____ ____ _ _____________ _____ __________ ____ _____ / __ )/ __ \/ | / / ____/ ___/ /__ / / ____/ __ \/ __ \/ ___/ / __ / / / / |/ / __/ \__ \ / / / __/ / /_/ / / / /\__ \ / /_/ / /_/ / /| / /___ ___/ / / /__/ /___/ _, _/ /_/ /___/ / /_____/\____/_/ |_/_____//____/ /____/_____/_/ |_|\____//____/ _____ ____ ________ ______ ________ __________ ______ / ___// __ \/ _/ __ \/ ____/ / ____/ / / / _/ __ \/ ____/ \__ \/ /_/ // // /_/ / __/ / / __/ / / // // / / / __/ ___/ / ____// // _, _/ /___ / /_/ / /_/ // // /_/ / /___ /____/_/ /___/_/ |_/_____/ \____/\____/___/_____/_____/ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ / \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ ================= [1] TABLE OF CONTENTS ================= (Use Ctrl+F and enter the code in brackets to find a certain section easily; For example, entering in the search bar, "[5A]" will send you directly to the Combat Hall guide.) [1] Table of Contents [2] Hunter Info [2A] Spire Profile [2B] Abbreviations [2C] Magmaul Statistics Chart [3] Attacking With Spire: Weapon Combinations [3A] Power Beam [3B] Missiles [3C] Volt Driver [3D] Magmaul [3E] Imperialist [3F] Judicator [3G] Shock Coil [3H] Battle Hammer [4] 2v2: General Team Strategies [4A] Samus [4B] Kanden [4C] Spire [4D] Trace [4E] Noxus [4F] Sylux [4G] Weavel [5] Map Specific Guides [5A] Combat Hall [5B] Data Shrine [5C] High Ground [5D] Sanctorus [5E] Incubation Vault [5F] Alinos Gateway [6] Credits & Copyright [6A] Copyright [6B] Credits [7] Updates _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ / \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ =========== [2] HUNTER INFO =========== --------------- [2A] Spire's Profile --------------- Name: Spire Species: Diamont Origins: Mondreus Weapon: Magmaul Alt form: Dialanche Alt Ability: Climbing walls Mission: Thought to be the last of his species, he searches the galaxies for traces of his ancestors. How touching. ;_; (Don't worry, the pwnage is coming soon.) ------------------ [2B] Abbreviations Used ------------------ MM - Magmaul MMB - Magmaul Burn (charged Magmaul) u/c - Uncharged PB - Power Beam Imp - Imperialist Jud - Judicator VD - Volt Driver SC - Shock Coil BH - Battle Hammer DD - Double Damage DA - Death Alt SK - Spawn Kill UA - Universal Ammo OHKO- One Hit Knock Out (Kill); may also be used with a number like 2HKO ------------------------ [2C] Magmaul Statistics Chart ------------------------ ___________________________________ ][ MAGMAUL PART ][ VALUE ][ ][--------------------][---------][ ][ Maximum Ammo ][ 59 UA ][ ][ ][ ][ ][ U/Ced MM ][ 1 UA ][ ][ ][ ][ ][ MMB ][ 2 UA ][ ][ ][ ][ ][ U/Ced MM ][ 32 dmg ][ ][ ][ ][ ][ U/Ced MM Splash ][ 16 dmg ][ ][ ][ ][ ][ MMB (Impact) ][ 48 dmg ][ ][ ][ ][ ][ MMB (Burn) ][ 19 dmg ][ ][ ][ ][ ][ MMB (Total) ][ 67 dmg ][ ][ ][ ][ ][ MMB Splash (Total) ][ 28 dmg ][ ][ ][ ][ ][ MMB + MM ][ 99 dmg* ][ ][____________________][_________][ * Note that one MMB and one MM shot does enough damage to kill a newly spawned opponent. This is very crucial knowledge to be able to know how much your opponent has at any given time and to be able to SK opponents quickly and effeciently. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ / \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ ========================================= [3] ATTACKING WITH SPIRE: WEAPON COMBINATIONS ========================================= Spire has a very unique affinity. He has the ability to hit people and do damage after they are way out of sight or even after he is dead. Also, after you hit someone with the MMB, you dont need to do anything else. If you know they can't get to health in time and that the damage from the burn will kill them, you are free to go off and collect some health for yourself or start attacking someone else earlier than if you had to keep up and kill them. If it won't kill them, it is time to unleash a myriad of (what I refer to as weapon combos) from your arsenal. A very unique feature of the MMB is you can do damage while the burn does additional damage. These combos ends up to a large amount of damage fairly fast. So, to teach you how to successfully use Spire's special ability, I will be talking about each weapon combination in turn. I will tell you tips for using them and what, where, when, why, and how to use each of them. ---------- [3A] Power Beam ---------- The PB has been underrated long enough. Players have found how useful this little weapon can be when you are low on ammo or just spawned, and now it is an important tactical-type weapon. It requires no ammo and you have it from the start making it the most convenient weapon in the game. If you just get the MM and have little ammo to spare, MMB them, then switch to the PB. It is basically a weakened version of the VD but the charge shots are more important. It is actually fairly strong and easy to aim. Rather than rapid shots like the VD, it is best to just keep charging shots and going for headshots. A charged headshot does as much as a MM but the MM is usually a better choice. I would suggest only using it if they are in biped as headshots are the best way to deal damage but if they are running in alt this is better than MMing. If you used the last of your UA, it is handy, but again, only if they are in biped or if their