INCUBATION WILDERNESS MISSIONS LEVEL
To play this mission you will need to have an installed
copy of 'Incubation:The Wilderness Missions'.


Name of level: Reactor Siege (part3)
Type of level: Single Player
Version : 2.0
Date : 20 October 1999 (originally released 17 August 1999)

Author: Russell Pearson (rddp)
E-mail: rddp@duellist.net
URL: http://www.duellist.net

Zip file name: rddpinc16.zip

Files Needed: Reactor Siege (part3).txt, Reactor Siege (part3).lcl and Reactor Siege (part3).lev



Install:

1) Unzip Reactor Siege (part3).lev and Reactor Siege (part3).lcl in incubation/missions
2) Unzip Reactor Siege (part3).txt in incubation/data/txt/english/briefing
3) start the game in instant action (1 player only).

Known bugs:
  • None that I know of. Perhaps you know different, please email me if you've found any.
Distribution:

You may freely use and distribute this map as long as you distribute the zip file (with all files intact and unaltered). This level is copyright rddp (1999)

Last note:
  • It is likely that during this mission you will have ALOT of units to control (most being Defence Drones) and there will be ALOT of Scay'Ger to destroy. Unless you are a die-hard Incubation fan, you might find this mission slightly tedious.
  • Having problems completing this mission? Checkout the strategy tips on my website.

- Russell (rddp)



Description: Reactor Siege (part3)

    The tide turns again! Having successfully cleared the reactor plant of Scay'Ger, your engineering crews set about their task of repairing the damage. However, the Scay'Ger rapidly launched a counterattack of unprecidented scale. Your crews had no alternative but to abandon the plant and evacuate. In the confusion that ensued, your forces became seperated and were forced to find their own way out in small groups. Your mission is to get one such group to saftey.

Objective: Get six of your units to the red area (marked A).

    You will fail the mission if the number of units in your squad drops below 6.

   To survive this mission you will need to make use of the automated defence systems installed in the plant. There are six such systems in the mission area. These systems are off-line and need to be activated manually. To activate a system a switch must be 'used' twice, the first time represents the inputting of security codes (only a marine can do this), the second actually activates the system (anyone can do this). Once activated a hatch will open from which player-controlled defence drones (a variant of spider mines) will be deployed. However, the power cables supplying these systems have been destroyed so they are running on backup power. Generally speaking, each system only has enough power to deploy drones for three turns, so be sure to move the units rapidly when deployed to make room for the next deployment.

Recommended Difficulty: Play this at difficulty level 2     :-)



Your pre-designed squad:
  • Smith - sniper rifle, target system, scan module, small medic kit, light stimulants, security pass (hydraulic crowbar), standard armour, cooler
  • Murdoch - standard assault rifle, small medic kit, heavy stimulants, security pass (hydraulic crowbar), standard armour
  • Peck - light plasma gun , scan module, small medic kit, light stimulants, security pass (hydraulic crowbar), standard armour
  • Barracus - standard assault rifle (out of ammo), ammo pack, servo system, heavy stimulants, security pass (hydraulic crowbar), standard armour
The 9 engineers all carry light combat guns, 3 of them are out of ammo and none of them are wearing armour.


This level is copyright Russell Pearson (1999)
www.doublefire.net
www.duellist.net