<|endoftext|>
RAW Paste Data
======================================================================
=
|
|------------------------------------------------------|
|---------------------------------------------------------------------
----|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
<|endoftext|>
Chance to inflict Freeze, which does a staggering 2 points damage
at level 24. He can also put the enemy to sleep for 2 turns with his
Minor Barrier. His skills have short casting times and are of good
value.
Summon Holy Spirit can be quite useful against strong monsters and
bosses,
he can summon them quickly. As he is in a Magician class, it's only
fair
to give him the Summon All spell. There isn't much else for the Thief
class; other than the Bow Master skill from the Lord class, that is.
His
main use is as an Assassin, due to the increase in Attack Rating he
gives
you, but even then, you're better off giving someone who can cast a
couple
of more powerful spells.
Special Characteristics
------
Your character is initially level 1. After you choose your name,
name, and set your alignment, you gain one point to every five levels
you attain after the initial creation. In other words, a level 50
character will make seven experience levels. Your HP is equal to
(2*Level). The
Attack Rating for your party members is dependent on their classes:
Knight
Rating is based upon their respective Knights jobs, Lord (Thief) is
based
upon their Lord Jobs, and Thief (Assassin) is based upon Thief.
Skills
---------------------------------------------------------------------
Haste (from Armor Ring)
-Level 3
Heal (from Armor or Necklace)
-Level 8
Stun (from Armors)
-Level 9
Slow (from Rings and Accompaniment)
-Level 6
Petrify (from Necklace)
-Level 10
Invincibility (from Shoes)
-Level 8
Berserk
-Level 25
Lightning
-Level 31
Frenzy
-Level 40
Tempest
-Level 52
Petrify MBarrier (from Helm)
-Level 15
Petrify Immunity (from Weapon)
-Level 12
Vengeance (from Armor)
-Level 16
Berserk (from Shield)
-Level 39
MBarrier
-Level 26
Invisibility
-Level 18
Aura
-Level 29
Blind
-Level 39
Paralysis
-Level 46
Slow
-Level 49
Barrier
-Level 56
Silence
-Level 63
---------------------------------------------------------------------
Back Weapons
---------------------------------------------------------------------
Axe
-------
Damage: 18-33
Speed Factor: 0.73
While equipped, this weapon inflicts an extra 14-25 points of damage
and makes the wielder temporarily invincible to all attacks. This
effect
remains until the end of the current battle, at which time the effects
are lost.
Battle Axe
---------
Damage: 5-10
Speed Factor: 0.7
This is a stronger version of the Battle Sword. It deals a total of
12-15 points of damage. This weapon has a slightly slower speed
factor, and
the user's defense is increased. While equipped, the user's Defense
is
decreased by one stage, and the amount of damage taken from normal
attacks is reduced one stage. When the effect ends, the user will do
normal physical damage. The final stages of this effect subtract
from Defense. It
has the same speed as the Long Sword.
Cutlass
-------
Damage: 7-14
Speed Factor: 0.71
The Cutlass deals less damage than the Battle Axe, but instead of
doing
normal physical damage, it does magic damage. This weapon causes the
user's
defense to decrease, while magic defense is raised. This effect
lasts until the
sword is unequipped. It has the same speed as the Short Sword.
Short Sword
-----------
Damage: 1-5
Speed Factor: 0.69
The Short Sword deals less damage than the Battle Sword. However, the
weapon causes the wielder's defense to be lowered by two stages, and
the
amount of damage done by normal attacks is slightly increased. This
effect
lasts until unequipped. As the sword is naturally enchanted, it has
the
same speed as the Long Sword.
Sledgehammer
-------
Damage: 25-45
Speed Factor: 0.72
These powerful weapons are used exclusively by Knight units. They
deal more
damage than the Battle Sword, and reduce enemy defense. These are
two-handed
weapons.
Battle Sword
-------
Damage: 13-16
Speed Factor: 0.68
This is a weaker sword than the Sledgehammer. It is not as powerful
as the
Sword/Hammer, which deals slightly more damage. It is not as fast as
the
Long Sword or Dao.
Lance
--------
Damage: 2-6
Speed Factor: 0.65
This heavy lance allows you to hit multiple times before you must re-
equip it. It only covers three spaces, so try to target enemies in
groups.
Comes in two sizes: Small and Medium.
Greatlance
---
Damage: 0-4
Speed Factor: 0.7
It cannot penetrate rock or water, but it can hit anything that it
comes into
contact with. It is very ineffective against tanks.
Chaos Blade
---------------
Damage: 35-50
Speed Factor: 0.64
One of the most powerful weapons in the game. A successful hit will
do up to
100% of your Life Bar in damage and stun the opponent long enough for
you to get a
perfect attack. Even more fun than the Submachine Gun! It does not
take armor off.
It is drawn automatically when used, and has no sound. Use it
sparingly, though, since
this thing packs a punch!
Dao
------
Damage: 20-35
Speed Factor: 0.59
This greatsword unleashes energy bolts at your opponent, dealing
bonus damage
on each strike. This weapon is good for melee fighters, but might
not be effective against
heavy hitters.
Nebulite Mace
-----------
Damage: 50-80
Speed Factor: 0.66
Use to keep enemies at distance. In some games, this even does
critical damage.
Weak against bosses, however.
Great Maw
------------
Damage: 20-35
Speed Factor: 0.60
Try to use this to hit your foes' weak point. Kill them quickly,
though, because
it has a hard time damaging anything heavier than a Flying Shell.
Ivory Rod
-----------
Damage: 20-50
Speed Factor: 0.57
Lighting can affect this weapon, making it a difficult asset to use.
Certain
monsters can easily kill you from a distance.
Black Rod
-------------
Damage: 45-125
Speed Factor: 0.58
A solid weapon with high power. Not nearly as powerful as the Black
Belt
in terms of power per unit of weapon.
Dart
---------
Damage: 6-14
Speed Factor: 0.47
Not exactly a force to be reckoned with, but many players find these
useful for
concealing your position. Only good against tanks.
Steel Arrow
----------
Damage: 15-30
Speed Factor: 0.55
This is probably the weakest arrow in the entire game. Strangely,
this is its
weakest weapon. This weapon could have been better if it just
randomly fired out
arrows instead of going after the closest monster. Come on,
Blizzard?!
Moonblade
-----
Damage: 12-36
Speed Factor: 0.62
Probably the best weapon in the whole world... for humans. Also, it
makes a terrific
necklace. Inflicts damage on all monsters.
Pegasus Armlet
------------------
Defense: 50
Resists: Lightning
Strategies:
--Best in groups
{Same strategy as above}
--Keep away from Triceratops
Royal Crown
--------------------
Damage: 9-11
Speed Factor: 0.75
Grants experience for killing enemies. This gives your character
experience.
Claymore
------
Damage: 5-12
Speed Factor: 0.67
Blows the enemy up right in their face! No more stunned opponents.
Eyedrops
-----------
Speed Factor: 1
Restores 20 points. Restores life slowly, although, you do not need
much health to
survive long. Can heal undead. This item also acts as a Barrier
when used by
a player. All in all, it can't hurt you, at least not directly.
Stop using it!
Buster Rifle
-------
Damage: 18-23
Speed Factor: 0.50
Another useless weapon that takes too long to reload after every shot.
Shotgun
-------
Damage: 10-20
Speed Factor: 0.33
It's slow, but it can hit things more than twice its size.
Automatic Shotgun
------
Damage: 20-25
Speed Factor: 0.40
Poor man's Shotgun, this one is nearly twice as deadly as the regular
gun
fire mode.
Submachine Gun
-------
Damage: 7-18
Speed Factor: 0.27
Shoots bullets rapidly in an arc. Good for short range combat.
Avoid close
combat unless necessary.
Energy Sword
----
Damage: 3-10
Speed Factor: 0.50
Fires hot, fast, powerful energy tears. Better suited for melee
attacks than
the Machine Gun.
