"Quake 4" - the complete walkthrough version 1 ~~~~~~~~~ REFERENCES: walkthrough from LordKrell, mainly for hidden toys. I also adopted his idea of listing what new weapons (and mods) are found where. http://www.gamefaqs.com/ This file may be distributed anywhere on the Web provided that it is not altered in any way, and no fee is charged. Preferable distribution areas are GameFAQs and IGN. =============================================================================================== DISCLAIMER: This file is entirely my own idea and has in no way been sanctioned or authorized by id software (http://www.idsoftware.com/) or any other persons responsible for the creation, production, and distribution of the game. Any errors contained herein are entirely my own; use at your own risk. =============================================================================================== CONTENTS: References (above) Disclaimer (above) The Intro Recommended Systems - what kind of computer you need to play Updates/Patches Console Commands Binding - creating your own macros and hotkeys The Weapons Vehicles The Good Guys The Bad Guys ===The Walkthrough=== The Cheats Spawning - bringing things to life Copyrights Signature/Versions -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- THE INTRO "Quake 4" is the next step after "Quake II" - the Strogg leader has been defeated, and the planetary defenses are down... time to send in the Marines. You play Corporal Matthew Kane, a new member of Rhino Squad - a "certified badass" (it's always as a Corporal in these games - who knows why). You can't save the world all by yourself, though - you'll need the (occasional) help of other members of Rhino Squad and other Marines. Also note that even though these guys are supposed to be Marines, someone didn't do their homework; if you're ex-military, there are things in this game that will make you wince... or scream. (Yeah, I'm a former Marine) It appears that a lot of the plot, characters and voices were 'borrowed' from the movie "Aliens". -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- RECOMMENDED SYSTEMS Minimum Requirements: Windows XP/x64/2000 -- doesn't always run properly under Windows Vista Pentium 4, 1.7 Ghz or better 512M RAM 5G free hard drive space + 400M (or more) for Windows swap file 8x CD drive 3D hardware accelerator video card, 64M memory or higher - nVidia GeForce 4 Ti, Radeon 9000 or better a monitor capable of displaying a 4:3 aspect ratio (800x600, 1024x768, etc) DirectX 9.0c fall version (included) mouse & sound card, of course (something capable of Miles Sound is recommended) Recommended system: Pentium 4, 3.0 Ghz or better (Core2Duo is better) 1G RAM 256M Radeon 9800 Pro, nVidia GeForce 6600 or equivalent; DirectX 9 compliant with hardware T&L and pixel shader 2.0 support - GeForce requires Forceware drivers v77.77 or above SoundBlaster X-Fi series sound card and all the rest Multiplayer requires broadband TCP/IP or LAN connection - DSL or cable is recommended The video is the really necessary part - you could have everything else at or above the requirements, but if you don't meet the video requirements the game won't run, or it will be jerky and slow. Graphics are definitely more important than processor for this game. Personally, I wouldn't run this on anything less than an nVidia 9500, 1 Gig DDR2 RAM, SLI ready, Model Shader 4.0 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- UPDATES / PATCHES: If you haven't done so already, hit the id software site (http://www.idsoftware.com/) and get the patches for "Quake 4" - the latest (as of April 2009) is "Quake4-1.4.2.exe". =============================================================================================== CONSOLE COMMANDS Other than actual gameplay, one of the most important parts of the game is the Console... hit Ctrl+Alt+~ (the 'tilde', to the left of the 1 on a regular keyboard) to open the Console. Type in a command, and hit Enter... type in a cheat and hit Enter, type in a spawn, etc. During a Multiplayer game it can also be used to send messages to the other players. Note that gameplay does not stop while the Console is open, so be careful... to close the Console, just hit Ctrl+Alt+~ again, or hit Esc. Also note that you can use the Console in the main menu, before you even begin a game, or at any time during the game - hit Escape to kick out to the menu, then open the console. If you're unsure of a particular command - it may have several parameters - just type in the base command, such as "bind"... the variations on that command will appear in the Console, telling you how to input them and what they do. Cheats and spawns are also Console commands, but they're listed in a separate section of this file... Console commands will be listed in a separate section of the Cheats. Also in the Console window you'll see other odds & ends of the game... 'Connected to server' messages, trisurfs, flares, errors, etc. To clean up all of that mess, just type in (without the quotes) "clear" and hit Enter. There is a Cheat (see that section) that will allow you to open the Console with just the ~ key. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BINDING You can bind commands to a key to form a macro... for example, in your setup, you can change the key that allows you to Jump. Binding is for those commands that aren't listed in your setup (okay, the cheats). This way you can create a macro (hotkey) for any command you can think of, providing you don't run out of keys on your keyboard. How to... open the Console (Ctrl+Alt+~) and type: bind [key] [command] this will bind that command to a single key, such as: bind x give ammo this will bind the command "give ammo" to the 'x' key... to issue this command, just hit your 'x' key. Any key can be bound... just type in the name of the key, such as alt or end (and all the others, such as pgup, tab, pgdn, home, del, ctrl), as in: bind end spawn monster_gladiator However, while you can't distinguish between Shift keys (or Alt, or Control)... you can bind any of them, such as: bind shift spawn monster_fatty but you can't tell it "bind rshift spawn monster_fatty"... the game will just tell you that 'rshift' is not a valid key. Your best bet is to save your Ctrl, Alt, Shift, and other 'named' keys for actual moves/uses you can setup in the 'Controls' section of setup. Even better, use your keypad keys (presuming you're using a full size keyboard) for commands and controls in your Setup, freeing up a slew of other keys for binding. Obviously, you'll only need to bind commands that can't be found in your setup (in other words, cheats... or 'non-player' commands). Cheats are listed at the end of this document. The other way to bind keys - NOT recommended unless you know what you are doing - is to directly modify the configuration file. It can be found at "...\id Software\Quake 4\q4base\Quake4Config.cfg" - back up their version before you start playing with it. Use a plain text editor such as PFE to modify the file... add your own binds in the appropriate places (alphabetically), following the same format they have. For example, add: bind "x" "give ammo" Make sure your text editor doesn't add anything else, such as end-of-line data or a Ctrl+Z - stuff like that can invalidate the file. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- THE WEAPONS The numbers in front of each weapon below are the top row of your keyboard... hit that to automatically switch to that weapon, or just scroll through them with your mousewheel. Some weapons have "mods", or upgrades, which usually increase the ammo capacity of the weapon or adds little refinements to it, such as homing abilities. 1 - Blaster A wimpy toy, only good for shooting yourself if all else fails. Has an attached Flashlight. Ammo: N/A (infinite) First Found: level 01 (Air Defense Base) Mod 1: N/A 2 - Machinegun Now we're talking... the basic weapon that just about anyone will be carrying. Has an attached Flashlight. Can zoom, which turns it into a semi-auto weapon, but slightly more powerful. Ammo: Clips First Found: level 01 (Air Defense Base) Mod 1: Extended Clip - doubles your firepower (level 06 - Operation: Advantage) 3 - Shotgun A nicely powerful close quarters weapon, useless at any distance. Ammo: Shells First Found: level 03 (Hangar Perimeter) Mod 1: Extended Clip - also adds clip reloading instead of shell by shell (level 19 - Operation: Last Hope) 4 - Hyperblaster Not really a Blaster at all, this fires plasma projectiles. Nicely powerful, but you won't find all that much ammo for it to start, so save it for the nastier Bad Guys. Ammo: Batteries First Found: level 11 (Nexus Hub Tunnels) Mod 1: Bounce Shot - shots can be bounced off solid objects; good for shooting around corners, etc. (level 22 - Data Storage Terminal (second)) 5 - Grenade Launcher Fires a Grenade which will ricochet off anything it hits for several seconds before it explodes, so be careful. Handy for firing from above or for long distance enemies, but otherwise don't bother. Ammo: Grenades First Found: level 05 (MCC Landing Site) Mod 1: N/A 6 - Nailgun A flechette weapon, very nice, very powerful. Standard in any Quake or Doom game. Ammo: Nails First Found: level 08 (Perimeter Defsense Station) Mod 1: Firepower - doubles the ammo capacity, increases the weapon speed... and also increases the reload time. (level 09 - Aqueducts) Mod 2: Seeker - hold down your zoom / special key, and the Nails will home in on the target. Also speeds up reload time somewhat. (level 16 - Recomposition Center) 7 - Rocket Launcher What else? Nicely powerful, but with a big blast radius - don't get caught in the radius, and DON'T try rocket jumping like you did in the old games. Ammo: Rockets First Found: level 13 (Strogg Medical Facilities) Mod 1: Homing - not only homes in on the enemy (when you use your zoom key), but also allows you to fire 3 Rockets at once. (level 18 - Waste Processing Facility) 8 - Railgun A super-magnetic projectile firing weapon, very powerful. Very hard to find ammo for it, so save it for powerful enemies or desperate situations. Ammo: Slugs First Found: level 15 (Dispersal Facility) Mod 1: Penetration - slugs will now penetrate through enemies, possibly doing a 2 for 1 (level 21 - Data Storage Security) 9 - Lightning Gun Shoots electricity in a solid stream. Not really good against moving targets, and it uses ammo way too fast - save it for special situations. Ammo: Coils First Found: level 16 (Recomposition Center) Mod 1: Chain - multiple streams instead of single (level 23 - Tram Hub Station) 0 - Dark Matter Gun Who knows what it is, other than extremely powerful. If it hits a wall or other solid object you'll get a massive explosion. Takes a VERY long time to reload. Ammo: Cores First Found: level (Data Storage Terminal) Mod 1: N/A -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- VEHICLES There are actually a couple of vehicles you can drive in this game, which can be fun. Hovertank - equipped with a Cannon and a Machinegun, this is really good for taking out Strogg Flyers (and Harvesters), and is nicely maneuverable. The shields regenerate after a while, as long as you're not being shot at. Walker - can you say "Star Wars"? Equipped with rockets and a Machinegun. The shields regenerate after a while, as long as you're not being shot at. Tram - not really a guided vehicle, the Strogg tram car is one way to get around in several levels. Equipped with a Machinegun. The shields regenerate after a while, as long as you're not being shot at. Other Vehicles: These you can't drive, but they'll appear in the game. USS Hannibal - an MCC (Marine Corps Carrier), this is your home ship. Serves as a level at a couple of different points in the game. Dropship - "Falcon 1" is one of these... attack and transport ships. Drop Pod - how you get to the surface... not exactly the safest mode of transport. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- THE GOOD GUYS Unlike a lot of FPS games, there actually are Good Guys in "Quake 4" - mainly, the other members of your squad (Rhino). You'll also run into other Marine squads throughout the game, such as Raven Squad (whose members are all named after people on the Raven Software team, you'll note). Sometimes these other folks you meet will be invulnerable, but most of the time they aren't - try and keep them alive as long as possible in any case, if only for the added firepower. Each Squad includes a Medic (who can heal you) and a Tech (who can fix your armor or upgrade your weapons). Other Squads include Cobra, Wolf, Badger, etc. Rhino Squad: Lieutenant (Lt) Voss - pretty decent for an officer... shame he doesn't live long Sergeant (Sgt) Ross Sergeant (Sgt) Bidwell Rhodes (Cpl) - demolitions expert Cortez (Cpl) - the wise ass of Rhino, good at his job Matthew Kane (Cpl) - that's you Lance Corporal (LCpl) Sledge - arrogant, but good Tech Strauss - an arrogant bastard Medic Anderson - doesn't last long -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- THE BAD GUYS Listed in the order you'll encounter them in the game. As usual with any FPS, head shots are the best way to kill. Strogg Marine - the wimps of the Strogg forces, these come in three different types: Blaster, Machinegun and Shotgun. Usually fires at you from a distance, but sometimes will close for CQB (close quarters battle). Easy to kill. Grunt - a strange looking critter with an Iron Man face and three glowing green tubes on each arm. Prefers to charge at you. Easy to kill if you don't let it get close. Berserker - a spike on one arm, which gives it the nickname of "Impaler"... it can also jam that spike into the floor and send waves of electricity through the area. Fairly easy to kill with a Machinegun or better. Gunner - the next level up, basically... still fairly easy to kill, but it will send lots of firepower your way. Gladiator - has a Grenade Launcher on one shoulder, and can generate an energy shield. Nailgun or better is preferable, but if desperate you can take it out with a Machinegun. Disable its Grenade Launcher first, if possible. Sentry - a flying Strogg with a green glowing base... just keep dodging its shots and its easy enough to kill. Missile Turret - only found in one level, these hang from the end of 'arms' in an outdoor area - you can shoot the incoming missiles, but you really need to destroy the turrets. Harvester - a giant red spider creature that fires Rockets... very, very hard to kill, and only if you use a Walker or Hovertank. Stream Protector - really only found in two spots, these mini-spiders are very dangerous, and not at all easy to kill. Scientist - a flying, four armed lunatic creation, these things will rip at you with poison blades - they can also spew out a cloud of poison which can actually damage your armor. Heavy Hovertank - a flying Strogg that's been beefed up to the max. Grenade launchers, Rocket Launchers, Machineguns... they have it all. Teleport Dropper - bad dog. Not really much of a problem by themselves, they spew out pods which teleport in Stroggs and Grunts. Kill 'em quick before they can do that. Tactical Transfer - a human / Strogg combination; captured humans that have been converted to Strogg. In bright orange, these things are tough, nasty, and smart. Comes in three varieties: Machinegun, Shotgun, and Railgun. Light Tank - it doesn't look like a tank, but it's loaded for bear with Rocket Launchers and other toys. Find cover and keep firing. Slimy Transfer - this is... a transfer that stopped halfway, or something like it. A slime pig. No weapons, but it will fling a vomit spray at you. Failed Transfer - a slightly 'better' version of the Slimy Transfer, these actually carry weapons, though the only way they could actually hurt you is if you tripped over them. They don't always die if you blow away the lower half - in fact, some of them are upper half only, so go for head shots as always. Iron Maiden - for all we know, these are the Strogg version of Playmates... but they don't like you at all. Equipped with a Rocket Launcher, they have a sonic cry which will blur your vision temporarily, and they can cloak. The Bosses: Strogg Voss - Lt Voss of Rhino Squad... now a Strogg. Heavily armored, uses a DMG. Network Guardian - big and ugly. Flies, fires Rockets of several types, and can fry you with its jetpack. The Makron - and you thought it was dead at the end of "Quake II"... guess again. Very, very dangerous, and very hard to kill. Uses a DMG, among other things. It can teleport in all sorts of enemies. The Nexus - yes, it's a living creature, like a giant brain. Disable its shields (fire at the blue rod above it) first, then shoot at it. It can teleport in all sorts of enemies. Vehicles / Mechanicals: Strogg Flyers (called "Hornets" by some people) - will strafe you, and some will drop Ball Turrets or Drop Turrets. Can be taken out with a vehicle Machinegun or Cannon. Strogg Transports - they drop off 4 Tactical Transfers. Not worth shooting at. Drop Turrets - a spike dropped into the ground which opens up to fire at you with 4 Machineguns. Dangerous, but easily killable. Ball Turrets (also called "rolling turrets") - spheres dropped by Flyers which open up to fire at you with Machineguns, and can roll about the landscape. They might also try to ram you. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =============================================================================================== -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ===THE WALKTHROUGH=== The names listed in braces { } are the map names for that level. You can jump to a different level by typing in the map name at the console (see the Cheats section for instructions). To skip a cutscene, just hit your spacebar or escape key. This walkthrough was written playing at "Private" difficulty. I would suggest going into your Settings and cranking the Brightness up as high as it can go - this is a very dark game in spots. Even with Brightness all the way up, you're going to need your Flashlight quite often - just hit your 'f' key (default), which will automatically switch you to your Machinegun. If you're playing on a low end machine, or one with the minimum graphics requirement, some things will be slow and sluggish - sound won't synchronize with graphics, for instance. Various panels and controls throughout the game are 'interactive' - meaning that you can use them. In most cases, just aim at the panel and click your Fire button... but in other cases you need to click a specific segment of the panel. Level 01>>Air Defense Base {airdefense1} //Objective: Regroup with Rhino Squad //Enemies: Strogg Marines, Grunts, Berserkers //New weapons acquired: Blaster, Machinegun [CUTSCENE] Ripley and her crew of Marines drop down to the planet... well, almost. The initial cutscenes look like they were lifted straight from the movie "Aliens", including some of the chatter. In any case, your dropship comes under attack and crashes, and they leave you for dead. Once you exit the wreck, head right - find Sgt. Ross in a makeshift shelter trying to contact HQ. {New Objective} Regroup with Rhino Squad From there, head towards the building indicated - you'll meet up with the team Medic (Anderson), who heals you up. Move up to the door and meet Private Webb of Badger Squad - stay behind him and let him do any killing for the moment, because your pistol isn't worth spit. In the door and left at the corner - Webb will take out a Strogg Marine, and then several more who come calling. Note how the Bad Guys glow green and then vanish after a while - you'll find out the reason for that later. Follow Webb - note the door ahead in the distance, where one of the Stroggs came from - and up on to the railed area. Down to the other end and down the steps for another member of Badger Squad (Private Dees), and several more Bad Guys; again, let them do all the killing for you. Once they give you the "all clear", continue through this area and right - at the junction, you just have pipes to your left, so head right. At the next junction, on your left is a door, while straight ahead is a blue flare on the ground - the crate next to the flare contains a pair of MedPacks if you need them. Through the door and you'll hear the screams of a doomed Marine - straight ahead is a rail where he's being killed, but you need to head left. At the end on the left is a locked door, so head right down the short steps - notice the crashed drop pod on your left, reminiscent of the ones from the old "Quake II" game. Up the next steps for a red flare and a locked door, so head right - at the rail you'll find the corpse, and an unlocked door. Through the door and there's another corpse - plus a Machinegun. Up ahead is a column on the left and a cracked window beyond it - there are two Clips at the base of the column. As you approach them, a Strogg appears - use your new toy to blow it away. Turn left, and go down either side of the columns, noting the railed area overhead. Down at the end, you'll