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Recap / Quake II: Ground Zero - Base Unit

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After the destruction of the lower mines, Stepchild enters a warehouse, split into many areas, with enemies lurking around nearly every corner.

The levels of the area are "Eastern Warehouse", "Waterfront Storage", "Logistics Complex" and "Tactical Command", and the overall objective of the unit is to infiltrate the Strogg communications network and end their ground-to-air transmissions.

Followed by the Hangars Unit.


These levels show examples of:

  • Ability Required to Proceed:
    • "Eastern Warehouse":
      • The Power Cube used to power up the train tracks (whose disabling also allows you to uncover a secret area) is later used to power up a platform that takes you between areas.
      • The Red Key in the scrum area unlocks the door to the outdoors area that leads to the Waterfront Storage.
    • The Blue Key in the Waterfront Storage unlocks the access to the Logistics Complex.
    • The Commander's Head retrieved by killing the eponymous Tank Commander in "Logistics Complex" is used to pass through a scanner in Waterfront Storage.
    • The Data CD obtained near the door that returns you to "Logistics Complex" in "Tactical Command" is later used in said level to upload information to your superiors. Then you pick it up again and return to "Tactical Command" in order to use it in a communications computer.
  • Broken Bridge:
    • Access to "Waterfront Storage" in "Eastern Warehouse" is locked behind a Red Key door. You can see the exit in a nearby window.
    • Access to the next unit is located in "Tactical Command" in a water lock that opens once the information has been uploaded.
  • Data Drive MacGuffin: A CD is found in the level "Tactical Command", and contains information that must be uploaded to a communications network in the level "Logistics Complex". The item is then used in the communications computer of the former level again.
  • Death Trap:
    • In all the levels, the active tram tracks.
    • "Eastern Warehouse": The Power Cube is protected by two deadly lasers.
    • "Logistics Complex": The Green Lasers that destroy the Tank Commander will remain active unless they're disabled in a room nearby. This is the only way to obtain the Commander's Head.
  • Developer's Foresight: Returning to "Waterfront Storage" without the Commander's Head triggers several Monster Closets nearby the scanning area.
  • Grimy Water: There's a section in the "Eastern Warehouse" level which has electrified water as a result of decay in an area producing short circuits and blowing up the area's Power Cube. It stops being a hazard after the power is re-routed.
  • Monster Closet:
    • "Eastern Warehouse":
      • Travelling in the conveyor belt and passing the Warehouse leads to a two-levelled area. Falling into the lower area triggers a wall explosion revealing a small chamber from where a Machinegun Guard and a Gunner come from.
      • Obtaining the Red Key triggers a wall explosion from where a Stalker comes from. It also unlocks a door from where a Gladiator comes from. And using the nearby platform to return to a previous cargo area will trigger a wall revealing a small chamber with a Daedalus on it.
      • Disabling the security lasers will trigger a wall explosion near the computer that triggers the disabling, revealing a Gunner inside of it.
    • "Waterfront Storage":
      • In the Warehouse area, four big boxes explode to reveal hidden Stalkers.
    • "Logistics Complex":
      • Killing the Gunner in the chamber that controls the lasers that kill the Tank Commander and the remaining personnel as well as the yellow forcefields triggers a wall explosion nearby that reveals a Medic.
    • "Tactical Command":
      • Picking up the Plasma Beam will trigger a wall explosion behind said area, revealing a Medic Commander.
  • New Weapon Target Range: "Tactical Command" introduces the Plasma Beam. Just after picking it up, a Medic Commander (an Elite Mook of the Enemy Summoner kind) will appear and fill the area with Weapon Guards, Gunners and Enforcers.
  • Permanently Missable Content: A minor example in the "Waterfront Storage" level, in the warehouse area there's a tram with a box on it which you need to ride to obtain a secret Megahealth which you may miss otherwise.
  • Some Dexterity Required: The upper-level Double Damage in "Eastern Warehouse" can be accessed in two ways: jumping from the top extreme of the elevator, or doing a Crate Jump from the walkway onto the small box.
  • Suspiciously Cracked Wall: At the end of "Tactical Command" there's a water pool with a patterned platform on top of it. Inside this pool, there's a cracked section that reveals an Adrenaline power-up upon destruction.
  • Teleporting Keycard Squad: Returning from "Logistics Complex" to "Tactical Command" in the climax of the unit has a Daedalus and an Icarus waiting for you on the way to the Strogg Fighter controls.
  • Timed Mission: Destroying the security cables in the Conduit will trigger a countdown, after which the Conduit will close, and anything inside of it is left to die a painful death by radiation.

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