<< Previous Chapter
>> Next Chapter
^^ Index
So going back to the green golem dudes, can you kill them after you are poisoned?
Nope. If I shoot them while poisoned, they don't react at all. I guess all they care about is
and whether it's poisoned or not.
Meanwhile, down in the catacombs...
![](/LetsPlay/Pathways/Update%2022/smallroom.png)
The room we're in has nothing but a save rune, the teleporter back to the previous level, and two doors. Only the left one opens, and through it are a number of teleporters.
![](/LetsPlay/Pathways/Update%2022/4porters.png)
Once again, this is a small room with 2 teleporters to elsewhere in the level and a connection to a second, similar room. I sure am glad Bungie learned this sort of repetition is boring level design and avoided it in future games
![](/LetsPlay/Pathways/Update%2022/secondteleporter.png)
Let's try the leftmost teleporter first (the leftmost one that doesn't just go to the other teleport hub, at least).
![](/LetsPlay/Pathways/Update%2022/firstpath.png)
We're dropped off in a dead end. At least it isn't another large room full of monsters.
![](/LetsPlay/Pathways/Update%2022/skitters.png)
Ah, there are the monsters.
![](/LetsPlay/Pathways/Update%2022/skitterparty.png)
There and there and there...
![](/LetsPlay/Pathways/Update%2022/columns.png)
Beyond the monsters are more hallways. But something's missing here...
![](/LetsPlay/Pathways/Update%2022/otherfriend.png)
Ah yes. Those guys.
![](/LetsPlay/Pathways/Update%2022/redpotion1.png)
We find a red potion on the way.
![](/LetsPlay/Pathways/Update%2022/door.png)
The hall terminates at a door.
![](/LetsPlay/Pathways/Update%2022/startroom.png)
It leads back to the room we started in, then closes behind us.
![](/LetsPlay/Pathways/Update%2022/firstpath.png)
The first path through the level.
![](/LetsPlay/Pathways/Update%2022/thirdteleporter.png)
Let's try the next teleporter.
![](/LetsPlay/Pathways/Update%2022/deadend.png)
We're back in another cul-de-sac, but this time the skitters hit us right out of the gate.
![](/LetsPlay/Pathways/Update%2022/goright.png)
Beyond them is a choice. We go right.
![](/LetsPlay/Pathways/Update%2022/violetpotion1.png)
At the end, we net a violet potion.
![](/LetsPlay/Pathways/Update%2022/goleft.png)
Going left nets us monsters.
![](/LetsPlay/Pathways/Update%2022/moremonsters.png)
And then more monsters.
![](/LetsPlay/Pathways/Update%2022/doordeadend.png)
This path also ends at a door.
![](/LetsPlay/Pathways/Update%2022/moreteleporters.png)
It lets us back into the teleporter room and closes behind us. We can go save after each path if we feel like running down the first path again.
![](/LetsPlay/Pathways/Update%2022/secondpathmap.png)
The second path.
![](/LetsPlay/Pathways/Update%2022/hub2.png)
Now let's go through to the second teleport hub and try the paths available from there.
![](/LetsPlay/Pathways/Update%2022/what.png)
The third teleporter drops us at a WHAT
![](/LetsPlay/Pathways/Update%2022/thatswhat.png)
THAT'S WHAT MOTHERFUCKER
![](/LetsPlay/Pathways/Update%2022/halldoor.png)
With that out of the way, we keep going down the hall. If it's anything like the other halls with doors in them that I know...
![](/LetsPlay/Pathways/Update%2022/figures.png)
Who's surprised. Honestly.
(Stopping to taking this screenshot resulted in my getting poisoned. The things I do for you people
)
![](/LetsPlay/Pathways/Update%2022/emptyroom.png)
And this room doesn't even have anything in it
![](/LetsPlay/Pathways/Update%2022/ambush2.png)
You're not going to catch me with that one again.
![](/LetsPlay/Pathways/Update%2022/ambushsprung2.png)
OK, maybe you are.
