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Map Name: The Colony Outbreak File Share Gamertag: Salsasandro Canvas Map: Impact Last Updated: March, 31th, 2013 Tags: colony, outbreak, bridge, impact, flood, tank, satellite Supported Game types: Flood ONLY Gametype: GT Outbreak (Flood) (Starting Flood count set on 2 Only Magnums for Humans as Start Loadout) Intended Team Size(s): 8 to 16 Players 5 Initial Spawn Points Attacker (Flood) 14 Initial Spawn Points Defender (Humans) Initial Ordnance: 1 Incineration Cannon 120 resupply Time 1 Rocket Launcher 100 resupply Time 1 Scattershot 60 resupply Time 1 Sticky Detonator 90 resupply Time 1 Plasma Grenades (3x) 30 resupply Time 1 Assault Rifle 80 resupply Time 2 Sniper Rifle 60 resupply Time Random Ordnance: 1 Saw / Suppressor / Storm Rifle 1 Battle Rifle / DMR Weapons on Map: 2 Machine Gun Turrets 30 respawn Time Armor Abilities : None Power ups: None Supported Vehicles: 1 Mongoose Budget: 9970 / 10000 Screenshots: https://www.halowayp...halo4/fileshare Download link: https://www.halowayp...le&startIndex=0 Video Flythrough, Overview Link: without Map Trait Zones: No Map Description: For better understanding, I will call the Building on Impact: Mine The Mine is located on side A, the Main Satellite Station on side B of the map The Colonists (Human Players) try to escape from the Mine. Run all the way upside, jump over the Gap and find a way out: Climb over the stucked Cap and jump over the Forklift so you can reach the Window or crouch underneath one of the `closing` security doors. There is a Mongoose inside the big Drill Tank for the two fastest Players… The others have to cross the Bridge on foot. (The Human Player should not be able to climb up the bridge, i set it higher for them.) Give your Teammates on foot, rear cover once you reached the Antenna Satellite with the Sniper Rifle on top of it. There are several soft Kill Areas around the area like those one in the Cavern left the exit of the Mine to prevent the Human Players to camp or hide and force them to cross the bridge like they are intended to to. Please note: You cannot reach the roof of the Mine with the Elevator I build, because I removed the gravition Fields. The Elevator will work on my second map called: The Colony Revelation (90% finished) On the other side you will noticed a big Main Satellite Station. That is the place to be, because it’s the most safe area on the map and you will get constantly supplies from the `Weapon-closet` I have build there. For Player who likes can risk to explore the other Structures like the Landing Pad or the small Bunker under the spotlight Tower to get some stronger Weapons. Go always with other Teammates to watch each other`s back. The Infected (Flood Players) try of course to chase the Human Players. They start also on the bottom of the Mine underneath the Humans. After 50 seconds a Teleporter will spawn wich brings the Flood Players on the surface. One receiver node is located in the Drill-Tank and the second one is in the `Cavern` to the other side. Important! Since there is a Soft Kill Area to prevent the Human Player to camp in the `Cavern` entrance you have to go in the direction of the Drill-Tank to not get killed, but you should have more then enough time. The Flood Players can go upon the Bridge to eventually surprise and overrun the escaping Miners After other 70 seconds this two receiver nodes will be blocked from one Stone and one Block that are spawned. After this 120 seconds playtime, three receiver nodes appears in the Truck on the Bridge and underneath the Bridge end onside B of the map. Other 5 Teleporter nodes will be spawned after other 30 seconds (150 seconds playtime) all around the Main Satellite Station. Start as Hunter with the Thrusters since this Armor Ability is the only reasonable one on this Map. Additional Info: Attention! This A Story-based Flood Map. It means, that the Human Player have to move freely from side A (Mine) to side B (Main Satellite Station) in order to get the best atmospheric results and make the best possible experience I intended to do. Since there are no ways to spawn in Soft Kill Areas or Respawn Points during the game (possible only for objects) to force the Player to go in a certain amount of time from one side of the map to another, the Players have to keep going to the Locations I have designed for them freely to ensure the map is working the way it is mean to be! For helping that, only side B has Weapon Drops. The Teleporter network I build seem to me the only way to keep the Flood as closely as possible to the escaping Miners, assuming they are of course running to the Antenna Satellite. Please comment my solution. You may