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    Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

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    Metalor
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    Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

    Post by Metalor on Sun Apr 07, 2013 5:49 pm

    Well, it's been literally over a year since I released Guns and Glory 0.5: The Story Retold, and to celebrate the occasion, I've decided to release detailed walkthroughs and speedrun guides for it for those that may still want to play it but either lack the knowledge or know-how of how to do so.

    There was originally a contest for this mod, but that has come and gone, with very few people interested, and even less that participated. Still for those that wanted to get everything in the game or simply wanted to rush through each level as fast as possible, now you can with these detailed hintguides (which take their inspiration from the ones published by Areyep for Spear Resurrection and End of Destiny).

    Below is an object Legend showing exactly what each symbol displayed on the level layouts means. If you're unsure what something means, just consult the Legend, and it should have the answer you're looking for.

    Just open the Spoilers Tab for the Legend.
    Spoiler:
    Please note however that I will be posting two versions of each map, one showing all of the objects and symbols, and another with trails of yellow dots of varying degrees and yellow-letter filled spheres. The yellow dots and spheres are not mentioned on the legend, and simply show which direction the player should follow for the quickest route, with brighter shades indicating which areas the player will have to follow and visit first. The yellow letter spheres are merely hotspots that will be referred to in the thorough walkthrough guides provided.

    Guides for levels will be posted in the following posts. If you have any questions feel free to ask them here, and please return frequently, as this thread will be updated periodically for future updates.


    Last edited by Metalor on Sun Oct 06, 2013 8:08 pm; edited 23 times in total

    Metalor
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    Re: Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

    Post by Metalor on Sun Apr 07, 2013 6:54 pm

    As is a good idea with all walkthroughs, I'll be starting this one with Guns and Glory 0.5's first level:

    01 - Castle Outskirts


    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)

    A - This is where you start more or less. You are free to begin exploring at this point and you're given two directions to choose from. Going right will lead to a dead-end that will alert some guards (that thanksfully can't reach you at this point) and some health. Going left will let you progress further into the level.

    B - Here is where you stumble into the first enemy in the game, a Patrolling Guard. He should have his back turned to you, so if you're quick, you can knife him in the back for an easy kill and get your first pistol, which will come in handy against the dangers that await ahead. From where you kill the guard there should be an open path; follow it to reach the first outpost you'll have to navigate before you can reach the exit.

    C - If for some reason you missed the patrolling guard, there should be a second pistol here that you can claim instead. Nearby standing with his back to the pistol should be another guard, knife him and take the ammo he leaves behind. There is also a secret area in the wall that he is facing, but don't go for it just yet, instead from where the guard was standing, go through the small passage near the knife to find another guard with his back turned to you, this one out in the open. Knife him as well, and repeat the process with a third guard to the previous two guard's lefts. Doing this for the third guard however should alert a fourth guard to your presence. If you knifed the third guard in the back, the fourth guard should be directly in front of you. Feel free to take him out with the pistol, by now you should have more than enough ammo to do so.

    D - After contending with all four of the guards in the large stone area, visit this spot for a stash of some used ammo clips and a secret area containing a pair of unused clips. If necessary, visit the previously mentioned secret area (mentioned in C) for two more unused clips.

    E - There are a small series of secrets here that will lead to some more ammo and a pistol and eventually to the level's prime secret.

    F - You should notice a long hallway containing a series of poisonous bushes stretching out into the distance. There are exactly nine of them and they each decrease your health by 4 when you walk over them. At first glance this doesn't seem like a very wise place to go but if you can reach the end (and it is possible, even on Hard, but you'll need to backtrack and use up all of the healthy berry bushes in the level to reach the end), you'll be treated with what is at G.

    G - For your incredible risk of consuming all 9 of those poisonous berry bushes, you're awarded with an extra life. It may seem sort of odd to work so hard for an extra life, but the health bonus and armor bonus will come in handy for the rest of the level.

    H - There should be three guards circling this large square opening, and unless you've managed to somehow stay silent throughout the entire level, they should already be aware of your presence. Take out all three quickly with the pistol before they can gang up on you and then follow the forest path opposite to the one you just came from. This path will lead you to the final area in the level and the exit.

    I - There should be four guards here, two of which should almost immediately spot you when you arrive: one behind a fence, and one directly in front of the exit, the other two are hiding behind a pair of small islands and it should be possible to sneak up on one and knife them for an easy kill. If you run short of ammo, there is a small amount in a corner behind the fence where the first guard is posted, and along the wall immediately next to the ammo is a secret containing more. Once you've finished up the remaining guards here you can head for the exit and continue on to the next level.



    Speedrun version:
    Spoiler:

    For a speedrun, simply run from point A to point B, avoiding the patrolling guard and quickly run through the large complex with the four guards to point H. From point H, run around the large island in the center of the square complex and follow the forst path to point I where you should be able to dash past all of the enemies present and immediately to the exit. With quick reflexes it should be possible to finish the level in 15~25 seconds. This level is purposefully easy, and it should not be difficult, even on the hardest difficulty setting to get a good partime (provided that you skip everything else in the level, including the extra life).

    Questions? Feel free to ask, and there will be more levels posted soon, so stay tuned!

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    Re: Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

    Post by WLHack on Sun Apr 07, 2013 11:22 pm

    After seeing this walkthrough, it makes me want to play it again.



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    Metalor
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    Re: Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

    Post by Metalor on Sun Apr 07, 2013 11:25 pm

    Twisted Evil Excellent! Twisted Evil

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    Re: Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

    Post by Metalor on Mon Apr 15, 2013 8:30 pm

    02 - Dungeon Escape


    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)

    A - This is where you start, and unlike most levels in the game, this particular starting point will become a hotspot in a manner of seconds. You have two choices on how you can handle this confrontation: 1) You can wait for the inevitable and try and kill off the guard that's going to show up, or 2) You can activate the pushwall immediately to your right and use the secret passage to escape before the guard can find you. Going with the first option allows you to exit the level quicker (albeit with considerably less supplies), while the second option allows you to better prepare for the level as a whole and get everything necessary for a 100% Level complete ratio.

    B - Assuming you went with the quick escape and used the pushwall, you should find yourself here. After a second pushwall, you'll find a pistol and a hallway containing several guards. They can be easily avoided until you find the ammo stockpile at C.

    C - There's a large stockpile of ammo here that should make dealing with all of the guards in this hallway much simpler. Of course, there are two guards that stand in waiting that can be knifed to save on ammo, after you've dealt with the patrolling guard. Also, directly across from the second ambush guard is a secret with some treasure inside.

    D - This room contains two patrolling guards and several rooms filled with treasure. You should still have plenty of ammo for your pistol and thus taking these two out shouldn't be a problem. Even better is once you've killed one of them, the other can be knifed to conserve ammo.

    E - Upon entering the next room, you'll be beset by not only several guards, but some Rottwielers as well. The alcove to the right contains a stockpile of ammo that should help in ridding yourself of the guards and dogs in here.

    F - If you get low on health, there's a stockpile in the left alcove right across from the ammo stockpile. Be sure to grab the Portable medkit before the guards can. There's also a secret containing a treasure stockpile located to the left of the door leading to the next area.

    G - This area can be a problem, there are numerous rottwielers roaming around this area and unless you're quick or have plenty of supplies, you'll get overwhelmed quickly. The knife is not a suitable weapon against rottwielers, so as soon as you open the door, run to your left and then turn a corner to your right to find a room stockpiled with ammo. Once all four rottwielers are dead, you should be able to locate a nearby room containing some health as well. If necessary, you can also visit H after you're done (though if you're attempting to get 100% of everything, hold off on that for now).

    H - The first guard you may or may not have encountered already in the level should still be here, searching the room you were in. If he isn't already, you can kill him, and then if you have the Brown Key, you can save the five POWs in the nearby cells for 50,000 points.

    I - There is a small stockpile of health in this room. After healing your injuries, you can enter into the next room, which contains more three rottwielers and one more guard.

    J - There is some ammo in this room, not alot, but some as compensation for fighting the gaurd and the rottwielers. To the right of where the guard was standing (from where you came in) there is a secret containing more treasure. You'll also notice two doors on the wall to the right (from where you came in). One is a locked door, and the other will take you to where you can find the Brown Key. Take the right door and get ready for one last fight.

    K - There should be two guards and two rottwielers in this room as well as the Brown Key. They shouldn't be too difficult to deal with, especially if you have full ammo for the pistol, but if you don't, shoot the rottwielers, and knife the guards. Try to avoid knifing the rottwielers because they don't flinch when struck. The pistol will deal more damage vs. what they can deal against you, and they'll likely die before you in a melee. After grabbing the Key, you can return to H, or you can go immediately to the exit. Also, there are two elevators in this room, but they are both fake, so don't bother with them.

