![]() ![]() The player is given control as a grayscale camera view of the camp from above comes up, and Walker asks if they are ready, and Adams confirms. The player is outnumbered, runs out of ammo, and dies from 3 snipers. The player is again given control of Walker. Lugo remains firm, saying there's always a choice, but Walker denies this. Lugo is repelled by the idea of using it, having seen its effects before, but Adams says that they might not have a choice. Walker impatiently states that he knows what it is. Lugo immediately says he must be kidding, recognizing it as white phosphorus. Adams draws their attention to a complex gun with wires set in it, surrounded by many shells with white dust around them, and Walker gives the okay. Walker grimly agrees and Lugo asks how they are getting through this. Adams obeys and sneaks up behind the man, kicking him in the back of the leg and stabbing him in the throat with a whispered " Sweet dreams, bitch." When the man goes down, the three walk up to the sandbag wall and Walker asks Lugo what they're up against, to which he responds, with slight sarcasm, that they seem to be facing an army, give or take. As the camera pans down onto Delta Force, a small soldier's yard blocks their path to the gate, and Walker orders Adams to take care of the lookout. There is a small space in between the two buildings, hence Adams' confirmation that this is indeed the Gate. Turning around after walking past the tree will reveal it to be dead if the player was looking at the tree the whole time they will have to look away and look back.Īt the top of the stairs a cutscene triggers.Īt the start of the cutscene, the camera pans down a massive pair of blue, identical buildings (the sky is also blue again) that have countless windows down the front. Depending upon what Walker did in the previous mission, the Radioman will announce two different messages. ![]() A broadcast from Radioman announces as Walker and the team get outside the structure can be found below in the dialogue section. They walk through an archway and into a cozy, yet desolate sunlit room, with a tree in the middle of two staircases and another one behind it, and stained glass windows. Walker will ask where they are, and Adams will answer that, according to Gould's map, the Gate is dead ahead. The next chapter picks up without an opening cutscene, starting the player off in front of a building that has a sign saying "Silano Melvini", apparently the name of the structure or complex. If the player selects this chapter from Select Chapter, Walker's load out will be as follows: ![]()
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