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| FAQ & Walkthrough by Shotgunnova |
|__________________________________|
I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR
II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS
Abilities ........................................................ ABLT
Attack Types ..................................................... ATCK
Tips N' Tricks ................................................... TPST
III. WALKTHROUGH (EPISODES) . . . . . . . . . . . . . . . . . . . . . . WLKT
01) A Savage Earth ............................ Abandoned Mine ... WK01
02) The Message ................................... Low's Camp ... WK02
03) Scallion ......................................... Village ... WK03
04) The Immortality Gambit ..................... Wooded Valley ... WK04
05) The Valley of Screams .................... Motorway Bridge ... WK05
06) The Stranger ........................... Valley of Screams ... WK06
07) An Enemy Defined .................................... Cave ... WK07
08) My Lover, My Comrade ...................... Mountain Ridge ... WK08
09) A Legend Grows .......................... Mountain Village ... WK09
10) The Secret of Peace ..................... Windmill, Winter ... WK10
11) A Winter's Tale ......................... Windmill, Summer ... WK11
12) The Dambusters ............................ Top of the Dam ... WK12
13) Unlucky for Some ......................... Foot of the Dam ... WK13
14) Turning Point ....................................... Barn ... WK14
15) A Fatal Error ................................. Lighthouse ... WK15
16) My Enemy, My Self .............................. Dark Isle ... WK16
17) Into the Lair .................................. Courtyard ... WK17
18) The Mutation ................................... Catacombs ... WK18
19) The End .............................. Singularity Chamber ... WK19
IV. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . APPN
Enemies .......................................................... ENMY
Characters ....................................................... CHRC
Unlockables ...................................................... NLCK
V. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . . FAQZ
VI. UPDATES & CONTRIBUTIONS . . . . . . . . . . . . . . . . . . . . . UPDT
VII. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT
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I. CONTROLS [CNTR]
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____ | | ____
L2 BUTTON --> /____/\ | | /\____\ <-- R2 BUTTON
L1 BUTTON --> /____/\ \_______| |_______/ /\____\ <-- R1 BUTTON
/ _ \________|__|________/ _ \
/ _| |_ _ /_\ _\ <-- TRIANGLE BUTTON
DIRECTIONAL --> ( |_ _| [SELECT] [START] |_| (_)) <-- CIRCLE BUTTON
PAD | |_| [ANALOG] (X) | <-- X BUTTON
) ____ ____ (
/ / \ / \ \
( ( ) __ ( ) )
\ /\ \____/ / \ \____/ /\ /
\ / \______/ \______/ \ /
\_____/ LEFT ANALOG RIGHT ANALOG\_____/
(L3) (R3)
Controls cannot be modified in the options menu, although it's possible to
toggle subtitles, widescreen mode, auto-saving, and so on. Buttons that have
no function are omitted from the list below. [Analog Mode required.]
___________ _______________________________________________________________
| BUTTON | FUNCTION |
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| D-Pad | Toggle attack type (in attack menu) |
| Start | Toggle battle menu |
| Select | Changes camera aiming (when in 'look around' mode) |
| Circle | Toggle camera distance (when wandering around the field) |
| Square | Jump button |
| Triangle | Toggles 'look around mode |
| X-Button | 'Confirm' button for menus |
| L1 Button | Zoom-out button (when applicable) |
| R1 Button | Zoom-in button (when applicable) |
| R2 Button | Toggle first-person mode (when wandering around the field) |
| L. Analog | Controls movement |
| R. Analog | Controls camera |
|___________|_______________________________________________________________|
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II. TH' BASICS [THBS]
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ABILITIES [ABLT]
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Here's the game's upgradable abilities.
• 2x ATTACK - This gives the unit an additional attack per turn, and is an
ability all characters can learn once (except a particular ally who learns
it twice, thus gaining 4 attacks per turn). It's a skill often learned late
for many characters, while physical powerhouses may learn it earlier.
• B ADAPT - Allows the unit's line-of-sight throw attack to be used with a
ballistic trajectory. This allows one the advantages all ballistics users
get: firing from behind cover, hopefully not tipping foes off to one's
location.
• BEAM - A line-of-sight gun attack that damages the foe, then refills the
unit's health proportionally to damage inflicted. Only two allies use this,
and only one is used frequently. However, this ability does help with the
unit's survivability.
• BOUNCE - The user's ballistic projectile will bounce a bit before exploding
like normal. The player can prematurely detonate the bomb before then, if
it suits one (as in, damages enemies better). Only one character can learn
this and may not get a chance to use it, so it's not that important.
• DEFLECT - Allies can fire their line-of-sight weapons at the unit who knows
this, and those shots will be deflected (no damage to user) toward a nearby
enemy. This essentially allows allies to increase their firing range. Only
one unit learns this.
• HEAL - A skill unique to the game's medic, Heal allows for a line-of-sight
healing technique, used just like a gun. It doesn't heal much initially,
but can be boosted by knowing Restore.
• INFRARED - Allows the unit to see better through obscuring smoke. A couple
units learn this, but it's by no means essential. In fact, given how the
game works, it may end up inconsequential...still, gotta learn it to get
better skills, so it has its uses.
• MINES - A special ability that allows the unit to drop mines in place of
attacking. If one knows 2x Attack, this technique can be done twice each
turn. The question is...why drop mines instead of aggressively attacking?
The answer: there isn't many. This skill won't be often used, if at all.
• POWER - Allows the user to potentially double the strength of their primary
attack by tapping the displayed button halfway through the animation. All
characters learn this fairly early on, and for good reason: it's one of the
few essential abilities.
• RANGE - Typical of ballistics user, this upgrade increases the unit's area
of effect. Simple to understand and very useful for those characters.
• RESTORE - Known only by the game's medic, this ability increases the power
of the "Heal" skill, allowing it to fill more health. If said unit can
learn this, it makes her ridiculously useful; without it, Heal doesn't do
much to make a difference.
• SCATTER - A special ballistics-type attack. Instead of firing a single
large projectile, the unit fires several smaller ones, peppering an area
and causing widespread devastation. This is great for clearing debris and
cratering the landscape, in addition to causing havoc on the enemy ranks.
This can often be more damaging than the regular ol' primary attack, so
don't be afraid to use it!
• SMOKE - A special ballistics-type attack that creates a plume of smoke on
the battlefield. While it lasts (for a few turns), its dense cover allows
it to be a decent hiding spot as foes cannot see through it. The unit that
learns this technique can also attack twice per turn, so if one can't reach
a foe with a normal attack, this can be a good fallback measure.
• TELESHOT - Allows the unit to swap places with the foe fired upon. It can
be a good way to raise hell in the enemy line, but should be used with
caution -- nothing sucks more than being isolated from friendlies, and
some maps have a no-ally-death mandate! [Luckily, this doesn't come into
play as much as any unit who learns it does so as a LV5 upgrade.]
• ZOOM - Lets the player see vast distances by zooming in with the shoulder
buttons. One of the simplest, most useful abilities known, this makes
scoring headshots tons easier, and since headshots mean more damage, the
skill's usefulness only grows throughout the game.
ATTACK TYPES [ATCK]
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There's three types of attacks one can perform. Pressing up/down on the main
attack cursor can switch between modes (if applicable).
1) LINE OF SIGHT: This type of attack applies generally to gun users, who
must visually identify and aim at foes. After establishing a target, one
narrows in by lining up the reticle for extra damage.
2) BALLISTIC: This mode gives a bird's-eye view of the field, and shows a
radius around the ally unit. One lines up attacks on an enemy by adjusting
the distance, then aiming the weapon a second time (appears as a line
moving around the circle) toward the foe. If all goes well, the attack'll
explode near or on the target.
3) MELEE: This type of attack can be done at close range and gives no danger
of explosive blowback. It's not super effective against foes, except the
Sentrik, who's hilariously weak to punches. Otherwise, it's usually best
to use headshots and keep one's distance.
TIPS N' TRICKS [TPST]
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• Sentriks have high health but are very weak to physical attacks. The game
does not inform the player of this (heck, some players spend so much time
staying away from foes, they don't even know meleeing is possible!). This
strategy should be employed as often as possible -- some levels are rather
annoying without it!
