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![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Living Quarters
continued Up on the Catwalk Yank it to reverse the pistons (again). Retrace your steps up through the box corridor, jump across the pistons, again, and stop at the last one. Turn right, and line up the far-end edge of the piston with the outside edge of the platform (creating the shortest possible line to the switch platform). This is the jump you've been practicing for. When you're set, jump through the hanging chains and grab the ledge beyond. When you pull the switch, you flood the fire pad room. Enter the now submerged room, and pull the lever to your right (as you enter). This opens the hatch at the far end of the room. One note before you go: You can always use a full supply of air before venturing into a new area. Why not go back for some before forging ahead? Swim down into the big area, use the large copper structure on the floor for a landmark, and go past it, through the cave opening. Evade the sea monster as best you can, pull the switch, and exit the way you came - headed for the seaweed-fringed trapdoor you released (it's in the ceiling to your right as you exit the switch alcove). Get out of the water, jump to the catwalk, turn right, and go to the switch. Pulling it opens the door at the opposite end of the catwalk. When you enter that room, turn right and check out the twin switches (these are the switches mentioned in the jumping section of this guide). Guess what - they're timed. Pull the right one, then the left. Flip around and make a leaping grab to the newly raised gray slabs of steel on the other side of the room. Shimmy right to the safety of the small platform ledge. Pull up and yank the switch - it opens a trapdoor in the main room outside. Dash down the air duct, jump off the left side, and head for the far-left corner. Stand between the tall and short slopes, then put your back to the tall one. Leap to the short one; back flip to the taller one; jump to grab the ledge. Pull up, turn, and leap to the lattice of blue air ducts. At the end of the blue air ducts you'll encounter a badly placed box at the top of a T-intersection. Simply drag it one square to the right, such that it's in the center of the T. Then hop back to the middle of the catwalk, and hop to the left of the box. Shimmy left to the place where you can stand. Turn and leap to grab the tall brown box-like structure. Pull up and investigate the sea-green corridor and the air duct beyond. At the end of the air ducts, turn left and spy the far alcove. Jump to it and draw your guns. Living Quarters, continued
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