Tips and vital info on five of Quake II’S best stages
Built to render down captured marines into a disgusting slime that the Strogg feed on, the processing plant houses seven macabre machines sited on a circular route. Besides one tank commander, your mission to disable the machines is met with low-level opposition, although surprise attacks are common, so stealth tactics are advised.
The big gun mission’s solid middle section pales in comparison to the epic boss fight at its start and the heartstopping race to safety at its finale. The mission’s airborne boss – the Hornet – requires you to pepper it with heavy gunfire followed by taking cover when it returns fire, while the mission’s end-of-level escape leaves no margin for error.
The objective of storming the inner hanger is to close its doors and ground the Stroggs’ spacecrafts. As the hanger is heavily guarded a slow, steady approach is recommended, particularly when negotiating its floating blocks and giant cogs. The Hornet guarding the hanger entrance is best tackled from a high vantage point.
Deep within the outer courts there’s a data spinner that’s required to shut down a Strogg communication system. The route to your target begins with a dangerous, stomach churning cliff-edge walk, after which the going gets tough, so have your biggest guns ready. The spinner itself is located after a disorienting underwater section.
Bar for a gun emplacement near its start, whose operator can be taken out with a ranged weapon, the outlands mission is a high-tempo test of marksmanship. Following a hill pass, you cut across bridges and through caves while avoiding barracudas. Finally, you activate the air strike marker, take cover and then make your way to the exit.