SPECIAL OPS - OPERATION DESERT TEMPLE

 

Level by Shadoofus

 

Walkthrough by Phil Lambeth

 

 

After the opening flyby, wait while the PISTOLS and 320 rounds of ammo are added to your inventory. Run around the central stone column and you'll receive a phone call from an obnoxious Commander Whitaker. After absorbing his abusive instructions, continue forward and push the floor lever to lift the N gate. Enter the building to arouse three bats and proceed to a room with a central pool. Since your pistol ammo is limited, don't waste rounds shooting the empty jugs. Go to the W wall and move the pushpiece to the other end of the short trench. Get up on it and push the face button to open the door in the E wall.

 

Hop down, go there and enter the E passage to trigger two sets of floor spikes. Time your way past them, enter the next room and time a couple of jumps past two swinging blades toward the N wall. Jump past the third blade to activate a jump switch that lifts the N gate in the previous room. Swim back S, pull out of the water and for some additional pickups, jump past the first two swinging blades once again. Face the NW corner and take a running jump to grab the crawl space. Pull inside, crawl around counterclockwise and hop down at the end. Enter the lower crawl space and grab the pistol ammo and antique medipack. Go back the way you came, hop down into the water and return past the spike traps to the room with the pushpiece.

 

Enter the N passage past the opened gate and go past a closed door to a hallway. Turn left and continue to a larger room where a remote camera provides a panoramic view. Note the bird statues and scales in the central area, go to the plinth and grab the EGYPTIAN SYMBOL LEXICON for later use. Hop back twice, turn left and go the stairs at the SE corner. Go up to emerge at the upper ledges. Take a running jump SW to the left side of the pushpiece and loop around left to face a swingpole. Stand jump E to grab the swingpole, swing around and jump to land inside an alcove with a button that deactivates spikes elsewhere.

 

Turn around, take a running jump without grab over the swingpole to land safely on the W ledge. Turn left, enter the S passage and open the double doors at the end. Step out onto a balcony, note the closed doors to your left and another swingpole to your right. Hop back once from the W edge and take a walking-running jump to grab the swingpole, swing around and jump off onto the balcony ahead. Shoot the empty jars on the marked tiles to get them out of the way, open the W double doors and stop before entering the obviously spike-trapped passage.

 

Use the swingpole to get back over to the E balcony (taking a walking-running jump as before), open the double doors in the E wall and step into a hallway. There's a floor hole to your left and swinging blades to your right. Time a run past the first blade and loop around either right or left to avoid the triggered boulder that's rolling toward you. Go past the second blade, run up the slope past an alcove with a closed trap door on your left and closed double doors on your right, pull up into a crawl space and hop down the other side. Turn right, hop down further and reverse roll to push a button that opens the trap door you passed by earlier.

 

Retrace your steps down the slope and hop down right past the opened trap door. Pick up the GRENADE LAUNCHER and a small medipack, pull back out of the hole and open the W double doors. Step out onto a balcony, grab the CROWBAR, exit and make your way N past the swinging blades to the previous balcony. Go past the opened doors, jump to the broken ledge to the right of the pushpiece and continue in a counterclockwise direction along the ledge until you reach a pair of similar pushpieces. Move them along their rows onto the nearby marked tiles to open the NE door. Before going there, pull down the W wall switch to raise a block elsewhere and find the UZIS at the SW corner.

 

Enter the passage at the NE corner and side flip past the circular blades. Push the now-safe floor lever to lower a block in the previous room, pick up shotgun ammo and pistol ammo near the skeleton and take the ancient medicine from the plinth. Return to the upper ledges past the circular blades and go to the SW corner where you found the uzis. That's where the block lowered, so drop down and engage two black scorpions (if they aren't stuck in place somewhere). Exit E through the torch-lined hallway and go around the corner. Open the W door with the crowbar and enter a passage to activate another set of circular blades.

 

Side flip past them and continue to a plinth with the GOLD BAR and an ancient medicine for SECRET #1. Return to the previous room the way you came, loop around right and open the crowbar door in the E wall. Follow the passage to a room with a spike-trapped floor, draw your pistols and shoot two large jars on the far side of the room to deactivate some of the spike tiles (the lighter colored ones, so forget about that grappling hook next to the skeleton). Go forward and around to the left to reach the plinth with the STAFF OF TYCHE for SECRET #2. Return, following the same path, and turn right when you reach the larger room.

