SEQUENCE 13 -- LEVEL 212 -- CANTEEN
(1) This level is not terribly difficult because there is body armor right
near the exit, allowing you to take your time and plenty of damage but
still make your escape armored like a pro. There are 22 company
soldiers here, and they can become quite annoying once most have made
their appearance and begin to revive repeatedly as you move around; the
most convenient thing to do is grenade them all (there are 3 very
important powerup-toting exceptions). Exit the entrance doorway and
move down the hallway, taking your first right. Grenade the 2 soldiers
and explore the 4 rooms down this smaller hall.
(2) In the first pair of
rooms you reach, the right holds 2 young dogs, while (left to right)
lockers 2 and 3 hide an ID tag, battery, and med kit. The left room
holds nothing.
(3) In the second pair of rooms, the right houses a young
dog and an ID tag (lying on a desk); the left room also harbors a single
dog, and the auto-map and a med kit are lying on a desk.
(4) As you leave
this area, 2 new company soldiers materialize at the hallway junction.
Kill them and stay right, where you will encounter another soldier
around the corner. Take your first left down a short stairway into the
dining hall and continue straight across up an identical stairway; kill
the pair of soldiers here.
(5) Re-enter the dining hall and turn left; you
will shortly encounter 2 soldiers, 1 just up the new stairway and 1
inside the kitchen. Activate the 2 switches on either side of the
kitchen doorway and open the door to your right--a soldier awaits his
fate on the other side.
(6) Kill him and move back inside the doorway; the
middle locker of the trio to the right of the door holds an ID tag.
(7) Now
proceed to an identical locker/door combination on the other side of the
kitchen; the middle locker (when facing the door) yields a med kit,
while the second locker (with the door on your right) holds a facehugger
and ID tag.
(8) Now open the door and blow the crates directly in front of
you, revealing a battery, facehugger, and med kit. The now-visible door
behind the crates is not functional, so turn left down this hallway
until you reach more crates and a switch. Activate the switch, blow the
crates to reveal another door, and enter. Inside, the first 4 crates
you see each hold a 'hugger, and behind those crates 4 young dogs lie in
wait. Having dispatched them all, proceed to a second row of crates.
These house 2 'huggers, while a single young dog lurks behind. On your
way out, make sure you open 2 crates in this room that you probably
missed on the way in; one holds a med kit while the other yields a
special 10-up derm patch.
(9) Leave this room and stay to your right. As
soon as you enter a long hallway, 2 soldiers will attack from a doorway
to your left. Grenade them and continue down the long hall. You will
pass a door hidden behind some crates on your left (to which you will
return in a moment) as you move forward; keep going until you see
another soldier near more crates. DO NOT GRENADE THIS SOLDIER and do
not blow open these crates yet. Instead, pulse rifle the soldier and
grab the grenades he coughs up. He will repeat this performance every
time you kill and revive him, allowing you to exit this level with a
full count of 20 grenades.
(10) Now backtrack to the crate-hidden door.
Blow the crates (a seismic charge and facehugger lie within) and enter
the door. Explode the crates directly in front of you and up the
stairs; kill the emerging facehugger but don't go up the stairs. As you
continue into this room, you will encounter more crates, 4 of which will
release facehuggers. Kill 'em all, exit the room, and stay right.
(11) You
will enter a room with several desks (don't miss the ID tag on one of
them) and 2 switches. DO NOT activate the battery (large) switch just
yet; instead, flip the small switch and blow the crates to the left of
it to reveal another hall and a pair of night vision goggles.
(12) Activate
the goggles and proceed forward. One or 2 dogs will attack before you
reach the stairs. At the stairs, kill any reactivated 'huggers at the
right-hand wall opening (this is the top of those stairs you ignored in
this room earlier) and deal with the second young dog that will be here
if he wasn't waiting for you farther back this hallway. Move forward
and blow 2 'hugger-holding crates at the top of another stairway.
Continue ahead and blow the secret wall you dead-end at. DO NOT GRAB
THE BODY ARMOR JUST YET! There is also a clip and a shotshell in this
secret hall, which you will be re-approaching from the other end
shortly.
(13) Now reverse your route and go back to the battery switch you
ignored earlier. Activating it opens the exit doorway and causes 6
company soldiers to materialize just outside the door. There will be 4
on the left and 2 to the right. Stay left out of this room, grenading
the soldiers as you go.
[BUG!
There is one exception--DON'T grenade the second company soldier to emerge
from the right. A sequence-specific glitch does not give you credit for all the
ID tags you acquire when you play the level in this order, giving you a deficient
score for MISSION at the end-of-level ASSESSMENT screen. You will
need to revive this soldier and acquire an additional ID tag by killing
him before exiting this level. If you are playing at the EASY or MEDIUM settings,
you may need to vary your route to find the "right" sequence for this level before you can score
the full 100%.]
(14) As you near the
end of the hall, be careful NOT to grenade your buddy (the one that
coughs up more grenades every time he expires). Use the pulse rifle if
in doubt. At the exit doorway, 3 company soldiers emerge. The LAST
one out is also a grenade-toter, so just pulse-rifle him. Now you can
run up and down this hallway, repeatedly reactivating and killing these
2 soldiers, until your grenades are topped off at 20.
[This is also
when you will acquire the "missing" ID tag from the now-revived
soldier.]
NOW blow the crates here that you passed up earlier and kill
the 2 facehuggers that emerge (had you blown these crates earlier, you
would have revived these 2 'huggers every time you revived the
grenade-yielding soldiers).
(15) You are ready to grab the body armor and
exit. Open the door across the hall from the exit doorway and blow the
secret wall inside. You can now grab the armor, clip, and shotshell.
(16) Move back to the exit door and make good your escape with a maxed-out
armor and grenade count.