8. Alpha Labs Sector 4
- In Reactor Control Room [1] the selection of "Activate Chamber" or "Open
Chamber" forms a branch. The "Open Chamber" branch is definitely the
better branch of the two.
- Opening the door to Reactor Processing in Reactor Junction 2 is a one way
trip. The door back to Reactor Control Room [2] becomes permanently
disabled.
- In EFR Staging the selection of "Activate EFR System" or "Extend Service
Bridge" forms a branch. The separate paths eventually merge again at EFR
Junction 6.
- The EFR Staging branch contains a one way trip when you enter EFR Main
Conveyor [1], you can't get back to the previous area.
- The EFR Staging branch contains a one way trip when you enter EFR Main
Conveyor [2], you can't get back to the previous area.
- Entering EFR Main Shipping Hub to meet Vagary from EFR Junction 9 is a one
way trip.
- Entering the Air Lock [2] from EFR Main Shipping Hub is a one way trip
once the bay door closes behind you.
- Entering EnPro Plant from the Air Lock [2] in Alpha Labs Sector 4 is a one
way trip.
- Read the Intro: Alpha Labs Sector 4 as the level
loads.
- Sergeant Kelly comes in over a very poor crackling connection: "Marine. I
was able to locate your position. More Comm systems are beginning to
malfunction and shut down. Transit service disruptions throughout the
entire base. I don't know how long I'll be able to track you. Bravo Team
has just entered the Enpro. Pick up the pace, you aren't ... [crackle]".
- You are assigned a new objective EnPro Plant (1).
- Exit the airlock to the Ready Reactor Room.
- You can see 2 glowing yellow eyes behind the crates at the back. As you
move forward you hear a gasp and they disappear.
- Around to the left is an Emergency Medical Station (1) with 100 Health and
also a door.
- Up the stairs is a computer console with 2 Small Bullets (1-2).
- Behind the crates where the yellow eyes disappeared are 5 Armour Shards
(1-5).
- Enter the Reactor Control Room [1].
- There is nothing straight ahead. To the right is a "Danger Electrical
Shock" warning sign. Go to the left and down the steps to the computer
control area.
- Overhear a voice from Larry Kaczynski who you can see through the
glass into the Reactor Control Room [2] chamber below. He implores you to
get him out of there.
- On the glass control are two choices "Activate Chamber" or "Open Chamber".
- You must make a choice or the doors below to the Reactor Control Room [2]
will not be accessible. The choices are mutually exclusive and you can't
play them both in the same game. Most people will find the "Open Chamber"
option the better choice because you get to go into a secret room and you
can collect two PDA's.
- Save your game and try the Activate Chamber Option - see below.
- Restore your game and try the Open Chamber Option - see below.
- Larry Kaczynski is crushed in a spectacular scene and only his bones
remain, hovering in the air for a moment before collapsing into a heap.
- Kill the 2 Z-Sector Guards (1-2) that come from an alcove in the previous
room where the wall has been lowered.
- Enter the door through to the Reactor Room Lift and lower the lift to the
bottom and walk up the stairs to Reactor Junction 1.
- Move into the next room to Reactor Control Room [2] and see the pile of
bones that was once Larry Kaczynski.
- Continue through the next door to Reactor Junction 2.
- If you don't want to continue this branch reload your game from Reactor
Control Room [1] - see above.
- The doors below open and Larry Kaczynski says "Thank you" and exits to the
right. The panel now reads "Chamber Open".
- Exit through the door to Reactor Room Lift.
- Enter the lift and press "Lower Lift" and descend to the bottom.
- Walk up the stairs into Reactor Junction 1.
- Meet
Larry Kaczynski near the access door and hear what he has to say. He
thanks you again and voices his concern about not being able to access the
computer systems. He then opens the door and enters Reactor Sub Station
1 - an avenue not open to you if you killed him earlier.
- Follow him into Reactor Sub Station 1.
- You can now kill and take Larry Kaczynski's PDA (1). It
contains 2 Emails (1-2).
