
1. No Way Out
2. Secrets
3. Angel
1. "No Way Out"
Northern Command
Cheshire, England
July 13th, 1951 0334 GMT
Welcome to your own slaughter. As soon as the chapter starts, you find yourself alone in a smoky tunnel area. Don't waste a lot of time getting the layout of the place because that wad of smoke you're looking it is a tunnel and there are six Chimera coming down it already firing at you. Not real fair that they can see through smoke and you can't, but no time to dwell so cram your little butt quickly into one of the alcoves to either side of you. I prefer the alcove to the left since it provides more cover. Like I said, there are six of them that come down after you, but when they are all dead, don't get cocky and go running down the tunnel like you own the place because there are four more not much further down the hall. Give them a little grenade action, then go back and gather up health from one of the alcoves if you need it.
This looks like it's going to be a confusing maze of tunnels, but it really isn't. If the game doesn't want you to go that way, the tunnel is going to be blocked in one way or another, so you will have only one option as far as where to go next. Where the last four Hybrids were, turn right and step into the mess hall at the end of the tunnel. Don't venture too far inside the door, but step just far enough in to trigger the Leaper attack from the kitchen in front of you. Step back into the tunnels to funnel the Leapers down a bit and take them out with your Carbine. Pick off any stragglers that might be left in the mess hall, and then freely walk in and gather up any ammo or health you may need lying around in here. When you are all done, you will exit the mess hall through the door at the back left side from where you came in.
Head down the tunnel and turn left into the next tunnel. You'll briefly catch a glimpse of a creature zoom from left to right at the end of the tunnel. Go down to this intersection and turn to the left if you need some health. If not, turn to the right and proceed. At the next intersection where you will turn left, you'll see three Hybrids pass the doorway at the end of the hall in front of you, but your concern right now is the two Hybrids that just snuck up behind you. Spin around and take them out, backing in to the alcove behind you if necessary for cover. When they are gone, turn your attention back to the three you saw passing the doorway and relieve them of their life signs as well. Head on down the hall to the doorway, but be prepared for the Hybrid that is going to jump out from the left before you reach the door. He'll be so close to you, you'll be able to smell what he ate for breakfast, so you won't miss him.
Through the doorway turn to the left and go up to the end of the hall and turn left again into some more tunnels. These tunnels are a dead end but there are grenades down there if you need them. When you turn to leave this area, you'll find that a Hybrid and a Steelhead have come up behind you, so knock them down and take their ammo and head back out to where you came from. Now slowly start up the other set of stairs and watch the top of the stairs in the distance for a Hybrid to come patrolling out from the right. Take him down from where you are and step on up to the next level into the room with the machinery. Look around on the floor in this room for Intelligence Document #15.
When you have it, arm the Fareye and go just to the top of the next set of stairs so you can see through the doorway. Aim through the doorway and wait for the Steelhead to pass in front of you. If you are far enough back, he won't see you and he'll never know what hit him. You've got more to deal with in the next room, but you just took care of the ONLY one in there with an Auger.
The room you enter is a big indoor train yard. The platform you are on is blocked to the left, so you have to go around the train in front of you to the other side. Watch to your left as you cross. There are 8 Hybrids hiding amongst the crates on the other platform. There is a flammable barrel lying on its side in the middle of them, so quickly shoot it to take a good chunk out of them and follow it up with a couple rounds from your grenade launcher or some neatly placed Hedgehogs. Things quiet down again for a couple minutes when they are dead, so use this time to explore the area and pick up any ammo and health you need before going to the opposite end of the room and back over to the other side of the tracks.
Pick up what you need on top of the platform and look up to the next raised area. Keep quiet and watch the Hybrid pass from the right to the left. Just let him go for now and don't bother to wait for him to come back; he's not. Follow him to the tunnel on the right. Hold back and ready yourself for a small party. The tunnel is an entrance to a locker room which now contains 6 Hybrids and a Steelhead inside. Toss in a couple grenades and step back to the side. Pick off whoever survives the grenades as they come out the door looking for you. Check again when all is quiet for any stragglers that may remain. There is a single Hybrid that has a nasty habit of hiding quietly behind the lockers to the left. When you've cleared the room, go back out to the cluttered hall and follow it all the way to the end to experience a weird orange flash, then pick up the ammo left for you down here. Return to the locker room.
