Difference between revisions of "Metal Arms: Glitch in the System/Do Ore Die"
From SDA Knowledge Base
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− | + | ==Any% Easy Route== | |
− | [ | + | [https://www.youtube.com/watch?v=fylIHGphESk&index=2&list=PLxQS5xdPerPVKTBoRbZH8tStuUmpndNBQ Reference Video] |
# Walk backwards to get the Ripper | # Walk backwards to get the Ripper | ||
# Shoot the 2 cables to the right of the pipe, and jump onto it | # Shoot the 2 cables to the right of the pipe, and jump onto it | ||
Line 6: | Line 6: | ||
# Jump through the window and pick up a battery | # Jump through the window and pick up a battery | ||
# Turn right down the tunnel, grab the SPEW, turn left to the barred exit | # Turn right down the tunnel, grab the SPEW, turn left to the barred exit | ||
− | # Shoot out the bars and kill all bots in the room | + | # Shoot out the bars and kill all bots in the room |
#* There are 4 grunts on the top level, typically one to your right and 3 on the far side | #* There are 4 grunts on the top level, typically one to your right and 3 on the far side | ||
#* There are 5 more grunts on the bottom level, who will come towards you if you stay on top for too long | #* There are 5 more grunts on the bottom level, who will come towards you if you stay on top for too long | ||
Line 12: | Line 12: | ||
#* One of the bots is guaranteed to drop energy | #* One of the bots is guaranteed to drop energy | ||
# Enter the control room, and use the chip | # Enter the control room, and use the chip | ||
− | # As the Mil bot: | + | # As the Mil bot: |
##Back up slightly and turn right | ##Back up slightly and turn right | ||
##Double jump onto the assembler | ##Double jump onto the assembler | ||
Line 19: | Line 19: | ||
##Shoot out the glass barriers | ##Shoot out the glass barriers | ||
##Walk the Mil into the electrical field | ##Walk the Mil into the electrical field | ||
− | # The door doesn't open until the alarm sounds 12 times, so use this time to stock up on grenades and energy (if needed) | + | # The door doesn't open until the alarm sounds 12 times, so use this time to stock up on grenades and energy (if needed) |
− | # Move through the hallway, and toss a grenade on the grunts coming down the lift. This lets you keep your much needed energy for the next room. | + | # Move through the hallway, and toss a grenade on the grunts coming down the lift. This lets you keep your much needed energy for the next room. |
#* The blue grunt drops energy if you need another one. | #* The blue grunt drops energy if you need another one. | ||
# Go up the lift and hit the switch on the far right end of the platform | # Go up the lift and hit the switch on the far right end of the platform | ||
#* The lift won't move for a set time, and it only acknowledges your presence on contact. This is why I keep jumping. | #* The lift won't move for a set time, and it only acknowledges your presence on contact. This is why I keep jumping. | ||
− | #* If you are able to jump off the platform while the cutscene plays, physics will continue during the cutscene and drop you to ground level. This saves about 2 seconds. | + | #* If you are able to jump off the platform while the cutscene plays, physics will continue during the cutscene and drop you to ground level. This saves about 2 seconds. |
# Move through the door on the right side of the room, move past all the mils in the hallways, take the lift down, and exit to your left. | # Move through the door on the right side of the room, move past all the mils in the hallways, take the lift down, and exit to your left. | ||
− | # The exit is right behind the central pillar | + | # The exit is right behind the central pillar |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
+ | ==Any% Normal Route== | ||
+ | [http://www.youtube.com/watch?v=RtmpqwesuVM Reference Video] | ||
+ | # Walk backwards to get the Ripper | ||
+ | # Shoot the 2 cables to the right of the pipe, and jump onto it | ||
+ | # Toss a grenade at the barred window | ||
+ | # Jump through the window and pick up a battery | ||
+ | # Turn right down the tunnel, grab the SPEW, turn left to the barred exit | ||
+ | # Shoot out the bars and kill all bots in the room | ||
+ | #* There are 4 grunts on the top level, typically one to your right and 3 on the far side | ||
+ | #* There are 5 more grunts on the bottom level, who will come towards you if you stay on top for too long | ||
+ | #* The last bot killed drops a chip | ||
+ | #* One of the bots is guaranteed to drop energy | ||
+ | # Enter the control room, and use the chip | ||
+ | # As the Mil bot: | ||
+ | ##Back up slightly and turn right | ||
+ | ##Double jump onto the assembler | ||
+ | ##Double jump onto the platform | ||
+ | ##Move left slightly and double jump to the next platform | ||