be attacked by a pair of Stroggs. A locked door to the left, and an unlocked one to the right down the short steps - obviously the way you need to go. Through that door, and Private Kovitch is killing a Grunt - once it's dog food, follow Kovitch; but first grab the Clip out of the crate. Down the hall on the left is an unlocked door, but first go past it to collect a couple more Clips, then follow Kovitch through the door. Straight ahead are steps that lead nowhere, while to the right is a hall with pipes along one side - as you make you way down this hall, a Grunt will smash through the pipes. It can't get at you through the pipes, but you can certainly shoot it - watch out, because it will run down to the end of the hall it's in and around to get at you. Once it's dead, go down to the end of this hall, swing around (note all the shell casings on the floor), and ahead is a locked door - head left for an unlocked one. Note the console across from the door - this one isn't interactive, but there are plenty in the game that are; this particular one is a Stroyent Health Station that can be used only by Stroggs. Head through the door. Inside, Private Marshall from Badger Squad will be killing an Berserker - looks like you found the rest of Badger Squad. Head left down the hall to meet Sergeant Miller and Private Hillstrom - grab the Clips and MedPacks in the crates. {New Objective} Retrieve Medic Technically, he's not your company Sgt, but follow his orders anyway - just go back the way you came. Back through the door, down the hall, around the pipes and up the next hall. You'll come under attack by a Grunt, and at the end of the hall you'll have 5 or 6 Stroggs. Left and through the door, around to the right, and through the next door - you'll meet Corporal Pierce of Badger Squad, but only temporarily. A Berserker will come through the door and impale Pierce, then you get to unload on the Berserker (you can't save Pierce, so don't worry). Go through the door the Berserker came out of, and you'll have a pair of corpses, along with their Machineguns and a MedPack. Head along here and left, through the next door - hurry, because your Medic is under attack ahead by three Stroggs. Kill them, and escort him back to Badger Squad. {New Objective} Escort Anderson You should be used to these halls by now... just head back to Badger, killing along the way. If you want, drop down the hole the Grunt came out of and into that area for Clips and Armor, then use the panel to activate the ladder. Climb back up, and run back to where you left Anderson (he won't follow you through the hole). When you get to the end of the piped hallway, the door at the end will be unlocked - go in there to grab a Machinegun, then continue on back to Badger. Once there, Anderson will heal Chase - then you get to (finally) head for your own squad. Through the two doors, and Corporal Cortez from Rhino Squad will be doing some killing of his own. He introduces himself, then head in the direction indicated and through the door to end the level - but first, grab any toys in this area, including Machineguns, Clips and MedPacks. Click on the interactive panel before the second door to end the level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 02>>Air Defense Trenches {airdefense2} //Objective: Regroup with Rhino Squad //Enemies: Strogg Marines, Grunts, Berserkers //New weapons acquired: N/A As soon as you go through the door you'll get a radio transmission from your Sgt - they need you to take out the air defense cannon. Oh joy. Down this hall, and use the lift - at the top, head through the door. Straight ahead, and grab the Armor next to the consoles, then head right for a Grunt. Down the steps and through the door - just head along this catwalk and left at the end; grab the Machinegun and Clip from the corpse, then through the door. Down this darkened hallway and through the next door. Grab the MedPacks (small and large) out of the crate next to the blue flare, then head right through the gap in the rail for another large MedPack and several Armor Shards. Don't worry about the radio calls from Bidwell - that's just how Sergeants all over act... some of them, anyway. Just continue around, through the trenches - up on your left at one point is Sgt Dischler of Raven Squad; just ignore him and keep going. Grab any toys out of the crate at the corner and head right - go left at the red flare to meet PFC (Private First Class, in case you're wondering) Damato of Kodiak Squad. Help him out with the Berserker and Stroggs, though he's probably toast anyway. Kill any more Bad Guys that show up, and there's a Clip in an alcove to the right. Keep going down to the end of this area and head right into the next. Past the next red flare and you'll run into PFC Fassett of Kodiak Squad - just keep going... the next person you meet is Corporal Rhodes from Rhino Squad. Keep going, and there's your people - Sgt Bidwell and LCpl (Lance Corporal) Sledge. Overhead you can see the cannon they're talking about, then you get new orders. {New Objective} Destroy Strogg aircraft hangers Who knows where Morris came from, but here's here now. Grab any toys from the crate behind Bidwell then move past him and head left. Just keep going, through these trenches - help keep Morris alive, and he'll help keep you alive. At the first real junction, head right (dirt trench to the left) - there's the cannon again, and a bunch of Bad Guys. Once they're toast, head straight (left when facing the cannon) - around the next corner for more Stroggs. Around the next corner, and there's the level exit. Short level, huh? = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 03>>Hangar Perimeter {hangar1} //Objective: Destroy Strogg aircraft hangars //Enemies: Strogg Marines, Grunts, Berserkers, Gunners //New weapons acquired: Shotgun Through this dark area and right for the next door - a Cutscene introduces your next foe, a Gunner. As you can see, it can fire Grenades at you... if it does, you'll only have a few seconds to back out of the way. While a Machinegun can take him out - don't let him get too close - you're definitely going to want to find something better. Once it's dead - try to keep Morris alive - take out the pair of Stroggs in the background. There's a corpse here that has a Machinegun and Clip. Head to where the Gunner was - around to the left is just a locked door, so don't bother. Keep going straight, and take out any more Stroggs that appear. At the end of the hall, go left and through the door. Up ahead you'll run into three people from Viper Squad - including a Tech, who can repair your Armor if you need it. Morris stays with this group to act as a commo tech, and Cpl Mahler gives you a Shotgun (wheee!). Note that the Shotgun isn't any good for long distances, but up close and personal it does just fine. Grab any other toys in this area and continue on. Through the door, and Viper Squad will accompany you - one Bad Guy straight ahead, and plenty more to the right. Kill, and head right. Up the stairs, and the Tech will unlock the door - first, however, head left down to the end of this platform for a Clip and MedPack, then follow Viper through the door. They'll come under fire from several Stroggs, but they can usually kill them all without your help. Don't bother going either left or right (nothing for you either way), just head straight and through the next door. Grab the Shotgun on the right, and kill the Berserker that comes up the stairs. Large MedPack at the bottom of the stairs, then head through the next door. Admire the view if you want, then through the next door - head right, and down at the end a Grunt will come around the corner to greet you... Shotgun to the face works wonders. Through the door, grab any toys under the console (Machinegun and MedPack), then get on the lift - Mahler will trigger it only when you're on it, so don't worry. Through the next door, and watch out for the Baddie up on the catwalk - then take out the others that come along. Down at the end of this area - more Bad Guys popping out from all over - and the way you need to go is blocked. {New Objective} Circumvent glass The door opposite the glass will open and a Berserker will come through - thank it for opening the door by blowing it away. Through the door, and you get to watch the pretty machinery - a Strogg flyer being moved. Kill the three Stroggs in here (one to your right) and head through the door on the other side of the room. Climb the ladder - just keep going forwards and aim up a bit - and through the next door at the top. Use the panel on the right to extend the bridge, then just head straight across - kill the Berserker and Strogg that come through the door. Go on through, and you have two panels - the one on the left is what you want. Look down past the panels to see Viper Squad. Use the panel, and a red jet engine (?) will be lowered on to one of the sleds below. Head for the end of this upper area (to your right), down the steps, and up the steps on the left. Use the lift to head down and rejoin Viper. Head around to the back of the engine that was just lowered, and use the panel - the glass will be melted away. Head through, grab the Machinegun and Shards, and the door to the left is locked - but the one straight ahead opens to reveal a Berserker. Kill it, through, and kill the Stroggs on the upper walkway. Up the stairs and left - the green panel at the bottom of the next steps is interactive; use it to extend the next bridge. Watch out for the group of 8 Baddies that enter the room from the bridge (Stroggs and Berserkers). There's nothing down to the left of the bridge, so don't bother. Get up on the bridge, but before you go through the next door (where the Bad Guys came out of), drop down off the side (you'll see a ladder) for Armor and ammo - then climb back up and head through the door. More Stroggs, then a Gunner will come through the far door. Kill them off, and go down either set of stairs to your left for Shotgun Shells and a small MedPack. Head through the door the Gunner came out of, and wait for everyone to get on the lift before you use the panel to end the level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 04>>Interior Hangar {hangar2} //Objective: Destroy Strogg aircraft hangars //Enemies: Strogg Marines, Grunts, Berserkers, Gunners //New weapons acquired: N/A It's a long, long ride up, accompanied by chatter from Viper. Once it finally reaches the top, just head through the door - there's nothing in the alcove to the left. In this next room, {New Objective} Clear area of enemies head right and through the next door. Grab the Clips to the right of the consoles, wait for their signal, then follow Viper through the next door. Head straight, then around to the right and down the steps for a Grunt and more Stroggs, as well as 4 Turrets on the ceiling (they have red lights on them). Sweep through this area and kill all the Baddies, then you'll get a message from Morris about the demo expert. {New Objective} Meet Rhodes Okay, so you have to head all the way back to the elevator... don't get lost. Meet Rhodes, grab anything you need from all the toys he brought, and then Viper Squad will leave you. Darn. {New Objective} Protect Rhodes Okay, now go back to where you just were, where you killed all the Strogg (and Turrets). In that room, straight, down the steps to your right, down to the end and up the steps on the left. Through the door, and you'll have stairs in front of you and a door to your right. Make sure you save often, because if Rhodes dies then the game ends. Actually, there are doors all over the place in this room - but the one you want is to your right as you enter the room; this room can be confusing, but as long as you remember that most of the Baddies will be at the top of the stairs in the circular area, and the doors you need are at the bottom of the stairs, you'll be fine. Go on through, down the short steps, and you'll have a plaform to your left, more steps straight ahead, and a Strogg flyer on the launch rail above. Kill the Stroggies in the area, the the Flyer will take off. Head down the next steps and left, and Rhodes will plant the first charges in the alcove to the left (Clip and MedPack down here). Don't bother going down that ramp at the end - there's nothing for you. Instead, head back to the room of many doors you just came from. Up the stairs to the right for a Gunner and a couple of Stroggs, then back down the stairs. Stick with Rhodes as he runs around - you need to keep him alive. Most of the Baddies will be at the top of either set of stairs - once they're dead, Rhodes will once again follow your lead. Head through the door at the bottom of the left stairs, kill the Stroggie inside, and head in. Watch out for a Gunner overhead on the right, then head down the stairs straight ahead and head right, killing as you go. Once everything is dead, Rhodes will place the second set of charges. After that, just follow him and watch the charges go off. {New Objective} Regroup with Voss Oh, well - at least you don't have to play babysitter any more. Circle around to the other side of the room and use the panel to exit the level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 05>>MCC Landing Site {mcc_landing} //Objective: Regroup with Voss //Enemies: Strogg Marines, Grunts, Berserkers, Gunners //New weapons acquired: Grenade Launcher (For anyone interested, "MCC" stands for "Marine Corps Carrier" - presumably) Unlike the last one, this is a short lift ride down. Meet with Tech Strauss, who is a real asshole. Arrogant. Full of himself. Thinks he's God's gift. Grab any toys out of the crates, and circle around the area to meet various members of Raven Squad. Once you've done all that, head through the door behind Strauss and meet a couple more members of Raven Squad (and a goof... you DO NOT call a Corporal 'sir' unless you want your head ripped off). Don't bother with that area on the right; there's nothing there - just go straight, down the stairs, and then right. Meet a few more members of Raven Squad, grab anything you need out of the crates, and head through this next door. Past the next Raven member, and through the next door for your buddy, Sgt Morris - just follow him. When he stops at the bloody door, go up and use the panel to open it. On the other side is Lt Voss, who gives you a Grenade Launcher (that's nice of him). {New Objective} Capture the air defense cannon Grab any toys out of the crates, and charge along with the boss (believe me, you can call a Lieutenant 'boss' - but they prefer if you use their rank). Just follow the group, and let them deal with any Baddies that pop up (only a few Stroggies, nothing much). Once you get to the locked door, you get to play door opener again. Grab any toys from on top of those crates, then use the crates as stairs to go up on top of the door. A Grunt will pop up out of the crater to the right, but you can basically ignore it and let your squadmates below deal with it. Head right for a MedPack, but where you need to go is down the hole the Grunt popped out of. All sorts of MedPacks and Armor down here, then use the green panel to open the door. Sledge and Voss come through, leaving Morris behind to guard your rear (good - I was getting tired of his mouth). Once inside, a Strogg will drop down through the same hole you did, then a couple more will open one of the locked doors for you. Again, just follow Voss and let your squadmates do most of the killing. While several of the doors in this area are unlocked, you'll be going all the way down to the right and through that one. More killing, then jump over the rail when they do - more killing, then through the only door down here. Head right in this room, around the corner and up the ramp - kill the Stroggs and Gunner, then have fun. {New Objective} Fire cannon Just aim at the chair and hit your fire button to use it. Wait for your view to center and expand, then fire at the big door, killing a couple of Strogg at the same time... hit your jump key to exit the chair. After some chatter, you get your new orders. {New Objective} Locate the MCC landing site Head back down the ramp and left, towards the door you came through - but be careful, because as you round the corner a Stroggie will attack. The lift is now here, so use it - through the door at the top and head left (right is locked). Through the door for a Berserker, Strogg and Gunner, grab the MedPack, then use the green panel at the end to unlock that door and through (the two doors on the left lead to the same room, which has nothing at all in it for you). Grab any toys in here - you'll hear a message about the Hannibal landing - and through the unlocked door on the left. Looks familiar, huh? Just head straight, then right, and up the ramp marked SMC - the door you blew open with the cannon is up here. Meet a couple of Raven Squad members, then turn around to watch Rhodes blow up the cannon. Wheee! Go through the door that you blew open - Pvt Law will accompany you - and head down the hall and to the right, avoiding those fires (they can actually damage you). In the door on the right, then in the one on the left - head right and take out 4 Stroggies (big thrill) and continue on. Through the big door at the end of the blood streak for a Grunt and a Strogg, and all the way to the end for another big door - you're back outside now. You'll notice firing coming from the right ahead - stay to your right, using the crates for cover. You /can/ go all the way right and work your way along that metal wall, but at some point you've got to get back on the road and meet the other Marines. Meet with a couple more members of Raven Squad, and then the Hannibal will come swooping in, taking out the towers that are firing. (NEVER disparage the pilots - they get the job done) {New Objective} Board the Hannibal As soon as the ship has landed, run to the back end of it - note the circling light, and as you get close, a lift will drop down. Get on it to end the level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 06>>Operation: Advantage {mcc_1} //Objective: Report to Briefing //Enemies: N/A //New weapons acquired: Extended Clip Mod for Machinegun Just ride the lift up - you'll note that you don't have a HUD or weapons, but you won't need them here. {New Objective} Report to Briefing Wander around a little if you want, listening to the techs as they work on the Walkers. At the back of the bay, go up the stairs and through the door marked "D.4 Decontamination" - you need to go there and get cleaned up. Once the cycle has completed, go through the next doors. You need to get to Briefing, but you can pretty much take your time getting there - wander around the ship, listen to all the chatter, etc. The door on the right is labelled "D.4 Med Bay / Central Command", and at the moment is the only way to go. A sign at the junction points right to "Drop Pod Command" - you can go that way, or go straight ahead... it doesn't matter. Go both ways if you want just to check out the sights. Eventually you'll come to a hall with 3 doors, labelled "D.4 Infirmary", "D.4 Briefing / Armory" and "D.4 Postmortem Laboratory" - Briefing is where you need to go, but check out everything else first if you want; a lot of doors are locked, though. Into Briefing, up the ramp, and head left where it says "D.4 Rhino Briefing Room". Head on in. {Cutscene} The General and Lt Voss explain the new mission (Goddammit, you DO NOT salute when you're on ship or not wearing a cap!!) {New Objective} Gear up Again, you don't need to head directly for your destination - hang around and listen to your squadmates bitch. The only way out of this room is the way you came in (it'll be behind you when the cutscene ends) - up the stairs, and head left... "D.4 Armory" is where you need to go, obviously. Inside, listen to more bitching and tall tales, then head left (the door ahead is locked) and around the corner. Sgt Swekel will give you an extended clip for the Machinegun, which is very nice (but we ain't engaged yet). {New Objective} Locate ride to Death convoy (a bit classical, but what the heck) Keep going past Swekel and down that way, or backtrack through the locker room - the door that was locked before is now unlocked. Either way, head down the ramp marked "D.4 Walker Hangar". Head for the next door to the Walker Hangar, and Gen. Harper will give you directions. Through the door, and you're back where you started this level - just step on to the lift and ride it down to end the level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 07>>Canyon {convoy1} //Objective: Locate ride to Death convoy //Enemies: Stroggs, Grunts, Berserkers, Gunners, Drop Turrets, Missile Turrets //New weapons acquired: N/A Ride the lift down. {New Objective} Locate ride to Death convoy Run down to the front of the ship, and get on the first truck. Just ride along, enjoying the view. Eventually you'll stop in a darkened tunnel - help out your buddies by