 

Go past the arched opening, jump into the water and swim across to a larger water-filled room. Pull out, jump into the water where you see a raised platform and look underneath it for pistol ammo and the LASER SIGHT. Swim over to the SW corner, wade out and pull up N to find a button that brings out a block to your right onto a spike-trapped ledge. Turn around, jump across the gap and loop around left. Take a running jump W to grab the block, pull up and take a running jump to grab a pole attached to the ceiling. Swivel a bit to your right and jump to grab a companion block ahead. Pull up and hop down NW next to an opening that leads to a room guarded by two bats and a jackal.

 

Enter the room, grab the flares next to the skeleton and jump into the S pool. Find the opening and swim into a room with three ceiling switches. Pull only the one on your left (the other two are spike-trapped) to raise more platforms in the previous room and exit to the balcony. Climb the blocks to your left and jump up to grab the ceiling. Monkey swing E and release just before you reach the flaming pot in the corner. Pull out the TORCH that you've had in your inventory all this time and light it. Carefully take a running jump S to land on a raised platform. Stand jump around the corner onto the adjacent platform, stand jump SE to the next one and take a curved running jump slightly SW to the next one.  

 

Stand jump S onto the ledge, turn right and light the two wall sconces to open the door between them. Leave the torch here (it disappears into your inventory), enter a dark room and shoot the wooden chest for an ancient medicine. Open the floor trap door and climb down to a lower room. Go through the crawl space and past the dirt mounds to a room guarded by two mummies. You have one grenade at your disposal, so you can either blow them away or avoid them while searching the corner to your right for the SHOTGUN and shotgun ammo. Proceed into the room and hop onto the coffin for the BA CARTOUCHE as two wraiths are summoned.

 

Beat a hasty retreat to the crawl space, exit and climb the ladder to the previous room and exit to the balcony. Loop around right to the connecting pool, jump in and swim across to the other side, pull out and run forward to the bird statues you noted earlier. Wait for the wraiths to be attracted to them and explode, and a ninja may eventually arrive as well. If so, pick up his dropped uzi ammo and go to the NW corner of this room, where you'll come to a slope. Slide down into the water far below and surface. Pull out SE, face W on the rising block tile and stand jump onto the left side of the pyramidal structure. Jump off to grab the crack in the S wall, shimmy left to the corner and ledge jump up to grab a higher crack. Shimmy right to a column and ledge jump back to grab the top of a broken column.

 

Pull up to activate the noisy rotating blades and stand right to take a running jump N to land near the corner of the next column where you'll be safe from the blades. Walk up to the NE corner and take a running jump with grab to land inside the lower alcove in the E wall. Push the floor lever to raise a block down near the SE corner. You can reach it with a curved running jump SW over the slope, but better save first. From the raised block, face the upper crack in the S wall and use the look and up arrow keys to locate a small object through the crack. Draw your pistols and jump up and down while firing until the object shatters. What this accomplishes, if anything, remains a mystery to me.

 

Stand jump to grab the upper crack, shimmy right and ledge jump back to grab the broken column. Pull up, jump over to the NE column as you did before and this time take a running jump W to land on the next broken column. Hang from the W side, release to activate a jump switch and listen for the sound of a nearby rising block. Back flip off the slope to land on a raised platform and take a running jump S onto the next raised platform. Turn left, take a running jump to activate the jump switch on the broken column and another block will rise somewhere. Back flip off the slope onto the previous column, turn to face NW and locate a third jump switch.

 

Stand jump with a left curve to activate it and the W gate will open as you land. Step inside, hop left and pick up an antique medipack along with desert eagle ammo. Go down the ramp and take the LARGE WATERSKIN from the plinth. The water is too deep to fill it here and the exit gate is now closed, so jump into the pool and find an underwater alcove with a ceiling switch that raises a block near the gate and also opens a ceiling trap door that was blocking the ladder. Use the raised block and the ladder to climb to the upper ledges. Step out to the E edge and take a running jump NE onto the raised block. Pull up right onto the higher block and take a running jump E (no grab) onto the lower corner of the block ahead.

