PHOBOS: ANOMALY REBORN - General Walkthrough & Hints
INTRODUCTION
Phobos: Anomaly Reborn has been created with a very specific design philosophy: while the setting of each level is utter fantasy, they were all created with the notion that they "could be real." As a result, most of the levels are very non-linear; while appreciated by some, I received quite a few comments and complainted by others. Quite frankly, I like the open-ended designs (and have surprised myself a few times when I go through a particular level in a novel way), so I didn't change any actual architecture. As a comprise, however, I am offering this general walkthrough to help those who are utterly lost.
The following notes are probably best labeled as "spoilers" even though I'm not going to tell you the location of any secret areas (with the exception of how to get to the secret level.) Still, this document should not be read by those of you wishing to explore each level with no pre-conceptions of what to do or what to expect; if you wish to be surprised, stop reading now.
I should say three more things before I begin. When describing maps or room locations, I give locations/directions according to the automap layout -- North is at the top of the map, South at the bottom, etc. Also, there are often multiple routes through the levels; I describe the routes I normally take when playing. Finally, I am not going to mention every enemy you have to kill, nor every side room you can visit -- this is really a bare-bones walkthrough, in that it contains only what you absolutely must to do to exit. So assume "explore" and "kill" go without saying.
And, just in case you didn't read the text file (shame on you), I'm going to paste these two notes here -- read them, dammit:
* VERY IMPORTANT NOTE #1 *
We are very visual people, and these levels reflect that -- they are all very detailed. As a result, there are certain portions of each that may run somewhat slowly even on rather stout hardware. Regardless, they look the way we want them to, so deal with it. That said, there are always places in which you can fight that shouldn't cause any machine to choke, so you should be able to get by. If you can't...get a new machine.
Further, there two major 3D effects in level 3 which aren't too hard to 'break' if you work at it: the crane and the 3D floor on the left of the map. Play by the rules and you should be fine. (Note that there are ways to reset the effects should you become trapped: run over the end of the extended part of the crane, and just hit the elevator switches again for the other one).
* VERY IMPORTANT NOTE #2 *
These levels were created for the BOOM/MBF engine; all beta-testing was done using the MBF engine. The Chaos Crew is well aware that many people do not like MBF (mostly due to problems with sound), so we have verified that every level will also work with ZDoom beta 33. (PAR1-4.WAD did not work with the ZDoom engine due to a small error that has since been corrected -- thank you, Nick Baker!).
HOWEVER -- there are certain artifacts that creep in when using the ZDoom engine:
- Jumping is NOT allowed (you're on your honor...)
- ZDoom doesn't recognize user-provided transparency maps; as such, some windows and screens look TERRIBLE.
- Some areas just look bad due to offset issues.
- There are sound cues you will miss (apparently, ZDoom's crushing ceilings don't crush barrels).
- Some instant-death warps (warping into a phantom player) don't seem to work; if you get stuck, assume you would have died.
- Etc, etc. If something looks/seems funny, try it using MBF.
None of the anomalies caused by using the ZDoom engine are fatal, but you will not witness some cool effects (for example, the cannon on level 9). Thus, you are strongly urged to use the MBF engine when running P:AR. If you must use ZDoom, please do us a favor and run through P:AR using BOOM/MBF at a later time...
Alright -- with that said, let's begin...
1. HANGAR B
Description: The hangar for Site B, now overrun with baddies...
Layout & Notes: There's nothing special to this level; just kick ass and get the hell out. The general layout is pretty symmetrical, and can be divided into several general areas. The top of the map (from left to right) consists of the starting area and a courtyard, a "lobby-ish" central room, and the main hangar; the middle section is dominated by train tracks and loading docks; and the bottom is basically a long, outdoor run to the exit.
- The first goal is to get the blue key -- it's located in a crane that's accessable from the middle loading dock. Pop through the hole in the wall, and follow it around to the to the tracks. (Note that if you fall onto the tracks, the only way to get off of them is to return to this spot). The door to the left of the tracks gives you access to the path alongside the rails. Follow the path past the swirling light, cross over the tracks, turn to the East, and you will wind up in the lobby area (where you can grab a shotgun).
- To get to the blue key, go South over the main bridge; you'll end up on the middle loading dock. At the bottom of the stairs, face West and you should see the blue key on top of the crane. To grab it, climb onto the crates and make a running jump (you'll probably want to kill the baddies in this area, as they will undoubtedly knock you off the crates).