alt is very quick making missiles hard to use. Usefulness Rating: 7.5 Convenience Rating: 10 -------- [3B] Missiles -------- If you are decent with missiles, this combo can actually deal out some serious damage. Unlike most first person shooters, the missiles in Metroid are weaker and have smaller splash. However, you do spawn with 10 of them and they are fast with decent power. MMB them then hit them with missiles. There isnt much to explain or very much strategy involved overall, but you will find this can be a life saver if you run out of UA as the opponent begins to run. Use your last bit of UA to MMB them, then missile them for enough damage to let the burn finish them off. Again, this isnt the most dependable combo so only use it if it is a sure kill, or you have nothing else but the power beam. It is good however if they are running away as missiles not only do a fair amount of damage, they are pretty darn fast with splash damage to reassure a final hit. Usefulness Rating: 7.5 Convenience Rating: 9 ----------- [3C] Volt Driver ----------- If you have ever faced a good Kanden user, you know just how dangerous the VD can be in the right hands. Now, you can do the same insane damage, plus more. Just MMB the opponent, switch to VD, and go to town with u/ced VD shots. This is my favorite combo because it deals damage insanely fast and they usually die from the burn while running. This combo is perfect for head-on attacks where it's just you versus them. It's definately a combo you can count on. The only thing you really have to worry about is ammo. The VD shoots fast and can drain your UA quickly. I would stick with MMB + MM if you dont have that much ammo. However, you also have the option to drain your remaining UA with the VD then switch to the PB. So, if you find yourself in a VD stage, grab as much ammo as possible. With a max of 119, you shouldnt have too many problems once you get it. I try to always have the MM and VD if they are both on the stage becausue this may very well be the best combo for Spire. If your VDing isnt that good, dont feel bad. I suggest you play a few matches as Kanden and work on it. It definately has a worthy payoff. Usefulness Rating: 9 Convenience Rating: 7 ------- [3D] Magmaul ------- The simplest of the combos but still deadly. The ultimate SKing combo. Right after they spawn, one MMB and one u/ced shot will always kill them unless they reach health before the burn finishes them off. Unless you know they cant get to health in time, I suggest hitting them with a few (2-3) u/ced shots just in case, esopecially because your MMB might have only hit with splash damage or you might have missed your u/ced shot. This combo is also useful against alt spammers and snipers if you can get close. For alt spammers, just jump (or stand on a nearby ledge) and shoot them avoiding their attacks as best you can. Never forget you can climb a nearby wall then shoot from there too. Against snipers in close-mid range, this is a great combo as the MM kind of shakes them up messing up their aim. You should be dancing around trying to dodge them or in alt form so you can't be OHKO'ed. Shoot a few u/ced to do some damage and it probably wont scare them away. Then, land a MMB shot and they will be worried. Having lost some health and still losing health now, they will try to run. A few u/ced shots should finish them off. The main reason this is good is, while you are dancing around, they have to be too. So, just shoot the u/ced shots underneath them or even bouncing them off the ground so they go up at an angle into them. U/ced MM shots sit on the ground for a second or two so they are bound to explode when the sniper steps on them. It's kind of like making them walk across coals just to give you a basic idea. The MM's affinity is often underrated. It does a bit of extra damage but, believe it or not, because of lag the best factor offered by the MM affinity is the fact that you can see the opponent burn. If they burn, you hit them with either a MMB or the splash of one. If your shot hit a nearby wall or floor when they caught fire, it is likely to be splash damage so be careful not to confuse them. What advantage does seeing them on fire provide? Well, aside from making it slightly harder to aim and usually causing them to panic, the fire can in theory tell you whether you shot hit, even in the worst of lag. Use this to gauge how much health your opponent has at any given time. Usefulness Rating: 10 Convenience Rating: 9 ----------- [3E] Imperialist ----------- The Imp is the most powerful weapon in the game, so it is a must if you want to be competitive. Now, I'm sure you are wondering, "If I can snipe, why dont I just snipe in the first place?" While that's true you could just snipe but this combo can make it a lot more consistent, especially if you are up close to begin with. MMB them and quickly see if they will stay to fight or run. If they stay to fight, I'd switch to an up close combo. However, they will usually run right after being burned. If you have the Imp with you, this makes it a perfect chance. Just pull it out and snipe them down before they run away. Even if they are in alt, a shot will usually let the burn kill them. It is important to zoom when sniping especially in this case because every