Region: Graveyard, but this level can only be accessed via the Dangerous Mission: Legion of Almire. Level: Inner Sanctum Depth: Depends on rank
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Notes
Fight through several hazardous areas, read the Almirian codex text, and get to the elevator.
Almirian codex text
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An excerpt from the accounts of Lord Brandell, High Chancellor of Almire:
Like so many of its people, Law and Order have fled Almire. Only Justice remains, but she too has been twisted by the cursed flames that ravage our kingdom. Justice is now the burning scepter of our once great Lord Vanaduke. Justice is swift, unflinching, merciless.
My position has afforded me much in my life. I used to love the view that my tower offers. From these lofty heights I thought of myself as the first one to greet the spring season, the first to smell the life in the air as the flowers bloomed.
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Now only death and smoke hang in the air, even from these great heights. And the fires; the unnatural fires that seem to burn eternal, the fires that turn even the most pious men into horrible nightmares, I know that these fires shall soon take me as well.
I will not give my former Lord the gift of my own life. It is not his to take, to twist. This shall be my final order. This shall be my Justice.
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Gallery
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Map of Inner Sanctum.
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This skirmish features a Deadnaught. After defeating all monsters, the left and right paths open up. Both must be completed, and this can be done in either order. This central area will be returned to before the final fight, so don't use pickups right away. They can be left on the ground and picked up later.
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The right side of the level begins with three small rooms containing Almirian Crusader statues and several other undead.
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The path leads through these rooms to the major fight of this side. The first wave contains two Crusaders and two spookats. After the first wave, a line of doors drop - but beware, as soon as the player steps over the door line, all Almirian statues awaken and several kats, howlitzers, and silkwings spawn. It is best to awaken the statues first (with a handgun or thrown vial), defeat each crusader as it approaches, then charge up and cross the line.
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Joining the right and left sides of the level is a narrow pathway preceded by a small skirmish on both sides. Additionally, there are two rooms with bombies trapped behind doors. Pressing the party button causes an interesting zoom, showing the doors leading to the final fight drop down.
Interestingly, the bombies will usually stand idly if the party button is pressed, even if they are within range of a target.
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This area has a top-down view of a maze and playstyle reminiscent of Blast Network, especially considering the bullet behavior of exploding respawning Bombies. There are four Heavy Statues in the maze that must be carried to Pressure Pads near the top. A few spookats haunt the area, defeating them is optional.
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This fight consists of several waves. Monsters include Deadnaughts, Almirian Crusaders, Lumbers, Silkwings, Respawning Bombies, and numerous Zombies. The Bombies can be held at bay by frequently hitting switches to shut them behind doors. It is best to defeat the Crusader statues before the end of the first wave so that they do not have a chance to wake and cause trouble when there's more monsters.
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The final battle of the mission consists of five waves:
- The first wave consists of several undead monsters and is easily cleared. One player will want to be positioned at the center of the room when this wave finishes to grab the Grim Totem.
- At the start of the second wave, two doors drop, enlarging the room and releasing Crusaders. A Grim Totem appears in the center of the room. Move it to the far bottom right corner, or place it near the center of the far right wall for later. Three Grim Totems can trap a Silkwing here for the last wave, two more totems will spawn later.
- The third wave features a Deadnaught, some Lumbers, and numerous undead. Two players will want to be positioned in the center of the room when this wave finishes to grab the two totems.
- The fourth wave begins with two totems appearing in the center of the room and several Bombies. Grab the totems and position them near the first, in an arc around the tile where the silkwing will spawn, so the opening of the arc is closed off by the wall. If done properly, the silkwing will not cause much trouble during the fight.
- The fifth and final wave features two Almirian Shadow Guards along with respawning Crusaders. There is one respawning Silkwing. Two Howlitzers, many Dust Zombies, and the Almirian forces can overwhelm the player. This is where the Venom Veiler can really help. The fight ends when all non-respawning monsters have been defeated.
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A large room containing a tome stand displaying the "ancient codex" the player was sent to investigate.
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