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 (part1)
Type of level: Single Player
Version : 1.0
Date : 14 November 1998

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

Zip file name: rddpinc8.zip

Files Needed: Reactor Siege (part1).txt, Reactor Siege (part1).lcl and Reactor Siege (part1).lev



Install:

1) Unzip Reactor Siege (part1).lev and Reactor Siege (part1).lcl in incubation/missions
2) Unzip Reactor Siege (part1).txt in incubation/data/txt/english/briefing
3) start the game in instant action (1 player only).

Known bugs:
  • There are no bugs, but there is a slight quirk. If you load a saved game of this level you will initially not have the time limit displayed. The limit will appear when you use a switch or end your turn (whichever comes first).
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 (1998)



Mission Description: Reactor Siege (part1)

    Scay'Ger have invaded a nuclear reactor plant and caused a considerable ammount of damage in the process. The majority of damage occured to the reactors automated cooling system and as a result the reactor will reach critical temperature soon. Someone is going to have to enter the facility and manually activate the emergency venting systems. Activating these systems should buy enough time for a 'clean-up' squad to eliminate the Scay'Ger and for a maintenance team to repair the main cooling system.

Mission Objective: Activate the emergency vents by using the seven switches located in the bowls of the plant. Having done this, any surviving marines should then head for the extraction area (marked red).

    You should note the following points:
  • The door to the east of your squad's starting position is an emergency blast door. This door will automatically open once all the switches have been activated.
  • Your squad is expendable. Even if your squad is destroyed, the mission will still be classified a success if all seven switches are activated.
  • The reactor temperature is critical. Your squad initially has 5 turns in which to complete the mission. Each time a venting system is activated this time limit will be extended (see below for details).
Recommended Difficulty: Play this at difficulty level 2     :-)



Squad Design Details:
  • Maximum squad size: 8 marines
  • Equipment Points: 2000
  • Techical Level: 3
  • Skills Level: 9 per marine


Mission Time Limit Details:

Switches Activated
Mission Time Limit
0
5
1
14
2
22
3
30
4
38
5
44
6
50
7
unlimited (1000)


This level is copyright Russell Pearson (1998)
www.doublefire.net
www.duellist.net