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Cthulhu: Death May Die

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Going crazy makes you stronger, but go too crazy and you die!

This miniature heavy box includes six missions that you can play against either Cthulhu or Hastur, who each add their own flavor to the tasks at hand - and in all cases it is too late to stop the ritual that is summoning them. Instead the goal of up to five cooperative (and already unhinged) investigators is to disrupt the proceedings so the big bads are summoned in a vulnerable state and then kill them.


It's a big box with lots of nice figurines.

Each investigator has three abilities, one of which being unique to them only, which level up as you go more and more insane. All of them also have stress tracker they can use to reroll dice, and there is A LOT of dice rolling here. Enemy movement is also simple: either a card moves or summons them or, more frequently, they just chase anyone who leaves their board space.

This can result in an army of cultists and monsters standing with you in a tiny pantry, which would be much easier to do if the board tiles were of a decent size. I think this is the biggest complaint of the game: the board pieces are too small. My only other complaint is one of the insanities handed out at the start is way harder to deal with than the rest. Other than that, it is a truly fun cooperative dice throwing romp that we greatly enjoy. Recommended! I give it three and a half tentacles out of five.

Stay tuned as coming up next are write ups or our play throughs through the each mission!

Insight: To track the health of monsters, I use a similar method used in Gloomhaven: Jaws of the Lion. I just put the markers on a piece of paper listing the monster names rather than following the figures as they shamble around the board. You only really need to track the non-unique big ones.

Cthulhu: Death May Die - Burning Insanity

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When a burning building isn't burning enough!

A board game session is from Cthulhu: Death May Die.

The university building was already on fire when they arrived, just as the gypsy Fatima (Mom) predicted. Behind her was their leader, the pyromaniac Russian Rasputin (Juris), who had assembled this merry band with the sole purpose of preventing the ancient ones from emerging into this reality. The other recruits were a crazy knife wielding nun (me), Morgan the safari master (DL) and crack shot Lucky Liz (wifey).

A janitor fleeing for his life was quick to tell them about the alchemical rituals being performed by the robed nut jobs and the team knew time was of the essence to wreck their labs... because the fire wasn't wrecking them fast enough! In a mad rush upon entry, they split into two teams: the nun and the gypsy stabbing the cultist guards while the others easily destroyed two of their targets.

The main stairwell became the rally point for both the team and the cultists though, with a flaming fire vampire (slug) and hideous star spawn (mini Cthulhu)  joining the ranks of cultists to hold the line. With cover fire from Lucky Liz's revolver, Morgan advanced cracking his whip at the creatures while the gypsy and the nun continued their stabbing spree.

This gave Rasputin an opening to run past them, and they all gave chase right to another alchemic table guarded by a byakhee (man bat). Before they could do anything, Rasputin destroyed the table with his fire, the explosion killing most of his pursuers - and his pyromania killing everything else!

Morgan, Fatima and Lucky Liz used the opportunity to take the stairs up while the nun remained to hold off more cultists spawning from the gates. She was quickly overwhelmed and stabbed to death just as Liz fired an impossible shot to destroy the final lab which brought Cthulhu into the staircase next to her - but in a weakened, mortal form.

While Liz barely survived the creature's attacks, she did not expect Rasputin - burning brightly from the flames that engulfed him, to charge up the stairs and use flaming magical Krav Maga on the ancient one, causing the entire staircase to explode and ending Liz's lucky streak as she too burned to a crisp! Terrified, Cthulhu fled but was pursued by the crazed Russian who once more pummeled the creature into further retreat.

The cultists covered their god's escape by stabbing Rasputin to death, but didn't realize Morgan and Fatima had caught Cthulhu at the entryway. In the melee Cthulhu managed to grap hold of the gypsy and devour her in his tentacled maw and then turned to focus on Morgan, who excelled at tanking damage. The squid face was caught totally off guard when familiar threat had returned.


The map tiles are quite small compared to some figures...

