![]() The marker will trigger three waves of enemies (initially, at the second bridge, and at the third bridge/exit). Move the marker into the room and there will be a quaratine. There is no store in the chambers you're going to, so take all that crap out now. You might think it's overkill until you realize you're fighting a load of babies, regular zombies, exploders, fat zombies, two wall necros (at least), and a brute (after the wall necros). Take a stasis pack (one or two - unless you cheat - there are stasis stations in the rooms), three medium medical kits (or so), 100 plasma cutter ammo, and 36 line racks. Replace the battery and head back to the store for some ammo. Two jellyfish necros are inside - be sure to smash the corpses nearby before releasing them, or you will have extra enemies to fight. The battery to open the doors to the marker's original location is in the cold room in the control booth. You will need to fight two divider zombies outside once you have the battery, and nothing solves them faster than stasis and a linegun mine. Take the time now to organize your supplies and take up some more plasma, line racks, and stasis pack ammo. Once the marker is loaded on the conveyor, the door to the colony control booth will unlock. At the shuttle pad, take the free power node (1 of 4) in the corner of the landing pad. You cannot enter the building until you move the marker onto the electrified conveyor. No schematics and low credits makes Isaac a dull boy.Įxit the shuttle and use the empty cargo slider to load the marker.
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