- Walk over to the computer console and pick up
Michael G. Abrams's PDA (2). It contains 3 Emails (3-5) and 1 Audio
Log (1). The audio log titled Security Report states that the new code for
to his office is 901. The email titled
Invalid Number in code says that
Security have changed the 0 in his code to 3 because there is no 0 digit
on the door locks. Putting these two clues together reveals that
Michael Abram's Office contains a BFG
9000 and the access code is 931. You will not get to Michael's office
until much later in the game - it is in
Delta Labs Level 2A: Office M. Abrams.
- Pick up the Video Disk (1) titled
Mach-2 Chain Gun Briefing.
- On the console you can access the Secure Locker Access screen and "Disable
Security Lock" to open a glass locker on the wall. Collect 5 Small Clips
(1-5), 4 Small Shells (1-4), 2 Grenades (1-2), 1 Ammo Belt (1) and 1
Combat Armour (1).
- Now exit the room and head through the door with the warning "Radiation.
Authorised Personnel Only" to the Reactor Control Room [2].
- There are strange sounds. Look overhead to the see the unusual machinery.
You can fall to your death in the four corners.
- Exit through the doors to Reactor Junction 2.
- Overhear footsteps in the next room and the pitter patter of a trite.
- Find 1 Ammo Belt (2) and 1 Large Clips (1).
- Open the door to Reactor Processing and immediately pull back behind the
crate. This action is a one way trip, the door back to Reactor Control
Room [2] is now disabled and you cannot return there.
- Kill the Imp (1) and 1 Z-Sector Guard (3) that attack, retrieving the
guards' 1 Small Clips (6).
- Now move out and take out the 2 Z-Sector Guards (4-5) on the walkway that
keep ducking in and out of cover - you'll get up there in due course.
They leave behind 1 Small Shells (5) and 1 Small Clips (7) that you can
retrieve later. There's a body lying on the walkway with its arm dangling
over the edge.
- Now venture into Reactor Processing.
- Find 1 Small Health (1) and 1 Grenades (3) on the floor.
- Move forward and triger the 11 Trites (1-11) that come pouring out of the
walls and ceiling.
- Enter into the main area. Find a mummy on the floor to the right and a
Large Health (1) nearby.
- Hammering the mummy triggers 3 Trites (12-14).
- Head up the stairs until you trigger more enemies. Run all the way back
down to the crate again so you can take the enemies as they come down the
corridor. You will dispense with 2 Z-Sector Guards (6-7) leaving behind 1
Small Shells (6) and 1 Small Clips (8) and 8 Trites (15-22).
- Now go back up the stairs. Move forward until the wall on the left lowers
and take out the 1 Z-Sector Guard (8) inside and take his 1 Small Bullets
(3).
- Inside the room find 5 Armour Shards (6-10), 4 Small Clips (9-12), 1 Small
Plasma Cells (1), 1 Adrenaline (1), 1 Large Health (2) and 1 Small Health
(2).
- Now head across the walkway toward a barrel and two doors at the end.
- When you pass the barrel you will overhear a voice "Come here". Bloody
footprints will appear on the floor forming a trail from near the barrel
to the door on the left. Open the door to Processor Junction 2 and enter -
see below.
- Now enter the door to Processing Junction 1 - see below.
- With the bloody footprints leading the way the voice says "Follow me".
- Follow the gruesome footsteps to the corner and turn left to the summon
"Come on, hurry".
- Reach the disable door at the end and hear the chilling words "They took
my baby" and the screen goes red and you hear the sounds of a baby crying.
- You are rewarded back around the corner where a panel has opened revealing
1 Large Plasma Cells (1), 4 Armour Shards (11-14) and 1 Large Health (3).
- Exit back to Reactor Processing - see above.
- Hear an incoming communication from Sergeant Kelly. "Marine. Base
schematics show all passages out of your area are blocked. The only way
through is by traversing the EFR, a mechanical subsystem with two possible
routes. Activating the system will get you a direct route but it's
dangerous. Extending the service bridge is safer but the lighting systems
are fried. Make a choice, good luck!"
- Enter EFR Staging.
- You are in a large room. There is a ladder down to the right and beside it
is a computer console. The EFR out in the middle of the room is the room
showpiece and occupies most of the space.
