Descent II Vertigo, Level 11, insane difficulty, cold start, no death, full rescue, 101HP at exit
Difficulty rating: 4 (very hard)
IMHO, this level is VERY HARD on cold start. But what should I expect anyway... I have to say many things on this level was pure luck. Usually things doesn't work out like this.
This level introduces the canary, which fires phase energy blobs which damage 9 shields. Also the pink fusion hulk makes a return in this level.
The trouble starts right at the beginning.
0:30 You have to fight against a canary and a logikill over a lava pool, so all missed shots hit the lava and you get splash damage, so you must fight around the corner to avoid this. Often they go away to fight back later.
0:45 That seeker is tricky. If you are behind one they won't dodge, so I used concussion missiles there.
1:35 The cloaking device should be used to clear the mechs near the hostage area.
3:00 The invulnerability MUST be used to clear those sniper NG-s, you can find 5 of them. They are very tough mechs to fight with, they are using gauss and flash, and they are running away. You can see each time I got hit I have trouble with aiming.
3:40 Getting the blue key, I didn't find more safe path than this one: picking off the fusion hulks and other mechs from distance, so must fight with some weaker foes in the tunnels.
5:20 Watch out for the matcen, it spawns strong mechs! I haven't found out where is the trigger of it.
6:00 Blue area, getting the yellow key. The main problem here is the sniper in the second half, and the two matcens you cannot farm at the same time. I can trap the thief bot here.
9:00 Yellow area. There are lot if seekers and snipers are there, I started using the guided missiles to pick them off. There is one behind a wall that opens and another that's unleashed from somewhere near the entrance.
13:50 Red area. Lot of strong mechs are there. One sniper can be trapped using a smart mine in the corner. The rest can be picked off using the rockets you have. Be careful.
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