INVADE1.WAD (INVASION...
This is level 1 of a 9 level storyline episode. You thought it was all over after you finished the grand tour in hell after Episode 3 -- Inferno.
This WAD is corrupt, it may not load or play correctly.
Filenames
invade1.exe, invade1.wad, INVADE1.WAD, invade1.zip, INVASWAD.ZIP
Size
665.01 KB
MD5
416aa96c273b8520abbd5d37c157701a
SHA-1
bd7d208e6673882c2707083cf09f2614edaf279e
SHA-256
760572589d327ffd06809115e8675451f6f8756037ca68640d73ec2a0e451209
WAD Type
PWAD
IWAD
Unknown
Engines
Unknown
Lumps
73
Maps
E1M1
Download
Read Me
================================================================ Title : INVADE1.WAD (INVASION... Level 1--Contamination) Co-Authors : Andy Chen Claude Martins Email Addresses : [email protected] [email protected] Description : This is level 1 of a 9 level storyline episode. You thought it was all over after you finished the grand tour in hell after Episode 3 -- Inferno. Well, Mars Base has sent in an urgent distress call and this time you are called again for one final encounter against the... INVASION! Features : - A Non-Linearly Constructed Level - New Music - Over 20 New Graphics (including new Status Bar) - A deluxe animated prologue and epilogue with sound upgrade files are available. (INVPRO1.ZIP --> Prologue) (INVEPI1.ZIP --> Epilogue) - Strategy guide and tech manual included. - Music, Graphics, Demos are all included in a single PWAD for convenience. Additional Credits to : Brendon Wyber (DEU 5.1/DEU 5.21) Rapha?l Quinet (DEU 5.1/DEU 5.21) Bill Neisius (DMGRAPH, DMMUSIC) Colin Reed (BSP1.1X) Larry Tipton (CMMM 1.0) and of course, the great id Software team. ================================================================ * Play Information * Episode and Level # : E1M1 Single Player : Yes Cooperative 2-4 Player : Yes Deathmatch 2-4 Player : Yes (Could be rather interesting) Difficulty Settings : Yes (I'm too young to die --> Piece of cake Hey, not too rough --> Novice level Hurt me plenty --> Standard level Ultraviolence --> Very challenging Nightmare --> Impossible) New Sounds : Yes (Great Musical Background) New Graphics : Yes (Over 20 new graphics, INCLUDING a NEW Status Bar) Demos Replaced : 3 * Construction * Base : New level from scratch Build Time : "Long, really long, you just won't believe how vastly, hugely, mind-bogglingly long it took." Editor(s) used : DEU 5.0, DEU 5.1, DEU 5.21, BSP1.1X Known Bugs : None known (Bleeding textures corrected) / For a great game experience, we recommend a 486 DX2 \ \ or Pentium(tm) processor-based system. :) / * Copyright / Permissions * Authors may NOT use this level as a base to build additional levels. You MAY distribute this WAD, provided you include this file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. * Disclaimers * We shall not be responsible for any explosions or malfunctions caused by using these files. If your HD gets formatted or your system crashes, we will not be responsible. Add the usual additional disclaimers here... :) * Where to get this WAD * FTP sites: ftp.uwp.edu infant2.sphs.indiana.edu wuarchive.wustl.edu
================================================================ Title : INVADE1.WAD (INVASION... Level 1--Contamination) Co-Authors : Andy Chen Claude Martins Email Addresses : [email protected] [email protected] Description : This is level 1 of a 9 level storyline episode. You thought it was all over after you finished the grand tour in hell after Episode 3 -- Inferno. Well, Mars Base has sent in an urgent distress call and this time you are called again for one final encounter against the... INVASION! Features : - A Non-Linearly Constructed Level - New Music - Over 20 New Graphics (including new Status Bar) - A deluxe animated prologue and epilogue with sound upgrade files are available. (INVPRO1.ZIP --> Prologue) (INVEPI1.ZIP --> Epilogue) - Strategy guide and tech manual included. - Music, Graphics, Demos are all included in a single PWAD for convenience. Additional Credits to : Brendon Wyber (DEU 5.1/DEU 5.21) Rapha‰l Quinet (DEU 5.1/DEU 5.21) Bill Neisius (DMGRAPH, DMMUSIC) Colin Reed (BSP1.1X) Larry Tipton (CMMM 1.0) and of course, the great id Software team. ================================================================ * Play Information * Episode and Level # : E1M1 Single Player : Yes Cooperative 2-4 Player : Yes Deathmatch 2-4 Player : Yes (Could be rather interesting) Difficulty Settings : Yes (I'm too young to die --> Piece of cake Hey, not too rough --> Novice level Hurt me plenty --> Standard level Ultraviolence --> Very challenging Nightmare --> Impossible) New Sounds : Yes (Great Musical Background) New Graphics : Yes (Over 20 new graphics, INCLUDING a NEW Status