Difference between revisions of "Metal Arms: Glitch in the System/Into the Trenches"
From SDA Knowledge Base
(Added reference video and notes) |
(→Any% Easy Route) |
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− | + | ==Any% Easy Route== | |
+ | [https://www.youtube.com/watch?v=Xu8dy6ie9BI&index=10&list=PLxQS5xdPerPVKTBoRbZH8tStuUmpndNBQ Reference Video] | ||
+ | #Get coring charges by secret chip | ||
+ | #Use zip line and jump off to the left behind the rock | ||
+ | #Get EMP behind rock | ||
+ | #Get the level 2 Rocket Launcher upgrade in the trench | ||
+ | #Use the rocks to jump out of trench early (If they were blown up, exit the trench normally.) | ||
+ | #Run past Titan and enter the first security hall | ||
+ | #Use Rivet Gun to blow up all security turrets | ||
+ | #Near the elevator, a mil bot has energy if destroyed. Grab this if needed | ||
+ | #Ignore the alarm bots | ||
+ | #Without letting the Titan see you, go right until you come to the wall that requires a detpack | ||
+ | #Perform a Ramp Jump to reach the top of the rock next to the wall | ||
+ | #Use EMP on the next titan if he sees you. | ||
+ | #Get Mega energy on top of the sniper tower if needed. | ||
+ | #Continue through the next security halls. | ||
+ | #Grab energy in the tunnel curve if needed | ||
+ | #Once outside the last hall the last mil you see is carrying two energies | ||
+ | #Perform the last area skip | ||
+ | #Exit through the tunnel | ||
− | ==Points of Interest== | + | ==Any% Normal Route== |
+ | [http://www.youtube.com/watch?v=0SCXUB09too Reference Video] | ||
+ | ===Points of Interest=== | ||
# [http://www.youtube.com/watch?v=0SCXUB09too&t=0m18s 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). | # [http://www.youtube.com/watch?v=0SCXUB09too&t=0m18s 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). | ||
# [http://www.youtube.com/watch?v=0SCXUB09too&t=0m47s 0:47] If you are able to approach the Titan fast enough, he won't shoot at you until you are past | # [http://www.youtube.com/watch?v=0SCXUB09too&t=0m47s 0:47] If you are able to approach the Titan fast enough, he won't shoot at you until you are past |
Latest revision as of 13:19, 11 July 2014
Any% Easy Route
- Get coring charges by secret chip
- Use zip line and jump off to the left behind the rock
- Get EMP behind rock
- Get the level 2 Rocket Launcher upgrade in the trench
- Use the rocks to jump out of trench early (If they were blown up, exit the trench normally.)
- Run past Titan and enter the first security hall
- Use Rivet Gun to blow up all security turrets
- Near the elevator, a mil bot has energy if destroyed. Grab this if needed
- Ignore the alarm bots
- Without letting the Titan see you, go right until you come to the wall that requires a detpack
- Perform a Ramp Jump to reach the top of the rock next to the wall
- Use EMP on the next titan if he sees you.
- Get Mega energy on top of the sniper tower if needed.
- Continue through the next security halls.
- Grab energy in the tunnel curve if needed
- Once outside the last hall the last mil you see is carrying two energies
- Perform the last area skip
- Exit through the tunnel
Any% Normal Route
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