• Breaking line of sight is one of the best ways to minimize damage, and a
good way to do that is cratering an area, creating a nice hiding spot from
mid- to long-range foes. Normal weapons can do this, but it's ballistics
users that truly shine here. Additionally, enemies who spawn in gigantic
craters may be robbed of line of sight in that case, making them idle each
turn (assuming allies don't intervene).
• If a mission fails, it can be replayed by picking the appropriate option
again...but this also has an added bonus: all experience/levels retained
earlier carry over. Thus, intentionally failing missions can allow units
who've been neglected (or who've had less time to improve compared to the
mainstays) a chance to grind out a few levels.
• Know when to use the Shield ability! Sometimes ending a turn in the open
can't be helped, and this will minimize damage a lot. However, it's not
very effective if a unit is several levels lower than the attacker, so
don't be too sloppy.
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III. WALKTHROUGH (CHAPTERS) [WLKT]
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Location: Where map takes place
Dffculty: Difficulty (out of 5)
Opponent: Starting opponents
Rnfrcmnt: Reinforcements (if any)
Charctrs: Usable characters
Upgrades: Number of ability upgrades and health packs
[WK01] A SAVAGE EARTH
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Location: Abandoned Mine
Dffculty: * of *****
Objectiv: Reach the bridge
Opponent: Hubrik x4
Rnfrcmnt: Sentrik (LV8), Hubrik (indefinite)
Charctrs: Low (LV4), Father (LV7)
Upgrades: 2
The first mission has all the trappings of a tutorial battle: Low, the main
character, is accompanied by his dad, a strong attacker with all his skills
enabled. The enemies, wimpy Hubriks, are enemies with no ranged attacks, but
can kamikaze themselves in a large radius if allowed. They also die in one
hit, making them decent practice fodder.
Use the first turn to get acclimated to attacking. Once a target area is
picked, one has to line up two reticle lines onto the target to ensure it's
fired straight. Off-center shots do less damage, but this isn't always a bad
thing (it can still allow pinpoint shots if one messes up the initial target,
headshots are still enabled, etc). The landscape itself can be destroyed to
make craters, fling debris and uncover buried items. Most of the time, the
tactic of cratering an area serves to break line of sight with enemies, who
may otherwise miss their chance to attack. Finally, there are two kinds of
pickups: health (have a red cross on them) and upgrades (gray wrench icons).
The latter improves the skill of a chosen character; the former simply heals
one in full.
Alright, now to the actual objective. The goal is to reach the red designated
area across the map. On Turn 2, an imposing Sentrik will burst out of the
mine, flinging a boulder across the way (this inflicts damage if it hits
anyone, but the same principle is true if one flings it back). Sentriks have
a mighty defense, but are HILARIOUSLY WEAK to physical attacks -- these can
only be done by moving in close. This principle is very important, so don't
ever forget it!
Sentriks have a chest laser but have mediocre movement and require line of
sight to attack -- they typically won't shoot through the environment on a
whim, basically. Although it isn't necessary to kill it, giving Low a leg up
level-wise is a smart idea, especially if he gives the coup de grace. [Note
that more XP is earned for a headshot kill, but that's not too important at
this juncture.] The quickest way to the exit is straight across the gully,
near the minecart's upgrade token. DO NOT LEAVE UPGRADES BEHIND if possible.
The map ends when both characters reach the red circle. If either player is
killed (health reaches 0), the map fails and must be replayed. However, one
is allowed to keep earned experience/upgrades, so one can intentionally
restart maps to grind levels a bit. This probably isn't necessary here, as
replacement hubriks will appear at the end of each enemy turn (if others were
slain).
• UPGRADE: By bridge mine cart
• UPGRADE: Inside small white rock along left-hand mountain
• HEALING: By central mine cart
• HEALING: Within large white rock nearest bridge
• HEALING: Within large white rock on riverside cliff
[WK02] THE MESSAGE
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Location: Low's Camp
Dffculty: ** of *****
Objectiv: Destroy the catapult
Opponent: Hubrik (x5), Catapult
Rnfrcmnt: Hubrik (indefinite)
Charctrs: Low, Pepper (LV1)
Upgrades: 2
For a first-time player, Battle #2 can be quite a doozy. Father's might is
replaced with Low's sister, a level-one, no-upgrade weakling. Additionally,
the objective is to defeat a high-health unreachable target amidst a sea of
lackeys. Needless to say, it's easy to get overwhelmed.
The greatest ally here is movement -- all units will have increased walking
range, although Low and Pepper get the best of it. In fact, it's one of her
defining characteristics. Being able to run to isolated corners of the map is
a fine tactic, allowing one to easily collect upgrades/health packs or just
take potshots at the catapult without being ganked by self-destructive goons.
Speaking of which, let's talk about the catapult. It sits on a high cliff in
the "north-central" part of camp, firing 1-3 enemies into battle each turn
(to replace slain ones). Occasionally, it gives no reinforcements or the foe
it flings explodes when it collides with an ally unit (instead of harmlessly
bumping off). It has high health relative to the circumstances, and will take
a ton of shots to go down, which is why having two characters with "Power"
helps.
The general flow of battle is to survey the immediate area and see if any
Hubrik is within exploding distance; if so, kill it or flee to an area where
none can detonate. (One can check enemy move range by hovering over them in
the "look around" mode.) If the coast's clear, have Low attack the catapult,
and have Pepper slay a Hubrik (if any). Attacking the catapult twice in one
turn is doable, but is better reserved for when few enemies remain. [Luckily,
Hubriks may occasionally self-destruct for no reason.]
The mission's over when the catapult explodes. In general, I'd recommend
giving Pepper at least one upgrade here and boosting her to LV3 in order to
use it. "Power" is a standard damage-increasing ability everyone -- even
weak li'l Pepper -- should have. Finally, don't forget the "Shield" ability
everyone has. If the enemy spread is closing in, it can be a lifesaver.
• UPGRADE: Beneath wagon nearest catapult
• UPGRADE: Beneath black rock near forested corner
• HEALING: Half-exposed rock near riverside
• HEALING: Half-exposed rock opposite riverside
• HEALING: Inside tent nearest forested corner
• HEALING: Underneath central campfire
[WK03] SCALLION
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Location: Village
Dffculty: **½ of 5
Objectiv: Defeat all enemies
Opponent: LV5 Gnarlak (x4)
Rnfrcmnt: Pepper (ally), Scallion (ally)
Charctrs: Low
Upgrades: 3
This fight begins with Low facing off against a new enemy in an abandoned
village. Gnarlaks are generic foot soldiers with a long-range weapon, and
while they don't really excel at anything (levels nonwithstanding), they've
got decent movement. However, they're purely line of sight types, meaning
characters can hide behind the plentiful fences to avoid detection.
After Low's second turn, Pepper will enter battle near the riverside's large
boulder. This is exposed terrain, but her movement should assist, not to
mention enemies may not see her anyway. After Low's third turn, Scallion, a
large bearded grenadier, enters battle near the smaller of the two bridges.
He has a ballistic-type cannon that can shoot from behind cover, creating a
large crater in the process. If Pepper learns B Adapt soon/already, she can
have a ballistic-type attack as well, and can get the same behind-cover
benefits her ally does.
Finally, the map's notable for having the first (usable) environmental death
scenario: getting knocked into the river. This is fatal to all enemies; same
goes for characters, if they fall in outside the movement phase. Scallion
should especially be careful when shooting, as he does a slight spin move
that changes his positioning. He can fall into water, off cliffs, etc. if not
careful!
As for upgrades, I suggest giving two to Scallion (increased range and Power
option), then the other can be used as one likes. A diligent player should be
able to have all current characters with two upgrades now, though. Can't
decide what to do with the third upgrade? Just give it to Low -- he fights in
each of the 19 chapters.
Battle ends when all enemies are taking dirtnaps. Any character's death will
force a game over, though. If people are dying repeatedly, think about Low's
first movements: depending on which side he draws enemies to, he may foul up
Pepper or Scallion's chances of hiding. Plan ahead!
• UPGRADE: Underneath plaza well
• UPGRADE: Within tallest building's tower
• HEALING: Within stable building (has straw roof)
• HEALING: Within the millhouse
[WK04] THE IMMORTALITY GAMBIT
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Location: Wooded Valley
Dffculty: **½ of *****
Objectiv: Get to the machine
Opponent: LV8 Sentrik (2), LV5 Gnarlak (3), Insidiak (2)
Rnfrcmnt: n/a
Charctrs: Low, Pepper, Scallion
Upgrades: 2
Oh dear...the first of the "dark" levels. On some screens, these may appear
impossibly dark, requiring a lot of extra camera maneuvering to tell what's
going on (first person mode may be less useful here due to it). It should be
doable, though, and there won't be another for a long time.
