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Caverns Area 2 is the primary archaeological excavation site.
All items are processed and transported to site 3 for evaluation and analysis.
You start off with a long ride down to the lower caverns. The elevator opens,
and ahead on your right are two health packs (15 each). This level starts off
tough, so load up your weapons. As you walk around the elevator, you'll hear
Betruger's laugh and an archvile and 2 hell knights will spawn. Kill the
archvile first as fast as you can, then play games around the elevator to kill
the hell knights. When they hurl the plasma, just hide behind the elevator to
avoid it.
There are two doors, but only one is unlocked; the other asks to scan a card you
don't have. Go through the unlocked door and follow the hallway. 8 wraiths will
appear. The best method is to stand in the hallway and make them approach you
one at a time. Shotgun or plasma is good here. Proceed into the room, and pick
up the 30 health (behind the crate), armor shards (near the barrel on its side),
and 2 plasma canisters. Then turn and continue down the hallway.
Head into the cavern and go down the ramp on your left. At the bottom, you'll
see a table with an access card, some armor shards and adrenaline. Grab what you
need and walk across the cavern to the scaffolding. Climb the side of the
scaffolding and grab the plasma canisters, rockets, clip and ammo belt. Climb
back down. At this point, you have a choice. The keycard you picked up on the
table leads back to a storeroom at the beginning of the level. You can go back
whenever you want. When you finish in that room, you can continue in the level
where you left off. Proceed through the door into the temple looking area.
When you want to go back to the room, just remember that new monsters will spawn
as you walk back to the beginning of the level. Imps and wraiths are common,
along with some spiders. Once you get back to the starting room, use the key to
access the store room. Inside is an emergency medical station with 74 health, 2
ammos belts, 2 plasma canisters, a pack of grenades, 3 boxes of shotgun shells,
a BFG cell, 5 clips, 8 rockets and some armor shards. Worth the trip, but watch
out as you walk back out, you'll get ambushed by 8 spiders, and then another 8
spiders and 2 cacodemons a bit later on. Be ready.
As soon as you walk in, an archvile will spawn in front of you. Kill him and the
two imps that spawned behind you in the cavern. You'll notice a generator in the
cavern area near the door to the temple looking area. We here at doom3portal.net
don't recommend you use this generator. If you do, you get to fight 4 cacodemons
and 2 hell knights for no apparent reason. Again, if you are a glutton for
punishment, go ahead and use it, otherwise, move on. If you turn to the left,
you'll see a second generator with a panel on it (this one is inside the door,
not in the cavern). Use the panel to turn on the lights in the temple area. 6
spiders will spawn (if you choose not to turn on the lights, they won't spawn).
Kill them and move down the hallway. Grab the machine-gun and clip on the crate,
turn left and proceed down the hallway. Go down the stairs and into the cavern
below.
As you walk into the room, you'll notice the 4 pods floating (actually, only 3,
one is buried in the floor). If you walk to the right, you'll see some desks
with 2 video disks (they talk about the tablets and the ancient civilization),
50 armor, a clip and some shotgun shells. 4 wraiths will spawn, and as you kill
them, 3 imps will spawn: one behind you, one near the floating pods, and one
down the hallway opposite the side you came in. Kill all, and move down that
hallway.
This is another cavern with a bunch of traps. As you walk in, a hell knight will
spawn with about 10 spiders. Kill all of them, and walk into the center of the
room, two imps will be waiting for you on the level above, one on the right
side, the other on the left. Kill them, and you'll hear Betruger (who's now kind
of pissed) "Kill him!" and another hell knight will spawn near the center of the
room. If you go to the right side of the room and grab the ammo belt, you'll get
a third hell knight as well. There are some armor shards on the left side of the
room pasty the generator if you need them. Kill everything, and continue down
the hallway ahead.
This next room is hard. 2 very large spider pseudo-bosses will come down from
above as you walk in, as well as a handful of the smaller spiders. They are
tough to kill, and they'll use the same tricks the original spider boss used by
throwing spikey balls at you with their mind-powers. If they get close enough
they'll flay you with their front pincers as well. Plasma works well close in
but the best bet is to use rockets at a distance. Finish them off, grab the 30
health at the base of the stairs (on the right) and head up the stairs towards
the glowing door. If you go right after you go up the stairs you'll find a BFG
cell behind a crate. Continue up the stairs and the glowing doors will open for
you.
Inside, there are some rockets and plasma cells as the back of the room, along
with some machine guns on the right side in a box. There is a generator off to
the left that allows you to turn on the lights. Grab your gear, and take the
lift the
Primary Excavation Site.
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