TTTTTTTT OOOOOOOO OOOOOOOO TTTTTTTT OO OO OO OO TT OO OO OO OO TT OO OO OO OO TT OO OO OO OO TT OOOOOOOO OOOOOOOO HH HH UU UU M AA NNNN NN HH HH UU UU MMMMM AAAA NN NN NN HHHHHH UU UU MMMMMMM AA AA NN N NN HHHHHH UU UU MM M MM AA AA NN N NN HH HH UUUUUUUU MM M MM AA AA AA NN NN NN HH HH UUUUUUUU MM MM AA AA NN NNNN Table of Contents [1]Introduction [2]Update Log [3]Classes [3.1]Champion [3.2]Berserker [3.3]Bio-engineer [3.4]Defender [3.5]Commando [4]User Interface [5]The Menu [5.1]Skills [5.2]Equipment [5.3]Stats [5.4]Adv. Combat [5.5]Controls [5.6]Return to Aesir [5.7]Save [5.8]Quit Game [6]Controls [7]Combat Strategies [7.1]Offensive Rushing [7.2]Defensive Withdrawl [7.3]Edge Fighting [7.4]Surround Fighting [7.5]Roll & Nade [7.6]Fierce / Leap [8]Skill Trees [8.1]Champion [8.2]Berserker [8.3]Bio-engineer [8.4]Defender [8.5]Commando [8.6]Human [8.7]Cybernetic [9]Walkthrough [9.1]Mission 1 - Hall of Heroes [9.1a]Boss 1 - GRNDL-1 [9.2]Aesir - Debriefing [9.3]Mission 2 - Ice Forest [9.3a]Boss 2 - Hod [9.4]Aesir - The Great Serphant [9.5]Mission 3 - Great Serphant [9.5a] [9.6]Aesir - To War [9.7]Mission 4 - Helheim [9.7a]Mini-Boss - Garm [9.7b]Busting Down Hel [9.7c]Boss 4 - Hel [10]Rune Effects Guide [11]Final Notes [1]Introduction Welcome to my Too Human walk through. A quick word to anyone reading this; This guide has been written from the perspective of a Commando unit, so certain strategies might not apply to a particular class. I have tried as much as possible to keep any strategies and overviews as basic as possible so that any class can use them. [2]Update log ---April 3, 2009---1.00 Just an update to include Rune Effects guide, courtesy of Sethgz. ---December 11, 2008---1.00 Nice long delay between updates, eh? Yeah other games can be distracting. I've finished the walkthrough, but misplaced my map for Helheim, so I'll need to rebuild it from scratch. ---October 17, 2008---0.95 My bloody internet has been out for almost 2 weeks, it finally got back up today and I was able to upload this, sorry for the length between the updates. ---October 2, 2008---0.95 Added Mission 4, upto GARM ---September 29, 2008---0.70 Finished Mission 3, as well as boss strategy ---September 28, 2008---0.65 Added Mission 3, up to the Conveyor Area Raging Fire Renamed to Grenader, to help with identification Minor grammatical changes ---September 24, 2008---0.45 Had my Commando and Champion descriptions messed up, Credit to BFBeast666 & Smacd for finding, thanks. Completed Mission 2 ---September 22, 2008---0.30 Guide started, Mission 1 added as well as first boss Class overviews Basic combat strategies UI & Menu descriptions Berserker Skill Tree [3]Classes There are 5 classes in this game, each class has different abilities and skill trees. As well as this certain classes can use certain items that others might not be able to. [3.1]Champion A Champion is your standard basic unit. They are an all around unit with no major special focus. Your commando can wield almost every weapon, however he cannot dual wield. [3.2]Berserker A Berserker is a close quarters expert. They forgo defensive capabilities and ranged weapons for melee superiority. They are the only class that are able to dual wield melee weapons. [3.3]Bio-Engineer Bio-Engineer is the healing expert of all of the classes, able to regenerate both themselves and their team-mates. As enemies will to get stronger and stronger with missions, the Bio-engineer should prove useful to keep your ally alive if you are playing with a partner. [3.4]Defender The Defender is the tank. He is able to take massive amounts of damage and mitigate most of it on his Armour. He is the only class able to use a shield. [3.5]Commando The Commando is your ranged hero. He specializes in ranged weapons but in a result he sacrifices his melee capabilities. [4]User Interface Bottom Left: __ ____ / / / /\ \ | | | | | | ___ |#| |#| |#| / _ \ |1| |2| |3| / / \ \ | | | | | || / # \ | \_\ \_\/_/ | \ 4 / | \ \_/ / \___/ #1: Experience Bar, when it reaches the top of the bar you will level up. #2: Health, Scales from top to bottom. When it runs out you die. #3: Ammo, Scales from top to bottom. You will automatically reload when your ammo supply runs out and you can manually reload by pressing the right analog stick. #4: Special Action Counter, fills up to 3 times. This bar is used for Battle Cry's and your AoE nuke (Which is fired by hitting R2.) Bottom Right: __ _/__\_ / / \ \ | | #1 | | | | | | \_\__/_/ \__/ #1: This is the cooldown counter for your Turret / Mine skill. It will only display when you use you ability and will slowly recharge. Once recharged, you can use the ability once more and the bar will disappear. [5]The Menu [5.1]Skills: This is the menu where you can invest your Skill points each time you level up. The amount of skill points you obtain per level varies based on your level. The class and alignment that you pick will change the choices of skills that you can invest in. [5.2]Equipment: This page displays any equipable Armour and weapons as well as your crafting and Rune pages. [5.3]Stats: Shows the status of your character including; health, experience, level, class & alignment [5.4]Adv. Combat: This displays all button combinations for extra attacks an abilities. [5.5]Controls: Standard layout for your controller. [5.6]Return to Aesir: Returns your character to Aesir. Only available after the first mission. [5.7]Save: Saves the game. [5.8]Quit Game: Exits the game and brings you to the main menu, also Saves. [6]Controls [6.1]Fierce Attacks Fierce Attacks are a ranged form for your melee weapons. They deal almost as much damage as a regular melee attack will do and they hit multiple enemies. Fierce attacks must be manually aimed and are completley different depending on what weapon type you are using (sword / Stave / Hammer) Swords emit a blue burst of energy, travelling in a straight path. Staves will through a miniturized version of your weapon, travelling again in a straight path. Staves have a very low chance to miss, (i've seen it miss once.) Hammers will throw a boomerang, traveling for a bit then coming back, hitting enemies both paths. Hammers have less range then the others. All Fierce attacks will knock down enemies. To execute a Fierce Attack you must be at ranged from your enemy, once there press both analog sticks in the direction you want to attack and hold them. This ability can be recast immediatley afterwards, so it can be spammed on incoming enemies. [7]Combat Strategies Throughout the game you will encounter waves of enemies in set battles. These enemies will always spawn in the same location and with the same amount per spawn. Most of these battles can be taken down with a limited number of strategies. On more difficult battles specific strategies will be explained to help through them. [7.1]Offensive Rushing: This method of fighting puts an emphasis on running headlong into your enemies and smashing them to pieces at Melee. A 2-hander or dual wielding is especially useful here, as you can cleave additional units to deal even more damage. [7.2]Defensive Withdrawl: Used for more cautious people when you have lots of room to backpedal. This can be used with any ranged weapon, though lasers are pretty much useless. Rifles and cannons are a little bit better as you can launch grenades to help thin out incoming enemies. Lock on to the closest enemy and dispatch them with ranged fire. Keep switching to whoever is closest to yourself. Once enemies get too close to you thing them down with your weapon. By the time they hit you though you should have taken out almost all of the enemies. [7.3]Edge Fighting: When there is a large amount of enemies in a room and you are not surrounded by them you can try to fight them from one side. This can be amazingly effective as enemies will have a harder time surrounding you. Use your leap attacks to beat down opponents that try to stray and go behind you. You can also use a wall as your rear support to help prevent enemies from being able to surround you as well. [7.4]Surround Fighting: When you are surrounded by enemies and are not able to pull off an edge fighting strategy you will need to try to survive while being attacked from all sides. The downside to this is you cannot keep enemies locked up, and the ones on the opposite side of your weapon will be free to attack. The best way to counter this is to attack in all directions, swing once then swing again on the opposite side. While this will not prevent you from being attacked it will help to stop tougher enemies from doing heavy damage. Obviously, the quicker you eliminate a side, the faster you can switch to edge fighting, so use your AoE Nukes if one side is getting thin. [7.5]Roll & Nade: This is more of an extra attack to add in to any previous strategy. In order to do this strategy you need either a rifle or a cannon for a ranged weapon (Laser Cannons do not work either.) When you are engaging enemies you can fire grenades to destroy many at once. Each shot takes away almost an entire clip of ammo, so you will need time to reload or rejuvenate your ammo again. The easiest way to avoid taking damage while waiting for this to happen is to roll out of the way of enemies. Once your weapon is recharged you can fire a grenade once more. [7.6]Fierce / Leap: Fierce Leaping is a combination of Leap attacks and Fierce attacks. Use fierce attacks at ranged and aim for the biggest group of enemies. As the battle progresses stray enemies may try to strafe you. Leap to them and finish them off at ranged, then continue Fierce attacks from that spot. Targetting melee units is your primary focus, then ranged after that, because if a melee unit reaches you you won't be able to cast Fierce attacks anymore. [8]Skill Trees Skill Trees are the how your character advances throughout the game. From levels 1 through 10 you will receive 3 skill points, higher levels will only give 2, however. Spend these points on Skills, as you put enough points in one skill, new ones will open. [8.1]Commando /0\ / \1/ \ / | \ | | | /0\ /0\ /0\ \2/\ \3/ \4/ | /0\ | | | \5/ | | /0\ /0\ /0\ \6/ \7/ \8/ | | | | | | /0\ /1\ /1\ \9/ \0/ \1/ | | | | | | /1\ /1\ /1\ \2/ \3/ \4/ | | | \ | / \ /1\ / \5/ 01 - 02 - 03 - 04 - 05 - 06 - 07 - 08 - 09 - 10 - 11 - 12 - 13 - 14 - 15 - [8.2]Berserker /0\ -----/1\ / \1/ \ \5/ / | \ | | | /0\ /0\ /0\ \2/ \3/ \4/ | | | | | | /0\ /0\ /0\ \5/ \6/ \7/ | | | | | | /0\ /0\ /1\ \8/ \9/ \0/ | | | | | | /1\ /1\ /1\ \1/ \2/ \3/ | | | \ | / \ /1\ / \4/ 01 - A Capacity For Rage - Increases your combo meter growth rate. Levels 1 through 9 increase the rate of growth by 11% per level. Level 10 increases your maximum combo counter. 