Like the first mission, the goal is to have all surviving units reach the
designated area, near the second bridge across the map. In-between, there's
a long corridor flanked by several large rocks, including a large unbreakable
one -- an Insidiak begins on it. Speaking of which, Insidiaks are like the
game's "snipers" and while their long-range weapons aren't that different
from previous foes, they tend to score headshots more often. They're rather
weak, though.
The first stretch entails surviving the first 3-4 turns and making it to the
large boulder halfway through. Snipe the Insidiak early (Low's zoom function
is good for this) and attack the nearest Gnarlaks. The best places to hide're
right near the beginning -- Low and Pepper can make do with any of the rocks,
but Scallion should use the left-hand cluster. [If Low hides too far in the
rocks, he can still be an open target, so stand near the riverside for best
effect.] The next few turns should be attacking the remaining Sentriks and
dealing with the Insidiaks as they close in. If all goes well, there'll be
little trouble. There's a health kit underneath a movable boulder right at
the beginning, in case something goes awry.
Once the halfway point is reached, the hard part is over, and it's just about
repeating the same strategy. The only difference is all Sentriks are found in
this area, so one can either snipe them from afar as they lumber closer, or
rush in and melee 'em to death. Foes don't respawn in this map, so the latter
is probably preferable.
Upgrade-wise, everyone should (hopefully) be at LV2. Upgrading Pepper's Range
(LV3) and giving Low a Zoom function is more important than Scallion's 2x
Attacks (LV3) since it requires LV11 -- most players will be in the LV5-7
range by now. A diligent player should be able to have all units LV3, though.
If it comes down to giving anyone a LV4, pick Low, since it's his 2x Attack
and he participates in the most battles. [Pepper can collect the upgrades
even if all foes are dead, remember, so don't worry too much about finding
'em in the heat of battle.]
• UPGRADE: Behind unbreakable boulder (Insidiak perch)
• UPGRADE: Underneath large boulder opposite Insidiak perch (destroy rock)
• HEALING: Underneath a movable pathside boulder (near the starting point)
• HEALING: Behind oak tree, embankment near destination bridge
• HEALING: Half-buried in boulder near destination bridge
[WK05] THE VALLEY OF SCREAMS
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Location: Motorway Bridge
Dffculty: **½ of *****
Objectiv: Get across the bridge
Opponent: LV6 Gnarlak (2), LV7 Insidiak, LV12 Sentrik
Rnfrcmnt: LV6 Gnarlak (5 max?), Wardwarf (ally)
Charctrs: Low, Pepper, Scallion
Upgrades: 3
An ancient overpass serves as the battleground this time. The team starts at
a collapsed tunnel and must work their way down the multiple-lane highway,
battling foes on the bridge in the meantime. An Insidiak sniper waits on a
building across the abyss; the high-level Sentrik guards the destination
area. There's plenty of automobiles to hit foes with (and vice versa!), plus
the abyss itself serves as instant death to those who fall in.
Although this place is busted up good, the cement medians are tall enough to
provide ample cover, something that'll be useful while progressing upstreet.
The car husks can be somewhat useful in the same regard -- just remember,
they're potential weapons, too!
Gnarlak reinforcements will spawn at the allies' starting tunnel after each
enemy turn ends. Their long-range shots can be annoying at the home stretch,
so keep to the inside curve for good measure (or make craters to hide in).
Luckily, Wardwarf, Caraway's robotic bodyguard, will join the fray on the
allies' side, after any ally waits/rests on Turn 2. This guy's got a double
jump ability that enables him to reach the Insidiak tower, not to mention he
begins near an upgrade. Since he starts at such a high level, he can often
OHKO reinforcements to protect the party's behind. [He should do this each
turn, lest too many cause problems and/or destroy his tower hiding spot.]
Finally, a funny tactic! The enemy reinforcements will all begin in the same
spot, so if one puts a crater there, none will spot the allies' positions at
the start. Better yet, if one flips an automobile in there, they may waste
time trying to shoot it out, damaging themselves in the process (from the
shot) and perhaps sustaining extra damage from the debris, too. Players who
have little to do once the Sentrik's dead, like Pepper and Low, can simply
keep trying to fire debris (back) in there, stalling further and having a
hilarious time as well. Remember: damage dealt by debris gives experience!
Upgrade-wise, at least one should be given to Wardwarf, since he begins with
none -- everyone needs "Power," man! Also, since he's the only character who
can learn 2x Attack twice (!!) and do it as a LV2 powerup, consider giving
him another too. Scallion doesn't participate in the next fight, so don't
prioritize him here.
Battle ends when all living units reach the designated circle.
• UPGRADE: Underneath automobile near starting point
• UPGRADE: Underneath large bus near Sentrik's position
• UPGRADE: Near Insidiak's building (Wardwarf's starting point)
• HEALING: In a small crater near starting point
• HEALING: At highway's halfway point, near broken curve
• HEALING: On exposed highway girder, close to Sentrik's position
[WK06] THE STRANGER
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Location: Valley of Screams
Dffculty: ** of *****
Objectiv: Defeat all creatures
Opponent: LV14 Sentrik
Rnfrcmnt: LV7 Gnarlak (5)
Charctrs: Low, Pepper, Wardwarf, Caraway
Upgrades: 3
With Scallion "indisposed," it's up to the foursome to tackle the enemies on
Caraway's front lawn. This area is rather spartan cover-wise, since it's an
old courtyard. However, the four unbreakable pillars near the sitting area,
the large bus and some of the snowbanks are sufficient enough...as long as
no one shoots 'em. Also, the immortality engine grants friendlies its titular
benefit -- that is, if an ally perishes, there is no game over like before.
Caraway makes her debut in this map, and is the only unit one ever gets who
can heal targets -- this is accessed and aimed just like a normal line of
sight weapon. [This requires LV1 upgrade first, however.] Other than that,
though, she's not very powerful, and remains as such until she her skills're
fleshed out more. For the moment she's fine, though.
Use the first turn to melee the Sentrik to death, since 3-4 reinforcements
arrive on the next turn, regardless of whether a player did so. Two start
on a roof and may eventually jump down; the others begin on corners nearest
the massive cliff, and close in thus. The interior corners of the sitting
area courtyard makes decent cover in this situation, as long as the Sentrik's
deep-sixed. With Low's Zoom headshots and Wardwarf's double attacks, this'll
hopefully be a simple battle.
As for upgrade allocation, I try to give a few to Caraway here, even though
she won't be used frequently in the game. The more annoying part is how most
are hidden! One is hidden within a pillar, the only one of the four that will
tip over if shot (attack twice to uncover in base). Another is hidden under
the bridge portion near the Sentrik, and can only be accessed by shooting the
snow where it connects to land -- try from the sides or top and there'll be
unbreakable steel mesh that prevents access! Wardwarf's twin attacks help in
this category.
Mission's over when the Sentrik and its five cohorts are kaput. If one's
having trouble finding the upgrades, prolonging the fight may be necessary.
Don't give Low any upgrades here -- he'll have the next two battles to get
three all to himself.
• UPGRADE: Hidden behind bricks near main building's entrance
• UPGRADE: At base of red-steel bridge near bus (must shoot ground to find)
• UPGRADE: Inside pillar near Sentrik/bus (shoot twice)
• HEALING: Visible on a lower snowbank
• HEALING: Alongside outer building, half-hidden (camera-wise) by debris
• HEALING: On top of one of the roofs (use camera to find; reach via snowbank)
[WK07] AN ENEMY DEFINED
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Location: Cave
Dffculty: * of *****
Objectiv: Defeat Stranger
Opponent: LV12 Stranger
Rnfrcmnt: n/a
Charctrs: Low
Upgrades: 1
The shortest chapter in the game is just a small fight with Low vs. Stranger.
Winning is completely optional -- the outcome affects nothing. However, since
Stranger may OHKO Low, one's goal should be to snag the upgrade atop the
waterfall. It'll take about 3 turns to reach it by using the cliff path; Low
can use stalagmites as cover during that time.
