The majority of the opponents on this mission are skeletons which pose little threat and are easy to destroy. The main opposition comes from a pair of Rahls towards the end of the level. The first one has to be taken out to access the key to the exit. I favour using the grenade launcher here, although two hits were required to finish it off. You do not need take the second Rahl on to complete the level and I don't bother. It will come down the lift next to the exit key if you call it. This creates the problem that you will be in a confined space, making using the grenade launcher a very risky option. To get rid of it will probably use up an entire clip of the mini-gun (200 rounds) and your only reward for doing so is a Psi-amp Inferno, which is just not worth the trade off.
Only this subject you do not need to visit this location in order to complete the campaign, and the Artificial Island (Log Entry 1) represents a much safer route. However, if you avoid fighting the second Rahl, you can probably come out of this level with more ammunition than you started with, making it potentially worth a detour.
The first two Rahls of HG are in this level. But you did not prefer to kill the second one :)
mitebuster 2 months ago
This game was so satisfying to play.
soapmode 1 year ago