- Approach the console and take Henry Q. Nelson's PDA (3). It
contains 2 Emails (6-7) and 1 Audio Log (2). The email titled
Missing Tools reveals that the code to Storage Locker 064 is 651.
- Defer the important decision at the computer console for now - you'll be
back shortly.
- Take the ladder to the bottom of the room.
- Collect the 1 Ammo Belt (3) and 2 Large Health (4-5) nearby as 2 Imps
(2-3) teleport in.
- Now there are several areas you can explore in this dark section but they
all appear to be ornamental, the only items seem to be over the pipe and
down into the pit towards the yellow glow of a flashing light.
- Head back up the ladder to the computer console.
- Examine the EFR - Enpro Fuel Reprocessor console. You have two options as
Sergeant Kelly told you earlier - and they are mutually exclusive and
cannot both be played in the same game. You can either "Activate EFR
System" or "Extend Service Bridge". Each choice leads to a different set
of enemies, rooms, items and paths for some time. The paths eventually
merge again at EFR Junction 6.
- In order to experience the full gameplay experience I would urge you to
play each branch to see all the game has to offer. You will enjoy the way
id have designed the level so that 2 branches can exist that overlap each
other but remain mostly separate. As you play one branch you can see what
you are missing out on in the other branch along the way.
- Most people will conclude that the Extend Service Bridge branch is the
easier and better of the two branches, you make your own decision.
- Save your game and try the Activate EFR System option - see below.
- Restore your game and try the
Extend Service Bridge option below.
- The main characteristics of this branch are:
- The path involves many difficult jumps where failure results in
immediate death.
- There are several one way trips where you cannot return.
- The path is shorter than the Extend Service Bridge branch.
- The lighting is a bit better.
- You get to see the EFR System in action.
- You get to visit EFR Substation 1.
- You get to ride some moving platforms.
- You get to visit the spectacular EFR Magnetic Discharge room.
- You get to collect different items from the other path.
- You miss out on a storage locker but are rewarded with a Supply
Storage Area instead.
- Click "Activate EFR System". The rotating bridge in the middle of the room
starts up. You will have to take running jumps in order to make your way
around the room.
- Make two jumps to get over to the platform in front of you. Find 5 Armour
Shards (15-19) in the corner.
- Time the rotating bridge and jump on it.
- Let the bridge rotate 90 degrees and walk off and enter EFR Substation 1 -
see below.
- Return back on to the rotating bridge. Let it swing another 90 degrees and
run and jump over to the next platform and enter the next room to EFR
Junction 1 - see below.
- This room is not reachable in the Extend Service Bridge branch.
- Find 5 Armour Shards (20-24) and 2 Large Clips (2-3) around to the left in
the dark.
- Approach the computers and you will hear some strange words muttered in an
unknown alien language. Turn and kill the 3 Maggots (1-3) that teleport
in, the third coming from outside.
- Return to the console and find Power Outage Screen 6 - click it and
watch the screen blank.
- Now examine the EFR screen. You have one option "Start EFR Processing".
You must push this button or the door into EFR Junction 1 will not open
and you cannot procede. You can assume that this also triggers off the
floating platforms beyond that room as well. Read the display after
clicking the button - the cargo platform, fuel compressor, shell charge,
and conveyor grip are all online.
- Exit back to EFR Staging - see above.
- Kill the Z-Sector Guard (9), taking his 1 Small Shells (7). There's 1
Small Health (3) by a crate. Notice the "Caution, Dangerous Drop" sign on
the wall.
- See the moving platforms in front of you - they aren't available in the
Extend Service Bridge Branch.
- To the right is a panel "Elevator Access Denied. System Malfunction".
- Head left through the door to EFR Storage Pt 3 - see below.
- Now look out over the chasm and to the right where the floating platforms
originate. See a pipe and a flashing yellow alcove. Timing your jump, run
and jump onto a emerging platform and onto the pipes in EFR Main Conveyor
[1] - see below.
- Take out the 3 Z-Sector Guards (10-12) taking their 2 Small Shells (8-9)
and 1 Small Clips (13).