- The blue key gives you access to the main hangar, which is accessable from 3 places. I usually go back to the lobby area and enter the door through the Western-most door; this takes you up the stairs past a helicopter pad. From there you can take the elevator down to the main hangar bay, where you can expect a swarm of Troopers and Demons -- use the barrels to your advantage.
- After killing every thing, look around -- see the trail of health bottles leading into one of the ships? Follow it, walking "through" the door, and you'll end up inside the craft to get some shotgun ammo. Go to the other ship and repeat this procedure, and you will find the red key.
- At this point, head for the Western loading dock. Once there, take the South elevator up to the ledge, make a right, and then turn to the left: you are now facing a silver wall. This wall is actually an elevator -- activate it and run on past it. Follow the stairs down and enter the doorway in front of you; you will walk all the way around a train on a turning device, and ultimately end up outside.
- You're almost home. Just run East until you hit the roadway, then turn back to the North and climb the steps. Turn to the East and walk around to the other side of the pipes. To exit the level, jump through the waterfall visible through the open part of the silver pipe.
2. TOXIN REFINERY
Description: A mammoth, hulking structure filled with nukage pits; just watch your step...
Layout & Notes: Unlike the last level, the Toxin Refinery isn't symmetrical at all. The map can be divided into several sections: the entrance in the Southeast; the lobby area; the fan room (East of the lobby); the blue key area (straight West of the lobby); the vat room (in the Northwest corner); the outlying building in the Southwest; the central nuke chamber; and the final processor room in the Northeast. You're going to cover quite a bit of ground in this level, so be ready for a long series of battles.
- You pop out of the water in front of the facility; there are baddies both in front and behind you, so be ready. The only way to exit this area is through the front door, which leads to the (very crowded) lobby area.
- Look at the North door -- see those three switches hanging from the ceiling? You must light up all three before the door will open. This is done by finding three switches elsewhere in the level: two are to the West of the lobby, and one is to the East. There is no particular order in which the switches must be activated, nor have I found that one way is "easier" than another. So, since it's shorter, I usually go East first.
- First of all, go as far to the East as you can; you'll wind up on a ledge overlooking a larger room dominated by two giant fans. The first objective is to turn on the fans; this will turn on the power and a switch will rise from the floor of the ledge you are on. So, go back (West) one room, and go through to door to the North. Press the switch between the two fans, and they will start to rotate -- the lights on the ledge will flicker on, and the switch will rise from the floor. Hit this switch and return to the lobby; one of the lights in front of the locked door will be on. Two more to go.
- The majority of the gameplay lies to the West, so steel yourself appropriately and head through the lobby's West door. The first room has a door to the West and the North; keep going West for now. You will end up on a raised strucure overlooking the plains of Phobos -- grab the chaingun and the blue key (prepare for a fight), and head back to the branch. Now go through the door to the North.
- Explore this area, killing the baddies and grabbing the armour and health vials. When finished, climb through the vent (to the North, not to the East) and follow it around until you are looking over a nukage trough. Get a running start and leap across the broken bridge to the beam running above the nukage, and walk to the Northern end of the beam. One of the vents to the East is broken; jump through it, and you will end up in the control area that was blocked by bars. Hit the switch and the bars will lower, allowing you to continue North. Jump across the broken bridge and climb the steps.
- Switch number two is to through the Western door; switch number three is straight ahead to the South, but I usually hit switch two first. Grab the backpack by the windows, then go through the door to the West -- you will be in a room with a bunch of water vats. Collect all the ammo you can hold (there's some in the Northwest corner), hit the switch in the small control room, and watch the vats for a pretty cool effect. Don't watch to closely, though, or you will get slaughtered by some teleporting baddies... (This switch also activates one of the lights over the locked door, so you are almost done.)
- The remaining switch is in the outlying structure in the Southwest corner of the map. Upon exiting the vat room, turn South and follow the outdoor walkway to the grey stone building; enter it, take the elevator up, and hit the last switch. The locked door in the lobby can now be opened, so retrace your steps until you are once again in the lobby of the Refinery, and head North.
- You are now in the large nukage chamber. There are raised walkways to the right and left; these walkways lead to a red and blue door, respectively. Since you only have the blue key...well, duh, you have to go through the blue door (by taking the Western walkway). However, you can't get there yet -- you have to slide the moving platform over so that you can reach the door. Hit the switch in the center of the room, and watch the walkway shuffle over (neat, huh?). Then enter the blue door and climb through the vent.