    L - There is a pushwall here that you can activate several times to reveal a series of secret treasure caches. After finding the last cache, you'll also notice a door that requires the Brown Key. Entering in this door will lead to the game's first secret level, but not before you find some other goodies.

    M - The prize for your hard work: an Extra Life! After picking this baby up, you'll be ready to move onto the next level.

    N - This is the elevator that leads to the first secret level. You can take it, but be forewarned that you'll lose all of your weapons, medkits, and armor if you do.

    O - This elevator leads to level 3: Torture Chambers. Not much else to benefit from taking this elevator, except you'll get to keep your weapons and stuff, but you'll completely miss out on the secret level if you use this elevator instead of the secret one.



    Speedrun version:
    Spoiler:

    There are two ways to go about a speedrun: The safer way would be to take the secret passage and to grab some ammo really quickly while running past points B, C, D, E, and F leading into point G (which is the problem area). The faster way is to wait a few seconds for the guard to open the locked door, knife him, and go from point H to point G, skipping over half of the level. However, doing so will leave you crippled for ammunition, and unless you stop to grab some, you may not be able to survive the areas around points J, K, and L. Regardless, reach point K and grab the key, and then use the pushwall set at point L to reach point M and N for a quick exit (and en Extra Life, which will come in handy if you've been killed a few times while trying to get a good par time). The only real difficulties about getting a good par time on this level are point G and the room around point K. Since both of these rooms contain rottwielers, you may have to stray away from a direct path to the exit and get some ammunition for the pistol before proceeding. In some cases, it seems all you can really ask for is luck when it comes to dealing with these two areas.

    Metalor
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    Re: Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

    Post by Metalor on Mon Apr 15, 2013 9:05 pm

    *!BONUS MAP!*
    25 - Pacman Fever


    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)

    A - Your starting point. Unlike regular levels (barring level 1 and level 2 of course), you begin secret levels with only a knife and 20 health, much as if you had just started a new game. You can win anything you've gained up until the secret level back, but you must of course navigate and complete the level for that privilege. You're free to leave whenever you like, but you won't be able to claim any of the secret level's prizes if you do.

    B - This elevator will take you to level 3: Torture Chambers. If you use this elevator, you won't be able to claim the rewards that this level has to offer, so instead skip this point and move onto point C.

    C - This orb will send you to the secret level. Once you've stepped through, there's no going back, however the prizes that await inside are unlike anything you've seen thus far. Enter the orb and find the prizes that await!

    D - This is where you'll pop out when you step into the orb mentioned at C. The first thing you'll notice is that in just about every direction are rows and rows of treasure. Feel free to claim it for yourself, but be warned, the treasure has guardians that are most anxious to protect it. Amongst the treasure, you'll find several Regeneration Artifacts. These are your only source of health on this level, and it costs 10 points to heal 1 health, so try to steer clear of the guardians of you wish to actually walk away with any of the points that your plundered treasure's worth.

    E - You'll find the Guardians nestled inside this small room guarding the Blue Key, which you'll need in order to leave this maze and enter into the next one. However, before grabbing the key, make sure to grab each and every treasure item there is in this maze first. There should be roughly 200 pieces of treasure in the first maze and roughly 200 in the second. Make sure to check each maze thoroughly before leaving, because you can't come back to either maze once you've left.

    F - Either of these doors will lead to the second maze, just be sure that you've collected all of the treasure before proceeding.

    G - This is where you start in the second maze, this time a red one. Again you'll notice treasure to either side. Feel free to grab it like you did in the first maze.

    H - Another set of Guardians awaits in this room guarding the Red Key. You'll need the key to leave this maze, just like in the last maze.

    I - Any one of these doors will lead you to the exit, just make sure that you've gathered up all of the treasure before you leave; you can't come back once you step through.

    J - This is where you wind up after walking into the third orb. There are four crosses immediately around you, grab them before moving onto point K.

    K - A pair of medkits, a stockpile of pistols and a secret area directly to your left containing some valuable treasure items is your ultimate reward for completing this level. It's impossible to die at this point, so just grab your treasure and feel free to take your time before leaving.

    L - With all of your rewards in tow, take the elevator marked here to go to level 3: Torture Chambers. Well done!



    Speedrun version:
    Spoiler:
    A speedrun for this level is simple: Just run out from the starting elevator to the elevator to the right, enter, and flip the switch. Unfortunately, it is practically impossible to beat the par time and actually play the secret level in its entirety. This is just one of those scenarios where you'll have to choose between a good par time and big rewards.

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    Re: Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

    Post by Metalor on Sun Apr 21, 2013 9:25 pm

    03 - Torture Chambers


    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)

    A - Your starting point. If you leave the elevator immediately, you'll be greeted on your left by a patrolling guard. Waiting a few seconds will allow you to sneak up on him for an easy knife kill. However, if you're too slow, another guard will come into the room, and you'll get surrounded by two guards as a result (and alarm several others if you're really unlucky).

    B - This room has an ammunition stockpile for the Pistol and a Medkit. You'll most likely have to get a pistol from one of the patrolling guards since one isn't located nearby. Also, in one of the side corridors to the left of the elevator that you start in there's a small treasure cache behind a secret.

    C - This is the main intersection of the level, and you'll likely return to this spot several times. There are three standing guards in the room. They won't necessarily all come at you at once (thanks in part due to the architexture of the room), so as long as you don't dautle, you should be able to handle them, even with the knife if need be. From here you came in, there is a secret with another treasure cache behind a pool of blood. Your first priority after finishing the guards is to head to the right of where the guards were all standing. Doing so will take you to a wooden corridor and another guard that also happens to be standing in front of another secret. Take care of him and take another right from there.

    D - This room contains another guard, a large treasure cache out in the open, several stockpile rooms filled with both health and ammo, and finally a new weapon: The Machinegun. Immediately behind the machinegun is a secret conatining ammo for it. Be sure to grab the ammo and all the other supplies after taking care of the guard.

    E - After supplying yourself, this room should be your next destination. Beyond this room lies several tough foes. Entering in, you can go either left or right (though ammo lies to the left, and health to the right). Immediately to the left of the entrance is a secret containing treasure, but save that for after dealing with the enemies in this room, Powerful Schutzstaffel enemies. These bruisers will last alot longer in a firefight than the Brown Guards you've seen up until now. Deal with all 3 of them and then restock, you're about to face several more of them.

    F - There should be two schutzstaffels and the Brown Key in this room. Try luring the two SS out and deal with them using the tables for cover. Once they're done, take the Brown Key and find the secret treasure stash located immediately behind it.

    G - This room contains several cells that house POWs that you can save for an easy 50,000 points. Defeat the lone guard protecting this room, and save the POWs. Inside one of the rooms (the one without any POWs inside) you'll find a secret with a treasure cache, marked by a swastica amulet.

    H - This large corridor has several patrolling guards and some open piles of treasure. Periodically the guards will patrol between this room and a room to the right of where you come in. Try to deal with the guards inside this corridor before any of the ones in the adjacent corridor come in, as it will svae you a little trouble.

    I - Aside from sharing a patrol path with point H, this room also has a lone SS guard and a pair of stockpile rooms, one with health, and the other with ammo for both the pistol and the machinegun. Directly across from where the SS is standing is another secret with treasure in it.

    J - Before you come to this point you'll encounter 2 SS in front of the exit elevator at point K. They'll likely shout and alert a third SS inside of the elevator itself. Deal with all three and return to point K later. This room has 3 more SS and several treasure items. Take care of the SS and locate the secret treasure cache directly in front of where you came in.

    K - As mentioned at J, there are two SS outside the exit elevator, and a third inside. Defeating them will enable you access to the elevator. Take it to leave to level 4: Tunnels.



    Speedrun version:
    Spoiler:

    For a speedrun, you'll need to run out of the elevator, run left and immediately open the door to the left. Doing so will alert the patrolling guard, but ignore him and run right past another patrolling guard and open the door at the other end of the corridor. Once in the main intersection, run past the standing guard and enter into the central wooden room that leads to the key room. From here you can run either right or left (it doesn't matter, they both lead to the same location) and enter into the barred off area with the SS inside. Unlike the other brown guards, you'll inevitably have to deal with the SS. If you were able to manage to get a gun or took a detour, killing them will be slightly easier (or you'll have to deviate completely from the suggested path and visit point D). In any case, you'll have to get the Brown Key from between the 2 SS in the next room and then run to the Brown door. Run through the door and the small treasure alcove to the left. You'll have to deal with the 3 SS in front of the elevator, but once they're dead, you're free to exit the level. Due to the nature of the level, you may have to take several detours in order to be able to deal with the SS. You could try to avoid the SS, but because of how they are positioned, it may take longer to avoid them than to simply grab some extra supplies and kill them.