Bar) Demos Replaced : 3 * Construction * Base : New level from scratch Build Time : "Long, really long, you just won't believe how vastly, hugely, mind-bogglingly long it took." Editor(s) used : DEU 5.0, DEU 5.1, DEU 5.21, BSP1.1X Known Bugs : None known (Bleeding textures corrected) / For a great game experience, we recommend a 486 DX2 \ \ or Pentium(tm) processor-based system. :) / * Copyright / Permissions * Authors may NOT use this level as a base to build additional levels. You MAY distribute this WAD, provided you include this file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. * Disclaimers * We shall not be responsible for any explosions or malfunctions caused by using these files. If your HD gets formatted or your system crashes, we will not be responsible. Add the usual additional disclaimers here... :) * Where to get this WAD * FTP sites: ftp.uwp.edu infant2.sphs.indiana.edu wuarchive.wustl.edu
================================================================ Title : INVADE1.WAD (INVASION... Level 1--Contamination) Co-Authors : Andy Chen Claude Martins Email Addresses : [email protected] [email protected] Description : This is level 1 of a 9 level storyline episode. You thought it was all over after you finished the grand tour in hell after Episode 3 -- Inferno. Well, Mars Base has sent in an urgent distress call and this time you are called again for one final encounter against the... INVASION! Features : - A Non-Linearly Constructed Level - New Music - Over 20 New Graphics (including new Status Bar) - A deluxe animated prologue and epilogue with sound upgrade files are available. (INVPRO1.ZIP --> Prologue) (INVEPI1.ZIP --> Epilogue) - Strategy guide and tech manual included. - Music, Graphics, Demos are all included in a single PWAD for convenience. Additional Credits to : Brendon Wyber (DEU 5.1/DEU 5.21) Rapha?l Quinet (DEU 5.1/DEU 5.21) Bill Neisius (DMGRAPH, DMMUSIC) Colin Reed (BSP1.1X) Larry Tipton (CMMM 1.0) and of course, the great id Software team. ================================================================ * Play Information * Episode and Level # : E1M1 Single Player : Yes Cooperative 2-4 Player : Yes Deathmatch 2-4 Player : Yes (Could be rather interesting) Difficulty Settings : Yes (I'm too young to die --> Piece of cake Hey, not too rough --> Novice level Hurt me plenty --> Standard level Ultraviolence --> Very challenging Nightmare --> Impossible) New Sounds : Yes (Great Musical Background) New Graphics : Yes (Over 20 new graphics, INCLUDING a NEW Status Bar) Demos Replaced : 3 * Construction * Base : New level from scratch Build Time : "Long, really long, you just won't believe how vastly, hugely, mind-bogglingly long it took." Editor(s) used : DEU 5.0, DEU 5.1, DEU 5.21, BSP1.1X Known Bugs : None known (Bleeding textures corrected) / For a great game experience, we recommend a 486 DX2 \ \ or Pentium(tm) processor-based system. :) / * Copyright / Permissions * Authors may NOT use this level as a base to build additional levels. You MAY distribute this WAD, provided you include this file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. * Disclaimers * We shall not be responsible for any explosions or malfunctions caused by using these files. If your HD gets formatted or your system crashes, we will not be responsible. Add the usual additional disclaimers here... :) * Where to get this WAD * FTP sites: ftp.uwp.edu infant2.sphs.indiana.edu wuarchive.wustl.edu ************************************************************ /----------\ | INVASION | \----------/ Episode 4 Level 1 : Contamination ------------------------- Epilogue ---------- After stepping off the elevator, you find that the blast door leading to the upper decks has been sealed. [Show scene of player walking to secret door and openning it] [A Mini Las-cutter is displayed] Fortunately you recall that storage of a mini las-cutter between the lower and upper decks is standard procedure. [The player cuts through the blast door with the mini las-cutter and blast the piece away with a shotgun.] After cutting your way through, you notice that the las-cutter's power cells are completely drained, so you throw it away. You catch a glimpse of movement through a nearby view port, so you walk over to it for a closer look. You peer at the stars... [Player's face looks around] ...trying to discover what attracted your attention... [Puzzled look] ... when suddenly... [Horror look] ... you see a dark, sinister, demonic hulk approaching the Inquisitor. TO BE CONTINUED ****************************************************** /----------\ | INVASION | \----------/ Episode 4 Level 1 : Contamination ------------------------- Prologue ---------- After clearing up the remaining demons attacking the small city on Earth, you head off to Earth Central to report on your adventures in Hell. There you describe the creatures and horrors that you have witnessed. After ten hours of interrogation, they finally let you go. With your eyes half closed, you return to your quarters for a good night's sleep. Meanwhile... [A view of Mars in open space. Quiet, peaceful.] [A big, sinister space anomaly appears off the side of Mars] [Back on Earth] You twist and turn with images of a laughing Spider Demon in your nightmares. Suddenly you jump out of bed with sweat pouring down your face. Your VidCom(tm) beeps. You quickly hit the ANSWER button. A picture of a General appears on the screen. "Something strange has been detected near Mars. We need your analysis." Oh no, not again. "Yes sir, I'll be right over." You return to Earth Central. The General greets you as you approach. "Sorry to disturb you at this hour, but the future of the Mars base could be at stake. Some sort of inter-dimensional rift appeared near Mars. Here is the Mars Base sensor scan of the anomaly." [A computer display shows a "wormhole" in space near Mars. Scanning bars show a more detailed scan of it] You shake your head. "I'm not quite sure what it is. Are you sure the Gateways are closed?" The General explains... "After the disappearance of Phobos, all Gateway operations were terminated. This is not caused by that." He leans closer to you. "In any event, the Board of Directors of Union Aerospace Corporation do not want anything to happen to their Mars Headquarters. They requested that you lead a battalion of troops to help protect the base until the rift is secured." "But what if I refuse?" "Remember what you did to your Senior Officer? This is your chance to get out of the Mars Base for good. Just one more mission..." You soon find yourself in the hibernation room with many other space marines. [A view of the hibernation chamber with troops all getting ready.] [A view of the INQUISITOR leaving Earth] [A dark screen] En route to Mars, strange sounds trouble your hypersleep... [Sound of Crew firing and explosions] [Silence] ...suddenly the revival system of your hibernation chamber activates. ************************************************************ Union Aerospace Corporation SECURTIY ACCESS 1 OFFICERS EYES ONLY INQUISITOR (LV-426) Technical Guide of the Lower Decks and Engineering WARNING: Possible Spoilers Below. * Standard Features of Most Rooms: Doorway heat sensors turn on the room's lights. Air ducts/service paths gives better access to the rooms. Armory: Protective shields and keycard access protect this room from being looted by unruly personnel. Ammunition, backpacks, and other goodies are located here. Blast Doors: Are automatically sealed when intruders are detected within the ship or if the ship gets damaged. Manual override switches are located near the doors and require an access card to use. Cargo Bay/Hanger: Enough room is provided for a shuttle to land and cargo to be stored. A powerful force field is located here to provide protection against accidental blow-outs. A cargo-lift makes it easier to move things around. Cargo Bay Transporters: These are long range transporters that can teleport objects and creatures over vast distances which would take a much longer time to travel with a shuttle. Computer/Power Room: The HAL 2000 CPU is located here. The manual override switches to force fields are along the walls of this room. Elevators: Are located in various sections of the lower decks. They provide access to various floors and can be activated with switches. Hibernation Room: Each hibernation chamber can hold one person. To open a chamber, locate corresponding switch on the walls. Basic medical supplies and personal equipment are usually placed along the storage bays of the wall. Emergency door switch is provided in case of power loss. Main Engineering: Here one will find a heavily shielded fusion reactor. An electric grid is located in a pit surrounding the reactor. Access to the reactor is limited to either a short range teleporter (also used to transport objects from different sections of the ship) and/or access bridge. Either one may be found in the Engineering Service room. Large computer displays are also located here. Mess Hall/Kitchen: A nice view of space can be seen here along with tables and seats to accommodate hungry space marines. Service paths/Air Ducts: In here are tunnels which the service crew use to get from one place to another. They usually leave a copy of access cards in lockers here. One can also find a waste disposal unit here. For emergency situations, a