![]() ![]() He needs to rush to three terminals and activate the air filtering in each of them, thus cleaning the room of gases and unlocking the hazard door to the monorail. The marine has to go through the lower levels of facility and at some point appears in a large room filled with waste where he has to fight with a new, mini-boss-like enemy - the mancubus.Īfter riding the elevator back to the upper level, the marine appears in a room severely polluted with gas and he starts taking damage from it. Once the room is cleared of its toxins, he encounters new monsters on the other side: the cherubs. ![]() At one point he stumbles upon a room that is also locked due to gases, so he needs to find a control panel to vent the gases away. The marine races through the facility, fighting numerous enemies and avoiding toxic gas leaks everywhere. The marine proceeds further, and after a short while he finds the door to the monorail, but it's sealed due to the large level of toxicity in the facility, so the air filtration system needs to be activated. Toxic gas then begins to flood the facility. He then gloats about his plan to capture the Fleet once it arrives, and use it to bring his demonic legions to Earth. Depending on which choice the player made in the Communications Facility whether or not to send the distress signal to the fleet, Betruger either mockingly "thanks" the marine for contacting the Earth Fleet, or says that he'll simply contact the Fleet himself. Type in the code 842 to stop the gas leak in the previous hall, giving you access to some shells, armor, and health.Entering the sector 2 of the recycling plant, the marine is contacted by Malcolm Betruger over the VidCom. In the next room, you'll find a trio of monitors on the left with keycode inputs. Before the imp even starts to attack, rush up to it and blast it away with your shotgun. To the left is a gas leak that's on fire, so head right to trigger a cutscene that summons your first imp. Ready your shotgun as you head into the next room. In the next room, watch out for the zombie that's carrying a flashlight, and then grab the shells and armor suit from the block to the left. A Z-SEC charges out from around the far corner, so take it out quickly before grabbing the hidden shells in the small alcove to the right. Kill it, and then open up the next door with your gun ready. Just beyond is a dark hall with a zombie around the far corner. ![]() Use the PDA of Frank Delahue to get clearance for the locked doorway. In the lower area of this room, you'll find the PDA of Frank Delahue, along with an upper alcove with some armor and health (climb up the pipes). Take him out and explore the room further (watch out for the zombie that crawls into the room). As soon as you enter the Energy Processing room, a Z-SEC will run ahead of you and start firing. Take out the Z-SEC zombie that comes from around the corner at the other end of the bridge before continuing into the next room. To the left is a control panel that'll create a bridge to the left side of the room. There's also a shotgun down there, but be ready as you grab it-the moment you touch the shotgun, you'll be dropped into a cramped room with four zombies comin' at you.Ĭlear the room and climb back up to the main level of the Energy Delivery room. In this room, Energy Delivery, you can climb down a short ladder to find some armor shards. Continue down into the next room, watching out for the zombie that crawls up onto the platform ahead of you. Grab it before heading down the stairway, and watch for the zombie that's waiting in a small alcove to the left at the bottom of the first set of stairs. From the top of the stairs you can find another pistol clip to your right. Take the elevator back down to the Mars Underground service passage.
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