 

Activate the jump switch on the N wall to lower a rope from the ceiling, turn around and take a running jump to grab the rope. Turn right to face the W wall, swing forward and jump off to activate the jump switch. You'll land safely in the water far below, so flip turn, swim across to the E side and pull out near an opened door. Vault up into the opening and follow the passage to a partially flooded room. Activate the crowbar switch on the ledge to deactivate the spike trap ahead. Hop over to a plith with the AMULETIC PILLAR and what looks like another gold bar (although it doesn't appear in your inventory). At any rate, it counts as SECRET #3. Pick up a nearby grenade and place the Amuletic Pillar in the receptacle to hear the sound of a door opening.

 

Hop into the water (you can fill your waterskin here) and pull up into the W opening. Follow the passage and engage two black scorpions (if you get stung you'll need to use an ancient or an antique medipack to get rid of the poison). Run through the pile of coins to enjoy the jingling sounds and push open the SW doors to reach a previous water-filled room. Jump into the water and pull out at the SE corner next to the raised block. Jump with a left curve onto the pyramidal structure and jump off to grab the lower crack in the S wall. Shimmy left, ledge jump up to the higher crack, shimmy right and ledge jump back to grab the broken column.

 

Pull up, jump to the NE column, turn right and take a running jump E to grab the raised platform. Pull up, turn right and take a running jump onto the next raised platfom. Hop up to the balcony and take an ancient medicine from the plinth. Go around to an opening in the railing, take a running jump to land on the slope, slide and grab, shimmy right around two corners and ledge jump back to grab the jutting ledge behind you. Pull up and go around to a plinth with the RA CARTOUCHE. A wraith will be released, so drop back down into the water and swim around a while until the wraith goes away.

 

Pull out at the SE corner and make your way laboriously back up to the E raised platform as described in the previous paragraph. This time, stand jump E up the slope to land at the opening that leads to the room with the scales and the bird statues. Go across the room to a sunken area with the pushpiece you ignored earlier. Push it once W, climb up onto it and stand jump slightly SW to grab the upper balcony where there's a gap in the railing. Pull up and go around to a crawl space.

 

Go on through, hang from the other side and ledge jump back to grab the swingpole. Swing forward, jump off to grab the ledge and pull up for uzi ammo. Safety drop to the floor next to the cartouche receptacles but ignore them for now. Go around past the SW arch near the pushpiece and shoot the wooden fence with the warning sign. Enter a room with dormant blades and step on a marked tile to activate them. Stand left and time a running jump past the first blade and run past the second blade to activate the circular blades. Side flip past them and come to a deep pit.

 

Run across the corner onto a jutting ledge and hang from the W edge. Shimmy to the higher right corner, pull up and reverse roll to give yourself some extra running room and take a running jump to grab the W ledge. Shimmy left and around the corner until you get past the poised hammer so you won't activate it when you pull up. Step toward the W room to trigger a warning of imminent danger. It may now be time to refer to that Egyptian Symbol Lexicon you picked up earlier.

 

Without stepping onto the floor, jump to the NW alcove and pick up the RUDIMENTARY REPAIR KIT. Face SE and stand jump down to the tile with twin scalpels (representing the letter I). Run forward W onto the tile with the ellipse (R) and take a running jump NW into the second alcove. Stand jump onto the tile with the inverted L (B) and stand jump NW into the third alcove. From the W end face SW and take a running jump just to the right of the central column to land on the tile with the squiggly line (N). Face W and take a running jump across the adjacent tile with the scalpel (K) to land safely on the far ledge.

 

Let's pause for reflection. The letters represented by the safe tiles can be jumbled to form the word "brink," but does that mean anything? Probably not. The symbols on the alcove walls don't seem to help, either. Anyway, you're here, so take the SMALL WATERSKIN and the GRAPPLING HOOK from the plinths on either side of the coffin.

 

You see two crawl spaces, one on the N side and the other on the S side. They lead to different results, so let's take the S side first. Crawl to the other end and lower Lara down the ladder for a diary entry that tells you that you've entered the left chamber of the Hieroglyph Wall. Apparently this is where the Egyptian Symbol Lexicon becomes significant. Slide down onto the tile next to the skeleton for a grenade and examine the wall symbols. Compare them with those in your Lexicon and make notes if you wish, although the different birds look so much alike that assigning the proper letter to them is largely a matter of guesswork. There seems to be nothing more to do here at present, so jump back up the slope, climb the ladder and go around through the N crawl space for another diary entry as you enter the right chamber of the Hieroglyph Wall. Compare the symbols on the far wall with those on your Lexicon, make the appropriate notes and, since there's nothing else to do here, return to the E room with those ominous skull tiles.