shooting Strogg to either side. After that, just keep riding along until the truck finally stops, and you can get off. {New Objective} Locate Bidwell Head for the end of the tunnel, left and through that hall, left and past the truck (listen to the chatter if you want) and through the open door at the end. Down the red-lit corridor, stop to listen to Cortez for a moment if you want, and into the next room. Ignore Morris, and keep going to meet up with Bidwell. Get on the truck. {New Objective} Protect convoy Man the turret - you're the main protection for this convoy... oh, joy. Definitely save as soon as you get the objective. Just kill, kill, kill... though the truck will run over some of the Strogg. Once you get back out into the open, a Strogg Flyer will buzz you, and will drop a Drop Turret on the right - take that out quick. Once you stop at the mines, make sure you protect Rhodes as he disarms them - QuickSave as soon as you stop. All sorts of Bad Guys to kill off - Stroggs, Grunts, Berserkers, Gunners... take them all out, but try not to shoot Rhodes. Once he's disarmed all the mines, just keep killing until the truck starts again - through the next door, and you'll have one of those Drop Turrets on the left. Through the next several tunnels (very few Bad Guys, oddly), and once you get back out into the open you've got a {New Objective} Clear area of turrets The first ones will be on your left, just past that structure. As you curve around to the right, you'll get a message about a missile threat - the truck will hit a dead end and turn around, but just keep firing... if you can take out any missiles in flight, great. Missiles will be firing from arms hanging overhead (Missile Turrets) - launchers are at the end of those arms. Just keep up a killing stream - the truck will come to a red laser barrier, and you'll get a {New Objective} Locate Voss However, you're still playing protector - keep firing, taking out all the turrets. Eventually the truck will stop, and you'll get a message about the objective being complete. Hit your jump key to exit the truck, and head up that ramp. In the big door, left up the stairs, right and into the exit hall to end the level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 08>>Perimeter Defense Station {building_b} //Objective: Locate Voss //Enemies: Stroggs, Grunts, Berserkers, Gunners, Gladiator //New weapons acquired: Nailgun Just head straight in, listening to the chatter - in the alcove on the right Pvt Schilder will give you a Strogg Nailgun, a present from Voss (awwww... and it ain't even my birthday). Also grab any toys laying around, then use the panel in the alcove and ride the lift down - Pvt Rodriguez from Badger Squad will go with you. At the bottom are a couple more friendlies, then through the door to meet up with Sledge. Head right through the unlocked door - ignore the by-play in this hallway, and head left into the control center. Grab everything you can in here, including Nails. {New Objective} Retrieve engineer Ah, more escort duty - at least you've got armed company. Exit the control room and head through the door on the left, which is now unlocked. Steal the sleeping guy's Shotgun if you need it, then meet up with Rodriguez and Singer. Strauss will unlock the door, and you get to rush through to take out about 7 Stroggies, mostly on the walkway overhead... easy kills. Head to the end of the room - don't fall in the square hole - and use the panel at the end to call the lift. Get on, make sure Rodriguez and Singer are on it as well, and use the panel to send it down. Wait for Strauss to unlock the door - grab any toys on the floor in front of the busted window - and head through. Rodriguez and Singer head right, down the stairs - but you need to head left. Along that platform, and at the end use the panel to unlock the door. When it opens, you'll be greeted by a Grunt and a few Stroggs. Head in, and of course you've got to find the console to unlock the next door - head up the ramps to the right for some toys and the panel. Again there are Strogg on the other side of the door, but this time there's extra help - a Marine truck that runs down a few. Let your new friends take out any Bad Guys, then grab any toys in the area before approaching Tech Newberry. {New Objective} Escort Newberry Head back the way you came - through the blast doors and back to the lift. Just follow Newberry - no Baddies to worry about yet. When you're back at the control room, there will be a door to your left and one across from the control room, both unlocked - you want the one is the one across from the control room. Down the ramp, and two members of Eagle Squad will seal a window before a Grunt can break through - no worries (yet). Head through the other door in here (on your right at the bottom of the ramp) for three jumpy Marines from Cobra Squad - ignore them, and head for the other end of the hall, where the red flare is... go that way. Pass by PFC Pupino, and head for the other end of the hall - through the door, and make sure you keep up with Newberry. {New Objective} Shut down the defense grid In the next room you'll meet up with three members of Warthog Squad - ignore them if you want, and head through the next door. Newberry will cut through the door, and he'll send Jones through - Jones gets killed by a Grunt, and if you're not quick enough, Newberry will get killed as well. His job is finished, so it doesn't really matter, but you're not here to get your own people killed, so take out the Grunt quick. At the back of the room is a call panel for a lift - Pvt Kasanoff and PFC Marlin from Warthog Squad will join you in the room, but won't go with you... they'll stay here to guard your rear. Ride the lift up, and head through the door at the other end of the platform. Through the window on your right you'll see a Grunt, but no worries... yet. Around the corner and through the next door - the next door along is locked, but the rail to the left is conveniently broken, so drop on in. Use the panel, and a cylinder will rise up - when it's fully up, another panel will appear... use that one as well. The Marine on the other side of the window will ask you if the perimeter is secured, then a Grunt will kill him. From the window, turn right to face the door, and get ready for the Grunt. Once it's dead, go through the door it nicely unlocked for you, then go through the left door and up the stairs for ammo if you need it (Clip and Shells). {New Objective} Regroup with Rhino Squad Back out of this room and through the door on the left - neat machines, but don't drop your guard; three Strogg in here. At the far end is a lift, and around behind the console is an unlocked door. There's only an empty hallway with a locked door at the other end through the door, so ride the lift up - at the top kill the waiting Strogg. The door around to your left is locked, so head for the other end of this room - stairs up and a Gunner, which makes a nice target for your Nailgun. Two doors up here, but only one is unlocked. Through it, and through the next - in the next room you can look down through the glass (which you can't break) to see a Gladiator wipe out a helpless Marine. No worries, you'll get to party soon enough. The door on the right is locked, so head left and down the room - Nails just past those barrels on the left. At the end are two doors, but of course the one on the right is locked - head through the left one, just in time to see a Marine being dragged under another door. Nothing you can do for him either (I suppose you could bounce a Grenade under the door if you wante, but why waste ammo?), so continue through the room and ride the lift down. Nothing down to your left, so head right (straight) and party with several Strogg, then head up the short steps into the next room. All sorts of toys on the other side of that wall (Armor, ammo, MedPacks), then head through the door at the end. Barrels next to the pipes will fall over, but don't be distracted by them - you've got a Grunt coming out of the hall on the left. Kill it, head into that hall, grab the Nails, and through the unlocked door at the end. Down the hall and around the corner, and the Gladiator will be in the hall to the left - take it out as quickly as you can. Shoot around its shield if you can, but your best bet is to keep shooting at its Grenade Launcher until you disable it, then continue to shoot it to death. Straight ahead at the end are Shells, a couple of locked doors and nothing else, so head down the hall where the Gladiator was and through that door. A Grunt will be chewing on a corpse - you've been here before; it looks like the Grunt finally broke through that window. Up the ramp and through the door to the control room where this party started. Turn right and through the only unlocked door - grab any toys and ride the lift up. More bodies, more ammo and other toys, then head into the exit hall and use the panel to end the level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 09>>Aqueducts {convoy2} //Objective: Regroup with Rhino Squad //Enemies: Stroggs, Flyers, Drop Turrets, Ball Turrets, Strogg Heavy Hovertanks //New weapons acquired: Nailgun Extended Clip Mod If you've got a low end machine or low end graphics card (it's usually the latter that causes problems), save now, exit the game and reboot your machine before continuing. Even so, your movements are going to be slow and jerky. You'll be met by Tech Holtz of Raven Squad - he gives you the first Mod for the Nailgun (Yes!), which doubles your firepower by adding a second magazine. Just beware that it also doubles your reload time. Have him fix your Armor, and after that head 'downstairs' to have Medic Morte heal you. Exit the room via the large orange door, and now you get to play with a Hovertank. It's fairly easy to use, and your mousewheel will switch between Machinegun and Cannon. The shields regenerate over time as long as you're not getting hit. The "Vehicle Locked" down in the right corner of the screen means that you can't get out of the vehicle - no chasing Bad Guys on foot (and why would you want to?) You'll be attacked by 3 Strogg Flyers, so take 'em out - Cannon will nail them in one shot if they stay still long enough (such as when they're firing at you), or use the Machinegun. Once they're disposed of, another will come through the door (to your left) behind the now-destroyed laser barrier. Head through there and out the other end - you'll have 6 of those Drop Turrets to play with out here, but they're easy enough with the cannon. Into the next tunnel and play roadkill with some Stroggies, then out the other end for more Turrets and Flyers. Through another tunnel, and in the next area (with the circular pit in the center) you'll have Flyers to face against, as well as Ball Turrets - spheres with guns that move and shoot - as well as some Strogg Heavy Hovertanks. Through the next tunnel, and in the next area you'll have more of the same, plus you'll have to do some fancy maneuvering to make it past the various things blocking the road. (Why does this area look so much like the L.A. 'waterways'?) Once past them, ignore all the Stroggies and Gunners - or just run them over - and head into the tunnel on the right. Just keep going to exit the level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 10>>Aqueducts Annex {convoy2b} //Objective: Regroup with Rhino Squad //Enemies: Stroggs, Flyers, Drop Turrets, Ball Turrets, Strogg Heavy Hovertanks, Harvesters, //New weapons acquired: N/A Just as in the previous level, if your graphics card is anything less than stellar, movements in here will be pretty slow and jerky. You still get to play with the Hovertank for a little while. Just head down the tunnel - as you get outside, you'll see a cutscene featuring your next foe: the Harvester. AKA "Big Red". Cannon works best against it - try to stay away from it so it can't stomp you, and watch out for bombs and missiles. Use cover if you can. Once it's dead, wait until your shields regenerate and then head to the other end of this area (straight ahead) and in that door (not the one on the right, which is, of course, locked). Through this tunnel for a couple of Drop Turrets, and through the next for more. Flyers out in this next area, but you can actually just ignore them if you want, pedal to the metal and straight ahead into the next tunnel for some roadkill Stroggs. Out into the next open area for more Flyers and Drop Turrets (and a Strogg or two), then into the next tunnel for more Drop Turrets. And the next, and the next... then you're outside again and there's the Nexus ahead of you - your destination. Nothing is as easy at it seems, though - as you wind down the road, you'll encounter another Harvester... then another after that. Take 'em out one at a time, and pause between 'em to regenerate your shields. Once they're both dead, just drive ahead and into the building... DONT'T shoot anyone in here. 'Park' under the light, and hit your jump key to exit the Hovertank. Just move ahead to your waiting squadmates to end the level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 11>>Nexus Hub Tunnels {hub1} //Objective: Regroup with Rhino Squad //Enemies: Stroggs, Berserkers, Grunts, Gladiators, Harvesters, Sentries //New weapons acquired: Hyperblaster Ride the lift down, listening to the chatter between Strauss and Morris. {New Objective} Destroy the Tetranode At the bottom and wheee! Toys, toys, toys - load up while you can. Listen to Voss chatter - guess what you're going to have to do. Through the door and up the stairs - something will go whizzing by overhead through that tunnel (a Sentry), then you just continue on down the hall. Several Strogg will appear and say hi, but you've got all the firepower you need right now - you don't even really need to do anything, just let your squadmates take 'em out. Once they're dead, a Grunt will appear. Kill it, then up the next stairs for another Strogg or two, and through the door. Your guys aren't invulnerable, so you have to keep them alive - let them do the long distance killing, and kill anything that gets too close to them. In the next room, listen to Strauss' chatter - you've got work to do. In this room, there's the door you came through, one to the right of it that's locked, and one down at the other end that's locked. {New Objective} Protect Strauss Oh, wonderful... I'd rather spend time with a Strogg. Unfortunately, you've got to keep this egotistical jerk alive. The door that was to the right of the one you entered through opens - go on through, take a look at the test subjects, then head through the next door. Switch to your Nailgun, and move around either side of the column in front of you - that piston thing will lower, bringing with it a Gladiator... kill it quick. Once it's dead, head through the door at the other end of the room - kill the Strogg, and quickly swing into that left hallway for more Strogg and a Grunt. Down to the end, and through the next door - head left, and you can see a Harvester through the window... that wouldn't be a good thing to have to fight with just the weapons you have right now. Strauss will start playing with the temperature controls - grab any toys, and kill any Sentries that come calling. They'll be coming down the walk (or rather floating above it) from the direction you came from, and there will be another one or coming in over the curved pipes beyond the end of this walk. Escort duty done - Strauss needs to stay with the temperature controls, while you go back to Voss and company. {New Objective} Return to Rhino Squad The door out of this room looks locked, but it will unlock when you get close enough - through for a Strogg and a Berserker, one of which comes down a lift at the end. Through the door and into the room where you killed the Gladiator for several Stroggs and a Grunt, then through the next door (test subject room) and back to your squadmates. Follow them down to the end of the room (Stroggs and a Grunt), and that door down there is now unlocked. Through it for a few Strogg, then down the hall and through the next - head right for Berserkers, Strogg, and a Gladiator (some Strogg on the walkway overhead). It's best if you rush forwards and take out the Gladiator. At the end of this area is a bright red forcefield - Voss unlocks the door next to it, and you get to play lone wolf again... no problem. Grab the toys on the crates (including Armor). {New Objective} Deactivate the forcefield Through the door and head right - through the door at the end for a pair of Sentries. Once they're toast, jump over the rail on the right and follow the big pipes for a pair of MedPacks and Armor in an alcove, then get back up on the walkway and through the next door. A couple more Sentries to play with, then go left and follow the pipes to the console - use the panel, and head up the stairs. {New Objective} Return to the convoy Head up the stairs and kill the Stroggs that enter the room, then go through that door yourself. Kill the Berserker that comes charging at you across the bridge, then into that room at the end for a bunch of ammo and a pair of MedPacks. You can either go back the way you came (back to that forcefield panel), or you can just jump the rail and go down the pipes. Either way, get back to Voss and the convoy. A little bit of chatter, and then... Harvester. You can't damage it with the weapons you have, so just move to the side and let it do its thing before it keeps charging down the tunnel. The Harvester destroyed the EMP... what a surprise. Bidwell is dead, too. Oh, crap - you get to play escort to Strauss again... oh, joy. Voss kicks in a floor grate - drop on in. Crouch into the tunnel and along the pipes - when you pass under the glass ceiling, look up to see a ladder... you'll be back to that soon enough. Climb the ladder at the end of the tunnel and look up to see a Harvester chewing up more Marines - nothing you can do, so keep going down the next tunnel (to your right). Before the next hole in the floor you'll come across the Hyperblaster - one of my favorite toys. It uses ammo (Batteries) quickly, though, and make sure you lead your enemies by a bit. Drop into the hole in the floor and continue on for a Sentry (easy to kill at this range with just the Machinegun), then jump up the pipes and into the next tunnel. At the end you'll be in a familiar place - climb that ladder and take out a pair of Sentries (one straight ahead, one on the right), then head up those pipes. Jump over the rail, and on the left you have Batteries for the Hyperblaster as well as a MedPack. Head down the hall, collect the MedPacks, and through the door. Sentries to the right and left - kill 'em all. Below is the tunnel you saw earlier, where the Harvester is playing - you definitely don't want to drop down there. Keep going across the bridge and through the next door. A couple more Sentries, a whole bunch of toys, then through the next door. Berserker, Grunt, and several Stroggs, all coming down the stairs on the left - kill 'em all then head up the stairs; turn around quickly at the top and take out the Gunner on the walkway overhead. At the top of the stairs on the left are Armor, Nails, Batteries and MedPacks. The doors at the top of either set of stairs are locked, of course, so head right from the top of the stairs and up the next stairs. Locked door up here as well, and you'll probably have another Strogg or two in the area, as well as a Sentry overhead. Head across the bridge the Gunner was on for a large MedPack, and a lift which ends the level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 12>>Nexus Hub {hub2} //Objective: Destroy the Tetranode with Strauss //Enemies: Stroggs, Berserkers, Grunts, Gladiators, Sentries, Stream Protectors, Makron //New weapons acquired: N/A {New Objective} Destroy the Tetranode with Strauss Lord, I'm really starting to hate that guy... such an egotistical wimp. At the top, head right and on to the semi-circular lift - use the panel to send it down. At the bottom, head right around the circle - don't fall into the middle. Meet Strauss, who is as charming as always - shame we have to keep him alive (he'd be frag-meat if he wasn't so valuable). Go through the door with the blinking green light, {New Objective} Activate the power plant and while there's a ladder down in here, ignore it unless you're desperate for a few Armor Shards... just head through the next door. Take out a pair of Sentries - one on either side - and through the next door. Grunt and a pair of Stroggs to your left, and you get to listen to Strauss' macho chatter. You can find Batteries and a Large MedPack in here, just beyond the next door. Head that way and through the rounded doorway for another Grunt and more Stroggs - once they're dead, head straight across the room and through the next rounded doorway. Left is a whole bunch of toys (lots of ammo), while right is the next door you need to go through. More Sentries in her, plus a few