Descent II, Level 22, insane difficulty, cold start, no death, full rescue, 101HP at exit
Difficulty rating: 5 (extremely hard)
Yet another very frustratingly hard level, also shields are quite scarce compared to the resistance. Very difficult to get out over 100.
I used descent I, level 14 background music for this level.
Right at beginning, you are supposed to destroy that 2 boarsheads with guided missile, but 2 omegas crusing around dropping mines everywhere. They have a tendency to bump into your guided missiles or they throw a bomb into your mouth, so I decided to barrage fire the entrance for some time to destroy them or scare them away.
It takes 2 guided missiles to destroy one boarshead so you must hit with both, or you are in trouble.
There 5 boarsheads in this level, if the first 2 drops smart missiles, they aren't a big problem. But if they don't you must rely on your smart mines or guided missiles.
At 1:20 killing those 2 lous are tricky. You should fire a missile to catch their attention and they'll come out. But this isn't always work.
It's good to have a smart mine to place in front of the hidden door that opens to release a spider when you get a blue key.
There are a lot of homing missiles on this level, use them to get rid of those spawns.
2:50 The area beyond the blue door is tough. You should enter and fire at the wall so the nearby foes can be lured. I didn't count the spawns, but you can expect 2 omegas and 1 spider to come up. But they would come if you camp in the blue door, you MUST enter. This area is very unpredictable, I usually lost the most shields at this area, mostly due to the overwhelming number of spawns dropped by spider. After picking up the cloaking device you can pick up most the stuff and to the next area.
4:30 Entering the area with lot of green hulks, they are mostly out of range, so they can be eliminated without problems. I switched to vulcan sometimes to paralize them. Here I can finally got a gauss, which improves a lot of things.
5:50 The large room with the yellow key behind grate with lou guard. They can be picked off with guided missiles. But sometimes they glitch teleport right in front of you... (I often saw this glitch even in D1, objects tend to teleport into the center of their cube, sometimes).
6:30 Going for the yellow key, there is one lou guard there, its location quite unpredictable, sometimes it goes down the yellow key area, but sometimes it's camping in front of the exit door. eating one homing missile here is almost certain.
6:50 They thought it's funny to surprise the player with a spider in the dark. (it drops a smart missile, not spawns fortunately).
7:30 Yellow area. That's tough. Several spiders camping there. If you cross the border of the pit, the two matcens at the botton begin spitting red hornets. Thank god level designers weren't evil to make it spit spawns instead... Also these matcens can be triggered as many times you don't like...
To make matters worse there is a death trap with two lou guards... They are quite hard to lure, I used smart missiles for sure.
10:00 Getting this level above 100 was just a pure luck: both spiders at the bottom dropped a shield sphere instead of spawns.
10:25 Almost a spider ambush... It was too risky to clear them, after getting the gauss...
10:40 Reactor area is tame, I rushed in to get that shield sphere so I can managed the get out with 100+...
I took me a week of trying and at least 4-500 attempts to clear this one.
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