Rasputin had come back to life (that character's special ability), and nearing the edge of insanity charged one final, flaming time at the elder being... and killed him (without going crazy). With Cthulhu and his monstrous allies banished to the void once more, Morgan and Rasputin quickly left the building and sealed the doors from the outside - trapping the remaining panicked cultists within to die: once from the smoke inhalation, twice from the fire, and a third time for good measure as the building collapsed on top of them.

MISSION SUCCESS (after two+ failures where we were still learning)!

Insight: Use the fire to go crazy faster. Also, "recurring trauma" is almost an instant lose card. Just be aware of that.

Cthulhu: Death May Die - Dark Cata-Tomes

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Reading books in the dark is bad for your eyes.

A board game session from Cthulhu: Death May Die.

To make up for their lost members from the last outing, Rasputin (Juris) had sent Morgan (DL) to do some recruiting - collecting another gypsy named Safir (Mom) and two hired guns Miss Ives (wifey) and the narcoleptic Adam (me). Having tracked new cultists to some catacombs, they needed to loot the correct sigils from them to be able to collect two of the four tomes powering another summoning ritual.

Adam was quick to show off his skills, eliminating all the nearby guards with his rifle and promptly falling catatonic just as a confused Cthonian (giant alien type critter) arrived to investigate the noise (enemies don't attack catatonic people - LOL). Rasputin and Morgan beat this horror down and advanced with Safir deeper in the darkness while Miss Ives covered the entry way with her pistol.

These cultists were certainly better armed, bringing tommy guns and unstable grenades but it was relatively easy for the squad to find what they needed - even while fighting past ghouls that shambled ever closer. As Safira picked up the second tome a weakened Hastur was summoned into existence! While the King in Yellow managed to snap Rasputin's neck, he was no match for the firepower brought against him (including a grenade thrown by Safira and Adam's powerful rifle - when he was awake anyway). 


Hastur seems to have more tentacles than Cthulhu...

Hastur fled behind a contingent of ghouls and cultists but still couldn't take the punishment meted out against him. Rasputin even managed to land a few blows before being immolated and dying again (by now he had leveled up to revive again anyway) before Safira, having been patched up by Miss Ives' medical kit, back stabbed the King in Yellow, defeating him - causing the ghouls to crumble and die and the remaining cultists to flee. Rasputin would wake up later with a slight headache.

MISSION SUCCESS (first try)!

Insight: Our tactic of having a harvest squad and a ranged cover squad seemed to work well here, with the cover squad basically only holding either the start room or the central chamber.

Cthulhu: Death May Die - The Ballroom Shuffle

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Keep up with the quick beat of this killer song!

A board game session from Cthulhu: Death May Die.

Morgan (DL), Safir (Mom), Miss Ives (wifey), Adam (me) and Rasputin (Juris) were dressed nicer than usual as they entered the mansion where the party was already in full swing with dancers, cultists and exotic animals already all over the place. To stop this ritual, they would need to find the four sorcerers hiding among the dancers and get them all to the waterfront to be eaten by deep ones. Rasputin has some whacked out plans.

With no time to waste the team split up, Rasputin taking on a hunting horror while Miss Ives and Safir investigating the main ballroom leaving Adam and Morgan to handle the dancers upstairs. Finding the sorcerers is time consuming and just as all are found the ritual nears completion and a FULLY POWERED and IMMORTAL Cthulhu appears, right on top of Rasputin! "PAY BACK TIME, BITCH!" it yells, but not in a tounge anyone can understand.

It lands a mighty murderous blow but Rasputin is unfazed, as the (one shot) magic armor he had found and was wearing absorbed all the damage! The others are quick to usher the last sorcerer to the waterfront, fighting off stray deep ones in the process which reduces Cthulhu to his weakened, mortal state just as Rasputin leads him into range of Miss Ives' new hand cannon. The ancient one is sent reeling and retreats upstairs where his forces amass at the blue gate.