Stroggs, and a Gunner at the far right. Head down to the end of the room and up the stairs on the right - a pair of panels at the end (along with Armor and other goodies) where Strauss can start his work. Okay, now you've got to get back to the Tetranode... go back down the stairs and head for the door - before you get there, it'll open and a Gunner will come through; kill it quick. Through the door and left through the rounded doorway for Stroggs and a Berserker, then keep going. Through the next doorway, kill the Sentry, across the bridge, through the next door and across the next bridge... you're back in the Tetranode room. You'll note that the door across the way is now blinking green... head that way, and kill the Stroggs that come through it. Ignore the ladder down at that door, just head through before Strauss can, across the short bridge and through the bloody door. Do your killing bit in here (Grunt and Strogg), and keep going - watch out for the Gunner up on the railed area at the left. Grab any toys in front of the window to the right, then continue down the hall and around to the left. Through the door, kill the Grunt and Strogg in here, and quickly move ahead to the stairs on the left - Gladiator at the top of the stairs, so take it out quick. There are Shells and two MedPacks in the corner of the room if you need them, then head up the stairs. The door to your left only contains Armor and a Large MedPack if you need it; otherwise head right and down the hall. You'll run into a couple more Grunts and a pair of Stroggs, so party down without letting Strauss get hurt. Straight ahead at the end on the right are three Clips, then swing left and head for the next hall. At the end is a lift - wait for Strauss to get on board before activating it. It's a rapid ride up, then Strauss finds his controls. {New Objective} Shut down the coolant pumps At the top of the ramp down to the controls, go right for a whole mess of goodies, including ammo of all types (yes, Batteries), Armor, and MedPacks. Then head the other way and out the only door - at least you don't have to protect Strauss for a while. Head left, and in this next room, note the glowing cables on the floor to your right. Stay to the left, though... go around that central thing for more toys, including Armor. Now go back to those glowing cables and out that hall - it splits quickly, but it doesn't matter which way you go, since both ways just lead to the same place (id loves doing rooms like this). Head for that small console in the middle of the room and use it - coolant pumps shut down. Cutscene which introduces your new foes - these ugly spider things are called Stream Protectors, for whatever reason. They toss Grenades, launch mini missiles, and use other weaponry. Kill 'em quick, however you can... stand back and use your Grenade Launcher, use the Hyperblaster, whatever. Once they're dead, Strauss calls and reports that he detects a large life form in your vicinity... uh-oh. If you've played previous versions of "Quake" (especially "Q2"), then you'll recognize this puppy - the Makron. You can't kill him yet, but you're damn well gonna try. Duck and run, and keep firing - eventually he'll fire a pinkish-purple lightning bolt at you that you can't dodge, no matter what. But, since you can't kill it, and the end is inevitable, why bother? You'll have a brief cutscene where ugly ass picks you up... = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 13>>Strogg Medical Facilities {medlabs} //Objective: N/A //Enemies: Stroggs, Grunts, Berserkers, Gunners, Gladiators, Scientists, Teleport Droppers //New weapons acquired: Blaster, Shotgun, Grenade Launcher, Machinegun, Rocket Launcher, Hyperblaster WARNING! This long cutscene is quite graphic. It can't be skipped, either. A long, long cutscene, as you're... cut. Congratulations, you've been Stroggified. Well, mostly. Your sex life is definitely gone. Rhino Squad invades the facility just before your controls are implanted, and they break you out. You've got some advantages - your maximum Health and Armor have been increased, you're a little stronger and faster, you can read and understand the Strogg language, and you can use the Stroyent Health Stations. {New Objective} Follow Anderson In the next hall, grab the weapons (Blaster, Shotgun and Grenade Launcher), and keep going. You can look in the mirror to see what they've done to you... lovely. Down the stairs and through the door - you can know understand Strogg, so you'll hear about intercepts being deployed. In this next room you have a large door to the right, and a locked door down at the end. Rhino is ordered to bring the injured Marine (you) to Falcon 5 - follow Anderson through the big door... Falcon 5 (a dropship) is shot down. However, there are Shotgun Shells in the crate here. {New Objective} Regroup with Rhino Squad From the window, the door to the left is now unlocked - head through. It doesn't really matter which way you go or which door you go through from here, but if you stay to the right (work your way past those crates) you can pick up a couple of Clips just in front of the locked door. Head back to where Anderson is stopped, and go down that branch to a door. Step through it, which triggers a cutscene... bye, bye Anderson. These ugly flying things are Strogg Scientists - pretty wimpy, as long as you stay out of the cloud of poison they can spew out (which even affects Armor). Kill all three, use the Stroyent Health Station if needed, and grab Anderson's Machinegun. Use the green panel on that platform, and the two doors at the end of the room (to your right) will unlock and open. It doesn't matter which one you use, both are short halls leading to the same room. Two bridges - the one on the right is blocked by debris (and flames past it), so use the left one and grab the Nailgun. You'll be able to use it immediately on several Stroggs and a Gunner. Two doors in here, one to the left and one straight ahead - in the one on the left only if you need a MedPack, otherwise head through the other one. An ugly mess, and a conveyor belt - get on the belt and head left through the door. A few Stroggs in here on the left - kill them off and jump off the belt to the left. There's a Large MedPack down on your left in the darkened corner, then circle around the central console and use the panel to call the lift. Of course a Gunner rides down with it, but he's an easy target. Kill, and use the lift. Through the door at the top to be greeted by a Berserker - an easy kill, then grab any toys in the area... including a Rocket Launcher. Sweet! Kill another Strogg, and the door at the right will open for a Berserker - another easy kill. Grab the Rockets from on top of the crates, and go through the large door - get that Rocket Launcher ready, because a Gladiator will come around the corner up ahead and right... hey, Strogg kibble! Grab the Large MedPack, and go up to the window on your left if you want - you can see a door through there and a few toys, such as Armor. You can't get in there yet, however, so continue down this catwalk (enjoy the view) and in the next door. A Scientist attacks from the left, then head right and up the stairs for a Berserker. At the top, blow away the Strogg and use the Stroyant if you need it. Gunner in the next room on the railed platform, then head right for a Berserker and a couple of Strogg. Ignore the door on the right at the moment and head up the stairs to where the Gunner was for a Machinegun, Armor and rockets... now you can go through that door. Up the stairs and if you need to, jump over the pipe to the right for Armor. Continue through the next door, up the stairs and party with Stroggs and a Gunner. Left at the top of the stairs is a short curved hall with nothing in it for you, so head straight and up the next stairs. A door that won't open all the way... and Lt Voss is on the other side. Okay, you've got to find a way to get to him - but fortunately, the Stroggs will be very helpful... the door at the end of that short curved hall will open and a Berserker will come charging through. Go through the door and use the lift. Looks like a doctor's office... grab the Shotgun Shells and head through the door. A pair of Strogg and a Gunner waiting to greet you, then head up the stairs (don't bother with the left ones). At the top, crouch into that alcove on the right and up the short ladder for Armor and a Grenade Launcher to the right, Rockets to the left. Drop down and head up the stairs to grab a MedPack, then wait - when a body tube appears on the conveyor belt, get behind it and ride the belt. Get on the platform and ride it, then on to the next conveyor belt... through the door, and head left - there's Voss. Cutscene - a new Stroggie breaks its tube and grabs Voss. Oh... shoot. A Berserker comes into the room, so thank it for opening the door for you, then head out and down the stairs. {New Objective} Regroup Waste facility? Sounds like fun... There are two doors down to the right at the end of the room, and if you circle around the machinery there's a door down at this end. Head through either door at the far end first for Armor, Clip and Large MedPack, then back out and head right down that side... through the door at that end. Ride the lift up, through the door, and kill off the Bad Guys - several wimpy Strogg, a Scientist, and a Gunner to the right. To your right is a door, and down at the other end on the right is a door... head through the one to your right first. A Gunner at the bottom of the stairs, then another one - kill 'em, grab the Armor and Large MedPack, and through the door is a nice view and a Rocket Launcher. Back up the stairs and into the previous room - from here, go straight down to the end and right through that door. Kill the pair of Scientists and use the Stroyent if you need to, then head out the only unlocked door. Check out the machine action through the big curved window if you want... you've got a door to your right, and another to your left - go through the left one first for Armor and a pair of MedPacks, then head through the right one for a Berserker and Rockets. Summon the lift and ride it down - there's the end of the conveyor belt. To your right is a curved hall, and a Berserker that jumps out to greet you. Step into the curved hall and turn left for several Stroggies. It doesn't matter which way you go in this hall, since both ways lead to locked doors - instead, go Alien and crawl through the vent shaft in the middle. Grab the Hyperblaster, but don't bother with the arm unless you're really hungry. You can't get through that grate to your right, so keep heading straight and jink to the left. Keep going around, and you'll come to the rest of the former owner of the Hyperblaster... and something big and nasty will race through the tunnels. Don't go into the tunnel with the yellow pipes yet, but cross it for more remains and more toys - the bad dog will race past the other side of the fence. Grab everything you need in these tunnels, then head down the tunnel with the yellow pipes - out into the open, and say hello to Fido. This is a Teleport Dropper, and by itself it isn't much - but as the name says, it can teleport in a bunch of Stroggs and Grunts. Taske it out quick (Rockets are nice, if you've got enough distance), and it won't have time to teleport anything in. To your right are several crawlspaces, but all they do is circle that side of the room, and there's nothing in them - head left and use the panel to end the level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 14>>Construction Zone {walker} //Objective: Regroup //Enemies: Stroggs, Gunners, Gladiators, Strogg Flyers, Ball Turrets, Drop Turrets, Strogg Heavy Hovertanks, Harvester //New weapons acquired: N/A Just as in the Hovertank levels, if your graphics card is anything less than stellar, movements in here will be pretty slow and jerky. The door opens and you're in daylight again... that's nice (can Stroggs get a tan?). Head left along that walkway for all sorts of toys, including Armor and MedPacks - and by the corpse, a Hyperblaster. Down the ramp for a Shotgun and another MedPack... and a Walker. Yup, a new toy to play with. Equipped with a Rocket Launcher and a Machinegun, the Walker has weaker shields than the Hovertank does, but it has stronger armor - and just like the Hovertank, the shields regenerate over time (as long as you're not being shot at). While it would seem from the counter that you have a limited number of Rockets, you don't - that's just the number in the current ammo pack, and those packs are unlimited. If you hold down the fire button - or rapid click it - you can fire all of the rockets in the pack at once. Climb on board, and... {New Objective} Locate the dispersal facility Move forwards (well, turn slightly left) and head down the 'canyon' between those buildings. You'll have a Gunner up on a platform on your right, so let him say hello to your Rocket Launcher. Next you'll have a pair of Strogg Flyers sweep in, and they'll drop Ball Turrets - take out those rolling arsenals first, then the Flyers. Move to the 'end' of this area, and down on your left you'll see a green gaseous opening, with a roadway circling above it - ignore that road, and go down the slope, into the opening. Through that arch and through the big door - several Stroggies greet you, but they aren't exactly anything to worry about... you can walk all over them (literally). Past the fire, on a platform on the right, is a Gunner to shoot at. A junction of sorts here - left is a door, or you can continue ahead to the end and go right. However, the door is locked, so continue down and right for a pair of Gladiators. Swing around to the right, into the opening on the left and up the ramp - through the door and back outside. Just walk over the Stroggies if you want - the real dangers here are a Flyer, and some Drop Turrets... one will be to the left of the door as you exit, while the other will be just at the curve. Take them out, then the Flyer, and continue along the roadway for more fun. Next up are a couple more Drop Turrets (one on either side of the road, just past that arch), and a couple of Strogg Heavy Hovertanks - then head in the next door. Platforms on the right and left - right is Stroggies and a Gunner, left is more Stroggs... fire away. Further ahead are more platforms on either side, but they only have one Strogg each... yawn. Through the door and back to the great wide open. Just go straight, across that half-buried piece of roadway, and you'll have three Strogg bombers making a run - you can't really shoot them down, so just try not to get hit. Next up is some wreckage in the road that looks like girders - just beyond that on the left will be another Strogg Heavy Hovertank. Work your way between the columns and down the slope - more Drop Turrets. Kill, and in the next door. Or rather, through, since it's just an arch. Drop Turrets and a Flyer on the other side, then turn left and through the next arch. Through the large door ahead, weave your way through the traffic jam, take out the Drop Turrets... simple enough. Hey, a red flare! Your guys have been here, obviously. Continue around the curve for a pair of Gunners and another Drop Turret or two. Back out into the open for more Drop Turrets, Flyers, and Ball Turrets - never a dull day at the office, it seems. Keep moving in the only direction that you can, around the curve, for more Stroggs, Heavy Hovertanks, and Drop Turrets (as well as their Flyers). When you get to the bridge crossing the 'road' you're on, turn left and follow that ramp under the arches - at the end, the road seems to end. You need to drop down to the left and follow that area for a bit. Oh, great - a Harvester. Alternate between your Machinegun (for shooting down its missiles) and your Rocket Launcher (for shooting it), and eventually you'll nail it. Now you can jump out of the Walker and continue on foot. Look around if you want, but there's really only one way to go - down the ramp, under the pipes, and up the other side (or circle around the left side of the pipes). Cross that bridge, and in to end the level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 15>>Dispersal Facility {dispersal} //Objective: Regroup //Enemies: Stroggs, Grunts, Gunners, Gladiators, Tactical Transfers //New weapons acquired: Railgun A short cutscene, showing an ambush waiting - not a problem, right? Turn around and sneak around to your left, or just go straight and head right - either way, you've got several Tactical Transfers waiting for you... they're what you almost became. They're human / Strogg combinations, very fast, nasty, and smart. Listed throughout the rest of this walkthrough as "TTs". As if they aren't enough, you'll also have a Gladiator to play with. Once they're dead, you'll have a new toy: the Railgun. Very nice, very powerful, but limited ammo - save it for when you really need it. There's really only one way to go - after you've worked through the area for ammo, MedPacks and Armor, put the big orange door at your back, go straight, and past that pipe on the right go right into that hall. In the orange door for a few Stroggies, then ahead to the end and left - use the lift and head up. You'll get a message on the way up about heading for the extraction point. Through the door and uh-oh... a Harvester. You can't kill it with what you have, so duck behind cover and wait for it to stop firing, then run forwards to the next bit of cover, etc. Through the door at the end of the walk for three Stroggs... big deal. Grab the Clips, Shells and Rockets here and continue to the right. Around the corner for a few more Stroggies, and through the door. Three lifts in here (up the short steps), but only the middle one works. A Grunt will come out of the left one, so say 'hi' and grab the small MedPacks to the right of the right lift, and call the middle lift - a Gunner rides up with it. In and down - through the door, and there will be a Gunner on the left side of the walkway overhead. Down the stairs and there's a locked door on the left at the end, and an unlocked one on the right - a couple of Stroggs will come out of that unlocked door. Through it and the next, say hello to a Grunt on the right and a Strogg on the left, then head left past those short steps (don't forget the pair of MedPacks in the center arch) and through the only unlocked door in here. A couple more stupid Strogg in here, followed by a Gladiator - isn't this fun? Grab the Large MedPack in the alcove to the left just before the next door, then through the door for a new playmate - well, an old one. Too easy. Up the stairs and through the door, and greet a Grunt that wants to play. Since you can't jump fences the way he can, head right and through that door. Shoot the explosive barrels at the top of either stairs and head down - kill the Stroggies, collect the toys, and down again. A TT or two, then down the next set of steps for more TTs and a Gunner. In a crate at the bottom to the right are various toys for your amusement, including Batteries. Finally, a door - through that, and the door to the right is locked, but you have a break in the rail to the left. Gather any toys in here, then drop down through the gap. Through the door, and at least this place has better lighting. Around to the right is a door, where you'll be greeted by a Gunner - after it's dead, go through the door and the next. Ah, more loveliness... just go straight ahead (right leads nowhere) and left, alongside those pulsating pipes to the next door. Ewww... ugly. Go straight, up the steps, and head right - more stairs, follow that around, and you'll see a lovely control panel. Use it to zap the pumping thing, then back down and up the other stairs under the 'heart' for a second panel. Zap it again and watch the fun. Okay, that wasn't much... a hatch under the 'heart' opens and several repair robots come flying out - they're no danger to you, and if you shoot one, another will show up. Instead, just drop down through that hatch and crawl through the tunnel to end the level (at the dip in the tunnel, crouch and turn around, then move forwards). = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 16>>Recomposition Center {recomp} //Objective: Regroup //Enemies: Stroggs, Grunts, Berserkers, Gunners, Gladiators, Tactical Transfers, Light Tank, //New weapons acquired: Lightning Gun, Nailgun Seeker Mod Straight ahead and up the stairs on the left - you'll hear a Strogg message about production being suspended. Okay, you did a good thing back there... so let's go do some more good. It's dark, but at the end of this platform is a door on the right - through it, and kill the Gunner playing with a victim. You'll hear a call for help - head right between the glowing red forcefields and use the panel to open one of the holding cells. Up rises Tech Sasaki of Kodiak Squad - go up to him, and he'll upgrade your Nailgun, giving it a limited 'seeking' ability... hold