 

Take a running jump onto the K tile, walk forward onto the N tile and take a running jump S into the second alcove on that side. Face NE and take a running jump onto the scepter tile (V). Stand jump S into the third alcove, face NE and run off the edge onto the submarine tile (D). Hop up SE into the fourth alcove, take a running jump NE onto the tile with the twin scalpels (I) and hop up E to exit this room. Approach the marked tile that triggers the hammer and save your game. Take a running jump across the left corner of the tile and you should evade the hammer and grab the jutting ledge across the deep pit.

 

Pull up and side flip past the circular blade trap. Get past the swinging blades and return via the connecting passage to the room with the pushpiece. Turn right and go through the S opening to a room with water-filled trenches. Shoot the waiting ninja (or maybe two if you didn't attract one of them earlier), pick up his dropped uzi ammo and go to the side room at the SW corner. Reach up to grab an ancient medicine on the tall plinth, grab the pistol ammo in the NE corner and use the crawl space in the W wall to access a room with two bats and two black scorpions.

 

Climb the ladder next to the crawl space and pull up into the E passage. Crawl through, hop down the other side onto a balcony and shoot the jar in the corner. You may or may not get a screen shot of a gate lifting elsewhere. If you don't, it means that you didn't shoot another jar of similar size and shape that you'll find down below that rests on two marked tiles on the N side of the room with the water-filled trenches. Before leaving, jump into the trench near the SE corner and find an underwater opening that leads to uzi ammo, a small medipack and shotgun ammo. Go back, pull out of the water and continue to the SE corner where the gate leading to the next area should now be open if you shot both trigger jars.

 

Enter a dark room, shoot four bats and jump into the central pool. Swim in a consistently W direction past three spike traps and pull up into the next room as an entry is added to your diary. There are a number of pushpieces in this room, most of which you will need to move to strategic positions before proceeding further. Two of them are directly ahead as you pull out, so pull them one time each away from the N and S walls. Loop around the nearby structure to find a third pushpiece in an alcove. Pull this one three times E and go around to pull it one time S. Head toward the W side of the room where you'll find two more pushpieces. Pull the one in the NW corner two times S and two times E. Turn around and push a final pushpiece one time E so that it's lined up with the third pushpiece.

 

Go to the pushpiece against the W wall, the one you didn't move, climb up onto it and hop onto the ledge ahead. Vault up higher and pull the chain to ignite the pots on either side and also to flood the room below (so that you can no longer move the pushpieces). Pull the TORCH from your inventory, light it on one of the pots and get down onto the previous pushpiece. Take a running jump NE onto the next pushpiece, followed by a running jump slightly NE onto the next pushpiece, turn right and take a running jump S onto the next pushpiece. Hop up W onto the uneven ledge, loop around right and take a running jump E onto the roof of the central structure. Hop up left or right onto a block, light the pot and jump over to the next block to light a second pot.

 

From the N block take a running jump W onto the higher pushpiece that can't be moved. Face SW, jump up to the gap in the railing and light a third pot. Get back E to the structure with the two burning pots, get down to the lower E ledge and run off onto one of the two pushpieces you moved at the very beginning. Take a running jump down to the nearer corner alcove, hop up at an angle onto the adjacent ledge and light the pot there. Get back to the previous pushpiece, jump over to the companion pushpiece and repeat the same moves described above to light the fifth and final pot.

 

Platforms rise in a previous room, so jump into the water (the torch will disappear once again into your inventory) and swim back E past the now-dormant spike tiles to the dark room you visited earlier. Pull out of the water, go past the opened gate to the room with the water-filled trenches and continue all the way across and through the N opening into the next room. Turn right and go up the stairs at the SE corner to the upper ledges. Jump to the left of the pushpiece and go through the S opening onto the balcony. Turn right and use the swingpole to get over to the W balcony. Go around onto the first of two raised wooden platforms and hop SW onto the next balcony.

 

Hang from the edge, pull up and reverse roll before taking a running jump E to grab the next wooden platform. Pull up and take a few steps forward to find a tightrope that brings you over to the S balcony across the room. Take the GRAPPLING GUN from the plinth while another entry appears in your diary. Combine the grappling gun with the laser sight for later use, drop down into the water, pull out and exit this room N. Turn right in the next room and go through the torch-lined hallway in the middle of the E wall. Follow past the lifted gate into the room with the central pool, where the water is sufficiently shallow for you to work with the waterskins.