+ | ##Shoot out the glass barriers | ||
+ | ##Walk the Mil into the electrical field | ||
+ | # The door doesn't open until the alarm sounds 12 times, so use this time to stock up on grenades and energy (if needed) | ||
+ | # Move through the hallway, and toss a grenade on the grunts coming down the lift. This lets you keep your much needed energy for the next room. | ||
+ | #* The blue grunt drops energy if you need another one. | ||
+ | # Go up the lift and hit the switch on the far right end of the platform | ||
+ | #* The lift won't move for a set time, and it only acknowledges your presence on contact. This is why I keep jumping. | ||
+ | #* If you are able to jump off the platform while the cutscene plays, physics will continue during the cutscene and drop you to ground level. This saves about 2 seconds. | ||
+ | # Move through the door on the right side of the room, move past all the mils in the hallways, take the lift down, and exit to your left. | ||
+ | # The exit is right behind the central pillar | ||
Total Washers: 110 | Total Washers: 110 |
Revision as of 17:58, 9 July 2014
Any% Easy Route
- Walk backwards to get the Ripper
- Shoot the 2 cables to the right of the pipe, and jump onto it
- Toss a grenade at the barred window
- Jump through the window and pick up a battery
- Turn right down the tunnel, grab the SPEW, turn left to the barred exit
- Shoot out the bars and kill all bots in the room
- There are 4 grunts on the top level, typically one to your right and 3 on the far side
- There are 5 more grunts on the bottom level, who will come towards you if you stay on top for too long
- The last bot killed drops a chip
- One of the bots is guaranteed to drop energy
- Enter the control room, and use the chip
- As the Mil bot:
- Back up slightly and turn right
- Double jump onto the assembler
- Double jump onto the platform
- Move left slightly and double jump to the next platform
- Shoot out the glass barriers
- Walk the Mil into the electrical field
- The door doesn't open until the alarm sounds 12 times, so use this time to stock up on grenades and energy (if needed)
- Move through the hallway, and toss a grenade on the grunts coming down the lift. This lets you keep your much needed energy for the next room.
- The blue grunt drops energy if you need another one.
- Go up the lift and hit the switch on the far right end of the platform
- The lift won't move for a set time, and it only acknowledges your presence on contact. This is why I keep jumping.
- If you are able to jump off the platform while the cutscene plays, physics will continue during the cutscene and drop you to ground level. This saves about 2 seconds.
- Move through the door on the right side of the room, move past all the mils in the hallways, take the lift down, and exit to your left.
- The exit is right behind the central pillar
Any% Normal Route
- Walk backwards to get the Ripper
- Shoot the 2 cables to the right of the pipe, and jump onto it
- Toss a grenade at the barred window
- Jump through the window and pick up a battery
- Turn right down the tunnel, grab the SPEW, turn left to the barred exit
- Shoot out the bars and kill all bots in the room
- There are 4 grunts on the top level, typically one to your right and 3 on the far side
- There are 5 more grunts on the bottom level, who will come towards you if you stay on top for too long
- The last bot killed drops a chip
- One of the bots is guaranteed to drop energy
- Enter the control room, and use the chip
- As the Mil bot:
- Back up slightly and turn right
- Double jump onto the assembler
- Double jump onto the platform
- Move left slightly and double jump to the next platform
- Shoot out the glass barriers
- Walk the Mil into the electrical field
- The door doesn't open until the alarm sounds 12 times, so use this time to stock up on grenades and energy (if needed)
- Move through the hallway, and toss a grenade on the grunts coming down the lift. This lets you keep your much needed energy for the next room.
- The blue grunt drops energy if you need another one.
- Go up the lift and hit the switch on the far right end of the platform
- The lift won't move for a set time, and it only acknowledges your presence on contact. This is why I keep jumping.
- If you are able to jump off the platform while the cutscene plays, physics will continue during the cutscene and drop you to ground level. This saves about 2 seconds.
- Move through the door on the right side of the room, move past all the mils in the hallways, take the lift down, and exit to your left.
- The exit is right behind the central pillar
Total Washers: 110
- 20 from the mil grunts in the chip room
- 35 from the mil grunts and mil spinner in the containment room
- 30 from the mil grunts and spinner in the post-containment hallway
- 25 from the mil grunts in the ore processing room