    Metalor
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    Re: Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

    Post by Metalor on Sun Apr 28, 2013 5:38 pm

    04 - Tunnels


    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)

    A - Your starting point. Immediately when you leave the elevator you'll find a pair of alcoves containing health items (which include a total of two medkits). Use these to replenish your health if it's a bit low and try to save the Medkits for later, you'll most likely need them. After a few seconds, a gaurd will enter into the room you're in front the right of where you started. It should be possible to knife him and get a free pistol without having to worry about any other guards for the moment. When that's done, head towards where that guard came from so you can gather some supplies. Before you get to your destination however, you'll most certainly run into another guard, and perhaps even a second one after that. Knife them both as well and continue to point B.

    B - This room is stocked with ammunition for both the Machine Gun and Pistol, as well as both respective weapon. When you're done gathering your supplies, leave the room and head to your left (from where that room is) you've still got some cleaning to do. Most likely you'll encounter several more guards patrolling around, feel free to take care of them with your newly-acquired armaments. Once you've felled 6 guards by this point (be sure that they were patrolling and not standing guard) you should be safe to explore, save for 2 standing guards and 1 patrolling guard in the center room. You'll most likely wander near point D, at some point, there's a guard and treasure here. Before going towards point C, enter into the center room and take out the patrolling guard in there. There's nothing of worth in the center room, but taking out the guard is necessary for 100% kills.

    C - There should be a single lone guard standing here. Take him out and then turn your attention towards the columns behind him. There are two sets, the first has an already destroyed column on the right and one that can be destroyed on the left. Behind them lies a sturdy column on the left and a destroyable column on the right. Break through and grab the Green Key. There should also be some treasure items lying around, feel free to gather them up and then head towards point D.

    D - behind the Green Door you'll find a patrolling Mutant. These guys are unpredictable and are silent killers. This one is luckily out in the open so you should be able to spot him first and take care of him before he can tear you to pieces. If you're too slow, he'll carve you to pieces, use you as a Knife board, and fill you full of lead. To make matters worse, these tunnels are full of damgerous slime pools. Avoid the pools, and take out the mutant. Once you've done that, search the far wall behind the steel island to find a secret filled with treasure.

    E - Another lone Mutant stands in here, guarding some ammo for both of your weapons. Kill him and then examine the far right wall for another secret treasure cache.

    F - This is the main threat of the level, the areas following this one aren't nearly as bad. This hall is filled with Mutants and slimepools. With luck, some of the Mutants will run over the slime and either die or at the very least become wounded, making them slightly easier to deal with. Before running in, fire off a shot (it may be a waste, but it's better than dying). Several (but not all) of the mutants will come out and attack you. Hide in the previous room and hope that some of them run over a few slime pools to weaken them. Once the mutants emerge, deal with them using the Machine Gun. Make sure to keep track of how many you defeat or how many you hear dying. There are five Mutants total in this room. Once that's done with, carefully exmine the room for treasure and health. The first set of columns next to the right and left walls hide treasure behind them. To the right is a golden nugget, and to the left is a secret area with a treasure cache inside. The column across from the point where the tunnel curves to the left hides another treasure cache, and the crumbled column directly in view from where you came hides a stimpack. A column in the isle next to that one hides another treasure cache, and the following isle hides another stimpack and gold nugget. The last isle before the next area hides a nugget to the left.

    G - This room has no standing guards out in the open but has four sheds within it. Each shed contains a Mutant, except for the second one directly from the direction of where you came in, which holds a golden nugget. On the side of the wall directly to the right of where you came in lies a secret area, discussed more in detail as point H. On the far wall between the two sheds across from where you caem in hides a secret treasure cache.

    H - Inside this secret area lies an ammo stockpile for both the Pistol and Machine Gun, as well as the Brown Key. Because it is inside a secret, the Brown Key is not necessary to finish the level.

    I - This area is protected by 3 guards, and contains several vaults full of treasure. Defeat the guards and then help yourself to the treasure. Also, there's a small stimpack nearby if you need it.

    J - This hallway leads to the exit and is filled with slimepools. At the end of the shaft lies a Mutant guarding the exit. Directly to the left of where the Mutant is standing is a secret treasure cache.

    K - Inside the exit elevator is another Mutant that you'll have to defeat before you can leave the level. Once the Mutant is dealt with, you can leave and go to level 5: Mines.



    Speedrun version:
    Spoiler:
    To speedrun, run to the left from where you start, and enter into the adjacent hallway. There should be a guard inside, run past him and enter into the hallway containing the Green Key. Avoid the guard in front of the series of columns and run inside the columns and destroy the column to the right. Run inside and then grab the Green Key. You may have to fight the two guards in the hallway, but if you're lucky, you can run past them and run towards the Green Door. You can try to avoid the guard in front of the door, but if there aren't any other guards around, you can simply knife him and move on. Inside the first Purple slime area, simply run past the Mutant and run into the Mutant/Slime Hall. Since all of the mutants are behind the small wall sections to the sides of the hallway, you can simply run right past them and into the karge area with the sheds. From there, simply run to the right and enter the last shaft. Inside, you may have to deal with the two mutants, particularly the one inside the elevator, but you should be able to lure them away from the elevator and them run inside before they can get you. The only difficult part about speedrunning this level would be the starting area, and the the two areas with guards or mutants in front of the doors that you need to enter. It will severely increase your par time if you do, but if you're having troubles getting a good speedrun due to the enemies, you can go to the ammunition storage area at point B, and that should help you to at least deal with the guards in front of the aforementioned areas.

    Metalor
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    Re: Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

    Post by Metalor on Mon May 06, 2013 10:11 pm

    05 - Mines


    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)

    A - Your starting point. Immediately outside of the elevator is a patrolling guard, and if you open the elevator too early, he'll spot you and you'll have more trouble on your hands than is necessary at this point. Simply wait a few seconds and you'll get an opportunity to ambush him from behind and give him a good stab with the ol' knife. There's an island in the room the guard is patrolling, directly behind that from where you come in is a secret containing treasure.

    B - This room holds a small set of supplies, which includes a pistol, a machine gun, and a medkit. These will be necessary if you want to progress through this level smoothly.

    C - There is a series of secrets here, behind each of which is a single treasure item of increasing value. Grab all the treasures and ignore the Green Key Door at the end, you'll come back here later if you want to visit the secret level.

    D - This hallway leads to every important area in the level (i.e. you'll likely have to come back here at least once more on your trip through this level). Immediately in this area though is a Gold nugget in an alcove in the hallway and your first encounter with the White Officer. These guys are fast and they're good shots. Their shots are always accurate, unlike the Brown Guard's, which are only accurate 1/3 of the time. Dispose of him quickly or he'll overwhelm you with his flurry of flying bullets. Afterwards, head to the left of where you came in, you'll need supplies.

    E - This room is protected by a single guard. Take care of him and then help yourself of the piles of treasure.

    F - This storage room has plentiful amounts of ammo for both the Pistol and the Machine Gun. In the back of the room to the right, one of the shelves hides a treasure cache, be sure to grab it.

    G - This room is stocked with health items (all Stimpacks). Heal your wounds and then head towards point H.

    H - This is the main mine shaft (aside from the main corridor which leads to the entrance, exit, and storage rooms). This large room contains several Officers (about 3) and a Brown Guard. The Officers are obviously the bigger threat, but the lone guard will catch you off guard if you let him. Once you've dealt with the guards in the room, grab the treasures (about 3 golden nuggets hidden in alcoves, and a secret treasure cache hidden in a wooden shaft to the left of where you came in, which is marked by blood).

    I - This shaft contains several guards and golden nuggets (two of each, respectively). Deal with the guards and grab the nuggets. Be cautious however, one is patrolling and the other is standing. If you don't immediately see the patrolling guard, wait for him to come into view and deal with him first.

    J - This shaft is mildly interesting with a single guard and gold nugget. Kill the guard, grab the nugget, and move on.

    K - This small area in the back of the main Mine Shaft contains a single gold nugget and leads to where you'll find the Green Key.

    L - This small room has two guards and two gold nuggets. Rinse and repeat taking out the guards and the treasures.

    M - This shaft has two patrolling guards and four gold nuggets lying around. Deal with the guards and grab the treasure. The guards should be easy to fight one at a time due to the way they'll patrol the room, but just in case, the room has some cover to hide behind.

    N - This shaft has 3 Officers guarding the room at various places. There's also a small wooden room containing a Medkit. Visit the alcove after you've dealt with the Officers. To the right of where you came in in another wooden shaft is a secret containing treasure. There's a door nearby that you can enter now, but you should hold out for a bit until after you have the Green Key.

    O - This room has a pair of Officers in it (one patrolling, one standing) and a floor covered in slime. Try to lure the officers on the slime if possible, and then take care of them with the Machine Gun. In the slime area to the left of where you came in, there's a secret on one of the edges of the room.

    P - This room contains the Green Key and a secret treasure cache immediately behind the wall to your right.

    Q - This shaft has two more Brown Guards hiding inside with a few treasure items. Once you've dealt with them and grabbed all of the treasure you can head towards either the regular exit or the secret exit.