![](/LetsPlay/Pathways/Update%2022/stillempty.png)
This room is also useless
![](/LetsPlay/Pathways/Update%2022/ambush3.png)
![](/LetsPlay/Pathways/Update%2022/ambush3sprung.png)
Let's get this over with.
![](/LetsPlay/Pathways/Update%2022/stillerempty.png)
I'm used to disappointment by now. But at least we're finally done with
![](/LetsPlay/Pathways/Update%2022/ambush4.png)
![](/LetsPlay/Pathways/Update%2022/loneskitter.png)
That's it? What, did you run out or something?
![](/LetsPlay/Pathways/Update%2022/notempty.png)
At least this room has an interesting feature.
![](/LetsPlay/Pathways/Update%2022/redpotion2.png)
The hall dead-ends at a red potion. Was it worth putting up with all that?
![](/LetsPlay/Pathways/Update%2022/enddoor.png)
Past the last ambush door...
![](/LetsPlay/Pathways/Update%2022/backtohub.png)
..we are once again returned to the teleport hub.
![](/LetsPlay/Pathways/Update%2022/thirdpathmap.png)
The complete third path. Only one place left to look.
![](/LetsPlay/Pathways/Update%2022/lastteleporter.png)
The fourth and final path beckons.
![](/LetsPlay/Pathways/Update%2022/lasthall.png)
The fourth path also drops us at the end of a long hall, but for once we're alone.
![](/LetsPlay/Pathways/Update%2022/skitterblock.png)
The skitters are trying to block the hall and pound on me, but I'm already poisoned so they can't do much
![](/LetsPlay/Pathways/Update%2022/nightmareshot.png)
The hall leads to a larger area with a ton of monsters and columns for them to hide behind.
![](/LetsPlay/Pathways/Update%2022/largeroom.png)
There's a teleporter on one side. We'll return to this later.
![](/LetsPlay/Pathways/Update%2022/sidepath.png)
We can also leave the room through this side passage.
![](/LetsPlay/Pathways/Update%2022/ambush5.png)
We're back in ambush territory, and they're bigger and more elaborate than before.
![](/LetsPlay/Pathways/Update%2022/am5dead.png)
Not that it matters
![](/LetsPlay/Pathways/Update%2022/am6.png)
This one slightly redeems itself...
![](/LetsPlay/Pathways/Update%2022/am6potion.png)
...by giving me a blue potion for my trouble.
![](/LetsPlay/Pathways/Update%2022/bluepotion7.png)
There's a second blue potion at the path back to the teleport hub, but we're not going there this time.
![](/LetsPlay/Pathways/Update%2022/fourthpath.png)
The complete fourth path. We're about to jump into the brand new teleporter.
![](/LetsPlay/Pathways/Update%2022/wofdt.png)
326.7 meters down. That's less than half a meter up from the previous level. If these levels aren't stacked directly on top of each other any more, and there's no way to judge how far a teleporter goes, there's no telling where we could be
![](/LetsPlay/Pathways/Update%2022/deadnightmares.png)
Oh, thanks for saving that rune for me!
![](/LetsPlay/Pathways/Update%2022/blammo.png)
We go around clearing out the area so no one will disturb our poison recovery and resting.
![](/LetsPlay/Pathways/Update%2022/secondrune.png)
There's a second save rune about ten yards from the first
![](/LetsPlay/Pathways/Update%2022/potions.png)
Once again, we have more than enough potions to spare one blue one.
![](/LetsPlay/Pathways/Update%2022/firstchallenge.png)
Now we're ready to face the rest of this level. First up is a very long hallway full of alcoves for monsters to pop out of.
![](/LetsPlay/Pathways/Update%2022/canthide.png)
Sometimes we can't hide in them.
![](/LetsPlay/Pathways/Update%2022/hallbend.png)
At the north end of the map the hall bends over and continues back down.
![](/LetsPlay/Pathways/Update%2022/skitterattack3.png)
Some skitters really don't want me going around that corner.
![](/LetsPlay/Pathways/Update%2022/meaninglessroom.png)
There's another one of those useless rooms here.
