Mission 18: Smoke and Mirrors
You're in Hell!
It was all a trick! Gabriel Horne's been operating from beyond the grave, stolen your portal, and intends to use it to physically meet up with his soulmate, Sondra Strange!
Your objective here is simply survival - get everyone across the map to the portal at the other end! The two most highly recommended characters are Miss Amazing, for her ability to revive the fallen, and King Zero, becuase he slaughters demons like no-one else! Almost everything in this mission is Fire material type, so his Ice Bazookas and Frozen Fists will rip through them!
Each chamber can be sealed off behind you by Devil Doll - she gets a custom command on the broken doors to SEAL them, which will stop any nasties following you.
Chamber one - you start off vertigo'd temporarily, against four reavers and four succubi, who will respawn as you kill them. The succubi are dangerous in that they can hex your team, causing them to explode constantly whilst hexed, and you can't afford to get stuck like this. Get Devil Doll to open the first door using Hell's Gate, and get everyone out and seal it as soon as you can.
In the corridor are a group of three 'civilians', based on Sartre's vision of hell being other people. They will enrage your characters as they draw them into their never-ending argument, so take them out for a distance and let their bodies fade before taking the seocnd door.
The Second Chamber is a suburban rut inhabited by twisted civilians who attack using area explosions (male) and heat vision (females) as well as hefty melee attacks. As stated before, Ice Bazookas will clear them up very quickly. Eliminate them all before opening the exit to their chamber.
Doing this will cause the lighting to fade completely.
The following corridor is inhabited by 'BlindMen', who radiate an energy drain field, which cna leave any hero inside helpless as they rip them to bits. The best tactic once again is to send King Zero in with his Ice Bazooka, which also has the advantage of lighting up the corridor ahead and defining its extents. Once the path is clear (and BlindMen are visible from their aura), get everyone to the next door before opening it. Opening this door will restore normal lighting levels.
The third chamber is guarded by the Brothers Jab, the reality altering demons from Mission 6. They will animate a few objects, and when one of them falls the other two bring a building to life as a giant duck as before. No great tips here - just battle through it!
DD's dad, Mr Jones, has been used to seal the portal to the final chamber, which houses the Horror, exactly where DD left it at the end of Mission 9.
He and DD make their peace briefly, and he will defend your team from the Horror - the best option at this point is to race past it and down the final corridor to safety, the Horror is pretty nasty by now having assimilated all the forms of Hell, and can easily take one of your team down if you're not careful.
The final corridor is inhabited by living wall segments that come out of the rock and attack with basic melee punches. They are mindless, so physical status attacks like stasis or freezing are a good option here. The mission ends when your last squad member touches the portal with the EXIT command - which causes each team member to fade away back to the real world...