Quake II/Grid Control: Difference between revisions

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There are two lift platforms at the opposite end of the room, one in the southwest corner, the other in the northwest corner.  Your objective is to get to the southwest lift, but you need to get past arrays of scanning and pulsing blue laser beams.  There is a column in the center of the area surrounded by deadly red laser beams. You can go down the outer gallery, timing short dashes between the pulsing beams, or — more easily — crawl under the diagonally-scanning steady beams in the inner area, staying close to the wall.
There are two lift platforms at the opposite end of the room, one in the southwest corner, the other in the northwest corner.  Your objective is to get to the southwest lift, but you need to get past arrays of scanning and pulsing blue laser beams.  There is a column in the center of the area surrounded by deadly red laser beams. You can go down the outer gallery, timing short dashes between the pulsing beams, or — more easily — crawl under the diagonally-scanning steady beams in the inner area, staying close to the wall.


Step on the southwest lift and ride to the platform above.  The platform contains a square structure with high walls in the center, and there is a high wall all around, forming a closed path around it.  There are two Tanks standing guard, one on the west side, the other out of view on the east side.  Stand on the edge of the lift opening, just out of sight of the west Tank, and fire on him with the Rail Gun.  If you do it right, he'll say put and just take the hits.  Four shots should do it.  As soon as he's down, the east Tank comes around the corner.  Move onto the platform and use the corner of the center structure as cover to fire on him with the Rail Gun.  At the greater range, it typically takes five shots to knock him out.<ref>This procedure is written from the standpoint of having weapons in the right hand.  Quake II has a "handedness" option, placing weapons in the left hand.  If you're shooting left-handed, ride the northwest lift and adjust accordingly to take advantage of cover, allowing you to poke the weapon around corners without becoming a target.</ref>
Step on the southwest lift and ride to the platform above.  The platform contains a square structure with high walls in the center, and there is a high wall all around, forming a closed path around it.  There are two Tanks standing guard, one on the west side, the other out of view on the east side.  Stand on the edge of the lift opening, just out of sight of the west Tank, and fire on him with the Railgun.  If you do it right, he'll say put and just take the hits.  Four shots should do it.  As soon as he's down, the east Tank comes around the corner.  Move onto the platform and use the corner of the center structure as cover to fire on him with the Railgun.  At the greater range, it typically takes five shots to knock him out.<ref>This procedure is written from the standpoint of having weapons in the right hand.  Quake II has a "handedness" option, placing weapons in the left hand.  If you're shooting left-handed, ride the northwest lift and adjust accordingly to take advantage of cover, allowing you to poke the weapon around corners without becoming a target.</ref>


As soon as the Tanks are eliminated, the floor starts shaking violently and there are sounds of explosions.  The walls on all four sides of the central structure crumble, leaving just the "L"-shaped corner supports.  There are three Berserkers hiding in those corners, except you can't see them and they can't see you if you're at the southwest corner.  The rumbling, squeaking sound is from an enemy not described in the mission briefing manual&nbsp;— a cyborg mounted on a tank chassis with tracks, armed with a rocket launcher, chain gun and lasers&nbsp;— a sort of "Super Tank" or "Tank Boss".  Although his weapons pack a severe punch, he's slow, and you can use the four columns for cover while you take pot-shots with any of your more powerful weapons.  Grenades, rail gun slugs and HyperBlaster shots work well. Weapons that take more time to shoot, such as the Chaingun, are not as useful, as they put you in jeopardy for additional time.  You might also consider taking the Berserkers and Super Tank out with help from a Quad Damage.  
As soon as the Tanks are eliminated, the floor starts shaking violently and there are sounds of explosions.  The walls on all four sides of the central structure crumble, leaving just the "L"-shaped corner supports.  There are three Berserkers hiding in those corners, except you can't see them and they can't see you if you're at the southwest corner.  The rumbling, squeaking sound is from an enemy not described in the mission briefing manual&nbsp;— a cyborg mounted on a tank chassis with tracks, armed with a rocket launcher, chaingun and lasers&nbsp;— a sort of "Super Tank" or "Tank Boss".  Although his weapons pack a severe punch, he's slow, and you can use the four columns for cover while you take pot-shots with any of your more powerful weapons.  Grenades, Railgun slugs and HyperBlaster shots work well. Weapons that take more time to shoot, such as the Chaingun, are not as useful, as they put you in jeopardy for additional time.  You might also consider taking the Berserkers and Super Tank out with help from a Quad Damage.  


Once the Super Tank has been destroyed, head to the middle of the floor where there's an opening in the center of a square marked by red and black diagonal stripes.  Get on the ladder and climb down the shaft.  Be careful to stay on the ladder, because the drop is long and will cause damage if you lose your grip.
Once the Super Tank has been destroyed, head to the middle of the floor where there's an opening in the center of a square marked by red and black diagonal stripes.  Get on the ladder and climb down the shaft.  Be careful to stay on the ladder, because the drop is long and will cause damage if you lose your grip.
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