    R - This is where you'll most likely exit from the mine shaft after grabbing the Green Key. Simply head towards the exit from here and you should be fine.

    S - behind the green door lies an extra life and the elevator that leads to the game's second secret level. I suggest visiting both of these spots after visiting the regular exit (though don't use the regular exit, otherwise you'll miss out on the secret one).

    T - This large elevator leads to the game's second secret level: 26 - Turkey Stabber. This secret level is particularly dicey, but the rewards are relatively worth it.

    U - Behind this green door lies the last 3 Officers guarding the normal exit. However, fighting them is made more difficult not only by the cramped nature of the room itself, but also by the vines that litter the room, obscuring your view. The vines however, don't obscure the Officer's view, and they won't hesitate to fire at you, should you give them the chance. There's also a small collection of treasure in this room, grab it and then head towards the exit.

    V - This is the level's regular exit. Use this elevator only if you don't want to visit the secret level. This elevator leads to Act I's finale: level 6: Hans Grosse.



    Speedrun version:
    Spoiler:
    For a speedrun, you'll need to cross your fingers and hope for some luck. Immediately running out of the elevator, you'll have to knife the guard before he can overpower you. Head towards point B and grab the supplies inside. Run to point D and try and Knife or shoot the Officer inside the main shaft. He's quick, so you'll have to be equally as fast if you don't want him to make mince-meat of you. From here you can visit the storage rooms (it will certainly make the trip easier, but it'll drastically increase your par time if you do). Head towards point H and then carefully avoid or eliminate the Officer in front of the shaft that leads to point L. The guards in this shaft can be avoided, and with luck, the guards in point M can be as well. You'll have to contend with the officers in the shaft near point N, and you'll likely have to do the same with the officers in point O. Once all of those enemies are dealt with, run towards point P and grab the Green Key. You may have to deal with the guards in point Q, but once they're dead, you can enter the main shaft at point R. If you didn't deal with the officers and guard in the shaft at point H before now, they'll likely be there to greet you. You'll have to fight them before you can head to the exit. From here head to point(s) C, S, and T to reach the secret exit and head to the secret level.

    It is certainly a trial to get a good par time on this level, mostly in part due to the Officers that plague its hallways. The number of tiny, cramped shafts, and the bends and turns therein complicate this task further. It is possible to get a good par time, but you'll likely have to learn the layout of the level thoroughly before you'll be able to do so (That, or save your game an ungodly number of times).

    Metalor
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    Re: Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

    Post by Metalor on Mon May 06, 2013 11:15 pm

    *!BONUS MAP!*
    26 - Turkey Stabber


    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)

    A - You start here with only a knife and whatever score and lives you've accumulated up to this point. You can leave the level almost immediately if you want, but you won't start the next level with anything else other than what was previously described. The only benefit to doing so is to get a good par time (which can be achieved in about 3~5 seconds).

    B - The "loser" exit. Only leave the level through here if you can't handle the dangers that this level has to offer. This secret level is actually a lot less timid than the last one. Stay to find out, or leave to, well, leave it a mystery.

    C - This teleporter artifact will take you to the secret level in its entirety. Once you pass through here you can't come back. Leave to the exit if you're feeling squeamish, otherwise, proceed.

    D - This is where you come into the level. Not much to look at. Stepping forward towards the door will incite a "greeting" suggesting that there are to be turkeys beyond this point. This is no exaggeration.

    E - This red, glowing orb is a Berserk sphere. It makes your melee attacks ridiculously powerful, and as you only have melee attacks throughout the ENTIRE level, I'd suggest saving this for when you really need it. You'll only have about 3 of these at your disposal and 100 enemies to contend with. Save them for when you really need them.

    F - This room introduces you to the Turkey enemies that populate the level. Unlike the Ghosts in the Pacman Fever level, these turkeys can be killed, and they even provide score when felled (unlike the game's normal enemies). There are exactly 100 Turkeys sitting around in this level. You're not necessarily supposed to kill all of them, but as they provide you with score, they're worth the effort (but be cautious, merely standing too close to them will drain your health to 0 before you know it). There are 8 Turkeys in this room. Be sure to keep track, they're silent killers.

    G - To the upper-left of where you come in is a Regeneration Artifact. There are a few of these throughout the level and they are your only source of health. You'll have to sacrifice score points to use them, so you'll simply have to accept this reality, or simply avoid the turkeys.

    H - This corridor will lead you to your first key, the Yellow Key. You actually have two paths that you can take to reach they key, but this path has a Regeneration Artifact. Ideally, you'll visit both paths, but this one is ideal for visiting first. There are 4 Turkeys down this path.

    I - The second path that leads to/from the Yellow Key. This path should be left for your exit route, simply because you'll come back to a health source after visiting this area anyways. There are 4 Turkeys in this path.

    J - The second Regeneration Artifact. You'll need points to use it, but there's a treasure cache in an alcove nearby (out in the open, just in case you're searching for secrets).

    K - This large room has 11 Turkeys in it and the Yellow Key. Because you can easily be overwhelmed in this area, you must exercise caution, and perhaps, backtrack and use the Berserk Sphere from earlier. There are also a few treasure items in here as well, be sure to grab them.

    L - Behind the Yellow Key Door lies 5 Turkeys and a treasure alcove. One of the Turkeys hides inside the treasure alcove, so be careful when coming around the corner.

    M - A pair of rooms here lead to the next key. The first room has a glass wall with a Turkey on either side. You can deal with the first one immediately, and the other one can be dealt with after you have the Key. Not counting the Turkey behind the glass, there are four Turkeys in this area. There are also some treasure items hidden in some tight alcoves in the second room.

    N - This room is identical to the one with the Yellow Key. 11 Turkeys, 2 treasure items, and a key. The key in here however is the Purple Key. Before entering side however, backtrack and visit point U. Although out of order, there's a Berserk Sphere inside that should make fighting this group of Turkeys easier. Beyond this room lies a pair of rooms which lead to the way out. There are an additional 4 Turkeys this way, including the one you saw earlier but couldn't take care of.

    O - This long, winding series of rooms leads to the last key. There are 8 Turkeys in the first 3 rooms alone. There are however a few treasure items in the first room, so that's sort of a satisfactory compensation.

    P - This large corridor has 5 Turkeys inside and two treasure alcoves. Deal with the Turkeys and grab the treasures.

    Q - This room has the last Regeneration Artifact inside. Not much else is inside. Heal and then head towards the last key.

    R - Visiting point T before coming in here would be a wise idea as there are 9 Turkeys waiting inside, but save the last Berserk Sphere for the end of the level. You'll just have to rough it for now. Regardless of how you go about it, grab the Brown Key, and the treasure after contending with the Turkeys.

    S - This single room will lead to the main area, but it's filled with 9 Turkeys. If you took my advice and skipped on the Berserk Sphere, you'll most likely have trouble with them grouping up on you. Just persevere through and you'll reach the exit.

    T - If you haven't already visited this area, there's a Berserk Sphere inside and a Switch. Activate the switch and move on.

    U - Same as above, if you haven't already visited this area (though I suggested to earlier), there's a Berserk Sphere inside and a switch. Activate the switch and you can head for the exit.

    V - Behind the following series of Color-coded Key Doors and Switch-activated Pushwalls are the last 18 Turkeys in the level. If you saved one of the Berserk Spheres, these two rooms will be a cinch.

    W - This teleporter will take you to the exit of the level. Enter only if you're sure that you've collected everything, as you can't come back once you've gone through.

    X - This is where you wind up after entering the teleporter. There's treasure and weapons to the right (including two secret areas on the furthest right wall), and health to the left. Grab your rewards and then head towards the exit.

    Y - This elevator will take you and all of your rewards to the finale of Act I: level 6: Hans Grosse. Exit and prepare yourself for your first truly terrifying opponent.



    Speedrun version:
    Spoiler:
    Like the last secret level, running out of the elevator and running for the exit to the left is the best way for a speedrun. Going into the actual level can mean at least 20 minutes of gameplay, far above the 30 second par time. Simply dashing for the exit can result in a par time of a mere 3~5 seconds, well below the staggering 20 minutes of the alternative

    Metalor
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    Re: Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

    Post by Metalor on Mon May 13, 2013 2:00 pm

    06 - Hans Grosse


    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)

    A - Your starting point. You've got three ways to go from here: straight ahead leads to the big-bad Hans, himself. To the right lies ammo and health stockpiles and to the left lies treasure caches guarded by several SS guards. Directly in the room outside of the Elevator are two alcoves containing treasure items, grab the treasure and continue to the stock room.

    B - This room is filled to the brim with ammunition for both the Pistol and the Machine gun as well as several medkits. Stock up here before venturing to the other portions of the level.

    C - This large hallway complex contains numerous alcoves full of treasure. Patrolling the hallways are three SS guards, and a single SS is hiding in a tiny corridor in the nearest of the two hallways. In the tiny corridor furthest from where you start, there's a secret containing a treasure cache.