With no choice (since the doom track is almost finished), Morgan, Rasputin and Safira all charge the monstrous horde forcing Cthulhu to abandon his allies and flee to the entry way. Alas all three, along with Safira's gorilla bodyguard and flamboyant peacock are slain in the melee. This leaves Miss Ives and Adam to blast away at the ancient one... leaving him with one hit point just as the doom track is about to finish (and end the game in defeat - luckily the next card DOES NOT advance it)!

With his victory in sight, Cthulhu is laid low by a moment of de ja vu: Rasputin who has revived (only one death this game) flies down the stairs and punches the ancient one in the face - defeating it!


Epic victory after a first round loss!

MISSION SUCCESS (after one failure where we ran out of time, but I did shoot a king cobra out of my rifle at a hunting horror that round :P)!

Insight: Try to keep the sorcerers away from any "face down" dancers or they could try hide in the crowd again. Also, go fast. Time is really against you this mission.

Cthulhu: Death May Die - A Night at the Museum

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Even monsters can visit, just don't touch the displays!

A board game session from Cthulhu: Death May Die.

It was the middle of the night when Rasputin (Juris), Adam (me), Miss Ives (wifey) broke into the museum with new members "the Kid" (mom) who has latent magical abilities and Jack (DL with same character, but afflicted with psychotic tendencies). It is handy that the artifacts needed to disrupt the gates here are just lying around - they just needed to be collected and placed by two of the three portals simultaneously.

The first hurdle is the massive shoggoth blocking the way which survived the opening salvo from the ranged team members so Jack took it upon himself to lure the creature and other cultists to the South hall to stay away from the team. Sure enough, his psychosis triggers multiple times and what initially looks like a Jack suicide turns out to be the annihilation of everything chasing him!

Meanwhile both Rasputin and the Kid are arrested by the night watchmen, still on patrol and somehow oblivious to the gates, monsters and cultists around. It doesn't take the pair long to get free  and by this time the others are already in position with the artifacts and disrupt the ritual, summoning a weakened Hastur into the museum right next to Jack!

An epic brawl erupts between them as a pistol wielding Rasputin and a random golden retriever he found joins the fray severely weakening the King in Yellow. Miss Ives and Adam wearing an ancient queen's tiara provide ranged support blasting holes in the abomination but this enrages him, and quickly impales both to death using his tentacled throne (at least we hope its a throne) in one hit. Hastur just diced amazingly well - even through rerolls, everything was a hit. Twice! >_<

The kid arrives immediately after this, wielding a shotgun in one hand and Excalibur in the other - laughing manically as she puts down what's left of this incarnation of Hastur in what amounts to be an epic curb-stomp finisher.


Side note: There is actually an "XCaliber" Shotgun.

MISSION SUCCESS (first try, though I did make an error with the order of Hastur's AI cards)!

Insight: We got lucky with Jack's ability here especially since fighting a shoggoth makes it really easy to trigger. Also while the guards are annoying, don't be afraid to get arrested if you can get the artifacts next to the gates.

Cthulhu: Death May Die - My Heart Will Go On

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The beginning of the legend...

A board game session from Cthulhu: Death May Die.

Jack (DL), "the Kid" (mom), Rasputin (Juris) and new hired guns Benchley (me) and Beth (wifey) arrived at the docks of the little port village where Rasputin detected the next cultist disturbance - this one involving human sacrifice! The task is simple: save three elders from house Allen and three from house Marsh by getting them back to the boat.

Benchley, who is actually the psychopath this round, decides to charge right through the cultists, deep ones and monstrous cthonian - clearing the path for his allies to rescue the elders in the vicinity, as well as other Marsh and Allen family members who even in these circumstances can't stop arguing with each other. With them in place, Benchley activates the lighthouse so the ship can go. This summons Cthulhu beside him along with all the other horrors that gave chase!


The Cthonian arguably looks scarier than the elder ones...

He does go crazy a few times to clear a few of the lesser foes, but through sheer luck (and leveling up the toughness skill instead of attack skills this time), he manages to survive long enough for the Kid to arrive and provide cover fire saving him as she cleans up the remaining monsters while Cthulhu flees to the docks to his deep ones.