Exit the locker room through the hole in the wall in the back right corner. Walk through the next room and into the next series of tunnels. You can walk through the tunnels as they lead you in safety until you see the creature run across from the left to the right in front of you. This is your cue that you are about to enter the next area and meet the newest creature. Turn and look into the tunnel that the creature ran into and take a look around. There are three speedy little guys jumping around this area and sticking to the walls. Say hello to the Slipskulls.
These guys are fast, but predictable. Pick a spot where you saw one of them land and aim in on it with the Bullseye. In a moment or two, the Slipskull will return to that exact same spot, at which point I hope you know what to do. Slap a tag on him and then you don't have to worry about chasing them around. Repeat the process for the other two and the area is clear. If this is your first time through the game, you're not getting the neat little laser sighted pistols they are carrying, so put that thought out of your mind right now. If it's your second time playing through, you're not getting a refill on your ammo for them either.
Explore the rooms on both sides of the hall now for ammo and health. The third room is closed, but you can access it by taking the tunnel from the second room that leads to it. In this third room, you'll find a new toy, the Air-Fuel grenades as well as Intelligence Document #16. When you have everything, go back out into the hall and proceed to the end to see one seriously massive creature cross the hall in front of you via the walls. It doesn't do anything to you, but it is a really cool scene to watch.
Jump up into the newly created tunnel to the left and follow it all the way to the other end. It will come out above a high open room. There will be a Steelhead on the platform right in front of you. He won't notice you if you haven't fully appeared in the tunnel yet, so use this chance to tag him and bring him down before he gets a chance to use his Auger. The ruckus this causes will attract the attention of a lone Hybrid on a higher walkway up and to your right. Tag and frag this guy as well.
You can safely drop down to the lower floor now, so do so. The small tunnel is locked and contains no party favors, so ignore it and climb the stairs in the center of the room all the way to the top. Take note of the door you will pass where you killed the Steelhead and make sure you know where it is. When you reach the top, you'll find a switch that will turn the auxiliary power back on. Flip the switch and turn back and run down to where you can see into the doorway we just talked about because flipping the switch has also opened the door. Two Hybrids will appear in the door, so take them out from the safety of the cover near you, or throw a grenade in the door to eliminate them both.
When the two Hybrids are no longer a threat, go down and enter the doorway that they came from and follow it through to a large, round room. This room is very quiet, and as long as you stay on that upper catwalk, it will stay that way. If we did that, however, we wouldn't get anywhere so arm the Rossmore (you know what that means!) and take the stairs down to lower level of this room. Keep your back to the wall, your Rossmore at the ready and keep your eyes peeled for the two Howlers that will make an entrance now that you've come down to play. Use the standard "two double shots to the face" technique to lay them both out. When they are done, there is only one way out of this room that leads to a tunnel that leads around in a big circle. It doesn't matter which way you go, either way, you are looking for the alcove on the opposite side that has some machinery and a few switches in it. When you approach the switches, the chapter will end.
2. "Secrets"
Northern Command
Cheshire, England
July 13th, 1951 0612 GMT
This is another case where you pick up right where you left off. As soon as you have control, stay where you are and be ready for two Hybrids to come around the corner for you. Since there is very little cover for you, use the quickest possible method to take them down. For the moment, things will quiet down and you need to get back to the big, round room you killed the Howlers in. The only problem is that it is no longer dark and quiet. It is well lit and being patrolled. Either way you go to get back there has some grenades lying in the pathway, but it is best to leave the area of the switches to the left because that will take you to the only doorway to the round room, and at the very least, they won't be sneaking out so they can circle around behind you. The room contains 5 Hybrids and a Steelhead. It would be wise to identify and snipe the Steelhead first since you can enjoy no cover from his Auger. When he is dead, the cat is going to be out of the bag so the other 5 Hybrids will turn their attention to you. Catch them in groups if you can and hit them with grenades or see if you can blow up the exploding barrels in there when they are close to them. If you can't do either one, use the wall to cover yourself and tag and frag your way out. When the room falls silent, go ahead in, but be aware that another Hybrid will materialize up on the catwalk as you approach the stairs, so dispose of him as you will.