bit of damage counts. Scoping does more damage than no-scoping so if you have to, zoom in then shoot quickly. It will be like no-scoping but do the damage of a scoped shot. The great part is, if the snipe doesnt kill them as they run, the burn will sometimes finish them off out of your sight. If they are in a big open level, take another snipe if needed. This is also great for skinny hallways where it is almost impossible to dodge and when you need to finish them off fast. Only opponents with almost maxed health will survive so a few u/ced MMs or another snipe will finish them off for sure. As long as you keep them running, feel free to keep on gunning. Usefulness Rating: 10 Convenience Rating: 9 --------- [3F] Judicator --------- Not the best head on attack, but certainly great for finishing off escaping opponents. MMB them then as they run then follow up with a spray of Jud shots. This works best in small hallways and the "basements" of many levels. There is little room to miss and even if you do, they have a chance of ricocheting back at them. You will only need to land a few shots before the burn takes care of them unless they had a lot of health. Using this in a head-on battle is actually quite effective but it is important to land as many of the triple shots as you can. The Jud shoots at a decent pace compared to other weapons but charging takes a little longer than you will like. Because of this, missing shots can seriously hamper your chance of victory but good aim will solve that. If they are running away and are out of your sight, charge it as you walk around the corner or wall following them. If you had enough time, the charged shot fires 3 Jud shots at once in all different directions. This is great for getting that last hit in when you know they have almost no health left. Usefulness Rating: 9 Convenience Rating: 6.5 ---------- [3G] Shock Coil ---------- This combo, while fairly weaker than others, is easier to pull off and good for beginners. Just MMB them then SC. The main reason it is easy is because the SC is pretty easy to use as the coil will stretch a little to home in on the opponent. This is helpful if they have a slow alt. Just MMB them, SC, they change to alt, and you MMB them one more time. Another, preferable option, is to lead off with the SC then switch to MM when they go into alt. While sometimes nifty, other combos are just better so only use this if you want them to go into alt and their alt is slow. Even if you can't SC well, you can force an opponent to try and fight Spire in alt. That's possibly the worst thing they could do. Usefulness Rating: 5 Convenience Rating: 5 ------------- [3H] Battle Hammer ------------- The BH is often thought of as a bad weapon. Mainly because it is... At least without Weavel's UA boost and triple-sized splash area. I wouldn't really use it at all, the PB is so much better and won't waste your UA. However, if you feel the need to mix it up, just know that it is best used in closed-in areas where the splash will guarantee damage. The only advantage it has over the MM is it goes farther and faster. If you see someone across Alinos Gateway and feel the need to BH them, go for it, but don't expect to get very much out of it... Other than that, only use it for sure kills or if you are running low on UA. The PB is almost always a better choice, unfortunately. Usefulness Rating: 1 Convenience Rating: 4 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ / \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ ============================ [4] 2v2: GENERAL TEAM STRATEGIES ============================ ------------- [4A] Spire & Samus ------------- Have Spire burn the opponent and Samus' missiles can finish them off. Another good strategy is have Samus do the most damage and use Spire strategically so he can control the health and weapons. Just the sheer power of these two and their affinities makes them a force to be reckoned with. Also play with the fact that Spire is close range and Samus can support from afar. -------------- [4B] Spire & Kanden -------------- Spire burns, Kanden volts. Gotta love this one especially if there is a VD on the stage because burning then having both of you volt at them kills so fast, they won't even know what hit them. Sticking together is of course important but it is effective to just swap mid-battle. Have Spire go in, weaken the opponent, then let him run for health. While they try to chase him, Kanden can ambush with a charged VD and finish him off. ------------- [4C] Spire & Spire ------------- 1 MMB and 1 MM from each teammate will automatically kill anyone, even at full health. Crazy rape team here. If you can get around the alt speed deficiency, not much will be able to stop you. It is more important to stick together with this pair because it will really help if you have some bad luck and miss a few MMBs. You will have a teammate right there to cover for you until you can get back in the groove. ------------- [4D] Spire & Trace ------------- Spire burns, Trace snipes them as they run. (Trace sniping them first then having Spire burn them as they run also works great.) Trace provides cover so Spire can get health and Spire stalls by MMing so Trace can get ammo. These two are crazy if you can help eachother when each of