SEQUENCE 4 -- LEVEL 131 -- MED. LAB
(1) As soon as you walk out the entrance
door a warrior will attack from your right. If you can, take him out
with a seismic charge, or he will be back later. This is most easily
done by running straight out the door and down the main corridor to put
some distance between yourself and the enemy, then pivoting around for a
clear, straight launch.
(2) Proceed up the corridor the warrior came out
of. Past the first corner 2 facehuggers are waiting within the wall.
Toast them with the flamer and continue around the next corner. A
facehugger will emerge just before the first pair of lockers. Kill it
and go past the second pair of lockers, where another 'hugger lurks in
the right wall. Now go back to that last pair of lockers: the
left-hander houses your first chestburster. Blow the locker and kill it
with either the shotgun or flame thrower. Just ahead now lies a
warrior. The middle locker in the trio you will find on your left (just
before another corridor) holds a shotgun shell and ID card. Grab them
and continue ahead, bypassing the left-hand corridor. A facehugger is
in a wall recess on your left. Kill it and move forward to the pair of
lockers dead ahead. The left hand one holds a shotgun shell and clip.
Around the next corner another 'hugger is hiding in the corner behind
the lockers on your right. Another warrior will attack when you
continue on.
(3) Kill him and enter the doorway on your left. While either
entering or exiting this room, 1 or 2 facehuggers from around the next
corner may come after you, so be prepared.
(4) Inside are 4 cryotubes;
going clockwise from the one closest to you as you enter the door, they
contain nothing, a chestburster, a med kit and ID tag, and another
'burster. It is best to back up after opening a tube with a 'burster
inside since these aliens move very rapidly and are hard to hit at close
range. Now exit the room.
(5) Five facehuggers are in the locker-studded
corridor ahead; 4 are in the walls, and 1 or 2 of them may have already
attacked you near the cryotube doorway.
(6) You are now exiting this
smaller corridor into the straight, primary corridor of this level. Two
security guards are protecting the unopened exit door; kill them--they
were infected anyway. (If you didn't encounter all 5 'huggers in that
last corridor, the 2 [usually] stragglers will emerge when you start
shooting at the guards, but you may have to backtrack for them).
(7) Now go
down the primary corridor. Enter the doorway into the darkened room on
your left. See the battery? See the shotgun shell? There is a warrior
around both corners. Kill the pair and grab the goods.
(8) Exit, turn
left, and enter the doorway on your right. Kill the 2 security guards,
positioning yourself so their stray shots don't break any of the glass
walls and release all the aliens inside prematurely. Now throw the 4
switches, which activate the doors into the 2 glass-walled laboratories,
open the exit door, and power up the room's lights.
(9) Now go to the
smaller glass lab and open the door. Five facehuggers will emerge;
flame them, and don't miss, or you'll get overrun. (You could also
shoot the glass walls to get at them). The auto-mapper and an ID tag are
on the table inside.
(10) Now enter the door to the other glass-walled room.
[BUG! In this room I once
discovered an invisible gap in the glass
wall facing the smaller glass room. I was able to walk in and out of
the room through it, and the warrior inside came out through the gap to
get me! I assume this is a glitch that rarely loads.]
Three
facehuggers and a warrior are running loose; if you can kill them all
inside the room (and without hitting any of the glass walls), they will
be contained and not present any future problems. Unique to this level
are the incubators that you can blow open. The clue? One is already
blown open and has a derm patch lying in front of it. Blow open all the
other panels; each contains a facehugger except for one that is empty
and another that yields a second patch. The trick is to avoid the
released facehuggers in the tight quarters of the small room. Now throw
the switch to power up the door so that you can get back into the main
room. Before leaving, blow the second and fourth lockers on the far
wall for some shotgun shells and an ID tag. Exit and turn right. You
will be heading back to your starting point on this level. If you
didn't kill that first warrior with a seismic, you'll have to kill him
again now.
(11) After doing so, open the door to the room on your left, and
be ready to nail the chestburster on the other side of the door. Kill
it and proceed into the final room. The words "Lift activated" will
appear--you have just opened a secret area by throwing all the switches
and then entering the last unexplored area of this level. Be
patient--you still have a little more work to do here first! In the
adjacent room through the open doorway is another loose chestburster.
Kill it and deal with a final 'burster ensconced in the first of a row
of 4 lockers (an ID tag comes out of the same locker). In locker 3 are
a med kit and clip. Two more med kits are lying on tables in the room,
and a fourth kit is in the left-hand locker of the pair on the far wall.
As you open the door to exit this room, the first warrior of the level
may be revived yet again if you didn't "charge" him earlier.
(12) Now move
left out the door; on your right will be a ramp leading down to the
secret room that you activated earlier. Kill the 2 facehuggers down the
ramp and grab the goods: an ID tag, shotgun, pulse rifle, acid vest,
and flamer fuel. With the pulse rifle, you are really ready to rock!
Switch to it, go up the ramp, and head left all the way back to the
exit.
(13) Use the long-range reach of the pulse rifle to kill the 2 revived
exit door guards before leaving.