Other than that, this area's very dark and Stranger's AI is often pretty
stupid here, often causing him to aimlessly run into the lower water. This
gives ample chances to score headshots, although it'll take a number to
actually win the fight. It helps that the main way to Low's side is the
thin bridge-like formation, and if Stranger stops on it, careful positioning
allows one to shoot him off. If it's too dark, use first person POV to ensure
Low's carefully hidden from sight.
• UPGRADE: On top of the waterfall
• HEALING: Near Low's starting point
• HEALING: Not far from campsite (left side)
• HEALING: Not far from campsite (right side)
[WK08] MY LOVER, MY COMRADE
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Location: Mountain Ridge
Dffculty: ** of *****
Objectiv: Get to the
Opponent: LV8 Insidiak (2)
Rnfrcmnt: LV8 Grenadak, LV8 Insidiak (indefinite), LV1 Hubrik (indefinite)
Charctrs: Low, Peace
Upgrades: 2
This can be a rather fun level, depending on how one proceeds. Low and Peace
are the only players, which is usually alright -- even if Low's a little
weak, Peace has all upgrades (including 2x Attack).
How's the enemy spread? To begin, two Insidiak snipers line the ridge. If
one can get a clear headshot on them, it's easy to kill 'em in one hit (like
before). When one is killed, another typically spawns after the enemy's
turn ends, and it can act immediately, too. Sometimes one can do chip damage
(bodyshot, etc.) to knock it away from the ridge, and it simply does nothing
the rest of the fight. Up to 3 Insidiaks can spawn there, so the more foes
that get knocked back, the easier things become. [Destroying the treeline
helps find them.]
Hubriks will spawn each turn as well, along the gorge's rim (respawning only
if killed). When the hubrik furthest from the destination dies, including by
self-destruction, a Grenadak spawns in its place. Like Scallion, these have
ballistic weapons and can do severe damage; however, they rely on line of
sight to find aiming spots, so it's still possible to hide. [Ex: appear on
one side of a hill, hide, run to other side of hill; it will shoot the first
spot.] It doesn't HAVE to be slain to win, but it makes everything much
easier. Since it begins on a cliff, one good shot can send it spiralling into
the abyss.
As for general progression on this level, sticking to the middle works best,
and the hills provide excellent cover from Insidiaks. The Hubriks/Grenadak,
without line of sight to rely on, will often idle endlessly until the team
reaches the gorge, making things a little simpler [and in the Grenadak's
case, allowing one to take it unawares]. To reach the destination, one must
shoot the large tree to make a bridge. This takes a few shots, so attack on
the way down and, when the coast's clear, run across. Do not rest on top of
the branches because every enemy has a clear trajectory to knock 'em off --
this applies mostly to Peace, who should wait at the base and run across on
her next turn.
Mission ends when the destination's reached. Upgrade-wise, Low should get
everything...there's really no alternative. He may already be LV4 coming into
the fight, which means there's a little leeway in which one to collect.
Finally, one thing I've noticed is, after getting down towards the gorge, it
becomes increasingly difficult to move the camera along the area's upper rim
(where the Insidiaks are). This makes line of sight shots a bit tougher, if
one can't see their silhouettes on the cliff. Luckily, Insidiaks spawn in the
same spot, so this may not be too vexing.
• UPGRADE: Large cave/fissure near campsite (right side)
• UPGRADE: In one of the hubrik-spawning caves along gorge (right side)
• HEALING: On a hill near campsite (right side)
• HEALING: On a hill near Grenadak spawning point
[WK09] A LEGEND GROWS
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Location: Mountain Village
Dffculty: *** of *****
Objectiv: Rescue Pepper and defeat all creatures
Opponent: LV9 Gnarlak (2), LV14 Grenadak
Rnfrcmnt: LV9 Gnarlak (indefinite), Pepper (ally)
Charctrs: Low, Scallion, Wardwarf
Upgrades: 3
The premise behind this mission is rescuing Pepper, who's been chased into a
cathedral by an evil pursuer. The building itself is quite unsteady, so one
needs to rescue her (by approaching front door) before it explodes in three
turns. If the building is destroyed by gunfire before those three turns are
up, the same outcome's reached. The fastest way to reach the destination is
to blast a hole in the outer wall, for reference -- this should be done on
the first turn. [Wardwarf can reach Pepper by the second turn.] When rescued,
Pepper joins battle, too.
Opposition-wise, all enemies start at the other side of the map. Gnarlaks'll
approach if one's spotted (can ofte be avoided by forming a tactical crater)
while the Grenadak typically relies on his comrades to aim properly. Even
though reinforcements occasionally arrive from the lower village road, the
Grenadak (which doesn't respawn in any form) should be top priority. It's
unlikely that anyone will be higher than its level here, so it'll take quite
a few shots to take down. On the bright side, lower-level characters like
Scallion and Pepper can probably skim extra experience from the encounter.
Without the Grenadak, the rest of the fight is a mop-up mission.
Upgrade-wise, I'd suggest giving one to Wardwarf (hopefully his LV4, Zoom)
and one to Scallion -- the latter probably won't be able to use it, but it
can pay off later. Giving one to Pepper doesn't make much difference unless
she's near her LV5 (2x Attack) ability. As for Low, he should already have
all upgrades...even if not, he'll be used frequently, so one can be sloppier
on that end. [Still, if he can learn and use 2x Attack now, give it priority.]
Final thoughts on this map: the houses can provide extra cover for ballistic
users, especially if one hides on a roof. However, this game can be glitchy
when standing on roofs, occasionally "trapping" a person in place, so do it
at one's own risk. The grenadak strategy from the previous mission (reveal
position intentionally to bait it into firing at an empty area) works here
too, thanks to the high fences and ample cover. If it has line of sight and
stands near a building, the projectile may scratch into the environment.
Mission ends when all foes are slain. This isn't hard to do once the Grenadak
juggernaut is slain, especially if Wardwarf has 4 attacks per turn, so make
sure all upgrades are found (our favorite robot will need to get the bell
tower one via his double jump ability).
• UPGRADE: Behind fence right near starting point (easily missed)
• UPGRADE: Within cathedral bell tower (collect after it explodes)
• UPGRADE: Within lowest houes on hill
• HEALING: Visible on top of a house
• HEALING: Within graveyard tower
[WK10] THE SECRET OF PEACE
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Location: Windmill, Winter
Dffculty: ** of *****
Objectiv: Protect the windmill and defeat all creatures
Opponent: LV10 Insidiak (2), LV10 Grenadak
Rnfrcmnt: LV9 Gnarlak (indefinite)
Charctrs: Low, Wardwarf, General
Upgrades: 2
"The Secret of Peace"...get it? The windmill farmstead the team wants to use
is overrun with monsters, so the mission becomes eradicating these vermin
while simultaneously protecting the windmill (can take about 3 square hits).
This means trying to lure enemy fire away from the building -- long-range
play works best.
The difficulty of this map largely depends on how well-upgraded one's units
are. Low and Wardwarf should both have at least two attacks per turn and/or
Zoom capabilities -- more than enough to blitzkrieg the enemies here. Where
the difficulty comes into play is General, a very weak link. As a ballistic
type user with no upgrades and low level, he'll almost certainly die within
the first couple turns (even if shielded) thanks to the Grenadaks. And, if
he does make it, it's probably because the other two are strong enough to
carry the fight themselves, making his involvement moot. [The experience-
-building trick of letting him attack a higher-level unit, then restarting
battle, can work to one's advantage here.]
As for the enemies themselves, both Insidiaks are on top of the windmill; the
Grenadaks are near the stable and boathouse, respectively. The first turn
should be spent nixing the snipers (Zoom headshots to ensure the windmill is
not damaged) and ganging up on one of the Insidiaks. General can usually make
it to the riverside house to hide, so the boathouse Grenadak may be the best
target. [Gnarlak reinforcements will appear from within the windmill every 2
turns or so.]
Mission completes when all foes are destroyed, so it pays to use Wardwarf's
handy movement range to collect upgrades when possible. He's usually best to
get the windmill's roof upgrades, although Low can get up there also by using
an open door as a stepping stone. General is too wimpy and too infrequent an
ally to recommend upgrading him, although there may be no choice if Low and
Wardwarf are maxed out (as they very well may be).
