Difference between revisions of "Metal Arms: Glitch in the System/Into the Trenches"
From SDA Knowledge Base
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==Alternate Routes== | ==Alternate Routes== | ||
− | [https://www.youtube.com/watch?v=Dd4NCpf7SLY No weapon upgrades; last area skip] | + | Easy: [https://www.youtube.com/watch?v=Dd4NCpf7SLY No weapon upgrades; last area skip] |
Revision as of 08:52, 26 May 2014
Route (Any %) Normal Difficulty (Time ~3:42) Reference Video
Points of Interest
- 0:18 Grab the EMP for potential use in the second area of the level. Sometimes a run can be done without it, but most of the time that also means you have to use checkpoint health (see main page for checkpoint health).
- 0:47 If you are able to approach the Titan fast enough, he won't shoot at you until you are past
- 1:01 The mil on the far side will always drop health
- 1:23 The mil on the right will always drop health
- 1:34 The mil in the trench may not be a necessary kill, but the one of the left most certainly is; otherwise, you take too much damage getting behind the tower
- 1:49 This mil is killed to reduce incoming damage
- 1:53 This jump makes use of the ramp-jump technique and has to be extremely accurate
- The upside of jumping over the wall instead of blowing it up is that it's faster and doesn't trigger the checkpoint, so 3/4 of the units on the other side will fail to spawn
- The downside of jumping over the wall here is that you don't trigger the checkpoint, and the Titan is not one of the units that fails to spawn; death puts you back at the beginning of the area
- 1:59 This is where the EMP becomes vitally important
- Note that my health is so low that I have no chance of getting to the next checkpoint, instead I choose to grab the mega health at the top of the tower before proceeding
- 2:47 This mil will always drop 2 health
- 2:53 Not all of the mil kills may be necessary, but I prefer to be dodging as few rockets as possible
- 3:03 The barrels that I jump onto are explosive, so the jump has to be fast