Geddons HFR old timer ? Transactions (0) | Code :
- .<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>.
- |==========================================================================|
- |+ Walkthrough - Chapter 9 +|
- |==========================================================================|
- .<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>.
- .=======================================================.
- | Chapter 9: Ice Station Evil |
- | Characters |
- .=======================================================.
- _________
- -----------< Summary >------------------------------------------------------
- ¯¯¯¯¯¯¯¯¯
- This is a cutscene. Sit back and enjoy, and maybe recover your breath after
- the last stage. :)
- .=======================================================.
- | Chapter 9: Ice Station Evil |
- | Antarctica |
- .=======================================================.
- _________
- -----------< Summary >------------------------------------------------------
- ¯¯¯¯¯¯¯¯¯
- This is a surprisingly large and spooky level. The first half is a treasure
- hunt as you gather intel and explore the base while haunted by a foreboding
- musical theme. I was definitely reminded of the movie "The Thing" while
- playing through this stage.
- < From the loading screen >
- The trail of clues has led Cate and Armstrong to a secret facility in
- Antarctica where H.A.R.M. is conducting Project: Omega. Once they discover
- its actual nature, they can plot a means of disrupting it.
- Assuming they don't strangle each other first.
- Total skill points available: 1980
- Total accumulated skill points: 33700
- ____________
- -----------< Objectives >---------------------------------------------------
- ¯¯¯¯¯¯¯¯¯¯¯¯
- Recover information on Project Omega 800 SP
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- The beginning part is all exploration, and no enemies. Take your time and
- extract every possible iota of information you can from the plethora of
- intel locations spread throughout the map. Get familiar with the layout;
- you will be coming back through these areas in a hurry on your way out!
- At several points you will need to jump up debris and rubble, and
- sometimes crouch to get through. You will also need to use several small
- items to progress through the map, starting with the wrench. Use the
- wrench on the Emergency Steam Bypass valve to the west of the fuse box
- room. You can then pick up a fuse in the SW room, and use it on the fuse
- box to get the power back online. Now you can open the gate to get into
- the mess hall, then outside and to the west half of the base.
- In the western base area, open the security doors by decoding the keypad
- in the office. In the secure area, picking up the key ring will trigger a
- pipe to explode, blocking your way back to the yard. The key ring is
- randomly placed around this area, so check for it on all the shelves, the
- desk, and the ping-pong table. With key ring in hand, you can now open
- the door to the south office and get the Project: Omega file. Picking up
- this file will trigger a monstrous abomination to break through the wall!
- Escape alive
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Now you need to avoid Lt. Anders' laser eye and make it back to Armstrong.
- The good thing is, he is easily distracted, and will not see you unless
- you cross his line of sight or shoot him. Take advantage of this and
- distract him by shooting him from one corner, waiting for him to start
- walking towards you, then running behind him via an alternate route. Do
- note that you cannot kill him, so just run away instead.
- You will need to get into the south lab through the hole he just made in
- the wall. Inside is a pipe you can climb up; following the pipes will get
- you safely past the steam and back to the security doors. Once outside,
- pick up the doorknob from the room atop the stairs, then run back to the
- room in the center of the yard. Anders will appear while on your way
- down, so try jumping just when he shoots (if timed right, the shot won't
- hit you). Once inside, close the door behind you, and Anders will be
- unable to see you while you ransack the place.
- When ready, peek through the window in the door to make sure Anders has
- his back to you, then run back up the stairs and plant explosives. Hop
- down the resulting hole and head back to the mess hall, but give the
- cabinet wide berth, as Anders will pop through the wall behind it, killing
- the scientist on the ground.
- Back in the fuse box area, head to the previously locked door and pick up
- the wire coil, then repair the broken keypad next to the brand-new hole
- Anders just made. If you want, through this hole is a room with a
- a projector; the next room has a Spy Training Manual on the desk, but you
- will have to distract Anders first to get there.
- Now, back at the entrance, Armstrong will play the dumb lummox, and you
- get to plant explosives next to him. After the explosion, jump over the
- rubble to end the stage.
- Recover additional data on Lieutenant Anders (optional) 300 SP
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- There are three documents detailing Lieutenant Anders' fate and his
- connection to Abigail. They are located as follows:
- 1) Note in hall south of fuse box, either in cabinet or on shelves
- 2) Note on table in mess hall
- 3) Note (picture) on shelf in entry to secure labs
- _______
- -----------< Items >--------------------------------------------------------
- ¯¯¯¯¯¯¯
- Base entry/Room with scientist
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- < Intel > 20 SP
- Filing cabinet
- ** Infiltrating the Antarctic facility ** 100 SP
- Dark room area
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- >> < Armor > Heavy body armor
- On bench in SE side room
- >> < Armor > Heavy body armor
- Inside cabinet in downstairs store room
- Note on shelf 20 SP
- On shelf next to cabinet in downstairs store room
- Fuse box area
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- >> Note in cabinet (Page 1 of Anders) 20 SP
- In SE corner of south hall
- >> << Wrench >>
- In cabinet in SE corner
- >> < Armor > Heavy body armor
- In cabinet in SE corner
- >> Note on shelf (Page 1 of Anders)
- On boxes in south hall
- >> << Wrench >>
- On shelf next to boxes
- << Fuse >>
- In SW room beneath steam
- < Intel > 20 SP
- Filing cabinet in SW room
- ** Restoring power ** 100 SP
- Mess hall area
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Note on table (Page 2 of Anders) 20 SP
- West base/Security office
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- < Intel > 20 SP
- Left filing cabinet
- < Intel > 20 SP
- Right filing cabinet
- Note on shelf (Page 3 of Anders) 20 SP
- On shelf in hallway past security doors
- ** Gathering information on Lt. Anders ** 300 SP
- West base/Central office
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- < Intel > 20 SP
- Left filing cabinet
- < Intel > 20 SP
- Left desk drawer
- >> << Key ring >>
- On shelf, on desk, or on ping-pong table
- West base/South room
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Note on desk (Project Omega information) 40 SP
- ** Recovering information on Project: Omega ** 800 SP
- West base/West lab
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Note by sink 20 SP
- < Armor > Heavy body armor
- Inside cabinet
- Outdoors/Upstairs room
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- << Door knob >>
- On shelves in side room
- Outdoors/Central store room
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- < Ammo box > (37) .32 FMJ
- On shelf
- < Item > 3 explosives
- On shelf
- < Intel > 20 SP
- Filing cabinet
- Escaping/Fuse box area
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- << Wire coil >>
- On cart in SE room
- Spy Training Manual 200 SP
- On desk through holes Super Soldier makes in wall NE of fuse box room
- ** Creating an escape route ** 200 SP
- ============================================================================
- Total skill points available this level: 1980 SP
- Cumulative total: 33700 SP
- ________
- -----------< Extras >-------------------------------------------------------
- ¯¯¯¯¯¯¯¯
- Does anyone know where the third explosive goes?
- < From rdsaxon >
- The third explosive after Antarctica is used at the very beginning of the
- next stage.
- (But then why do you start in Calcutta with 3 explosives?)
|
et voilà |