Plasma Gun
-------
Damage: 10-25
Speed Factor: 0.75
Short firing time (10). Surprisingly powerful for a shotgun.
Crushes anything in
its path.
Rocket Launcher
-------
Damage: 8-16
Speed Factor: 0.20
Very ineffective weapon. Shoot directly upward for maximum effect.
Short
ranging.
Graviton Gun
-------
Damage: 12-30
Speed Factor: 0.45
The best ranged weapon in the game. Fires projectiles as fast as you
can pull the
trigger and then waits for your target. Very useful for taking out
groups of
enemies. Deals massive damage.
Machine Gun
------
Damage: 10-20
Speed Factor: 0.65
This gun is rather slow (faster than the Rocket Launcher) but it
fires fast.
Also a Medium Size Weapon.
Heavy Cannon
--------
Damage: 18-39
Speed Factor: 0.15
The most powerful weapon in the game! However, this weapon moves WAY
too
slowly to really use effectively for anything other than maintaining
or reclaiming
a huge amount of health quickly. If you want to use this thing, get
faster, or have
no problem keeping up, then by all means, go for it! Remember, you
can store any
extra ammo in your Flashlight and you'll have no problem getting tons
of fire
power.
Mini-Gun
-----
Damage: 4-10
Speed Factor: 0.20
The Mini-Gun is very quick and easy to aim. It will usually destroy
almost
any enemy that crosses it before they even know what happened. The
only real
problem comes from the fact that this gun does so little damage. You
must
rapidly shoot after each shot (hopefully the projectile does more
damage)
or else there won't be enough points for that shot to kill the enemy
you just killed.
Sniper Rifle
-------
Damage: 13-26
Speed Factor: 0.85
Ammo is scarce. Best off when you're far away from a large group of
enemies. Or when you're fighting human players.
Machine Gun Turret
---------
Damage: 6-10
Speed Factor: 0.15
Pretty effective. Move down a large area and you shouldn't have any
trouble hitting
your target. Use the secondary function.
Fusion Mortar
---
Damage: 100% - 300%
Speed Factor: 0.07
Use this properly and you can start to push an enemy back to you with
this.
I believe that the secondary function is for flushing enemies out if
you want to
change your "playstyle" by doing that. Very simple. Only your Rail
Driver works
better.
Solar Blaster
-------
Damage: 5-13
Speed Factor: 0.50
Simple. Simply shoot the enemy. Simple. Only your Plasma Gun or
Rail Driver
will come anywhere near the Solar Blaster. It's useless. Light it
up however
you'd like (both are the same), or activate the Rail Driver secondary
function.
Spore Launcher
-------
Damage: 2-7
Speed Factor: 0.50
Probably the weakest weapon in the game. It would take some serious
training
to use effectively. A great gimmick to throw on unsuspecting players.
Swarmbots
----------
HP: 800-3000
Attack Pattern: Homing
Found In: Lighthouse
Strength: 150
Description: Allows the player to purchase Swarmbots from Arachnotron.
----------------------------------------------------------------------
---------
5.c4-MISSILES
Missiles
-----------
Damage: .01
Shield Threshold: 80
Flight Time: 0.7 seconds
Rockets
------------
Damage: 25-35
Shield Threshold: 70
Flight Time: .8 seconds
Pods
--------------
Damage: 30-33
Shield Threshold: 90
Flight Time: 1.3 seconds
Super Missiles
------------------
Damage: 120-140
Shield Threshold: 110
Flight Time: 1 second
All Guns
------
Damage: 140-180
Shield Threshold: 60
Flight Time: .9 seconds
All Radials
--------------------
Damage: 200-250
Shield Threshold: 50
Flight Time: .7 seconds
Seeker Missles
-------------
Damage: 130-170
Shield Threshold: 80
Flight Time: .6 seconds
Pulse Missles
--------------
Damage: 220-280
Shield Threshold: 20
Flight Time: .3 seconds
Perception Infusers
-----------------
Damage: 300-360
Shield Threshold: 110
Flight Time: .2 seconds
Shockers
------
Damage: 130-160
Shield Threshold: 65
Flight Time: .7 seconds
Blasters
-----------
Damage: 140-190
Shield Threshold: 60
Flight Time: 1.0 seconds
Electro Flux Dispensers
---------------
Damage: 350-400
Shield Threshold: 70
Flight Time: .8 seconds
Charger Pack
-------------
Damage: 250-300
Shield Threshold: 40
Flight Time: .6 seconds
Tank Radial Racks
--------------------
Damage: 400-500
Shield Threshold: 50
Flight Time: .8 seconds
Tesla Carbine
--------------
Damage: 900-950
Shield Threshold: 0
Flight Time: .6 seconds
Grav Cycle
--------------------
Damage: 200-240
Shield Threshold: 30
Flight Time: .4 seconds
Barrels
---------------------------
Damage: 90-120
Shield Threshold: 50
Flight Time: 1.0 seconds
Sniper Mode
------------------------------------
Damage: 130-150
Shield Threshold: 20
Flight Time: .3 seconds
Automatic Shotguns
--------
Damage: 200-220
Shield Threshold: 40
Flight Time: 1.0 seconds
Automatic Grenade Launchers
--------
Damage: 100-140
Shield Threshold: 55
Flight Time: .6 seconds
Pistol Rounds
--------
Damage: 100-130
Shield Threshold: 40
Flight Time: .6 seconds
Automatic Grenades
------------------------------------------------
Damage: 280-320
Shield Threshold: 35
Flight Time: .3 seconds
Auto Rocket Launchers
------------------------------------------------
Damage: 180-230
Shield Threshold: 40
Flight Time: .6 seconds
Remote Explosive Launchers
-------------------
Damage: 160-200
Shield Threshold: 45
Flight Time: .7 seconds
----------------------------------------------------------------------
---------
5.c5-WEAPONS
General Tips
-----------
When choosing weapons, remember that there are many different
options. Pick what
attacking style(s) work best for you, what weapon type you use the
most and
what your preferred weapon does best. Remember to use the secondary
fire option
or you might waste your ammo. It doesn't matter as much who uses
which weapon. As
long as you know when to use which, you'll be fine.
<|endoftext|>
R: Nulodion
--------------------
X: A Ballad of Eldynas
===================================================
NORMAL
===================================================
Name Type Element
Weapon Power
------------------------------
Fat Chocobo Egg Battering Ram --
Frozen Tear Healing Staff --
Energy Drain Crescent Axe --
Magebane Golden Armlet --
NulBlaze Light Bracer --
Power Stealer L-2 Ring --
Poison Fang Rolling Cutter
Rapid Bomb None
Scrapper Javelin
Shrapnel Nail Baton
Vital Throw Bomb Armlet
Wrap Chain Mail
----------------------------------------------------------------------
---------
Levan, the Blacksmith, can craft two types of weapons. Each one has
its own set of stats
but the weapons share common properties: they are not affected by
gravity or weight and have good
accuracy. He also gives you a sword and longsword to get started in
your journey.
----------------- ------------------------------------------
| Sword of Flame |
----------------- ------------------------------------------
Weapon Class: Sword
Str Type: Heavy
Damage Type: Fire
Location: The Underchieftain
Description: A blade forged entirely out of flame. Any attack
made against this weapon
will deal tremendous damage.
*For the "Defender" job class, this is one of three main weapons that
you can make with
the blacksmith skill. They aren't better than
Darts, but they're
still good if used right. Note that the bow and
arrow class
weapon can be made as well.
----------------------------------------------------------
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
<|endoftext|>
whining,
and the boy looks at the queen, even though they should
not. The door opens and a man with a black mask approaches Jaro (who
is
an orphan). When the sound of the door slams shut again, Jaro stands
and
gives a "mission accept" sign to the Man in Black.