    D - This room is protected by four standing SS guards. They're positioned to spot you from wherever you enter into the room, so you'll have to be careful when engaging them. There are a set of rooms nearby that are full of treasure. Once the SS guards are dead, grab the treasures and then go and restock before moving onto the area where you'll confront Hans.

    E - Beyond this door is a large room with many lamps and walls. At the end is a door which will lead to the Boss. Open it only when you're prepared to face him.

    F - Immediately behind this door is the game's first boss: Hans Grosse. A few notes about fighting Hans will be provided at the bottom of this walkthrough. Defeat Hans to get the Brown Key so you can leave.

    G - In this tiny, secret shaft is an Extra Life, your reward for defeating Hans.

    H - Beyond the Brown Key Door is a truck that will take you to the first level in Act II: Level 07: Trench Warfare. Just run forward and you'll move on to the next level.

    Boss Strategy:
    Spoiler:
    Hans Grosse is a bit, bad bruiser. He can take ten-times the amount of punishment that most of the regular enemies you've fought can take, and he has a habit of dishing out waves of bullets that can tear you to pieces in seconds. Your best bet on fighting him is to run backwards and fire at Hans while running. This alone will let you tear into him and dodge his bullets (just be aware of where you're running, otherwise you might back into a corner and make yourself completely vulnerable to the bullets he's unleashed).

    Han's typical strategy is to sweep his attack from one side to the other (either from left to right or from right to left). He will also unleash bursts on either the left or right side from only one of his two Chain Guns. Dodging behind the walls in the corridor or strafing to the opposite side of where he's firing should aid in avoiding his shots. Be careful of where you lead Hans while fighting him as he can pick up and utilize health items. It would be a shame if he stole all of the Medkits in the stock room, restoring his health and leaving you without any way to replenish your own.


    Speedrun version:
    Spoiler:
    For a speedrun, simply run out of the elevator and make a right into the stock room. Grab as much health and ammo as possible and then return to the start area and run into the large red hallway. Run up to the door at the end of the room and open the door. Defeat Hans (preferably with the Machine Gun), take the Brown Key that he drops and then enter into the room he was in. Run to the Brown door in there, and the run to the truck, and presto! The only difficulty in getting a good time is defeating Hans himself. This can be relatively difficult depending upon which difficulty you're playing on and how adapt you are at playing. Hans will fall eventually, but if you're careless, he'll tear you to shreds.

    Metalor
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    Re: Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

    Post by Metalor on Sun May 19, 2013 10:20 pm

    07 - Trench Warfare


    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)

    A - Your starting position. You've just reached the beginning of Act II. The game shifts dramatically at this point. There are way more enemies present in each level than in the previous ones, and you'll gain access to all of the game's weapons, equipment, and benefits to face the horrors that await. Assuming you're starting from scratch, you'll find some equipment to your left at point B.

    B - A pistol and some ammunition waist for you here. There is also a large flame nearby. Avoid standing in the flames because they'll sap your health away relatively quickly. To the left down the main path you'll find your next destination.

    C - This fortification houses several brown guards (roughly five). You'll have to get some ammunition quickly before you engage them, otherwise they'll overwhelm you with their numbers. A storage room to your left has ammo and health inside it, and an alcove filled with blood and a medkit hides a secret with treasure inside.

    D - This fenced off area holds ammunition, some treasure, and a machine gun. The machine gun will come in handy for dealing with the guards inside the fortification, in case there are any left.

    E - This secret forested area contains a Black Diamond and several bushes that you can use to restore your health. Be careful however, as one of them is a poisonous bush that will sap your health if you eat it.

    F - Beyond this door is a rather large area that revolves around a large central structure made of wood. There are periodically openings in the building through which a rather nasty new enemy will attack you. This new guard, the Sniper can shoot beyond obstacles, unlike the rest of the game's enemies. You won't be able to reach him at this point, so just avoid him, but do take the time to gather the treasure hidden in the alcoves where he'll shoot at you (he's not terribly accurate with his attacks, so he probably won't kill you if you're quick. Around each corner of the structure is some health and ammo, grab it and reach the other side of the structure.

    G - Inside this building is several surprises. Enter with full health and a good amount of ammo for the machine gun if you wish to come out in one piece.

    H - This room has a group of four Officers inside it. Take care of them with the machine gun, using the tables and environment for cover. Once they're dead, grab the treasure and health lying around. On the left wall (the one behind the stimpacks) There's a secret with treasure inside.

    I - In this small corridor, you'll find the sniper from earlier. Feel free to knife him, he's one of the few enemies that will die easily from knife stabs. When he dies, he'll drop a Sniper Rifle, which can shoot beyond obstacles. It will come in handy for picking off other Snipers, and blowing up explosive barrels from far away.

    J - This small room has a suit of Body Armor inside. This will lessen the amount of damage you'll take from enemy's attacks, effectively increasing your health, particularly against really powerful attacks. Grab it and then move on.

    K - This storage room contains another Pistol and Machine gun, and ammunition for both weapons. On the wall across from where you start, there's a secret containing treasure.

    L - This deserted trench will eventually lead to the true trials of the level, but in immediate view is a well that hides a diamond behind it. Once you've grabbed it, head to your right.

    M - This minefield will introduce you to a new trap to deal with: Landmines. These are more dangerous to your enemies than they are to you. Beyond the minefield is a horde of nine guards that will attempt to come at you through the minefield. Depending upon how they maneuver through the field, you can expect to have to deal with at least three of them yourself. After your reach the other side, head to your right by another large flame.

    N - Nearby the flame, you'll spot your next new weapon: The Stielhandt. This little ditty can be lobbed to hit enemies from around corners. It will explode on contact with enemies, objects, walls, or will detonate after a few seconds when it falls to the ground. Nearby you'll also notice a large row of barrels. These particular barrels will explode if hit with any form of force. Collectively, they can create very devastating chain reactions. On the other end of the barrels is a horde of twelve Officers. Grab their attention, and then retreat to where you came from. Wait a few seconds and then toss the stielhandt at one of the barrels. This should ignite all of the barrels and kill most, if not all of the officers. If there are any left, take care of them and then grab the ammunition, health, and treasure lying around behind the fences.

    O - This fortification is a mirror-image of the one you trecked through earlier in the level, only this one has Officers inside it, instead of Guards (though there is one guard, there are four officers). In the storage room to the left is health and ammo for the Rifle. In the blood-filled alcove is a Medkit and a secret containing another medkit.

    P - This room contains a single guard, several exploding barrels, and some treasure. Kill the guard, destroy the barrels (preferrably from a safe distance with a stielhandt or the Rifle) and grab the treasure.

    Q - This fenced-off area contains two Snipers, some treasure, and several Stielhandts. Knife the snipers, grab the treasure and stielhandts and turn your attention to the barrels beyond the fence. Shoot them with the Sniper Rifle to ignite them, causing a chain reaction that should kill some nearby enemies (specifically four officers and four guards). If any of them aren't killed, you can deal with them later, because they won't be able to reach you right now.

    R - This small shed has some treasure inside, and behind the left wall is a secret containing a suit of Body Armor.

    S - This is the alcove near the barrels that you shot earlier. If any of the officers or guards are not dead, deal with them and then grab the goodie located behind their dead bodies: The Flame Thrower. This weapon is the fastest weapon in the game, and can tear through weaker enemies very quickly. It's excellent for dealing with groups or more powerful enemies. It's only downfall is that it has a limited range, so you'll have to get very close to use it effectively.

    T - This shed contains some treasure and leads to the last area in the level. Stock up and move on.

    U - This area is stocked with four officers, four guards, a sniper, and a gaggle of exploding barrels. Take care of the enemies to the left by igniting the barrels with a stielhandt and take care of the enemies to the right with the machine gun or flame thrower. Grab the treasures to the left and straight ahead. On the furthest wall from where you came in is a secret with treasure inside.

    V - The exit shaft is located here. Before entering inside, run around the building that the shaft is located on and find the Sniper on the other side. Knife him and grab the treasure he's guarding. Once that's done, leave through the shaft and head to level 8: Tenements.



    Speedrun version:
    Spoiler:
    To speedrun, run to your left and quickly grab the pistol and clip for it and run into the fortification. Run forward, past the guards and quickly run out the door at the other end before the guards can get you. Run past the large central structure to the left and head in at the other end. Enter inside, and then run out the door to the left before the Officers come at you. Run to the right and wait at the other end of the minefield. You'll have to wait until a manageable amount of the guards are left, and then either knife them or pistol them. When they're dead, run to your right and grab the stielhandt and alert the officers. Run back and wait a few seconds, then run back and toss the stielhandt to destroy the barrels and kill the officers. Run through the field of dead officers and destroyed barrels and run into the shed to the left. Run through the shed, and blow up the barrels near the alcove with the guards and officers inside. Run to the left past the barrels and into the second shed. Run into the second shed, and into the last area. Ignore the guards and run immediately to the exit shaft and voila! This level may be difficult to speedrun mostly because of the area with the minefield. You most likely won't have sufficient means to fend off the guards on the other side, so that can greatly increase your par time. You'll just have to be lucky or take a detour if you want to deal with that particular spot with ease.