have other ideas how to resolve this Issue. The Human Players have to stay together or to split in Team of 3 or 4 Players in order to get best surviving chances! You can read the (not very inventive) Story I wrote for this map underneath: The Colony_part1 (Outbreak) Log of Dr. Eduard Easton December 12, 2645 Something`s really strange about that Monolith which we have discovered here… It seems to be emanating some unknown radiation. We have already observed some psychological changes from some of the miners… It seems to effect the human`s behavior drastically if there is significant exposure. Our anesthetics aren’t sufficient for that type of…infection… We can`t handle that by ourselves any longer. There are several sick workers at this time. One of them had broken out in aggression last evening. I decided to put into quarantine in our drill Tank for a while, even though the tank is not designed as a cell….but while the tank is in maintenance we have no other use for it anyway. We are checking on his condition every hour. By the way, the nurse should have been back now a while ago. I’m wondering what is taking her so long out there? I have released new security procedures that are to be strictly followed, this has all changed since that mysterious incident last month. She surely knows about that. We have called for help, because we need medical support and new supplies. Unfortunately our sender node on top of the mine is malfunctioning. The Radiation seems to somehow disturb our communication capabilities. Someone will need to pass the bridge and reach the main satellite station at the other side and send a distress signal manually. I have order to close the mine entrance for now, just to make sure! We cannot risk anymore losses. What is with that yelling out there? ………. Log interrupted. Attached Thumbnails
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Map Name: The Colony Revelation File Share Gamertag: Salsasandro Canvas Map: Impact Last Updated: March, 31th, 2013 Tags: colony, revelation, bridge, impact, flood, tank, elevator Supported Game types: Flood ONLY Best Gametypes: GT Revelation (Flood) download it! (Starting Flood count set on 2 3 different classes for the Humans as Start Loadouts) Intended Team Size(s): 8 to 16 Players 5 Initial Spawn Points Attacker (Flood) 14 Initial Spawn Points Defender (Humans) Initial Ordnance: On the Mine Roof: 1 Rocket Launcher 100 resupply Time 1 Assault Rifle 150 resupply Time 1 Shotgun 100 resupply Time 1 Sniper Rifle 100 resupply Time 1 Sticky Detonator 60 resupply Time 2 Frag Grenades (x2) 60 resupply Time 1 Autosentry 30 resupply Time At the Cavern Entrance: 1 Assault Rifle 150 resupply Time 1 Shotgun 100 resupply Time 1 Sticky Detonator 30 resupply Time 1 Frag Grenades 60 resupply Time Random Ordnance: 2 Damage Boost 1 on the stack crane (risk vs. reward) 1 Saw in the Drill Tank (risk vs. reward) 1 Battle Rifle / DMR Weapons on Map: 2 Machine Gun Turrets no respawn Time 2 Base Turrets Armor Abilities: 1 Autosentry Power ups: 2 Damage Boost (see: Random Ordnance) Supported Vehicles: None Budget: 9735 / 10000 Screenshots: Download link: https://www.halowayp...le&startIndex=0 Video Flythrough, Overview Link: without Map Trait Zones: Yes, in the Elevator, to prevent the Players jump and to flow upside and get stucket without activating the Elevator. Jump high set to 0% Map Description: For better understanding, I will call the Building on Impact: Mine The Mine is located on side A, The Crash side on side B of the map This map is inspired by the Movie “Aliens“ . The Marines (Human Players) came at Colony 13, after the Colonists send a distress signal home in part 1 “The Colony Outbreak”. But their Pelican get hit by the AA- Battery for some unknown reason and it crashed at side B of the Map. The Marines could not find any Miners or Scientists but instead a flood infected Colony. The first thought of an recon- and repair Mission turn out to be an survivor trip… Additional Info: The Marines (Humans) start at the Pelicans wreckage. If you spawn in the crashed Pelican, bring your *** quick out of there. It is surrounded from a Soft kill area to prevent the Marines to just sit there and wait for the flood to catch them. It also simulates maybe an explosion that could happened after the Pelican crashed.. Go first check out the damaged Bridge. There will be spawned a Man Cannon at the edge of the damaged Bridge in the center after 90 seconds. That will catapult the Players to the other side. (There is a little Soft kill area around the spawning Man Cannon to prevent players to block the cannon from spawning). They can also try to climb up the bridge with well timed jumps like you can see on