you needs it. ------------- [4E] Spire & Noxus ------------- Noxus freezes, they both fire. 3 magmauls is basically equal to 4 Jud shots (3 Jud headshots) so as long as both people get off their necessary amount of shots they should die every time they're frozen. Just avoid getting picked off while shooting frozen people by always moving and stay close together for some easy kills. Both of their alts are quite slow so use Noxus's ability to guard health well. ------------- [4F] Spire & Sylux ------------- You can do MMB and have Sylux SC but that really doesn't deal much damage. A better strategy is to have Sylux force them into alt with the SC and let Spire finish them off. Sylux can use his alt to guard health, (using the SC to maintain his own health) which also helps Spire overcome his slow alt. With two strategic people working together, this team is truly a difficult one to get around. -------------- [4G] Spire & Weavel -------------- A nice combo of MMing and BHing will keep the enemies very discombobulated, so to speak. Being on fire and getting knocked around with the BH can not be fun and in 2v2s, Weavel's turret is more accurate (thanks to slow-down, where everyone moves slower but the turret does not) so using it to finish them off is almost unstoppable. If one or, dare I say it, both of you get a DD pickup, the opponents might as well give up because they'll be dead in a matter of seconds. Very painful seconds, I might add. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ / \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ ============ [5] ARENA GUIDES ============ Each arena in this game has particular traits that will challenge different parts of your overall skill level. This can range from having to use a certain weapon better or more than others, to having to use your alt climbing and biped jumping skills differently. I think the most important parts of interacting with levels are finding neat tactics to trick or deceive your opponent. If you can make them think you are doing one thing or going one place, you can do something else they wouldn't expect. Sometimes, the best weapon is your mindgames and the element of surprise. And frankly, against evenly-matched opponents, that's sometimes the difference between a win and a loss. ----------- [5A] Combat Hall ----------- Famous for alt spammers, Combat Hall is a very cramped stage with tons of health. Unfortunately for Spire, the only weapons are an affinity and a Magmaul so you don't have much to work with. (However, the MM is so great here it is often better to just have two pickups for it than it would be to have two different weapons.) There are two healths on the first floor. One at one end of the tunnel of doom and the other behind the blast shield and affinity and UA pickup. The second floor has two long alt tunnels with health inside. A basic strategy is to control all of the health orbs but this becomes a problem since there are 4 and spread out quite a bit because going through the tunnels takes a while. By guarding the jump pad, you can basically choke your opponent off of the two upper level healths, in the tunnels. All they will have is the health in the tunnel on the first floor. Once you get in position, make sure they can't get around you to the second floor as giving them free access to the second level health will make it a lot harder to finish them off. They will have two choices if you can shut down the jump pad: Fire long distance and try to chase you to the top floor or tunnel; their other option is to charge straight at you. If they fire long distance, be patient. If you think they will never attack, make sure you have full health and charge them with all you've got. It is recommended that you wait until you land a long range shot before charging as it can give you a great advantage. Also, make sure they just got the health so they can't stall until it respawns. Take them out with all you got. They shouldn't get even half way past you before you finish them off. If they try sneaking through the tunnel they are a free kill. Chuck a bunch of u/ced shots into the hallway and they almost never come out alive. When you do not have position either because of a bad spawn or they took you out, learn tricks for getting to health. The Dialanche is a savior here but only if you use it early. One simple maneuver is in the hallway of doom. Usually once you go in, the opponent will MM the crud out of you but with this little trick, that's a lot less of a problem. Go in alt through the tunnel but when they shoot through the gap in the wall to kill you, ride along the wall so MM shots will lay below you and you will get out practically unharmed. Another option is to can climb the wall by the affinity and go over the side for the two healths in the alt tunnels. Make sure you go early because it takes a tad long to climb up and they could hit you easily. I suggest faking going to the right side on the wall near the missile pickup or if you already did this once, go there for real. You can get both alt tunnel healths from either way, but be careful about them finishing you off as you climb through the tunnels or over the bridge. Speaking of that, you should do it all the time! There's no better morale booster than killing a speeding alt