    Metalor
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    Re: Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

    Post by Metalor on Mon May 27, 2013 3:13 pm

    08 - Tenements


    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)

    A - You start here. You'll notice you're barred from several places, and if you wait long enough, a Rottweiler will come into view and bark out a warning to other enemies. Don't give it the chance to alert any others, and take the door to your immediate left, it's the only way to go for right now.

    B - You'll find a pistol and plenty of ammo for said pistol in this small room. You'll also be introduced to: shattering glass. Like columns, this can be broken and create new pathways for you to enter. You have the choice now to go through the glass or continue through the building you're in. Either way can lead to the exit, but both paths have their own benefits and dangers. Decide and then hurry on.

    C - If you took the path through the glass, you should be here. First point of interest: The Rottweiler I mentioned earlier. Take care of it and then head to your left, there's a building with treasure inside and a secret with more treasure, also inside the building. There's a collection of explosive barrels and flames, but destroying the barrels won't lead you to anywhere, so don't waste the time or ammo. To your right is a building that will lead to the main area, you can go inside to continue through the level.

    D - Ignoring the path through the glass, you'll come into this room which has several health items and three guards inside. With your freshly-equipped pistol, you should be able to take care of them. Just kill the guards, heal your wounds and feel free to explore. To the left is a bathroom with a Medkit inside. In an adjacent hallway to the left, you can find several rooms occupied by one Officer and three Officers to the north and south, respectively. The path to the left will also lead to the main area. To the right will lead to a small outside area, elaborated about more later. To the upper left will lead to another hallway that will lead to the main area. To the left of the upper left area is a room with a guard, and the right room has a Stielhandt inside.

    E - This outside area has another Rottweiler, a grouping of explosive barrels, and even a Sniper. If you have a Stielhandt or Sniper Rifle, you can take care of the Sniper, otherwise, he'll peck away at your health. The more urgent concern however, is the Rottweiler. Take care of it first, and then check out the building to the right, it has treasure and a secret containing more treasure inside. To the left is a door that you can't enter without the Yellow Key. You'll just have to ignore it for now.

    F - This small room has a Disguise inside. These nifty pieces of equipment will make guards unaware of your presence. So long as you don't piss one of them off, you'll be perfectly invisible to them for at least 30 seconds. Grab it by pressing the Space Bar while nearby the rack with the disguise on it. Also be careful, as the only weapons safe to use while wearing a disguise are the Knife and Sniper Rifle. The other weapons will make noise or upset the guards, so avoid using them unless you really need them.

    G - This room has three guards inside, and some health. Take care of the guards, heal up and visit the room to the immediate right of where you came in, there's a Stielhandt inside. A nearby hallway directly ahead of where you came in will lead to an outside alcove to the left, a room with three Officers inside straight ahead, and another hallway to the right with a Bathroom containing a Medkit inside. Pick your poison and move on.

    H - This room contains a Machine gun and more than enough ammo for it. Grab it, stock up, and move on.

    I - The main area is a large street complex surrounded by five buildings. There are four guards patrolling the main street and there are five points of interest. Starting from the first building you entered in the level (designated lower right), there's the secondary path building to the lower left, a small treasure-containing building to the left, the exit building to the upper left, and a building containing the Yellow Key to the upper right. There is another building to the right, but you can't enter it from here. Designated point I, there's a glass barrier here that can be broken down so you can reach a Flame Thrower and plenty of ammo for it.

    J - Inside this building (designated upper right) you'll find a hallway with doors on either side that leads to a sealed-off room, protected by glass and a Sniper. The Sniper will peck away at your health unless you have a Disguise, or can take care of him. Avoid making noise as the adjacent rooms are breaming with four guards, which will jump out of their rooms the seconds they hear any noise. The first room on either side from where you came in contains treasure to the left and Body Armor to the right. Visit these two rooms and avoid the others for now.

    K - This tiny glass-protected room contains a Sniper and the Yellow Key. The Sniper is well and exposed, you can simply knife him to death and grab the key. Once you're better prepared, you can deal with the guards in the adjacent rooms to the hallway, for now, feel free to visit areas you couldn't before with your new Yellow Key. In a nearby room to the right is a Sniper Rifle and a stockpile of ammo for it. Stock up and Move on.

    L - This small outside alcove contains another Rottweiler, more explosive barrels, and a Sniper. Kill the Rottweiler, blow up the barrels to kill the Sniper and then visit the small building to the left which contains treasure and a secret containing more treasure. To the right is a special building that leads to a secret exit. If you have the Yellow Key you can enter inside and reap the treasures inside.

    M - This hallway contains two SS inside and a room filled with treasure to the right of where you came in. There is a door at the end of the hallway that leads to a row of columns, some treasure, and several pushwalls. You can only push one at a time and you can only reach one at this point. Push it and then move on. (For those in a hurry, one of the columns can be destroyed so you can immediately gain access to the other two pushwalls).

    N - Like the last hallway mentioned, this one is guarded by two SS, and there's a room filled with treasure to the left. The door at the end of the hallway leads to the small room with treasure and pushwalls. If you haven't already, push the pushwalls to open the path to the secret exit.

    O - This room has three SS inside and some health items. The SS will be difficult to deal with, but can be felled if you're properly equipped. Once they're dead, grab the health items lying around. Depending upon which way you came in, there's should be a room straight ahead or to the upper left which contains a Disguise, some health, and a secret containing treasure inside.

    P - This small building has a Sniper inside that'll shoot at you while you're on the streets. In one of the rooms there's a stockpile of treasure, and in the room with the Sniper, there's a secret containing more treasure. Kill the Sniper, grab the treasure, and treat yourself to the health items lying at the back behind the Sniper.

    Q - This small alcove has a Rottweiler, some explosive barrels, and a building to the right containing treasure, and another secret containing more treasure inside. Not much else to do here, so just kill the Rottweiler, grab the treasures and move on.

    R - This small room leads to the secret elevator. There's an extra life inside, your reward for finding it. Grab it, and then move on into the elevator (unless you've missed some of the items by not visiting some of the other areas, in which case, leave the elevator for a little bit later).

    S - This is the secret elevator that leads to level 27: "Dopefish Lives!" Use the elevator if you want to visit this grueling secret level (grueling in the sense that it's like the last two, so if you didn't like those, you won't like this one). But there's plenty of rewards inside, so make you decision, and then move on.

    T - This building (designated upper left) leads to the level's normal exit. You need the Yellow Key to enter inside. There aren't many dangers inside, but don't get cocky. Be prepped, and venture inside.

    U - The main of this room has an Officer, an SS, and a guard protecting it. Together, these three could prove troublesome, but if you're well prepared, you should be able to deal with them. There is also some treasure and health lying around, and in a room to the left, there's a single treasure item, easy to miss amidst the chaos this level has to offer. You'll also notice a Brown Key Door at the end of the room by another normal door. The normal door leads to said Brown Key.

    V - This small room only has the Brown Key inside. grab it and head for either the nearby normal exit, or the secret exit.

    W - This door leads to the exit which leads to level 9: City Streets. Merely stepping through the doorway will end the level, so decide if you want to move on with the main story, or if you'd like to visit the secret level.



    Speedrun version:
    Spoiler:
    A speedrun for this level can be very simple. Start by running to the left and running into the building, grab the pistol and ammo for it in the room to the right, and then running into the large room with three guards inside to the left. Deal with the guards or avoid them, and run to the upper right building from the main street. Run quickly to the Sniper in the glass room and knife him. Grab the key, and then go to the outside area to the right, past the room with the Sniper Rifle; Grab the rifle if you can spare the time, and then deal with the Rottweiler and the Sniper outside and then head to the building to the right behind the Yellow Key Door. Deal with the two SS in the hallway, and then enter the room with the three pushwalls and columns. Activate the pushwalls, break the column that can be destroyed and activate the other two pushwalls. When done, run into the secret elevator room, grab the Extra Life and exit. Not that much to worry about except the first two areas with guards inside. They might overwhelm or snatch you in a bad spot. You just need to be lucky and you can get a decent par time.

    Metalor
    Bring em' On!
    Bring em' On!

    Number of posts : 157
    Age : 26
    Registration date : 2012-04-05

    Re: Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

    Post by Metalor on Mon May 27, 2013 4:31 pm

    *!BONUS MAP!*
    27 - Dopefish Lives!