• UPGRADE: Windmill roof balcony (seen in intro video)
• UPGRADE: Behind windmill, in sheltered area
• HEALING: Inside boathouse itself
• HEALING: Inside river rock (near central house)
[WK11] A WINTER'S TALE
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Location: Windmill, Summer
Dffculty: ** of *****
Objectiv: Get the boat down the river
Opponent: LV12 Gnarlak, LV16 Grenadak
Rnfrcmnt: LV11 Sentrik (2)
Charctrs: Scallion, Wardwarf, General
Upgrades: 2
The windmill farm is once again the stage of a battle, only it's springtime,
so the river's thawed (now an instakill hazard) and all destroyed buildings
have been rebuilt, thankfully. However, this is the first battle without Low,
so it's basically one unit with high potential (Wardwarf) and two others
who've been neglected level-wise.
The starting enemies begin at the bridge, and on Turn 2, the Sentriks appear
near the stable and boathouse, respectively. Remember: Sentriks are deathly
susceptible to melee attacks! Wardwarf alone should be able to solo most foes
(thanks to possibly 4 attacks per turn), so the ballistic users should use
cover or self-made craters as hiding spots, particularly General who's still
very weak. Luckily, the Windmill isn't tagged as a destructible unit this
time, so one can use it as cover at leisure.
The mission ends when the boat gets downstream. This is only possible by
destroying all obstacles in its path: two rocks, the bridge and a waterwheel
-- they take 1, 4 and 3 square hits, respectively. [One may need to destroy
the dock as well.] The initial Gnarlak may sometimes drown in the millrace
regardless of circumstances, but especially if the bridge is destroyed early
on, or someone hides near the central house.
Upgrade-wise, they should be given to units in this priority: Wardwarf,
Scallion, General. General will actually need upgrades most, but is often a
low-level third wheel, so don't take pity on him when Scallion's a better
recipient. If Wardwarf's maxed out by now, the others can be distributed at
leisure. [The battle doesn't end when foes are destroyed, so the post-fight
downtime is the easiest chance to collect 'em.]
• UPGRADE: Windmill's rooftop entrance
• UPGRADE: Underneath watermill (takes a few shots to reveal)
• HEALING: Inside boathouse
• HEALING: At windmill's summit
[WK12] THE DAMBUSTERS
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Location: Top of the Dam
Dffculty: **½ of *****
Objectiv: Protect Scallion
Opponent: LV12 Gnarlak, LV13 Insidiak, LV16 Sentrik
Rnfrcmnt: LV12 Gnarlak
Charctrs: Low, Pepper, Scallion, Caraway, General
Upgrades: 2
That crazy Scallion concocted a hair-brained idea to destroy the dam! As
such, he'll spend each of his turns placing bombs along the exterior -- this
means no attacking, leaving Low with three characters who may or may not be
battle-ready. [They retain their "original" levels, even after a months-long
time lapse.] The top of the dam is relatively sheltered, allowing one to let
all low-level players get in a potshot for experience grinding, though. [This
is especially important if Low doesn't have 2x Attack yet!]
Enemy-wise, the Sentrik is upon a concrete arch at the bottom, giving it a
clear view of the dam's face. It can't be knocked off without difficulty,
and cannot be melee'd, making it a continuous annoyance. The other foes are
not as lucky -- the Insidiak begins on an old bridge above the dam highway;
the Gnarlak is near the roadway tunnel. Occasional reinforcements arrive from
the lower dam highway. Lower enemies will not climb the sheer exterior, so
the top is relatively safe once cleared.
As for Scallion, he's completely exposed on his maintenance car. He can take
several hits, but it'll be prudent to either (1) minimize damage by killing
enemies quickly (2) present other characters as better targets, i.e. bait
foes into shooting them. It's possible to gank the Sentrik by having everyone
focus on it, but it's not truly necessary. Either way, keep Caraway's long-
-range heal ability ready!
Other musings: (1) the dam wall isn't perfectly flat; if one checks darker
spots, there's actually large structural ridges. This obstruction can trash
enemy shots if they're firing from the low road. (2) Try to get Caraway up
at least one level in this fight, just so she isn't subsisting on levels
gained six+ missions ago (3) although Scallion cannot act, I've seen his
health refill, so it seems possible he can somehow level-up during the course
of battle (4) it's ridiculously hard to see, but at the mid-level road, there
is a lift that can take a player back to the upper road. If one finds it, a
small scene plays.
The mission automatically finishes when Scallion survives for six turns. To
ensure all upgrades are found, make sure Pepper locates them ASAP; with her
movement range, it should be a snap. [Note that Scallion is not an upgradable
target in this fight.] If Low's properly upgraded, it's best to give Caraway
the others.
• UPGRADE: Hidden inside top dam road tunnel (side nearest large truck)
• UPGRADE: Underneath Sentrik's platform
• HEALING: Upper road, small exposed pipe segment near tunnel (left)
• HEALING: Upper road, small exposed pipe segment near tunnel (right)
[WK13] UNLUCKY FOR SOME
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Location: Foot of the Dam
Dffculty: *½ of *****
Objectiv: Reach the elevator
Opponent: LV13 Gnarlak (5)
Rnfrcmnt: n/a
Charctrs: Low, Pepper, Scallion, Caraway, General
Upgrades: 1
After the mishap above, the team scrambles into the enemy camp to recover
the dropped item. Now, with an outburst imminent (represented by 14:00 timer)
everyone must reach the target elevator across the map. Speaking of which,
though it's awfully dark, the map is basically several dry platforms joined
by bridges, making a zigzag path.
The gist of this fight is harnessing the stream itself -- allies can walk in
about 85% of it, but foes who fall in die instantly! Well-placed shots will
careen foes to their doom, expediting battle. [Some areas are still deep
enough to kill allies shot into it, but these can be found through trial and
error.] High-level characters like Low can probably forego environmental
deaths and just use zoomed headshots, however. [For a good hiding spot, try
the watery boundary near the upgrade hut.]
With the above method, most foes will die on Turn 1, making the running
clock rather useless. When all Creatures are slain, simply mosey to the lift
to finish. As for the only upgrade, if Low's learned all his abilities, it's
best given to Scallion or Caraway.
• UPGRADE: Inside breakable hut (corner opposite ally starting position)
• HEALING: Inside breakable hut (corner opposite ally starting position)
[WK14] TURNING POINT
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Location: Barn
Dffculty: **½ of *****
Objectiv: Defend the barn and defeat all creatures
Opponent: LV14 Gnarlak (2), LV16 Grenadak, LV18 Sentrik (2)
Rnfrcmnt: n/a
Charctrs: Low, Wardwarf, General
Upgrades: 1
Oh goodie, another night mission. This farmstead serves as the battlefield,
and like the Windmill a few jobs back, it can be damaged to the point of
exploding -- instant game over. However, enemies won't target it and as long
as one doesn't stand near it, things'll be hunky dory.
Enemies begin in the field and near the entrance road, giving players proper
time to hide. I only mention this because (1) the high walls give adequate
coverage for guerilla tactics (2) General begins exposed and will probably
die on Turn 1 if not shielded.
The difficulty that arises here depends solely on Low and Wardwarf -- with
their higher levels and multiple attacks, they could shoot a barrage that
would rival an entire team. It's suggested to take out the outer Gnarlaks
first, using the walls as cover, then try to lure the Sentriks closer for a
swift, melee-filled demise. The Grenadak, who's generally isolated on a far
side of the map, can often be left for last, provided one stays hidden well
enough. [Some folks may want to attack it first, and with 6-7 attacks per
turn on it, that's certainly doable; 8 even, if General's got upgrades under
his belt!] Leaving the Grenadak for last also allows one to search for hidden
upgrades in relative peace.
Speaking of which, upgrades should only be given to Low here. If he's fully
upgraded, give to whoever -- it'll be irrelevant in that instance.
• UPGRADE: Under foundation of old building near truck barn
• HEALING: Underneath wagon cart (left of barn)
• HEALING: In building nearest barn (has bunch of barrels in front of it)
[WK15] A FATAL ERROR
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Location: Lighthouse
Dffculty: ** of *****
Objectiv: Protect Peace and defeat all Creatures
Opponent: LV17 Gnarlak (2), LV22 Sentrik
Rnfrcmnt: LV17 Gnarlak (3)
Charctrs: Low, Scallion, Caraway, Stranger
Upgrades: 1
This is another "protect X and defeat all Y" missions. Peace, continuing her
motherly duties, will reside in the lighthouse itself, taking no action at
all (in fact, her level has dropped to zero...the heck?). She can be damaged
if the Creatures set their sights on her, but this rarely happens once the
team enters the fray.
