Lambda Bunker

Lambda Bunker is a well-balanced map. This map features a decentralized design--there’s no one area worth dominating for long--and Scrooge-like allocations of ammo for the powerful weapons.

The key to lording over Lambda is universal good strategy for any Half-Life map: Keep moving! The small caches of ammo make it difficult to hold an area for long.

The map is essentially divided into two levels--a compact lower level and a sinuous upper one.

INTO THE UNDERWORLD

The lower level consists of two main rooms joined by a drainage ditch. The larger of the two rooms sports a HEV station and shotgun--both well-worth taking advantage of. Watch your back while using the HEV as players will respawn behind you, and lying under the water in the ditch is a favorite camper tactic--the camper emerges, Rambo-style, from the water at the sound of the HEV.

At the far end of the ditch is a tau/gluon energy cell--worth noting because ammo for those weapons is scarce. Above the energy cell, atop an arch lies a tau cannon. Grab the tau--if only to get extra ammo for the gluon, which you’ll find elsewhere.

MAYHEM UPSTAIRS

A key room in the map is at the top of the lower-level ladder adjacent to the HEV/shotgun room. You emerge on a platform in the middle of a room full of water. Run across the small catwalk, and you can pick up both a rocket launcher and the longjump module. These items are crucial on this map, especially the jump pack. Submerge into the water to find a rocket shell, an HEV battery and two contact grenades.

At the far end of this room is a set of explosive-filled crates. A well-placed rocket into these crates as one or more opponents enter the room is a sure-fire frag. Placing a satchel next to these crates for later detonation is an excellent strategic move.

One more item about this room--there’s a fine camper spot on a ledge overhanging the water in this room, along the wall nearest the rocket launcher. Indeed, the area is a bit dark, and it’s hard to see camouflaged models in that space.

From this main room you can head out into the main hall, which curves to the right. This is an area of many, many frags. You’ll find a first-aid pack (longjump over the bar, and crouch to exit), and an armor battery cell in the middle of the hall. Fetch the first-aid pack at your peril! Gluon-wielding maniacs often come barreling down the stone slope off to the left, and you will get flame-broiled, BK style, if you’re trapped limboing under the bar.

Taking the first left up the aforementioned steep stone ramp will lead you to a double room. Longjump onto the green containers to the platform (see Figure 1) to quickly grab the MP5 (next to the inoperative elevator). Cautiously use the health station on this platform, as this is a high-traffic area.

BIG, BAD BUNKER

At the far end lies another smaller room, with a bunker in the center. Insofar as there is a spot to dominate in this map, this it it. Jump over the rail to the left to enter the bunker, and inside you’ll find the gluon, as well as ammo for other weapons. Leave the bunker and enjoy the transcendant power of the gluon while you can (only 20 units of power, unless you’ve snagged some cells from downstairs).

Exiting the stone ramp and back in the main hall, you’ll see the hall continue on, curving right. Mind the sniper spot above the rocket ammo and any unexploded explosive crates. Destroy these crates from a safe distance, lest you become a shrapnel victim. Grab the armor cell from around the corner of the crates and watch for any shotgun-wielding bastards emerging from the hole in the floor!

BOUNCY, BOUNCY

The hall, sloping down and to the left, continues on to the last, and perhaps most interesting, room on the map. The room has a stack of crates and a bounce pad at one end. Behind the bounce pad lies a first-aid station. Destroy the crate next to the station to reveal a med pak. Jump off the bounce pad to reach the catwalk and fetch a set of snarks. Take the short ladder to reach a crossbow as well as a sniper spot overlooking the main hall. Return to the catwalk and jump to the top of the large green containers where you’ll find a set of rare contact grenades as well as a crossbow clip (see Figure 2).

The lower catwalk can often be a spot for campers and/or snark herders. My personal favorite move: Feint towards the bounce pad in the direction parallel to the catwalks, then stop and release a satchel at the same time. Your momentum should slide the satchel onto the pad, and it’ll bounce up onto the lower catwalk. Detonate when the satchel reaches its crest, get the frag, and pat yourself on the back with a crowbar--you’re slick in my book.

Yo Adrian... uh, Freeman: Watch out for water campers.

Spot the camper, snuff him like a roach.

Figure 1: Impress friends and foes with your box-jumping ability.

How do you want your camper?

Figure 2: Grenade Goodness.

The Incredible Flying Satchel Trick: The ultimate glam move.

  Copyright 2000-2002 The Laten Group. Chumpland banner designed by [~OFC~]ICE aka Laten_D