02 - The Bears Boiling Blood - Increases your weapon haste based on combo levels, increases by 1% per level. 03 - Onslaught of Claws - Increases your Fierce weapon haste, Increases by 5% per combo level. 04 - Brutality - Chance on being hit to reflect damage back to attacker. 5% chance per level. The following 3 skills are deployable abilities, you can only have 1 of them and once you specify one the others deactivate. 05 - Loki's Kiss - Sticky grenade, attaches to closest enemy and detonates. Damage bonus increases by 5% per level. 06 - Ankle Biter - Deploys a turret that slows movement speed of attackers. Damage and snare duration increase by 5% per level. 07 - Sleep Storm of Steel - Proximity mine. Detonates when enemies close in. The next 3 abilities are Battle Shouts. Battle shouts function the same as deployable abilities in the matter that you can only gain one of these abilities. Battle Shouts are activated based on your combo level. The higher it is, the longer the duration. 08 - Swift of Claw - Increases melee attack speed while Shout is active. Speed increases by 3% per level. 09 - Engulfing Rage - Increases movement speed and adds knock back to all of your attacks while Shout is active. 5% increase on speed and duration of ability per level. 10 - Shield Biter - Increases your attack damage while Shout is active. 5% increase per level. 11 - Unrelenting Blades - Increases dual wield attack speed, attack speed bonus of 2% per level. 12 - Weapon Recovery - Increases slide attack speed by 1% per level. 13 - Warrior of the Twinned-claw - Increases dual wield damage by 3% per level. 14 - Spirit of Fenrir - Attacks all nearby enemies to increase combo meter. Duration increases by 30% per level. The next ability is only available at level 10 and up. It is An AoE nuke ability and replaces your normal R2 ability. The benefit of this ability is it does massive amounts of damage and can be leveled up for a greater AoE range. 15 - Hunger of the Bear - Summons a large bear, doing AoE damage. Increases range of AoE by 100% per level. [8.3]Bio-engineer /0\ / \1/ \ / | \ | | | /0\ /0\ /0\ \2/ \3/ \4/ | | | | | | /0\ /0\ /0\ \5/ \6/ \7/ | | | | | | /0\ /0\ /1\ \8/ \9/ \0/ | | | | | | /1\ /1\ /1\ \1/ \2/ \3/ | | | \ | / \ /1\ / \4/ 01 - 02 - 03 - 04 - 05 - 06 - 07 - 08 - 09 - 10 - 11 - 12 - 13 - 14 - [8.4]Defender /0\ / \1/ \ / | \ | | | /0\ /0\ /0\ \2/ \3/ \4/ | | | | | | /0\ /0\ /0\ \5/ \6/ \7/ | | | | | | /0\ /0\ /1\ \8/ \9/ \0/ | | | | | | /1\ /1\ /1\ \1/ \2/ \3/ | | | \ | / \ /1\ / \4/ 01 - 02 - 03 - 04 - 05 - 06 - 07 - 08 - 09 - 10 - 11 - 12 - 13 - 14 - [8.5]Champion /0\ / \1/ \ / | \ | | | /0\ /0\ /0\ \2/ \3/ \4/ | | | | | | /0\ /0\ /0\ \5/ \6/ \7/ | | | | | | /0\ /0\ /1\ \8/ \9/ \0/ | | | | | | /1\ /1\ /1\ \1/ \2/ \3/ | | | \ | / \ /1\ / \4/ 01 - 02 - 03 - 04 - 05 - 06 - 07 - 08 - 09 - 10 - 11 - 12 - 13 - 14 - In addition to a single Skill Tree per class, you have access to a second skill tree. This tree will be either Human or Cybernetic and you choose which one you would like to take after the first mission, when you get back to Aesir. [8.6]Human /0\ / \1/ \ | | /0\ /0\ \2/ \3/ | | | | /0\ /0\ \4/ \5/ | | | | /0\ /0\ \6/ \7/ | | \ /0\ / \8/ 01 - 02 - 03 - 04 - 05 - 06 - 07 - 08 - [8.7]Cybernetic /0\ / \1/ \ | | /0\ /0\ \2/ \3/ | | | | /0\ /0\ \4/ \5/ | | | | /0\ /0\ \6/ \7/ | | \ /0\ / \8/ 01 - 02 - 03 - 04 - 05 - 06 - 07 - 08 - [9]Rune Effect Guide The following guide was not made by me, it was made by Sethgz in the gamefaqs.com forums, here's a direct link for it, if you have any questions to deal with it, best to check there first. http://www.gamefaqs.com/boards/ genmessage.php?board=928546&topic=45114944 +TOO HUMAN RUNE EFFECTS GUIDE+ By:SethGZ INTRODUCTION: ------------- A lot of people have been confused as to what certain rune effects do. Whether they are in a rune or in a weapon or item people just don't understand what they do. The reason for that is that some of the effects� names are words that really don't tell you what that effect does. One example would be the effect MetalStorm which upon reading, one could conclude that a storm of metal is rained down upon your enemies but that in fact is not the case. Others are just things that some of us just don't know the definition of such as annulment. This guide was created in the hopes of making an accessible list of definitions of those hard to understand effects. These are usually seen in items but sometimes as a rune to put in weapons or armor. I hope this is helpful because I know a lot of people need a guide like this. GUIDE: ------ Now, on with the guide! I will try to make this as simple as possible so I will just list the name of the effect and what that effect really does. If you want to jump straight to a specific effect press Ctrl+F and type in the name of the effect. Some of this was discovered on my own and some credit goes to Rajaal on the gamespot forums for some of the effects that I didn't already know. Ablative Shield: Chance of absorbing a percentage of incoming damage. Annulment: chance of putting a target to sleep. Blight: chance of emitting a damaging radiation cluster that is capable of spreading to other targets. Defenseless: Chance of nullifying the targets resistances. Enfeebled: Enemies do half damage. Enthalpy: chance of freezing target. Exposed: chance of rendering a target vulnerable to ballistic (gun) damage. Gravitation Pulse: chance of creating a temporary gravity field which pulls targets into it, killing them instantly. (I love this) Impact: chance of knocking a target down. Leech: reduces enemy health over time giving the health taken to you. Lighting Induction: chance of covering target in a lightning field causing damage over time. Metalstorm: Chance of a shot ricocheting off of a target to nearby enemies. Lasers penetrate instead of ricocheting. Mobility Disruption: Chance of rooting target in place. Necrotized: chance of creating a toxin pool which damages enemies that touch it. Pierce: increased pierce damage. (I don't think I needed to state this one.) Pulse Munitions: chance of triggering an EMP, disrupting electronic systems. (I think it stops enemies from moving or attacking). Rot: chance of poisoning target. Rupture: chance of causing a small explosion which does light damage. Slowed: chance of decreasing targets ballistic rate of fire. Snared: chance of slowing targets movements. Softened: critical strikes do 2x damage. Target Acquisition Scrambler: chance of causing the target to attack your enemies. Thermal Induction Pulse: chance of setting the target on fire. Hybrid: plasma (this isn't an effect but I added it because I know some people don't know what it is, I'm just that helpful ^u^) [10.0]Walkthrough [10.1]The Hall of Heroes 1 _ | | _ / \ _/ \_ __ _ ____|_____|__ / \ |__|_|____________ \ | END | | |_|| \_ _/ | __/ \_/ |___ | _ |_|| | | | \_\ | | | \_\ _| |_| \_ | _ _ |_| | | | _ | | _| |_ \ / | |_ |_| | _| ___ |_ _| / \ |_| | | \ / _ | | | | |_| ______| |__ _ _ / _______|_ | | | |__| ||| \ __ | | _| ||| |||| | |___| |_ _ |||___ ______|||| | | | | | | / | ____|||__| | / |_| | | | | | | |_| | | |_| |__| _ __ | | ___ | | | | | | | |__ __ |_| | |__| ||||||| |_ _____ | __ |--\||| | | | 1 |___| | |__/||| _| |__ | _________ |_____|||||||__| | | |____ _ | | | |____| | | | |___ ___|____| |__| | | | |____| __ |______| |________| | | ____ ___| | / | | | / __| |______| | | | | |__| Start Take this hallway until you spot a large tomb in the center of the room. To your right will be your first door. Go down the hall and take a left at the bend, this is where you will encounter battle 1. Battle 1: Cripplers Cripplers are your standard melee unit. They will almost always attack you in mass and are very adapt at surrounding your character. Cripplers die in almost 1 shot from any melee weapon and ranged weapons are very effective at killing them, so they should not cause a problem. Take a left at the corner and down the stairs, you will run into battle 2. Battle 2: Cripplers & 2 Launchers Launchers are your standard ranged enemy. They steadily shoot missiles which track to the position you were standing in when they were fired. Launchers have no melee abilities whatsoever and won't even fire at you if you are in melee. Your best bet is to try to close the gap and always kill them first, but if you are trapped or they are too far away keep moving to help avoid the missiles. Missiles that contact will knock you down for a moment. Launchers are also extremely resistant to ranged weapons, so your melee weapons are preferred. Lore scene 1: Proceed along the pathway towards the elevator. Once the elevator stops proceed to the desk area. Battle 3 starts immediately after the lore scene ends. Proceed down the hall to the right of the bottom of the stairs afterwards. Battle 3: Cripplers Follow the tracks on the ground around the corner, battle 4 is along this pathway. At the end of the pathway take a left. Battle 4: Cripplers, 2 Launchers & The Red Eye The Red Eye is the first monster you will encounter with a shield, he has an ability to launch mass missiles at you. This ability requires several seconds of tracking on your character to launch though, so it can be countered. When you see a red beam pointing at your character, find the closest point to break LoS on Red Eye. Doing so will cause his tracking to fail, allowing you to proceed towards him. His shield will take a lot of damage before it finally does fail. The most effective way to take him down is with ranged weapons, however swords are still somewhat effective Immediately on entering this room you will encounter battle 5. Proceed up the stairs where you will encounter battle 6. Battle 5: Cripplers & 2 Launchers Battle 6: Skullhammer Skullhammer is the second named unit you will encounter, he is heavily armed with a large hammer. If you are at ranged he will slam his hammer into the ground, creating a shock wave. Jump over top of the shock wave to avoid damage. When you are in melee range he will try to step on you. Despite his speed it is hard to avoid taking damage from his stomp, so you are best to stay at ranged. Shoot at the first target that appears to slowly chew away at his Armour, the Armour has 2 full bars of health so it will take many shots to bring down. If you stay far enough away not even his hammer ability will affect you, so you will not need to worry about