Quest for the Gold Dragon (twenty-eighth day)
Detailed walkthrough
[WK25]
On your twenty-eighth day you will have five opportunities to finish
the quest
for the golden dragon. All three of them involve Jaro going up to the
pool
to try and kill the creature. Each comes with a different reason why.
The first one allows for Jaro to kill the false golden dragon. The
second
allows Jaro to get his name on the list as the "Hero of Elum". The
third
allows you to knock out the Miral Doren who resides here. He seems
easy
enough to beat but he actually drops lots of points (D&D tables) and
can
be pretty tough if you don't have a full set of some kind of enchanted
brass armor, so I would advise against it. The fourth allows you to
talk to
the boy who tells you about the glass blower. The final one allows
Jaro
to bang the Arch-Mage out of his tower so that he may be sentenced to
death. If
you intend on doing all four, do them exactly one after another. You
have enough time for
one rampage in the middle and the other two on the side. Once you're
done with
whatever you're doing, go back to Erinys. She'll give you 1500 gold
pieces and
reward you with a gift of some sort. It could be a potion of strength
(fancy new spell), a staff of water breathing or something else, so
pick it
what you want, then go sell it off at the town market for a nice
profit. Return to
the library. Talk to the old fool and ask him what's coming up.
Wanting to
get ahead of the next book, he tells you about the war that has been
brewing
between Morag Tong and the Fighters Guild for the last few months.
Things
have been quiet between them lately, but it's not because the
Fighters Guild
is winning. The Khajiit are out to push the Guilds out of town and
into
Cidhna Mine and trying to take over Riften. That means you're gonna
have
to help the Khajiit stop them. They've got a letter from their leader
back
home; Hrundi, and a letter from Tofel himself too. Oh, and you'll also
have to fight the bandits in Cidhna Mine - they all belong to the
Thieves
Guild for some reason. Not much more info than you got in Daggerfall.
First things first: Go talk to Tofel. To get there, head east from the
stronghold and follow the mountains all the way until you get to the
place
with ruins like the ones we saw before. Inside the keep is the boss,
just
look around for someone named Tofel. Ask him about it, and say "I'm
looking
for Hrundi", followed by "He's no longer alive". He wants you to
follow him
back to see how it goes.
In the back, you can read a letter that was sent to you by the
Council. Hrundi
sent it to you as proof of what was happening and was about to happen
- that
'he lost his mind and tried to poison me'. Point out that you saw it
happen,
his letter says "Nonsense, if it wasn't for me, you wouldn't be
alive". And then
climb up onto the cart and drive away. A mage up ahead says that
Tofel was
attacked! Apparently, he lost all respect from the Morag Tong.
Head back to the Library and there's nothing new for you to read. Go
ahead and
buy the Fighters Guild Guidebook for 500 gold. Also buy any Fighters
Guild training you need. There's nothing more practice for that bow
you
got last time you were here, but if you want to find out, that's
fine. So once
you are done there, go talk to the library master (not that you can )
and
agree to check out their past books for you. Whoopie! This is the
first
one you need: Fighters Guild: Boethiah's Calling. Yeah! Anyways, this
is the
toughest book yet (it called "A Heartbreaking Work of Staggering")
and should
strengthen your magic skills quite nicely. He gives you a copy as
thanks for
helping out the guild, which makes it kinda sweet. Right?
You also receive a very fine book titled Fighters Guild Journal -
Grelod the
Unwise, Volume 1, from whoever shared it with you. And FINALLY,
someone knows
what the book's about! Enough said. Continue down the path and enter
the Hall of the
Dunmer. Talk to Grelod, who will give you 100 gold if you can get him
to leave
the mansion peacefully. Got it. Kill him! Whoa...what the hell did
you do?! He
talked to someone else. Talk to him again and ask what happened and
he will tell
you that the people of Seyda Neen are threatening to call in the
guards. There's
some Arcane lock that needs picked and Grelod will help you. He's
located in
a dark room with no light in the lower hall, so use the light spell
(which you
should be able to get now) to locate him. Ask him to come with you
(which you
need to because the door is locked) and he reluctantly agrees. In the
chamber are
a few leveled archers that you don't need to worry about. Hah hah.
Just kill
them and continue down the hallway. Make your way through the rooms
and loot
the corpses. Get it done quickly because a guard is patrolling near
the other
door. Feel free to loot his corpse too if you wish (he only carries a
helmet).
Also, note the treasure chest here. When you're done looting, continue
down the hallway. At the end of the hall is a door guarded by a
leveled
Giant Spider. Deal with him as you would all foes and continue on.
There's a
hallway here too. This one will introduce you to Kekul-Jo, whose house
in is in the north part of town. Loot her storehouse to get a very
nice set of
artifacts. Nothing special though, so don't get excited. Now go
outside and
try to enter Helvius' shop. You'll have to choose an option, killing
or
persuading, and as is right around here everyone appears to be either
killing
or persuading you. Look at everything...chests, weapons, armor,
boots, masks,
head gear, gloves, shields....it's all crap you should drop. I killed
this guy
no matter what I chose, so I'll just tell you what I did: I went into
dialogue
range and told him that I wanted to buy his stuff (as if he has much
to sell
now), and he grabbed my shield and threw it to me. If he didn't,
simply
advancing forward and grabbing it yourself takes nothing away from
your chance
to inflict pain; I'm talking no damage at all to myself and a decent
armor
damage shield; go buy something else instead.
Anyway, take the stairs downstairs to loot her place and exit the
store. Head
downstairs, kill another Giant Spider and enter Arrille's House. The
guard
and the merchant will talk you over and try to make you pay him some
money.
Pay the 5000 gold and she will agree to let you inside. Speak to
Arrille and
she'll let you inside after you speak to her father. Open up the map
(show
the 'M' icon or her name appears) and you'll see quite a bit of stuff
inside.
Seek out Wares and grab everything you can, but watch out for the
skeletons.
Keep searching till you reach the bottom. You won't be able to open
Arrille's
safe until you have a Key, so grab that off the corpse in the same
room and
go back upstairs. Fight the Daggerfall Mages outside and clear out
the rest of
the area. Inside are three chests and a Flawless Pearl on a table.
Grab it
if you want (there's a lot you can do for it) and head towards Seyda
Neen. Enter
Helvius' shop (just ask him about Helvius and he will come back later,
after you get the Gold Nix-Hounds to stop yelling at eachother).
There's also
Herve's Storage Room, a bedroom. Loot it and exit the storehouse.
Open the
guard's door and there's some goodies inside too if you care to
visit. Exit
this area (leaving the gate open, you shouldn't need it anyways) and
go west
northwest. As soon as you hit the wall, turn left (facing north) and
keep going
that way. When you hit the next wall, turn right. Take the first left
to find
another guard's door leading out. Be sure to ask him if he wants you
to come
out (without violence!) and then open his door. Clear this small
cave, kill
a Skeletal Dragon, loot and exit this entrance to Hellegarr. Don't
forget to
get the scroll of Deeper Sleep or you'll take forever to sleep.
Now, go back to the dead wizard and see if you can convince him to
join you.
I tried talking to him for hours straight (first time I ran into him,
I used
half his dialogue and had almost convinced him) but I couldn't. It
was true
that all I had was enough items and this last level at that. He has
nothing
important to say though and tells you to go to St. Olms (this is a
REAL trip
soon, even with my high won points). But I'll give you a tip: Go to
his manor
and search it thoroughly for all the little things. <Oh hi Erlendr! I
was wondering
where you were. Oh goody.> Did I just hear you yell "WAS THIS ALL YOU
CAME HERE TO DO?" Holy cow...what an embarassment. So I'm not really
being
hard on him. Anyway, when you feel like it, do some stupid thing he
insists on
you being clever about and tell him to return the note you gave him.
