Quake II/Warehouse

Level objective
The objective for this level is "Restore power to key warehouse components". As the unit's main objective was completed in the ../Supply Station/, the only reason to do this is to make your way out of the Bunker Area unit and to the ../Main Gate/ of the next unit, the Jail Area.

Strategy
This level returns to the difficulty of earlier levels such as the ../Comm Center/. There are no new weapons to be found and only moderate health and armor. Enemies appear from behind wall panels, in dark corners and from unexpected angles. The Parasite makes a re-appearance, often in pairs, and there are plenty of Gunners and Berserkers. You will also encounter what amounts to a Boss Strogg, given your present armament. The Chain Gun will serve you well but, as before, be wary of how quickly it uses up ammunition.

Walkthrough
This level begins in an indoor open area that is lit near where you stand but is in darkness further away. In this situation it's always worth shooting around the place with your Blaster to create some light and taking stock of the situation. There seem to be no enemies, but a hallway leads off to the right. If you take a look down there, you'll see at the other end one of those places where you either find or deposit a Power Cube.

If you're comfortable with the game at this time, proceed on your own. You've been warned (Strategy, above) about the Strogg's love for hiding in this level. Remember the general rules that you've learned in the Walkthoughs of earlier levels (look around you in all directions, especially behind you, always keep moving, pull back to cover if in doubt, throw Grenades into hiding places, etc.). In this level, don't necessarily do what you think the level designer intended you to do as there are many situations here that go better if you think outside of the box. These will be the focus of the Walkthrough below, if you chose to follow it, otherwise the level of detail will reduce as we get deeper into the game.

The Second Power Cube
You already used up the first of your four Power Cubes to leave the ../Ammo Depot/ via the tall elevator. It's totally obvious where the second one goes and unsurprising when the lights come up. You should also not be surprised where the enemies come from. Take the elevator that was powered up by the cube and go along the walkway over the area where you entered. As you go, watch for irregularities in the walls that suggest sliding panels and hidden rooms. You will come to a small landing at the top of a long flight of stairs down into a large, high room with a non-functioning conveyor belt leading to the right. There are Enforcers patrolling below and Guards will come from a doorway on the far side when they see you. Now, you could certainly go down there and fight them, taking into account the lack of cover. But, as they seem stupid enough to gather below you, let's try something else. Throw a few Grenades against the wall on the side opposite to the stairs so that they bounce and fall into the Strogg mob underneath. You can tell how much damage you're doing by the yelling and by carefully peering over the edge. When things are quieter, sneak down the stairs with the Machine Gun to finish off any lingerers. Before going all the way down, think about hiding places and take suitable precautions.

Down at floor level, you have a chance to explore. You'll probably see a Berserker and a Parasite running about in the warehouse area below the conveyor belt, but there are plenty of places for others to hide among the stacked crates. The doorway through which the Guards appeared leads along a corridor to an elevator that will take you down to do battle, but again, there's a better way. If you want to score all the enemy kills, you will need to visit the corridor to dispose of the Enforcer there. Then walk out on the conveyor belt and toss grenades down on the Strogg below. Drop down onto tall stacks of crates and use the Machine Gun. Don't get too close to the Parasite, but you should be able to kill all opposition while taking no damage yourself. Finally, hunt down the enemies that are still hiding. Remember that Berserkers make a scraping sound. By guessing the path you were expected to take, you will be able to come upon the Strogg from behind, which is always fun. If you don't care about enemy kills, you may be able to just ignore them.

The Third Power Cube
Plug the third Power Cube into its receptacle to call down the lift platform that will take you back up. You will find that the conveyor belt is now running and the door has opened at the far end. The obvious thing to do is to ride the belt, therefore don't. Instead, walk along the left hand edge. This will give you more control over your arrival in the blind area at the far end, just in case there is a welcoming party. There are two wall buttons to press, one of which opens a door nearby and the other calls down a lift platform which will take you up to another door. Other than giving everything away, the best advice here is to recommend saving the game before stepping through the door.