- After exiting the vent, hit the switch to your left; this raises another switch. Hit that one and the red key will come pouring out of the spout in the ceiling (along with some nukage) -- grab the key and return to the main nukage chamber. Hit the switch in the center to move the walkway back over to the East so that you can go through the red door.
- Go through the red door and climb through the vent. This is the last room of the level, so you can either fight everything or just make a run for it. Exit the level by climbing through the vent shaft in the Southeast corner of this room -- just walk North, and the level will end.
3. DISSOLUTION
Description: Abandoned during constrution, this structure has been left to rot...
Layout & Notes: The general goal of this level is to get to the loading docks in the Northeast corner of the map -- to do so, you must get to the crane in the center of the map. The crane area, however, is blocked by bars that you need to lower; to lower the bars, you need to turn on the power; to turn on the power, you need to activate both the water and nukage pumps...but I'm getting ahead of myself.
- You start off this level in the ventilation system (at the bottom of the map). Follow the vents around, being carful not to fall into the fans, and exit the vents. Your only choice is to go to the North and down the elevator -- you'll end up a large room with an empty pool. At this point, you can either go to West or East; I usually go West first, since otherwise you will end up retracing more of your steps.
- Jump into the empty pool and climb the ladder on the other side (or just run across the crates) and head through the doorway. Climb down the steps and kill everything in this room. Now, head up the stairs to the Northern elevator; take this up to the dynamite plunger. Activating the plunger will blow a hole in the wall; jump through this hole and hit the switch overlooking the pool in the cavern. The pipes will now fill with water, and you can fill the pool in the middle of the level.
- Head back to the central pool. A switch has now raised on the Western side -- activate it and watch the pool fill with water, which raises the crates and allows you passage back to the other side. Now, all that's left is to activate the nukage pumps.
- Cross the pool and continue East as far as you can go -- you will end up in a room with elevators to the North and South. Take the South elevator (though it doesn't matter, since you can just walk around the end of the building once outside). There are two crumbling buildings to your left and right; hit the switches in both of those structures to activate the nukage pumps.
- You are now really to lower the bars blocking access to the crane. Take the elevator up, and enter the hallway leading back West; there is door immediately to the North that leads to a ledge outside. Follow that ledge and take the elevator up to the control room. Afer killing everything in the control room, hit the switch on the North control panel; crane access will be granted (if you visited this room before filling the pool or turning on the nuke pumps, the water/nukage tubes would be dark). Onto the crane!
- To get to the crane, head back to the main pool. Jump across the series of crates to the North (so that you end up on the Northern side of the pipe); head out onto the balcony and down to the crane. Take the elevator up to the crane, and sprint down the arm of the crane; at full speed, you should make the jump to the crumbling building. The elevator in this building is broken, so climb into the vent, follow it, and you will wind up at the entrance to the loading docks.
- The door to the loading docks doesn't have any power, however, so hit the switch opposite the door; you will here some explosions and the sounds of pistons firing denoting that the generator has been started. Now go you can enter the loading docks, and face another swarm of monsters.
- Your ultimate goal is to climb into a crate on the Northern car -- to get there, you must jump over the crates on the conveyor belt. However, you first need to lower that pesky metal box hanging from the loading crane. To do that, take the elevator up to the control room and hit the switch; the box will drop and you can scramble over it to reach the crate marked with the exit sign.
- SECRET EXIT: The secret exit requires you to retrace your steps back to the main crane. Remember the explosion sound you heard when you hit the switch outside of the loading docks? That explosion opened a hole in the wall allowing you to access the secret level. So, after hitting that switch, jump into the nukage lake, climb out the other side, and return the main pool area. Jump across the crates to reach the crane, take the elevator up, and run off the crane onto the crumbling building again. Climb through the hole in the Northern wall, jump down, and exit through the vent to the East.
4. RAILBENDER
Description: A loaded transport train speeds towards the dig site...
Layout & Notes: First things first -- do not fall off the train, lest you die instantly. The goal of this level is to work your way to the front of the train and separate the engine from the other cars (the engine is the Northern-most car), but you cannot just go there directly. Read on...
- You start out in the middle of the train; more specifically, you are in the Southern-most of two storage cars. The door in front of you requires a blue key that you do not have, so climb up the crates behind you and head North to the next car. The key can be found an the open crate facing the red door, right in the middle of the car.