- Walk around the corner and trigger 2 teleporting Maggots (4-5).
- The room contains 5 Armour Shards (25-29) and 3 Small Health (4-6) on the
1st shelf, 2 Small Shells (10-11) and 1 Large Bullets (1) on the the 2nd
shelf, and 1 Large Clips (4) on the 3rd shelf.
- There is a disabled door to EFR Main Conveyor [3]. This door is open in
the Extend Service Bridge branch.
- Exit the room back to the floating platforms in EFR Junction 1 - see
above.
- This section is not available in the Extend Service Bridge branch.
- This is a one way trip and you cannot return this way again.
- Step into the alcove and collect the Plasma Gun (1), 1 Large Plasma Cells
(2) and 1 Combat Armour (2).
- Climb back on the pipe and board a moving platform.
- Observe the containers containing blue liquid that come in from the left,
and the welding device that descends from above and seals a metal crate
around them. The crates get moved back to the right. You may have to duck
under this machinery if it is in the way when you go past.
- Coast along until you see the other side of the disabled door to EFR Main
Conveyor [3], unsupported by a bridge. Next you will see an alcove to the
left, jump into it and walk around and collect 10 Armour Shards (30-39)
and 1 Large Clips (5).
- At the entrance to the alcove you can look out and see EFR Substation 2
that is unavailable in this branch.
- Hitch another platform and float toward some large rotating machinery. The
next part is tricky. You actually want to jump over to the central shaft
between 2 spokes. Then allow the spokes to rotate and push you around
until you can drop down to a ledge below. Duck so you aren't pushed by the
spokes and collect 1 Ammo Belt (4), 1 Grenades (4) and 1 Combat Armour
(3).
- Now turn toward the metal shaft again - see a small ladder in front of
you. Timing the spokes, climb the ladder. Again let the spokes push you
around until you can jump over to a floating platform that comes by. This
may take a couple of circuits before the floating platform comes by at the
right time.
- As the platform moves forward, you can see some large crates moving above
you. You can't see it from here but the crates are marked "12 Count Live
Gorillas. Do Not Stack".
- The platform lowers to a ledge by a door. Step off onto the ledge as the
platform disappears underneath a wall.
- Enter the door to EFR Magnetic Discharge.
- This section is not available in the Extend Service Bridge branch.
- Kill the Imp (4) to your left and 2 Trites (23-24) that emerge from a
small hole at ground level.
- Notice the 4 large yellow pillars suspended above 2 fanlike machines out
over a chasm. In order to get over to the platform on the other side you
will need to first go to the computer console downstairs.
- Approach the EFR Magnetic Discharge Capacitor screen and click "Initiate
Magnetic Field Discharge".
- You are treated to an extraordinary discharging display by the fans and
the 4 discharging capacitors.
- Head back up the stairs and take out 3 Trite (25-27) that have been
activated by the discharging capacitors.
- Look at the platforms that have formed. You will have to time your jumps
to get safely over to the other side. If you time it correctly you can do
a continuous sequence of 3 jumps to leap over to the other side just in
time to kill the 2 Imps (5-6) that teleport in.
- Find a Emergency Medical Station (2) with 100 Health on the wall to the
left.
- On the opposite wall is a Supply Storage Area. Click it to "Unlock Storage
Area" and collect 1 Ammo Belt (5), 3 Small Shells (12-14) and 1 Combat
Armour (4).
- Exit through the doors to the EFR Main Conveyor [2].
- This section is not available in the Extend Service Bridge branch.
- Walk onto a floating platform as it comes by.
- The platform moves up and then levels and starts moving forward. Duck
under the angled metal machinery to avoid falling off the platform.
- Take out the 2 Z-Sector Guards (13-14) that appear as you approach EFR
Junction 6 - they leave 2 Small Clips (14-15) you can collect shortly.
- Step off the floating platform as it goes underneath and enter EFR
Junction 6 - this is where this branch and the Extend Service Bridge
branch merge. See
EFR Junction 6
below.