down your zoom / special key and turn your Nails into homing weapons. {New Objective} Locate exit The only way to go is up the stairs - down that hall, and the door at the end is locked, but you can wend your way through the crates on the left for an unlocked door. Go through, and Sasaki runs ahead to the panels - you get to play stacker. {New Objective} Activate barrel process Oh, well - at least you don't have to worry about protecting him. Grab the MedPacks near the control panels, then head for the other side of the room - the door on the left is busted, but the one on the right works just fine. Down the short hall, and you can go down the stairs on the left if you want, but there's nothing down there - so head right instead for Stroggs. Down that hall, and on the left are short steps and a Grunt. Up the steps, and greet a Gunner and several Strogg ahead and on the walkway overhead. Head up either set of stairs and head right (left is a locked door), and listen to Sasaki's gloating. Up the next stairs and on to that walkway for a Berserker and another Strogg, plus some ammo and a MedPack at the corner. Across the bridge and through the door for some screaming - head right and to the control panels; click the one that says "Halt Trial". Move right up to the console and... oh, nice - very nice. A Lightning Gun. There's ammo for it next to the console on the right side, and to your left are Grenades. The guy being zapped is Sgt Jarlsberg of Viper Squad, but you can't do anything for him, so head to the right and around for another door. Down this dark hall for a locked door and a Strogg, turn right for another locked door and another Strogg, and just contine through here - basically, just follow that red hose on the floor. Around the corner for a Grunt, and a couple more Strogg. Across from that door are Nails, Armor, and a Stroyent Health Station... down past the door and around the bend is a MedPack and another locked door. Through that unlocked door, and you've finally gotten to where you're going. Grab the Batteries at the top of the stairs, and the Shards to the left of the console, then use the panel. Oh, of course - you're not finished yet. Down the stairs - conveniently labelled "Sterilization" - and through that door. {New Objective} Activate Process Down the stairs and along the catwalk for a Grunt and a couple of stupid Stroggs - when you get to the next stairs, swing left and take out the two TTs across the way on that upper platform. Down these stairs (grab the Clips), around and down the next set for a Berserker and a couple of TTs. Grab the Batteries and Large MedPack on the right (next to the green glowing barrels), and drop through the square hole (down the ladder) for Nails and Clips. Through the next door and the next, and this area is reminiscent of one from "Doom 3". Grab the Large MedPack over to the left near the rail, then head around and up the next stairs for a Gladiator and several TTs that come from everywhere. Behind the column on the left is a Large MedPack, then go down either set of stairs for that next door. Through and just go straight ahead - there's Grenades and a Stroyant Health Station on the right if you need it (Stroyant Green - get it?), then up the steps and through the door. Head left to the end, down and up the stairs, and right - Nails, Clips, MedPacks and Armor here, plus the control panel you need. Use it, and after a moment the system starts working. Time to head back to Sasaki... exit this room the way you came in, and through the next. At the next door... cutscene. This turkey is a Light Tank, even if he doesn't look like one - watch out for his flamethrower. Up the stairs, ahead and left down the next, wend through here and through the door. Through the next, and you'll have some TTs to play with in this outside area. Around the corner for a couple more high up on the pipes overhead, then up both stairs for another. Up the next stairs, through the door, up the next stairs and you're back in the Barrel Process control room. Just keep going through, back to where Sasaki is, killing Berserkers and Strogg along the way... Sasaki screams for help, but of course you won't be in time. Get back to the control panel (where Sasaki's blood is now smeared on the floor), and {New Objective} Use barrel controls Of the four sections of the panel, click on the lower right first to lay down a pallet. Next, click the upper left (up arrow), then the upper right, then the lower left (down arrow). Jump up on the console, on to the barrels, and on to the busted walkway above. Just follow that around, up the stairs and through the busted doors. The next door is locked, but to the right is a hole in the floor that disgorges a Grunt. Kill it and drop in to end the level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 17>>Putrification Center {putra} //Objective: Regroup //Enemies: Stroggs, Grunts, Gunners, Tactical Transfers, Fatty //New weapons acquired: N/A Putrification, huh? Sounds like the know military cooking. You're on a conveyor belt - just ride it along, drop down to the next, and ignore the Bad Guys (Light Tanks, I believe) you see through the windows to your right. Through the door and drop to a stop. Drop down on to the next conveyor, but don't get knocked off by the barrels. Follow the belt to the end, but don't go through the door - instead, drop off to the platform on either side. Grab the Armor on the right side, then head over to the left side and go through that door. Up the stairs for Slugs and a MedPack, then get back on the conveyor belt. Through the door and into the next room - again, don't get knocked off the belt by the barrels. Through the next door, and the next - wait until the barrels are out of the way and then race forwards to the next door. Through this door, and there's a nice platform there, but you can't get up on it, so continue through the next door. In this room you can get off the belt if you want (jumping to the left), but there's absolutely nothing there for you. Continue on and drop down to the next belt, watching out for the machinery picking at things. Through the door, avoid the saws, and jump off to the left for a bunch of toys, including a MedPack, Nails, Armor Shards, Slugs and a Shotgun. Back on the belt and follow it through the next door. Okay, this belt hits a dead end - get on to the one on the right, then drop down to where that door is. Through there, and in the next room note the flamers to the right - obviously you don't want to get cooked, but you're going to have to go through there anyway. First, though, head left and down that ladder - all sorts of toys down here, mostly in a crate next to the green barrels at the bottom of the ladder, and over at the corpses by those locked doors. Back up the ladder and on to the belt, avoiding the flamers. Through that door, and watch out for the pair of huge needles on the other side. At the corner you can get on a small ledge if you need a quick break. [ALTERNATE ROUTE] If you're gutsy, you can jump to that next belt from here, and you won't be missing anything - the full length way is a little safer, though. [FULL ROUTE] Follow the belt through the next door, and jump on to the ledge on the right rather than fall to your death from the end of the belt. Nothing in here, but what you need to do is to jump up on the rail and on to the higher belt. Through the door, follow this belt to the end and drop on to the next (you can see those needles you dodged earlier down on your left). If you took the Alternate Route listed above, this is where you would have landed - not much skipped. Through the door, and follow this belt to the end... drop to the platform, take out the Strogg on either side, and you're finished with the belts. In a crate on the left (behind the other crates) are Grenades, Batteries and a MedPack. Only one way to go, so through the door for MedPacks on the left and a wimp Strogg charging up the stairs in front of you. Behind the column on the left is Armor, and over to the right is another Strogg. Go down the stairs and right, and in a railed area past the top of the stairs on your left is a Gunner... keep going down this dark room for another set of stairs on the left, with a TT at the top. There's nothing up at the top of the first set of stairs, so go up the second set (where the TT was). Head left, and up those stairs - this is the platform where the Gunner was. Don't bother about that door on the left (it doesn't open) - instead, worry about the three TTs charging at you from the front, one of them with a Railgun. Kill them off, ignore the locked door on the left, grab anything out of the crate next to the blue flare, then head through the door on the right. In the next room for more pulsating loveliness, and a Grunt will come charging through the far door, giving you plenty of time to nail his ass. Go through that door and around the corner for a Gunner at the top of the next stairs, then go up them yourself and through that door. Eewwwwwww! What the frig is that?? {New Objective} Destroy the Stroyant Processing Creature This sucker is known, for very good reason, as "Fatty". As you may have been able to figure out by now, Fatty takes all the corpses - human and Strogg - and processes them, turning them into Stroyant, the food and medicine of the Strogg. Stroyant green indeed (okay, you're probably far too young to understand that joke - check out the movie "Soylent Green", which is where they stole this idea from). The Good: Fatty can't get at you behind this glass shield. The Bad: you've got to leave the safety of this glass and find a way to destroy ol' blubber butt. Look left - a locked door, no hope that way. Look right - an unlocked door... that's the way to go. There's glass all the way, so Fatty can't get at you. In this next room, swing around to the left for the next door - no protection now. The best way is to just run - don't stop, or Fatty will flay you alive. Keep running, past Fatty, around the corner to that big pipe - now you're safe... for the moment. Say hello to the panel... watch in the cutscene as Fatty smashes a window. You know where to go now... through the window and through the door. Watch the bodies on the conveyor belts for a moment if you want to, then head down the stairs and into the center of that apparatus, between the two belts. If you turn around and look under those stairs, you can see Armor that you can crouch and get at. Grab the MedPack to the left of the console, then head through the doorway and up the lift. Down the stairs and right - turn right before the next stairs for a MedPack on a crate. Down the stairs, through the door, down the stairs, through the door. Don't stop to enjoy the view, because Fatty can hit you up here - just run right and into that next doorway. Head into the middle section - he can't hit you here - and use the left panel, the one that says "Initiate Feeding". Cutscene - now /that's/ some serious indigestion. But dead is dead. Also note in the cutscene that the floor below Fatty was ripped open by his stomach acids - so get back down there. Back to the lift, take that down, back into Fatty's room - carefully drop into that hole in front of Fatty's corpse, trying to land on the next level down. Circle around the room, past the door, and drop down again, trying to land on those crates - you may or may not get attacked by Strogg coming through those holes in the walls (holes you can't get through, of course). Two doors in here - go through the left one first... Coils, Rockets and MedPacks in the crate just inside the door. No place else to go in here, so back into the other room, circle around, and through the right door. Shells, Clips, Nails and Batteries in the crate right there, a couple of Strogg to the right, and beyond them a Gunner. More toys out in the room, including Grenades, a Grenade Launcher (both near the Marine corpse), Rockets, and Armor in the far corner behind some crates. The doors in here are locked, so go the only way that you can (you may encounter another Strogg). Circle around (more Strogg), and as you can see, you're outside the room you landed in. Head for the end and through the door. There's a MedPack and Slugs in a crate on the other side of that circular thing. I have no idea what that thing in the center is, but it doesn't matter - that's your exit, so climb the crates and drop in to end the level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 18>>Waste Processing Facility {waste} //Objective: Regroup //Enemies: Stroggs, Grunts, Berserkers, Gunners, Tactical Transfers, Slimy Transfers, Failed Transfers, Strogg Voss //New weapons acquired: Rocket Launcher Mod (Homing) Oh, crap... literally, I think. Only one way to go, obviously - grab the MedPack, and head towards those fallen girders. You'll see a Marine on the other side - Pvt Lanier of Eagle Squad; he warns you about acid sprays throughout the facility. Head into the tunnel on the right, to the end for Shells, then into the tunnel on the right. Around the bend, and you can hear a spray - obviously the acid Lanier warned you about. As soon as you enter that room, the barrel in front of you tips over and a body falls out... no, /crawls/ out. That is a Slimy Transfer, and while they're real wimps, they can be dangerous - instead of a weapon, they'll spit an acid spray at you - kill them quick. Down to the right past the bodies is a Clip, and in the other short alcove there are three Armor Shards - hopefully you don't need them. Proceed into the next tunnel, and around the corner for another Slimy Transfer (ST); while the thing coming at you from the right is a Failed Transfer (FT). These are in slightly better shape that the STs, and they usually carry a weapon, but they're still pretty much wimps. Go left for Grenades, then right into the next room. A mass of corpses near those two pipes... but some of them are moving. These half-things are more FTs, and they are basic zombies (what else? All these games have to have zombies in them - I think it's a law). Spread a few Grenades around the room to take care of them, though the Machinegun works equally well. Don't step in any of the pools, but make your way around to the next tunnel. Another FT in this tunnel, then an ST crawling out of a pipe ahead. Radio chatter stolen straight from "Aliens". In this area on the right you'll have a square opening; several more STs will crawl out. Down by the bars on the right is a MedPack. Swing around to the left (from where you entered this section, and a FT will attack from the right - Batteries in that alcove. An ST from the next square opening, of course... probably more than one. Ahead to the bars and a FT will attack from the right - you can't get at the toys in the crate on the other side of the bars, so head down the tunnel. Down to the end for stairs on the left, and a couple of STs. Up the stairs and through the hall - at the end, stop and watch for a moment to get used to the timing of those machines, then run past them. Get onto that 'safe' central area and head all the way to the end for a crate containing Shells, Grenades and a MedPack, then head back out to the center. Follow one of the big scoops down to the next 'safe' area, then again, down to that far end - in one of the alcoves on the left is a Marine corpse and Batteries. Into the square opening, grab the MedPack, and head up the ladder; at the top on the right are Grenades and another MedPack. Just head down this ledge for several TTs (a pleasant sight after those last things). Just past the unlocked door on the right is a panel that says "Toggle Bridge"... so use it. A bridge will extend right next to the panel, and several TTs across the way will use the opportunity to attack. Now where to go? Across the bridge, in the door here, through the door at the end of this ledge? Easy enough... both doors just lead to toys, while the bridge is how you continue. Right door: Rockets, MedPacks, Grenades. End door: MedPacks, Armor Shards, Slugs. Across the bridge, and head left - in that door for a MedPack, then out and head for the other end of this ledge - Coils on the left behind a crate - and through the door at that end. You'll be greeted immediately by a TT on the right, then just head down to the next door, stopping to pick up the Batteries, Shells and MedPack along the way. Oh, frig - the floor collapses under you just before the door, dropping you into a group of STs. Once they're dead, turn around and go past that busted section of flooring for the crate containing the MedPacks, Clips and Rockets that you saw earlier, but watch out for the ST in the barrel. Now head down to the bars at the other end for a MedPack and Shells, but watch out for the FT in the second tunnel on the left. Of those two tunnels on the left, go into the closest one (nearest to where you dropped down) first for an ST and Armor, as well as an unextended ladder. Head into the other tunnel, but don't step out into the room just yet - a barrel will drop at the entrance of the tunnel, so back up very quickly... acid sprays in that room will explode the barrel, but it also kills off several STs and FTs waiting in there. Watch the spray for a moment or two to get used to the timing, then rush in and head straight to grab that Large MedPack under that whatever-it-is. Facing back out towards the tunnel, you can see an explosive barrel on the ledge above that you can shoot if you want, and another unextended ladder to the right. Head left, and you'll be somewhat safe under that bridge, or even better, in that alcove. Again, watch the timing of the acid spray and then continue heading left, towards that heap of bodies under those two pipes. Into the tunnel at the end on the left, and look who it is... Pvt Lanier. Steps straight ahead, and a tunnel to the right - head into the tunnel first for Clip, Grenades and Armor, then head up those stairs. Through the door for a TT, and watch out for the acid sprayer on the left. Several more TTs (6 or 7) will appear ahead and on the other side, so take care of them - watch out for that acid sprayer as you run across the bridge (several toys in that small area just past the bridge on this side). Go all the way down to that end - you're over the area with the unextended ladders - and in that door. Grenades on the crate to the left, a Stroyant Health Station to the right... advance through the next door. A couple of TTs with their backs to you (very nice), and down at the far end there's a Gunner. After that there will be several more TTs pouring in (4 or 5, at least). Once they're all dead, go through the door, across the bridge and through the next door for a couple more TTs (and Batteries on the left). Across the next bridge, and behind that crate ahead is a Large MedPack. Head right, down past the wreckage, and through the door... don't shoot! Tech Ruck and Medic Wong of Cobra Squad... Ruck will give you the Homing Mod for your Rocket Launcher, which is very nice of him. Also pillage the crates for all sorts of toys. {New Objective} Deactivate laser scanner Well... finally, another mission - but you're not gonna like it, beleve me. Before going through the scanner, grab any toys at the top of the stairs on either side. Of course you made it through - did you think you wouldn't? (Ruck is gonna pay for that comment, though). Down the steps and through the door. Cutscene - told ya you wouldn't like it. Your first real Boss - Strogg Voss. Yep, that's your LT, now a Strogg death machine. He's armed with Homing Rockets, a Lightning Gun (that's fairly wimpy) and the Dark Matter Gun - that's the one that will really nail you if you're not careful; the explosion is massive. He can also teleport in Stroggs. Obviously he's heavily armored except for his torso and head, so that's what you need to aim for. He's got a shield, and he can regenerate it - that is, there's a regenerating station that he can use. Sound impossible? Not really - he can only use that regenerating station three times - after that, when you kill his shield you can kill him. Various toys scattered about the room should you need them (and you will). Whew! Boss #1 done. Once he's toast (as well as the various Strogg), there's only one way to go - an unlocked door to the left of the one you came in. Through there for Slugs and Rockets, and up the stairs. Use the panel on the right to shut off the lasers. Your buddies will come in to join you, so head back into the Voss room and to that now unlocked door at the far end on the left. Head on in, and you'll have a TT behind that column on the left, as well as 6 or 7 more at the top of the stairs, and there's a Berserker as well. Your buddies may or may not make it. Head left for more stairs - shoot that barrel before it gets close - and more TTs, as well as Berserkers. A locked door on the left, and an unlocked one on the right... through it, and there's a dropship, with Pvt Livingston of Cobra Squad waiting. Finally... like it's over yet. Oddly enough, you don't get the Dark Matter Gun when Strogg Voss dies - it must've been built into his armor. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 19>>Operation: Last Hope {mcc_2} //Objective: Report to Briefing //Enemies: N/A //New weapons acquired: Shotgun Extended Clip Mod Cutscene - docs chatting away as they work on you. Hey, it's Sledge - and they promoted the jerk. So why does he sound like Strauss now? {New Objective} Report to Briefing Head out the right door, through the orange doors on the right, and there's "D.4 Briefing". Lovely comments from people, huh? Another cutscene - you're getting thrown into the shit again. Morris got promoted to Lt - yippee. The briefing is cut short as the Strogg attack the ship. {New Objective} Gear up You should know where the Armory is (very close by - out the door and left), so head there and load up. Sgt Swekel gives you the Extended Clip Mod for the Shotgun - that's nice of him. This will allow you to load clips into your Shotgun instead of shell by shell, which really decreases reload time. {New Objective} Report to Drop Pod Launch Bay If you remember the way to the Walker Bay from here, you'll have no problems reaching the Drop Pod Bay - go past Swekel and through that door, down the ramp, and through the door. The Walker Bay is straight ahead; the Drop Pod Bay is to the left. Through that door (don't get squashed by the Marines responding to the invasion), and there's the Drop Pod Bay down the left branch of the hall - not the door at the end, but the one just before it on the right. Go around the counter and up the short steps behind it - all the way down this aisle to the end, and use the green panel. "Step right in sir, this pod's for you." Ha ha. Note that the pod is appropriately named "Bringing Death" - click on it when it says "Enter". Ignore Sledge's 'funny' farewell. Sit back and enjoy the show, and the level ends. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 20>>Data Storage Terminal {storage1} first //Objective: N/A //Enemies: Stroggs, Grunts, Gunners //New weapons acquired: Dark Matter Gun Wooo! Better than a rollercoaster, huh? Nice soft landing... not! You got to squash a Grunt along the way, and you're still alive, so I guess things could be worse. Get out (it's automatic) and Tech Shockly of Viper Squad will be putting a round through some ugly's skull. There are Coils and a Stroyant Health Station to your left... switch to a real weapon, okay? Just go straight forwards (as if you could go anywhere else), and you'll get a radio message. {New Objective} Regroup Semms like that's what you've spent half the game doing. On the catwalk to the right is a MedPack, but you need to swing around to the left for the only unlocked door - Shockley will tag along for a while. Through the door, and supposedly if you run left through those flames you can skip the next two rooms - but it ain't worth it in terms of damage. Through the next, and you'll be greeted by a Grunt - why not try out your new and improved Shotgun? A couple of corpses in here, but that's it - head up the ramp / stairs and through the door on the right. Straight ahead past the rail is a Gunner, but there's nothing else in here for you, so head through the door on the left. There are two TTs just beyond that column in the center, and once you're past that, two more from the right. Keep heading that way (right), and through the door on the right - this is the platform where the Gunner was, but there's nothing for you here, so through the next door. Whoops... you can't go that way - back into the last room. See the flaming pipe? (As if you could miss it) Look past the broken rail to see Armor on a pipe - crouch under the flames and head that way; Shockley won't follow you. Follow this pipe around, then jump up on the red pipe, then down to the left - this is the room you would have ended up in if you had taken that flaming shortcut earlier. The only obvious way to go is that door to the left - through it and head left for a Grunt. The door on the left leads to the room with that fire you were blocked by earlier (before you crawled along the pipes), so don't bother - instead, summon the lift and ride it up. Head the only way you can, but watch it - as you move along the catwalk a Drop Pod will come crashing in. Use the path it made to leave this room - crouch out on to that chunk of wreckage and go straight ahead into that next room; Lt Hollenbeck will be on your left. {New Objective} Reactivate TSDs "Torso thingies"... cute. Go into the next room (after grabbing everything out of that crate next to Hollenbeck) and click on the "Assign Repair Bots" panel - they'll put out the fire down below. There's a Strogg orange Armor vest next to the door. From here you can either just drop down where the fire was (taking a little damage), or take the 'easy' route and go back down the lift. From the lift, go straight ahead to that pulsing light, turn right, and through that door. Head left in here, and there's a door behind where the flames were - go through it (Armor just in front of it on the right) and turn left to watch a Grunt being baked alive. I wonder what baked Grunt tastes like? Head through the only unlocked door, and while this next room may look familiar, it's not. Move ahead to that column and then turn right - you'll see 4 Repair Bots working on a strange device... blow them away, and you've got yourself the Dark Matter Gun (DMG). As you discovered during your fight with Strogg Voss, it can be a very nasty weapon - but use it against groups, because it's a waste to use it against a single enemy. Also remember that it has a big blast radius... and it is very slow to reload. Fun, sometimes, but not always worth it. You'll have about 8 or 9 Stroggs come at you from all sides, but mainly from past where the DMG was - kill 'em any way you want. Two doors at the other end of the room from where you entered will now be unlocked, on on the right and one on the left - the one on the left leads nowhere but another locked door, so go through the one on the right. As you go down the hall in this room, two Marines will run in from the left - PFC Mills and Tech Rutger of Eagle Squad... they've got orders to accompany you. Call the lift from the panel on the right, make sure Mills and Rutgers get on with you, and ride it down to end the level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 21>>Data Storage Security {storage2} //Objective: Reactivate TSDs //Enemies: Tactical Transfers, Teleport Dropper, Iron Maiden //New weapons acquired: Railgun Penetration Mod On the way down, Rutgers installs the Penetration Mod to your Railgun - now your slugs will rip straight through your target, possibly hitting another one behind. It's a long, long ride down, with commentary from Mills and Rutgers about Strogg intentions. When you finally get to the bottom, circle around the back of the lift for the only door - you'd better have your flashlight on, otherwise you're not going to see anything. Through the door for another room in darkness - a locked door straight ahead, so head left into the hallway for an unlocked door. As you enter that room, a bloody torso will drop from the ceiling; to your left are MedPacks and Coils. There's an unlocked door to your right, and an opening into the next room straight ahead - there's an unlocked door in there as well, on the right. Go into the first door on the right for Armor, then back into the other room and through the second door. There's a Stroyant Health Station to the right, and the next door is to the left. There's nothing here for you, so head fowards through the arch - you'll hear something howl and something will run past the doorway ahead. Go through that doorway and there's a crate on the right with Rockets, Batteries, Grenades and MedPacks - then head left down the hall. There's nothing in this particular room for you other than an unlocked door to the right - wherever that thing went, it's not hiding in here. Through the door for more Strogg machinery and nothing else, and head through the next door (on the right)... so far this level is just a tour of darkness. Nothing in here, either, except for stairs on the left - so far, too quiet. As you get to the bottom of the stairs, you'll get a cutscene - one of those containers on the wall will open up, and out pops an Iron Maiden. A long pink flowing 'skirt', and an ability to disappear - or possibly even teleport. They're equipped with a Rocket Launcher, and a scream which will warp your vision for a moment... just take 'em down any way you can. Oddly enough, these ones aren't as 'sexy' as the ones in "Quake II" were - you'd think with these high-end graphics that they'd do better. Up the stairs and use the panel... TSDs reactivated. Now you've got to get all the way back up to Hollenbeck, but how hard can that be? Just backtrack in a straight line and up the lift, right? {New Objective} Regroup Head back out of this room and into the next - an Iron Maiden container on the right wall opens up and out pops the 'lady' herself, giving you some target practice. After she's dead, you'll notice that the archway to the next room is closed off, but the orange panel next to it opens the doors. Into that room, and the door on the far side of the room opens, and a pair of TTs rush in. Once they're dead, head through that door and into the next room - an IM container opens up on your right. Easy kill, if you can start shooting her just as the container opens. Through the next door (again, it opens freely when you hit the switch), and there's an IM on the left - but she won't come out until you start to go through the arch to the next room. If you look into the next room and through those next doors, you'll see a Teleport Dropper... that must be the howling thing you saw earlier. Kill the IM and open those next doors... the Teleport Dropper is gone. Across this bridge or whatever it is and through the door - there's the bad doggie; as usual, kill it quick before it can summon anything. To your left (in the corner) is another IM. Through the next door, and there's a switch door on your left, an IM on your right - again, she doesn't come out to play until you get near the door. Open it and through - no IM in here, but the far door will open and a couple of TTs will rush in, right into the path of your bullets. Ignore the door on the left - that was the room that had the Armor in it - and go through the door the TTs just came through. IM on your right, and same old story - she won't pop out until you get near the next door. Open that and through, and there's an IM container on the far wall - but no IM in it, so don't waste any ammo on it when it opens. Left is the locked door, so head right and through that one. Now you're back in the lift room - there's an IM on either side of the door. Take them out, and use the lift to end the level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 22>>Data Storage Terminal {storage1} second //Objective: Regroup //Enemies: Grunts, Gunners, Light Tanks, Tactical Transfers //New weapons acquired: Hyperblaster Bounce Shot Mod Hollenback is waiting for you at the top of the lift, and he tells you to get the hangar open. {New Objective} Open hangar doors Oddly enough, the toys that were in this room before will still be here - maybe they regenerated for this level. Head down the short hall in the direction indicated (if Hollenbeck will get out of your way) and through the door. Two Berserkers attack, but you'll have Hollenbeck to help you - try not to let him get killed, though I suppose it doesn't matter. This is the room where the Dark Matter Gun was - the only unlocked door is at the other end, on the right. Through that, and head right for the only unlocked door (Hollenbeck won't follow you into this room) - through that, and you'll have a Gunner on the right as well as a lift. Ride that up - ignore the calls from Falcon 1 - and through the door directly ahead of you, down this hall and through the next, grab the goodies out of the crate, and through the door on the right. Don't be in too much of a hurry, though, because there's nothing beyond the door but air - use the panel on the left to put the three bridges in place. Move out on to the bridge - don't touch that blue beam in the center - and to the right is a door labelled "Roof SS", while to the left is one labelled "Hangar 3"... go through that one. Kill the Gunner and go up the stairs, right, and through that door. Straight ahead, use the right panel to open the hangar doors - nice and easy, huh? Head right and summon the lift, then ride it down. Around to the other side of the room, through that door, summon that lift and ride it up. The only unlocked door is to your left - head through that. Up either set of steps, and you'll face off against two Light Tanks at once - one ahead on the right, and one that will come ripping in from your left. Kill 'em any way you can, and use the Stroyant Health Station on the backside of the lift shaft if you need it. Summon the lift and ride it up - panels all over the place up here, but the only one you need is the small blue one; use it to open the hangar, and watch on the screen as the Falcon 1 comes in. Watch it as long as you want, but eventually you're going to have to ride the lift back down... as you do so, you'll hear calls about something huge eating it's way up through the hangar floor. Down the short steps and through the door, and Rhodes will call. {New Objective} Find Rhodes Turn right and ride the lift down, straight ahead and through the next door in time to see something huge and ugly punch its way up through the floor - that is the Network Guardian... one hell of a security system, and the next Boss you'll face. But not yet. Ride the lift up on the other side of the room, and you'll find Lt Schwartz from Badger Squad barking out orders. Circle around the room (to the right - left is blocked by flames), and Tech Hart will upgrade your Hyperblaster with the Bounce Shot Mod... this will let you bounce shots off walls, allowing you to shoot around corners in a way. Continue around and through the door and you'll meet up with Cpl Rhodes. {New Objective} Locate security station Remember that briefing ages ago? Three towers, three security stations - might as well take out this one first, since you're here. Down the stairs and through the door, back out into the lovely bridge room. Head (more or less) straight across, and through the door labelled "Roof - SS", kill the Grunt, and up the steps. Up the next steps and through the door, left and down the stairs, go to your right and head right for Coils. Hit the panel for the lift, but watch it, because a pair of TTs will come charging into the room after you. After they're dead, two more will come charging in, and then another after them. When the lift finally arrives, a Grunt will be on it - no problem for two heavily armed Marines. Hit the switch to ride it back up - it is one hell of a view you're getting; they should rent this lift out as a tourist attraction. Finally at the top, up the stairs and through the door - the door at the end is locked, but there's one on the left that isn't. Through that, and directly ahead of you is a rotating pronged device that must be the top of that blue beam. Head left (a Stroyant Health Station if you need it) for an unlocked door and stairs - nothing up the stairs for you, so through the door, down the hall and through the next. On your left is a platform with a magnificent view, while straight ahead is an unlocked door - the view is nice, but it's not what you came for, so through the door. Straight ahead will be all sorts of toys, including MedPacks and Nails, then head right and use that lift to finally reach the roof. No pretty view this time on the way up, but that's compensated for when you get to the top and go through the door. A Strogg Flyer will stop and drop off 4 TTs, but let's face it - they're pretty much wimps right now. Once they're dead, head for the edge of the roof past where the Flyer did its drop off - you can see the red railings. Move on to that circle, and use the panel. Pretty neat graphics - interrupted by a call from your old pal Strauss. {New Objective} Return to tram station How can you return to somewhere when you've never been there in the first place? Silly. Rhodes will stay here to protect this panel - you wouldn't want the Strogg to play with it now, would you? Head back inside and ride the lift down, through this room and the next (the one with the platform and the view), through the next, and through-- wait, that door at the end is locked now. Turn left (towards the blue beam device), and you'll see a new lift - get on that and just click the lift panel to end the level (after listening to a radio call between Morris and Maddox). = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 23>>Tram Hub Station {tram1} //Objective: Regroup //Enemies: Stroggs, Berserkers, Gunners, Gladiators, Tactical Transfers, Light Tanks, Teleport Droppers //New weapons acquired: Lightning Gun - Chain Lightning Mod When the lift finally gets to the bottom, you'll be in a room filled with all sorts of goodies for you (even if it does have that "someone got slaughtered here" look) - load up, and move out. Through the door, and in the next room you'll have a pair of Stroggs and a Gunner, as well as Clips and Armor. Nothing else, so through the next door - there's a MedPack, and several flares to help light the place a bit. The lights down at the other end will come on, and a pair of Berserkers will come rushing in to say hello - kiss 'em goodbye. As you move down the room you'll also have a pair of Stroggs - big deal - and a Light Tank to play with. Three doors down at the end - one locked (right), and two unlocked (straight and left) - go left first for Cores (the DMG) and Coils, then go through the other unlocked door. Grab the ammo on the right if you need it, then run through the next door to help a Tech and Medic from Scorpion Squad kill off a pair of TTs. {New Objective} Raise the bridge Grab the goodies to the right, then a Flyer will come swooping in to deposit more TTS - but they'll run across and into a door without bothering you too much. After they're dead (or gone), follow Ashworth and Duncanson over to a door with a panel next to it - Ashworth will upgrade your Lightning Gun with the Chain Lightning Mod, which allows you to hit multiple targets at once. Through the door, and head right - more TTs and a Gunner for you to play with. After that you've got three choices (well, only two) - note the sign overhead. Left are the Bridge Controls, straight ahead is an unlocked door, and right is a locked door to the Hub. You need to head left to the lift to continue, but first you're going to want to do a lot of gathering (after getting your two buddies to patch you up). Head right, and use the panel to unlock that door - through it and all around this area for a ton of goodies... Shells, Clips and Rockets immediately in front of you, then head back inside. Go right, and to the right of that unlocked door is another locked door with a panel - that's the door the TTs came in when they got off the Flyer. Head outside and in the unlocked door on the left for Clips and a MedPack, then down to the end of this ledge (past the landing platform) for MedPacks and Shards. Head back inside and through the unlocked door now on your right for a Stroyant Health Station and more Shards. Okay, now you can go up that lift... it's a short ride up, and you'll be greeted by a pair of Berserkers. Other than that there's nothing in here, so head straight through the "Bridge Controls" door. Use the panel, then head back down the lift and go straight, through that door you unlocked earlier. A Strogg will try to charge across the bridge, but he's almost not worth the bullets (kill him anyway, though). Cross the bridge, and you'll be faced with a Gladiator (right) and a Gunner (left). Kill them however you want, then head in the right door (the left one is locked). Inside you'll have a couple of corpses, a crate with Shells, MedPacks and Clips scattered about, and a charging Strogg (yawn) - kill it, and head through the "Tram Hub" door. Shells, Clips and MedPacks in here, as well as three TTs in the next section. Jump up on that table in front of you if you want, to get a view of a long way down - definitely not the way to go. The door to your right is locked, but you can find Shards behind that console on your right. Go down to the end of this area and drop on to the pipes on the right - look to the side for Cores, then drop down to the next pipes and crouch through. You'll see a flaoting platform - it almost looks like a boat - go across this area with someone on it, but don't shoot... that's Cortez. Walk on to the girder on the right, and turn left on to that central section. Even you're not good enough to jump up over that rail, so don't try - crouch under that bridge and go all the way to the end, where