inches before they reach health. While it is fun and is almost funny to pull off, it's better not to let them get that close. U/ced shots tend to bounce out unless you shoot almost parallel to the wall, so take the few seconds you have to charge up a MMB and finish them off. Learning the timing of opponents' movement both in alt tunnels, and through the first floor tunnel are imperative, but with some good strategy and MMing, this is a level you won't be too disappointed to see anymore. ----------- [5B] Data Shrine ----------- One of the few stages with all of the affinities but that is certainly beneficial for Spire. This is good as it lets you use different combos depending on the situation. MMB + VD for head on attacks, Imp them as they run or shoot u/ced Jud shots after them, into the alt tunnels. If you've ever played a Samus or Trace here, you'll know how deadly it can be to be caught in the alt tunnels. For this reason, it is imperative that you maintain at least 100 health at all times. If it's a 1v1 the only way to get health will be in the alt tunnels and if it's a Samus you are facing, you will almost never get out alive. Instead, go in with half or three-fourths health remaining. Their alts may be powerful, but the Dialanche is too; the trick is getting close enough to hit with it. If they follow you in, just ram backwards into them (to ensure they are near you because of lag) and smash away. If you are near dead however, just attack while heading for the health. Even if you don't deal full damage you will do a significant amount which might scare them off of their pursuit. If you go backwards, you should almost always deal the full 64 damage because you will be right up next to them. If they start running, it is usually best not to follow. They'll either lay bombs killing you or go biped once out of the tunnel and finish you off. The only time you should try to finish them off is if they have a slow alt and you still have some health to spare. When you see people running away around the outer ring of the level, follow them as fast as you can changing to an appropriate weapon. Almost always they will head for the health in the alt tunnels. Pull out the Imp and snipe them but once they get inside the alt tunnel, use the bouncy, u/ced Jud shots to get that last hit. If they run away on top to just get around the corner faster, do the same type of strategy. In the center part of this level, Spire is quite dangerous if you know how to move and aim. Shots can be lobbed at so many different angles you will be very unpredictable and all the while you should be taking cover, popping out just long enough to take aim and fire. The bad part is, if you get caught with too little health, it's a long way to the alt tunnels and they will usually finish you off before then. The top two mini alt tunnels with the SC and Imp inside are not good places to hide. Any decent opponent will just use whatever they have to flush you out or kill you. However, it is a great way to escape rather than using the doors below because they have to go into alt to follow you and because they can't usually tell which way you went. In the common case that your opponent is going through the alt tunnels while you are on top, there is a slightly unorthodox solution. The screens that create the ceilings of the alt tunnels are wafer-thin allowing splash damage to actually hit your opponent through the floor. No more opponents waiting beneath your feet. If they do, MMB them and laugh as the splash and burn finish them off before the health respawns. Utilize the center area, stay concious of fast and powerful alts, make sure you grab health early and often, try to have all of your core weapons (MM, VD, Imp, Jud) when possible, and you should be just fine here. ----------- [5C] High Ground ----------- Using Spire here is pretty darn fun because there are a 4 main levls with 4 differring strategies. The top three platforms revolve mainly around sniping, the big open area for MMBing, the middle height for popping out of nowhere and MMing someone, and the underground basement with small tunnels perfect for the MMB and Jud combo. In the basement hallways, MMing is way too easy and you should almost never miss. It's straight as an arrow so just dont hit the walls or ceiling and you're almost bound to hit your opponent. Also, if you see someone on the radar who you think is following you, turn around and walk backwards charging a MMB. Do NOT stop and wait by the door because the better players will see this and know you are aware of their precense. By turning around while walking backwards, they will think they are being sneaky and try to follow you to either get an easy snipe or ambush you with whatever they have. As soon as they come through that doorway (shooting before they come through is even better), launch a MMB shot and keep pelting them with u/ced shots. The surprise factor will help you take out most people, but if they had maxed health and they start to run away, pull out the Jud (take note it spawns down in the basement) and send a barrage of the ricocheting ammo following them through the tight tunnels. They bounce so they are perfect for nailing that last shot to kill the opponent. In the middle height area, there are a bunch of nice open spots