Descent II, Level 21, insane difficulty, cold start, no death, full rescure, 135HP at exit.
Difficulty rating: 8 (extremely hard)
Whoaaaa, this level is EXTEREMELY difficult. After spending all my Sunday trying to beat it, finally I managed to do so. It's just the 21st, how hard 24th will be? Must be much tougher...
A great deal of luck needed for this one.
I decided that for these last 4 levels, I will choose a background music from the original Descent. The repeating 4 themes getting boring. This time I've chosen the Descent I Level 11 theme for this one. Because the starting is really intensive.
This level introduces the boarshead and the spider (and the spawns which are just the green version of the red hornet).
Boarshead is very dangerous it uses a plasmagun and smart missiles. The problem with the smart missiles that they are dark, and is difficult to notice, when it's coming, a direct hit costs 100 shields, so basically means instant death, but even if it misses you the homing blobs will strike from behind you... Very difficult situation.
The spider spams the area with missiles, just like the green platform robot from Descent 1. But this one leads his shots so making evading the missiles much harder. When you kill it releases green spawns, but they are moving slower than the ones you find in the wild.
Ok, let's see. The trouble starts right at the beginning, you unleash 4 spawns which will blow you into smithereens in no time unless you time your concussion missiles accurately.
At 0:14 make sure you stay in cover while you blast those red thingies... If you don't the spider will kill you with his missiles from behind...
Then follow the path I did, so you can evade the boarshead and quickly get a smart missile to kill one and get the quad lasers.
The toughest part starts at 1:30. Here I try to lure the strong mechs. The trick is that if you make noise they rush to attack you in the shortest distance, so they likely enter into your barrage fire. Also they try to stick towards the center of their cube they are in. I always retreat immediately, so I can get out of their range and no need to worry about their missiles (at least this is the plan). This is the hardest as most often all of them comes out and rush on you led by a diamond claw, pretty much instant death. Not mentioning they often use the another passage and flank you.
I tried everything but can say I managed to get past this area maybe 1 in 20 times. Pure luck indeed.
For example at 2:00 if I retreat just a 0,1 second later the blobs would have killed me, narrow escape.
You should count 2 boarsheads and 3 spiders there.
You also need to be careful not to enter the inner grated door from the other side, because that would active the matcen which spawns spawns and lou guards.
At 6:20 I use flash missile to stun spiders and lou guards to kill them with vulcan.
At 7:30 yet another 2 lou guards. I destroy one with a mega missile, then using the luring trick... It worked. But more often than not it tries to use the another passage and flank you.
8:30 : clearing the spider from the blue key room (fortunately it didn't released any spawns.)
9:30 : clearing lou guards from red door area, I just used my shaker.
10:45 : preparing presents for the mechs coming out from their death traps. There are a lot of spawns and 1 boarshead.
The spawn coming out from there worth 300 points instead of 200 and they drop guided missiles. They are more aggressive and quicker than the regular spawns.
11:45 : Thief bot comes...
Make sure you don't enter blue door because that would open a wall that unleash a handful of fast spawns. (entering from the other side is ok.)
17:25 : really narrow escape...
18:10 : and another one...
18:20 : there is another boarshead there, but it's behavior is 'still'.
From there the reactor area isn't too hard as long as you have enough guided missiles and smart missiles.
But destroying the last lou guard was risky. I'm not 100% sure my flash missile stunned it. He just wasn't in the angle to fire a missile right away.
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