The tunnel is home to abandoned trains... and a seemingly endless army or "runner" type zombies. Fortunately DL has taught his FEAR slide kick maneuver to us, and it proves very handy for dealing with them in tight quarters.
We ultimately need to run past them though and loot the large supply drops still in the train cars - as well as one annoying one on the side which requires Jim to watch my back as I pick a lock through the access gate. When we finally get out we're covered in so much zombie guck it's disgusting. Little did we know this would be a valid zombie evasion tactic later on.
Finally, smelling like intestine contents, we arrive at Rais' compound and discover he's the target that has the GRE file we came to get in the first place. Unfortunately his gun toting guards don't give us an opportunity to do anything about it. Instead we are sent to his aide, Karim, to work for antizin.
High places usually have wires you can use to zipline down.
Our first task is to climb up radio towers to try get the comms back on, much to Jim's dismay. I should point out that Jim likes to drink while playing and as the night goes on, these climbing puzzles become more challenging for him. It does become more amusing for DL and I to watch him attempt though. ;)
Insight: In co-op, someone can stay downstairs to revive people who fall.
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