As you move around the catwalk to the newly opened door, a Hybrid will jump out and move onto the catwalk toward the center of the room. Shoot him as you wish, or for a kill with more "show", shoot the exploding barrel on the catwalk with him. Enter the doorway he came out of and you'll find yourself in a hallway full of bodies. Knowing this is not a good sign, you are going to pick up all the health and ammo you can find in this little area before you move on. As you pass into the next area, you find yourself in a very long hallway. Move to the right side of the platform and don't descend the steps yet. Instead take cover behind the barrier near the railing. As you do, the door you just came in will close behind you and a door at the very far end will open as Hybrids pour through. There are about 5 of them and they are a pretty good distance away, so you have a moment or two to decide how you are going to handle them. I prefer to let them bunch up and get within grenade range so I can take out as many with one blow as possible. When you think they are all gone, begin to go down the steps and two more Hybrids will pop out from a doorway on the left side. Quickly eliminate them so you can move on.
Head through the door that the last two Hybrids came out of and go to the lower area of this circular room. Go around the left side of the "tank" in here and approach the square hole in the wall with your Carbine at the ready. You are going to get a steady flow of Leapers through that hole which is, fortunately, a fantastic funnel to turn them all into hamburger. Enter the square hole and look to the left to incite another Leaper attack. Back out again and funnel them just like you did the first set. Head back in and follow the path around until you come out in another circular room just like the first one. Exit this area using the only other door in the room and you'll find yourself standing beside a large door with a switch.
Press the switch to open the door. You can go up the stairs in front of you to claim some grenades and health, but that is as far as it goes in that direction. Go back to the bottom of the stairs and enter the door to the tunnels that was on your left as you came into this area. Two Steelheads will pop out further down as soon as you enter the tunnel. There is a third one to the right of them that isn't a problem for you yet, but this would be a great time to introduce them to your Air-Fuel grenades. This should at least take care of the first two, and do enough damage to the third one so that when you round the corner to face him, a couple shots from the Carbine should finish him off.
The only way out of here is through a smoke filled doorway that will lead you to a break in the path. The only way you can go from here is down the tunnel that the break forms to the right. You will not have gone far before you hear the familiar screams of the Leapers coming up the tunnel toward you. You can see them coming from pretty far away, so you should be able to get them all before they get to you. You will now be able to travel a pretty good distance before you need to stop for anything again. As soon as you see some odd, pulsing blobs on the walls of the tunnel, take a moment to assess the situation. Behold, the Leaper Pod.
The Leaper Pods are harmless as long as you don't go near them, kind of like the stove isn't hot unless you put your hand on it. The slightest vibration near a Leaper Pod will release its screaming contents and you know what you'll have to do then. You can avoid the problem by destroying the pods with grenades before you get to them. Air-Fuel grenades do a FABULOUS job of clearing out Leaper pods. If you are feeling frisky, just load up a clip in the old Carbine and approach the pod(s) to release the Leapers so you can deal with them in a more familiar manner. Choose your method to get through this death trap and when you make it to the other end, jump up onto the platform to the right, pick up whatever supplies you need and enter the half open door to the Map Room to end the chapter.
3. "Angel"
Northern Command
Cheshire, England
July 13th, 1951 0803 GMT
You can search the Map Room if you'd like, but there is nothing in here of any value. Proceed out of here through the only open door and work your way up to the hallway. Take a left into the hall, go down toward the gate and a door will open on your right. This is the morgue, and it's got a good handful of Menials in there. The door will shut if you walk away from it, but the only good this does is stack up the menials behind it until you open it again causing them to come pouring out the door. The morgue has several exploding barrels in it, so stay out in the hall and take advantage of the Menial's slow pace to set them to exploding. This will take many of the Menials in here off of your list of things to do. When you see no more, carefully enter the room and keep an eye out for the sneaky stragglers that somehow managed to survive the explosions. It never fails . . .there is always at least one. When you have cleared the room, look on the table in the middle of the room for Intelligence Document #17.