taking damage. Once his Armour is destroyed you can move in to finally kill him. Run around behind him and hit A when you see the button appear at the top right of your screen. This will cause your player to jump up on his head. Skullhammer will try to shake you off by moving left and right and to avoid getting knocked off you need to move your character in the opposite direction that he leans, (When he leans right, tilt your joystick to the left and vise versa.) After 2 movements Skullhammer will stand upright and pause for a brief moment. When this happens attack downwards with your sword and your character hit Skullhammer. One shot will kill him like this, no matter what health he is currently at. You will move towards a well and enter a lore scene automatically. Lore Scene 1: Directly ahead of you is the final path you will want to take, however there are paths to the left and right of you that will give extra items. Turn to your right and follow the pathway until it splits, to the left there is an obelisk. When you approach it your screen will ask you to hit A. Doing so will open the obelisk, giving you some items and bounty. Turn around and down the path to find the next obelisk. Turn around again and take the first left you see, this will bring you on a path behind your starting point where there will be another obelisk. Backtrack to the well where you started at and follow the path that will be in front of you, this will lead you to the final obelisk. From there continue on the pathway towards the gate and then to the woman. Once you are back in control approach the well in front of you and activate it. Cyberworld 1: Follow the pathway to the monument, activate it to receive the ability to push items while in the cyberworld. Follow the path to a circle with a glowing door. Use your push ability (Right Trigger) to open the door. Doing this will open a new pathway for you in the real world. Collect the obelisk through the door in the Cyberworld, then backtrack to the well and activate to leave. There is a small opening directly in front of you at the top of the stairs, enter it to find another obelisk. After that enter the doorway that you had just finished opening in the Cyberworld (It will be at the top of the stairs on the right most side. Cross this long bridge, you will encounter battle 7 on this, and almost immediately afterwards you will see battle 8. Enter the door at the end of the bridge. Battle 7: Cripplers & 1 Red Crippler A Red Crippler has no standard melee attacks, and can be distinguished from regular cripplers because it glows red. They will rush at you or your allies and explode. When you kill these they will also explode, causing damage to you, your allies and their allies. Stay at ranged and burn them down before they can reach you. Battle 8: Cripplers & Red Eye 2 Red Cripplers will rush you as you enter this door, if you attack fast enough with ranged, you can blow one up with the other. Move down the stairs into the bottom of room where you will see battle 9. Battle 9: Cripplers & 3 Launchers // Cripplers & 1 Red Crippler This is a long fight with lots of waves, so I will give a specific strategy for it. 2 Launchers will be standing nearby the bottom of the stairs, and the final will be on the other side of the room. Charge down to the first 2 and dispatch them as quickly as possible. As you are fighting these 2 Cripplers will jump down into the room and start to engage you. Keep to the outside of the room, with the wall to your back to help prevent the Cripplers from surrounding you. Reach the final Launcher and kill it, then focus on the Cripplers. There are about 5 waves of cripplers and waves will drop from the roof all around you. If you are not careful you can be quickly surrounded. Try to kill the ones behind you first and always keep to one side of the bulk of them. Do not let them surround you or it will be much harder to avoid their attacks. Once they stop spawning proceed up the stairs at the other side of the room. Immediately to your right you will be ambushed by Cripplers and 1 Red Crippler, blow away the Red Crippler and it should kill off the rest of them with itself. At the top of the stairs there are 4 doors you can enter, 2 to the right, one in front of you and one to the left. There is also a well on the left side that you can enter. Each of these doors leads to an Arena, so we will skip them and keep going. Take the door on the right apart from the others, there is an obelisk on the way that you can pickup as well. When you open it Battle 10 will start. Move through the doorway after Battle 10: Cripplers & 1 Red Eye These enemies will drop literally on top of you, so you will almost constantly be surrounded, focus down the Red Eye first. When you enter this room you will be presented with Battle 11. Defeat these and proceed down the hall to encounter Battle 12. There is also another Arena here. Battle 11: Skullhammer & 2 Launchers Please for everyones sanity kill the Launchers first, they are to the sides of the room, up some steps. If you also have a Plasma ranged weapon, you can take down Skullhammer with it. It is a lot slower but if you have trouble with standing on his head this is a way around it. Battle 12: Cripplers, 2 Launchers & Red Eye Take the stairs to the bottom of the room and you will encounter a wave of Cripplers. After they are dead enter the Well to go to Cyberworld 2. Cyberworld 2: There is a circle right in front of you, step on it and do a push to open up a very useful passageway. There is also an obelisk behind the well. Move into the next room, on the right side will be the opening for the passageway you opened in the Cyberworld. Go through it and follow the path until you hit a bride. On this bridge you will find a Red Eye and the start of Battle 13. Keep going to the end of the room. Battle 13: Cripplers, 2 Launchers & Red Eye Kill off Red Eye then jump off the bridge, the 2 launchers are on either side of you. Another Bridge, another battle. Get to the other side Battle 14: Cripplers, 2 Blue Cripplers Blue Cripplers are a little different then red. When you kill a blue crippler they will AoE freeze anyone around them, including yourself. This causes no damage. The freeze lasts about 5 seconds for enemies and about 3 for you. So even if you get caught in the freeze it isn't totally detrimental. Battle 15 will occur the second you set through the door, be ready for it. Move onto the elevator once that is done and you will be lowered, from there you will be ambushed for battle 16. Go to the doorway afterwards. Battle 15: 15 Red Cripplers Itchy trigger fingers are a bonus in this battle. Battle 16: Cripplers Battle 17 will start the moment you enter this room and it is a bit tricky. Battle 17: Cripplers, 2 Launchers & 1 Red Eye This battle is a little bit tougher then others, mainly because there is no LoS to avoid the Red Eye's mass missiles. Try to reach the red eye and the launchers as fast as possible, roll when needed to avoid excess damage. At the end of this room is an inactive door and a well. So lets enter Cyberworld 3! Cyberworld 3: Follow the pathway, at the end you will see a large rock and an obelisk. Activate the obelisk and push the rock to open the doorway. Once you enter this room you will see a landing on the far side, enemies for Battle 18 will come from there. Battle 18: Cripplers and 1 Launcher (Smart) It appears that this Launcher got a bright idea; Jump away when you come near it. Have fun catching it. Ranged weapons help keep it in place while you try to close the gap. At the top of the rise you will see 2 buttons, activate 1 of them to bring a lift. Jump on the lift and ride along the tracks. While going along these tracks you will be attacked by 5 launchers. They are too far away to kill, so just roll out of the way of the missiles, as you will soon out range them. Your character will jump off of the lift and into the final room. Time for your first boss fight. [10.1a]Boss 1 - GRNDL-1 GRNDL-1 Is your first real boss fight, this boss has tons of health and 5 phases. Despite the length of this fight, it is extremely easy. Don't be surprised if the boss never even touches you. Phase 1 - 100% health GRNDL starts on all 4 legs, he will charge and try to swipe at you. On a random timer he will also take off and run around, knocking down walls and summoning flying saw blades to attack you. When he is melee range of you attack him with your sword, do a single strike then barrel roll out of his way, as soon as you do that run back in, strike once more and roll out. He will eventually take a swing at you, but provided you are only running in for 1 swing at a time he will barely ever touch you. When GRNDL runs off to the side, stay and ranged and watch for saw blades when they come at you pick them down with your guns, because GRNDL is so far away you will auto lock on the saw blades and take them down with almost no effort. Phase 2 - 75% health Once you reach 75% health GRNDL will try a different approach, he will stand on his back legs and slowly walk towards you, during this phase going into melee range is ill-advised. stay and ranged and bring him down with your guns. He walks so slow that he will never be able to catch you if you backpedal. Phase 3 - 60% health at 60% health GRNDL will go back down on all 4 legs and he will act the exact same as he does in phase 1, repeat the strategy in phase 1. Phase 4 - 40% health 40% health will start the 4th phase. This phase is probably the most tricky as it is where you will get hit a bit more then others. GRNDL will act the exact same as in phase 1 and 3, but he will have around 8 saw blades floating around him, this can be detrimental if you stay too close to him for too long, as the blades can stun for for a brief second when they hit you, letting GRNDL get a swing in. Strategy remains the exact same as phase 3, just make sure you don't stay in long. Phase 5 - 25% health at 25% health GRNDL will try getting on his back legs again, except this time he will be surrounded by saw blades, the same as in phase 4. Treat this the same as you would in phase 2. The good thing about this phase is the saw blades have horrible AI. They will fly directly at you, 9/10's of the time that will be directly through your bullet path, so they will destroy themselves. Keep shooting until 0%, once he dies you have completed your first mission. [10.2]Aesir - Debriefing Feasting Hall Cybernetic Lab ______ ____ / \ /* \ | | ___ | | *Obelisk | | | \ | | \ / | \ \ / \ / |___ \ | | | | Prison|__| | | |__| __ |__| __ \ \ __ | *| \ \ | | _______ _| |_ \ \| | / \ ___ ___/ \_________ _\ \__ ______ | | | | | | | | | * | | | |___| |___ _________| |__ __| |______| \_______/ \_ _/ \ / Dock | | | | Heimdall's |__| |__| Office __ __ | | | | | | ____| | / \ | | | | | | | | | | | / | \____/ | | |_______| World Tree Workshop When you arrive in Aesir, head down to exit the dock, there will be an obelisk that you can grab as well. in the next room you will be asked to go towards the Cyber labs. Take a right at the center of the room and follow the pathways. Inside of the Cyber Lab there is an obelisk as well. While inside of the Cyber Labs you will be asked to specify what alignment you would like to choose. The choices are Human and Cybernetic and each gives you a secondary skill tree. Humans focus mainly on attack speed increases and their items are more highly customizable Cybernetics focus on damage as opposed to attack speed. Their items are less customizable but as an added bonus you will be able to use cannons. Leave the Cyber Labs and you will need to go towards the Feasting Hall. Take a right from the Cyber Labs and follow this pathway until the first right doorway. After the door there will be an obelisk. After exiting the feasting hall take a right to go towards Heimdall's Office. There you will be given your second mission. Leave the Office and head towards the dock to go to the next location. [10.3]Mission 2 - Ice Forest _ _ _ ___ | | =| \ \\ \ / | | | | ___ \\ \\ ____ | | | | /__ \ \\ \===___/ _/ / \ \___ // \_\ || __ |__/ \_ / \\ || \ \ || ||_ \\______// \ \ __ / \ \__ _/ / / / _| \ / |-| / / \__| | | | |__ \ \___ || | | \____| \___/ __ | | __ __ ___ |_ \ | | / \ | |_ | | |__/ | | / / \___| | _| || | | \__/ _ \ \ _ | | || \/ \ \ \___ | | | | _ \/ \ \/_ | _| |_ | | | | \ / | | / \ | | |_| \_/ | | \_ _/ | | | / / _ |-| | | ____ | | | | / \ | | /____| |_| | | = [ ] | | | ______ Start __/ / \___/ | | /\____ \ |___/ | | / /___ \_\ || | | | |/ \ __ | | |_| | | | | | \___/ | | | \_ || | | \__ \ __ |__| | | / \ || | | =\__/ __ |_| |_ \ \ \____________________ __ \_____________________|__| Boss *You will be facing an advanced version of cripplers, named Crippler v2 in this level. Unless otherwise stated, Crippler will refer to v2. Follow along the pathway, you will immediately start battle 1. At the end of the path there is a turn to the left, take it and you will start Battle 2. A cutscene will start after that. Battle 1: Cripplers v2, 4 Launchers & Skullhammer Crippler v2's are the same as regular cripplers, except they are a bit more agile. They jump around and can sidestep left and right quite quickly, other then that they are virtually the same. Cripplers will spawn in 3 separate waves, one before the first 2 launchers, one after those 2 and a final wave after the last 2. Skullhammer comes as the final wave of Cripplers spawn. Crippler v2 are the same as regular cripplers, except they are a bit more agile. They jump around and can sidestep left and right quite quickly. Other then that they are virtually the same. Battle 2: Cripplers You will immediately get jumped by battle 3. Once that is done a small cutscene will show a Crippler using a jump pad, step on the jump pad to continue. Battle 3: Cripplers & 1 Blue Crippler v2 Blue Crippler v2's have a much longer freeze time when they die. In addition to that, some Blue Cripplers are almost completely immune to ranged weaponry. Once you clear the gap battle 4 will be waiting for you, follow the pathway along the left and you will start battle 5. There is also an obelisk on your way out of this location. Battle 4: 20 Red Cripplers v2, 2 Launchers & The Red Eye Like Blue Crippler v2's, some of these can be immune to ranged fire. In addition to that, the Red Crippler explosion will also place a DoT on your character. Battle 5: Cripplers, 1 Red Crippler & The Red Eye Move into the small opening at the end of the pathway, to the left is another jump pad. Clear Battle 6 which will spawn to try to block you to get to the jump pad. Battle 6: Cripplers, 1 Blue Crippler & 2 Stalkers Stalkers are a new form of enemy, they are overly large and usually green. These enemies can deal massive damage at ranged, and a few of them can easily overpower you with their long swing reach. When Stalkers are knocked on the ground they are completely immune to melee damage, as well as when they are getting up. During that time however, they are not immune to ranged weapons. Your best strategy is to knock one into the air, and shoot it with your ranged weapons as it is on the ground / getting up. Once you land on the other side of the jump pad, battle 7 will start. Follow the pathway left afterwards to start Battle 8, when the pathway shrinks in size. Battle 7: Cripplers & 1 Blue Crippler Battle 8: Cripplers, 1 Purple Stalker & 1 Beam Stalker Purple Stalkers are completely melee, they have very little health and deal low damage, however they can place a DoT on you if they get too close. Blowing these away from ranged is advised. A Beam Stalker is almost the reverse of a Purple Stalker. They have almost no melee ability but an enormous laser cannon, which will slowly damage you if you are in LoS. They also have no health, so die very quickly. For this fight, use the walls to LoS the Beam Stalker, it will not move from its spot so you can drag the other enemies away from it. Focus fire the Purple Stalker down from ranged first, to avoid it touching you and placing its DoT. Kill the Cripplers afterwards, then go down the path and kill off the Beam Stalker. Keep heading down the pathway and you will encounter Battle 9. Battle 10 is afterwards. To the left there is a Jump Pad, and an obelisk close by. Battle 9: 4 Stalkers Battle 10: Cripplers, 2 Launchers & The Red Eye Immediately across the Jump Pad is Battle 11. Proceed along the pathway and you will come across Battle 12 and a bridge with a force field. There will be a path further along the walkway, follow it down to Battle 13. Battle 11: Cripplers, 1 Blue Crippler & Spider Spiders are huge archers, they posses a bow which can deal massive damage on an impact, but you can dodge out of its way because of its speed. When you are in melee range the spider will do a ground attack similar to Skullhammer's. The difference is there is no wave, it deals damage in the entire radius all at once. Your standard roll can negate all of it so make sure you roll when the Spider raises its arms. Keep hammering at it from melee until it dies. Battle 12: 3 Waves of Cripplers These will spawn at different sections of the pathway, defeat them and continue on to start the subsequent waves. Battle 13: Cripplers, 2 Plasma Stalkers & Spider As soon as the waves spawns and starts to attack you will want to backtrack to the bridge, this will cause a LoS from both the Spider and the Plasma Stalkers, who will run up the ramp. This will put them closer in range to you and give you enough time to dispatch the Cripplers first. Follow along the pathway and you will encounter Battle 14. There is a Jump Pad to the left which will lead you to a new platform with a well. Battle 14: Cripplers, Elite Cripplers, 25 Red Cripplers, 2 Launchers 1 Plasma Stalker & The Red Eye Elite Cripplers are stronger, and more resilient to ranged attacks. Red Cripplers will only spawn once you go close to Red Eye, so try to pull back and eliminate as many as you can before moving towards Red Eye. Cyberworld 1: Follow the pathway to a tree and an obelisk. Activate the obelisk and push over the tree, then leave through the Well. Take the Jump Pad to the landing and follow it to the bridge you have just opened. At the start of the bridge you will encounter Battle 15. At the other side of the bridge will be Battle 16. To the left is an elevator. Battle 15: 4 Stalkers & 1 Red Stalker Red Stalkers are exactly like Red Cripplers, they will explode when you kill them off. Unlike Red Cripplers however, they will put a DoT on you if they land a hit. Battle 16: 3 Plasma Stalkers Unfortunately there are no LoS obstacles to close the gap between these Plasma Stalkers and yourself, so try to roll as much as possible to avoid the bulk of their fire. At the top of the elevator you will immediately be ambushed by Battle 17. Afterwards hug the right side to find the next Jump Pad. Battle 17: 6 Stalkers, Spider & Skullhammer Keep at ranged from Skullhammer and kill off the Stalkers. After that close in and take out the Spider. Once the Spider is dead you can focus in on Skullhammer. As soon as you land from the Jump Pad Battle 18 will start. To the left is the Jump Pad for the next area. Battle 18: 8 Stalkers, 4 Plasma Stalkers, 1 Elite Stalker, Skullhammer & Raging Fire *Referred to as Grenaders* Grenaders are built from the same model as Skullhammers. Instead of a large hammer he wields an immense Grenade Launcher. It will fire 5 Grenades in random spots around your location. Grenades will explode 3 to 5 seconds after landing and deal massive amounts of damage. In addition to this Grenader has a large pack on its back, preventing you from jumping on his back until it is destroyed. It's very hard to hit so don't expect to destroy it every time. The easiest way to kill these is to focus on destroying its gun first. Start shooting at it then hold the right along stick to the right, which will target his arm. Once it has blown up he will not be able to hit you at ranged, so you can take your time with it. An Elite Stalker has more health, Armour and damage then a regular Stalker. For this battle, save Skullhammer and Grenader for the end. Kill off all of the Stalkers with a well placed AoE Nuke to begin then track along the outside of the wall to find the Plasma Stalkers. Once you land on the next bridge Battle 19 will be waiting for you. Take the Jump Pad on the end to move to the next area. Battle 19: 2 Beam Stalkers (Smart) These Beam Stalkers will jump away from you when you get close, so standing at ranged and taking them down is the quickest and easiest way. You will start Battle 20 when you land. To the left is an elevator, which will lead you to the next area. Battle 20: 3 Plasma Stalkers, 5 Stalkers & 1 Grenader Battle 21 is at the top of the elevator, continue along the left pathway to find Battle 22. Behind them is a Generator. Destroy the Generator to deactivate a shield at the opposite side of the pathway. At the deactivated shield area you will find Battle 23. Beyond that is an elevator. Battle 21: 6 Plasma Stalkers Battle 22: 2 Red