![](/LetsPlay/Pathways/Update%2022/hallend.png)
Finally, we reach the end of the hall. A chance to retreat, rest up, and make ammo.
![](/LetsPlay/Pathways/Update%2022/wednesday.png)
By the time we're ready to go on, it's Wednesday. Two and a half days to save the world.
![](/LetsPlay/Pathways/Update%2022/seriesofrooms.png)
The next challenge is a set of large rooms where it's easy for monsters to pop out behind you and poison you.
![](/LetsPlay/Pathways/Update%2022/ghast.png)
Sometimes I do the popping.
![](/LetsPlay/Pathways/Update%2022/treat.png)
And sometimes there are treats hidden in corners.
![](/LetsPlay/Pathways/Update%2022/deadmonsters.png)
Monsters that are already dead when I reach them? I bet that means...
![](/LetsPlay/Pathways/Update%2022/corpses.png)
Dead bodies
And is that what I think it is?
![](/LetsPlay/Pathways/Update%2022/glassvial.png)
Wasn't there supposed to be
in here?
![](/LetsPlay/Pathways/Update%2022/firstinventory.png)
This must be the guy who stole the key from Walter on Feel the Power.
AK-47 HE ammo does more damage than SABOT rounds, but it doesn't work against greater nightmares so I'll stick with the latter. It only takes 5 or 6 hits to kill them anyway, and with fully automatic fire that's not hard to do at all.
![](/LetsPlay/Pathways/Update%2022/goldkeydesc.png)
The gold key is worth 1 point and $1100. Too bad we have no way to get back upstairs to the gold door.
![](/LetsPlay/Pathways/Update%2022/deadguy1.png)
Don't do drugs, kids.
![](/LetsPlay/Pathways/Update%2022/deadguy2.png)
![](/LetsPlay/Pathways/Update%2022/deadguy3.png)
![](/LetsPlay/Pathways/Update%2022/deadguy4.png)
![](/LetsPlay/Pathways/Update%2022/deadguy5.png)
So that's how they found out about the whole pyramid thing. 40 years later places the second expedition in 1988.
![](/LetsPlay/Pathways/Update%2022/deadguy6.png)
Yeah, hint books usually have crappy binding.
![](/LetsPlay/Pathways/Update%2022/deadguy7.png)
![](/LetsPlay/Pathways/Update%2022/deadguy8.png)
![](/LetsPlay/Pathways/Update%2022/deadguy9.png)
![](/LetsPlay/Pathways/Update%2022/deadguy10.png)
![](/LetsPlay/Pathways/Update%2022/deadguy11.png)
![](/LetsPlay/Pathways/Update%2022/deadguy12.png)
![](/LetsPlay/Smilies/emot-emo.gif)
If there's one thing that signals the home stretch of an adventure game, it's learning how to escape.
![](/LetsPlay/Pathways/Update%2022/seconddead.png)
The second guy can't be talked to.
![](/LetsPlay/Pathways/Update%2022/headless.png)
Perhaps because his head has been ripped off
![](/LetsPlay/Pathways/Update%2022/secondinventory.png)
All he has left is his AK-47.
![](/LetsPlay/Pathways/Update%2022/movingon.png)
Moving on, there are more rooms to clear out.
![](/LetsPlay/Pathways/Update%2022/furtheron.png)
Some monsters try to get clever
![](/LetsPlay/Pathways/Update%2022/fishexplode.png)
![](/LetsPlay/Pathways/Update%2022/blackcrystal.png)
![](/LetsPlay/Pathways/Update%2022/blackcrystaldesc.png)
On the plus side, it's worth another point, bringing us to
health.
![](/LetsPlay/Pathways/Update%2022/petrified.png)
![](/LetsPlay/Smilies/emot-owned.gif)
The black crystal turns monsters to stone. Unfortunately we have very few charges for it.
![](/LetsPlay/Pathways/Update%2022/finalsave.png)
A save point directly before a teleporter. The game must be trying to tell us something.
Next update: ![](/LetsPlay/Smilies/emot-dramabomb.gif)
<< Previous Chapter
>> Next Chapter
^^ Index