rocket launcher is provided in a force field protected room. Some rooms are covered with wires, pipes and stuff which may hinder their visiblity. Maps are valuable here. **********************************************************8 /----------\ | INVASION | \----------/ Episode 4 Level 1 : Contamination ------------------------- WARNING: Spoilers below... read only after you have completed the level, or you need major help! Strategy tips: -------------- - Save early, save often! - Main saving points: - Before entering the air ducts/service passageways. - Before entering the Cargo Bay. - Before entering Main Engineering. - Hibernation Room: - Get the blue armor and stock up on ammo. - Take care of all enemies already present. - Go to any corner where your back is covered and you can watch the main door and the beam-in site. - Be patient and kill all incoming enemies before leaving the Hibernation Room. - Corridors: - Run out and back in to lure the enemies, and take cover. - Computer Room: - Flip all switches and get the map. - Mess Hall/Kitchens: - Chow down and enjoy the view. - Cargo Bay: - Stay on the elevator and pick off all enemies. - Make sure you take the chaingun, you're gonna need it. - For the upcoming onslaught, a) Use the shield to stop them. or b) Use the elevator to escape. - Cargo Bay Teleporters: - IMPORTANT: Leave the door open so you can make a quick getaway! - Beam onto the site, and beam right back out to lure the enemies off the alien ship. - After all incoming enemies are dead, explore the alien ship. - If you want to go for the soul sphere, good luck... and it IS possible. - Armoury: - After getting rid of the guardians, stock up. - Air Ducts: - Be very patient and conservative. Suicide charges will be just that... suicide. - Stay in a good spot (such as junction of corridors) and kill all enemies coming around the corner, until they stop. - The corridors are only wide enough for one person at a time... this can be both an advantage (pick 'em off one at a time) and a disadvantage (no place to dodge). - Keep your ears open for growls and teleport noises. - Do the famous step forward, step back maneuver to draw enemies from their hiding spots. - Remember, maps display concealed rooms. - Main Engineering: - Stay in the ante-chamber (with the rad suit) until all cacodemons are dead. - Run around the perimeter corridor and kill all enemies. - Pick a good viewport and kill the barons... but watch for sergeants and imps. - Kill all remaining enemies... you might have to go into the main chamber for this. - Look carefully at the central energy towers... see the switch? - On to the Upper Decks: - Final enemy... should be pretty easy after what you've faced. Hope that these little strategy tips help. And the Ultraviolence skill level IS possible!
================================================================ Title : INVADE1.WAD (INVASION... Level 1--Contamination) Co-Authors : Andy Chen Claude Martins Email Addresses : [email protected] [email protected] Description : This is level 1 of a 9 level storyline episode. You thought it was all over after you finished the grand tour in hell after Episode 3 -- Inferno. Well, Mars Base has sent in an urgent distress call and this time you are called again for one final encounter against the... INVASION! Features : - A Non-Linearly Constructed Level - New Music - Over 20 New Graphics (including new Status Bar) - A deluxe animated prologue and epilogue with sound upgrade files are available. (INVPRO1.ZIP --> Prologue) (INVEPI1.ZIP --> Epilogue) - Strategy guide and tech manual included. - Music, Graphics, Demos are all included in a single PWAD for convenience. Additional Credits to : Brendon Wyber (DEU 5.1/DEU 5.21) Rapha‰l Quinet (DEU 5.1/DEU 5.21) Bill Neisius (DMGRAPH, DMMUSIC) Colin Reed (BSP1.1X) Larry Tipton (CMMM 1.0) and of course, the great id Software team. ================================================================ * Play Information * Episode and Level # : E1M1 Single Player : Yes Cooperative 2-4 Player : Yes Deathmatch 2-4 Player : Yes (Could be rather interesting) Difficulty Settings : Yes (I'm too young to die --> Piece of cake Hey, not too rough --> Novice level Hurt me plenty --> Standard level Ultraviolence --> Very challenging Nightmare --> Impossible) New Sounds : Yes (Great Musical Background) New Graphics : Yes (Over 20 new graphics, INCLUDING a NEW Status Bar) Demos Replaced : 3 * Construction * Base : New level from scratch Build Time : "Long, really long, you just won't believe how vastly, hugely, mind-bogglingly long it took." Editor(s) used : DEU 5.0, DEU 5.1, DEU 5.21, BSP1.1X Known Bugs : None known (Bleeding textures