When you have the document, the only way out is to break out some glass on the right side of the room and jump through to the next area. There is ammo and health lying around on the floor in here, so when you grab what you want, head up the stairs. You'll hear the grunts of unfriendlies above you, so to save yourself a little trouble, throw a grenade or two into the windows on the wall right above you. There are about 7 Hybrids in that room, so be ready to pick off any survivors as you continue up the stairs. When you reach that room, climb in the window peek through the doorway. Down at the far end you'll see a Steelhead. If you want to save some time, just whip out the Auger and shoot him dead through the walls to give him a taste of his own medicine.
Head over to where the Steelhead was and you will be at the top of some stairs. When you get there, knock the chock out that is holding up the stack of exploding barrels and watch as they tumble down, explode and put a quick end to an attack by two Hybrids and a swarm of Leapers. Be sure all is clear below and head down the stairs. This long curved hallway looks pretty quiet, but don't step in front of the windows on your right. They are covered by blinds and you can't see in, but the three Hybrids in the room can most certainly see out. Use a melee attack to knock out the closest window and get a peek at where your attackers are and toss in a grenade to silence them. Poke your Carbine in real quick in case one manages to survive. When you have cleared the room out, go in through the door and find Intelligence Document #18 on one of the tables. Pick up anything else you need in here and head back out to the hall.
The next room is unoccupied and doesn't contain anything important, so you can pass it on by. The last room has yet another set of Hybrids inside, so either knock out another window and throw in another grenade, or take the lazy way out and pinpoint and kill them with the Auger without waiting for them to shoot first. When the last room has been cleared, head to the end of the hallway and flip the switch to raise the large door. When you enter to grab the goodies on the floor, the next large door will raise and you will bear witness to yet another new creature stealing the life of an ally. Be quick to kill the creature before he kills your ally, and your new friend will stick around and help you fight through to the end of the chapter. Introducing the Gray Jack.
Too late to run now since the door has shut behind you, and this skinny freak is only the beginning. The Bullseye works really well on these guys. Lay on the trigger and the initial shock will knock him back. If you never come off the trigger, he'll never get up. Gray Jack #1 is down for the count. . . .9 to go. As you kill one Gray Jack, another will rise up from the floor in the glass containers. First one at at time, then two and the last set will be four at once. Stay in one place, stick with the Bullseye or the Carbine, toss grenades in front of the glass containers just as they pop out and you ship rip through all of them without taking a scratch in a matter of a couple of minutes. When the last Gray Jack falls, a new door opens to allow you to leave this trap.
Head up the stairs, gather up the supplies you need and head in to join the battle to protect the large cylinder containing the, as yet unseen, Angel. There are many Hybrids attacking from the far right corner of this little indoor train yard. Either join your allies in front of the cylinder, or run right up the platform you are on to flank the attacking Hybrids. Use the trains for cover and try to hang on to your grenades, especially your Air-Fuel grenades if you have any. Pick off the Hybrids with your Bullseye, or ensure your accuracy with the Fareye. In either case, when all the Hybrids are dead, you will only be able to catch a quick breath before a vehicle breaks through the far wall and reinforcements in the form of a handful of Steelheads charge in.
This is where the Air-Fuel grenades come in handy. Get on the tracks to the side of where the vehicle comes in. If you are placed correctly, you should be looking at the cylinder to your left, the area where the Hybrid were, right in front of you, and the wall that the vehicle comes crashing through on your right. As the vehicle comes to a stop and the door begins to open, target the area right in front of the door and throw out a couple of Air-Fuel grenades. The Steelheads will barely make it out the door and the fight will be over before it even starts. With the Steelheads downed, the cylinder is protected and the chapter is complete.
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