After that little bit of fun, continue through the next door into a large room with a sloping conveyor belt on the far side. You are on a high platform, but you can drop down to floor level without taking fall damage by crouching. Take advantage of your high position to clear away some enemies, but as before there could be more hiding behind the crates and in other places. If you can figure out the direction they expect you to come from you can sneak up on them from behind.

The Fourth and Last Power Cube
Putting the fourth and last Power Cube in its receptacle turns up the lights in this room and starts a kind of open paternoster lift. Your field computer will change the secondary objective to "Proceed to detention center". Take the lift platform back up to where you came into the room. If you want to go back for anything, this is a good time to do it. You can come back from further on, but it will be a hike. Jump onto a paternoster platform as it rises, ride it over the top (an absolute no-no in a real paternoster) and jump off on the other side. Keeping a watch for Strogg, ride the conveyor belt up.

Opening the door to leave this room is a small puzzle. The message "This door is opened elsewhere" that you receive when you approach it is actually misleading; there is no button anywhere to open the door. Beyond the door is a spiral staircase to a lower level. Watch out for enemies in hiding places and take appropriate measures to get the jump on them.

Leave the room at the bottom of the spiral staircase via the door and you'll pass on your left the door that leads to the level exit. To open this door, you'll need to press a wall button in the room beyond. But, when you enter this room, the door closes behind you, so don't press the wall button yet. To get back out of the room, you need to operate a computer in the corner. Unfortunately, a Strogg Tank is using it to update his Facebook page. Given your present armament, this amounts to your first Boss Battle, and with the closed door it is a small-scale arena fight, so skip the rest of this paragraph if you feel especially manly. Still reading? OK, let's deal with this the sensible way. From where you enter the room, the Tank is behind two stacks of crates, two-high. There is a gap in between the upper two crates. What kind of weapon could you use to reach the Tank through that gap? That was easy, wasn't it? Approach the computer ... wait, that's not Facebook! Those are pictures of lady Tanks with their access panels removed! Clear away that filth and operate the keyboard to open the door out of the room. On your way out, press the wall button to open the door that leads towards the exit, which will now be on your right.

There are more Strogg to deal with, some just beyond the door and some at a distance on the other side of an area at a lower level. If you want to get fancy, you can goad the ones on the far side into accidentally shooting the ones close by and then watch them fight each other. In the end, clear them all away. You can ignore the Parasites in the lower area if you aren't concerned with scoring all enemy kills. This is the time to check out the Secrets section, below. Do this even if you don't care about the secrets per se as there is good stuff to be collected. You're probably supposed to cross the lower area using the cargo hoists, which can be started with a button around to the left. It is simpler, however, to just run-jump across via the crates in the middle.

Through the door on the other side there is one last enemy kill to make, a bit of ammunition to collect and you're just about done with this unit. Through the last door is a room from which you can see crates moving on a conveyor belt. Once the door to this room closes, which it does when you press the small button marked "EXIT", it won't open again, so go back for anything you left behind first. If you're short of enemy kills, you may have to go all the way back to where you entered the level. Climb into a suitable gap in between the crates and ride the conveyor belt to the Jail Area unit, starting with the ../Main Gate/.

Secrets
This level has two (2) secrets, both of which are close to the end of the level:
 * 1) Descending the spiral staircase, shoot out the first window that you encounter.  Look for a pulsing, glowing button on the wall hidden behind some crates and shoot it with your Blaster. This opens up access to an area below the staircase in which you will find health, armor, ammunition and an Adrenaline.  You can optionally jump out of the window onto the crates to get a better angle to shoot the button.
 * 2) In the room with the two cargo hoists that you can actually cross by running and jumping, the hoists are started by a switch on a post in a small control room to the left as you enter.  From that switch, turn back and look at the ceiling over where you came in.  In the corner you will see a pulsing, glowing button.  Shooting it raises a ladder and opens a vent grill.  Climb the ladder and go into the vent to collect a Quad Damage.  There is a second ladder at the rear and if you climb that and go a bit further you will be looking down through a closed grill on somewhere you passed by earlier.  There is no reward for this, but it may be fun to figure out where you are now looking.