- The main characteristics of this branch are:
- The path is much easier and does not involve jumps that risk death.
- There are no one way trips along this branch. You can return all the
way back to Reactor Junction 2 if you like.
- This path is longer and has more items and enemies.
- It is a little darker than the Activate EFR System branch.
- You find and open Storage Locker 064.
- You get to visit several new rooms.
- Click "Extend Service Bridge". The lights go out and a bridged walkway
forms, making a path across the EFR room to the other side.
- You can hear appraching footsteps from Processing Junction 1.
- Take out the 2 Z-Sector Guards (15-16) that come through the door and
leave behind 1 Small Shells (15) and 1 Small Clips (16).
- Cross the bridge. When you get close to the 5 Armour Shards (15-19), the
left wall lowers, revealing 2 Imps (7-8) and 2 Large Health (6-7).
- Blast away at the 3 Trites (28-30) that appear, having dropped in from a
hole above.
- Follow the bridge. Notice the door over to the right to EFR Substation 1
is not reachable in this path.
- Nearing the door to EFR Junction 1, a Z-Sector Guard (17) appears, you
will make better use of the 1 Small Clips (17) left behind.
- Enter the door to EFR Junction 1.
- Take out 5 Trites (31-35) that appear over the edge in front of you.
- Notice the "Caution, Dangerous Drop" sign on the wall.
- There's 1 Small Health (3) by a crate.
- Notice that there are no moving platforms over the abyss in front of you
that were available in Activiate EFR System branch.
- To the right is a panel "Elevator Access Denied. System Malfunction".
- Head left through the door to EFR Storage Pt 3.
- Take out the 3 Z-Sector Guards (10-12) taking their 2 Small Shells (8-9)
and 1 Small Clips (13).
- Walk around the corner and trigger 2 teleporting Maggots (4-5).
- The room contains 5 Armour Shards (25-29) and 3 Small Health (4-6) on the
1st shelf, 2 Small Shells (10-11) and 1 Large Bullets (1) on the the 2nd
shelf, and 1 Large Clips (4) on the 3rd shelf.
- Exit through the door to EFR Main Conveyor [3]. This door is disabled in
the Activate EFR System branch.
- This section is not available in the Activate EFR System branch.
- Notice the manufacturing going on to the right. Containers of blue liquid
come in, have a metal box welded around them and are then crated back the
other way.
- To the left you can see a large rotating device with spokes. You don't
have to negotiate that obstacle in this path.
- Cross the bridge over to EFR Substation 2.
- This section is not available in the Activate EFR System branch.
- Walk toward the computer. The wall on the left drops revealing an Imp
(9) - kill it.
- Take the 1 Combat Armour (5) off the console. The monitors are just eye
candy.
- Enter the alcove and locate and climb the ladder to EFR Remote Access
Junction [1].
- This section is not available in the Activate EFR System branch.
- Follow the path out to the corner of EFR Main Conveyor [4].
- This section is not available in the Activate EFR System branch.
- Move forward and kill a teleporting Maggot (6).
- Turn left and look down across the chasm and see all the armour shards
behind a grate in an alcove - those are unavailable by this path.
- Turn the corner to the right and trigger 3 Trites (36-38) from a hole on
the right and a teleporting Maggot (7) behind you.
- Keep inching forward to trigger 4 Trites (39-42) from the next hole on the
right.
- Move past the 3rd hole and trigger 1 Imp (10) and 2 Trites (43-44) that
climb up over the edge in front of you.
- To the left you can see orange crates moving along periodically. You will
get a closer inspection of this cargo shortly.
- At the end of the path turn right and enter EPR Remote Access Junction
[2].
- This section is not available in the Activate EFR System branch.
- Climb down the ladder and walk out to EFR Substation 3.
- This section is not available in the Activate EFR System branch.
- Walk over to collect the 1 Combat Armour (6).
- The wall in front of you lowers and you a voice whispers "Over here".
- Follow the voice into EFR Pressure Station - see below.
- Walk onto the bridge to EFR Main Conveyor [5] - see below.
- This section is not available in the Activate EFR System branch.
