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If you destroy a later piece of the train, that causes earlier pieces to detach and get left behind. You should only use this to deal with dangerous turrets, because every individual piece of the train counts towards your combo, including the individual black boxes, and even the boulders that fall out the side.
Killing a horse also kills the rider, but only gives you 1 hit. Killing the rider first, then the horse, grants 2 hits.
Use your bombs to get all the boulders and clear cannon turrets, because killing a horse and rider with a bomb only gives you 1 hit. Be sure to use bombs during the stage to keep up your combo, then die to refill your bombs before the boss fight.
Roxy has some nasty moves, but you can beat her before she gets a chance to use them. She’s weak to bombs from the front, so bomb her during the one-two punch attack, and again when she picks up a missile.
After the mines, use the boost to bunch up fliers, and slowly chip away at turrets until you pass them to form a big combo.
In the corridors, don’t shoot at the tri-laser enemies until you almost collide. If you kill the first one at point blank, it’s easy to turn the entire rest of the corridor into one combo.
When the knight enemies show up, chip away at them like the turrets.
Save your bombs for the factory section, as the robotic arms and inactive enemies on conveyor belts count towards your combo.
Here’s the boss’s attack pattern. Note, “left” and “right” refers to HIS left and right, not yours.
Left-slap, right-slap, shrug.
Right-donuts, left-donuts, shrug.
CLAP, shrug.
Left-punch, right-punch, shrug.
Laser grid.
If you lock on to the hands, then fire missiles as the laser grid passes, those missiles will hit.
Just pick a large creature, focus fire on it, and while you're shooting it, think about what enemy you're going to attack next. Constantly spam lasers even when there's no enemy in your sights, and use bombs on the huge clusters of boulders.
Mooks
Pts: 300. HP: 2 missiles
When they get shot with two missiles, they enter a falling state, and explode when they hit something, only counting when they actually explode. Three missiles kills them immediately.
They more erratically and die at random. It's hard to combo with these enemies, as missiles often miss.
Double-Choppers
Pts: 500, HP: 5 missiles
They start out flying around aimlessly, but once you damaged them, they fly in front of you and start attacking. This makes them your best friends, as you can aggro them, start a combo, then have something you can reliably shoot at for an extension.
And there are also some Juggernauts, I guess.
Pts: 2500, HP: 25 missiles.
You can kill them before they get half-way to the cannon, but its shield is only worth 100K points, and it takes over 200K to S-rank this mission. You'll need to multiply their value with a combo if you want the achievement.
GOOD LUCK
First phase is the hardest. Which way the ring rotates is R(i)NG. You might want to take out the turrets between cycles, because unlike the flying enemies, turrets have decent aim.
During the second cycle, you'll get your first supply drop. Be sure to pick it up, before cycle 3, because it's a laser upgrade, which massively impacts your impact on impactor.
Phase two is when you should be using bombs. The giant eye will start out aiming directly at you, so if you bomb it as soon as it appears, that should get a direct hit. After the first volley, it starts moving and shooting constantly, making it a lot harder to hit.
Third phase is the easiest. A single bomb to the orange cloud seals the deal.
very quick note, since it will be very helpful for Eulclides...
there is a bug i discovered while recording my no-damage pacifist runs, where restarting the level a little before hitting a checkpoint will spawn you at said checkpoint. it was annoying at first, but now i know restating gives you your bombs back, thanks to you. the timings a much earlier than you'd think, but its a hell of a lot quicker than waiting for the boss to kill you.