you can jump on to the ledge. Only one real way to go - up the stairs to your right. To your left you'll have Coils and Batteries, then head right - you'll see two unlocked doors, one straight ahead and one to the left, but first head right on to the bridge for Clips, Shells, Grenades and Batteries. Of the two doors, head through the one that's to the right as you get off the bridge - the other one just leads to a locked door. Two Stroggs greet you, then three more to the left when you get up to the junction. Right is a corpse and some ammo, while left is how you need to go. Through there, get the Grenades on the right (and enjoy the view), then through the next door. Down the lift, and say hello to Cortez and his lovely comments. {New Objective} Align tram car Why in the heck wouldn't they have controls on the tram itself? Who knows with the Strogg - it's probably a separate, highly-paid job being a tram turner... morons. Head left and up those stairs to the "Hub Controls" - inside (note the Medpacks and ammo straight ahead) you'll face off against several Stroggs (on your right) and a Gunner, followed by 5 TTs and a Light Tank... don't let Cortez have all the fun. Through to the other end of the room for MedPacks and ammo on your right, and an unlocked door - go through. At the other end of the room is a TT, but the idiot is standing next to en explosive barrel... boom. After that you'll face off against a Gunner and a Gladiator, as well as another TT up on the ledge. Unfortunately, there doesn't seem to be a way across this chasm - well, not until you go left and use that panel. It's a weird looking bridge, but it works - go across and in that door. Left and up the stairs, and through that door at the end - Grenades and Nails directly in front of you, Batteries, Clips and Shells along the ledge on the right. The ledge to the left is the way you need to go - head in that door and watch a fellow Marine dying on the screen if you want. Head up the stairs and down the hall to greet a Strogg coming in the door. Nothing up the stairs to the right, a Stroyant Health Station up the stairs to the left, then head through the doors. Two panels on the right will drop down, and it's obvious that the smaller left one is what you need to use - rotate the tram clockwise. Note the map on the wall... no different than the New york subway, but less confusing. Of course the tracks are damaged... you didn't think it was going to be that easy, did you? {New Objective} Repair tram rail The door you came through is locked, but the other one is now unlocked - how convenient. Batteries and Coils in here, and as you enter the room a ladder will deploy on the left - head on down. You're back where you met Cortez - head straight across the room, past the stairs, and take that lift down ("Construction"). Head straight, through the two doors, turn right and jump over the crates... you'll see a Teleport Dropper run away. Head into the passages on the right and crouch through for Shards, Clips and a MedPack. At the other end, a Grunt will tear away a piece of wall, giving you a good clean shot at it. The unlocked door to your right is blocked by crates at the moment, so head straight through the opening the Grunt was kind enough to make for you - Gunner on the catwalk overhead. A locked door in front of you (MedPacks next to that barrel on the left), a platform at the end of a conveyor belt in the center of the room (damn, I'd hoped we were finished with those things), and that unlocked door around to your right. Only one way to go, so head through the door. Shells and MedPacks next to a corpse in here, then head straight for Slugs and Batteries. Look up to see the feet of a corpse dangling through the ceiling (use the crates to jump up in there for a Large MedPack and Armor), then the lights go out and a Berserker arrives on your left. The door to your left is locked, as is the door ahead of you, so head for that opening on the right (Shards and a MedPack down in that opening) - as you do, part of the ceiling will collapse and a Berserker will fall down with it. Kill it, and a Strogg will come through the door on the left - kill it to say thank you for opening the door, then head through. There's that Teleport Dropper, so kill it quick before it can do its thing. If you look through that pipe in front of you, you'll see a locked door down that way - but there's an unlocked one to the left, so head that way. Inside, take a look around... use that panel to your left and watch the machinery come to life. Head for the other side of that conveyor belt and through that door - you couldn't use the switch before the machinery was started. Inside you'll have MedPacks ahead on your right, but you already knew that, since this is the room the Grunt ripped into before. Wait until a metal panel arrives on the conveyor, jump up on it, and ride the lift up. Up here you'll have two doors - one by the lift you just rode up, and the other around the corner of the ledge; use the one closest to you first. Through the next door for a Large MedPack and Armor, then go back out to the ledge and through the other door. A wall panel at the other end of this room will pop off, giving you a shot at four TTs... and a way into that room. Of course, the door to your left also leads into that room, but what the heck. Don't bother with the lift yet, but head through the "Repair Bots Control" door - it's why you're here, right? Nothing in that alcove to your left, so head through the next door... finally, the bot controls. Just use the panel - the bots know where to go. Head back to that lift and ride it down - head straight, jump over the crates, head left and through the door. Through the next, down to the end and ride the lift up, then up the stairs and on to the tram - Cortez is there already, of course. End of level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 24>>Tram Rail {tram1b} //Objective: Protect the tram //Enemies: Tactical Transfers //New weapons acquired: N/A This tram car is armed, and you're automatically on the gun - you know what that means. This entire level is very simple - shoot anything. You'll have a few Strogg Flyers, and you can caertainly shoot them down if you wish, but the main threat is from TTs in other tram cars. Shoot at the tram cars rather than the TTs - they're easier to destroy. That's it - that's all there is to the level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 25>>Data Processing Terminal {process1} first //Objective: N/A //Enemies: Grunts, Gunners, Gladiators, Light Tanks, Tactical Transfers, Iron Maidens, Teleport Droppers, Stream Protectors //New weapons acquired: N/A The tram pulls into the station, and Cortez gets a call. {New Objective} Proceed to the tower rooftop Exit the tram, and you've got mondo goodies in this room, on both sides - grab everything you need. Through the door, and Morris calls. {New Objective} Return power to the processing tower Well, nobody ever said it was going to be easy. There's nothing here for you in the room, so summon the lift and ride it up. At the top, you can kill the repair bot if you want, though it's not a threat. Up here, you have a door either way, one locked and one unlocked - you also have a panel on either side which will deploy bridges leading to those doors. You can use both right now, but's easier just to use the one leading to the unlocked door - that will save a little confusion later. On the unlocked door side, there are toys around either ledge - Nails and Rockets on one side, Large MedPacks on the other... then head through the door. On either side there's a sparking globe, with a sign saying "Teleporter Active" - first, however, head up either stairs and take out the waiting Gunner. A couple more active teleporters up here, one on either side. Up the center set of steps there's an unlocked doors, with a crate to the right containing Armor and Large MedPacks. So where to go? The very first thing you do is to kill all the teleporters - a single Shotgun blast each (aim at the sparking globe) will do the job. Why? Because you can't use them, but the Strogg can - and you don't want them teleporting in behind your back, do you? Through the door and into the next room to be greeted by a couple of TTs and a Gladiator - there are two more teleporters in this room (one on either side of the door at the other end), so take them out quick, because more TTs will be teleporting in. Circle around the room, and you'll note an Iron Maiden container on one column - but you can't do anything about that yet... unfortunately. Through the next door for an intesting sight - as you get close to the center, it opens up and a bridge extends. Pretty obvious what you need to do - move up to that column and use the panel to reactivate power. Around the back of the column is Armor and a Large MedPack - then head back through the door. You're going to be hit by just about everything in existence in here - a pair of Iron Maidens, a Gladiator, a Teleport Dropper, and even a Light Tank... not to mention any TTs and Grunts that get teleported in. Into the next room - where you first found teleporters - and you'll encounter... nothing. Nobody to shoot at. Through the next door and you're back at that lift. Sledge is waiting for you, with cheerful news. {New Objective} Activate elevator system Through the door that was locked before, and into that room - nothing in here to attack you (surprisingly enough), but there are a pair of MedPacks to your left as you enter. Two large machines up ahead, which according to Strauss are data pumps. Go around the left side of the pumps for a crate full of Armor Shards, then on the other side you have short steps up to a middle area. Turn around, and between the pumps you'll see a lift panel - but don't use that one. Grab the Rockets at the bottom of the steps, and at the top you'll have various goodies on the right, and a Stroyant Health Station on the left. There's also a lift panel up here - use this one rather than the other, though I don't know that it really matters which one you use. As soon as you hit it, turn around and face down the steps - a Stream Protector will appear, followed in succession by two more... thankfully it's not all three at once. As if to add to all the fun, a teleporter will open up to your right, bringing in TTs. Kill the Stream Protectors, and if you want, kill the TTs - by this time the lift has arrived, so just run down the stairs and go straight into the lift to end the level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 26>>Data Processing Security {process2} //Objective: Proceed to tower rooftop //Enemies: Berserkers, Gunners, Sentries, Light Tanks, Tactical Transfers, Iron Maidens, Strogg Heavy Hovertanks //New weapons acquired: N/A It's a long ride up... at the top, a repair bot is working on something; again, kill it if you want. {New Objective} Realign the data nodes Off the lift, and to your left are Coils and Nails. There's only one way to go, so straight ahead (there's Armor all the way down on the right, past that hall on the right), and then right into that hallway - a Gunner and three TTs waiting for you. Down to the end of that hall and through the door - in the next room, you'll see a Berserker go running by on the left, but he'll soon come charging through that door ahead of you. There will also be 3 or 4 TTs off to the left. Cores around to the right in this room, then through the door. Around the curve and through the next door - Iron Maiden straight ahead; in the little side room to the right of the IM is a Large MedPack. Summon the lift, make sure Sledge is on it, and ride it down. In this next room, you'll have 5 or 6 TTs waiting for you around to the right, and 3 Gunners... Sledge says it wasn't so bad. There's a locked door around to the right, and stairs - up the stairs and all the way to the end of this platform for Coils and Nails, then into the center area (where the panel is) for Shells, Batteries and a Large MedPack. Use that panel - it doesn't matter which arrow you click, as long as you click it twice. Now the door is unlocked, so head through - ahead on the left you'll have a nice view of a blue beam, plus a couple of Sentries. Kill them and head through the next door. Whoops... looks like a Drop Pod 'landed' here. Around to the right for a MedPack next to the column, and on the other side of the pod are Shards, Shells, Clips, Nails and a Machinegun. Down the stairs and through the door. Geez, what a mess - nothing in here for you, so left and up the stairs. There's nothing to grab either way, left or right, but head right - up short steps, and there's a panel that says "Open Seal"... use it. That center section in front of you will drop down, revealing a square of waveguides - and an Iron Maiden. Okay, you've got to align those beams... but you can't do it from here. Head right, down the steps on the right in that hallway, and head right to the lift (Sledge will stay at that last panel). Ride it up, go the only way you can down this hall (no goodies, but no Baddies either), and you'll get to a panel overlooking the waveguides. I've numbered it below just for convenience. The dashes represent the path the beam will take when you're finished. ^ | 1 2--- 3 | 4---------5 | 6----7 8 | ^ Okay, what you need to do is to rotate the various waveguides until the beam - which enters the pattern from directly below you - gets to the door on the other side. It's pretty simple... click 6 twice, click 4 three times, click 5 once, and click 2 twice. (If you wanted you could have the beam go 7, 8, 5, 4, 1, 2 instead) Now get back downstairs and through that now-unlocked door. You can see the next door past those pipes, and you've got steps on your left. While you can take a shortcut and go over those pipes, Sledge won't; there's nothing in this room for you. Head through that next door and get ready to party. You'll come under fire from directly ahead, but that center thing will rise and block it, mostly. Head right for a Berserker, three TTs, and two Sentries (which will usually be around that center thing). Around the other side of that center thing for another TT or two in the next hall, and another Sentry rising up alongside that center thing. There's a locked door to your right, so just head straight down the hall - a Light Tank will come charging at you as you get near the end. Ride the lift up - again Sledge will stay behind - and there's a Gladiator in the hall to the right. Kill it, and you've got a Stroyant Health Station right here. Just beyond that hallway, in an alcove on the right, is Armor... but there's nothing else in this room for you, so head down the hall. Nothing in here for you, so through the door on the left. An Iron Maiden on either side of the room in here... once they're dead, circle around the center console and use the panel. Ride it down, cross the bridge and there's Sledge... and the door is now unlocked (seeing a pattern?). In this next room, quickly turn left to the rail and blow away the two teleporters on that side. Head to the end of the rail and down the steps for an Iron Maiden, and once she's dead (or are there 2?), a Light Tank that comes through the door below. Head down there yourself and through that door - steps left or right, but it doesn't really matter, as Sledge charges in and through the next door to a lift. Don't be so eager yourself - no enemies, but there are a few toys to grab. Head up the left stairs and go straight, then right under the floor for a MedPack and Armor. Back out and head up the right stairs for Shards and MedPacks. Ignore the locked door in here and join Sledge on the lift... ride it up. When it gets to the top, it'll rotate left for a new opening (neat!) Through that door for a corpse, a locked door on the left and an unlocked one on the right - head right, of course. There are all sorts of goodies in this room (be the first on your block to collect them all!) to grab, then enjoy the view out the window before heading through the door on the right. Hmmm... does this room look familiar? Enjoy the view, then through the door at the end. Head right, and ride the lift up. Through the door and out on to the roof. No TTs this time, but rather a trio of Strogg Heavy Hovertanks - left, right and middle. Once they're dead, head for the red railings and work your magic. As before, your tag-along has to stay to protect the console. {New Objective} Return to tram station Head back inside, ride the lift back down, through the hall, through the room with the view, through the room where Cougar Squad bit it, and... that door is still locked. Odd. Oh, well - through the unlocked door, and ride the lift down to end the level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 27>>Data Processing Terminal {process1} second //Objective: Return to tram station //Enemies: N/A //New weapons acquired: N/A A nice ride down -- uh-oh... maybe not. The Network Guardian... don't waste any ammo on it, and don't worry - you'll be fine. More or less. Once the lift crashes at the bottom, run to that center lift and use that. Through the door and get on the tram to end the level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 28>>Data Networking Terminal {network1} //Objective: Return to tram station //Enemies: Berserkers, Gunners, Gladiators, Tactical Transfers //New weapons acquired: N/A A very short ride... you're greeted by members from several different Squads. Have a chat with Strauss... {New Objective} Proceed to tower rooftop Sound like fun, huh? When the tram first pulls up, you'll notice a ladder leading down under it - but as far as I can tell, there's nothing down there for you. There's a /ton/ of stuff here for you to grab... all sorts of ammo, health, and Armor, so have fun. Head up the stairs and through the door - these guys won't be coming with you, unfortunately. Ride the lift up - through the door. Don't worry about helping these guys, they can handle themselves quite well... though if you feel like blowing away a few Stroggs, go right ahead. Go to the other end of the room, and the lights will go out - then two Turrets drop down, and two teleporters as well... you concentrate on the teleporters while the rest of the group takes out the Turrets. Just remember that these guys aren't invulnerable, so try and keep them alive as long as you can. Strauss will contact you - head for the door on the right side of the room, which was locked before (that one at the end is blocked by flames). Through, and hit the panel on the left to activate the bridge, then through the door at the other end. Very dark - but no worries, there's no Bad Guys in here. Not much of anything, actually, other than a Stroyant Health Station on the right side. Locked door on the left, and a lift panel - summon the lift. A Gunner will ride down with the lift, but that's not a problem - four teleporters appear in the room, in each corner, and each spews out TTs. Let Raven Squad deal with the Bad Guys while you take out the teleporters - just remember that there is a Tech and a Medic with this group, if you need them. Make sure everyone is on the lift, and ride it up. More Bad Guys up here - Stroggs and Berserkers... but the real problem (isn't it always?) is the teleporter, which is to your right as you face the lift panel. Do your killing, then head through the only door, which is to the right of the teleporter. In here, go immediately right and take out the teleporter directly ahead of you, and the other one on that side of the room - TTs and a Gunner or two. After that, go back to the door where you entered, and with that at your back, go straight - there's Armor up those short steps ahead. The next door you need is to the left of the teleporter in the far right corner. Head right immediately and take out the teleporter, then circle around the room to take out the other one, also on the right side (MedPacks in the center area between the glass). Once those and the TTs are dead, a Gladiator will come through the door at the far left, while a pair of TTs will come through the door on that platform to the left. Whew! There's a locked door to the left, the unlocked one on that platform (which you can't get to yet), and the unlocked one the Gladiator came through - go through that one. Locked door in front of you, stairs on the left - go up those and through the next door, and watch your step... don't fall down. Wait until the bridge rotates around, and step into the teleporter to end the level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 29>>Data Networking Security {network2} //Objective: Proceed to tower rooftop //Enemies: Stroggs, Berserkers, Gunners, Gladiators, Tactical Transfers, Network Guardian //New weapons acquired: N/A At least the teleport graphics aren't gross like they were in "Doom 3"... but then, that was the forces of Hell, whereas these are just weirdo aliens. Heavily armed weirdo aliens with PMS. Straight ahead of you... the Network Guardian. Thankfully