Beth, Rasputin and Jack are there waiting for him and smack him hard enough to make him flee to the ship  which is about to depart! Rasputin and Jack hop on in pursuit but the ancient one flies into a rage, killing the Allens, Marshes, and crew before eliminating Rasputin (it's ok, he'll get back up) and mortally wounding Jack who was tying the monster down with the anchor chain.

Then from the docks a barrage shots rang out - it was Beth, using her sharp shooting to land headshots on Cthulhu and one last bullet into the boat's fuel line for good measure. The explosion capsized the ship and sent Cthulhu down into the deep with it.

The day and the village is (mostly) saved, and a crispy Rasputin is fished out of the drink sometime later.

MISSION SUCCESS (first try - but very close to defeat time wise)!

Insight: It might not look like it but this map is HUGE, and is made worse since a character can only ferry one elder at a time so get moving and get moving quick!

Cthulhu: Death May Die - Legend of the Moon

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Dancing with the devil in the pale moonlight...

A board game session from Cthulhu: Death May Die.

Beth (wifey), Benchley (me), "the Kid" (mom), Rasputin (Juris) and new protector John (DL) could scarcely believe their eyes when they arrived at the observatory where the phases of the moon were changing every few minutes! "We need to get the lunar mirrors to the telescope room," muttered Rasputin. "Only that can thwart this evil science sorcery!"


You can tell you are insane if you see smiley faces on any of these.

Thanks to the compact layout of the building, this wasn't too difficult to do especially as the Kid found a spell to pull the mirrors an extra step right away. Rasputin and Benchley pulled the further ones to John in near the foyer, who passed it up to the stairs to the Beth in the telescope chamber. Beth too found a spell to quickly get the moon phases to their desired state to save time and summoning the King in Yellow!

The Kid then used the daggers of shadow and light (+3 dice in new moon/full moon) which she had been using to keep the halls clear of ghouls and cultists on the elder god, causing it to flee but not before the curse of the yellow sign on Rasputin triggered and killed him (which is a first, Hastur loves handing out yellow signs but this is the first death from one).

The team pursued the King in Yellow to the yellow gate and fired everything they had at him. Even John, who rescued a lady with a gun earlier, could finally attack from range. This enraged Hastur to advance at them but John was able to tank all his hits. Suddenly Beth emerged from the shadows and emptied all her bullets into the weakened elder god, killing it and once more saving the day.

MISSION SUCCESS (first try)!

Insight: It's a small map, but since you can't move mirrors if they are in shadow you can't delay when they are lit up - even if it means taking hits.

Son of God

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Where Pilot is a bad ass.

A tale focusing on the life and death (mostly the death) of Jesus (played by Diogo Morgado), this decently budgeted film is actually the condensation of a mini-series which explains all the cool old testamentsegments right at the start.


Spoiler: Jesus saves.

Diogo plays his part well and the others are passable to good. The stand out part for me was Pilot, who is often portrayed as a neutral party in this tale, has quite the iron fist this time around which is gets a thumbs up from me.

Of course, there are some oddities like one particular Pharisee who seems to be everywhere and Barabas not being quite as evil as I'd like him to be. Still surprisingly watchable. Would I watch it again? Eh... maybe after a few more Easters. I give it two crucifixions out of five.


The Fall

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Has a cool story if you can solve the puzzles.

As the AI of an ARID combat suit, your job is to keep your unconscious human pilot alive after a catastrophic fall. While set in a 2D environment there is actually very little platforming, and more simple find the spot puzzle solving combined with easy to grasp combat (obviously you have to fall into a hostile environment).


Your flash light has to be on to "see" things.

What makes it standout though is the story. It is very good and is the main hook that keeps you pushing forward yet is not too long to overstay its welcome. Highly recommended for everyone. I give it three crosses out of five.

Insight: If you are stuck, examine things that are "up". Also, there are some bits where an examinable spot doesn't appear until you discover the clue in game to look there so expect to do a little back tracking. I usually hate back tracking but I'll let it slide here as the areas are relatively small.

