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Rude Awakening
Head downstairs to the stasis chamber holding area and move forward until a cut scene introduces you to the sire enemies. Think of these guys as more resilient wretches, since they don't have any projectiles attacks and can be defeated entirely with melee strikes. If you've got a Lancer rifle, you can chainsaw through these guys easily, though standard melee attacks will work as well.
A couple of points to note when fighting the flood, er, the sires. Their attack range is longer than their arms suggest, but it only extends out in front of them. If you strafe around to the side of a sire it won't be able to strike you. As well, knocking down a sire doesn't mean it's dead. If you knock one down with melee strikes or gunfire, don't stop attacking it until you stop knocking blood out of the body. If blood is still squirting, the sire is still alive.
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Move around the corner to fight more sires, down a hall to another room packed with sires and eventually to a room with more sires and a doorway that's opened via two circular cranks. You can try to get the door open with Dom between knocking sire skulls, or you can elect to just fight the sires until they stop spawning, letting you easily open the door to get out of the stasis chamber holding area.
Once out of the sire storage rooms, look for a switch to the left that'll power down the obnoxious security system. A doorway at the far end of the room opens up, letting you down a long, linear hall that leads to a checkpoint. As you enter the room with the checkpoint, you've got two options for preparing yourself against the locust assault that soon busts through a wall to the left. 1) You can take cover in the small office enclosure on your immediate left, or 2) you can run to the far right side of the room and look for a back room inside which is a switch that enables a security turret.
If you elect for option one, hold your cover and wait for the flamethrower-armed locusts to take up position just across from you. You should be able to toss a grenade next to them for an easy kill and then turn to the non-flaming enemies and pick 'em off with regular gunfire. If you choose to use the security system, hope that Dom doesn't come with you because he steals the only usable cover outside the security room. Though it's not a big deal if he does, because you can simply stand behind Dom and be out of the range of the enemy flamethrowers.
Clear the room, gather ammo, then go through the hole in the wall to the next room. Another torcher and a normal locust show up at the far end of the room, so quickly take cover. If you can shoot the torcher's backpack you can cause him to explode, possibly taking out the other locust with him. Now from this room there are two exits on the left, one of which leads to a hall with a security turret with the other leading to an adjacent room.
Go into the adjacent room and look for a security switch that'll disable the turret in the hall. More importantly, the switch enables a security turret the room across the hall that's currently packed with locusts. When you turn on the security in that room, lure the locusts to the far right end of the room by taking cover to the right and they'll get mowed down by the turret, sparing you the effort.
Go out to the hall and follow it left. Just after a kink in the hall, take cover against a desk to guard against the torcher and Lancer-toting locusts down the hall. Kill them, follow the hall around two left corners, and then take cover just inside a right corner. There are two normal locusts around the corner and a flamethrowing guy with them. Try to hit the flamethrower's backpack to explode 'em all.
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You get a checkpoint before bashing in a door that opens to a large room. Immediately toss a grenade to the far end of the room and you'll catch a pack of locusts, including a flamethrower and a grinder, as they enter the room. Don't expect the grinder to go down from just the grenade, but you should be able to safely take cover and pick off the grinder as he marches toward you. A couple more locusts will come through the door late. Pick them off, then go outdoors while avoiding the stream of deadly hail falling through the busted glass roof.
Once outdoors, turn to the right and roadie-run through a bit of hail to a nearby shed. At the back of the shed is the Doctor's Journal of Dr. Stephanie Zimmer. Leave the shed and return to the overhand just outside the building doorway and then roadie-run to the other side, through the hail, and into the shed Dom ran to. Your next objective is to run into the train car just outside the shed, though you'll need to take cover and kill the lone locust inside the train car before you can roadie-run out and hop into the car.
An emergence hole opens up on the other side of the train car though you can simply pull a lever to get the train moving and take cover to avoid the fight altogether. When the train car stops, hop off into another covered area and go to the right. Before you can run through the hail and into another train car, you'll have to kill a couple of sniper locusts inside the car (their rifles will come in handy later). Run through the train car to a covered path on the other side, take cover and clear out the remaining locusts before following the covered walkway to a building.
There's lots of razor hail and a couple of locusts in this roof-deficient building. Kill the enemies, then open up the nearest garage door to the left so you can take cover and snipe the locusts hanging out in the nearby train cars. There's a second garage door that you can open after mantling a short wall to the right. Go through the door and look to the right for a third wheel crank you can use to open yet another door.
Pass through the building and it'll lead back outdoors almost immediately. Run through the hail to meet up with Dom just outside a train. He'll run into the train, but you should follow the covered walkway around the corner to the right. You'll have to run through a bit of hail to reach another shed inside which is an ammo box and the Captivity Marks from the wall. Run back to the covered walkway and hop into the train with Dom to hit the brake release lever and start rolling away from the boomer, grinder and other enemies.
When the train stops, run out the back of it and turn left to climb a ladder to an upper level. You'll reach a checkpoint just before having to roadie-run through the hail to another covered area just ahead. After a quick transmission with Baird, run outside and to another covered area.
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Just as you do, an emergence hole opens up ahead, just a bit to the left and in between a couple of ruined cars. Toss a grenade into the hole to seal it up and then pick off any remaining enemies from cover. Push forward to the next set of cover and another e-hole opens up, though this one's tougher to spot. It's behind a car on the right—place a grenade just over the top of the car and it should seal up the hole so you can get to finishing off the remaining grubs.
Move up to the next set of cover and two maulers, shielded boomers armed with maces, march up to you. Try to keep some space between you and Dom as the maulers get close. As they turn to face either you or Dom, they'll expose their backs to the other so that at least one of you can shoot around their shields. When the two are dead, hop over the barrier and grab a shield. The hail stops and turns to rain, so it's no longer deadly to walk without cover.
There's another emergence hole just ahead, and while we ran out of grenades and couldn't close it up it didn't seem to matter since no locusts past the first batch came out. Clear the streets then make your way to the far end of the road where you'll regroup with the rest of the cast. You'll have to hold off a couple of reavers while Baird finishes with repairs, and both land to the left of the Centaur, down the road from where you came. Take cover behind a nearby concrete divider to bait them into trying to skewer you, dive out of the way of the attack, and then run under the reaver to gut it from below. Before long, a cut scene takes over and ends the chapter.