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(020) Coret
(021) HeatRay (057) CarbonFire
(022) Islander (053) Containment (058) Containment
(023) Strident (054) Strident (059) Islander
(010) Gateway (052) Containment | | (060) Strident
(055) Islander (056) Gateway (062) Gateway
(061) HeatRay
(064) Dusk
(065) PowerSurge (072) Coret
(066) Coret (073) Heatray (078) Containment
(067) Containment | (074) CarbonFire (079) HeatRay
(068) HeatRay (075) Strident (080) CarbonFire
(069) Strident (077) Gateway | (082) Gateway |
(070) CarbonFire (071) Gateway (081) Strident (081) Strident
(084) PowerSurge
(085) Heatray (095) Islander
(086) Coret (096) HeatRay
(087) CarbonFire (097) Coret
(088) Containment (093) Islander (098) Containment (103) CarbonFire
(089) Islander (094) Containment (099) Strident (104) Strident
(090) Strident | (100) CarbonFire (106) Gateway |
(092) Gateway | (102) Gateway | (105) Containment
(091) HeatRay (101) Containment
There aren't as many variations this time around. The two routes are
reflections of each other. BioHazard is optional.
The easiest route is probably Shangri La->Corruption->Suspense->Onyx Coast,
since this gives you 4vs4 instead of 4vs6 on corruption and bypasses Torlan
and the other deathmatch levels. On the other hand,
Corruption -> Suspense -> Torlan might be easier for some people than the
deathmatch. The hardest route would probably be Shangri La -> Defiance - Deck
-> Torlan -> Bio Hazard since all but Torlan are deathmatch and Torlan is a
hard mission anyway. I do suggest stopping off at the Decks to kill Scythe out
of principle, however.
Unlockable Characters
Kragoth Beat WAR-Islander
Damian Beat WAR-Islander
Malakai Beat WAR-Islander
Scythe Beat DM-Deck
=== [4.5] Act V - Disposable Assets ===
(034) Omicron Dawn
(035) Sandstorm
(036) Sanctuary (042) Fearless
(148) Fearless (044) Sanctuary
(038) Necropolis
(039) Vertebrae
(040) FloodGate
(041) Sentinel
Your only choice here is whether you do Fearless or Sanctuary first. If you do
Sanctuary first, you'll have a lower kill limit and some different bots, but
Fearless is exactly the same regardless of which order you play them in.
Cards
Instagib: Beat CTF-Necropolis
Next mission is played using Instagib rifles. (Must be played now, if at all.)
Unlockable Characters
Loque Beat CTF-OmicronDawn
Akasha Beat DM-Sentinel
=== [4.6] Mission Index ===
Mission 001 - Rising Sun ( DM-RisingSun )
Goal: 10 Kills
Faction: TwinSouls
Allies: None
Enemies: Jester
Map Details
Tokaido, Ghost Legion training grounds.
The legendary Samurai of Earth's Lotus Guard used to train within the walls of
the Imperial Palace. This small section of the Kimpu Market District was built
to mirror those courtyards, and now serves as the entrance to the Ghost Legion
training grounds.
Briefing
Objectives
- Keep enemies in check until their Respawner charges are depleted.
- Maintain battlefield control by holding the high ground.
- Use audio cues to track enemy movement.
Strategy & Tactics
You start off in a secluded area that functions as a brief tutorial which you
can skip by pressing ESC. Jester is waiting for you in the arena. If she were
smart she would be collecting weapons and powerups while you're trapped in
your cage. Anyway, take some time to get a feeling for the controls if you
need to. When you're ready, double jump over the curbs and grab the shock
rifle. Shoot the switches next to the door with your primary and then
alternate fire. The door opens. Crawl under the door, and switch to your
Impact Hammer. Smash the droid and continue on to another door that you must
open with your shock rifle. At this point, Jester will activate and the match
begins.
Grab the link gun and head down the hallway to your left. Jester spawns on the
opposite side of the courtyard where you entered, and will run straight for
the rocket launcher in the center of the stage. This is a good opportunity to
kill her before she can even leave the first hallway. From then on she will
primarily run a Square or Triangle route between the Stinger, Link Gun, and
Rocket Launcher (Her favorite weapon) via the trench or the corner buildings.
The level puts a lot of focus on the mid range weapons, and she ignores the
Shock Rifle for the most part. This creates tactical opportunities at both
long & short range, which can be exploited.
Like the briefing says, you'll want to monopolize the center of the map. The
Body Armor, the Health Kits, the Flak Cannon and the vials up top. From here,
you can also restrict her access to any of the weapons. There is no particular
reason to visit the extreme edges of the map except the Flak Ammo near the
Link Gun. There are health vials in the front side of the trench which should
also be claimed. You can quickly run a circuit through the trench, up the
stairs, loop through the left building to the Flak Ammo, and then elevator
jump up to the vials above the Flak Cannon, or to the underside to collect the
armor. You can also extend it to a half circle and integrate the vials in both
hallways if you so choose but those hallways are vulnerable. By leaving the
health vials in them, you encourage her to enter them. Once she enters she is
very susceptible to splash damage and has to effectively walk into your
projectiles in order to shoot back. I found the Bio Rifle and Flak Cannon to
be particularly useful, but the Stinger can also be very effective.
The game will continue regardless of whether you win or lose.