- Head back South to the starting position and go through the blue door. Climb over the dismantled skimmer (recognize it? It's in the first level) and continue on South to the car with the two nuke-tanks on it. If you want to get the baddies' ammo you can skirt along the edge of this car, but it's a lot safer just to take the elevator to the elevated walkway and go across.
- The next car to the South is the armory; unfortunately, you can't get to any of the weapons yet, so keep going South. You will enter the final car of the train; the red key is on the raised area to the back of the car. Grab it and start the trek back North.
- The train has changed a bit, now -- in addition to the extra monsters, the armory force-fields have opened (so you can grab the weapons) and the nukage tanks have blown up (so you will have to carefully walk around them). Keep working your way North until you have reached the red door at the front of the Northern-most container car.
- Go through the red door; you'll end up on a crane car (the crane model is the also found in the first level). To continue on, climb onto the skirt of the crane; jump backwards onto the crate; then jump forwards onto the crane wall and climb up the actual arm of the crane. As in the previous level, sprint down the arm of the crane and jump onto the next car.
- Almost done -- just walk around to the left side of the engine, open the door, and hit the switch at the front of the car.
5. THE DIG SITE
Description: This is it -- the site at which the all Hell broke lose. What alien monstrosities await below?
Layout & Notes: This is another massive level in which you are going to cover a lot of ground; prepare to do some backtracking. The main area of the level (you'll know it when you see it) is a giant cavern in the Northwest surrounded by UAC equipment storage bays; that room holds the final key to the level. However, you have to do a lot of fighting before you get your hands on it.
- You begin the level in the severed engine car, conveniently parked by the entrance to the site. Hop on out, kill everything, and head inside.
- At this point, you are in the main lobby. Note that there are three principle exits: two to the West, and one to the North. You should enter the converyor room by going through the Southern-most door on the Western wall. Those of you with good eyes will spot the red key behind a closed grate (in the Northwest corner); that's your current objective, but you can't get through that grate. You should, however, enter the control room and hit the switch there -- the platform on which the red key is sitting then starts to move up and down.
- Return to the lobby and enter the other door on the West wall. After riding down the elevator, you will emerge on a ledge overlooking the main cavern (and some kick-ass Quake 2-inspired architecture). Wait for the red key platform to lower, grab it, and return to the lobby.
- We're now ready to head North, so go through the North door. Er...well, actually, I lied: you can't really go North just yet, since you don't have the yellow key. Instead, go East through the red door and follow the path North until...well, the door is broken. However, look to the right, and you will see a hole in the wall where the nukage is draining. Go back, grab the rad suit from behind the broken glass (you can't get the other one yet), and plunge through the hole in the wall. Continue going North and you should see some rock stairs leading out of the nukage.
- You are now in another cavern -- take note of the yellow key door, as it will be important later. Kill everything you can, then follow the Northern ledge around until you come to the door. Enter the door and grab the key from the dead marine. Also, take a gander at the illuminated alien carvings to the East...looks kind of like a portal exit, doesn't it? Anyway, head back and step on the teleporter to return to the lobby.
- Okay, so now we are ready to go North -- go through the North door, then head straight through the yellow key door. Take the elevator down (it's the North switch by the glass), head back East, and then go through the door to the North.
- You are now in the main equipment bay -- note the awesome bulldozer and the reasonably cool Tank (also note the lack of wheels; for the record, these are "hover vehicles"). As per usual, kill everything and look around. The Tank appears to have a switch on it, but you can't get there yet; climbing the Eastern stairs to the control room leads you to a blue key switch. So, the only option is to keep going North and exit the bay.
- Follow the walkway around until you get to the second (empty) bay -- you can grab the blue key from the Southern overlook. Exit the way you came in and return to the control room in the main equipment bay. Hit the blue switch to gain access to the vehicles.
- The bulldozer is neat, but you should be more interested in the Tank. Hop onto the low part of the tread guard to climb aboard. Now, hit the switch, watch the cannon fire, and hop down -- the Tank blew a hole in the garage door, so you can finally enter the main cavern. Er...not to give anything away, but this might be a good time to save.
- Your goal is to get the yellow skull key by the big doors to the West, which wouldn't be too hard except for all the friggin' monsters (quick hints: use the barrels on the conveyor to help, and note that there is a very helpful weapon someone thoughlessly dropped in the water). Dodge, fight, whatever -- just grab the key.
- If you will recall, the yellow key door is in the other cavern -- return to the red door, grab the other rad suit, and jump through the hole in the wall again. Open the yellow key door to exit the level.