The rewards are nice, he's eager to join and doesn't seem to mind as
long
as you pay him properly. Just remember that the rewards aren't
necessarily worth
doing the quest for (they are worth doing, but at the cost of not
getting any
good rewards) and that turning him down will increase the faction
that he
insists on joining you. I guess it was hard to convince because he
signs on the
day you talk to him. If he joins, return to Astrid and tell her about
St. Olms. Also, remember that this guy's quest line is over, once you
accept
his quest. We'll never see him again. Talk to Astrid again and she'll
grant you access to the city. She also says it won't be too difficult
to get
back to Morthal now.
Anyway, once you're all done, leave the rest of the guild. Once
you're in
town, exit the building that is currently locked. Climb down the
ladder and
open the door. There's plenty of stuff to be looted here and we're
near the
dead Mage. Make your way back to Astrid and persuade her to let you
stay.
If you keep telling her yes, she'll agree but says that she has
business to
run first and gives you the key to the archery range. Don't go in yet,
though. From the very bottom of the stairs, jump onto the ledge above
the archery
range and then jump across, killing the High Elf along the way. Once
across, pull
yourself up and climb out of the way of the firing arrows that are
aimed at you.
Make your way up to the top floor and examine the body of the Bard.
Below
him, there's a chest. In it's right hand corner is a Small Key. Pick
it
up and look for the book on it (once you've picked up the key). The
book
has the codes to the other parts of the Secret Sub-Basement. Activate
the
Book with the key (which works much like a journal) and it shows you
the
indoor and outdoor housing sections. Rejoice, you can finally move in!
Well, sort of.
So, first, enter the house at (x=450, y=750). Here, in addition to
all the
treasure, the area in the middle of the floor of your quest seems to
be
filled with gold coins and keys. You should consider using them all
if you haven't
yet. To the right is another locked door that leads to a balcony area.
As usual, use whatever combat spells you have to open it. Inside is a
room full
of treasure, including many keys and a Daedric Battle Axe and several
chests.
I recommend looting everything. Outside are three leveled bandits.
Use any
spells you know on them and loot the place (I found four Full Books of
Trivia during this journey). Outside, search for the fence (it's the
red
thing sticking out from the roof) and he'll give you 800 gold for what
he knows. Go through and read the Note inside the cupboard.
(if you didn't pick up the book, you must read it to the note)
.||
. ||'-'| :
." --. '-. || .' `.--
.' ``.' .:' '-' ', '-' ' '-.``
`---- . ://','/-- //-,`-' -.
.//', ', `//;. `-' `-' `-' `-.``
`'. || '-' :/--//' `-.`.';-..--.-.
.-, .', `-. /-'(' '.`.-..--.-.
.', .', `-.,,-/|' /'-.' .;; |-/.
.', .' ,':` ;.' -./' /'- .' '.-. .-.
.', ..',./|'- .\; /'/,' .' :/`-' .-, .-.
.', ./' `.; `-' '-' .'/./.`.'.-..--.-.
.',./' `-. '-' `-' .'./'. '.-. |-./.`-' .-'-'
./, ./' ``'. `-'.' /'-..' .-'.'-. .-'-' .-'-' `-'..
`-'..',/. `-'-' '. `-'..-. /'.-'..-' `-'./.`. .-.
`-`',./---.`-'./',-..-' /' '.-.`. '.-.`. '-'..-' .-. .-'-'
,-.`-. '. .+./',/'-./''. `-.`-'`. '-'..-' '. '.-. '.-.
/';:. `+.'-'`. +.-'; .'-..--.''. . ', ./ ''\ .'. '.
'#., .-, .+. -.,' -..--'.`,-..'. .'. .' '.`-. .-'-' '-'..
'-.`. ,-','. ...+'. ',.''' ./.`` '+'.`-'.'-,..-..'.'.'.'-'..'
'''- '-'..''...-..-. `-.`. `+..','`-'.'''.`.`. '+....-'..'.....
'.``;+;,'+..+..',.' .-.' -. '+.:.'/.' .. .'. .'....,,.... .,...
<|endoftext|>
all the guys are out of their barrels on your left, and one is over
there. Pick up the RED key and use it to open the first back door.
Take
out the Shotgun Guy with a head shot. Now quickly run down this path,
left and then right to pick up the Pistols as soon as you can. Then
get the BOX OF ROCKETS in front of you. Turn left and continue down
this
hallway to pick up the ROPE in front of you. Get the BOX OF
ROCKS and drop down into the pit with the green slime underneath you.
Run
down to the bottom edge and take out all three Guards at once with a
headshot from the Pistol. Now follow the above walkthrough to get some
other treasures, including the two Boxes of Shotgun Shells. There's
also a
switch nearby that you need to hit. Now look through the crack in the
floor
(it looks like a raised bridge) to find a large hole. Drop into it
and go
through there! At the end are two Chainsaws. Take them out and grab
the
BOXES OF AMMO and GAS GRENADE to your right (you have to duck into
the hole
to get them). Pull the lever to turn off the lights and exit this
area. Exit
this level and go outside.
Continue down the hall until you reach a room with a huge window. As
you
approach, press the button next to the window to lower it, revealing
Red Key! Pick up the Red Key, and then RUN back the way you came. Just
make sure not to stop for anything! Go to the elevator and press the
button to ride it down (F6 on your keyboard). Once on the ground
again, run
up the stairs to your right.
Now go straight ahead and open the Blue Door here. Walk in and run
forward past two Robot Masters and then head up the ladder. Step
inside
the vent and turn right, and move into the dimly lit area, being
careful of the rotating blades and the exposed wires behind you. Move
into the door on your right to enter a very small ventilation
system. Be careful, though, as two swinging circular saws are behind
you and could knock you around. Go over to the wall in front of you
and you'll see a switch. Press it to make the lift rise and drop
the vent holes. Go back out and get the COMBAT KNIFE out of the box.
Turn around and get in the opening ahead of you. Turn right,
going up the shaft. You want to carefully time your moves so you
don't bump into a wall (pulling/pushing against it may cause you
damage). Once you've made it up it, turn left and go up the second
story area of the shaft. When you come across another pool, turn
right and do a high jump over it. Climb up the ladder ahead of you and
head through the glass barrier in the hallway. Head left and kill
another enemy (they respawn fairly often here). Down in the room
on the other side is another switch, which will open the next
vent hole. Enter the hole you just opened to fall into an old mine
shaft. Jump down in the water, go back out, and walk across the rubble
until you see a Red Key. Push the red button and go back out.
Turn around and head back into the room where you fought the
Robot Master. Get the Box of Bullets and BOOM!, you're back at the
floor. Go through the vent hole as before. Now climb down the ladder
at
the far end. DOWN THE LADDER OF MINES!!! No matter how high you get
in the air, you will crash land eventually. So be careful when it
comes
time to cross the lowest part of the mines. When you step onto the
ground again, quickly strafe left as soon as you start running. You'll
pick up three BIOELECTRIC CELLS in this area. Backtrack out of the
room and head down the door.
Push the button to lower the middle railing of the shaft, then run
over to it. Stand on top of it and wait while it drops down. This
will allow you to quickly get onto the next balcony. While it's
sliding down, pull out your PSG1 and shoot all of the enemies on
top of the sliders below you (hey, they were eating your HPs, too).
By now all of the enemies should have appeared dead in your view
so that's why you killed them before.
