CHAPTER 4


We're doing this ChrOnOlOgIcAL!


Chapter 4 is REALLY BIG and has been split into two parts, Chapters 4 and 4a.


These sections are called 'Venture Ghost' and 'Exhumation Zone'. Without spoiling too much, let's dive in!

"Finally. The surface!" Bad Cop exclaims, as he arrives back at Arbeit #1's ground floor. Time has passed since we stumbled into the depths below Arbeit and the Combine are eager to continue their assault.

In Bad Cop's absence, they have taken the first Arbeit facility for themselves and have began setting up a base of operations. The Combine Advisory (noticing Bad Cop's absence) are quick to reprimand him for his unannounced disappearance.

After a mental slapping by his superiors, Bad Cop takes point and hits the road in a bid to penetrate rebel defences, and find Judith Mossman.

To brave the arctic roads, you'll need some wheels. Bad Cop can lead the charge in a Combine APC (complete with roof storage for Wilson or supply crates!). The APC comes equipped with a fast-firing Combine cannon, a homing rocket launcher and a large headlight. Perfect for a night drive through rebel territory.


The APC also features a convenient targeting system, highlighting your enemies for homing missile attacks.

Reaching Arbeit #2 will not be easy. The rebels have a sophisticated network of checkpoints along the way. These serve to bolster the rebel's grip on the region. They will try their hardest to prevent the Combine from taking their ground. Luckily for you though, you'll have the might of the Combine right behind you.


And if you're bringing Wilson along for the ride, he'll be able to assist you by opening Arbeit doors whilst providing some insights into all things Arbeit.

But rebels aren't the only things standing in your way. As you move closer to the heart of Arbeit, you'll cross a threshold; past which, things get weird...

The region beyond appears to be under the influence of... something... As such, strange and spooky occurrences abound. The high strangeness of these areas are underlined by the eerily quiet and forgotten areas of Arbeit's infrastructure facilities.

As Bad Cop will discover, the region is littered with excavations. New horrors await Bad Cop in these temporal tombs. I'll share one such horror: Zombigaunts.


Zombigaunts are desperate, vampiric abominations. It would seem that the headcrabs controlling them have no issues with channelling some of the Vort's energetic abilities. Kill them quickly before they siphon all of your health - and try not to get too close! They won't hesitate to blast everything around them with a dangerous electrical burst.

As the sun begins to rise, Bad Cop will continue on and arrive at a cosy log cabin. Bad Cop and his Combine buddies are quick to renovate said cabin, during a rebel ambush.

This final stretch of Chapter 4 takes Bad Cop through the 'Xentarium'. Beneath the surface, it would seem Xen life forms have become comfortable under the icy surface.

Within these icy caves you'll find nothing but trouble. A plethora of xen fauna awaits. The minty pools have healing properties. Just... be sure to avoid disturbing the eggs!

These alien caves serve as the final stretch of Bad Cop's journey to Arbeit #2.


Chapter 4 is huge. There are so many moments and elements that deserve focus, that I've found it difficult to quantify what actually deserves a mention here. Rather than giving it all away, I think I'll finish this media storm by simply sharing a collection of random shots without explanation.










LISTEN UP FOLKS


If you haven't already, go and vote for us on Moddb for Mod of the Year! We've already made it into the top 100! Vote for us now!


Finally something to get everybody excited about:


We will be doing our traditional FESTIVE STREAM HOLY FRICK! and you will not want to miss it! This year we have some brand new gameplay to show off and you can catch up on our silence over the last few months. Q&A included. Keep your eyes on Twitter and catch us when we stream!


That's it for now! Thanks for your support!


BUUHHYYYEEEEEEEEEEEEEEEEEEEEEEEEEEEEE



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Happy Halloween folks. Spook yourself shitless with a character reveal trailer!



Media storm returns next week!

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Chapter 3 wins! Looks like y'all want it chronological. Let's get right into it.

Chapter 3 is called 'Chamber Catacomb'.


What lurks beneath Arbeit? Chapter 3 discloses all. This article will disclose some - so if you're looking forward to a completely spoiler free chapter 3, readers beware!

After the events of Chapter 2 our protagonist finds himself in the basements of Arbeit. Rather than housing broom cupboards and and old furniture, Arbeit's basement boasts a secret. A secret that would explain the rebel's hesitation in taking the underground labyrinth for themselves.

"Weird tech" Bad Cop exclaims, as he comes to terms with this new locale. Aperture Science had acquired Arbeit in the past - thinking it would be a good place for covert research. There would also be another advantage to owning an old comms facility such as perhaps, spying on your rivals.

Beneath the cold concrete, Aperture converted Arbeit's cavernous basements into a concealed proving ground for some of their more adventurous projects. It's here that Bad Cop promptly loses his weapons - and meets Wilson.

Wilson is a defective (he's a pacifist) Aperture turret. To escape the lower levels of Arbeit, you'll need Wilson. It's through these terms that Bad Cop begrudgingly forms a connection with him. Players will get to decide at the end of the chapter, whether to leave Wilson in the depths of Arbeit or take him along for the ride - more on that later.

Wilson takes Bad Cop on a journey through the chamber catacomb; a decrepit test chamber design facility. It's here that Aperture put together chamber designs and tested them for... testing. There's also a bunch of other crazy stuff locked away in the depths, such as: deadly blue goo, temporal anomalies, screaming zombies, Xen relay grenades - and did I mention the "Gigantic man-eating monster" ?

Such a thing exists under Arbeit. It was created - or rather, allowed to manifest by way of a certain miscreant mentioned in our last MEDIA STORM. The journey through Arbeit's lower levels will take you into the lair of this antagonist and you'll get to discover just what has been going on at the base, all this time. It won't be easy getting back to the surface, though. And you'll want to hurry - you're supposed to be leading the Combine in their charge!

After you've dealt with our creature feature, be sure to pick up some Xen grenades. These things are chaos personified. "A failed prototype" as described by Wilson. Xen grenades suck in objects (and enemies) in a radius around them and then return Xen fauna equal to the mass consumed.

Using Xen grenades, you can turn the tide of your battles by bringing Xen creatures to the party. Who knows what you'll get? Watch the infighting and then take down the winner. Occasionally you may get supplies back from Xen grenades - something to keep an eye out for!

Best to exercise caution though, when using these devices. You can be sucked into the singularity yourself if you're not far enough away. Or you might accidentally consume too much mass and end up having to deal with an Antlion Guard. Knowing when to use these grenades can make fights super interesting. Consider the consumable material in your encounters and use these devices to turn the tides in your favour.

As stated before, Wilson will help you reach the end of this chapter. If you do decide to take him with you, he'll continue to be your budding companion throughout the rest of the game. Wilson can open doors later on the game, which if you're interested in exploring, you might like to open. He'll also divulge a little more information about Arbeit and it's past. He even has his own seat atop of the APC for extra convenience!

Chapter 3 is a haunting flaunt through rotting test chambers. Kept uncomfortably warm by Arbeit's heating systems, it breeds discomfort. Not to mention, a grim reaper of sorts is stalking... Bad Cop will have to put this abomination to rest. Players will leave this chapter with a deeper understanding of the game's antagonist and motives.

It's a chapter to remember folks and we can't wait to see you play it.



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