the screenshots and jump to the other side without been killed. If one or more Human Players choose the Recon class, there is an excellent spot on top of the Bridge. But be warned; the flood Player can easily jump with the Thruster pack from the crashed Satellite on the Bridge. Once they reached side A, they chose to run to the Cavern on the left or use the Elevator to go up the Mine`s roof. There is also a Saw - Random Ordnance in the Drill Tank and 2 Damage Boost-Power Ups nearby. Good Luck! The Infected Colonists (Flood) try to catch the Marines. There are several Initial Spawn points spread around side B of the Map. Once they were killed they will always respawn inside the two big Holes of side B. After 140 sec it will spawn a Teleporter at the exit of the two Holes. They will take the Flood Players in the Truck and on Frame of the Bridge on side a. Later on there will be activated more receiver nodes around the Mine… Good Hunt! Background Story: Log of Lt. Gorman Fire Team Charlie December 23, 2645 This is my last assignment as acting Colonial Lieutenant before my retirement. I am looking forward to going home after this last mission. I haven`t seen my family for 9 months. We were just dispatched from the Frigate and are now on our way to Colony 13. We lost contact after we received a distress signal two weeks ago. I have always been curious about the scientist’s working on such a remote and desolate place. There have been strange rumors evolving with the discovery of some big stone they call, the Monolith…. …Our own AA-Battery on Colony 13 shot us down!! Fortunately we had no casualties and all supplies are safe, but the Pelican is gone… The Satellite here has also been destroyed. There is no way we can communicate with the Command Base. Dammit! It looks like we’re trapped here… There are no life signs from the Colonist’s so far. I have a bad feeling about this. Anyway, we’ll have to reach the excavation site and shut down the Battery before it annihilates everything! “Marines!!! At once! To the Bridge!!...Wait…Where are those strange noises coming from? Do you hear them too?” We managed to cross the Bridge. No life signs yet. This place has been abandoned for some reason. Those howls are persistently becoming louder. Where ever their coming from, they seem as they’re getting closer and are making the team very nervous. I believe that those howls have something to do with the disappearance of the Colonists. The elevator is working again. Pvt. Garcia is checking the turret control to stop it from it’s automatic lock-on and fire sequence. Sgt. Johnson`s team have inspected the drill tank and retrieved all possible information. Hopefully there will be some useful data… At this point they are still analyzing the information found… It is very unusual at this time, almost a curious quietness outside. There are no more strange noises..? “Ryan.. is everything alright down there…Pvt. Ryan respond!!” Where the hell has he gone..? …Log interrupted First contact with an unknown habitat! They do not seem to be human… It ran at us with an unlikely speed. Pvt. Hudson shot this particular being down… We have never seen anything like this before. It was wearing clothes.. like our miners usually had warn. What could this mean…? Could it be possible that….no….I cant even dare to think like that… If I am rightly informed, there are merely 250 colonists living and working here. If there has been some sort of break out, some kind of epidemic, we could been in big trouble….. ….. “Ferro!! Get your *** back here!!”... ….”Watch it! Behind you!” …..”There are some more!! Keep shooting!!” …Log interrupted This is Sgt. Johnson, Gorman is gone!… We have barricaded ourselves at the Entrance of the cavern… We are nearly out of Ammo and these ******** still keep charging at us, no matter how many we have already killed! Our only possibility to escape is to go inside and blow the main entrance behind us! That drill tank has not gone very far. The report from the excavation data showed there is one path leading further inside.. We must try to navigate through the cavern. We’ll take everything we can with us. The miners have discovered a much larger tunnel system inside and one of the tunnels should lead us to another exit. Lets hope we’ll find the right one… “O`Neal! Set the charges and go in!!”