After it settles down a bit, jump off to the next one. Don't stand on
it though; instead jump off the next platform and turn left. The safe
side is on the side opposite you. Wait for the ledge to clear and
jump onto it, carefully (like all platforms, it won't move if you're
standing on it). Wait until it starts moving again, and then follow
its path to the end. It will break apart. Use your newly acquired
Laser or the Rocket Launcher to kill all of the enemies atop this
platform. Before it breaks apart, climb down to the very last ledge
here. Press the switch in this area to make a lift appear. Run off
of this platform onto the lift and backflip onto the next one, which
will take you to the Red Key. Kill the two robots here, grab the
BASEBALL BAT lying on the ground, and break open the crates to find
5 RODS. Jump up onto the roof. Now here is the first tricky part:
Jump up the ledge immediately after coming into contact with the
platform that falls you into the open pit. From there jump up and to
the right. Instead of landing on the horizontal platform, jump onto
the one that is above the pit. Once you land on it, spin-dash across
the thin beam of light to your right. Now land on this new vertical
ledge, and this time hold the C-Up button, even though you will land
slightly higher than where you started from. If done correctly, you
will land on a staircase. Go through the teleporter behind you and
enter the new area. Hop over the gap and you'll notice a strange
thing...a metal floor! And no, it's not easy to slide down those.
Stand still and slowly get your face pressed into it. Walk up to
your own bottom as it slides across the raised platform, and then
jump slightly when it finishes sliding to avoid falling down. Walk up
to the platform that appears above you to grab onto it. Slide down the
lower ledge, jump to your right, grab the crate, and then backtrack
to the part you walked across earlier. Jump into the pit when it
enters your view.
Walk forward slowly, keeping a good distance away from the black
boxes (this part requires precision timing). Eventually you'll get
close enough to press A and walk into the box. Grab the STEALTH PISTOL
and return to the previous ledge you were standing on. This time,
while the box slides down the raised section, jump straight up to the
new ledge. Move along the steel surface until you are able to stop
moving. You should hear "clink" sounds. That's your cue to move
forward slightly more so you don't hit the black boxes while the
box is sliding across the next section.
Stand still for now and move ahead. Soon you'll reach a dead end
where you can see blue blocks in the top corners. Jump up onto these
two blocks, and drop down onto the current wooden plank beneath them.
When both black boxes slide by, back up and fall between the two
blocks using the block. When one box goes by, back up a bit. When
you hear the clink sound again, roll backwards over the top of
them. Don't move or you'll hit the boxes. Stay on the plank til
the final box passes by.
Drop down once the last box has passed by. Hold Right while
trying to move forward to make sure you touch the next plank. Jump
up on it and onto the purple block. These "guard rails" exist in
there to prevent you from being crushed by the purple blocks below.
Wait for one or both blocks to move away, then quickly jump onto the
next block and onto the third one. Climb up the ladder here
(following the path left) to the exit square.
Keep going down the street/lane/street (don't forget to unlock the
second area in this level)! Continue into the factory (when you
feel ready, go inside). You'll soon come to a fork. Take the exit
that leads to the main hallway. Head down the hall to a fork.
Take either path to the bridge and a path to an elevator (don't
forget to watch the cutscene about the factory).
Once you get outside, you'll notice this big huge plant (or whatever
it is called inside) blocking off a very wide street. It's home
to the giant insect. This is clearly not a place you want to go.
The other path takes you to a building that looks like it belongs
on another planet, in reality it's not built to withstand the
forces. Get the BLUE FROST BISHES from the box near the entrance
of the factory, then go back out and through the door by the
plant. Get in the truck and go to the end of the tunnel. Turn
right to find the MiniBomb in a hole. Crouch under it and go
back out. Take the road going clockwise around the outside of
the plant.
You'll be stopped at the intersection. Wait at this point until
they move you forward; if you keep backing out the plant will
break apart and you'll be stuck outside again. Exit the
cave, kill the two red enemies, then go back in the mine field.
Kill the two bots and go to the area just before the underground
tunnel. Pull down the bar that covers it, run under it, and then
walk out. Now go up the stairs on the opposite side and take them
down to the exit square and then the Level 6 KEYCODE.
Level 4: Gobi Desert
Goblins X2
Water Elementals x10
Sand Elementals x20
Pots w/Keys x6
This level has an unpleasant air to it. It reminds me a LOT
of Level 3 - Water Cavern from the first game. Just when I
thought everything was bad, there is always a little tidbit
here or there that makes it seem better.
Alright, you start the level with 2 Spider Mines surrounding
you. Watch out for the Electro-Balls thrown in from the wall
above. The Spiders will eventually jump in to attack you if
they haven't already. Keep moving. You'll soon come to a
split-level; take the higher path, and jump across the gap.
Walk forward until you see a green frog. As soon as he sees
you, he should switch directions with you; hopefully leading
you to where you need to go. I guess they just didn't do
all that much development on making them really easy to
fight, huh?
So keep moving. Stop at the wall of stone. Watch the
Spikes above; if you do something that breaks the ceiling, you
can either break out and wait it out or try to cross the spikes
again. I choose the latter option because it seems that the spikes
are only high up for a few seconds...you have a little bit
leeway, after all.
Now, don't be fooled by what that weird looking rock just
thinks you're doing. Ignore the Spider Mines that jump
out of the wall below (switch with the Frog), walk to the right
side of the rock, and then switch with that green frog. Switch
again. Go to the right side again. Then switch again, and
ignore the dead spikes in the middle. They should be a waste of
time compared to the green frogs and the ones on the floor (swoosh
those babies!).
Now, ignore the Spider Mines. If you stand in front of them
for too long, a high Voltage will blast you out of your chair.
However, stay crouched and waiting patiently for the Spider
Mines to spit you out and or for the Spider Mines to switch
direction. Or you can carefully walk out from underneath them and
switching frogs again. Either way, you should see the green frog at
about 6, 10, or 15 (too bad they don't count the blue) switches
above you. Switch with him and go forward. One more thing,
try not to walk into the rocks or electricity that throw you
into the air, unless you are certain it won't happen.
Now you can either go right or left. To go right, go back towards
where you started the level and go down into the floor. Pick up
that key and use it. Open the chest for some FRAGMENTATION
BREAKER #1! (if you know what that is, tell me how!)
To go left, follow the same instructions as above but with
the X button. Open the chest for CANDY BELLA#3! (which is
hard to miss since it's so shiny). When you get candied, turn
around and return to the previous room.
Once you do both sides, move on past the Spider Mines and get
through the floor quickly before any Spike Soldiers send electric
rocks flying at you or drop Chanterelles on you. There is a
Cannon Target capsule in here which activates the Cannon. A
Buffalo and a big Energy Ball lie right in front of it, so get
them. Now, shoot downward once or twice with your Grenade
Launcher to blow up the ground directly underneath the Cannon.
Jump into the cannon...and hopefully, you've cleared out
most of this Level 4. This part can be pretty tough. At
last, you're almost done and out of the level. Now, a more
deluxe version.
Well, we finally get some Paper. Go ahead and shoot your
Grenade Launcher at the Cannon Target. Then get on your one
of those amazing spider mines and hop up to the turret and
shoot the target away. This causes some walls to open in a
secret area! Kill everything that spawns around you, including
Chanterelles or Antlions. In the far background is a GOLDEN
EDGE. Jump on top and turn the crank. BAM! Of course, you
may have noticed that there were two sets of walls that opened.
You can go through either set of walls and not be harmed. However,
there are some spots you shouldn't go through. Read these tips
and tricks very carefully and don't worry about things you
may have missed.
Kinda hard, huh? Well, close, yes. And to finish this level,
follow these simple directions: If the ceiling collapses, move
to a safe spot, plug in another Electro-Bolt(s), and move to
another safe spot while it recharges. Use it until you're
recharged. That is the ONLY trick to this Level!
Make a note of the Elevator Key, it's in the machine room
(while jumping to the platform) and will save you a lot of time.