Plasma Stalkers & Skullhammer Red Plasma Stalkers will place a DoT on you even if they hit you from range, as well as detonate when they die. They have less health then regular Plasma Stalkers, so ranged can kill them quickly. Skullhammer will only activate once you come close in range so you can take down the Plasma Stalkers at range without provoking Skullhammer first. Battle 23: 3 Stalkers & Grenader Blow up Grenaders weapon first, then take down the Stalkers while he is unable to do anything. At the top of the elevator will be Battle 24. Refer to Battle Guide on how to grab the obelisk afterwards. Take the Jump Pad on the outside of the ring to continue. Battle 24: 4 Stalkers, 4 Plasma Stalkers, Skullhammer & Grenader This battle is amazingly hard to defeat, there are no LoS points to dodge the Plasma Stalkers attacks, and they are very far away. There is a very easy way to defeat this though. Along the outside of this area are generators. If you destroy one it will release a clamp on the top of the spire. Destroy 4 generators and the top of the spire will fall directly on top of every enemy. In the center of the spire now will be an obelisk that you can activate. Doing this method, you will still receive all off the exp, so there is no downside to doing this. When you land on the next platform you can go one of 2 ways, left or right. Left has a lot harder enemies to kill but a lesser amount, whilst the right has the opposite. For this walkthrough we will go to the right. Battle 25 will occur as you reach the bottleneck in the pathway and Battle 26 is right before the Jump Pad to the next location. Battle 25: Cripplers & 2 Launchers Battle 26: Cripplers (Shielded) & Spider These are Cripplers with Shields, not much different about them. Follow the pathway to the right for Battle 27, after that there will be a bridge that you can take to continue after fighting Battle 28. Battle 27: 4 Stalkers & 2 Launchers Battle 28: Cripplers, 1 Red Crippler, 1 Blue Crippler & 2 Stalkers On this bridge you will find Battles 29 and 30. At the end of the bridge will be a another platform. Battle 29: Cripplers x3 Waves // Cripplers & 2 Stalkers x3 Waves There will be 6 waves in this battle, each one spawning as the previous one is nearly finished. The first 3 are solid Crippler waves about 40 each. The final 3 are the same, but they come with 2 Stalkers each as well. Battle 30: Cripplers & Elite Cripplers // Cripplers & Blue Cripplers Battle 30 occurs at the very end of the bridge, both waves will come almost at the same time, so you want to be quick at killing most before the Blue Crippler can get into close range. A small generator will appear in the dead center of the next room. Fight through Battle 31 and destroy it. This will lower a platform with a well on it a small fraction. Doing so will also start Battle 32. Move through the collapsed forcefield to continue. Battle 31: Cripplers & 1 Red Crippler Battle 32: Cripplers & 1 Red Crippler // Cripplers & 1 Red Crippler 2 Separate waves of the same makeup, they will spawn from both sides of you. Along this pathway is another generator and Battles 33 and 34. Battle 33: Cripplers, 15 Elite Cripplers, 4 Stalkers, 1 Blue Stalker Blue Stalkers will detonate and freeze anyone around them when they die, the same as Blue Cripplers. Battle 34: Cripplers & 2 Stalkers Follow the new pathway through Battle 35 and to the next Jump Pad. Battle 35: Cripplers, 1 Elite Crippler, 2 Shield Cripplers, 4 Stalkers, 1 Plasma Stalker, 1 Green Plasma Stalker & Spider Green Plasma Stalkers will explode causing a poison DoT on death. The Cripplers and Elite Crippler will only spawn once you reach the Plasma Stalkers. Pull back off of the pathway and fight the Stalkers. After that kill off the Plasma Stalkers as quick as you can. The second you pass where they are the Cripplers will spawn, so close the gap to the Spider and kill it. After landing on the next jump pad travel along the outside of the spire. There will be a Generator after Battle 36 and Battle 37 immediately after that. There is also an obelisk on the opposite side of the generator. Take the Jump Pad to continue. Battle 36: 5 Plasma Stalkers & 3 Launchers Battle 37: Cripplers, 6 Plasma Stalkers & 1 Launcher There is a huge party (Battle 38) waiting for you at the bottom of the Jump Pad. Fight them and follow along the pathway to the right. Battles 39 through 41 will be in your pathway up to the next Jump Pad. Battle 38: Cripplers, 1 Elite Crippler & 2 Plasma Stalkers Battle 39: Cripplers & Red Eye Battle 40: Cripplers, 2 Stalkers & 2 Plasma Stalkers Battle 41: 2 Stalkers Fight through Battle 42 when you land and follow the pathway to the left. There will be a final Generator on you way. Battle 43 will spawn directly on top of you, and after that grab the obelisk beside the Jump Pad, then use it. Battle 42: 4 Electric Stalkers, 20 Red Cripplers & 10 Elite Cripplers v2 Electric Stalkers will detonate causing a Lightning DoT and they are very difficult to kill from ranged. Elite Cripplers v2 are the same as regular Elite Cripplers except they can detonate and freeze you and it is impossible to tell which one will or not. Battle 43: Cripplers Battle 44 is on the bridge, afterwards enter this room to fight Battle 45. Activate the well in the center to continue. Battle 44: 3 Stalkers, 1 Red Stalker & Spider There is no where on this bridge that you can out range this Red stalker. You can however knock it off of the bridge. Keep hitting it into the air to knock it closer and closer to the edge and it will eventually fall right off, causing no damage to yourself. As soon as that is over close the gap to the Spider and kill it, as it will still be firing arrows at you. Battle 45: Cripplers, 1 Blue Crippler, 4 Elite Cripplers, Spider & 2 Red Eyes The Spider will be the closest enemy, so close the gap and destroy it as fast as you can. You have maybe 10 seconds to kill it before the others come in close enough to attack you, and if you can kill the Spider before the others join it will make it a lot easier. Cyberworld 2: Follow the pathway and hug the left to find an obelisk, then push open the doorway to continue. Activate the stone to obtain the ability to pull items in Cyberworld with your Left Trigger. There is a tree on the opposite side of the river, step on the pedestal and pull it over to open the next path. Leave through the well. Follow the new pathway that is opened in front of you. As you cross the bridge you will encounter Battle 46. Activate both Obelisks then take the right direction. There will be a Jump Pad on the end. Battle 46: 5 Stalkers, 1 Red Stalker, 2 Plasma Stalkers & 1 Green Plasma Stalker When you land you will start Battle 47. There is an Obelisk at the landing. Follow along the path and through Battle 48 and 49. Take the Obelisk at the end and the Jump Pad. Battle 47: 5 Stalkers, 1 Green Stalker & 1 Elite Stalker Elite Stalkers have tons of health and a lot more damage then their lower ends, be careful if they get too close to you. Battle 48: 4 Stalkers, 1 Plasma Stalker & 1 Green Plasma Stalker Battle 49: 6 Stalkers & 1 Spider You will find Hod here. He likes to run a lot so be prepared to run after him. In this stage Hod will fire random shots at you as you get closer to him, either Slug shots or Grenades. Every time that you come in too close he will turn around and start running again. You cannot hurt him here so don't worry about trying to attack him. Follow the pathway and through Battle 50 to the next Jump Pad. Battle 50: 5 Stalkers Battle 51 will start when you land. Continue to the left and through Battle 52. Take the bridge and follow through the Gauntlet that is Battle 53. Take the elevator to the final room and the Boss. Battle 51: 1 Plasma Stalker & 6 Stalkers Battle 52: Spider Battle 53: 4 Plasma Stalkers 4 Stalkers, 1 Red Stalker & 2 Plasma Stalker 2 Stalkers, 1 Electric Stalker 1 Plasma Stalker 1 Beam Stalker There are 5 waves total, each will spawn as you progress along the pathway. [10.3a]Boss 2 - Hod Hod is a 2 phase fight. The first phase has 3 separate stages and in it you do not actually fight Hod. The second phase is your battle against Hod. Phase 1 - 100% Move to the elevator that Hod went in to. It will ascend you to the very top of the spire. When you exit there will be a force field. Destroy the force field and move up to the end of the pathway. Hod will be at the end of the bridge on one of 4 platforms. The platforms have shields surrounding them, so you cannot hit Hod. You can target the platforms that he stands on though. When you blow up a platform he will jump to another. Destroy all 4 platforms and he will fall off the bridge, taking 5% damage in health. Move back into the elevator, there will be 1 Stalker in your pathway, kill it to proceed. The elevator will take you to the second level. The second level is the same as the first, get to the outside and blow up the platforms. There will be a final platform on next level that has 5 platforms instead of 4 and 2 Stalkers will spawn instead of 1. Phase 2 - 85% Stage 2 is your actual fight with Hod, he will fall to the bottom level and finally stop hiding behind crap. Equip pistols and start attacking him with them. Hod will dodge almost every ranged attack you do, so you will be very lucky if an attack lands. However during that time he wont be firing at you or try to run away, so close the gap as fast as you can and attack him with your melee weapon. Once you get in to melee range he switches to melee as well, Hod's attacks deal devastating damage so getting hit is very counter productive. Attack Hod and roll out immediately afterwards once you finish rolling out leap back in attack once more. Keep doing this again and again. Every once in a while Hod will try to distance himself by jumping away from you. Just attack him with your ranged weapons and close the gap once more. [10.4]Aesir Feasting Hall Cybernetic Lab ______ ____ / \ / \ | | ___ | | | | | \ | | \ / | \ \ / \ / |___ \ | | | | Prison|__| | | |__| __ |__| __ \ \ __ | | \ \ | | _______ _| |_ \ \| | / \ ___ ___/ \_________ _\ \__ ______ | | | | | | | | | | | | |___| |___ _________| |__ __| |______| \_______/ \_ _/ \ / Dock | | | | Heimdall's |__| |__| Office __ __ | | | | | | ____| | / \ | | | | | | | | | | | / | \____/ | | |_______| World Tree Workshop You will start the the World Tree this time, head across the area to find Thor & Heimdall. They will give you the next mission, in which Thor will accompany you, (hurray.) Head back to the Dock when