you don't have to play with it - yet. Soon, though... soon. Nothing to the right but a couple of repair bots and a long long trip down, so be careful. Go left from the teleporter and jump up on that buckled bit of floorplate to get up to the next area - Machinegun on your right, then head left through the door. Be careful crossing this bridge, but it's pretty easy. Right is a Gunner and a door, straight ahead is a Stroyant Health Station, while left is a locked door... you know where to go. Ignore the Berserker charging at you and take out the two teleporters on the right side of the room - then do your killing bit. Through the next door for a lovely view - of the ground miles below, and the Network Guardian with its fairy wings. He's not going to ignore you this time, but if you're quick he won't get a chance to shoot at you - don't try and duke it out with him yet. Head through the wreckage ahead and right, ducking under that one piece and racing to the next door - you'll have to crouch through that, as it only opens partway. Straight ahead you'll see a busted door that you've seen before, only from the other side. Take a look around, and yeah, you guessed it - you're going to have to go out on those pipes. On your way across, look right to see a teleporter. Follow the pipes around, and at the end, jump over to the door and through. Don't linger, because this place is shaking to beat the band. Around the curve and up the stairs - head around to the left for a pair of TTs. If you go over to the left side of the room, you have a monitor between a pair of red pipes - look down and right for a Clip... otherwise, head through the next door. A pair of Berserkers to give you some grief, but that's it. Enjoy the view for a moment, but there's nothing in here for you - drop down into that hole in the floor to the right of the center platform. Crouch down these pipes (wiring?), crouch to the left and jump up into the next room, and through the door. Ah, another lift - ride it up... the room at the top should look familiar. Enjoy the view if you want, then head through the door on your left - yes, left. Blow away the teleporter, and grab the Shards and Coils from that crate. Back through the door and straight through the next - Armor, Nails, MedPacks and Rockets here, then turn the corner and ride the next lift up. Through the door... Third time's the charm, huh? Except... now you have to deal with the Network Guardian, and he's no wimp. He fires Rockets at you (usually a salvo of three at a time), he has some kind of plasma blaster, and he'll even try to fry you with his jetpack... keep moving, keep firing, don't stop. He'll switch between air and ground - use your Homing Missiles when he's in the air, as well as anything else you can. There's ammo, Health and Armor scattered all over the rooftop if you need it. You'll also have Strogg Flyers making occasional strafing runs - they're fairly easy to dodge if you see them coming. Once he's finally dead - thankfully there's that health bar of his on the screen - you know what to do: head for the red railings and use the panel. {New Objective} To the Core Back inside, ride the lift down, and through the door. Hmmm... company - Good Guys. And a crate full of MedPacks, which is really nice. After Strauss' rousing chat, just walk forwards to the middle of the platform to end the level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 30>>Nexus Core {core1} //Objective: N/A //Enemies: Stroggs, Berserkers, Gunners, Gladiators, Light Tanks, Tactical Transfers, Iron Maidens, Teleport Droppers, Heavy Hovertanks, Stream Protectors //New weapons acquired: N/A Finally, where we need to go. More lovely chatter from Strauss... {New Objective} The Nexus Just go straight, and through that door - down the stairs and the door ahead of you is locked, while to the right is nothing, so head left. Down those stairs and to the next door - which promptly locks on you. Head back up the stairs for a Light Tank and several TTs... that locked door up here is now unlocked, giving you a way to go (and more friends to play with). Through and to the right for a few more TTs, as well as a bunch of goodies and a Stroyant Health Station (and a locked door). Head the other way down the hall - use the panel to disable the security system. Now head back to the other end of this room, and that door is now unlocked. Through and you'll see a TT down at the other end with his back to you - how nice. Just watch out for the other TTs and the Gunner down to the right. Once they're dead, head down the stairs for a couple of MedPacks, and around on the other side of the column on the left is a lift panel - use it. Neat - the whole room drops down. As it does, several Stroggs will join you - easy kills, but watch yourself anyway. At the bottom you'll have a Gladiator and a couple of Iron Maidens to play with, and once they're gone, a few TTs will join you. You've got Cores down here to the right, Batteries and Grenades in front of the console. It doesn't matter which set of stairs you go down, just grab all the toys and go through the door. A Teleport Dropper awaits you, so kill it quick. {New Objective} Find elevator You've got a Stroyant Health Station in front of you, and two sets of stairs - but they both lead to the same place, so go up and through that door. Nothing to greet you, unless you count the repair bot... nothing in here, so through the next door. Circle around to the right and turn left to face the teleporter - you can't destroy this one - and take out the TTs as they appear... there should be 8 of them total. At this close range, the Shotgun does very nicely, and you should be able to kill each one before they even get a shot off at you (aside from the first two, of course). Circle around the room and use the lift panel. Circle around this room for a pair of TTs, then through the door. Two more TTs in here, and through the next door. Two more - wait, there's nobody in this room, and nothing for you. The door at the far end is locked, so head right and into that lift - it starts up automatically and down you go. Down at the bottom you'll come face to face - well, you'll see it on a screen - one of the ugliest critters yet... reminds me of the machine world from "The Matrix: Revolutions". A red beam circles around inside the lift car... {New Objective} Scan failed: lock down Okay, so you don't get to play with The Makron yet. Exit the car the same way you got in it, and circle around to the right for a Gladiator - after that, take care of the two TTs. Once they're dead, an Iron Maiden will rise up in front of the screen - rock her world. After that... well, it is a lock down, so of course both doors are locked - but once again Strogg defenses come to your aid: drop down into the hole the Iron Maiden came out of. Walk along the pipes, crouch through the tunnel, and up the ladder at the end. Ah, what a lovely sight - a whole bunch of goodies, including health, Armor and ammo. The door here is blocked and locked, so head down the hall - ignore that door on your left, as it just leads to the other side of one of the locked doors from the previous room, and there's nothing in there for you. Go straight through the busted door, and ahead on the left will be stairs down - several TTs try to make their way up, but the real threat is the Iron Maiden at the bottom of the stairs. Head down the stairs yourself and you have a locked door on the right, an unlocked one on the left - head through, watching out for any more TTs that might be lurking. Around to the left is a Stroyant Health Station, while to the right is a locked door - get up on the center area and use the lift. It's a very quick trip - on your left, a locked door, so head around to the right and through the unlocked one. Through the hall and the next door, and you'll have a lone TT with his back to you - sayonara, sucker. Use the blue panel at the left to disable the security lock down, then head back to the room where you met The Makron. Through this door and the next, down the lift, through the only unlocked door, up the stairs and right, through the busted door and down the hall... Strogg and Gunner (yawn), then through the door on the right. Through the next, and you're back in the Makron room - head right and through that door. Armor, MedPack, Shells and Clips for you, then through the next door. Grab as much as you can, because you won't be able to get back in here. Batteries and Coils directly ahead of you in what seems to be a nice quiet room - yeah, right. Head down to the other end, collecting any toys along the way (both sides), and you'll have several Light Tanks pop in to play. They'll beam in one at a time, the next coming in when the first is dead, etc, for a total of three - then three Heavy Hovertanks will pop in, all at the same time. After they're dead, it's a trio of Stream Protectors, one at a time. One word of warning - don't get into either of the side corridors, because they're lined with plenty of holes along the edges that will drop you to your death. If you survived all of that, grab everything you can from in here, and the door at the far end will finally be unlocked. Nails and a Large MedPack in this hall, then through the next door. Enjoy the view on the left (if not necessarily Strauss' comment), then go down the ladder on the right. Crouch through the tunnel, and jump out on to the pipe. Make your way along the pipes, but don't touch any of those pretty lights... drop to the next set of pipes, then on to the platform. If you want, you can kill the repair bots, but why bother? Kill one, and another will take its place, until its repairs are done. Both doors here are locked, and looking over the edge just gives you a good view. So where to? If you need Armor, then go to the far side of the platform and jump over the rail to the pipe that's slanting down, and follow it around. Otherwise, very carefully jump over the rail and on to the two big pipes that are slanting upwards - walk up those, and drop into the cubby hole at the top, then up that ladder. Wait a minute - weren't you just here? Almost... look over the rail to see the platform you were just on. Move left to the corner, and jump over the rail on to that pipe against the wall, follow it to the pipe slanting up, follow that and jump over to the next platform. One unlocked door here, so go on through. Down this hall for four TTs, ammo, and more ammo around the corner, then through that next door. Enjoying yourself yet? More ammo ahead on the right, as well as a ladder down - and a TT with a Railgun waiting on the other side of that column. Down to the left you'll have an unlocked door on either side of the columns - a Gladiator, several TTs and a Light Tank will come through the left one (either one, actually, since both lead to the same room). After that, go down the ladder and follow these tunnels around - neat graphics - for Armor. Back up, and through either door for Armor, Nails, Coils, and a Stroyant Health Station... then go down the hall and use the panel to end the level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 31>>The Nexus {core2} //Objective: The Nexus //Enemies: The Makron, The Nexus //New weapons acquired: N/A No kidding, Strauss - tell me something I don't know. Head down the catwalk to grab just about everything under the sun, then through the door. Ooookay, this doesn't look promising. Move ahead just a bit, and The Makron comes rising up out of that hole - I'd suggest having the DMG ready and hit him immediately with that, then switch to something else. He has his own DMG, plus Rocket Launchers, plus whatever else... and he can teleport other beasties in to join him. Do whatever you can, but kill this sucker. But just when you thought he was dead... he splits into two parts, his legs (destroyed) and his flying body. Just keep killing... During the battle, teleporters will open around the room - use these to get to the upper level, where there are two Stroyant Health Stations. The Makron can still get to you up here, but not as easily. There are also things (TSDs) spinning around the columns that can help regenerate this ugly bugger, so take those out if you can. Once The Makron is finally dead, The Nexus will rise up out of that center area... a giant brain, seemingly. Very well defended, it can teleport in all sorts of Baddies, including Iron Maidens. To kill it, don't shoot at it, but shoot at the blue rod above it - that drops its shields, during which time you can shoot at the brain itself. Keep doing that until it dies... Now just sit back and relax, and watch the ending. One thing they never tell you - where's the zipper in this friggin' suit? I gotta take a leak! = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- THE CHEATS Hit Ctrl+Alt+~ to open the Console... after that, just type in the cheats. See the top of this document for instructions on how to 'bind' keys (create a macro)... they can come in handy. The ones that are just variations of console commands (how fast you run, etc) are listed further down. Note that all cheats are lowercase only, and the spaces are required. avidemo = saves a demo of your play as an avi file clear = clears the console com_allowconsole # = lets you open the console with just the ~ key (1) or back to the normal Ctrl+Alt+~ (0) example: com_allowconsole 1 com_showfps # = shows your FPS (frames per second, not first person shooter) - 1 to show it, 0 to remove it give all = gives you all weapons, full health and full armor give all weapons = gives you all the weapons (but no ammo) give ammo = fully loads your weapons, up to 999 give armor = gives you maximum armor give health = gives you maximum health give item_health_mega = adds 100 health to what you have, all the way up to 200 max give quad = gives you the Quad Damage give weapon_dmg = gives you a Dark Matter Gun give weapon_grenadelauncher = gives you a Grenade Launcher give weapon_hyperblaster = gives you a Hyperblaster give weapon_lightninggun = gives you a Lightning Gun give weapon_machinegun = gives you a Machine Gun give weapon_nailgun = gives you a Nail Gun give weapon_railgun = gives you a Rail Gun give weapon_rocketlauncher = gives you a Rocket Launcher give weapon_shotgun = gives you a Shotgun give weapons = gives you all the weapons (but no ammo) god = God mode, what else? kill = commit suicide killmonsters = kills all monsters and NPCs (non-player characters) from the level noclip = turns on no clipping mode (walk through walls, fly, etc) notarget = you'll be invisible to enemies until you fire at them pm_thirdperson # = switches to third person view (1) or normal view (0) poplight = removes a testlight quit = immediately exit the game savegame = saves the game testlight = creates a stationary light timescale 1 = returns game time to normal timescale 15 = speeds up the game undying = your health and armor can be nuked down to 1, but you won't die Maps: to jump to a different map, open your console and type: map game/[mapname] such as: map game/core1 Look through the walkthrough for the various mapnames, given at the beginning of each level, such as {core1} Other cheats (console commands): benchmark = game benchmark (?) clear = clears the console editor = stops the game and opens the game editor, where you can make g_fov # = changes the width of your field of view g_knockback # = 0 to stop monster melees from banging you around, 1 for normal g_showplayershadow # = 1 shows your shadow, 0 removes it your own levels g_stoptime # = 0 is normal mode, 1 stops time (you can move around, but you can't interact with anything, including panels and doors gfxinfo = graphics card information modview = stops the game and launches the model viewer pm_crouchspeed # = change how fast you move when crouched pm_jumpheight # = change how high you can jump pm_noclipspeed # = change how fast you move in noclip (ghost) mode pm_runbob # = 0 will stop your character from bobbing around when you run, 1 is normal bobbing pm_speed # = change how fast you move when running pm_walkbob # = 0 will stop your character from bobbing around when you walk, 1 is normal bobbing savegame = saves the game screenshotjpg = takes a screenshot screenshot X Y = create a screenshot in a 4:3 resolution, such as 800 600 for example: screenshot 1024 768 spawn -- see section below timescale 1 = changes the game speed to normal timescale 15 = speeds up the game to maximum; good only for zipping through scripted sequences (cutscenes) that you can't skip =============================================================================================== SPAWNING If you don't know what this means, then maybe you shouldn't use it... what it does is call up a character for you to play with. For example, if you spawn a Gunner, one will appear in the room with you, and you can fight it - they act as they normally would during the game, and you can do anything to them you normally would during the game. You can also spawn various items, such as boxes or tables. Just open your console and type: spawn [character or item] For instance, to spawn a Gladiator, you'd type: spawn monster_gladiator Note, of course, that you can't spawn when actually playing a Multiplayer game, whether you're connected to a server or not. You can also bind any spawn to a hotkey, just as with any other cheat. Anything at all in the game can be spawned - it doesn't have to be a monster. You can spawn crates, ammo, just about anything you can think of that's not walls. The lists below are divided into several parts, and should by no means be considered complete. Ones with an asterisk after them are ones that I haven't tested myself, and am not sure about (don't type the asterisk, ovbiously). Anything in parentheses after the spawn is a description and should not be typer in either. Strogg Monsters: monster_berserker monster_failed_transfer monster_gladiator monster_grunt monster_gunner monster_harvester_combat monster_heavy_hovertank* monster_iron_maiden monster_light_tank monster_missile_turret* monster_repair_bot monster_scientist monster_sentry monster_slimy_transfer monster_stream_protector monster_strogg_marine* monster_tactical_transfer monster_tactical_transfer_machinegun* monster_tactical_transfer_railgun* monster_tactical_transfer_shotgun* monster_teleport_dropper Bosses: monster_bossbuddy monster_fatty monster_makron monster_network_guardian monster_nexus* monster_strogg_voss Vehicles: vehicle_falcon1* vehicle_gev vehicle_uss_hannibal* vehicle_hovertank vehicle_truck* vehicle_walker Good Guys: char_doctor char_kane_strogg char_marine char_marine_dmg* char_marine_fatigues (a shipboard Marine in t-shirt and cammo pants) char_marine_grenade_launcher* char_marine_hyperblaster char_marine_lightning_gun* char_marine_machinegun char_marine_medic char_marine_medic_armed char_marine_nailgun* char_marine_railgun* char_marine_rocket_launcher* char_marine_shotgun char_marine_tech char_marine_tech_armed You can probably also spawn distinct individuals merely by using their name, such as: char_marine_cortez OR char_marine_rhino_cortez but I haven't played with any of those. Presumably you could spawn anyone from any squad if you wanted to; you can probably also spawn the General. Weapon Mods: (you can 'spawn' an individual weapon as well, but it's just as easy to use a cheat for that. You must have that particular weapon before you spawn the mod for it) weaponmod_hyperblaster_bounce1 weaponmod_lightninggun_chain weaponmod_machinegun_ammo weaponmod_nailgun_ammo weaponmod_nailgun_rof (seems to be the exact same thing as "nailgun_ammo") weaponmod_nailgun_power (seems to be the exact same thing as "nailgun_ammo") weaponmod_nailgun_seek weaponmod_railgun_penetrate weaponmod_rocketlauncher_burst weaponmod_rocketlauncher_homing weaponmod_shotgun_ammo -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- COPYRIGHTS: "Quake 4" is copyright 2005 id Software (http://www.idsoftware.com/) and Raven Software (http://www.ravensoft.com/) distributed by Activision (http://www.activision.com/) =============================================================================================== SIGNATURE David "Nightwolf" Masters -- david_masters AT comcast DOT net the Roundhouse -- http://roundhouse.8m.com/ (Railroad Tycoon II) TerokNor -- http://tnhp.tvheaven.com/ (Star Trek silly, filks, fanfic) personal site -- http://home.comcast.net/~david_masters/games.htm LiveJournal site -- http://community.livejournal.com/nightwolf_jfo Walkthroughs / FAQs: Doom II / Doom for Windows 95 Doom 3 Far Cry F.E.A.R. - First Encounter Assault Recon Half-Life Platinum Edition (Half-Life, Opposing Forces, Counter Strike, Blue Shift) Jedi Knight II: Jedi Outcast Jedi Knight: Jedi Academy Quake Ultimate (Quake I, Quake II, Quake III Arena) Quake 4 Return to Castle Wolfenstein Unreal Gold (Unreal, Return to Na Pali) Editing / Scenarios / Strategies: Railroad Tycoon II Railroad Tycoon III Tropico Tropico 2: Pirate Cove Zeus / Poseidon May/June 2009 -- walkthrough; version 1