Jump into the Elevator, and ride it down. Just hit the switch
to the left when it stops for now. (What else?) Hit the switch
after that and exit. Go down and SHAZAM! You're back to the starting
area. If you charged it correctly, you'll definitely hear a
beeping noise as it says "Ramp In Use." So, go back to where you
were jumping, and pull the right lever. This will cause a ramp to
open in the wall; run down it and jump up onto the catwalk and run
back. Pull the lever and go down the ramp. Soon enough, you'll
find yourself on the second highest tile in the level!! YAY!!! But,
before you celebrate, try this last trick: use an Electro-Beam and
your Thermal Goggles, if you didn't run out already. Drop down onto
the
second level, not the first, from the third tile on. You may need
to jump up several times to actually land on the other, higher
tile. And that's the end of this scary, mysterious, and
<|endoftext|>
All of the ships featured in Red Faction are brand new, not from
Microsoft's Xbox
system. There is one ship in particular that I would like to point
out: The Jupiter, or "He-Ea."
These ships are listed as required to get 100% completion on Red
Faction, but with so many
they're more of a bonus than an actual requirement for getting there,
especially if you don't
really care about going after 99.5%. Unfortunately, if you want to
waste extra time on this
game, going after this goal may be your only opportunity to do so.
Anyway, for about two or three
minutes you can take control of one of these ships (he/she will run
from right under your feet
and stay there until you let it go or shoot it), while watching
animations and having conversations
with a squad of highly detailed AI men on the bridge. All of these
conversations are based
around one thing and one thing only--killing things. The AI men will
ask you questions in
which they actually have answers. They often give you advice in these
dialogues, and at times
will refer back to previous lines when answering the same question.
In effect, this game
is a human mind probe, to say the least.
The AI crew members aboard the Jupiter have been trained to act just
like real humans--even
their breathing and heartbeat rhythms vary according to how stressful
their mission is
current or upcoming. Your avatar on the bridge of the Jupiter, which
isn't named, will talk
about anything and everything that happens around you, including the
passengers and
crew. If something happens to you while you're controlling the ship,
chances are good you
won't know why you ended up on the boat (e.g., you did a side swiping
on the hull of the
boat and didn't hear a cry for help from someone else, or you fell
asleep talking to
someone on the phone in the galley and didn't realize it). It doesn't
hurt to laugh, either,
since it is definitely possible to make the crew and other passengers
laugh at your expense (the
men and women who join the crew may look sad and gape in disbelief,
for instance).
If you decide to move onto someone else, they won't necessarily react
in a way you had
preferred (though they will at least recognize you briefly before you
switch you attention to
another member of the crew) even if they remain human and respond to
you normally. Their
demeanor will change somewhat; they'll frown a bit more or frown a
lot less depending on what
the current mood of the boat or situation is. Any resemblance to the
crew as you know it
(i.e., those voices, those words, that noise every once in a
while...) has long since been
cancelled, though their names have remained the same and the faces of
some of them have
reappeared several times over the course of the first Red Faction
game. So, you'd better get used
to the motion sickness now...
Also worth noting is that certain actions, such as jumping down from
above the decks
in order to land on the deck below, can sometimes knock you
unconscious for a few seconds,
meaning that if you wanted to jump, you'd have to wait for a moment
in order for the chopper to
allocate a pilot position to you and then jump yourself, a process
which can be very difficult.
Some people may find this annoying, but the upside is that you could
theoretically jump on top of
the whole crew and force them to walk through walls.
Jumps of near enough land in water and sometimes below it. In order
to complete a jump without
falling into water or any other dangerous situations, you need to
land on the deck below to which
you intend to jump. This is accomplished by running and jumping
towards the outside of the deck at
the instant of impact with the water. If done correctly, you will
land safely in the water. Once
again, most people cannot do this well enough to pass the end-round
test, in my opinion. Since
your stomach still gets torn up by jumping over people or falling off
decks, your chances
of actually passing this test are slim. And even if you were able to
somehow ace it, it would
still be pretty easy to destroy your ship in its entirety during that
time, making the whole
experience very difficult indeed.
/---------------------------------------------------------------------
----\
| Target Practice
|
\---------------------------------------------------------------------
----/
"Beam me up Scotty."
This is a fun little mini-mission. Basically you must distract the
targeting laser (or
whatever it is) by shooting things. This includes, but is certainly
not limited to, gun turrets,
radars, enemies, etc. Do this continuously for the best results. You
should try to shoot the laser
first to keep it occupied, though this can easily be sped up by using
your lens flare ability
for three volleys (laser disruptor beams interfere with each other's
light output greatly, making for
great fireworks and thus a great target). When firing at lasers, make
sure you concentrate
on the body parts and not the equipment. That's part of the fun of
this mission, though it is
also something you can use to kill soldiers as well, if you happen to
get lucky.
It took me about five minutes before I was able to keep the targeting
laser busy enough to
where I wasn't killed instantly by the machine guns it constantly
fired at.
I would recommend trying to fool the system if you can by letting the
enemy see you and
making lots of gunfire. Wait until he changes position so you run out
of cover before
shooting. Try to stay close to the edge to minimize your exposure to
fire from your own side.
Stick to straight paths so you don't fall victim to gunfire from
around corners, like I did
once. Don't go crazy trying to do too much in a short amount of time,
and you shouldn't really
have a problem.
The hardest part of this mission may not be getting through it, but
figuring out how to take
it down. Stay alert for enemies that start popping up to shoot you
from behind and when you
are in a confined area, sometimes it's hard to figure out where it's
safe to step. Sometimes
it helps to keep an eye on your crosshair for motion instead of
relying solely on your scope. If
you just want to survive, then the solution may not be as complicated
as it seems, but it sure
helps to have the map handy.
/---------------------------------------------------------------------
----\
| Company D
|
\---------------------------------------------------------------------
----/
/
Personnel Commanders:
Gnaw - Captain Vorax
Hendergar - Covert Ops
Lurker - Toreno Nakadashi Captain
Triceratops - Major Grimsdotter
Batul - Yurius Rilvane Captain
Skele - General Pudzian Commander
Secondary Targets:
Seen in-game: Skeletons and gargantuan bats.
Target's Access Level: 1B
One last thing. While you have BOTH "kill", "avoid killing", and
"strategy" set to 2A,
don't pick 'em both up. It kinda ruins the difficulty when one allows
you to automatically
shoot the guy while the other gets in your way. I feel pretty shitty
about myself knowing this, but
just be careful not to change anything around either.
/---------------------------------------------------------------------
----\
| Bella Noche
|
\---------------------------------------------------------------------
----/
Mission Briefing:
Take cover! You're going after Colonel Hargrove who has escaped his
captors and is now at large
in the American countryside. Your first task will be to find him.
Head east along the small road.
Explore the house now and in there are two important items...A letter
from a man named
Quintaine who was imprisoned here, and one from two men who were
wondering around the house
when you left. Get them both. Leave the house after reading both
letters and turn right.
In here there's a nice supply closet to get some ammo or whatever you
need. The second door
is locked, so don't bother. Go left now and into the bathroom. Check
the stall to see if
Colonel Hargrove is in there. He isn't, so leave the bathroom, turn
around (this is where we
started), go right, keep walking straight down the hallway, and when
the hall curves at a
corner to the left, head in that direction and keep walking straight
until you reach the wall.
Check behind this wall to see if Col. Hargrove's on the other side of
it. Don't worry, he's not.
Now just open the safe in here and grab the green key for the next
level. Get out of the
bathroom, and turn left again (keep straight on the hallway leading
to the main room). When
you get to the big square area with stairs in between all four sides,
turn right and walk
down the stairs. Note that there are soldiers lying around (those
with Mp5's and shotguns)
so don't go too far down or else they'll spot you...hiding is sort of
hard, eh? Once you've
got enough levels, go back up to where the soldiers are. This time,
keep following the
hallway. At the end is another room with a crossfire of soldiers,
even more guns, and many
ones way over on the other side...which you should be taking note of.
Keep going down
the path until you see a short hallway around the corner that leads
to two doors, each with
a bit of a dead end. Take the right door, ignore the doorway on the
left, and check the
wall opposite this path for a small gray niche, this is a door.