6. SUBTERRA
Description: A rotting alien compound burried beneath the surface of Phobos...
Layout & Notes: This level can be divided pretty evenly into three sections: the left of the map is the "Water" side, the middle of the map consists of the actual structure, and to the right lies the "Lava" side. You are going to need to visit both sides before you exit to the North.
- After falling down the hole, wander North until you come upon the very crowded entrance. It's dark and swarming, folks, so good luck -- be sure to explore every corner for weapons, ammo, and health.
- The only way you can go is through the main door to the North; after going through another door, you will arrive at a small structure in the middle of a lava pool (hereinafter the "Hub"). If you head inside, you will see two pedestals on the raised platform to the South -- you are going to need to set the blue and red keys on their respective pedestals once you have them. But...well, you need them, don't you?
- We need to get the blue key first, and that means going West; however, the door doesn't work. That's because there is no power. Head across the little walkway to the Southwest, and take the elevator up. Follow this walkway around to end up on the Western platform visible from the entrance cavern. Hit the switch there -- now the water is flowing, and another switch should be revealed directly to the North. Hit that switch to activate the steam-powered generator (that tube thing to the West). Now return to the Hub, and you should see a switch that activates the West door.
- Go throught the door; you emerge in a large water cavern with a mysterious structure looming across the water. Follow the walkway around until you come to a dead end -- you are going to need to get to that teleporter, and again, you need to turn on the power out here. Head back to the fork in the walkway, and go back to the East to enter the gear room. Walk over the (empty) water trough, down the steps, and back across the trough to find a switch; hitting that switch starts the water flow and raises another switch on the other side. Hit the other switch, marvel at the rotating gears, return to the teleporter and step on...
- ...to end up in the Western building out in the middle of the water. After killing the imps, gawk at the transparent water, then hit the switch along the Eastern wall -- that grants you access to the blue key. Grab the key and fight your way to the North teleporter to return. Finally, head back to the Hub and "use" the blue pedestal; this grants you access to the Eastern part of the map.
- Much like the other side, cross the walkway to the Southeast, take the elevator up, and leap across the broken bridge to the other exterior platform. Hit the switch there, and jump down into the water; return to the Hub, take the Southeast bridge, ride the elevator, and... Well, the steam generator is broken...but hit the revealed switch to see what happens.
- Jump through the hole in the wall to emerge on a thin ledge overlooking a large lava lake. To get down, run North and leap across to the ledge by the walkway -- you can climb over the railing. Now, carefully jump down the broken steps (check the automap for guidance) until you are at the bottom. Boy, that walkway over the lava looks sturdy, doesn't it?...until you step on it, so watch you step.
- Anyway, head South until you arrive at a small building. The teleport platform to the West dumps you back on the high ledge, so save that for later. Take the elevator up, cross through the building (hmmm, so there's transparent lava over here; notice a theme?), and hit the switch to take the other elevator down. Head North and enter the red key building. Hit the switch around back to reveal a final switch inside the red key building; activate that switch to dump both water and lava into the forge, creating...the red key!
- Once you have the red key, you can return by taking the Southwestern teleporter back up to the ledge and jumping across as before (the door is magically open so you can return to the Hub). "Use" the red key pedestal to raise a switch in the middle of the platform; activate that to watch a nice little effect, and to lower the wall to the North. Head North and grab the SoulSphere to exit the level.
7. The Beneath
Description: You descend into the dark caverns that shroud the entrance to the final arena...
Layout & Notes: For those of you with any Computer Science knowledge, this level is an exercise in depth-first searching; to the rest of you, just take the first door you can, go until you can't go any farther, then back up and move on to the next door.
- Head to the West, kill the swarm of imps, and head around to the North; you'll see a candle pathway arching off to the Northwest, but ignore it for now. Instead, go through the door to the East (it has some water in the floor in front of it) and follow the path (take care not to fall off the small bridge). You end up in a giant cavern dominated by a massive waterfall.
- The blue key is on the high ledge to the North, but you can't get it quite yet. First, cross the bridge, then head to the West -- see those two candles on the floor? Walk between them to find a small cave that holds a switch. Hit the switch and return to the East; take the stairs up to the high ledge and grab the blue key. Now, return to the candle pathway.
- The pathway leads to a long bridge, which it turn leads to another massive cavern and a rather imposing building to the East; however, you need to go through the small door to the North first (this one with lava in the floor; hmm, notice another theme?).
