no music (it's really great too)
Let's get rewarded for our hard earned killings, WOOOO.
Nice ambush by the lost souls, unfortunately I have eyes behind my back.
Things start pretty easy as a shotgun blast or two is all that's needed. This is another great level for cover shooting.
Blind firing still works great too.
Unfortunately we must expose ourselves to move forward. This open passage can be treacherous with the arachnotrons lurking.
But it's empty.
Too empty.
Level up, too soon as expected. Whizkid is taken.
I'm forced to open doors. Found my first arachnotron.
A good melee swipe still works against them.
Oh shit, this is beginning to look like Occasionally Fatal's run.
Exactly like his run. (though I take a defensive position)
The results are slightly better. No hits. The arachnotrons are usually easy kills as they wonder off of their rooms and into the corridors.
We proceed forward. Unfortunately I get hit quite a bit here.
My fighting technique seamlessly incorporates charging into melee.
Pinky just barely takes 2 melee hits to die, a shame. In other news, FUUUUUUUUUUU. No uniques or exotics in the room. What shitty luck.
Our last fight is the Shambler and we have a special treat for him. The crappy ballistic ballistic vest is perfectly suited for him.
Click.
There isn't too much strategy against him except something I saw on Youtube. If you notice, I have my missile launcher ready. The trick is to throw a few rockets straight ahead down the corridor because he spawns by the hidden cache. However, the cache is already open now. Given how crappy the rewards have been so far, I'll test this new strategy later, I dont want to blow the loot there.
There isn't too much else that I know, which is what always makes him so hard. Well except my awesome armor.
Shotguns don't do very much damage.
And he teleports away.
When he teleports back, he's fully healed. I usually like this cover spot but it's getting annoying. His worst attack is a single bullet he fires at distance.
Maybe this spot is better. After an eternity of weak, defensive fights against him I want to draw him in melee.
I get exactly what I want. Usually in other games, I kill him with point blank shotgun blasts, preferably from a double shotgun. We have the cleaver.
He goes down in 5 hits, nice. Even better, he hit me 4 times as the armor indicates and he barely took off 10% of my health. Now that's what I call defense. Most fights result in several medpacks being expended.
Ah the hidden cache. We find an onyx pack, nice! They are used exactly for armors.
Our long inventory juggling begins.
Now an Onyx pack is used to create a ridiculous high armor value tower shield. But we can't do it unfortunately because we need a clean red armor, how I wish I had one.
Onys armor can also be used as is to make an armor indestructible. Very very useful for hell as getting hit there has a tendency to quickly destroy your armor.
Here's the plan that I come down to. Since my red armor can't be turned into a tower shield, I will keep the bulk and onyx pack for a later armor and I will experiment for new armors with this current one. As
you decided aswell.
Armor experimentation makes a lot of sense. With a rank in whizkid, we can have 2 mods in our armor. This allows us to try putting any 3rd mod until one works. What's great is that with a 2 mod limit for armors, if combination yield nothing, the mod isn't wasted.
After trying every mod pack with this combination of AB unfortunately, nothing works. The only possibility left is AAB, but it's something I'll want to keep in mind for future experimentation.
So now what? we still have 1 tech and 2 bulk mods extra, what to do with them? A really tough decision, and I decide to waste them on something, I will put them on a chaingun, as the codex also expressed.
Oh sure, chainguns are great but plasma is much better. These mods may be wasted but I have no choice. 2 bulk mods give us the chance to assemble a gatling gun but I say no, I know what I'm going for...
Finally, we wean out the items we have left. We use an envirosuit... for a secret goodie?
That's right, a supercharge globe. All the damage we took means nothing.
So our final inventory is now set. I make a few radical changes. I keep the tech pack, we have a 10mm ammo drum and gone are the plasma packs. There's good reasons for that, chiefly that I now have a chaingun and likely will for the rest of the game. I also keep the ballistic ballistic vest, the city of skulls is still ahead for this armor. But at the last second before going down, I get a flash of brilliance to save 1 more slot.
The power mod is expended to assemble the chainsword. Our build really needs a chainsword anyway and surely we'll find another power mod in the 15 levels ahead.
It would be nice if a heavy bolter existed! For now, we'll have to pretend we're a Khorne Berserker, minus the berserk.
This has been an interesting level. Hindsight makes me wish I did a few things quite differently, but we are very well setup to have a kickass armor and complete our awesome build.
Final Grade: A
I got hit quite a few times, it's too bad. But the shambler wasn't the one who did the damage.