La Revolution

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French vampires.

The basic premise of this one season show is that mistreated peasants rise up against the powerful nobility while a strange plague infects people into becoming near immortal cannibals.


Such a good opening... wasted.

While it has a good budget, decent cinematography and starts of really strong... it kinda dials it back down to zero to explore the spread of the disease. More annoying is they can't decide how strong the infected are. For example they claim to get enhanced strength and senses but often struggle to find people hiding nearby.

Don't expect anything to be resolved by the final episode. Not recommended, I give it two blue bloods out of five.

Quad-mire: Four Games I'm Skipping

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For various reasons...

Creature in the Well


You are a robot who sets out to explore a mysterious and sand swept region and while the art style is really good, don't expect to get any answers unless you are good at PINBALL. What? Yep. They entire game revolves around variations of pinball, with some sections requiring perfect angles and timing. Not the way I expected the game to go, and not one I enjoy.


Pinball... really?

Tales of the Neon Sea

As a grizzled investigator (and his pet cat!) in this futuristic and artfully pixelly city you need to think hard to solve the puzzles ahead of you. I do not exaggerate: while I got past the prologue I immediately got stuck in Chapter 1 which doesn't bode well at all. If you like puzzle games you might enjoy this one, but its not one for me.

Oddworld: New 'n' Tasty


As Abe, a mudokin who discovers his race is next on the menu for a meat corporation, you must use your platforming skills to escape and free as many others as you can in the process. This starts out as a pretty fun and funny game and while death is frequent it is inconsequential in the early stages as respawn points aren't too far apart.


Avoiding enemies is key.

This is not so true later on where bigger rooms require multiple sections of death evasion. Coupled with some really poorly designed bats, that just killed the enjoyment altogether.

My Time at Portia

In this RPG / simulator you arrive as a new builder at the titular town, populated by many NPCs you can interact with. You can fight, fish, build stuff, improve your house, etc. but most of the time you will be harvesting resources of one sort or another as the game leans more to the crafting side, which is something I have no interest in.


I wonder what the llamas kill to level...

In addition to that I really dislike how NPCs you talk to move their mouths when the player character is speaking and if I'm going to play a grindy RPG, I may as well grind in my regular MMORPG instead to help my guild, or at the very least any MMORPG with other real people. 

The Falcon and the Winter Soldier

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Baron Zemo steals the show.

Another strong superhero show from Marvel, this one focusing on two of the now inactive Captain America's closest friends: Sam Wilson (Anthony Mackie) and "Bucky" Barnes (Sebastian Stan) who are both trying to get back to living post-Thanos.


I think Marvel is onto a winner making these short series. Helps avoid filler!

With a decent budget, great action scenes and most importantly excellent character development this six episode series is a must watch. Even if it's just for the scene stealing Baron Zemo (Daniel Bruhl). I like it better than Wandavision and give it four shields out of five.

NWO: Sharandar Episode 2 - The Lazy Devs

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Erm, I mean "The Soul Keeper".

Carrying on from the last episode, this elves decided to open a gate to an even SMALLER adventure area with mad redcaps (mad caps) and oni who both raise the ancient dead and corrupt a few of the living. Each week, prepare to grind out around ten repeating tasks which you can only carry two at a time for the most part and are mostly variations of each other (per alt), to eventually encounter a semi-cheating mini boss who can hide and damage you for decent periods of time.

The zone and inner instance dungeon bits look great once again and sure the displacer beasts are nice, but there's almost nothing to do here. Story wise I don't think this would even count as filler. So many poor decisions, such lazy devs. Or maybe not lazy, simply reassigned to Magic: Legends.

The biggest problem is you only unlock the weekly (25 currency reward) towards the end of this campaign. I might have been less negative if it was one of the first ones like in the previous chapter. Anyway, if you ever wanted to experience a beautifully polished turd of a release, this would probably be pretty close. Can't believe we lost the old Sharandar for this garbage.

