over the place and use the
pillars for cover, this is the final boss so go nuts, unleash your
inner beast and hit it with your heaviest artillery.  When it croaks
ride the lift up in the room it came out of and your objectives will
update informing you to blow up the well.  Go down the corridor to the
left or right, it's just a square, to enter a room with a big gravity
machine.  Go to the other side of it to the corridor you didn't go down
to be in here to see it blocked off by a forcefield; go into the room
across from it to be in the core of the well, press the button on the
left to deactivate the forcefield.  Go through the corridor on the
other side of the core to a lift, take it up and place the Anti-matter
Bomb to end the game.  Congrats on your victory Marine!


============================================================ #9 ===


*******************************************
 9) CREDITS, E-MAIL RULES AND LEGAL THINGS
*******************************************

>>> CREDITS:

    - Activision
    - ID Software

>>> E-MAIL RULES:
    randym1375@yahoo.com

   - DO NOT SOLICITE! I don't care what your crappy little product is
all about or how cheap you're selling it, I don't want it!

   - NO CHAIN LETTERS: I will not send them on and if I go bankrupt,
get a horrible disesase, an anvil drops on my head, I die, blah, blah,
blah, because I don't send the letter on, oh well.  I'm not a
superstitious fool.

   - NO FAN CLUB CRAP! I don't care what your geeky little club is all
about, I will not join.

   - NO MONEY MAKING SCHEMES! That means you EXCEL (not Microsoft
affiliated for all you who don't know about this scam artist company
Excel) and all of you other bullshit scam artists out there.

   - NO JUNK MAIL! If you write a crappy newsletter, send me political
jargon asking me for money instead of my vote, ask me to join some
pathetic singles website with nothing but supposively extremely hot
single chics in my neighborhood who want to hook up and get all
freaky, celebrity bullshit about who's fucking who (and who cares
anyways?), or just feel like sending out trash to me DO NOT FEEL FREE
TO DO SO!  If you do then I'll send you a virus.  How does that appeal
to your server?

   - I don't care what kind of language you use just don't swear
directly at me.  I'm here to help you out, not to take verbal abuse
because you have no gaming skills.

   - If the answer is in the walkthrough you will most likely not get
a response from me, maybe a smart ass comment depending on the mood
I'm in at the time.  I have better things to do than to answer
questions that have clearly been answered.  Go back to the third grade
and take up some Reading Comprehension classes, I think it's time to
renew your subscription to Highlights magazine. Hooked on Phonics
worked for me, maybe it'll work for you too.

   - And as long as we're talking about e-mail I'll most likely
ignore, please write ledgible e-mail's without all these modern day
acronyms all you tennie boppers, and adults who still think they are,
IM and text eachother with, I'm not hip to all their meanings and
don't ever plan on being.

   - And another thing: I KNOW THERE ARE TYPOS in this guide.  I typed
it in word pad and if you knew anything at all, then you should know
word pad doesn't have spell check, plus I'm only human and thus not
perfect.  When you type in a million plus characters you're bound to
make a bunch of typos.  It's amazing all these anal retentive yuppies
out there who e-mail me and make a big deal because I didn't use
proper grammer or spelled a word wrong.  Maybe someday I'll notice the
typos and fix them, then again maybe I won't just to piss you off!

   - NO PORN!  Some degenerate porn companies must have gotten my e-
mail address from my posted guides because I literally receive
HUNDREDS of porn offers a week and I'm getting really sick of it.  If
you low-lifes keep on sending me this stuff then I will hack into your
server and drop the worst virus known to computers into it so stop
bothering me.  Your anti-virus software doesn't have jack on me for
this virus will whipe out your entire operation and I know you
deviants don't want that to happen.  If you happen to get up and
running after my mega virus I'll just drop in another modified one.
This process will be repeated until you're reduced to selling yourself
in an alley on the side of a bar just to make ends meet until you
crawl out of the deep bankruptcy hole you'll find yourself squatting
in.  I'm almost to the point of filing a lawsuit against you scumbags
for harassment so stop sending me this crap.  I don't mean to sound so
ignorant here but this is the only language these kind of pukes
understand.  And no, I'm not one of those anti-porn yuppies.  Everyone
has their breaking point and these jerks lobbed a brick through my
plate glass window.


>>> OTHER WALKTHROUGHS I'VE WRITTEN:

 1) Armorines: Project S.W.A.R.M.
 2) Fable: The Lost Chapters
 3) Neverwinter Nights
 4) Neverwinter Nights: Shadows of Undrentide
 5) Neverwinter Nights: Hordes of the Underdark
 6) Neverwinter Nights Gold Edition
 7) Neverwinter Nights Diamond Edition
 8) Neverwinter Nights Platinum Edition
 9) Quake II
10) Quake II: The Reckoning
11) Shadow Man
12) Shadow Man 2econd Coming
13) The Suffering
14) The Suffering: Ties That Bind
15) Turok 2: Seeds of Evil

You can ALWAYS find all my guides and latest versions at:
www.gamefaqs.com


>>> LEGAL THINGS:

     This document is Copyrighted by Randy Murtha December 2009 and may
not be reproduced in part or in full without the written consent of the
author. Nor shall this be posted on a website or printed in a magazine
without my consent.  All Rights Reserved.

     WEBMASTERS: If you want to post my guides I'll most likely let you
but you HAVE TO ASK ME AND GET MY PERMISSION FIRST!  Don't just take it
upon yourself to post my guides without my consent 'cause I'll sue you
if you do and it will be my name as the webmaster for your site.  I
always check out the website you ask to post my guides on and if it's a
crappy amateur site then don't bother asking me to post my guides on
your cheeseball site 'cause you can't.  If you send me an e-mail asking
to post my guides and I don't respond, that means no and you should
know that NO MEANS NO!

     If you have viewed this walkthrough on any other websites than the
ones listed near the top of this document, or have seen this
plagerised, please e-mail me and let me know which site you viewed this
on, I will highly appreciate it.  If you've seen this document
plagerised or on a website this isn't supposed to be on, there is a
$CASH$ reward for informing me of who the violator is.  It's a lot of
hard work, time, and sore wrists to write a game guide and there's
nothing worse for us FAQ writers than having some dickless douchebag
claiming credit for our hard work and dedication to all the frustrated
gamers out there who read our guides with great appreciation.  If you
plagerise this document or post this without my permission, or any
other guides I wrote, then I will prosecute you to the fullest extent
of the law.

** Copyrighted by Randy Murtha December 2009. All Rights Reserved**