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Map Name: The Colony Revelation File Share Gamertag: Salsasandro Canvas Map: Impact Last Updated: March, 31th, 2013 Tags: colony, revelation, bridge, impact, flood, tank, elevator Supported Game types: Flood ONLY Best Gametypes: GT Revelation (Flood) download it! (Starting Flood count set on 2 3 different classes for the Humans as Start Loadouts) Intended Team Size(s): 8 to 16 Players 5 Initial Spawn Points Attacker (Flood) 14 Initial Spawn Points Defender (Humans) Initial Ordnance: On the Mine Roof: 1 Rocket Launcher 100 resupply Time 1 Assault Rifle 150 resupply Time 1 Shotgun 100 resupply Time 1 Sniper Rifle 100 resupply Time 1 Sticky Detonator 60 resupply Time 2 Frag Grenades (x2) 60 resupply Time 1 Autosentry 30 resupply Time At the Cavern Entrance: 1 Assault Rifle 150 resupply Time 1 Shotgun 100 resupply Time 1 Sticky Detonator 30 resupply Time 1 Frag Grenades 60 resupply Time Random Ordnance: 2 Damage Boost 1 on the stack crane (risk vs. reward) 1 Saw in the Drill Tank (risk vs. reward) 1 Battle Rifle / DMR Weapons on Map: 2 Machine Gun Turrets no respawn Time 2 Base Turrets Armor Abilities: 1 Autosentry Power ups: 2 Damage Boost (see: Random Ordnance) Supported Vehicles: None Budget: 9735 / 10000 Screenshots: Download link: https://www.halowayp...le&startIndex=0 Video Flythrough, Overview Link: without Map Trait Zones: Yes, in the Elevator, to prevent the Players jump and to flow upside and get stucket without activating the Elevator. Jump high set to 0% Map Description: For better understanding, I will call the Building on Impact: Mine The Mine is located on side A, The Crash side on side B of the map This map is inspired by the Movie “Aliens“ . The Marines (Human Players) came at Colony 13, after the Colonists send a distress signal home in part 1 “The Colony Outbreak”. But their Pelican get hit by the AA- Battery for some unknown reason and it crashed at side B of the Map. The Marines could not find any Miners or Scientists but instead a flood infected Colony. The first thought of an recon- and repair Mission turn out to be an survivor trip… Additional Info: The Marines (Humans) start at the Pelicans wreckage. If you spawn in the crashed Pelican, bring your *** quick out of there. It is surrounded from a Soft kill area to prevent the Marines to just sit there and wait for the flood to catch them. It also simulates maybe an explosion that could happened after the Pelican crashed.. Go first check out the damaged Bridge. There will be spawned a Man Cannon at the edge of the damaged Bridge in the center after 90 seconds. That will catapult the Players to the other side. (There is a little Soft kill area around the spawning Man Cannon to prevent players to block the cannon from spawning). They can also try to climb up the bridge with well timed jumps like you can see on the screenshots and jump to the other side without been killed. If one or more Human Players choose the Recon class, there is an excellent spot on top of the Bridge. But be warned; the flood Player can easily jump with the Thruster pack from the crashed Satellite on the Bridge. Once they reached side A, they chose to run to the Cavern on the left or use the Elevator to go up the Mine`s roof. There is also a Saw - Random Ordnance in the Drill Tank and 2 Damage Boost-Power Ups nearby. Good Luck! The Infected Colonists (Flood) try to catch the Marines. There are several Initial Spawn points spread around side B of the Map. Once they were killed they will always respawn inside the two big Holes of side B. After 140 sec it will spawn a Teleporter at the exit of the two Holes. They will take the Flood Players in the Truck and on Frame of the Bridge on side a. Later on there will be activated more receiver nodes around the Mine… Good Hunt! Background Story: Log of Lt. Gorman Fire Team Charlie December 23, 2645 This is my last assignment as acting Colonial Lieutenant before my retirement. I am looking forward to going home after this last mission. I haven`t seen my family for 9 months. We were just dispatched from the Frigate and are now on our way to Colony 13. We lost contact after we received a distress signal two weeks ago. I have always been curious about the scientist’s working on such a remote and desolate place. There have been strange rumors evolving with the discovery of some big stone they call, the Monolith…. …Our own AA-Battery on Colony 13 shot us down!! Fortunately we had no casualties and all supplies are safe, but the Pelican is gone… The Satellite here has also been destroyed. There is no way we can communicate with the Command Base. Dammit! It looks like we’re trapped here… There are no life signs from the Colonist’s so far. I have a bad feeling about this. Anyway, we’ll have to reach the excavation site and shut down the Battery before it annihilates everything! “Marines!!! At once! To the Bridge!!...Wait…Where are those strange noises coming from? Do you hear them too?” We managed to cross the Bridge. No life signs yet. This place has been abandoned for some