cardnotesmgnes

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cardnotesmgnes [2018/12/22 19:09] – created Plywoodcardnotesmgnes [2022/03/12 15:04] (current) – minor cleanup discranola
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-===Grey Fox/Building#4===+===Grey Fox/Building #4===
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 ===Building #2 Floor 2=== ===Building #2 Floor 2===
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-  *If you get the bad pattern, you can do a menu (Card 1) at the first wall to potentially refresh the pattern. Bad pattern means you need to punch the guard. good pattern, the guard turns on alert.+  *If you get the bad pattern, you can do a menu (Card 1) at the first wall to potentially refresh the pattern. Bad pattern means you need to punch the guard. Good pattern, the guard turns on alert.
  
   *Go up the corridor, hug the wall, and enter the elevator. Switch to Card 2 in the elevator.   *Go up the corridor, hug the wall, and enter the elevator. Switch to Card 2 in the elevator.
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 ====Grey Fox Rescue==== ====Grey Fox Rescue====
  
-  *Punch the left wall, and rescue Grey Fox (POW #7). Punch the bottom wall, and head into **THE SHOTGUNNER**+  *Punch the left wall, and rescue Grey Fox (POW #7). Punch the bottom wall, and head into **THE SHOTGUNNER**.
  
 ===The Shotgunner=== ===The Shotgunner===
  
-  *Do a Z pattern to the right door. Equip Card 2 in room .+  *Do a Z pattern to the right door. Equip Card 2 in room.
  
   *Go down very quickly at the left door, as there is a position where he cannot hit you. Equip Card 3 before exiting the room.   *Go down very quickly at the left door, as there is a position where he cannot hit you. Equip Card 3 before exiting the room.
  
-  *Go right at "Doobie the Dog" Dog hitboxes are the same as humans. Swap to Card 2 at Doobie screen.+  *Go right at "Doobie the Dog"Dog hitboxes are the same as humans. Swap to Card 2 at Doobie screen.
  
   *Enter room, swap to Card 3. Enter bottom left door. Exit the building from bottom right door.   *Enter room, swap to Card 3. Enter bottom left door. Exit the building from bottom right door.
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   *Pick up Card 4, remove Transmitter, Equip Card 4.   *Pick up Card 4, remove Transmitter, Equip Card 4.
  
-  *Return to Building #1 via the door, head right to the elevator. Switch to Card 1 and Grenade Launcher((You can do this menu later on as well, just make sure to do so before the Bulldozer)) in elevator.+  *Return to Building #1 via the door, head right to the elevator. Switch to Card 1 and Grenade Launcher((You can do this menu later on as well, just make sure to do so before the Bulldozer.)) in elevator.
  
 ===Death Warp 1=== ===Death Warp 1===
  
-  *Go down to Rescue POW #8 in the top room. Equip Card 3 outside. Rescue POW #9 in the left hut.+  *Go down to rescue POW #8 in the top room. Equip Card 3 outside. Rescue POW #9 in the left hut.
  
 ===Machine Gun Kid=== ===Machine Gun Kid===
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   *Head down for POW #11.   *Head down for POW #11.
  
-  *Switch to Card 4 when you Rescue POW #12. Death Abuse.+  *Switch to Card 4 when you rescue POW #12. Death Abuse.
  
  
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   *Enter room, pick up RPG, use a ration and equip Card 5.   *Enter room, pick up RPG, use a ration and equip Card 5.
  
-  *Run left, take two damage from Arnold. Switch to Card 1 once you reach the door threshold+  *Run left, take two damage from Arnold. Switch to Card 1 once you reach the door threshold.
  
   *Wiggle to the right to avoid the alert, or go left and take the alert.   *Wiggle to the right to avoid the alert, or go left and take the alert.
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   *Switch to the Rocket Launcher in the room after picking up ammunition.   *Switch to the Rocket Launcher in the room after picking up ammunition.
  
-  *Hug the right wall as you exit the ammo room+  *Hug the right wall as you exit the ammo room.
  
   *The right guard can be in the way, shoot him! If he spots you early, just run for it.   *The right guard can be in the way, shoot him! If he spots you early, just run for it.
  • cardnotesmgnes.1545505779.txt.gz
  • Last modified: 2018/12/22 19:09
  • by Plywood