people walk through, so with some practice you can fairly easily long-range MMB them. Of course, one MMB usually wont kill them, so pull out the Imp right after launching and if you're quick, get an Imp shot at almost the same time the MMB shot hits. I always try to imagine their reaction to being caught on fire and sniped at at the same time and it always ends up as a very surprised person wondering how they just got OHKOed by a Spire from across the map. Spire can climb up the black metal tunnel below the Imp to get to it the fastest except for Trace (by grabbing the affinity) and sometimes Sylux (if they are close to the MM platform they can glide over to the Imp). Pretty much any nook and cranny on High Ground is perfect for taking cover then jumping out and MMBing them. Once you kill them, go back to the center unless you need health badly. Charge a MMB and when they spawn, lob it at them. One MMB and one more u/ced MM shot should take care of them, but to prevent them from getting to any nearby health before the burn finishes them off, I suggest hitting them with 2 or 3 u/ced shots. You can use this SKing technique and do your best to prevent them from escaping. However, since High Ground is pretty big they will usually find a way to escape. That's no reason to just let them get equipped though. Try to prevent them from getting the two healths beside the Imp platform and you will confine them to the lone health in the basement next to the Jud and below the MM. Once you see them drop down, corner them in the tunnels and kill them. Either wittle their health down by poking in Jud shots or u/ced MMs, or go all out, recklessly charging in and MMing the entire room. The biggest draw back for Spire here is that he will hardly ever get the DD when the game starts. Rather than trying with a little chance (unless you are facing a slow alt and you know you can beat them to it), just go get health and ammo then wait at the top of the Imp platform until their DD time is up. He may not get it the first time, but that shouldn't discern you from making sure you get the second DD spawn. When you come down to it, Spire is great at this level with his special Imp-availability and MMB/MM spawn camping so practice and have fun suprising the Traces who think they can hide at the top the whole time. --------- [5D] Sanctorus --------- The first thing you should always do at Sanctorus is get the MM and DD first and you basically win. Kill them once then get in position for SKing. MMB shots easily reach across the arena and from up top you can reach far too. From the bottom, you can lob shots into the hole in the second floor or right into the makeshift doorway near the VD. Don't just concentrate on killing though. Control the health by taking each one as they appear. Even if you don't need them, it will give you about 30 extra seconds to kill a spawned person in case they escape up top. The skinny hallway on the second floor is another great MMing spot. If you're low on health, you can stall in the hallway until health respawns. (Keep an eye on your radar, you can see the health spots through the floor.) To get to you, they will have to come up the jump pad where you can MMB them (make sure you only pop out quickly then go retrive health; they will most likely fire the second they see you there) or they come up the center ramp behind you where you can also MMB them. Either way they come, don't forget to go the opposite way to get the nearest health. The VD here allows an alternative to u/c MM shots but are really only useful for the wide open middle. Burn to u/c VD works insanely well but SKing should help you control the match. Just stay in the main room and try to get as many kills from the DD as possible. Once they leave the room, they have a chance to counter back and start killing you, which is obviously not what you want. Try to predict their movement. In the little tunnels in the main room, most of the time when they go through one side, they will come out the other. See this coming and launch and early MMB. This is a critical tactic as the tunnels are easy ways to predict their movements. If they do manage to escape, just make sure to cut them off from health. While SKing, controlling the health and DD; it is best to grab the affinity as you walk back and forth from each health. If you have to choose, take the health instead of the affinity (unless it's a Noxus). The rest of the hunters can be taken out rather safely. Control the DD, health, and affinity and you're sure to win. Mix it up with MMB spawn camping and if they try running along the back wall, use some MMB + VD. This level being so small, the winner is normally decided in the first DD spawn or kill. However, whenever you find yourself on the receiving end of the DD, stall as long as you can, grabbing health only when it's safe. Use mindgames to get your opponent out of spawn killing position and try to turn the game around on the second DD spawn. Either very easy to win, or nearly impossible, this lopsided level still manages to sometimes be enjoyable. ---------------- [5E] Incubation Vault ---------------- Incubation Vault is a small level and is similar to how to play Sanctorus. Immediately from the start, you should do a mental checklist. Number one priority is