you are ready to leave. [10.5]The World Serphant _____ | | __ | [ ] |__| | |_____|__|__| ||___ __ |___ | ___ / \ ___|| ___ | __| |____| ___| |__|| \__/ | __| |___| _____ ___|| |___| | |____| |_ _| | | |_| Start A word of note is the ally you have in this mission, Thor. Thor wields a large hammer and is capable of knocking down a large amount of enemies all around him. He is completely invincible to all forms of damage, but walks amazingly slow towards enemies around him. He is very useful in distracting enemies while you pick them off from afar When you enter the building, follow the pathway to the well and activate it. Cyberworld 1: Behind your character is an obelisk, and in front is a wall that you can push over. Walk through the opening to continue and activate the new door. Follow the pathway, unfortunately a pillar falls on the path behind you, hitting Thor and killing him, (What, you believed me about Thor being that good?) Take the path to the left and follow the doorway that for some reason doesn't want to let you through. Take the bend to the right and through the doorway into the next room. Go through the room to the next door, where the door will be blocked. Behind you Battle 1 will spawn. After the Battle take the new doorway and continue down the path. Battle 1: Cripplers, 2 Red Cripplers, 2 Stalkers, 2 Launchers & The Red Eye There is no LoS in here, so close the gap to the Launchers and burn them down first to avoid getting picked off. You'll enter a room with a spinning wheel on it, on the opposite side is the door you need to get to, easiest way through is to stand at the entrance and wait for the room to spin you to where you need to go. Keep following the pathway after that. The next room you enter will have Battle 2 in it. After you're done there will be 2 doors in front of you and a third off to the right side. The 2 in front of you will lead to another room with nothing special in it, the third to the right will take you to the next room. In this room will be another well, activate this to continue. Battle 2: Cripplers, 1 Blue Crippler & 2 Stalkers When you enter the Well you will be teleported back to the start of the map, apparently the last part was just a trick, (What, you believed me about Thor dieing?) :) Alright, lets keep going with the walkthrough and find the World Serphant. _ _____ | | ____ | ___ | | |__| | || || | __|____|a _____ _||_ ||____ __| | |____ | | |__| | _ | | ___| _____ ____ ||__| | | | | | ||_____| |___| ___|_||__ /\ | | |_| | |______|_____|___|_______| | \/ | |__ __| |____| | | _ ____| | / \ | _____|_ __ |2| ____ __ |_______ | | | | | ____| | __ _____| | | _______|___| | \ | a|____| | | | |_ | |_____________ | |-| | | | |___| | \ ____ / | ||__ | | | | \ \___/ \___/ / |__ | | | | | \__ __/ __|| | | | | \__________/ | __| |_ _| |__|______ |-| || ____ || | | / | | |_| |__|| | Boss | | | 1-3: Elevators | _|____|___| | | |3| |_| |_________| \_/ _ |-| / \ / | |2| | | _____ | | | | | | __ ___ \ | \__/ | [ ] |__| |_/ 1 \ ___ _|-| End |_____|__|__|_____/ | | / | ||___ | | \ | __ |___ | \ / \_ | ___ ___ / \ ___|| |-| ||_/ 1 \ | __| |____| / | |_|____/ || \__/ | | ___ ||_____ |3| ___| |___ |_____ | \_/ | __| |__ | __ || _____ ___|| |___| ||__| |_|| | |____| |___|__|__| |_ _| | | |_| Start Follow the bridge until you enter the first large room, Battle 1 will start there. Take the doorway and keep following the path to the next room. Battle 1: Cripplers, 1 Blue Crippler, 2 Elite Cripplers & 2 Launchers You'll get hit by Battle 2 in the next room. Across from the entrance is the next door. Follow that down the ramp to the next area. Battle 2: Spider Battle 3 will spawn once you enter the next room. This room has 3 doors in it, the same as the one before. the first 2 in front of you will lead you to another area with nothing on the opposite side of it. To the right is the doorway you want to take. Battle 3: 6 Stalkers, 2 Plasma Stalkers & Spider Stay at the entrance to the room, if you can try to lead the Stalkers into the previous room. Once all are dead move out into LoS of the Spider and the Plasma Stalkers. burn down the Spider before the Plasma Stalkers can escape. Keep following along these rooms until you reach the first elevator, which will take you to the next area. At the top of the elevator will be a room with 2 inactive Skullhammers and a Well. Activate the Well to continue. Cyberworld 2: Behind your character is an obelisk, but you will not be able to reach it yet, (it is covered in purple vines.) To the right of the Well is a new pedestal, which will teach you how to walk across water, (personally I don't know why you can't just swim.) Cross the river afterwards and follow the pathway. There are 2 Obelisks along the way and a stone circle at the very end. Across the way is a large dam. Use your push ability to move the middle column into the center pillar. Push once more to move the center pillar into the outer section. After that use your Pull ability to Pull the entire dam up and out of the way, releasing the Serphant. Once you exit Cyberworld the 2 inactive Skullhammers will activate, starting Battle 4. Battle 4: 2 Skullhammers Focus on the furthest Skullhammer first, and get as close to him as you can. This lets Thor take on the second one. Move through the newly activated door to the next elevator. Once you exit the elevator follow the pathway to the inactive doorway. There will be a small generator the the left of the doorway, destroy it to force open the door. Battle 5 will be waiting for you on the other side. Keep going up this room to the bridge and Battle 6. At the top of the bridge will be an Obelisk and a new pathway to the left. Battle 5: 3 Stalkers 1 Elite Stalker & Skullhammer Battle 6: 2 Plasma Stalkers & 2 Stalkers The next room will have Battle 7 in it. At the end of the room will be a door. Take it then follow the pathway to the next area. Battle 7: 34 Stalkers, 1 Skullhammer, 1 Grenader, 2 Red Stalkers & 1 Plasma Stalker Skullhammer and 8 Stalkers will start his battle. Burn down Skullhammer because as soon as you attack him another 10 Stalkers and Grenader will spawn. Once Stalkers dip below 6 another 6 will spawn, as well as 1 Red Stalker. Once you've killed all of them another 10 Stalkers and the final Red Stalker will spawn, 5 at a time starting with 5 Stalkers then the Red, then back to the other Stalkers. This room will harbor Battle 8 and Battle 9. Keep going up this room and to the left will be the doorway to the next room. Battle 8: 2 Plasma, 2 Skullhammer & 20 Stalkers There will be 1 Plasma and 1 Skullhammer on either side of the room, focus on the one that Thor does not take to help spread out the Stalkers. As soon as you attack one of the Plasma Skulkers the 20 Stalkers will spawn, all at once, so make sure your hits count on it. This time is probably the best battle to use an AoE nuke in. Battle 9: Spider Cross this room and through Battle 10 to the next hallway, in it will be an Obelisk to your right as well as Battle 11. Battle 10: 6 Plasma Stalkers, 10 Stalkers, 1 Green Stalker 1 Electric Stalker & Skullhammer The Plasma Stalkers will be spread throughout the room. Kill the first 2 then Skullhammer. Once you kill Skullhammer the Stalkers will spawn, 6 total at a time. It will go 6 Stalkers -> 1 Elec -> 1 Green -> 4 Stalkers. Battle 11: 3 Stalkers, 1 Elite Stalker & 3 Plasma Stalkers Get to the Plasma Stalkers and kill them first, this will also give you the higher ground, and allow Thor to attack from the bottom side. Battle 12 will spawn directly on top of you in the next room, go up the ramps afterwards to continue. Battle 12: 8 Stalkers, 1 Plasma Stalker & Skullhammer 6 Stalkers will engage you when you first enter this room, bypass them and head up the ramp to the lone Plasma Stalker. When you reach there the final 2 Stalkers will spawn to try and defend the Plasma Stalker. Kill them all and Skullhammer will spawn at the top of the second ramp. Battle 13 will take place in the next area, at the very end of the room across from you is the next doorway, mind the gap on the right side of the room. Battle 13: 5 Stalkers, 2 Grenaders & 3 Plasma Stalkers 10 Stalkers & Spider You will initially start with the first 5 Stalkers and no Spider. The 2 Grenaders will be on either side of the room for now. Move up far enough to aggro the Stalkers then move back to the doorway. This will let Thor get close enough to start attacking the closest Grenader, giving the Plasma Stalkers and both Grenaders something to target and give you the room to pull the Stalkers and take them out. Once you Kill the Stalkers take out the right Grenader. As soon as you kill it the final 10 Stalkers and the Spider will spawn. Move back to the entrance and kill off the Stalkers again. Once that is done move to the Plasma Stalkers and the Spider and kill them. By then Thor should have taken out all of the final Grenaders Armour, just mount kill it. There are 2 walkways in this next room, the left leads to a dead end and the right past Battle 14. Once you have dealt with Battle 14 keep heading down the path. To the left is an outcropping that leads to a well, if you pass through the door you will have gone too far. Battle 14: 20 Stalkers, 1 Electric Stalker, 3 Plasma Stalkers & Spider Stalkers will spawn 10 to begin with, as you kill them another will spawn to take its place, starting with the Electric Stalker first. There are 2 walkways in this area, with generators that will cause LoS errors for the Plasma Stalkers and the Spider. Stay on the left Walkway and let the Stalkers come to you. Thor will keep the ranged units in their spot, as they should stay there and just pick away at him. Once the Stalkers stop spawning move up the left pathway and into range of the Spider and Plasma Stalkers, who should all be on top of each other by now on the bridge. Cyberworld 3: There is an obelisk in front of you. Grab it then leave, as there is nothing else in this section. After going through the door you will enter a large room with a crane in the center To the right of the crane is an Obelisk and to the left is a Conveyor belt. Grab the Obelisk then jump on the Conveyor belt. Battle 15 will take place both on the conveyor belt, and at the end of it. Battle 15: 20 Stalkers, 3 Plasma Stalkers & 1 Red Grenader Red Grenaders will explode when they die and place a DoT on you when they hit you. Stalkers will spawn at sections along the Conveyor belt section, 5 will initially spawn, then 5 at the first bend, then 10 at the second bend. The