 

If you had correctly decoded the symbols on the walls of the Left and Right Chambers during your earlier visits, you would know that one liter is required for the scales on the right and three liters for the scales on the left. You can accomplish both goals in one trip, but it's easier to make two trips. Fill the small waterskin, return to the room with the scales and turn left (S). Empty the small waterskin into the bowl on the left side of the scales and spikes elsewhere will be deactivated. Return to the pool room and fill the small water skin. Combine it with the large waterskin, refill the small waterskin and combine it once again with the large waterskin, leaving one liter in the small waterskin. Return to the room with the scales, turn right and pour the contents of the small waterskin into the pot to deactivate more spikes.

 

Jump into the water, swim down the central floor hole and follow the underwater passage to the end. Pull out, run past the deactivated spike field and search the two coffins for an antique medipack, uzi ammo and shotgun ammo in one and a GOLD BAR for SECRET #4 in the other. Swim back to the room with the scales, pull out and go to the closed gate at the middle of the W wall. Place your cartouches in the two receptacles to lift the gate and enter a new area.

 

Shoot the large jar in the S alcove for a grappling hook and look out over the central gap to see three objects hanging from the ceiling. Use the grappling gun to shoot them (stand far left to shoot the third one) and bring down ropes that you can use to get across the gap. You can reach the third rope from the first rope. When you get across, save your game and arm the grenade gun before approaching the piles of sand ahead. Two harpies will be alerted together with a mortal version of Seth. Weaken them with your grenades and finish them off with your other weapons. When Seth dies and explodes, he leaves behind the CYAN GEM. Search the side alcoves for 2 x uzi ammo (shoot the large jar).

 

Enter the room where the flames have been triggered and search the skeletal remains for shotgun ammo, uzi ammo, desert eagle ammo and the DESERT EAGLE itself. Insert the Cyan Gem into the column receptacle to extinguish the flames and enter the treasure room. Collect an ancient medicine, the ELDER SCROLL, the PHAROS PILLAR and the MECHANICAL SCARAB WITH KEY from the plinths and exit this room to receive a phone call from someone who's code-named Overwatch. Use the ropes to get back across the pit, return to the room with the scales and head SE to use those stairs once again.

 

When you reach the upper ledges, jump to the left of the pushpiece, go through the S opening and use the swingpole once again to reach the W balcony. Go around to the spike-trapped opening and place the Scarab device on the marked tile to trigger the spikes ahead. Pick up the device, use it again on the next marked tile to trigger more spikes and pick it up once more. There are two skeletons waiting in the next room, so run past them, find the grenade on the floor and use it to blow them away. Pick up the shotgun ammo as well and search the W coffin for a GOLD BAR that counts as SECRET #5. The other coffins contain 2 x ancient medicine and shotgun ammo.

 

Exit this room and drop down from the balcony into the water-filled trench. Pull out and go through the N opening to the room with the scales. Continue down the torch-lined E hallway until you receive an on-screen warning, draw a powerful weapon and engage two soldiers and an assassin in the next room. Pick up the dropped large medipack and desert eagle ammo, exit S to the outdoor area where the level began and head toward the abandoned Jeep. Please the Pharos Pillar in the nearby receptacle to open the E door and enter the hallway.

 

Continue to a new room and find a crack in the S wall. Jump up to grab it and shimmy right until the crack gets wider. Ledge jump back to grab a ladder and climb up to the central balcony. Push the floor lever to hear the sound of a rising block, go over to the N side where there's a gap in the railing and turn around to activate the jump switch on the side of the structure. The N doors open to release two mummies, which Lara can easily outrun. Go to one of the two sunken tiles in the middle of the room and wait for one of the mummies to join you. Repeat with the other tile and the added weight will cause a door to open elsewhere.

 

Go to the raised block near the SW corner of the room, face E and jump up to grab it, ledge jump back to grab the opening in the W wall and pull into the crawl space. Stay left and drop down S into a room with three bats. Ignore for the moment the W alcove with the wall switch and go past the opened S door to a ramp that takes you down to a lower room. Safety drop into the pit and find the NW crawl space. Enter for an antique medipack and get back out. Exit the crawl space, loop around right and jump up to grab the wall crack. Ledge jump up to grab the edge of the pit and pull back out.

