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- Level 4 - The Lair of the Blind Ones {{{
- Not a lot of places to use energy cells, but you are given plenty in the early areas.
- Against leapers: explosive shells, tranquilizer darts, and grenades all rock.
- Cereberal Bore good against the melee Blind Ones.
- Flamethrower (+ PFM layer?) good against the goblins. Makes sense to use them liberally against Blind Ones/Reptoids in sections A+B too.
- Section A:
- 1. opening outside area, sidepath with whispers pad leading to Primagen key, drop down to next area
- 2. water pool with underwater tunnel to talisman warp portal, drop down the 'slide' to next area
- (note: when returning to the talisman warp portal, not worth it to fight the small spiders! they come wave after wave...)
- 3. water pool with harpoon gun, climb wall and drop down to next area. NOTE!! hit the switch next to the pegs, opens backtracking portal.
- Section B:
- flamethrowers abound: spidery cliff-face, sacred eagle feather area, and I think another in the tunnels
- 1. small open area with first spider, leads to earthquake area that you need to get the door key (note: need to hit two switches above you, at the end of the two tunnels)
- 2. series of land bridges with earthquakes, falling boulders, leads to spidery cliff face passage
- . 1st key here, triggers goblin ambush
- 3. land bridges with first save point, drop down to next area
- 4. waterfall section with sacred eagle feather
- (note: after dropping down from the eagel feather area, need to hit a switch on the wall)
- 5. leads to large, open spider arena, which loops back to the bridges over the water. The ledge that houses a non-respawning blind one archer leads to the Thermal Vent.
- (note: after the first wooden bridge, look right and jump down to the cave door key)
- Section C:
- 1. the underwater maze
- a) take two rights initially to reach the surface area to open the underwater gate
- you pass by a T-intersection aka 'a fork' with a blocked off gate (T-1), and then a 4 way intersection (int-1) with 2 blocked off passages (int-1-a and int-1-b, the later guarding a torpedeo launcher)
- b) this opens the intersection and the T-intersection you passed
- . at the intersection, grab the torpedo launcher to your immediate right (int-1-b). The path ahead leads to exit / progression warp.
- . the other remaining path (int-1-a) in the intersection leads to the cave door key, and further into the maze
- c) the opened path at the initial T-intersection (T-1) leads to a new T-intersection (T-2):
- . left brings you to a satchel charge and back up the entrance drop off to the maze
- . right brings you further into the maze (same vicinity as the other noted area)
- The further area of the maze has two main features:
- . a "north most" 4 way intersection (int-N). A cave door key is near here. This area is basically a dead end.
- . a "middle" 4 way intersection (int-M). This is easily accesible by taking the other fork at intersection (T-2). When you enter from this direction, the branch straight ahead leads to the thermal vent.
- Leaving the first intersection (int-1-a) leads to a fork (T-3). This connects to the middle intersection (int-M) through the left path, and it connects to a new fork (T-4) and breathing hole if you keep going straight.
- The fork (T-4) at the breathing hole leads to both 4 way intersections: go straight until you reach a fork (T-5). Left is (int-M), and ahead it (int-N).
- Section D:
- 1. the hub area for the end of the level, starts off in the open caverns with light beams
- note: the starting warp has a goblin ambush behind the second door.
- 2. the first area overlooks:
- . spinning platforms
- . a land bridge
- . a trail leading down a cliffface to a cavern with lava craters, with rotator footholds at the bottom
- 3. lava crater cavern fork:
- . switch that opens a path to firey caverns, leading to nuke portal + switch
- . rotating footholds lead to the land bridge that you saw in 2, drop down to next area
- 4. leads to a firey cavern, (note: have to hit a switch above the lava pool), drop down to the next area
- Section E:
- 1. this starts off with a land worm + goblin fight, then opens up to the hub for the exit portal area
- note: very easy to miss the path DOWN the cliff face (behind the large rocks) not just the path UP (marked by blue health)
- the UP path leads to a save point, then the blue health ledge mentioned in 2.
- 2. path downwards lead to a larvae spewing Blind One, then leading back up to a land bridge overlooking the other path in Section D5. Branches here:
- . can follow the bridge you are on (leads to 2nd key + thermal vent)
- . can jump down to the blue health ledge here
- 3. Jumping down below leads to a fork:
- . one branch leads to a cave door key needed later
- . the other branch leads to a cross shaped land bridge with a firey glow
- 4. cross shaped land bridge leads to the cave door itself, drop down to next area, leads to spinning platform area in Section D, and the last key+exit
- 5. following the bridge in 2. leads to a very twisty set of land bridges over an abyss, with a full health in sight on a ledge, and cerebal bore behind a gate. Branches here:
- . can jump to the full health, which loops around to the cerebal bore
- . can proceed down, with the trail of blue health, leads to 2nd key + thermal vent
- 6. following the downward path, leads to 2nd key
- note: hobgoblin ambush + 2 blind ones.
- 7. then leads to a new set of land bridges, the first lying above a cross shaped land bridge with firey glow, the second above a new cavern, keep going and jump to the satchel charge, drop down to the thermal vent area
- note: after the thermal vent area: DON'T jump down to the new cavern, since you need a cave key and will be forced to kill yourself
- Golden Eye:
- Maggot waves = PFM or else grenades
- Tentacles: Missile Launcher is useful, since they move frequently
- Spewing Sockets: explosive shells
- Pounding Arms: can try missile launcher, but doesn't work perfectly. Use firestorm cannon or shredder.
- }}}
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