Plasma Stalkers and Grenader spawn at the end of the conveyor belt. Kill off as many Stalkers as fast as you can, the less that there are at the end of the belt the better for you. Once you get off the conveyor area take the doorway into the next room. Battle 16 will engage you through the door. Afterwards there are 2 pathways you can take, left or right. Either of them leads to the exact same room with the same mobs, so pick whichever you like. Battle 17 will engage you on the other side of the pathways. Take the next door that you see to keep going. Battle 16: 5 Stalkers Battle 17: 3 Plasma Stalkers & 1 Skullhammer This room will lead back and forth across 4 different bridges. Battle 18 takes place on and around these bridges. The final bridge will lead to Battle 19. Battle 18: 14 Stalkers, 3 Plasma Stalkers & 1 Electric Plasma Stalker Stalkers will spawn in 4 waves, depending on the bridge you are currently on. Bridge 1 will be 5 Stalkers, bridge 2 will have 5 Stalkers, 2 Plasma Stalkers & 1 Electric Plasma Stalkers. Bridge 3 will have 1 Plasma Stalker and the final 4 Stalkers. Battle 19: Spider Follow the path to the Well and activate it to enter Cyberworld 4. Cyberworld 4: To the left and right of you will be 2 Obelisks. In the center of the area is a platform with a rock infront of it. Push the rock into the bigger rock to turn off the Great Serphant's generator. As soon as you leave Cyberworld Battle 20 will engage you. Once the battle is over there are 4 doors you can take. The middle door will lead to an elevator. At the bottom of the elevator will be an Obelisk. Take the elevator back up and through the door farthest to the left of you. Battle 20: Cripplers, 1 Launcher & Skullhammer Through this door will be a computer room, run through it to the next room and Battle 21. The next door will lead to the Boss Room. Battle 21: Cripplers, 2 Launchers & The Red Eye Launchers and Red Eye are at the far end of the room. Cripplers will climb up the outside wall and drop down at all points of the room, (about 100 of them.) Get to the end of the room and kill the Launchers and Red Eye to make killing the Cripplers easier. [10.5a]Boss - The Unending Hate Unending Hate is basicly an enormous Skullhammer, without a Hammer. He has enormous ammounts of armour, can't be mount killed and is about triple the speed of regular Skullhammers. In addition to these upgrades, Unending Hate has waves of Cripplers that will continiously spawn to try to kill you. There will be about 5 Cripplers at a time on the field, and when you kill one another will spawn to take its place. Cripplers spawn based on Unending Hates health pool, so it is possible to kill all of the Cripplers, then deal with a piece of Unending Hates armour. Cripplers start as regular, but will steadily increase in difficulty as the fight progresses, switching from standard to red / blue then finally to Elite. Since Unending Hate is accompanied by Cripplers it is very difficult to actually lock on to him, because of that we will kill him off with AoE Nukes and air-finishers. For the purpose of this fight we will deal with a 4 Phase fight, the first 2 being repeated until 15% (apprx) health. Phase 1 - Nuke Run straight into Unending hate and use an AoE Nuke. This should automatically destroy all of his leg armour. In addition this will freeze Unending Hate in place, when this happens jump into the air and use an air-finisher. Use AoE Nukes and Finishers until you run out of Combo Meter, then switch to Phase 2. Phase 2 - Cripplers Keep away from Unending Hate during this phase, as he can deal massive ammounts of damage to you in melee. Focus on killing off Cripplers that are on the edges of the map. Keep doing this until you have 1 Combo Meter point, then repeat Phase 1. Phase 3 - Finishing the Adds (15%) Switch to this phase once Unending Hate reaches about 15% health (when you can no longer see any visible armour pieces. Simply put for this phase, keep attacking all of the Cripplers until no more spawn. Depending on how many you killed with AoE Nukes it might take a bit to do. Feel free to skip to Phase 4 if you can target Unending Hate Phase 4 - Ending The Hate Once you have killed all of the cripplers, or can get a lock on Unending Hate, target him with your ranged weapon. The only places left to target should be his shoulders, so switch you aim to one of those and blow them away. Once you have killed Unending Hate, take the elevator in the Center of the room to continue to the exit. [10.6]Aesir - To War Feasting Hall Cybernetic Lab ______ ____ / \ / \ | | ___ | | | | | \ | | \ / | \ \ / \ / |___ \ | | | | Prison|__| | | |__| __ |__| __ \ \ __ | | \ \ | | _______ _| |_ \ \| | / \ ___ ___/ \_________ _\ \__ ______ | | | | | | | | | | | | |___| |___ _________| |__ __| |______| \_______/ \_ _/ \ / Dock | | | | Heimdall's |__| |__| Office __ __ | | | | | | ____| | / \ | | | | | | | | | | | / | \____/ | | |_______| World Tree Workshop You will start at the Dock. Travel to the Feasting hall to recieve information on the next mission. Once you are ready go back to the Dock. [10.7]Helheim Helheim is the final mission in Too Human. In this mission you will be going against an entirely new species of enemies and you will not see any of the previous kind. The new species you will encounter are the undead, and they are not a pushover. Undead pride themselves on being able to amass hundreds of units at once to mow their way through you. One undead on its own is mearly a neucance but when they all stack together, they can take you down very quickly. Since the difficulty of this mission has been amazingly higer as opposed to the others, I have devised a new strategy for taking them out. My first runthrough was using my inital 4 and I dead over 10 times, the following strategy never killed me. Fierce Leaping Fierce Leaping is a combination of Leap attacks and Fierce attacks. use fierce attacks at ranged and aim for the biggest group of enemies. As the battle progresses stray enemies will try to strafe you. Leap to them and finish them off at ranged, then continue Fierce attacks from that spot. Targetting melee units is your primary focus, then ranged after that, because if a melee unit reaches you you can't cast Fierce attacks anymore. Once you land in Helheim you will be immediatley bombarded by Battle 1. Clear the area and move upto the metal wall section, there is a generator in the middle of it. Destroy the generator with a ranged weapon to allow your reinforcements to enter. Battle 1: Shamblers (Line) Shamblers are your standard undead wave. Half of the time they will be lead by an Elite version, which has more health, but nothing else special. Groups of Shamblers are made out of a random assortment of 2 different unit types, ranged and melee. Ranged carry a single pistol, capable of sustained rapid fire. Each shot does very low damage, however when 20 are firing at you out of weapons range it can kill you very quickly. Shamblers come in 2 different formats, Lines or Waves. Lines will come at you in almost single file, allowing you to pick them off one at a time without the others being able to retaliate. Once the wall comes down follow along the pathway to the door at the very end. Battles 2, 3 & 4 will be in your way and once you reach the doorway your reinforcements will blast it open, allowing you to continue. Battle 2: Shamblers (Wave x3) Waves are the second format for Shamblers, they will either spawn in random places or spread out before getting in range of you, these are harder then Line waves because a single Fierce attack will only take down a few, as opposed to many. Kill them the same however, Fierce attacks and leaps on stragglers. Battle 3: 1 Sapper Sappers are Shamblers with explosives on their backs, they have very little health, so can be dispatched easily by ranged. When they die or reach you they will detonate, knocking down anyone around them and doing a moderate ammount of damage, try to stay away from these and kill them as they are running with groups to maximize collateral damage. Battle 4: 4 Sappers, 2 Posion Shamblers, 1 Red Shambler, 1 Slow Shambler, Shamblers (Wave x4) Posion Shamblers will detonate when they die, placing a posion DoT on anyone around them. Red Shamblers detonate when they die, doing damage and knocking those hit down. Slow Shamblers will detonate when they die, this does no damage but will place a slow aura on anyone hit, reducing their movement and attack speeds by roughly 50% In this next room are 2 seperate pathways, for the purpose of this strategy we will proceed straight instead of left, as it is a way quicker path. Battle 5 will engage upon entering and on your way to the end of the hallway you will be hit by both Battle 6 and 7. Take the doorway when done. Battle 5: Shambler (Wave) Battle 6: 3 Wights Wights are flying ghosts, they have no attack but will do a constant AoE pulse when you are in range that can stack. When they die they detonate, knocking you over and causing no damage. Take them down from Ranged with a Fierce attack whenever possible. Battle 7: Shambler (Wave), 2 Posion Shambler, 1 Red Shambler You will join up with a squad of humans for Battle 8. After the battle the humans will take the left fork, which is destroyed behind them. Take the right path and follow along the pathway, Battles 9 through 11 will spawn on this bridge. Battle 8: Shambler (Wave), 2 Red Shambler, 4 Posion Shambler, 4 Sappers Battle 9: 2 Shambler Waves, Shambler (Line) Battle 10: 3 Shambler Waves Battle 11: Shambler (Wave), Troop Bridge A troop bridge is a huge structure that will rise up from the ground and attach to the pathway, about 20 to 30 Shamblers will emerge from it, you can attack them while they are trying to get onto the pathway, as they bunch off. A well placed grenade can kill them all in one shot. In the next room will be Battle 12, don't go past the 3 way intersection, as it has a chance of starting battle 14. Once you are done with battle 12 take the left pathway for an obelisk, then the right one. Follow this to the well and Battle 13. Activate the well when clear. Battle 12: Shambler (Wave) Battle 13: Shambler (Wave), 5 Elite Shamblers, 1 Red Shambler, 1 Troop Bridge Cyberworld 1: There is a door at the side of the room, open it and follow the path until you reach a tree. Take a right and you will find an obelisk. Leave when done. Once you exit Cyberworld 1 head up the path to Battle 14. Battle 15 will spawn right before the next door. Battle 14: 3 Shambler Waves, 2 Troop Bridges, 