We have some non-human enemies for once? Oh, here we go!
Chapter 2: The Military Base
(continued)
Main Access (continued)
0:15 - Somebody's activated the self-destruct code in the military base, and you have two minutes to deactivate it. Take the Silo Keycard, then run into the silo.
Silo 1
For some strange reason, this silo is far away from the rest. Hit the switch at the console to deactivate it, then open the closed door and enter the rest of the silos from there.
Silos 2, 3 and 4
2:28 - The switches are triggered, but there's one more to get...and Eexecute barely gets it.
2:49 - Bitchy scientists sure are bitchy.
3:04 - Another part of the PSG.
Main Access
From here, head to the main access elevator and enter it. You'll be able to enter the warehouse.
Dark Hangar
3:54 - Eexecute takes a shot in the dark. Literally. Multiple times.
4:28 - Here's the fuse box. You'll need to fix this thing so that you can restore power to the warehouse area.
4:45 - A treasure trove of health and ammo.
The Warehouses
5:03 - Not sure what these are, but they're a new enemy. These things can spit at you, so be careful.
5:33 - The aforementioned monsters up close.
5:54 - You think the AI would be a little better than that in the first two games...but...no.
7:19 - More military intelligence fail.
8:39 - I can't tell what's more hilarious. The fact that he let us kill all his buddies, or that he still stands there afterwards so Eexecute can get a melee kill.
9:39 - By the time he turns around, it's too late.
11:40 - By blowing up this explosive crate, we open a hole in the wall.
Dark Hangar
12:11 - "Gee, it's kinda dark..."
"Did you bring a light?"
"No."
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