Insight: Ugh, this is so stagnant and repetitive you may as well do what I did and try out Black Desert Online (or literally any other game) instead.

April 2021 Review: Encrypto Currencium!

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This has been a strange month in that while I got a lot done, it's not really news worthy... oh, other than my initial attempt at cryptocurrency which ironically was suggested to me by my Uber driver a few years ago. Made an ok profit (+266%) with XRP (Ripple - which is trying to get adopted by banks), and should they win their pending court case (updates on Apr 30 hearing, May 14 SEC report and June 4 Ripple Formal reply with the discovery phase ending Aug 16) I'm expecting that price to go up for what I have left in there.

Meanwhile as an experiment, I've put some of the earnings into VRA (Verasity - an esports gaming crypto), VET (VeChain Thor - crypto supply chain of VTHO), and DOGE (Dogecoin - a super volatile joke currency that seems to go up everytime Elon Musk tweets or talks about it). While the others are pretty much a wait for years sort of deal, I really need to keep checking on DOGE. With Elon hosting Saturday Night Live on May 8, most are expecting that to go up again. He did say he'll take it to the moon (could be an April fool's joke), so we shall see.


Sometimes that's all it takes!

Doesn't seem so hard to crypto actually. Compare old news with the price chart dates then keep track of current news for each to better gauge the direction. Mostly it's just watch and wait. Don't treat this as financial advice though and remember if you are going to to try it out, only put in what you can afford to lose as it's basically gambling. :P

Anyway on to gaming: I've been playing Black Desert Online and have found it to be pretty damn cool so I'll be posting about that a little after posting my Tyranny play through story which is coming up next!

Also, Rundown 5 of GTFO releases around the time of this post, so I'm excited to get into the new  stuff and we're also thinking of adding Remnants: From the Ashes to our co-op game session nights (probably only after we get thoroughly stuck in Rundown 5 though).

Lastly, some bonus stuff for you this time around in the form of musicians Seth Everman and Mina GF Band, both of whom I found through Davie504 who is still cranking out the Lolz.

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I'm surprised my early game over in Pillars of Eternity made it to the top three here. As for the other two, it looks like some people were trying to finish off one more mission in GTFO prior to Rundown 5 - I really hope those posts helped! :)

The Frankenstein Chronicles

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Raising the dead because they can.

The discovery of a composite corpse (one made of many people) at an ill opportune time for the scientific community prompts an secret investigation by John Marlott (Sean Bean) to track down where this thing came from and more to the point: who made it.


Decent cast, questionable plot.

The suspect list is long and the detectives aren't very good, especially since Marlott suffers from tedious hallucinations at least then percent of the time. This makes for some slow viewing at times in this two season show but its not terrible. The plot goes to interesting places but ends leaving more questions than answers. Not one I'd really recommend unless you are a Sean Bean fan, I give it two and a half Galvanists out of five.


Tyranny: The Fatebinders

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[Part of the Cursed story line]

With Kyros' power extending across the continent, Shelumu took it upon himself to learn how the overlord's magical "Edicts" worked by gaining employment under Tunon, the Archon of Justice, as a Fatebinder - those chosen to read out these powerful words.

After years of service, he now stood in the commanders tent in Vendrien's Well as he finished reading out the second of Kyros' edicts he ever proclaimed.

"...Unless Our representative holds the Hall of Ascension on Our Day of Swords, all in the valley of Vendrien's Well shall perish."

These words shook those present to the core and forced the Graven Ashe, the Archon of War and his rival the Voices of Nerat, Archon of Secrets to stop squabbling among themselves and to prepare their forces to attack one of the last remaining rebel strongholds.


Graven Ashe and the Voices of Nerat.

Only fellow Fatebinder Lucia wasn't taken a back, instead wearing a wry smile on her lips as she twisted her dark locks around a finger. Shelumu always thought there was something wrong with the girl, and that made her dangerous.