2 Necros, 1 Red Shambler Necros are the first named unit you will come across in Helheim. They look like huge fat guys on mobile discs. Necros will raise dead on any unit you kill in their range. In addition they will also do pulse blasts simmilar to the Wights attack. Take them out with a few Aerial finishers. Battle 15: Shambler (Line), 5 Elite Shamblers Battle 16 starts once you enter the next room, take the pathway on the right afterwards. Follow down to the sludge pool and through Battle 17 and Battle 16: Shambler (Line) Battle 17: Shambler (Wave) Battle 18 spawns as soon as you step on the Sludge pool. Follow it to the next area, with Battle 19 in between. Battle 18: 6 Wights, Shambler (Line), 1 Slow Shambler Battle 19: Shambler (Wave), 1 Slow Shambler Battle 20 will take place on this platform and the bridge connecting to it from the Sludge pool. Take the obelisk in the centre when done through the path on the opposite side. Battle 20: Shambler (Wave), 4 Sappers, 1 Slow Sapper, 1 Slow Shambler, 1 Elite Troop Bridge Elite troop bridges function the exact same as a regular troop bridge, except Elite Shamblers will come from them, between 5 and 10. Follow the path to Battle 21. To the left is the pathway that will past Battle 22. Battle 21: Shambler (Wave) Battle 22: Shambler (Wave), 1 Troop Bridge, 6 Wights Follow down the ramp to the landing and Battle 23. The path to your right at the bottom of the ramp leads to the next room. Battle 23: Shambler (Wave) Once you enter this area Battle 24 will spawn. At the end of the area are 3 paths, 2 to the left and 1 to the right. Follow the right one to an obelisk. Battle 24: 3 Shambler Waves, 2 Wolf Waves, 1 Troop Bridge, 6 Elite Shamblers, 2 Necromancers Wolf waves are basicly undead versions of the humans that help you in this game, they have alot more health then Shamblers, and are a little bit smarter. Kill them all the same, use your Fierce attacks and leaps. Once you get back to the 2 bridges infront of you take the left one, the wolves will already be on that side so they'll help you out for Battle 25. at the end of the bridge is an obelisk. Take the path to the left to continue. Battle 25: Shambler (Wave), Wolf (wave), 1 Necro There are 3 pathways in this room, 1 infront, 1 to the left and one to the right. Fight Battle 26 in the middle pathway then take the right one to a Well, Battle 27 will be guarding it. Battle 26: 1 Elite Troop bridge, Shambler (Wave), Shambler (Line) Battle 27: 5 Elite Shamblers Cyberworld 2: Behind your character is a pedestal, which will teach you how to burn through objects (Vines) in Cyberworld by pressing X. On the opposite side are some vines, burn them away then push open the door. Grab the obelisk on the other side and leave to continue. After you exit Cyberworld follow the path and take the exit on the left, this will wrap around and eventually lead you to an obelisk. Battle 28 will be in the way. Battle 28: Shambler (Line) Head back up the path and go towards the doorway at the end of the ramp area. Battle 29 will block your exit. Battle 29: 2 Shambler Lines, 1 Slow Shambler, 1 Red Shambler 2 Sappers, 4 Elite Shamblers Through this area are 3 pathways that all link upto the same area. Stay in the middle path to help bottleneck Battles 30 and 31. Battle 30: 2 Shambler Lines, Wolf (Line) Battle 31: 2 Troop Bridges, 6 Elite Shamblers Through this doorway is your first boss fight, Garm. [10.7a]Garm Garm is a large robotic wolf. He has 4 main weak points, each harboring 25% of his health. They are all armoured, and during the initial cutscene you will see where they are. The 4 pieces are Helm, Chestplate, Left & Right side armour. Each of these pieces have their own stage. Garm follows a set rotation of abilities, which are incredibly predictable. His first attack is a Wave of spines; You can tell when he is going to use this attack when he lowers his head and stops for a second. Roll out of the way when the line wave reaches your character to completley avoid the damage. His second attack is another spine ability, but it is much more randomized and alot slower. He will shake and spew spines in all directions. If you are far enough back you can see when a spine will be on a collision course with your character. Roll forward to avoid the damage and other spines. His third attack is a leap. This is done if you are too far out of his melee range (pretty much if you can't hit him with your ranged weapon, he will try to leap to you.) This ability causes a lot of damage and knocks you down. To avoid this, right before he lands, (he has about a second travel time in the air,) roll. Rolling will avoid all damage. His attack rotation is as follows: Wave Spine, Wave Spine, Shake, Leap, Repeat. This entire fight is done at ranged, it's much easier to pick off his armour at ranged. Make sure that you also Equip a Rifle, plasma or Slug. The secondary fire on the rifles is amazingly effective against Garm. I was doing 68 dmg a shot with my rifle, but 1862 dmg with a grenade. Phase 1: The Head - 100% Taking down Garm's head armour is quite difficult, even with it always being exposed. Garm likes to shake his head quite a lot, which makes tracking annoying at some times. Once you've taken the armour out Garm will cower and stop attacking, just keep hammering down his health bar. Phase 2: Side Armour - 75% This stage is done the same as Phase 1, except you need to be on Garm's left or right side to be able to attack these armour pieces. The easiest way to keep on Garms side is to go as close to Garm as possible, then just strafe around him. He will try to swipe at you if you get too close, but you can easily dodge through it. Each side is its own armour piece, so take them both out to recude Garm to 25% Phase 3: Chest Armour - 25% The Chest armour is the hardest to target, it is blocked by his legs almost all of the time. the best location to hit this piece is by standing directly infront of Garm, half of your shots will just impact his head, but the rest will hit home and take him down. Finish off this piece to kill Garm. [10.7b]Busting Down Hel Once you have killed off Garm take the exit infront of you and follow the long pathway. Battles 32 through 35 will engage you along this long room. Take the doorway at the very end to continue. Battle 32: Shamblers (Wave), 1 Posion Shambler Battle 33: Shamblers (Wave), 5 Wights, 2 Slow Shamblers Battle 34: 2 Shambler (Waves), 5 Elite Shamblers, Shamblers (Line) Battle 35: Shamblers (Wave), 3 Wights Cross the bridge and get to the elevator, Battle 36 will bar your way. Battle 36: Shamblers (Line) Once you exit the elevator you will be engaged by Battle 37. At the other end of the room will be Battle 38 after a small cutscene. Take the doorway into the next room. Battle 37: Shamblers (Wave), 4 Wolves (Lines), Shamblers (Line), 1 Posion Shambler & 1 Slow Shambler Battle 38: Wolf (Wave), 3 Elite Shamblers Battle 39 will engage you when you enter the room. There is a cyberwell in the centre of the room, activate it to enter Cyberworld. Battle 39: 2 Shambler (Waves), 1 Necromancer & 1 Posion Shambler Cyberworld 3: Directly behind you is a monument, activate it to gain the ability to burn vines in cyberspace with X. Behind you will be some vines, step on the pedestal and burn the vines to activate the door in the real world. Behind those vines is a door you can push open to reveal an obelisk, exit when done. Follow the pathway into the next room and you will enter a cutscene. After the cutscene take the bridge ahead of you to the next room. The final boss will engage you in the next room. [10.7c] Boss 4 - Hel Hel is a 4 stage fight, the first 2 are skirmishes with Hel while the 3rd is an Add stage. The 4th and final stage is where you can finally take down Hel for good. Hel has the following abilities, which she will use during all of her stages. These abilities are: Drain life: steadily drains health from you when Hel is not casting anything else Resurrection: Raises 4 - 5 Shamblers / Wolf Shamblers, depending on the stage she is on. Grenades: Hel will throw grenades at you when you are at range, these bombs will do random status damage to you if they hit you. As soon as you see her attack you can roll out of its way to avoid the damage. Warp: When you are in melee range after a length of time Hel will try to warp to one of 4 random spots. Stage 1: Hel - 100% When you are fighting Hel she will spawn Shamblers to help her attack you. In most cases you can ignore these units and just focus on Hel, but when they start to get out of hand use your Fierce attacks on them to thin them out. These units are also useful as they will give you health drops when you start to dip down on health. Since Hel can warp at will, finisher moves do not work very well on her, your best bet is to use leap attacks, then standard slashes unil she warps away. Hel does very little damage with her Drain Life ability, which she will cast almost all of the time, so you don't have to worry about too much damage racking up. Phase 1 ends once Hel reaches 75%, she will teleport out of the room and the door will unlock, letting you proceed to the next room. Stage 2: Hel - 75% Stage 2 will start in the next room, the only difference between this and Stage 1 is that Hel will now summon 5 Shamblers at a time, instead of 4. Use the same strategy as above to take her down. Once Hel reaches 50% she will teleport again, and the doorway will unlock to keep going. Stage 3: Adds Stage 3 will spawn in your pathway between Hel in Stage 4 in the room. It is basicly an enormous Shambler wave, (apprx 20 - 30) As soon as they start spawning retreat to the back of the room and take them down with Fierce attacks. Stage 4: Hel - 50% This is the final battle between Hel and yourself. In this stage her Ressurections will raise 5 units this time but instead of it just being Shamblers she will raise Wolves, between 3 and 5 per summon. Once you defeat Hel you will need to backtrack out of Helheim. Retreat to where you first encountered Hel in the cutscene and you will finish the level. Congratulations, you have finished all 4 Levels. [11]Final Notes This guide is only to be used by the members of GameFaqs and Supercheats. This guide, nor any parts of it, are not to appear on any other site without express permission from myself. If you come across any errors or discrepancies on this Walk through or wish to add something, please submit it to Kaldris "at" gmail "dot" com Credit will be given. Copyright 2008, Michael "Kaldris" Monast