    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)

    A - You start here. You can take two paths. To your left is a teleporter that will take you to the exit area from level 8: Tenements. Since you exit that level by walking past a certain point, you'll have to repeat that process here. Directly ahead is a teleporter which leads to the level itself. Take it if you want to get some nifty treasures, and face some extreme peril.

    B - This teleporter leads to an immediate exit that you can use to leave to level 9 and skip all of the goodies awaiting you. This is a loser's exit. Only use it if you can't handle what this level has to offer.

    C - This teleporter leads to the actual level itself. Take it if you're tough enough to face the trials that await ahead.

    D - You come out from the first teleporter here in this forest path. Follow along the path to come to another teleporter.

    E - This next teleporter in front of a well will lead to the actual level itself. Continue on past the scenery to venture inside.

    F - You come out from the second teleporter here. This is the actual level. You've only a knife for the duration, though any weapon at all wouldn't avail you. The enemies that lie in wait can't be killed. You'll simply have to endure.

    G - Here's your only source of health in the entire level (unless you leave because you chickened out or because you actually beat it): a Regeneration Artifact. Because this thing eats away at your score to heal your health, you may have to bite the bullet and accept this fate. Move on beyond the artifact to begin your trek. You'll notice everything is under water and there's a plethora of coral and seaweed everywhere. eventually you'll encounter the level's lone enemy type: the Dopefish. This silly creatures sap your health quickly just by touching you. The cramped quarters, and the fact that health is scarce doesn't help. These are the only trials you'll face on the level, so as long as you can learn to avoid them, you should do fine. You should start by heading towards the first path to the left. This will leads to the first key that you need to progress. You'll basically be running around looking for keys and dodging Dopefish. Tedious and dangerous, yes, but the rewards are worth it.

    H - If you're following the path I suggested (particularly because this path is the only one that isn't a dead-end at this time), this should be your first stop and the first encounter with a Dopefish. There are two of them in this area and they can surround you quickly. Be careful in your navigation and grab the two diamonds that the first Dopefish is guarding.

    I - This small vault contains a POW for some free score, and the Green Key. With your first key, you can now begin progressing in the level. The only problem now is avoiding the two Dopefish outside the vault you're in. If you're lucky, you'll be able to get away safely.

    J - From where you started (by the Regeneration Artifact if you're lost), head to the right-most path, and head down the first turn. You'll find a Dopefish and several Black Diamonds. Avoid the fish, grab the diamonds and move on.

    K - To the right of the main oath you'll find a small alcove with two Black Diamonds on it, and straight ahead is the next room with a Key and POW inside, guarded by a Dopefish. There's also a Black Diamond near the second Dopefish. Grab all the treasures, avoid the fish and enter inside the vault.

    L - This second vault, sealed by the Green Key Door leads to another POW and the Brown Key. Grab the key, and then avoid the Dopefish outside to reach your next destination.

    M - Heading down the middle path on the left you'll encounter a Dopefish right in front of the next vault. You can enter inside now, but you should probably grab the treasures to the left.

    N - Left of the third vault is another Dopefish and two Black Diamonds. Avoid the fish, grab the treasures and then head for the vault (remembering to avoid the first Dopefish you encountered nearby).

    O - This third vault contains another POW and the Red Key. Grab the key, avoid the fish outside, and head towards your next destination.

    P - This path, directly ahead of where you came in does not have any treasure, and has only a single Dopefish guarding it. Avoid the fish and head into the next vault.

    Q - This vault has yet another POW and the Grey Key. Grab the key, avoid the fish and head towards the next path.

    R - From where you came in, head to the right and head down the path after the one sealed by a Blue Key Door. Down this path on the left, there's a lone Black Diamond, and at the end, in front of the fifth vault is another Dopefish. Avoid the fish and enter inside.

    S - Another POW waits inside this vault and there's a Purple Key waiting for you. Grab the key, avoid the fish, and head towards the last vault.

    T - From where you came in, head to the left path and then the right-most of the left paths. Immediately to your right are two Black Diamonds, and straight ahead, you'll come to a crossroads. The left leads to the last vault, and the right leads to some more dangers and treasures. Straight ahead is another Black Diamond in a small nook.

    U - A lone Dopefish guards two Black Diamonds at this dead end, avoid the fish, grab the treasures and then head for the last vault. Another Dopefish lies in wait down the left path guarding the last vault. Avoid him and enter inside.

    V - This last vault has one last POW to save and the Blue Key. Grab the goods, avoid the fish outside, and then head towards the entrance, your next destination lies nearby.

    W - Behind this last Key Door lies the level's second-to-last teleporter. Be sure you've gotten all of the treasure lying around and then step through.

    X - You come out here after using the teleporter. From here, there's no more danger posed to you by enemies (you can technically kill yourself up ahead, but otherwise it's safe). Continue on to reclaim the remainder of your rewards.

    Y - This hallway is stocked with weapons, and to the left there's a set of two secrets that conceal two medkits and two pieces of Body Armor. Grab all you want and then use the teleporter at the end of the hall.

    Z - Regardless of which path you take (the loser exit, or the actual end-level path), you'll wind up here. You need the Brown Key to exit (which you should have if you actually went through the level), in which case you can ignore the small room on the right and head right through the doorway to end the level. Next stop: Level 9: City Streets.



    Speedrun version:
    Spoiler:
    Speedrunning this level won't be as rewarding as any of the other secret levels, simply because of the extra steps to exit quickly. It'd be more lucrative to go through the entire level. But, if you're interested in a speedrun, simply run to your left at the start of the level and run into the teleporter. From there, make a right, another right into the small room, grab the Brown Key, turn around, make a right through the door, and viola! Like most secret levels, this level is easy to get a good par time on, but you should consider otherwise, as 20,000~30,000 hardly compares to the 60,000~80,000 points you could stand to earn on the actual level.

    Metalor
    Bring em' On!
    Bring em' On!

    Number of posts : 157
    Age : 26
    Registration date : 2012-04-05

    Re: Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

    Post by Metalor on Sun Jun 02, 2013 2:40 pm

    09 - City Streets


    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)

    A - You start here. Immediately to your left is the main street and the main apex of the level. Upon entering the street, you'll immediately identify a new enemy type: the Ironclad Panzer. These monstrosities are amongst the most resilient enemies you'll face. They're sort of like Mini-bosses, having half the health of regular bosses. Their attacks pack a far more powerful punch than anything even some bosses can dish out, and they even have the ability to take you with them, blowing up when defeated and causing major damage to everything nearby, even fellow Tanks. They won't flinch when hit with your attacks, and the amount of punishment they can endure makes fighting them a chore. However, killing them in groups is the best way to get rid of them, as each one that explodes deals impressive damage to each nearby, leaving less damage for you to do. In some cases, you might even be able to start a chain reaction to damage and kill multiple Panzers. You'll also notice that the streets are littered with Explosive drums at certain intersections. Don't blow these up yet, you'll want make sure a group of Panzers are maneuvering through them before you do so to maximize the damage dealt to as many of them as possible. Do not engage them as doing so now will be nothing short of suicide. Instead wait for them to pass by the building to the right and then enter the building. Hiding in the buildings for cover is the safest strategy for now. The Panzers can't follow you into the buildings, and the enemies inside buildings won't follow you onto the streets. Keep this in mind when engaging enemies.
    Spoiler:
    Truth be told, during play testing, I was actually never able to defeat all of the Panzers on this level, however I am certain that it is possible with the supplies provided, just very difficult. You'll have to use all of the Explosive drums to maximum effect, and make Panzers explode near each other as often as possible in order to stimulate the desired efcects of them causing a chain reaction. If you're able to get 100% kills on this level, then congratulations, you've been able to do something that even I haven't been able to do in my own mod (as of yet anyway). Tilt your head up high, you deserve it. If not, please disregard the praises previously mentioned.
    B - This building is your first destination. There are several rooms inside, two of which contain the pistol and machine gun with ammo for both weapons inside of a pair of small alcoves. There are also four guards inside. You can fight them directly, but doing so will alert the Panzers outside, so instead you should fight using stealth for now, at least until you're prepared to fight off the Panzers patrolling outside.

    C - This small room has a Disguise inside. Unless you're insanely well-stocked at this point, it's suicide to run through the streets without this Disguise. Grab it and use it's effects to help you blend in with the guards in the other rooms (you can also Knife them to death and they won't go insane for you doing so). Grab the disguise and make your way to point F. You'll notice that outside at the other end of the building is a smaller group of Panzers patrolling the street outside. If you have the disguise, you can simply run out and reach the next building easily, if not, the tanks will attack en mass, and you'll have some trouble on your hands.

    D - This room has two guards standing guard inside. In an alcove made of brick is The Pistol and some ammunition for it. Knife the guards if you're wearing the Disguise to keep from making any noise, and grab the Pistol and any ammo you need for it.

    E - Beyond this hallway is another room with two guards inside and a brick alcove containing the Machine Gun and ammo for it inside. Knife the guards, grab the Machine Gun, and head outside onto the streets (provided you still have the Disguise equipped, otherwise, you may wish to wait for a few moments).

