Quake II/Processing Plant

Level objective
The objective of this level is to shut down all seven machines that are doing horrible things to your fellow Marines (and the resulting body parts). To do this, you follow a circular route, arriving back at your starting point and then returning to the ../Receiving Center/.

Stragety
Three Flak Jackets, eleven armor shards.

(Add material)



Walkthrough
Look out for Guards to both the right and the left. Climb the curved staircase ahead of you to press a button and turn of the lasers that block your way on the right, but first pop some Grenades up onto the balcony to take out the Gunners standing there. Drop back down. If you approach the closed door (to your left as you entered), you will receive the message "This door is opened elsewhere". You will come back this way to return to the ../Receiving Center/. Go in the other direction.

The Organic Material Liquifier
Along the passageway that was blocked by the lasers you will first meet a Gunner. At the bend, hold back, crouch and look up to the elevated walkway in the wide and tall room ahead. Pick off the three Guards up there before advancing. Now take note of the square depression in the floor ahead. When you step into the room, this will explode and a Tank will come up on a lift platform from below the floor. Rain Grenades on his head as soon as the floor breaks open, then retreat to cover in the passageway and either finish him off with the Grenades or switch to some other weapon.

Wait for a platform to rise out of the poisonous pink liquid on the right side of the room and jump quickly onto it. Turn to face back into the room so that you can a) hop off onto the walkway and not get killed by the spikes in the ceiling and b) be ready to fight a Gunner. Cross to the room that the Gunner came out of and press the two wall buttons on either side of the opening, receiving the messages "1 more to go..." and "Sequence completed!". See Secrets, below, before leaving this area.

Through the door, shoot the Light Guard who is standing beside a button on a pedestal. It is tempting to press the button. When you do so, you'll get the message "Organic material liquifier deactivated" and the machine ahead will cease operation, which is good. On the other hand, a Gladiator will appear from around the corner to the left and a bridge will rise from the pink liquid linking where he is to where you are, which is not so good, although you can deal with it. If you want to be a little clever, pop a Grenade over the gap so that it bounces around the corner to flush him out and follow up with some Rockets. Then press the button. Note that your field computer will not count this as one of the five goals that you are supposed to achieve, although it clearly is a machine shut down. Again, see Secrets, below, before continuing.



The Strogg Bio-Assimilation Tank
Trundle on over to where the Gladiator appeared from to find a door, which will open on your approach. There are Guards on the other side, but also a Parasite, so have the Chain Gun ready. Take a look around the next room, which contains machinery, and look for the button that turns it off. Also think about whether you'll just be able to saunter out of the room after pressing the button or whether more Strogg might appear to punish you. This theme will repeat for the rest of the level. Here, the button is inside the largest of the tank-like structures, so enter via the sliding panel around on the far left of the room. Notice, on your way, two similar sliding panels next to cracked glass panes on the face of the raised ledge where you entered. Press the button to receive the message "Strogg bio-assimilation tank deactivated". The floor will shake around a bit but, again, the goals on your field computer is unchanged at 0/5. Two Machinegun Guards and a Gunner will be waiting for you outside and the suspicious sliding panels will now be open. The exit door, up on the ledge to the left, will now also open on your approach.



The Bio Processing Control Unit
After some steps down, a door opens onto a long, straight hallway and another Parasite. Towards the other end, two Flyers rise up on a lift platform from under the floor. If you run forward, you can dispatch them at close range with the Super Shotgun before they are able to do much damage. The door opens into the next machine room, which contains a running conveyor belt. Beyond the belt are Light Guards, which you can pick off first, then around to the right is a Gladiator, who needs some Rockets in his face to round out his day. Jump across the conveyor belt, go around the pillars where the Guards were and then jump back to reach the machine's control button. Press it. The conveyor belt stops and you receive the message "Bio processing control unit deactivated". This time (and hereafter), your field computer acknowledges your noble act and now the goals panel reads 1/5. See Secrets, below, before taking the lift platform up to the exit door.



The Ionization Catalyst Chamber
The door to the next machine room is down a couple of steps. Inside you will find yet another Parasite, three Flyers and a Gunner. If you like to charge in and spray ammunition around, save the game first as you may be unhappy with the amount of damage you take before all of the enemies are down. Otherwise, stay outside the door and pick off first the Parasite in the open area straight ahead and then the Gunner on a raised platform to the right. Run inside to entice the Flyers down from the alcove in the ceiling and then run back out. Now you can pick off each of the Flyers in turn using the doorway for cover. Take the lift platform up to where the Gunner stood and find the control button on the rear wall. Press it to get the message "Ionization catalyst chamber deactivated." Although the blood-covered conveyor belts stop, the sounds of machinery and the groans of turtured Marines will not. Your goals panel reads 2/5. Three machines to go.

The Emulsifying Flesh Press Unit
"Emulsifying flesh press unit deactivated."

The Bio-Compression Chamber
"Bio-compression chamber deactivated."

The Enemy Processing Unit
"Enemy processing unit deactivated." Primary "Objective complete" Secondary "Return to Receiving Area [sic]"

Secrets
This level has three (3) secrets:
 * 1) Above where you fought the Tank, a Gunner comes to greet you from a room on the other side of the mezzanine area.  The wall over the doorway to that room bulges out to form a narrow diamond-shaped pocket.  Look up into the pocket and you will see a small red light (or perhaps it's just a button).  Shoot it with your Blaster and you will immediately get the message "You found a secret".  Go back across the mezzanine to find the secret, which is that a wall panel on the left has move away to reveal an Adrenaline in an alcove.
 * 2) Above where you fought the Tank, to enter the room with the first machine you have to press two wall buttons, which opens the door.  Just inside the door, look down to your left.  Below the walkway is a pool of poisonous pink liquid, but if you move to the very edge you can see an alcove underneath.  It is difficult, but not impossible, to drop down there without touching the liquid, but it is more likely that you will land in the liquid and take a little damage before you scramble out.  When you enter the alcove you receive the message "You found a secret" and can take the Quad Damage that is there.  Follow a tunnel to come out behind the Guard's position at the machine's control button.
 * 3) After shutting off the conveyor belt of the bio processing control unit, walk onto it and crouch to enter the machine where the belt emerged.  In an alcove on the left, you will find a Power Shield.  Take it and receive the message "You found a secret".