Waterfront Storage | |
Game | |
Unit | |
Soundtrack |
02 - Gravity Well |
Previous Map | |
Connected Maps | |
Next Map | |
Enemies |
Single player
Co-operative play
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Secrets |
4 |
Objective |
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[Source] |
The Waterfront Storage is the second level of Unit 2 of Ground Zero. Simple as it was in the previous map, things are now getting more complex. From this moment you will start your journey to scramble the Strogg communication systems.
The level consists mostly of warehouse areas, and features a large water pool with a underwater tunnel that can be used as a shortcut (as long as you don't drown). A restricted area of the level is accessible only to a Tank Commander, or perhaps someone who possesses its head.
This level features the one and only appearance of a Turret armed with a machine gun instead of the usual blaster or rocket launcher.
Walkthrough[]
- Waterfront Storage for the first time:
You spawn near the entrance of the facility. You have two possible ways to start this level - the first leads through the doors ahead and is filled with more numerous Strogg resistance, while the second is quite shorter and leads through the tunnel in the water on your left. What is more, at the end of the tunnel there is a Railgun waiting for you to obtain it. Continue by going through the storage maze till you find yourself in the room on an upper floor with a blue key card guarded by a Gladiator. Obtain the key card and you will be able to open the cargo doors leading to logistics.
- Waterfront Storage for the second time (after coming back from Logistics Complex):
You return to Waterfront Storage from an opposite way you started it for the first time. Now your aim is to use the transport shuttle to get to the Tactical Center, but to do so you will first need to disable power because of security reasons. For that proceed to power conduit room and destroy two wall panels inside conduit to disrupt it. The security doors are now offline and you may use a shuttle to enter Tactical Command.
Enemies[]
Enemy | Easy | Medium | Hard/Nightmare |
---|---|---|---|
Light Guard | 1 | 1 | 1 |
Shotgun Guard | 35 | 27 | 21 |
Machine Gun Guard | 20 | 18 | 16 |
Gunner* | 21 | 19 | 31 |
Berserker | 7 | 10 | 7 |
Stalker | 12 | 15 | 19 |
Flyer | 4 | 4 | 5 |
Icarus | 6 | 5 | 3 |
Daedalus | 6 | 6 | 11 |
Medic | 2 | 4 | 5 |
Gladiator | 4 | 5 | 8 |
Medic Commander | 1 | 1 | 2 |
Turret | 6 | 9 | 12 |
Enemy | Easy | Medium | Hard/Nightmare |
---|---|---|---|
Light Guard | 1 | 1 | 1 |
Shotgun Guard | 21 | 21 | 20 |
Machine Gun Guard | 15 | 16 | 16 |
Gunner* | 31 | 31 | 31 |
Berserker | 7 | 7 | 7 |
Stalker | 17 | 18 | 19 |
Flyer | 3 | 3 | 3 |
Icarus | 1 | 1 | 1 |
Daedalus | 12 | 12 | 13 |
Medic | 6 | 6 | 6 |
Gladiator | 7 | 7 | 7 |
Medic Commander | 2 | 2 | 2 |
Turret | 8 | 9 | 11 |
*Five of the Gunners may not appear; see the Gunner Ambush paragraph below.
Secrets[]
- #1) When you first enter the "crate maze", turn left and you will see a dark explosive box. Move forward and jump to the left path of box tops. When you get back to the explosive box, blow it up to reveal a cell. Drop down and get BFG10K and two Cells, and the secret. You can also rocket jump up to this area (just watch out for the Guards that will be waiting for you).
- #2) Further along the "crate maze" you will see a crate transporter. Stepping on the railroad will trigger its movement. Get on top of the crate that is being transported; just ahead, you will see a Megahealth, which is the secret. If you miss your jump or fail to get on top of the transport in time, you can rocket jump up to it instead (the transport does not come back). This is not really a bad choice considering the item of interest is a Megahealth and that there is a suit of Body Armor on the upper level just past here.
- #3) After using the blue key to open the door leading to the Logistics Complex, there are 3 crates and just to the left of those is a slanted wall panel containing 2 small square panels with black/yellow patterning. You will see that the black/yellow square on the bottom is different from the ones at the top, in that the patterning is facing the opposite direction; this is actually a switch. Shoot it to open the secret compartment on top of the crates, which contains a Defender Sphere.
- #4) SECOND VISIT: After passing through the door unlocked by the Tank Commander's Head, look to your right; just across from the stairs, there is a grated wall panel, whereas all the other wall panels are not grated; shoot it to blow it up and reveal a secret area, with a Quad Damage. Incidentally, this is the second of only two Quad Damages available in the entire Ground Zero campaign, so it may be wise to save this for the final boss.
Gunner Ambush[]
- If the player neglected to pick up the Commander's Head from the previous level and attempts to use the security scanner which is opened by the Commander's Head, the door will not open and the player will be ambushed by Gunners instead - a nearby section of cave wall will blast open and five Gunners will emerge to attack. If the player did already have the Commander's Head when returning to this level after Logistics Complex, then this wall section will already be open and the Gunners will not appear. In the 2023 remaster, they will count as having been killed on your help computer and final kill tally, but in the original release of Ground Zero they would never spawn in the first place, so the player would have five missing kills.
Bugs[]
- Aside from the "Gunner Ambush" issue mentioned above, this level has another missing kill. In the first room after returning to the level after Logistics Complex, there is a Shotgun Guard which has a problematic spawn condition which can be left untriggered, preventing the player from achieving 100% kills. This bug was fixed in Update 1 of the Quake 2 Enhanced (verified in 1.0.5984 release as well).