I ended up playing a few more games of Level 7 over the
weekend. We have been going through, one
level at a time, trying to beat them missions before moving on to the next
one. With seven missions in the game,
plus one in the most recent No Quarter magazine, we have a total of eight
missions to climb through. To keep the
suspense, we’ve been holding off reading the new missions until we’re ready to
play them so they’re all new to all of us.
We started with Level 5 this time through. We had four players, the maximum the game
allows. During this mission, we had to
find suits from guards and use those to bypass the security checkpoint to
escape. The only way we could get suits
from guards was to have the Hybrid aliens go to town on a couple of guards,
then sneak in afterwards and hope the suits were not too ripped or bloody to
use.
We started by splitting up to try to explore as much of
the board as we could. Laura managed to
peak ahead and find one of the Hybrids early in the game but was in a tight
spot. The Hybrid was being escorted by
two guards, and unless the Hybrid got jacked up on Fear, it wouldn’t try to
kill the guards. Laura pumped her fear
up high, but that also had the unfortunate side-effect of luring a Clone right
on top of her as well. The Hybrid went
crazy and killed the guards, triggering Lockdown. Meanwhile, Laura fought back against the
Clone in her corridor.
We tried to get to her to help her, but weren’t able to
do so. Laura ran in to grab the two
suits and found only one was useful still.
Before she could use it, though, she got cornered and mauled. As Lockdown had already started, she was out
of the game. Mary was still recovering
from being sick, so she bowed out and let Laura take over her character. We had three characters left to get off the
board.
We started exploring farther away, trying to build out
the facility a bit more and get a useful network of vents. Brian discovered a second Hybrid and it
killed off its two guards as well, dropping two more suits. Rather than run for the suits, he jumped into
the vents and ran to a far side of the hall and let the Hybrid start hunting
the guards and the rest of us.
I took a trip through the vents as well, dropping in
behind the first suit and grabbed it, pumping up my speed to get back into the
vents after grabbing it. Fortunately
with my Flashlight I wasn’t afraid of the vents and my fear stayed under
control. I dropped out back by the
elevator and escorted Laura off the map (each suit could account for two
characters).
Alone, now Brian had more activations between the Hybrids
going and could more easily lure them where he needed them. He ran along, dragging the Hybrids after him,
until he found a vent and jumped back to the two suits that had dropped when he
unleashed the second Hybrid. One of them
was safe and he dove back through the vents and found his way to the elevator
up.
Three survivors out of four. Not too shabby.
We racked up another game, moving on to Level 4. This time we had finally moved out of the
lower levels where the aliens were more powerful. Here, the guards held the advantage, but at
this point they were already wary of the attacks going on below. It seems the guards and aliens were already
going to start by attacking each other.
We had to explore the facility to find the way to the
Incinerator Control Room. Unfortunately
the Control Room was not attached to any of the rooms we could find. The only way to reach it was through
traveling through the vents. We had to
find a map of this level of the facility and use it to drop into the
Incinerator Control Room and use that to activate the Incinerator room, opening
the shaft there to allow us to reach the next level.
To make matters more interesting, as we went through the
facility, Hybrids would be coming up from the lower levels.
We were lucky in that the Clones were not quick in coming
out, and in how quickly we were able to find the map. Shortly after I grabbed the map, a guard found
me and started shooting. I ducked away
and jumped into a vent to escape.
I used the map to get to the Incinerator Control Room
while Laura found the Incinerator itself. She got cornered by a Hybrid and a few
guards. While the guards and the Hybrid
were fighting each other, she snuck away and joined me in the Incinerator
Control Room.
I tried to flip the switch to turn on the machine, but
with seven dice, I couldn’t roll six successes.
Laura tried and also failed.
Brian jumped into the vents and joined us, finally flipping the
Incinerator on. Lockdown was triggered,
and the vents became a dangerous place to travel. Every time someone went through the vents,
they took two dice of damage.
I looked at my hand – I had three cards and one
armor. The only way I would die going
through the vents to get to the exit (the Incinerator Control Room was not
attached to the rest of the board, so I had to go through the vents or spend a
long time trying to link up the parts of the map) was if I rolled two
double-fists. No problem. I picked up the dice and tossed them…
bringing up the exact roll I needed to kill myself in the vents.
Laura and Brian were better off, both heading through the vents and dropping into the Incinerator and escaping that way.
Two survivors out of three. Not bad.
I’m getting a little nervous about the game’s
replayability. There are eight missions
(including the extra one from No Quarter) and we’ve successfully finished four
of them. While it would be fun to redo
some of the old missions, my favorite part is coming in to a mission blind and
trying to feel out how to solve it the first time. It fits the feel of the game to be coming in
to these missions blind, and I’m worried that once we get through all the
missions, their appeal is going to drop.
I hope they continue to release new missions from time to
time. There’s a lot of potential with
this game. Atmosphere-wise it’s
fantastic. The game-play is pretty high
too. Just need more missions!




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