Enter, this will take you out
into the courtyard. Go left into the courtyard then right through the
same door (whatever
colonel does/doesn't die won't matter as long as you complete the
mission, and no I'm not
being crass). Follow the pathway to get to the front of the command
center which contains
two stashes of ammo (remember that leaving Colonel Hargrove unlocked
opens up the whole
area). Pick them up, so now you can get back into the house and start
talking to someone named
Leland who will tell you about a captured colonel. Since it's a
sniper rifle, you're
almost good to go (with only a few barriers to leap over). Go back
into the little
house and into the bathroom. Walk upstairs and do what the map says
but DON'T GO IN THE
OTHER ROOM (wait till you've got a higher level and a few extra
supplies while going
through the shortcut). Once you're done with this, go back
downstairs, continue through the
straight tunnel (upstairs), and run back to where the tunnel goes
overhead. You should hear
a sound of metal on steel, he means you have to climb up to get the
uniform. So do as the
map tells you (and yes, you have to use at least three keys).
It may take a couple tries to get it, but eventually you should
eventually make your way to the
top of the big circular wall. At the top is an officer wearing a
white uniform (his
clothes are black in real life!). Talk to him and he'll give you a
strafe meter which really
helps you stay hidden while sniping, especially against enemies who
are firing from high
or extreme positions (like, say, a tank). Now you'll need to switch
hats. Here's how it
works. First time you unlock the hat, equip it, this takes you back
to your old uniform.
Second time you unlock a different cap, equip that instead. Third and
final time,
unlock another hat. If you have a hat equipped, but you haven't
changed out of it yet
(what else?) unequip it. Now go into the middle area of the dome
thing and look
behind you and here is a new point of interest, just above your head
(on the way up).
Get out of here (or on down if you want to have the best of both
worlds. :) ) and
run past the guy on the tower with the battery boxes. Keep running
and grab the dog collar
from this enemy and pull it out. It's actually the brown bunny gun
from Resident Evil 4,
see? What else do you expect out of a ring for fighting zombies? Yep,
fight the guy, pull
out the gun, and wait for the 'Kuro' sound effect to go off. After he
falls down, pull out
your collar. He should give you an order for some info, giving you
his name. Confront him
again. Done that, grab the papers in front of him and hand them over.
It's Lt. Gary
Franklin! All is well with the world, kinda... really. Or at least
that's what his satchel
contains. But, it seems like something bad has happened to him,
because a 'Corpsman' has come
to take him away. Command him to follow you (don't move). As you get
closer, he'll
stop for a moment, then run off. Loot the satchel, and remember these
words. Go
back down the hill and grab his satchel and put it on him (by the
way, Lt.Franklin is
supposed to have several pockets. Ignore the ones under his arm, you
don't need them).
The satchel doesn't contain much but just be sure to look inside of
it. More I'll
later ;) Now, it's time for you to leave this place, so get down off
the hill...okay, don't
get back up..but don't go back either, you'll be heading for the
street that you saw
before you entered. Behind you should be a beeping laser sensor, turn
to face it. Turn
around and you'll see a man sitting in his office (the name tag reads
'RANDOLF'); you'll
want to talk to him but first you'll have to pay him a visit. Open
the door and loot
his briefcase before speaking to him about having a friend who could
help you out. He
<|endoftext|>
disappear. Once at the bottom of this place, jump into the water and
go all the way left until you can go up, and then go onto the ledge
over on
the right to see a switch
Boom. This leaves no enemies in our way. Now go back to the start of
the
level. Backtrack a bit so that you are against the end wall, and then
get your
gun out. Aim up at that ceiling-high lever and BAM! A floor falls
out. Go on
it.
And ride it up to where there is another lever. Lower this lever and
climb it.
Keep going along in the path until you see a staircase to your left.
Take it to
find a switch. Shoot the switch with a portal gun. Climb the ladder
to find a
bridge across some water. Enter the new passage on the other side as
fast as
you can. You'll come to a fork where one bridge has risen, and the
other has
not. I think it may be best if you make the left-hand fork, even
though
it's harder.
Anyway, once through the first bridge go into the big water room.
Look for
an opening where you have to swim under a bridge. It's one of those
little
bat holes (there are some bat creatures in these rooms). Swim under
the bridge
and turn left. Follow the hall until you get to some large gray
doors. Now
just drop down into the water below and go to the opening. Inside is
a switch
that will open the doors. Shoot the switch with a portal gun, and
then return
to the original path. Go through the new path. In this hall is an
opening
where the floor has opened up. Jump inside and then shoot the switch
again to
open the exit door.
You now have completed this area of the level. Congratulations.
----------------------------------------------------------------------
-
Level 3: Iron Grip
Weapons To Pick Up:
*Shotgun
*Chaingun (perk)
Secondary Objectives:
*Read calibration book and give it to Professor Genito.
Directions:
Once again there is the usual maze to navigate. At the beginning of
this maze look for a panel which is slightly dark (easier to see).
The calibration book is here, so grab it. After getting it, move
outwards from the starting point, shooting any Ravenous and Swoop
Turrets in your way. When you get to the room with the large
pillar thing in the middle of it, be careful. The wall there is
in fact part of a larger platform. On top of that large
platform is a hole in the ceiling. Fall in there to find yourself
on the next section of the map.
In this next room keep following the main path and just keep going to
get to the other side. Keep going up the stairs to find a switch to
let
you know that you've made it to the top. As you go up the
staircase a giant hand will start coming down towards you (from
above).
It tries to crush you. Just stand under it and shoot it (it won't
notice
you), or leap over its hand. Eventually it will stop. Be sure to note
its position and time your jumps carefully. Walk under the switch on
the pillar/ledge/something to the left and continue on. At the end
of the area is a switch near a teleporter exit to either side of you.
Shoot it with your gun to let loose a blue portal. Come out of your
teleport place and head around the corner to kill the Swoop Turret.
Now go through the teleporter.
Inside this area is a huge Skulldrinker. I hate this enemy. He shoots
six shots in four directions, so stay far away from him when firing.
He also casts reflect on himself, so that makes fighting him a real
pain. Anyway, stay behind him and fire. Three of his shots should
hit you (he's so slow!). Wait for two of them to hit him and then
shoot at him with a faster weapon. Repeat this process until he is
dead.
Now walk out of the teleporter area, hugging the ledge while you
recover health and ammo. Turn right and be careful. Here is the last
real fight with the Skulldrinker. Kill him, then don't take any more
shots at him. Hitting him when he's casting Reflect is very hard to
do.
Don't worry about taking damage, since most of it comes from his slow
weapon. Hop down and continue on the ledge. If the glass gets broken,
quickly run to the switch (shotgun) nearby and find another one to
lower
before dropping into the water below. Head up the stairs and kill all
the bad guys and bosses you encounter. At the top are three switches;
press
three of the switches quickly to activate them, because they create a
doorway
that leads to the exit. Press the last one for another
portal to fall through.
Finally we are outside of "hell". Go left and kill any baddies, then
go forward and shoot the final switch. This opens a massive hole in
the floor. Flap jump in and come out the other side via the doorway.
Take the left stairs this time to get to Professor Genito. Give him
the
calibration book and tell him of Xen's threat. He teleports you to the
front yard, and I want you to run to the cage (if you can). Run to the
backside of the cage and then back outside to the teleporter room.
Kill
the Skulldrinker and then get in the teleport again. By now you have
around 50 health (or less if you took too much damage), so prepare to
fight Xen. For many players, this is their last fight, since it is
very difficult if not impossible if you're low on health. After Xen
is done talking to you, he leaves the Vault. Now it's time to face
him! Watch his back as he flies around using a gun that can kill
instantaneously and shoot you in mid-air. This is Xen's signature move
and it is quite powerful, so try to dodge it by moving left and
right. Shoot
him once with your shotgun. If you look at your health bar, it will
say "Half
complete" (unless you just used a lot of your health for dodging this
move).