corrected) / For a great game experience, we recommend a 486 DX2 \ \ or Pentium(tm) processor-based system. :) / * Copyright / Permissions * Authors may NOT use this level as a base to build additional levels. You MAY distribute this WAD, provided you include this file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. * Disclaimers * We shall not be responsible for any explosions or malfunctions caused by using these files. If your HD gets formatted or your system crashes, we will not be responsible. Add the usual additional disclaimers here... :) * Where to get this WAD * FTP sites: ftp.uwp.edu infant2.sphs.indiana.edu wuarchive.wustl.edu ************************************************************ /----------\ | INVASION | \----------/ Episode 4 Level 1 : Contamination ------------------------- Epilogue ---------- After stepping off the elevator, you find that the blast door leading to the upper decks has been sealed. [Show scene of player walking to secret door and openning it] [A Mini Las-cutter is displayed] Fortunately you recall that storage of a mini las-cutter between the lower and upper decks is standard procedure. [The player cuts through the blast door with the mini las-cutter and blast the piece away with a shotgun.] After cutting your way through, you notice that the las-cutter's power cells are completely drained, so you throw it away. You catch a glimpse of movement through a nearby view port, so you walk over to it for a closer look. You peer at the stars... [Player's face looks around] ...trying to discover what attracted your attention... [Puzzled look] ... when suddenly... [Horror look] ... you see a dark, sinister, demonic hulk approaching the Inquisitor. TO BE CONTINUED ****************************************************** /----------\ | INVASION | \----------/ Episode 4 Level 1 : Contamination ------------------------- Prologue ---------- After clearing up the remaining demons attacking the small city on Earth, you head off to Earth Central to report on your adventures in Hell. There you describe the creatures and horrors that you have witnessed. After ten hours of interrogation, they finally let you go. With your eyes half closed, you return to your quarters for a good night's sleep. Meanwhile... [A view of Mars in open space. Quiet, peaceful.] [A big, sinister space anomaly appears off the side of Mars] [Back on Earth] You twist and turn with images of a laughing Spider Demon in your nightmares. Suddenly you jump out of bed with sweat pouring down your face. Your VidCom(tm) beeps. You quickly hit the ANSWER button. A picture of a General appears on the screen. "Something strange has been detected near Mars. We need your analysis." Oh no, not again. "Yes sir, I'll be right over." You return to Earth Central. The General greets you as you approach. "Sorry to disturb you at this hour, but the future of the Mars base could be at stake. Some sort of inter-dimensional rift appeared near Mars. Here is the Mars Base sensor scan of the anomaly." [A computer display shows a "wormhole" in space near Mars. Scanning bars show a more detailed scan of it] You shake your head. "I'm not quite sure what it is. Are you sure the Gateways are closed?" The General explains... "After the disappearance of Phobos, all Gateway operations were terminated. This is not caused by that." He leans closer to you. "In any event, the Board of Directors of Union Aerospace Corporation do not want anything to happen to their Mars Headquarters. They requested that you lead a battalion of troops to help protect the base until the rift is secured." "But what if I refuse?" "Remember what you did to your Senior Officer? This is your chance to get out of the Mars Base for good. Just one more mission..." You soon find yourself in the hibernation room with many other space marines. [A view of the hibernation chamber with troops all getting ready.] [A view of the INQUISITOR leaving Earth] [A dark screen] En route to Mars, strange sounds trouble your hypersleep... [Sound of Crew firing and explosions] [Silence] ...suddenly the revival system of your hibernation chamber activates. ************************************************************ Union Aerospace Corporation SECURTIY ACCESS 1 OFFICERS EYES ONLY INQUISITOR (LV-426) Technical Guide of the Lower Decks and Engineering WARNING: Possible Spoilers Below. * Standard Features of Most Rooms: Doorway heat sensors turn on the room's lights. Air ducts/service paths gives better access to the rooms. Armory: Protective shields and keycard access protect this room from being looted by unruly personnel. Ammunition, backpacks, and other goodies are located here. Blast Doors: Are automatically