- Take the elevator down to the lava caverns, and fight your way to the central platform with the health vials. The red key is directly to the North, but first you need to go to the East. Head straight East until you come to another switch; activate that and return to the central platform. Now, head North to grab the red key, then return to the large cavern.
- Cross the bridge to the East to end up in front of the final building. This is rather straightforward: go through one of the keydoors, take the elevator down, and loop around until you come to a switch. Activate it, and repeat on the other side. The bars blocking the final door are now lowered, so head straight East through the final door and jump into the teleporter to exit the level.
8. ANOMALY REBORN
Description: ...
Layout & Notes: It's pretty simple, folks: just don't die. Also, note that falling into the void is going to kill you, so watch your step (however, there aren't a whole lot of places that can happen, so you won't need to worry too much).
- Walk North, grab the goodies, and enter the really evil looking teleporter. You have now entered the arena.
- The basic goal is to get to the Northern teleporter, but you are going to have to engage in some serious fighting. The first thing you have to do it hit the switches behind the two Spider Masterminds (either by killing them, or distracting them with the Cyberdemon). When that's done, head South along either of the two walkways.
- Enter the small chapel and hit the switch to the South, then return to the central part of the arena for some goodies and some more fighting.
- When the Barons are all dead, you can walk down the stairs to the North. Kill the Cyberdemon (if he's not dead already) and enter the final teleporter...
- ...to arrive at a familiar-looking teleport exit; that's right, it's the illuminated ruins from level 5. Just walk up the stairs to the North to exit the level and read some new text.
Congratulations! You've completed Phobos: Anomaly Reborn! Now, if you haven't already, go play Caverns of Darkness...
9. SECRET LEVEL: LOST BARRACKS
Description: The Barracks of Site B were complete and occupied when the invasion occurred, which means that there is a lot of useful stuff lying around. Unfortunately, that also means that there are a lot of Hellspawn laying in wait...
Layout & Notes: This level can be divided as follows: the Western section contains the Armoury and the Turrent(!) Control Room; the central section consists of the lobby area and an outdoor courtyard; and the East is taken up by the actual barracks and a heliport. The goal is to grab the blue key and return to the loading docks to catch the train.
- Once again, you're in a vent. Follow it until you can scamper out in a small antechamber, then exit to the North to enter the main lobby.
- Wow -- what a pretty fountain! It's just that it's heavily populated, so kill everything and look around at the signs. Man, the Armoury and Turret Control Room sound interesting, don't they? Go ahead and head through either of the two Eastern doors.
- Unfortunately, the Armoury requires a yellow key, so open the door to the Turret Control Room. This is also disappointing -- the turret's CommLink has been severed. So, head back to the lobby, and head through the Western door marked "Medical Center."
- At this point, there's a row of barracks to the South (all of which require a red key) and the Medical Center (which requires the yellow key) is straight ahead. Head down the stairs to the North and enter into the outdoor courtyard. Kill all the baddies, take note of the giant chemical storage tanks, and hit the switch on the back of the turret to restore the CommLink. Now, head back to the Turret Control Room.
- Saints be praised, the CommLink has been restored. Take the elevator up to the Control Room proper and mosey up to the switch (interesting realism side-note: if you come up here before restoring the CommLink, the lights will not be red). Hit the switch and watch/listen to the turret blow the crap out of the storage tanks. Fun, isn't it? More importantly, though, the storage tank explosion blew a hole in the outer gate (in the very Northwest corner of the courtyard). Return to the courtyard, grab the red key, marvel at the destroyed chemical tanks, and head back inside.
- It's time to head South and clear out the barracks; more accurately, it's time to get the yellow key. The yellow key is found in the middle building, but it might be worth exploring the others for some goodies.
- At this point, your next objective is to get the blue key from the helicopter bay in the Northeast corner of the map, and you have a choice: you can either enter by going all the way East and then North, or you can cut through the Medical Center. The choice is yours.
- The next part is simple: take a gander at the cool helicopter thing, try not to die (quick hint: use the barrels and the helicopter tail to your advantage), and grab the blue key. When it's all said and done, return to the lobby.
- Climb onto the raised dias in the middle of the fountain, head South over the bridge to the blue door, and go on through. Look familiar? -- it's the loading docks of level 3. If you've already been here and killed everything, sorry, because you are going to have to do it again (this is not a hub). Take the elevator to the control room, hit the switch to lower the silver box, and scamper over it to reach the crate marked with the exit sign. All aboard!