The opponents will waste their first turn pounding on Caraway, so have her
collect the health kit in the collapsed tunnel to erase the pain. Low should
melee the Sentrik to death when possible, and generally skidaddle from the
bridge, as that's where the reinforcements arrive on Turn 2. It can be a li'l
more difficult than other hazards, but it IS possible to knock opponents into
the ocean, instantly killing 'em. The same holds true for enemies, Scallion in
particular, since he spins to his right when firing his cannon.
Other than that, things proceed as normal. Cratering the bridge boulder area
is the handiest form of cover, although I've noticed enemies occasionally get
stuck on the bridge's ends (particularly nearest the lighthouse) and may just
idle each turn. There's only two health packs in the level, and one is all
the way across the bridge, so it pays to play tactically (i.e. cratering, as
mentioned above) to conserve health. Caraway can pull double duty, healing
allies with her command and draining health with Beam, too.
Upgrade-wise, it should be given to Stranger -- he makes his debut here and
has none whatsoever, despite boasting a ridiculous level (19!). However,
without Power, multiple attacks and so forth, even his might gets tempered
with mediocrity. [Laughably, he may be the only character who isn't fully
upgraded by this time.]
One final note: I've had the camera drastically screw up on this mission,
thanks to debris flying over the scenery. Typically, this happens when a shot
knocks the upper boulder across the mountain, which can cause the screen to
shake repeatedly, making playing darn near impossible. It may correct itself,
but the only reason I mention it is 'cause this level is the only one where
it's happened. [Normally, when a boulder is knocked out of play, the game may
wait a bit, as if it needed to come to a rest; this isn't the same thing.]
• UPGRADE: Underneath boat on beach
• HEALING: Caved-in tunnel near Caraway's starting position
• HEALING: In rock alongside lighthouse (side away from bridge)
[WK16] MY ENEMY, MY SELF
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Location: Dark Isle
Dffculty: **
Objectiv: Get into the tower
Opponent: LV20 Grenadak, LV24 Sentrik (3)
Rnfrcmnt: LV24 Sentrik (3)
Charctrs: Low, Scallion, Caraway, Stranger
Upgrades: 1
The final party lineup is set for the sojourn to Dark Isle, the site of all
remaining battles. The map is essentially a large lagoon with small boulders
dotting the area -- not very good shelter, considering the enemy lineup has
several hard-hitting line-of-sight users, plus the pesky Grenadak. This means
Scallion's crater strategy will be crucial in evading most damage -- those
rocks may not hold forever!
My first time playing this, everyone but Low and Stranger died. Why? Because
the Grenadak bombarded the others at the starting point, making their health
low enough that any shots would simply kill them. Can't Heal well, can't do
much else. [Since they'll be lower level than Low and Stranger anyway, this
was a double whammy of crappiness.] Do not get crippled in the first turns!
The best starting turn is having Scallion create a crater, then hiding the
others in it (preferably using nearby cover to avoid the crater itself, which
will be targed by the Grenadak when it acts).
The environment can also play a big part here, with mines and those purple
debris pieces serving as chip damage, plus the ever-present instadeath water.
Low will probably be the only one with Zoom here, but that should be enough
to slam the Grenadak into the water, provided he does it every turn and the
shots are aimed well enough that it flies alongside the tower (to the right)
instead of further inland. All fire should be concentrated on the Grenadak
first thing (if possible), anyway. Of course, the melee-weak Sentriks don't
need any special strategy besides HULK SMASH!!! ...right?
Oh, and since Scallion/Caraway may be over 10 levels lower than enemies from
now on (depending on how one favored them in battle), it's nice to dawdle a
bit to let 'em play catchup experience-wise. One can grind situations like
this by having Caraway heal the Sentrik, then let her comrades beat on it
with guns. Leaving this fight with Scallion at Lv11+ and Caraway probably 3
or four levels higher will help boatloads.
Mission ends when everyone reaches the tower's designated circle. This can
be rather hard to see on standard def TVs: it's on top of a structure near
the Grenadak's starting position (move the camera up to find). It also shows
in red when one uses a ballistic trajectory near it.
For upgrades, I'd give any found from this point on to Stranger, unless our
fave medic gal is high enough level (15) to learn Restore. Low should have
been fully upgraded for some time now, so he doesn't even factor into this
overview any longer! The battle has only a few reinforcements and they spawn
when the team starts nearing the tower.
• UPGRADE: Boulder on lagoon's middle "island"
• HEALING: Inside boulder near lagoon front (closest to enemy), right side
• HEALING: Inside boulder near lagoon front (closest to enemy), left side
[WK17] INTO THE LAIR
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Location: Courtyard
Dffculty: *** of *****
Objectiv: Open the blast doors and get up the tower
Opponent: LV20 Gnarlak (4), LV24 Patriok
Rnfrcmnt: LV20 Gnarlak (4), LV17 Grenadak (2)
Charctrs: Low, Scallion, Caraway, Stranger
Upgrades: 1
The courtyard is a massive space cut in half by a large lasergrid (blocks
projectiles). Each half contains a maze of sorts, plus a large staircase; the
team begins on one and must enter the other. This is done by triggering some
green-colored floor buttons; once both in a section are damaged, they open
the central divider, allowing passage through. This tactic's then repeated a
second time.
The first maze is rather tall, allowing the team to occasionally avoid any
damage, as the short foes simply don't have a height advantage. One decent
strategy is to use ballistic attacks to trigger the door release buttons. If
one preserves the maze -- which blocks direct access to the divider passage
-- then it's possible any reinforcements will be too unorganized to mount a
pursuit team. Scallion's Scatter can clear massive amounts of maze (and mines)
if desired, though. If one's a few levels above the Gnarlaks, Low can rack up
headshot kills each turn.
Note that the reinforcements will enter the initial maze when the initial
ones are slain -- this means simply heading for the door while the coast is
clear can be a great idea. [Even better if the maze blocks line of sight for
their trajectories.] Hiding in the maze is the single-most useful way to
minimize damage, giving cover and often making foes idle. There's also only
one health pack in this level, so make use of hiding spots to Heal or, in
Caraway's case, constantly use Beam for the same end.
The second part of the level is ascending the stairs where the Patriok sits.
This new enemy is a bit more formidable HP- and damage-wise, but is otherwise
a souped-up Insidiak, and uglier to boot. Opening the door to its roost will
require triggering 1 door release, on either side of the stairway; these
are blocked by very high walls. Additionally, a few turns after breaching the
maze's second half, two Grenadaks will spawn (either side of the stair). It's
nice to take one or both out if possible -- they will attack players who go
up the stair, although their shots may scratch into the overhang. They're
just LV17, though, and don't respawn, so a headshot or two can nix 'em. If
one slays the reinforcements, defeating the Patriok is much smoother.
Mission completes when all living units reach the red circle behind the
Patriok's position. [This requires opening both door release buttons.] As
for upgrades, there's only one and can be gotten early. It should be given
to Stranger -- he should be the only unit not currently upgraded in full.
• UPGRADE: To right of initial stairway (lower, partially hidden by darkness)
• HEALING: To left of initial stairway (lower, partially hidden by darkness)
[WK18] THE MUTATION
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Location: Catacombs
Dffculty: **½ of *****
Objectiv: Get to the end of the corridor
Opponent: LV21 Insidiak, LV22 Gnarlak (3), LV?? Boss
Rnfrcmnt: n/a
Charctrs: Low, Scallion, Caraway, Stranger
Upgrades: 2
This is a two-stage battle.
The first occurs within the Catacombs -- why it's called that, I don't know,
as it's basically just a sloping staircase to get through. It contains a few
Gnarlaks and an Insidiak (latter on a high-up, overarching perch), but isn't
too difficult on its face. However, this level can appear VERY dark on some
TVs, so it helps to check the surroundings for cover. Enemy trajectories can
be obscured by the landings themselves and the statues nearby. Like in the
last level, there are a few switches to hit -- these disable the lasergrids,
rather than open doors, however.
Like in the last level, there are a few switches to hit -- these disable the
lasergrids, rather than open doors, however. [They can also act as a "fence"
to keep foes at bay, perfect for hiding atop the staircase.] Overall, these
fights offer little difficulty or resistance; by the same token, they offer
no upgrades or health packs. Caraway's Heal ability, hopefully supplemented
by Restore (req. LV15 & 4 upgrades), can smooth things over where HP is
concerned, though.