sealed when intruders are detected within the ship or if the ship gets damaged. Manual override switches are located near the doors and require an access card to use. Cargo Bay/Hanger: Enough room is provided for a shuttle to land and cargo to be stored. A powerful force field is located here to provide protection against accidental blow-outs. A cargo-lift makes it easier to move things around. Cargo Bay Transporters: These are long range transporters that can teleport objects and creatures over vast distances which would take a much longer time to travel with a shuttle. Computer/Power Room: The HAL 2000 CPU is located here. The manual override switches to force fields are along the walls of this room. Elevators: Are located in various sections of the lower decks. They provide access to various floors and can be activated with switches. Hibernation Room: Each hibernation chamber can hold one person. To open a chamber, locate corresponding switch on the walls. Basic medical supplies and personal equipment are usually placed along the storage bays of the wall. Emergency door switch is provided in case of power loss. Main Engineering: Here one will find a heavily shielded fusion reactor. An electric grid is located in a pit surrounding the reactor. Access to the reactor is limited to either a short range teleporter (also used to transport objects from different sections of the ship) and/or access bridge. Either one may be found in the Engineering Service room. Large computer displays are also located here. Mess Hall/Kitchen: A nice view of space can be seen here along with tables and seats to accommodate hungry space marines. Service paths/Air Ducts: In here are tunnels which the service crew use to get from one place to another. They usually leave a copy of access cards in lockers here. One can also find a waste disposal unit here. For emergency situations, a rocket launcher is provided in a force field protected room. Some rooms are covered with wires, pipes and stuff which may hinder their visiblity. Maps are valuable here. **********************************************************8 /----------\ | INVASION | \----------/ Episode 4 Level 1 : Contamination ------------------------- WARNING: Spoilers below... read only after you have completed the level, or you need major help! Strategy tips: -------------- - Save early, save often! - Main saving points: - Before entering the air ducts/service passageways. - Before entering the Cargo Bay. - Before entering Main Engineering. - Hibernation Room: - Get the blue armor and stock up on ammo. - Take care of all enemies already present. - Go to any corner where your back is covered and you can watch the main door and the beam-in site. - Be patient and kill all incoming enemies before leaving the Hibernation Room. - Corridors: - Run out and back in to lure the enemies, and take cover. - Computer Room: - Flip all switches and get the map. - Mess Hall/Kitchens: - Chow down and enjoy the view. - Cargo Bay: - Stay on the elevator and pick off all enemies. - Make sure you take the chaingun, you're gonna need it. - For the upcoming onslaught, a) Use the shield to stop them. or b) Use the elevator to escape. - Cargo Bay Teleporters: - IMPORTANT: Leave the door open so you can make a quick getaway! - Beam onto the site, and beam right back out to lure the enemies off the alien ship. - After all incoming enemies are dead, explore the alien ship. - If you want to go for the soul sphere, good luck... and it IS possible. - Armoury: - After getting rid of the guardians, stock up. - Air Ducts: - Be very patient and conservative. Suicide charges will be just that... suicide. - Stay in a good spot (such as junction of corridors) and kill all enemies coming around the corner, until they stop. - The corridors are only wide enough for one person at a time... this can be both an advantage (pick 'em off one at a time) and a disadvantage (no place to dodge). - Keep your ears open for growls and teleport noises. - Do the famous step forward, step back maneuver to draw enemies from their hiding spots. - Remember, maps display concealed rooms. - Main Engineering: - Stay in the ante-chamber (with the rad suit) until all cacodemons are dead. - Run around the perimeter corridor and kill all enemies. - Pick a good viewport and kill the barons... but watch for sergeants and imps. - Kill all remaining enemies... you might have to go into the main chamber for this. - Look carefully at the central energy towers... see the switch? - On to the Upper Decks: - Final enemy... should be pretty easy after what you've faced. Hope that these little strategy tips help. And the Ultraviolence skill level IS possible!