Xen will spawn several Ravens, so wait for them to pass before
shooting Xen. Once he fires the gun, you can't attack him anymore and
should move to the center of the room before shooting the camera on
the
wall, destroying it.
At this point a cutscene will trigger where Xen talks to an unknown
man in the past. He says he has escaped prison and wants to meet the
villains who imprisoned him. Go back to the teleporter room and climb
up the ladder, being careful of the vortiguants (and possibly some
Ravens). When you enter the room, go down the staircase to the bottom
right. Collect the supplies and then go up the ladder there. There are
two methods of attacking Xen: you can either shoot him while he is
casting
reflect, or throw a grenade at him right when he stops his spell for
a close
attack. Either way, he doesn't like to be hit and casts his own mirror
spell against you when you use the first method. The second method
will
take longer and more hits to defeat Xen. It involves jumping on top of
his cage and jumping off (although he always turns around after
jumping in the cage), but is easier than the reflection one. Either
way,
I hope you did NOT choose this method. Anyway, Xen isn't an easy fight
either. Stand in front of him with a laser pre-aimed at him, and shoot
every couple of seconds to destroy all his mirrors. Once they're gone
he'll start casting a stronger attack, which is reflected back at him.
A good strategy here is to always stand still and deal damage while he
casts the spell. After he's destroyed his first mirror, a new mirror
will
rise. Then he'll cast mirror #2 again. Continue this pattern until
he's
defeated.
If you missed any mirrors this time, you might have a chance. For the
second wave of mirrors, turn around and see how many there are. Not a
lot,
right? As soon as the pattern repeats, run past all the mirrors that
are
facing the same direction as yours. Wait until the one in the corner
is
turned 90 degrees clockwise, then run ahead and stand in front of it.
Do
it quickly, because his second mirror is just on the edge of its range
now. All the rest will be up in the corners, so don't waste time.
After
this one, his mirrors are in the middle of the room. Jump over his
centers and aim the purple beam in the corner that he was facing when
he cast the spell. Shoot every few seconds, but keep in mind to avoid
all the mirrors that are facing away from you.
After you've shot down every mirror, jump over the center circle and
shoot the next one that's in the straight line you were just on. Do
not bother firing at his flanks, though. Everything should be up in
front of you now, so jump over that whole hallway and watch for mirror
pattern #3. Turn round and cross those two circles facing all the way
left (you won't be hurt). Repeat #1, except this time jump over the
one
in the middle. Now go down the stairway that was blocked. In there
is a door on the left wall. Do not open it yet, just yet. Keep turning
left to see a silver frame that's far beyond your sight. Look at it
until Xen flies near it, then open it. A pair of spheres fall out.
Dash through the glass so that Xen isn't injured. On the other side
of it you will encounter Mirror #4. Throw two rockets to the left or
right depending on the choice you made earlier to defeat him and
remove these ones from the Floor. Take the Teleport Pad on the left
and go through the doorway.
--- | --- | --- | ---
< 1 >|< 2> |< 3> |< 4> |---
| ^ -^ -^ -^ |
| |^ . . . . . . |
| -, , - , - , - , - |
| -., , -., , -., , -., |
'<. . ,'. .'<.' |
|,|,'.' ,', .'','\'-./i-'/'-''/'-'\ '.-. ',','''-.- ,',. .'-.-''.
.'||'-'.-..'-''/-'-'/'-.-';'-, '. .-', -,' ,',;'-'('-''.
;',('-'\-'-''-.'-. .-.-'-'-'-'_.'-.
'.-'-'-'-'-'-'-._.-.-.-'-'-'-'-'---'-'-'.'-'-'-'-'-'-'-'-'-'-'-'-'-'-'
-'-'-'-'-'-'-'--.'
'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-
'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'
Level 6: Beluga Base
Part I: Building the Beluga's Rocket
You get credit for beating Level 5 if you beat it. To learn the
choices in Level 5 (the choices you do not see on the record screen)
plus the order you must make them in, please look at Section D.xii.
To get into the Beluga Base, simply walk over either of the gray
bridge platforms and jump across the gray block gap. This will bring
you under water. Swim down underwater. There is a rock you can throw
at the blue lights at the right to reach the coin room. You will
notice
that this is actually a fun mini-game. Drop onto the elevator and ride
up to complete a level (but not the final one of this section).
When you fall from above, you'll notice it takes about 15 jumps before
you land on solid ground. Avoid jumping into the pool by simply
shooting
the low switch. When you turn around, it will take 10 more jumps to
fall
again. You can always jump back up with another jump and repeat the
process
to get an extra 10 (i.e. 40) jumps, then just try to count as you
fall to
make sure you aren't running off a ledge. As long as you wait until
you
hit the bottom of the column before falling again, it shouldn't be too
much of a hassle.
From here, continue along. The main path leads straight to the
entrance
for the Sector 5 Training Center (see Section V, Part 3). Just follow
it.
The second best path is to take the lower path past those black
things. At
one point, you'll find a "low" block going up and down. If you jump
on it,
run back to the "high" path you started on. If you're fast enough,
you can
throw a coin in to finish that lap, and gain an extra 10 points.
Continue along the path until you come to a dead end. Press jump
after you
do and it will rise up, revealing that we have a shortcut! In the
following
floor, turn right and move forward until you can see a yellow
ceiling. Quickly
jump on it and run like hell toward the light bulb thing. As soon as
you see
it, do not stop in your tracks. Move toward the right side of the
ledge
where you just were. It will lead you to some coins! Then continue
right
until you reach a door blocking access to the next large area. You may
have noticed a huge aqua pit ahead of you as you were climbing up.
Instead of
going through it, stand to your left and carefully shoot a
green globe at your feet and into the hole to the Aquarium on the top
story. Just move right and jump onto the second "rising" platform to
get
the last two coins. You want to bounce right off the beginning of the
first and upward and away from the end of the second. After collecting
all five (5!) coins, walk off the edge of the first, shoot a green
globe at the wall and grab the coins there. Now RUN straight for
that line that goes up again, avoiding the white pellets and be VERY
careful when moving through the purple conveyor belt that fills
as you climb. Be very careful as the belts might fly and knock you
down into the water below. Collect the coins when you get them
(note: It's possible to be lucky and collect all the coins
before getting knocked down into the water), then go down to the next
area.
Walk over to the coin block that lies between the two aqua pits, and
collect the coin underneath. Jump to the little pad in the air (just
to
be safe) and press jump again to jump onto the higher platform. Turn
right, walk around, jump again. Continue on until you reach a brown
platform.
Jump up onto it to reach a "flooded" pit, then quickly jump to the
new platform underneath it. Shoot the switch to clear the pool
in the middle of the main passage (this is part of the area you need
to pass through later), but NOT the small platform to the left or
right
of it. Walk THROUGH the oblong tunnel that opens and closes for
access to the next area of this level.
Walk along here until you reach a gray platform. Jump on the "ledge
on/off/off" thing you see at the side, and it rises up to the ceiling
area. Once on it, shoot a green globe so that it hits the giant
blinking light bulb thing that the green platform previously was. It
will float slowly upward and hit it and reset. This will lead to
another
staircase area with three blocks. Step to the right on each one of
those three (double-left isn't a good idea since the block is also
moving in the opposite direction and you would probably stumble and
start walking backwards) and go up one step in that direction. Step
to the left on each of the three. Continue UP into the next area,
then walk along the bridge where the aqua one used to be. Jump on
the ledge on/off/off thing you see now and it will rise up. Go up
<|endoftext|>
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
//
//
\/
/\
__/ __\/
| _/ /_ _ / _| |
/\ | / / \ |
\| / \ \ \|
\/ / / /
/ / /
/ / / /
/ / /
/ / /
/ / /
/ / /
/ / /
/ / /
/ / /
/ / /
/ / /
/ / /
/ / /
…[File truncated due to length; see original file]…