Difference between revisions of "Metal Arms: Glitch in the System/Do Ore Die"

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(Fixed the video links)
(Updated Route and Reference Video)
 
(3 intermediate revisions by one other user not shown)
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Route (Any %) (Time ~2:40)
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==Any% Route==
[http://www.youtube.com/watch?v=RtmpqwesuVM Reference Video]
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[https://youtu.be/FOLy8wX2NZg Reference Video]
# Walk backwards to get the Ripper
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# Skip the Ripper, and move straight left
# Shoot the 2 cables to the right of the pipe, and jump onto it
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# Climb up the wall to jump on to the pipe
# Toss a grenade at the barred window
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# Jump at the barred window, and throw a grenade as you get there
# Jump through the window and pick up a battery
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# Pick up the 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 [http://www.youtube.com/watch?v=RtmpqwesuVM&t=0m28s 0:28]
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# 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
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#* 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: [http://www.youtube.com/watch?v=RtmpqwesuVM&t=1m06s 1:06]
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# As the Mil bot:
##Back up slightly and turn right
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##Double jump backwards onto the assembler
##Double jump onto the assembler
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##Double jump onto the platform
 
##Double jump onto the platform
 
##Move left slightly and double jump to the next platform
 
##Move left slightly and double jump to the next platform
 
##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) [http://www.youtube.com/watch?v=RtmpqwesuVM&t=1m24s 1:24]
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# The door doesn't open until the alarm sounds 12 times, so use this time to stock up on coring charges 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. [http://www.youtube.com/watch?v=RtmpqwesuVM&t=1m45s 1:45]
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# Move through the hallway, and toss a grenade on the grunts coming down the lift to remove dps
#* The blue grunt drops energy if you need another one.
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#* 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.
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#* The lift won't move for a set time, and it only acknowledges your presence on contact, or by moving through the center
#* 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. [http://www.youtube.com/watch?v=RtmpqwesuVM&t=2m08s 2:08]
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#* If you are able to move 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 [http://www.youtube.com/watch?v=RtmpqwesuVM&t=2m28s 2:28]
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# The exit is right behind the central pillar
 
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Route (All Chips)
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-> Add route here
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===Level Notes===
 
Total Washers: 110
 
Total Washers: 110
 
* 20 from the mil grunts in the chip room
 
* 20 from the mil grunts in the chip room

Latest revision as of 23:24, 6 August 2015

Any% Route

Reference Video

  1. Skip the Ripper, and move straight left
  2. Climb up the wall to jump on to the pipe
  3. Jump at the barred window, and throw a grenade as you get there
  4. Pick up the battery
  5. Turn right down the tunnel, grab the SPEW, turn left to the barred exit
  6. 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
  7. Enter the control room, and use the chip
  8. As the Mil bot:
    1. Double jump backwards onto the assembler
    2. Double jump onto the platform
    3. Move left slightly and double jump to the next platform
    4. Shoot out the glass barriers
    5. Walk the Mil into the electrical field
  9. The door doesn't open until the alarm sounds 12 times, so use this time to stock up on coring charges and energy (if needed)
  10. Move through the hallway, and toss a grenade on the grunts coming down the lift to remove dps
    • The blue grunt drops energy if you need another one
  11. 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, or by moving through the center
    • If you are able to move off the platform while the cutscene plays, physics will continue during the cutscene and drop you to ground level. This saves about 2 seconds.
  12. 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.
  13. The exit is right behind the central pillar

Level Notes

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
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