reason. Those howls are persistently becoming louder. Where ever their coming from, they seem as they’re getting closer and are making the team very nervous. I believe that those howls have something to do with the disappearance of the Colonists. The elevator is working again. Pvt. Garcia is checking the turret control to stop it from it’s automatic lock-on and fire sequence. Sgt. Johnson`s team have inspected the drill tank and retrieved all possible information. Hopefully there will be some useful data… At this point they are still analyzing the information found… It is very unusual at this time, almost a curious quietness outside. There are no more strange noises..? “Ryan.. is everything alright down there…Pvt. Ryan respond!!” Where the hell has he gone..? …Log interrupted First contact with an unknown habitat! They do not seem to be human… It ran at us with an unlikely speed. Pvt. Hudson shot this particular being down… We have never seen anything like this before. It was wearing clothes.. like our miners usually had warn. What could this mean…? Could it be possible that….no….I cant even dare to think like that… If I am rightly informed, there are merely 250 colonists living and working here. If there has been some sort of break out, some kind of epidemic, we could been in big trouble….. ….. “Ferro!! Get your *** back here!!”... ….”Watch it! Behind you!” …..”There are some more!! Keep shooting!!” …Log interrupted This is Sgt. Johnson, Gorman is gone!… We have barricaded ourselves at the Entrance of the cavern… We are nearly out of Ammo and these ******** still keep charging at us, no matter how many we have already killed! Our only possibility to escape is to go inside and blow the main entrance behind us! That drill tank has not gone very far. The report from the excavation data showed there is one path leading further inside.. We must try to navigate through the cavern. We’ll take everything we can with us. The miners have discovered a much larger tunnel system inside and one of the tunnels should lead us to another exit. Lets hope we’ll find the right one… “O`Neal! Set the charges and go in!!”
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Map Name: The Colony Revelation File Share Gamertag: Salsasandro Canvas Map: Impact Last Updated: March, 31th, 2013 Tags: colony, revelation, bridge, impact, flood, tank, elevator Supported Game types: Flood ONLY Best Gametypes: GT Revelation (Flood) download it! (Starting Flood count set on 2 3 different classes for the Humans as Start Loadouts) Intended Team Size(s): 8 to 16 Players 5 Initial Spawn Points Attacker (Flood) 14 Initial Spawn Points Defender (Humans) Initial Ordnance: On the Mine Roof: 1 Rocket Launcher 100 resupply Time 1 Assault Rifle 150 resupply Time 1 Shotgun 100 resupply Time 1 Sniper Rifle 100 resupply Time 1 Sticky Detonator 60 resupply Time 2 Frag Grenades (x2) 60 resupply Time 1 Autosentry 30 resupply Time At the Cavern Entrance: 1 Assault Rifle 150 resupply Time 1 Shotgun 100 resupply Time 1 Sticky Detonator 30 resupply Time 1 Frag Grenades 60 resupply Time Random Ordnance: 2 Damage Boost 1 on the stack crane (risk vs. reward) 1 Saw in the Drill Tank (risk vs. reward) 1 Battle Rifle / DMR Weapons on Map: 2 Machine Gun Turrets no respawn Time 2 Base Turrets Armor Abilities: 1 Autosentry Power ups: 2 Damage Boost (see: Random Ordnance) Supported Vehicles: None Budget: 9735 / 10000 Screenshots: Download link: https://www.halowaypoint.com/en-us/players/salsasandro/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0 Video Flythrough, Overview Link: without Map Trait Zones: Yes, in the Elevator, to prevent the Players jump and to flow upside and get stucket without activating the Elevator. Jump high set to 0% Map Description: For better understanding, I will call the Building on Impact: Mine The Mine is located on side A, The Crash side on side B of the map This map is inspired by the Movie “Aliens“ . The Marines (Human Players) came at Colony 13, after the Colonists send a distress signal home in part 1 “The Colony Outbreak”. But their Pelican get hit by the AA- Battery for some unknown reason and it crashed at side B of the Map. The Marines could not find any Miners or Scientists but instead a flood infected Colony. The first thought of an recon- and repair Mission turn out to be an survivor trip… Additional Info: The Marines (Humans) start at the Pelicans wreckage. If you spawn in the crashed Pelican, bring your *** quick out of there. It is surrounded from a Soft kill area to prevent the Marines to just sit there and wait for the flood to catch them. It also simulates maybe an explosion that could happened after the Pelican crashed.. Go first check out the