WELCOME TO RANDY MURTHA'S ________ ________ \ / \ / _________ | | | | _______ | ___ | _ |_ | _|_ | __ __ | ____| | | | | | | | | | / \ | | | / /| | | | | | | | | | | / _ \ | | |/ / | |____ | | | | | | | | |/ |_| \| | / / | ____| | |___| | | | | | / ___ \ | \ | | |______\ \ | |____| | / / | \ \ | |\ \ | |____ \__\|________|/___/ | \___\|__| \__\|_______| | | | | | | | | /______\ /______\ _________________________ GROUND ZERO __________________________ WALKTHROUGH FOR ANY PLATFORM Version 1.0 April 2011 E-mail: [email protected] =================================================================== 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: [email protected] - 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**