Part 1 ends when all living units make it to the designated circle below,
and begins Part 2 immediately afterward, within a large arena. [All units are
healed upon entering this area.] A gigantic robot boss appears to do battle!
This sucker has a rather large movement radius, plus can attack multiple
times per turn. It has a close-range physical attack and a beam strike, the
latter of which can go off a few times in a row. The general strategy for
fighting it is to spread out, using the spartan landscape (mechanical barrels,
central machine) as cover while firing shots at its green stinger. When enough
shots strike true, a weird test tube rises up, containing the boss -- target
this each turn, if possible. [Funny note: the boss' laser attack cannot hit
foes near its base, and one can break its line of sight by standing under it!]
The boss is defeated after its test tube is struck a few times (5-6 usually).
Until then, it's best to spread out and make use of the cover, which can and
will be destroyed. The cratering strategy doesn't work on this manmade floor,
so time is against the allies here. Also, if one isn't prudent in destroying
the boss, its special attack (requires 1 turn preparation) drops a volley of
green energy missiles on a target, reducing their health to 1.
As for upgrades, both are located within the barrel-like machines scattered
around the room. One is near the arena's entrance (left side); the other is
opposite the entrance, on the right side. It takes 2 hits to destroy them
completely, but only one is needed to reveal the item. The boss will often
destroy these partially during its turn.
Battle finally ends when the robotic behemoth is slain, and the game will
autosave immediately after the "breakdown" scene. Thus, get all upgrades
before this point or they're gone for good!
• UPGRADE: Boss arena, barrel (near entrance; left side)
• UPGRADE: Boss arena, barrel (gate opposite entrance, right side)
• HEALING: Boss arena, far side of room (opposite entrance)
• HEALING: Boss arena, left side of room
[WK19] THE END
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Location: Singularity Chamber
Dffculty: 5 of 5
Objectiv: Reach the singularity
Opponent: LV19 Sentrik, LV19 Patriok (2), LV24 Gnarlak (2)
Rnfrcmnt: LV19 Patriok (indefinite)
Charctrs: Low, Scallion, Caraway, Stranger
Upgrades: 2
No doubt, this is single-handedly the most annoying map (and not just because
it's ridiculously dark on many screens). The map is circular, with either
side barricaded by laser grids; the middle is a large pit with installations
the Creatures use as weapons. There's a couple things to do that will help
avoid getting decimated in the opening turns.
1) ELIMINATE EMPLACEMENTS: Those four orb platforms in the middle shoot each
turn, relying entirely on line of sight -- without it, they just idle.
With this in mind, a smart player will immediately carve out a crater
near the starting Sentrik (Scallion nominates himself for this!), deep
enough that no enemy can see into it.
The cliff rim closest to the first emplacement tends to hold up under
fire, making it a great barricade against cross-map enemies. [As one goes
left/right of that cliff, though, it will decay, so use first person POV
to see clearer.] Anyway, from here, one can swiftly nix emplacements, a
task made easier by those with multiple shots (except Scallion) and the
Zoom function.
In the amount of turns this takes (and it takes a few), the two creatures
nearest the party may close in for potshots, so beware. It's also not
recommended to venture into the pit, even for that upgrade. The reasons
should be clear: mediocre cover and one may be shot into the abyss.
2) TRENCH WARFARE! This battlefield is not very player-friendly, being mostly
flat and having few obstacles. Scallion will definitely be MVP here, as
his carpet bombing can create long craters that provide line-of-sight
cover from most foes. This can be a double-edged sword, though: misplaced
strikes will degrade the cliff rim, revealing crucial positions. When in
doubt, use his default shot instead of Scatter. The quicker the orbs are
destroyed, the easier this portion is.
The gist of battle is for Scallion to manufacture long trenches to conceal
the party's movements, while Low/Stranger/Caraway destroy emplacements and
nearby enemies. Trenches can be made all along the rim, so there's little
reason to split the team up. As one closes in on the laser gates, shooting
under them to hit the switches works (enemies may blow up their own switches
accidentally). Approaching the singularity platform ramps up the stakes a
little, but the enemies tend to clump on one side or the other, preventing a
bumrush.
TIP: Destroying central emplacements creates little bridges. While it's not
recommended to go on them as they're destructible, they do obstruct enemies'
trajectories. This actually saved my hide when Low accidentally picked "Heal"
in plain sight, so don't underestimate obstacles!
Another well-known tactic is using the environment's pitfalls to one's
advantage. Besides the central abyss, the singularity setup itself has a
pit underneath it. In the hands of a good shooter, one can rack up fatalities
and expedite battle, which will definitely be longer than the other missions.
This can be done more frequently as one approaches the singularity.
The mission finishes when all living players reach the designated location.
The not-all-characters-must-be-alive mandate allows one to literally limp
across the finish line.
• UPGRADE: Behind orb emplacement nearest start (must destroy orb to get)
• UPGRADE: Left side of abyss, in plain sight near lasergrids
• HEALING: Left side of abyss, in plain sight near lasergrids
• HEALING: Right side of abyss, in plain sight near lasergrids
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ENEMIES [ENMY]
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Here's an overview of enemies encountered.
• HUBRIK: A small Creature with no ranged attack. It carries a bomb on its
back and will self-destruct (medium radius) when it gets close to a target.
These typically die in one hit and, due to their luggage, explode an extra
time, damaging terrain and any other unit (including foes) if nearby. Doing
hand-to-hand techniques on 'em isn't recommended.
• SENTRIK: A large, hulking monster with high health and formidable defense.
It has a long-range laser (line of sight), but is ridiculously susceptible
to physical attacks -- OHKO susceptible, in some cases. In any situation
in which they appear, it's recommended to kill them with physical attacks,
preferably with units who can attack twice, ensuring they perish.
• INSIDIAK: These are "sniper" types, which are highly accurate but have
very little constitution -- one good Zoom'd headshot can usually kill 'em
outright, while a few bodyshots can do the trick otherwise. They often
start in high-up places, so it serves the allies well to knock 'em down at
the beginning.
• GRENADAK: This enemy has a ballistic-type weapon, but unlike allies, it has
infinite range. It has relatively low movement and can only attack once, so
use of hiding spots helps immensely -- if line of sight is broken, it has
to rely on foes' observations to target; if there are no foes, it may just
idle.
• PATRIOK: Appearing only in the final few missions, Patrioks are similar to
Insidiaks, except they have higher health and damage output. It's advised
to gank these foes when possible.
Other "enemies" that appear throughout the chapters:
• CATAPULT: This appears only in Chapter 2, and serves as a launching pad for
foes to enter the battlefield. It has infinite range for this purpose, and
occasionally, Hubriks launched will explode on allies (sometimes they just
bounce off harmlessly). The contraption can launch several foes into the
fray each turn.
• ORB: This sucker only shows up in the final battle, and can fire gigantic
projectiles that crater/erode the landscape, similar to ballistics users.
Being stuck to a pedestal, they have no movement range and rely on line of
sight attacks. When defeated, part of a walkway forms over the central
abyss.
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CHARACTERS [CHRC]
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Here's an overview of the characters, their skills and upgrades. There may be
minor spoilers in this section.
LOW (Starting LV: 4)
LV04: Power
LV06: Zoom
LV10: Infrared
LV13: 2x Attack
LV16: TeleShot
Low is the main character and appears in every fight (except Battle 11), and
as such, he gets an impressive arsenal: learning both Zoom and 2x Attack, the
latter coming earlier than some others. For a long time, he's the only person
with Zoom, meaning he often falls into the role of long-range sniper. Using
TeleShot, he can swap places with enemies, a technique that can be a double-
-edged sword, to be sure. In addition to a gun, Low also can use a ballistic
rocket from the get-go, although it's not always available like others.
PEPPER (Starting LV: 1)
LV03: Power
LV05: B Adapt
LV06: Range
LV08: Mines
LV11: 2x Attack
Pepper is Low's little sister and the second character recruited, although
she only appears in a handful of fights (#2, 4, 5, 6, 12, 13) overall. She's
not physically powerful, but does have an enormous movement range, making her
a versatile unit: she can quickly take upgrades/health, or make brazen attacks
with leeway to hide. "B Adapt" allows her to throw her bombs like a ballistic
weapon, allowing her to fire from behind cover; Mines allows her to plant
the titular weapon along paths, up to twice per turn depending on if she's
learned her final upgrade.