Insight: As this story will be an amalgamation of two playthroughs I had expect there to be a lot of artistic / dramatic license to it! Well, more than usual anyway. And yes, I liked it that much to play through twice! ;)

Tyranny: A True Monster

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[Part of the Cursed story line]

Before departing the camp, each Fatebinder was assigned a body guard. Barik, an elite Disfavored soldier who had become fused with his armor when he was hit by the Edict of Storms (previously proclaimed by Shelumu) understandably chose to go with Lucia.

Verse, a murderous fury of the Scarlet Chorus, volunteered to be Shelumu's escort and took him to their side of the camp. While Graven Ashe's Disfavored elites were few, well equipped and orderly this place was teeming with warriors, and with filth, chaos and barbarism - much like their leader, the Voices of Nerat.  

While there Shelumu went out of his way to rescue the sage Lantry, from execution as well since the old man had ties to the rebellion. In trying to avert the loss of life, Shelumu slowly helped the rebels by letting them escape the advancing armies and treating them with dignity.


I also like that you can sneak past enemies instead of having to fight everyone.

Elsewhere Lucia mostly killed every rebel she could get her hands on (the Disfavoured way), with only few occasions of capturing some for the Scarlet Chorus and their "Join or Die" motto. In reality some died and joined anyway, since the Voices of Nerat's ability as the Archon of Secrets is simply to devour people to gain their skills and knowledge. That is a true monster.

Insight: It is actually hard to unintentionally lose party members through combat (or traps) in this game since often times if they die it most likely means you are about to lose the battle you are in anyway. And since any battle loss is an immediate Game Over, you are pretty much required to load the save and do better or come back later with more XP/Gear. :P

GTFO: R5A1 - Floodways (Normal)

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The first map of Rundown 5 brings us to a zone of large hallways and rooms where we must end the shutdown by finding a particular terminal and entering the code "OVERRIDE_LOCKDOWN". Our loadout this time was as follows: DL with the new Double-tap Hanaway, Sniper and mines, Jim testing the Heavy SMG, Machinegun and sniper sentry and I brought the Raptus, HEL Gun and c-foam.

As the "tutorial" level, it is quite light on sleepers and is a great place to joust them. Also introduced are the annoying invincible ceiling sacs which is a new mechanic for this rundown. If you clear a room of sleepers with the sacs and move far enough away when you come back they will all be back too - so try to maximize your searching per zone.

Searching for what? Artifacts! Another new thing that counts for the whole team when someone finds a piece. You can equip up to three assembled ones that give you a one off boost for one mission which is a nice bonus I guess? You'll still mainly want the big three though: ammo, tools and health so use terminal pings for that.

Back to the mission, EAST is the correct direction to go and when in doubt always pick the door that leads to the highest letter value printed on the door. This will lead to a non-alarm team scan and eventually to a huge room with an unpowered security door whose generator is in the deep pit in the center of the room. Find the nearby cell and behold the first Class II cluster alarm of the mission.

With only one door in, this is a simple hold (even if the horde introduces a giant striker or two). Foam the door once (10 shots) and one mine is more than enough to clear the circles. After clearing the wave proceed through into Zone 63 where the objective terminal is which for us is guarded by a scout! DL sniped this one since we bopped the room already, but even if you goof this up just hold your nerve and JOUST as it won't be summoning more things than you've already beaten to this point.

Type in the code at the terminal and nothing bad happens. YAY! Now you just need to get to the forward extraction point all the way to the WEST of the map. Remember those ceiling sacs? Yep. You will probably run into things you've already killed. Just kill them again. It's the simplest solution. The security door that would have blocked your path (because we actually went West first LOL) will already by open so just calmly proceed through.

Only one more security scan is in your way and this one if a class III cluster that has three doors in. We cfoam grenaded two and I foamed the third while DL mined all (pointing the laser light into the door is preferable). Also we rightly guessed that the horde arrives from the smaller door downstairs, so Jim's turret is placed in the hallway and I'm on door duty (continuous cfoam of the door) while the other two scramble for circles.