health. There is limited room and around the health an attack can come from almost anywhere. Getting health is the way to control the match here. When you get the health, it means they can't, and as long as you have health and they don't, there is no need to rush an attack. Your second priority should be obtaining the Magmaul. There is no MM pickup here so you will have to rely on the two affinities by eachother. You can get in some serious trouble by going for the affinity in the small cubby so if you are on the second floor just take the affinity above the health and it's also a bonus because you can get the health and ammo quicker afterwards. Keep taking both healths, walking back and forth, and peg them with one or two u/ced shots when you get a chance and eventually finish them off. The BH is far from the health and is in a spot that is hard to hit the lower health from, so don't go for it unless you are desperate for ammo. A better way of getting ammo is the two UA on either side of the SC in the middle of the arena. Hopping through the windows can speed up the process and can allow you to get ammo fast in just a few seconds. Keep hogging health and sneakily get health if they control the map. Spire is great on this level if you have the mentality of "get health now, kill the opponent later." -------------- [5F] Alinos Gateway -------------- Alinos Gateway is the ideal level for a sniping Spire and is one of the few with enough lava to make Spire's resistance actually somewhat useful. Do not just charge up a MMB and stand in the middile of the lava. That is suicide. Instead, stay near the health on the ground, on top of the center podium-shaped rock with the affinity and two healths, or on the top of the balcony by the Imp. While down on the ground, make sure no one else is ready to snipe you from afar. There is a MM pickup next to some ammo and UA is very scarce here so be sure to pick it up when you can. A better place than on the ground is on the center podium. With an affinity and two healths, you can keep up a minimum amount of UA and there are two healths right next to eachother. While the health is good, the MM can't do much unless someone is right next to you and since the arena is so big, you would be a fool to not use the Imp. From the center, you can Imp and get ammo from the affinity. The best area you can be in would be on the balcony by the Imp. If you can get the MM and Imp you can just snipe from there, picking people off with plenty of ease. When they come up to fight you close range, get one last body shot snipe and whip out your MM to finish them off. The few things you have to worry about are ammo since you will only get any from the Imp pickup. You can not do much with 6 MM shots so try to get a bunch of UA before camping up there. For health, there is one the right of the balcony and instead of trying to jump across where you can get sniped easily, go alt and roll along the wall to the health and roll back. One warning about staying up there for most of the match is the opponent(s) will usually catch on quickly and wait for your to just poke your head out. While it is a great strategy to stay up there and protect the Imp, I would recommend you only stay there if no one else has the Imp. Also beware of Trace and Samus users as they can deal damage from far away without using the Imp pickup. Trace gets the Imp from the affinity and Samus's missiles are a pain to avoid on such a big level. Be patient and cautious but once you can control the Imp on this map, it is fun to just pick people off as they ride the jump pads or MM them giving them nowhere to hide from a follow-up Imp shot. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ / \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ =================== [6] COPYRIGHT & CREDITS =================== --------- [6A] Copyright --------- Copyright (c) 2006-2007 by Kevin Emm (aka _Bones_Zero_). This may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. ------- [6B] Credits ------- CJayC - for making this kickass site Nintendo - for making an equally kickass FPS for the DS Kirby021591 - his FAQ on the FAQ Contributor boards helped me get 79 CPL PyroZeroX (mr.z3r0.x@gmail.com) - provided the splash damage values for the Magmaul Statistics Chart www.network-science.de/ascii - for the ASCII text generator which helped make my title My keyboard - for not giving out midway and the additional bonus of waking up my parents at 2am All the Spire users - for willing me to finish this; because otherwise, I would have given up on this several hours ago had I not had them to write this for Well, that's the end of my Spire guide! (I may update it eventually though, so don't hesitate to email me an interesting request for something you would like to see.) For questions, comments, or concerns, just email me at b0nes0@aim.com or find me right here on GameFAQs.com. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ / \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ ======= [7] UPDATES ======= Update 1: [7] UPDATES section (lol) Update 2: [5F] Alinos Gateway Guide Update 3: Fixed my formatting to 79 CPL so I can resubmit this thing (oopsies) _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ / \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/