PC Descent 3 G3, 2P system link Co-op, chpt2: The Conspiracy on Novak Corporate Prison.
Hello YouTube! We descend into a dark and cramped prison in our second Co-op mission: a daring rescue mission. Featured OST: The Abyss (1998). Difficulty: Rookie. Mission timeline:
(0:00) Briefing. Having pinpointed the location of Dr. Switzer on the previous level, we go to Mars moon Phobos to extract him.
(9:14) Entering the Novak Corporate Prison via underground passage.
(17:23) Destroying the five defensive turrets. A shuttle is to assist us in the recovery. But, station anti-aircraft defenses must be brought down first.
(23:55) Gaining entry to the supply hangar. The underground areas that follow not only has some really tight and dark tunnels, but there's deadly acid pools on the ground. Prolong exposure can spell certain death. And then, there's the Thief bot.
(38:12) Infiltrating the main prison tower.
(50:08) Entering the Minimum Security level.
(57:38) Entering the Medium Security level.
(1:14:20) Entering the Maximum Security level.
(1:25:04) Locate Dr. Switzer Maximum Security cell.
(1:35:20) Get Dr. Switzer transferred to Minimun Security level. Here one has to find a way to create some sort of disaster that would cause all prisoners to be transferred to Minimum security, to make it possible for the shuttle to complete it's mission.
(1:57:25) Find Dr. Switzer Minimum Security cell.
(1:58:50) Deactivating main tower's shields and extraction. The final obstacle preventing the shuttle's entry to the compound is brought down.
New weapons and equipment:
Vauss Cannon: One of the two ammo fed primary weapons in Descent 3. This weapon is crucial, in both indoor and outdoor environments. It's not the most powerful weapon, but it's very fast bullet time and stopping power means, enemies that are adebt at dodging the slower energy weapons won't do so here. Plus, the smaller the bot, the more thrown off it'll get from the impacts, making it harder for them to get too close.
Guided Missile: A tactical weapon that can also be left on it's own devices. Press the button once for manual control. Press again and the missile's brain will take over. Appears to have the same power as a Homing Missile and is much more maneuverable. Granted, it travels slower. One can get creative with this one: use it to scout ahead, blow up dangerous containers near enemies, confuse and/or draw out bots or simply wear them out.
Quad Laser: Only lasers benefit from this pickup.
Rapid Fire, Cloaking Device and Invincibility: Powerups like these while useful in multi-player, aren't so in the campaign, given that one cannot hold on to and activate them when they are really needed.
New robots:
G7-11 Thief: At higher difficulties, this bot can be a mayor problem. It moves quickly and has heavy armor. As it's name implies, it can steal one's weapons and warheads when in contact. It took me a few confrontations before I realised it's capable of dropping Seeker Mines. Fortunately, they are lone wolves.
SK-1 Sickle: This melee bot is weaker than Tubbs, but tries to compensate by attacking in groups. Despite that, they aren't much of a problem regardless of difficulty, unless there are other types of bots in the mix. It resembles a bird of sorts and it's armed with a blade. They make this weird laughter-like sound when they see someone.
Mop and Supply Bots and cameras: What I call "mop" bots lurk around in this level. These tiny bots appear to serve the same function as that crazy cleaner bot from the movie Wall-E. Supply bots are harmless bots that drop plenty of energy when destroyed. Very necessary at higher difficulties.
Serial Production Utility Drone: A harmless bot who's job is to move chemical containers from one location to another. It is necessary to summon one of these during this mission.
Enjoy!
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