- Follow the path until another wall lowers and you overhear the whisper
again "Over here". Enter the next room.
- There are several items. Along the left wall collect 1 Large Health (8)
and 1 Adrenaline (2).
- Along the right wall you will find 6 Armour Shards (40-45), 3 Small Plasma
Cells (2-4) and 1 Large Health (9).
- The room showcase is the plasma gun straight down the end. You aren't
going to collect it unchallenged.
- Collect the Plasma Gun (2).
- You will hear an evil laugh as 6 irate Imps (11-16) teleport in for
action. Give them the warm welcome they deserve.
- Return back the way you came out to EFR Substation 3 - taking out the 2
Z-Sector Guards (18-19) that have arrived and obtaining their 1 Small
Clips (18) and 1 Small Bullets (4) - see above.
- This section is not available in the Activate EFR System branch.
- Avoid the orange crates that come past, they can knock you over the edge.
- Have a good look at the crates when they go by and you will read "12 Count
Live Gorillas. Do Not Stack" stencilled on the side.
- Enter the door to EFR Master Valve.
- This section is not available in the Activate EFR System branch.
- To the right on the wall is an Emergency Medical Station (3) with 100
Health.
- Move forward and trigger 1 teleporting Maggot (8) and a Trite (45).
- In a corner beyond the pipes is a Combat Armour (7).
- Take the ladder leading up to the balcony.
- Dispose of the Z-Sector Guard (20) who comes through the door and leaves 1
Small Shells (16).
- Approach Cabinet 064 and enter code 651 and collect 1 Large Plasma Cells
(3), 1 Large Clips (6) and 3 Armour Shards (46-48).
- Exit through the door to EFR Main Conveyor [6].
- This section is not available in the Activate EFR System branch.
- Walk onto the small bridge. To your right you can see the gorilla crates
below you. Over to the left you can see some large machinery and beyond
that, EFR Junction 6 - you will get there soon.
- Exit through the door to EFR Junction 5.
- This section is not available in the Activate EFR System branch.
- See the shadows on the railings at the base of the stairs down to the
left and hear the tappity tap of tiny little trite feet.
- Trot down the first set of stairs and trigger 10 Trites (46-55) from the
small hole on the right when you get close to the 2nd flight of stairs.
- Go down the 2nd flight of stairs and trigger another 10 Trites (56-65).
- Find a wad of 8 Armour Shards (49-56) and 1 Large Health (10) behind the
column behind the stairs.
- Exit through the door to EFR Main Conveyor [7].
- This section is not available in the Activate EFR System branch.
- Destroy the 3 Z-Sector Guards (21-23) that approach taking their 2 Small
Clips (19-20) and 1 Small Shells (17).
- Cross the bridge to EFR Junction 6 - this is where this branch and the
Activate EFR System branch merge.
- The Activate EFR System and Extend Service Bridge branches merge at this
point.
- Enter and go left past the two monitors and between the crate and the
barrel to the left wall.
- The wall drops, kill the Z-Sector Guard (24) in the alcove inside and take
his 1 Small Clips (21). Find 2 Small Shells (18-19) in the alcove.
- Jump behind the pile of crates outside and collect the 1 Combat Armour
(8).
- Head past the monitors and incapacitate the Z-Sector Guard (25) that
comes running in from the next passage. Steal his 1 Small Clips (22).
- Find 2 Large Health (11-12) and 1 Adrenaline (3) on crate around the room.
- Follow the path forward and through the door to EFR Junction 7.
- Seek out the Z-Sector Guard (26) and destroy him, obtaining his 1 Small
Bullets (5).
- Take the next door to EFR Junction 8.
- Enter the room just in time to see Jack Campbell and Counsellor Swann
through the window in what appears to be the lair of a spider. That is
the EFR Main Shipping Hub.
- Notice a mummies suspended from the ceiling outside, one of them wriggling
feverishly.
- Sergeant Kelly uses a blast of his BFG 9000 to annihilate 4 approaching
trites. The windows are splashed by the BFG blast and the room rocks.
- Both Swann and Campbell then retreat through the transfer bay doors
seeking out any approaching enemies. You will have the pleasure of
inspecting that area shortly.