SCALLION (Starting LV: 6)
LV--: Range
LV06: Power
LV11: Attack x2
LV14: Scatter
LV17: Smoke
The team's third recruit and main ballistics user, Scallion also appears the
second-most out of everyone (#3, 4, 5, 9, 11, 12, 13, 15, 16, 17, 18, 19).
This is for good reason -- he can grow into quite a formidable brute, raining
death upon poor enemies. The downside is there's a few chapters early on where
he falls by the wayside, stunting his potential growth a bit (particularly in
learning 2x Attack quickly). He also has several unique upgrades: Scatter
drops a fragmenting bomb, causing several explosions in a wide area; Smoke
creates a plume of dense cover, allowing one to make hiding spots on the go.
WARDWARF (Starting LV: 10)
LV02: Power
LV05: 2x Attack
LV08: Deflect
LV10: Zoom
LV14: 2x Attack
Although he only appears in a handful of missions (5, 6, 9, 10, 11, 14) in
the game's middle, Wardwarf's influence is vast. He's the only character who
can learn 2x Attack twice, and he also gets Zoom, making him a ridiculously
overpowered sniper unit. His unique Deflect ability allows allies to shoot
at him; aiming true allows the shot to be redirected toward nearby enemies.
This essentially lets players hit foes outside their normal range (just don't
use ballistics in conjunction). One issue is that Wardwarf is SO GOOD, other
units who appear in later chapters may be under-levelled. Try to let them get
some shots in as well!
CARAWAY (Starting LV: 9)
LV04: Heal
LV08: Power
LV10: Beam
LV15: Restore
LV18: 2x Attack
This cheeky Lara Croft-ish woman is a medical unit, capable of dishing out
line-of-sight healing on allies and foes alike. "Heal" enables the ability
itself, while "Restore" cranks up the power, often fully restoring HP to the
target. "Beam," which is mostly unique to her, lets her damage a foe and also
siphon health to herself, lending her some constitution in battle situations.
However, she lacks a Zoom upgrade and, although debuting early on, appears
very infrequently until the game's third act. This means she often develops
slower than Low, Scallion and such, making her a bit frail. Try to let her
get some killing blows when possible, or grind out some experience by having
her heal enemies before wailing on 'em again!
PEACE (Starting LV: 7)
LV--: Zoom
LV--: Power
LV--: Infrared
LV--: Beam
LV--: 2x Attack
Peace is a frequent companion to the team starting at Mission 5, although she
only appears as a playable unit in one mission (8), and has all upgrades to
begin with. This actually makes her more capable than Low in that battle! As
there's little development to her and she has no special abilities (outside
of Caraway's Beam skill), a player needn't bother with her, really.
GENERAL (Starting: LV 6)
LV03: Power
LV05: Range
LV07: Infrared
LV09: 2x Attack
LV11: Bounce
Peace's militaristic father, the General is a second ballistics users, only
much less developed than Scallion, who'll have the benefit of upgrades from
missions passed. Debuting in Chapter 5 but only appearing battle-ready during
the game's middle (10, 11, 12, 13, 14), General comes off as rather frail,
and can die quickly to tougher foes like Grenadaks. His weakness often makes
him odd man out amongst battle-hardened allies, but he's not without upsides.
As a ballistics user, he can destroy the landscape to make craters as hiding
spots, and his unique "Bounce" ability lets his projectile hop around a bit
before exploding (including prematurely, on the player's command). Is it worth
it to grind out some levels and give him upgrades? That's up to the player
to decide.
STRANGER (Starting: LV 19)
LV04: Power
LV08: Zoom
LV10: Infrared
LV13: 2x Attack
LV16: TeleShot
The final character obtained in battle, despite appearing as early as Chapter
2, Stranger has a skillset identical to Low's, making him quite capable in
a jam -- assuming he's given upgrades to bring him up to speed. This can be
a bit difficult since the missions he appears in (15, 16, 17, 18, 19) don't
provide tons of upgrades. If a player hasn't been upgrading characters that
well along the way, it may be a tough decision as to who gets them!
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UNLOCKABLES [NLCK]
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Completing campaign missions and performing certain feats will unlock Battle
Mode prizes. [Clearing each campaign chapter unlocks that map, for reference.]
There's thirteen unlock "tricks" that can be viewed in the Battle Mode menu's
"unlock details" screen. Simply hover over the highlighted trick to see the
method required.
[TP] - Team Power
[TT] - Team Type
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| UNLOCKABLE | UNLOCK METHOD |
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| Character | All characters fully upgraded* |
| Crossteam | All upgrades in a map are found |
| Custom [TP] | Score 2 successive 100% headshots |
| Custom [TP] | One character kills all map enemies |
| Defeat Leader | No character is hit by the foe during battle |
| Defeat Leader | All characters finish at max HP |
| Humans/Creatures [TT] | One character is fully upgraded |
| Humans/Creatures [TT] | No ally misses a shot during battle |
| Normal Free | Obtain an upgrade for the first time |
| Size | Score 2 successive 100% shots |
| Power | A unit kills 2 or more enemies in one shot |
| Team Power | Score 2 successive headshots |
| Team Setup | One character is not hit during the entire battle |
|_______________________|___________________________________________________|
* - refers to those who participated in battle, not each unit overall
Additionally, completing story mode twice unlocks a "fourteenth" trick: a
level select mode, letting one replay missions at leisure. Playing through
the campaign a second time also gives a few noticeable differences, most
notably the "allies move, enemies move, repeat" strategy changing to a set
format.
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V. FREQUENTLY ASKED QUESTIONS [FAQZ]
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[Q] - How come I'm not killing enemies in one hit like I should be?
[A] - An important factor is levels and headshots. Headshots do more damage,
and while all characters with line of sight weapons can get them, it's
way easier for units with the Zoom function (Low, Wardwarf, etc.). If
one's levels are lower than a target's, damage tends to be less than
normal; conversely, if one's at a higher level, damage across the board
tends to be more. Basically, headshots on lower-level foes do the best.
[Q] - Do I have to get all upgrades?
[A] - No. It certainly helps some get great skills like 2x Attack, but some
of the attacks (like Pepper's mines) won't be as useful. Additionally,
since the game has a decently sized cast of characters and not all are
usable at once, it becomes hard to upgrade people fully anyway. [To
combat this, some may come with initial upgrades.]
[Q] - Should I aim to hit enemies with debris?
[A] - Well, it's free damage, and that never hurts. Also, damaging foes with
debris gives experience just as if one had shot them with a normal
weapon, so low-level units may prefer this form of indirect fighting.
[Q] - If a character is KO'd, can I use upgrades to revive them?
[A] - This does squat and wastes the upgrade, so don't do it!
[Q] - [Mission 15] Is there anything under the grave?
[A] - Nope. It can't be destroyed like most of the environment.
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VI. UPDATES & CONTRIBUTORS [UPDT]
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11-16-12 -------------------------------+ Started walkthrough
12-17-12 -------------------------------+ Finished walkthrough
THANKS TO...
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• Sailor/Ceej, for hostin' my junk
• Wardwarf, you turn-hogging, scene-stealing rogue!
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VII. LEGALITY [LGLT]
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This document is intended for private home use ONLY, and may not be reproduced
through electronic or commercial means without the expressed consent of the
author (P. Summers). It cannot be hosted, edited, or distributed for profit,
and may not be given away as an add-in/gift to bought items. All rights are
reserved to respective parties, even those not explicitly stated herein. Those
who find this document on sites not listed below should e-mail the author (me).
Thanks for reading this, and thanks for respectin' FAQ authors.
Allowed Sites: Disallowed Sites:
• Gametalk.com • cheatcc.com
• GameFAQs.com • gamershell.com
• MyCheats.com
• Neoseeker.com
• Gamesradar.com
• Supercheats.com
• Cheathappens.com
• Honestgamers.com
• Chaptercheats.com E-mail me for permissions ~
• Cavesofnarshe.com shotgunnova (a+) gmail (d0t) com.
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FEEDING DUCKS IN THE Document © Shotgunnova, 1997-2013 (and countin'!)
PARK, AND WISHING Future Tactics namesake © respective owners
YOU WERE FAR AWAY E N D O F D O C U M E N T