SEQUENCE 16 -- LEVEL 242 -- TUNNELS AND DUCTS 1
(1) There are 8 or 9 (yes--it varies)
derm patches to grab on this powerup
level. Other than that, the prime goods here are 2 body armors, 4
seismic survey charges, and a single grenade. The pulse rifle is the
quickest crate-opener due to its long reach and fast firing rate. Hit
the ground running and move out of the entranceway. The pair of crates
on the left hold a seismic and a shotshell.
(2) Wind your way around to 2
opposite-facing crate-and-barrel barricades. Blow both stacks and grab
the goods: on the right are 2 patches, the auto-map (do take the extra
second to grab it--this item makes navigation quite a bit easier), and a
shotgun shell; to the left are 1 OR 2 derm patches (this seems to vary
randomly--the extra patch is there approximately once out of every 3 or 4
loads) and a flame thrower canister. To acquire that extra derm patch,
keep reloading this level until it shows up and then try to make a
successful circuit.
(3) Now run down the LEFT corridor and blow the next
pair of crates (1 on either side) for a derm patch and pulse rifle
magazine. Keep moving and ignore a second pair of crates (empty!).
(4) You
will want to take your next right but first dash straight ahead past the
junction into the very short corridor extension and blow 3 crates for
another derm patch, a seismic charge, and the body armor.
(5) Now backtrack
slightly to that right turn. Just around the corner and to the right is
an opening with 4 crates: one pulse rifle magazine, a derm patch, and a
med kit. In the second of the 2 crates you pass on your right as you
move forward are night vision goggles, but you don't really need them
here and you also don't really have the time.
(6) Bypass the corridor to
your right; the 2 crates just past it contain a 9mm pistol and med kit.
The next crate (on your left) is empty. Take the next right and blow
the crate on your immediate left for another derm patch. If you need
grenades or pulse rifle ammo keep moving to the end of this corridor for
a single grenade, a pulse rifle, and 2 magazines.
(7) Now dart out of this
corridor offshoot and stay right around an inverted U-shaped bend (the
crate at the bend holds a med kit, and the one on your immediate left
after making the turn holds the final patch).
(8) If you didn't grab the
pulse rifle with grenade and magazines back there you, have just enough
time to either continue forward for 3 crates holding a flame thrower and
2 fuel canisters or do an about face and then turn left and go straight
down to the end for 2 seismic charges, a med kit, and body armor.
If you are quick around the corners you can exit with all the derm
patches and seismic charges unless you go for the pulse rifle goods
instead. Just by way of being complete, if you take the right corridor
where the crate-and-barrel barricades are you will reach an empty crate
on the right and one holding a med kit farther on down to your left.