Follow TV Tropes

Following

Recap / Quake II: Ground Zero - Warehouse Unit

Go To

Recap pages are Spoilers Off by default, so in all these pages all spoilers are unmarked. Proceed with caution. You Have Been Warned

After preparing the Strogg Fighter, Stepchild must enter the Munitions plant and find how to arm the A-M Bomb, the device that will blow the Gravity Well into pieces.

The levels of the unit are "Munitions Plant" and "Ammo Depot", and the overall objective of the level is to create the A-M bomb by obtaining the Antimatter core and the Containment pod.

Followed by the Widow's Lair.


These levels show examples of:

  • Ability Required to Proceed:
    • The Antimatter Builder in "Munitions Plant" near the door to "Ammo Depot" requires the Antimatter Pod and the Antimatter Core. It produces an A-M Bomb.
    • The Security Pass in "Munitions Plant" is later used in "Ammo Depot" to access the Antimatter Core room.
    • The Power Cube used to power the yellow forcefields is later used at the end of "Munitions Plant" to power up the Gondola to the Widow's Lair.
    • The A-M Bomb produced in "Munitions Plant" is later used in "Widow's Lair" to blow the entire area up.
  • Book Ends: The Unit starts and ends in the level "Munitions Plant".
  • Broken Bridge: Access to the last unit is locked behind a door in "Munitions Plant" that only opens when you have the A-M Bomb.
  • But Thou Must!: Some entrances are blocked by yellow forcefields, forcing the player to take certain roads. These forcefields are disabled once the player takes the Power Cube powering them.
    • After activating the Strogg Bio-Maintenance Chamber, the first entrance to "Ammo Depot" is sealed, forcing the player to use the intended exit to the level.
    • Creating the Antimatter Core in "Munitions Plant" blocks the scanner entrance from "Ammo Depot", forcing the player to use the upper level entrance to said level.
  • Dressing as the Enemy: In the level "Ammo Depot" there's a secret which will give you a Strogg uniform, allowing you to pass through enemy lines as if you were at home, provided you activated the Strogg Bio-Maintenance Chamber first. Just take care of not shooting. For some reason, even if you don't step in the Strogg Scanner returning to "Munitions Plant", going back to "Ammo Depot" has the player acting as if their cover has been blown up.
  • Easter Egg: Shooting with the BFG at a spot in the ceiling of the first area of "Ammo Depot" four times will give you a "DuNgA".
  • 11th-Hour Superpower: "Munitions Plant" has the only instance of the Power Shield in the entirety of Ground Zero's campaign as a secret.
  • Exact Words: While holding the Strogg Uniform, you'll notice the only things that can potentially blow up your cover are your weapons. There's a Gunner placed below a red box which can be killed by said box while using the uniform that won't blow up your cover.
  • Explosive Decompression: Found in the level "Munitions Plant". Go ahead, try to see what's at the end of those pitch black tunnels where you go to/came from....
  • Kaizo Trap: Beware the big lava pool at the Gondola area in "Munitions Plant", as there's NO way out of it!
  • Monster Closet:
    • "Ammo Depot":
      • After opening the door by activating the Strogg Bio-Maintenance Chamber, three closets open in the T-shaped hallway after the (un)locked door, holding bunches of Gunners and Enforcers. These closets won't open if the player is using the Strogg disguise.
      • After the red forcefield door, on your way to the Containment Pod chamber, two sections of the ceiling will explode, revealing two Stalkers.
  • Rewarding Vandalism:
    • "Ammo Depot":
      • There's an explosive box nearby the Strogg Bio-Maintenance Chamber that can be blown up, with a nearby box blowing up ad well, allowing you to get a Silencer. For some reason this doesn't count as a secret.
      • In the cargo hallways, going to the first alternate exit to the "Munitions Plant" level, there's a box with a crack on it. It holds a Quad Damage.
  • Teleporting Keycard Squad:
    • The first return to "Munitions Plant" after stepping onto the scanner will trigger an alert, spawning two Shotgun Guards.
    • The first return to "Ammo Depot" after creating the Antimatter Core has a Gladiator and a Gunner awaiting in the lower level of the cargo hallway, a Gunner awaiting in the upper level, and a Daedalus awaiting in the Security Pass control.

Top