 

There's no way to get to the other side of the pit at the moment, so return to the previous room and use that wall switch in the W alcove. Reverse roll, run to the crawl space in the E wall and drop down the other side to find a floor lever that fills the pit with sand. The wall switch presumably shuts off the flame tiles in the trench for a short period of time, but in my game the flame tiles were inactive at all times. Go back down there, run across the pit and vault up onto the ledge to find a plinth with the SACRIFICIAL DAGGAR. After the harrowing cut scene, turn left and go down the N passage to a wall switch that opens the door around the corner and brings you back to the room where the two mummies are still roaming about.

 

Another soldier has also arrived, so kill him and pick up the extruded HUMAN HEART. Go to the open S doorway and run up to the room with the sand-filled pit. Continue through either E passage and loop around to face a plinth and a reclining mummy. Combine the Sacrificial Daggar and Human Heart, place the SACRIFICIAL OFFERING on the plinth and a new entry appears in your diary while a helix materializes ahead to release a ghostly Guide who takes a few steps and stops abruptly (and who turns out to be of no assistance whatever). 

 

Turn around and go through the NE opening on your left. Wait for the initial spikes are triggered, step onto the tile when the spikes retract, wait for the next spikes to be triggered, and repeat until you reach the end of the spike ledge and receive a phone call from Overwatch. Don't proceed further, but go back along the now-safe spike ledge, loop around left to the SE opening and face a death tile ledge with the Guide waiting at the other end. To reach him, hang from the edge where there's a gap in the railing and shimmy right around corners until you get past the death tiles and can pull up next to the Guide.

 

Go around him, take the FRUIT OF AMBROSIA from the plinth and activate the N jump switch in the alcove to raise two blocks nearby. Use them as a short cut to the other end of the death tile ledge, loop around right to the NE opening and continue around to a gap in the railing. Stand jump N to grab the wall crack, shimmy right as necessary to pull into a crawl space, continue around to your right until you can stand up and follow the interior passage to a floor lever that opens the door around the corner. Stand at the doorway, hop back and take a running jump to grab the swingpole. Swing around and jump off to land on the spike ledge, turn left and enter the next room to find the GUARDIAN SHAXX KEY on a plinth.

 

Hop back immediately to avoid the triggered blades, turn around and follow the spike ledge back to the room with the helix. Continue past it, turn right into the N passage with the wall switch and follow to the room with the mummies. Stay left and go past the opened W door to the outdoor area. Turn right, go N past the lifted gate and around the pool. Turn left at the dirt pile, go through the torch-lined passage to the room with the scales, go around the scales on the right side and hop onto the raised NW block. Go through the crawl space, drop down the other side next to an empty plinth (without getting caught in its collision) and go around to the other end of this short balcony.

 

Face E, bring up the Fruit of Ambrosia in your inventory and stand jump over the railing to activate a jump switch. While Lara is hanging from the jump switch (a platform is raised elsewhere), use the Fruit of Ambrosia so the long fall down to the floor won't kill her. Turn around, face that familiar pyramidal structure, jump onto it with a left curve and jump off to grab the S wall crack. Shimmy left, ledge jump up, grab the higher crack, shimmy right and ledge jump back to grab the broken column. The rotating blades have gone silent, so jump N to the next broken column, turn right and take a running jump E to grab the raised platform. Pull up, run forward and jump up the slope, continue to the room with the scales and exit E through the torch-lined hallway.

 

Continue to the outdoor area, turn left once outside and go past the E door you opened with the Pharos Pillar. In the room where the mummies first appeared (they've wandered far afield by this time), go to the S wall and jump up to grab the crack. Shimmy right until the crack widens, ledge jump back to grab the ladder surface and climb up to the central balcony. Stand on the platform with the floor lever and take a running jump NW over the railing and onto the raised platform. Pull up into the W opening and crawl toward the wall image (apparently depicting someone named Leon Scott Kennedy), hop down for "LEON'S REDEMPTION" and return to the raised platform.

 

Safety drop to the floor and go to the closed gate in the E wall. Place the Guardian Shaxx Key in the receptacle to lift the gate and go outside for a brief conversation with the combative Commander Whitaker (hit the escape key after each exchange to keep the conversation moving) before being whisked away in the helicopter.