- Exit through the door to EFR Junction 9.
- Kill the Imp (17) that claws you from the alcove on the right.
- Collect 1 Large Clips (7) and 1 Small Clips (23) from the alcove.
- Head down the stairs.
- Collect 2 Small Shells (20-21) by two dead soldiers.
- There's an Emergency Medical Station (4) with 100 Health on the left wall.
- Further in the room find 1 Ammo Belt (6) and 2 Small Clips (24-25) on the
floor and 1 Combat Armour (9) on a crate.
- There's a disabled door on the left that leads to nowhere.
- Exit through the other door to EFR Main Shipping Hub - this is a one way
trip.
- You are treated to a cutscene introducing you to your first of four Doom3
bosses - Vagary.
- I recommend either the Plasma Gun or the Chain Gun against Vagary.
- Vagary has 2 attacks, a long ranged and a melee attack.
- Her melee attack is where she slashes you with her claws and is quite
strong and will do you much damage. Even if you are blasting her in the
face, she will still successfully strike you - you can only avoid it by
moving away.
- Her long ranged attack is telekinetic. She lifts and throws items at you.
If you duck, weave and strafe you can sometimes avoid these attacks and
even if you are hit, the damage is much less than her melee attack.
- You can get diorientated when you are lifted and pushed.
- My recommended strategy is to keep your distance, keep a true aim at her
body and head and weave back and forth. Vagary will take double damage if
you nail her right in the face.
- As long as you can drop Vagary with at least 25 Health remaining you will
get your health topped back to 100 at the start of the next level.
- Kill Vagary (1).
- Find 1 Adrenaline (4) and 2 Small Clips (26-27) around the area.
- Walk over to the Transfer Bay Access and click "Open Bay Door".
- Enter The Air Lock [2] - this is a one way trip once the bay door closes
behind you.
- Click to exit Alpha Labs Sector 4 and transfer to the EnPro Plant
facility.
- This completes the objective EnPro Plant and the mission
Attempt To Locate Bravo Team but
you aren't informed of this by the game.
- New Weapons
- New Enemies
- Weapons
- Pistol - 0
- Shotgun - 0
- Machine Gun - 0
- Grenade - 4
- Chain Gun - 0
- Plasma Gun - 2
- Rocket Launcher - 0
- BFG 9000 - 0
- Chainsaw - 0
- Soul Cube - 0
- Ammunition
- Small Bullet - 5
- Large Bullet - 1
- Small Shell - 21
- Large Shell - 0
- Small Clip - 27
- Large Clip - 7
- Ammo Belt - 6
- Small Plasma Cell - 4
- Large Plasma Cell - 3
- Small Rocket - 0
- Large Rocket - 0
- BFG Cell - 0
- Armour
- Combat Armour - 9
- Armour Shard - 48
- Health
- Small Health - 6
- Large Health - 12
- Emergency Medical Station - 4
- Items
- PDA - 3
- Email - 7
- Audio Log - 2
- Video Disk - 1
- Air Canister - 0
- Backpack - 0
- Adrenaline - 4
- Berserker - 0
- Flashlight - 0
- ACO Keycard - 0
- Maintenance Key 4 - 0
- Military Transmission Card - 0
- Data Linker - 0
- Plasma Inducer - 0
- BRD Access Card - 0
- DLib Replacement Panel - 0
- Caverns Access - 0
- Storage Room 11 Key - 0
- Storage Lockers - 1
- Door Locks - 0
- Codes - 2
- Security Clearance Updates - 0
- Objectives - 1
- Characters - 1
- Enemies
- Archvile - 0
- Cacodemon - 0
- Cherub - 0
- Hellknight - 0
- Imp - 17
- Lost Soul - 0
- Maggot - 8
- Mancubus - 0
- Pinky Demon - 0
- Revenant - 0
- Tick - 0
- Trite - 65
- Wraith - 0
- Zombie - 0
- Z-Sector Guard - 26
- Bosses
- Vagary - 1
- Guardian - 0
- Sabaoth - 0
- Cyberdemon - 0