damaged Bridge. There will be spawned a Man Cannon at the edge of the damaged Bridge in the center after 90 seconds. That will catapult the Players to the other side. (There is a little Soft kill area around the spawning Man Cannon to prevent players to block the cannon from spawning). They can also try to climb up the bridge with well timed jumps like you can see on the screenshots and jump to the other side without been killed. If one or more Human Players choose the Recon class, there is an excellent spot on top of the Bridge. But be warned; the flood Player can easily jump with the Thruster pack from the crashed Satellite on the Bridge. Once they reached side A, they chose to run to the Cavern on the left or use the Elevator to go up the Mine`s roof. There is also a Saw - Random Ordnance in the Drill Tank and 2 Damage Boost-Power Ups nearby. Good Luck! The Infected Colonists (Flood) try to catch the Marines. There are several Initial Spawn points spread around side B of the Map. Once they were killed they will always respawn inside the two big Holes of side B. After 140 sec it will spawn a Teleporter at the exit of the two Holes. They will take the Flood Players in the Truck and on Frame of the Bridge on side a. Later on there will be activated more receiver nodes around the Mine… Good Hunt! Background Story: Log of Lt. Gorman Fire Team Charlie December 23, 2645 This is my last assignment as acting Colonial Lieutenant before my retirement. I am looking forward to going home after this last mission. I haven`t seen my family for 9 months. We were just dispatched from the Frigate and are now on our way to Colony 13. We lost contact after we received a distress signal two weeks ago. I have always been curious about the scientist’s working on such a remote and desolate place. There have been strange rumors evolving with the discovery of some big stone they call, the Monolith…. …Our own AA-Battery on Colony 13 shot us down!! Fortunately we had no casualties and all supplies are safe, but the Pelican is gone… The Satellite here has also been destroyed. There is no way we can communicate with the Command Base. Dammit! It looks like we’re trapped here… There are no life signs from the Colonist’s so far. I have a bad feeling about this. Anyway, we’ll have to reach the excavation site and shut down the Battery before it annihilates everything! “Marines!!! At once! To the Bridge!!...Wait…Where are those strange noises coming from? Do you hear them too?” We managed to cross the Bridge. No life signs yet. This place has been abandoned for some reason. Those howls are persistently becoming louder. Where ever their coming from, they seem as they’re getting closer and are making the team very nervous. I believe that those howls have something to do with the disappearance of the Colonists. The elevator is working again. Pvt. Garcia is checking the turret control to stop it from it’s automatic lock-on and fire sequence. Sgt. Johnson`s team have inspected the drill tank and retrieved all possible information. Hopefully there will be some useful data… At this point they are still analyzing the information found… It is very unusual at this time, almost a curious quietness outside. There are no more strange noises..? “Ryan.. is everything alright down there…Pvt. Ryan respond!!” Where the hell has he gone..? …Log interrupted First contact with an unknown habitat! They do not seem to be human… It ran at us with an unlikely speed. Pvt. Hudson shot this particular being down… We have never seen anything like this before. It was wearing clothes.. like our miners usually had warn. What could this mean…? Could it be possible that….no….I cant even dare to think like that… If I am rightly informed, there are merely 250 colonists living and working here. If there has been some sort of break out, some kind of epidemic, we could been in big trouble….. ….. “Ferro!! Get your ass back here!!”... ….”Watch it! Behind you!” …..”There are some more!! Keep shooting!!” …Log interrupted This is Sgt. Johnson, Gorman is gone!… We have barricaded ourselves at the Entrance of the cavern… We are nearly out of Ammo and these ******** still keep charging at us, no matter how many we have already killed! Our only possibility to escape is to go inside and blow the main entrance behind us! That drill tank has not gone very far. The report from the excavation data showed there is one path leading further inside.. We must try to navigate through the cavern. We’ll take everything we can with us. The miners have discovered a much larger tunnel system inside and one of the tunnels should lead us to another exit. Lets hope we’ll find the right one… “O`Neal! Set the charges and go in!!”