Once done we held the top of the stairs to kill... one little sleeper? GTFO. DL's mine and Jim's turret got everything else. The forward extraction spot is just beyond the door, and despite setting up for a final zerg rush nothing came once we stepped in so it was a really easy end to a pretty easy mission, won on the first go. We've improved a lot! Note this also already unlocks the B level for this rundown.

GTFO: R5A2 - Recollect (Normal)

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Retrieving Hi-Sec cargo is the goal this time around and our loadout is almost the same: DL with the Double-tap Hanaway, Sniper and mines, I still have the Raptus, HEL Gun and c-foam while Jim brings Burst Rifle (which he disliked), a Hel Sniper and sniper sentry.

This isn't such a big map so just push forward to find the bulkhead key and controls then unlock the "main mission" one and face a class II cluster alarm. I don't think we even bothered setting up for this one and just fought well. Through the door is a most important central chamber... with those yucky sac things on the roof. There's also a scout in here so we bop a few sleepers quietly before DL snipes the thing, and we use the long straight firing position back through the bulkhead door to hold the rest.

With the objective behind a key-locked door, we make use of the terminal to pick the correct blood door to open next. DL puts double mines pointing into the door and I open it, and we all fall back to the previous firing position to handle the wave which includes a pair of barrage hybrids.

Now, because we're not keen on getting a scout respawn in the central chamber I opt to stay inside to see the respawn mechanics while DL and Jim proceed through the blood door to find the key - luring things back to my line of sight if things go loud. DL swaps out with me when he runs low on ammo, and nothing respawns.

Key in hand its time to open up the locked door for a regular non-alarm scan into a big dark room. Can't have someone hang back in the central chamber here since there's a class III cluster alarm door to unlock so we all go in, clear, and prep the single bridge with the sniper sentry facing inwards, followed by all my cfoam, followed by rows of mines. In addition, Jim and DL use their sniper rifles from numerous vantage points here which actually results in an easy hold.

Once done, DL waits back in the central chamber where nothing has respawned while Jim and I continue to the objective room that holds a lot of gear. We hand that out before Jim picks up the cargo because as expected - this triggers an endless, but slow and light sleeper spawn. Thanks to DL camping the central chamber NOTHING RESPAWNS FROM THE SACS. So it is a pretty easy escort the cargo back to the entry site, hold and GTFO. Another first attempt win - huzzah!

Tyranny: The Battle for Ascension

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[Part of the Cursed story line]

In a drastic move - Eb, one of the leaders of the rebellion, secretly met with Shelumu and asked him to join their cause. Having heard the edict, the rebels believe that by swearing fealty to Shelumu and letting him take their base of Ascension Hall will cancel it out. Shelumu agrees to this, though it does mean now requiring to defend the hall against both Graven Ashe's Disfavoured and Nerat's Scarlet Chorus.

Fortunately, their chances are greatly increased as the two archons declare war on each other the night before he attack which results in both sides fighting each other during the siege! Outside the walls Lucia and Barik join the Disfavored to face down Nerat's song bird, Sirin, the 15 year old Archon of Song whose ability is to control the minds of others. Despite this, they soundly defeat her and force her to retreat in humiliation.


Without that dampener Sirin is probably the strongest Archon.

It is the Scarlet Chorus who manage to enter the keep and with their impressive numbers manage to take Lantry down and spirit him away from the battle. Shelumu, Eb, Verse and the remaining rebels fight off the horde and Shelumu claims Ascension Hall for himself. This breaks the edict and somehow also awakens the ancient spire above them with magical light!

Both the armies of the Disfavoured and the Scarlet Chorus scatter at this sight, but it does not save old Lantry who is taken back to the main Scarlet camp in the Stone Sea and devoured by the Voices of Nerat.

Insight: This is Lantry's scripted death if you don't save him from the Chorus Camp. While he is a "sage" I used him more as a skirmisher/warrior as he can be decent with a sword. Just be sure to give him a throwing weapon too so that you can make use of his quill throwing skill tree.

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