| | Challenge Mode - Stage 2 - Caves 1 | | The most hated c-mode map of them all! =( |
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Episode I - Hunters Guild - General Information |
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Recommended team: 2 Hunters, 1 Ranger, 1 Force (A FOmar is good. You will probably run out of TP). This is a very, VERY hard map. It is a real pain, because you thought it was going to be easy when you started Stage 1. And now you are given the hardest (in my opinion and some others) stage. You HAVE to conserve your items. Sometimes you just have to risk not getting hit until you level, or going down to a few HP. The experienced c-mode player will roughly know what damage a monster can do and can tell if they need to use a mate or not. This is a tough time for forces too. If you have two forces, then this is going to be even worse. You will probably run out of fluids with one force, never mind trying to share them between two. A ranger is a good player (for a change :P) on this level. They can hold off nano dragons, and grass assassins. Grass assassins have become your new worst enemy. If you get stuck, then they will probably kill you unless you have full health. If you get stuck, call for help immediatly. Avoid getting stuck at all costs. Keep any spare armours/barriers/weapons you find. You will need them to activate switches along the way.Episode I - Hunters Guild - Map (Area 4) |
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Episode I - Hunters Guild - Walkthrough (Area 4) |
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Room 1 - Everyone should head south and help destroy the boulder that blocks the path to the south. If you want, help clear the room out. When the door unlocks, everyone but the force should head north and to the east. The force should head south and activate the timed switch. Everyone should ignore the enemies that have now spawned in the first room and go through the timed door. Do not wait for any straglers and head into the next room.
Room 2 - Even if you are doing TA, you should probably get these boxes. Items are few and far between in C2. It's always best to get what you can. Have a hunter step on switch 2. Another should then go to switch C3 and then the force get the items from the boxes. The spare person should either wait or go get the boxes in the long room. It's probably not best to attack the enemies until you get backup as there will be a lot of them.
Room 3 - The switches above the doors will open the doors. If you don't have a gun or ranger, then a force can use a spell to open them. Note, you should only do this if you have quite a few monofluids. You will need all the TP you can for the coming lvls. Barta or zonde is probably best for opening the doors. The rest should head south.
Corridor 4 - The pressure plate here needs 1 weapon to be dropped on it. Drop a spare, or drop the weapon you have on you, and go get the boxes. You can pick it back up once you have got the boxes. It's a good idea to take it, even if its a spare.
The switch to get to the heal ring is located behind a boulder on the left. Destory the boulder to get to it. There are more boxes in the room to the east, oppoiste the door to the warp.
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Episode I - Hunters Guild - Map (Area 5) |
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Episode I - Hunters Guild - Walkthrough (Area 5) |
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Room 1 - The wall here is false. You should ignore the enemies and walk straight through it. If you have some people with you who don't know what to do. Wait just behind the wall so they can see you on the map.
Room 2 - A ranger or someone with a gun should stand on plate 1 and start shooting at the boxes in the middle. Then the next person should stand on plate 2. Someone should go get the boxes whist the last person gets plate 3. Once the person has got the boxes they should leave, and players on switch 1 & 2 should go left through the deactivated gate. The force should then get the boxes behind the false wall in the warp room.
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Episode I - Hunters Guild - Map (Area 6) |
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Episode I - Hunters Guild - Walkthrough (Area 6) |
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Room 1 - Again, the switch is above the door. You should have found a gun by now so someone should open the door for the force.
Room 2 - Now here is a tough choice. If you are doing TA then you should run right past. If not then you can either go into the room to the south or not. The room has a LOT of boxes. About 20 or so. So if you are all running low on mates and fluids, it is probably best to take a detour. But this room also has a lot of enemies. You should ignore the enemies and just get all the stuff in the room. If you are all pretty tooled up anyway, ignore the room and shave a few minutes off your time.
Room 3 - This switch needs a weapon to open the door. If you haven't found any spares, the force should drop their weapon. The weapon must remain on the plate for the door to stay open.
Room 4 - There are a few traps in this room, so an android with a gun should go first. Destory the middle boulder and go north.
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Episode I - Hunters Guild - Map (Area 7) |
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Episode I - Hunters Guild - Walkthrough (Area 7) |
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Nothing of interest in this level really. After the warp, switch 1 is a light pressure plate. The force should stand on it, so the others can carry on in the light. Once they've gone through, the force should head north and collect the boxes. If the hunters have destoryed the boulder guarding switch 3, then the force should go get the boxes. If not, then it doesn't matter. Be sure to get the boxes behind the teleport though. |
Episode I - Hunters Guild - Map (Area 8) |
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Episode I - Hunters Guild - Walkthrough (Area 8) |
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I'm sorry but I can't remember what switches open which doors on this map. The main route is fine, but I can't remember (and I ain't going through C2 to find out -.-) the side routes. Room 1 - Three players should enter the loop whilst the force stands on the correct switches. Be sure to activate the switch at the end that lets the force rejoin the group.
Room 2 - This switch needs 4 armours to open the door to the east. You should have found plenty spare. If not, its the force again that should give up theirs. Just be sure to stay out of the fray.
Room 3 - This room is dark and contains a few traps. One person should stand on the plate and 6 different lights appear. It takes 3 shots for the lights to be extinguished.
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Episode I - Hunters Guild - Credits |
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Guide by: decswxaqz (Fanatical about hating C2 =)) Images by: decswxaqz İRagol.co.uk |
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