When the Kleers arrive, you will want to switch to the rocket launcher, as that will easily defeat them in one hit at a long distance. First are the Gnaars, which are easily handled. This corridor starts with enough ammunition to resupply your weapons, and it is followed by a large wave of enemies. This is a point of no return, collect anything of interest before proceeding. When all enemies are eliminated, you can unlock the door to the left to get some health and armor (as well as C4 explosives), or continue down the locked gate. The best defense is to jump over the wall from whence you came, as that will channel the enemies through the ticket booth area. When you exit that building, a large wave of rocketeers and kamikazies will attack. First, you will need to get the key in the building on the right. The section ahead has a low wall, with the intended path next to a ticket booth, which spawns rocketeers and soldiers when you approach. As long as you keep walking along the wall, you will skip any monster that would normally appear. If you head to either the left or right surrounding the buildings, and run along the wall surrounding the excavation, you should eventually reach a point where you can jump onto the wall, and walk along it until you reach the sphinx. They are followed by Kleers, and when defeated, a final wave of biomechanoids and kleers.Ī sequence break exists here. When you reach the paved road, kamikazes will teleport in ahead. Health is generally sparse in this area, thus any damage received will be costly. Soon after you cross the small dirt path between the two trucks, various minor biomechoids and kleers will teleport in the buildings ahead. A technopolip will also arrive in the starting area as well. While initially calm, there will be waves of behaded rocketeers and cloned soldiers arriving in small but constant groups. Sam arrives on-scene just before the buildings.
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