|¯¯¯¯¯| |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | |¯|_| ___ | EMAIL: shotgunnova@gmail.c0m | | | _ |¯|¯¯¯¯¯|¯| |¯¯¯¯¯¯\| _| |¯¯¯¯¯| |______________________________| | |_| | | |¯| |¯| | |¯| |¯) ) |_ |_| | | | _| |_| | | | | |_| | ¯ (| _|_ | |¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|/¯¯¯\ |_| |_____| |_| |_____|_|¯\_)_____| | | |¯| | |¯¯ ¯| |¯ ¯| |¯| |¯¯(_ ¯\_) | | ¯ | |___ | | __| |_| |__ _\_ ) |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |_|_|¯|_|_____||_||______|____|\___/ | 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 _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ I. CONTROLS [CNTR] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ____ | | ____ 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 | |¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | 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 | |___________|_______________________________________________________________| _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ II. TH' BASICS [THBS] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ABILITIES [ABLT] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ • 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. _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ III. WALKTHROUGH (CHAPTERS) [WLKT] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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 _______________________ _____________________________________________________/ IV. APPENDICES [APND] |_ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ENEMIES [ENMY] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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. _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ CHARACTERS [CHRC] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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! _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ UNLOCKABLES [NLCK] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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 _______________________ ___________________________________________________ | UNLOCKABLE | UNLOCK METHOD | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | 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. _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ V. FREQUENTLY ASKED QUESTIONS [FAQZ] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [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. _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ VI. UPDATES & CONTRIBUTORS [UPDT] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 11-16-12 -------------------------------+ Started walkthrough 12-17-12 -------------------------------+ Finished walkthrough THANKS TO... ¯¯¯¯¯¯¯¯¯¯¯¯ • Sailor/Ceej, for hostin' my junk • Wardwarf, you turn-hogging, scene-stealing rogue! _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ VII. LEGALITY [LGLT] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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. _______________________________________________________________________________ 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