Quake II Playthrough 3 - It's time to break into Detention Area (and get out of there)
Ok, our primary objective there is to shut down a security grid in order to make mankind attacks against Stroggs infrastructure easier. But in order to disable it, i had to demolish Stroggs prison complex (and it will not be a pleasant task).
Start Main Gate - things are getting more funny, getting ripped twice. Once, by Gladiator and his railgun; second time by my own foolishness (stepped into laser).
14:30 Detention Center - i had a problem with those prisoners - "Should i put them out of their misery or not?" And yay, i got a Grenade Launcher - now i can deal with Tanks better.
26:20 Security Complex - main area (because there is a Pyramid, which blocks the way to Grid Control), i'll be there several times. And RIP Willits, your sacrifice will not be in vain.
33:55 Detention Center 2nd visit - proceeding toward Torture Chambers, after killing first two Icaruses (is it proper plural of Icarus?). And i remember that enemy will replace Fliers in later levels.
44:00 Torture Chambers - alas poor soldiers, being captured by aliens is fate worse than death. I didn't like that i had to execute one of my own in order to get a crucial item.
59:05 Guard House - Pyramid Key is there and also new enemy: Mutant, the futuristic Fiends relative. Unlike his Lovecraftian counterpart, this one is not that dangerous (my feelings about him).
1:10:00 Grid Control - that Super Tank boss was joke in 1997 and today still is a joke. Berserkers were more dangerous than him.
Next target is factory, but i had to go through mine complex first.
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