    F - This small building has some supplies inside, the first item of interest is the Stielhandt you'll find inside, along with some health items.

    G - This small room, sealed off by glass has a Disguise inside. Depending upon where the Panzers are located outside, it may not be a wise decision to visit this room first. However, remember that the Disguise inside can help you hide in plain sight, so long as none of the enemies have already spotted you, if they have, the disguise is useless, if they haven't, it can help you to continue to evade death at the hand of a barrage of missiles.

    H - This room has a Disguise inside, and can be escaped or entered into from the streets via a portion of the glass that can be shattered. Grab the disguise when the coast is clear and visit the nearby buildings for supplies.

    I - This small dead-end on the street, nearby a large building that can't be entered, lies ammunition for the Pistol. Grab the ammo when you're safe from enemy onslaughts.

    J - This small dead-end on the street contains more ammo for the Machine Gun. Grab the ammo when you're sure you're safe from enemy onslaughts.

    K - Sneak into this building when you're certain the Panzers won't spot you. Inside is a pair of Officers (that should be easy to deal with if you have a disguise equipped). Inside is an assortment of health and treasure items. Outside, you can spot some treasure and ammo in a dead-end portion of the street. To the right of where you came in is an alcove with a secret containing two Stielhandts inside. And in one of the rooms of the building is a door that will lead out into a nearby alley.

    L - This small alley leads from the buildings near points K and N and has a Stielhandt tucked away near one of the fences separating it from the streets.

    M - This dead-end on the street has some Ammo and treasure lying about in the open. Grab it when you can, every small bit of ammo will help against your battle with the Panzers.

    N - This building has an additional two Officers inside, guarding the health, treasure and other rewards inside. There are a pair of rooms in here that have the Pistol and Machine Gun inside, and ammo for both. In a nearby secret, next to the room with the Machine gun inside, lies more ammo for the Pistol.

    O - This small room, barred off by some Shattering Glass, contains a new item: The Backpack. This nifty object doubles your inventory space for your ammunition (save for the Flame Thrower, which caps at 99). It also contains some ammo for every weapon except the Stielhandt. Grab it and then visit the room to the left. Inside is some treasure and two Medkits.

    P - This room, sealed off by a Yellow Key Door, holds the entry to a small room containing two Stielhandts. Inside that room also lies a secret containing two more Backpacks.

    Q - This large central building is your main destination for the time being as it contains the Yellow Key inside, which is necessary to exit the level. The first room has a Stielhandt lying on the floor, grab it and move on into the next room, which is a larger room with two Guards and four Officers inside. There's also collections of ammunition lying around in the adjacent rooms. You can deal with the guards and officers easily if you have a Disguise equipped, otherwise, you may have to resort to the Machine Gun to handle them with any ease of effort.

    R - This small room has two guards inside guarding the Yellow Key. Kill the guards, grab the key and then head out, being aware of the Panzers patrolling outside.

    S - This small building has a plethora of Stielhandts inside, and at the far end is a secret containing Machine Gun ammunition inside. Outside the building, around the corners of the sidewalks is ammo for various weapons, and a Stielhandt. On the wall of the Red building outside is a secret containing treasure.

    T - This building, sealed with a Yellow Key Door holds off a new hazard: The Steam Jet. These dangerous hazards work somewhat like the big, open flames you've found periodically except whereas the flames will slowly sap your health over time, Steam Jets eat away at your health quickly for a very quick amount of time, followed by a period where no steam comes out at all, making the jets safe to maneuver under. Inside the main room of this building is a large collection of Steam Jets and three SS guards. The guards can be lured into the Jets (though killing the SS with the Jets may take time, more time than you may have when contending with three of them). Lying around the room is also some ammo for the Pistol and the Machine Gun, grab the ammo, dodge the Jets, and kill the SS before moving on.

    U - Inside this last room is one more SS and a suit of Body Armor. Kill the SS, and grab the Armor and head outside into the Alley leading to the exit.

    V - This small Alley is where you'll have to contend with two more Panzers and a group of four Guards. The Panzers are the biggest threat, obviously, but don't count the guards out either. To the right of where you come out is a Stielhandt, and near the exit by some fences and a dividing Block that divides the main street from this alley is some ammunition for both the Pistol and Machine Gun, as well as some treasure. Up towards the other dividing block, which separates a small alley from this one is a secret containing some treasure. Not much to say about this area, except destroy the Panzers, kill the guards, and grab the stuff lying around before heading into the exit.

    W - This tiny room leads to the next level, Level 10: Administration. Not much to do except step forward and the level will immediately end. Be sure to finish off any of the Panzers running around, grab any of the items still lying around, and be sure to make one last sweep for treasure and secrets. With the hectic Assault of the Panzers constantly looming over your shoulder in this level, you'll be hard pressed to save some time for getting 100% in all of the end-level ratios.



    Speedrun version:
    Spoiler:
    To speedrun, simply run to the building illustrated at Point B and grab the Disguise in the small room to the right. From there, run back out the way you came and run to the point illustrated at Point Q. With the disguise in tow, run inside, to your left, around the obstruction in the center around the two Officers, and to the door at the other end of the room. Run inside the room and grab the Yellow Key and then run out the door from the right. From here run to the building to the upper right across from the first building you entered. From here, run strait past the SS officers, Knife the SS at the end of the hall, grab the Body Armor behind him (just in case) and run out side through the door to the left. From there run strait, then to the left and run to the door to the red building, open it, run inside and voila! Speedrunning this level is simply impossible without the disguise, otherwise you'll be destroyed with the Panzer's fury. You might as well progress through the level normally if you don't use the disguise.

    Metalor
    Bring em' On!
    Bring em' On!

    Number of posts : 157
    Age : 26
    Registration date : 2012-04-05

    Re: Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

    Post by Metalor on Sun Jun 09, 2013 9:06 pm

    10 - Administration


    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)

    A - You start on the other side of this door. Beyond the door are several guards patrolling around a central island. There should be three patrolling guards total, and one standing guard. Depending upon when you come out, you should be able to sneak up behind one of the guards and knife him. Of course, you may not be willing to alert 3 other guards to your presence at this time so instead visit the storage rooms to either the left or right to gather some supplies. If you're looking for treasure and the guards are all dead, directly to the left of where you came in is a wall with a secret, and on a far wall to the right (to the left when coming out of the secret) is another secret with more treasure inside. To the right of where you came in (but not down the corridor that leads to point C) is a small stash of treasure lying in the open.

    B - This small room contains some pistol ammo, and a Pistol inside. Stock up and take out the guards if you haven't already.

    C - Depending upon how well you've adapted to gameplay up to this point, you may have to heal some wounds. If so, come here and replenish your health and grab the Medkit.

    D - Beyond this door is an isolated street zone with several guards standing guard. Three of the four guards in this area should be easy to spot, the fourth is behind a fence, and you won't be able to reach him at this point without a Sniper Rifle. Just ignore him, since he can't harm you or reach you at this point anyway.

    E - This small, isolated storage room contains a Machine Gun and ammunition for said Machine Gun. You'll need the Machine Gun to make things easier for you later on.

    F - Branching from points D and E, you should head into the hallway to the right of where you came in (at point D). You may encounter a patrolling guard or two in this hallway. Attacking them will alert many other guards nearby, but you can do so as they won't be able to come at you immediately. In any case, go into the doorway immediately to the left (Not on the left wall, the door to the left on the same wall from where you came in). Inside this room are two more guards. To the immediate right inside this room is an alcove with treasure inside, grab the treasure after dealing with the guards. Take care of the two guards, and you can go strait into a small alleyway. To the left inside the alley is a Stielhandt, and on the wall to the right is a secret with treasure inside.

    G - This small storage room has health inside. Heal you wounds and then examine the far wall for a secret that leads into a fenced-off alleyway. The first thing you'll notice is a Sniper Rifle with some ammo for said Rifle. Grab the Rifle and its ammo and then turn your attention to the numerous Rottweilers and Snipers out in the main storage yard. There are four of each, and you can exploit the explosive drums littering the yard to take care of them. You'll want to at least kill the Snipers to make things easier for yourself later in the level. Regardless of how many Snipers you actually deal with, further along the fenced off alleyway, around a corner you'll encounter an SS. take care of him with your Machine Gun, and head towards the end of the path.

    H - This lone room has treasure inside. Grab the treasure and then find your way out of the alleyway and head on towards point I.

    I - This bathroom contains four Officers inside the bathroom stalls, and may also have patrolling guards inside. Firing off a shot will most likely alert them (if they aren't already alerted). Take care of them with the Machine Gun, Pistol, or what have you. Technically, this area isn't necessary to visit for beating the level, but it is necessary for 100% kills, secrets, and treasure, so you'll have to at least visit it once. On the wall to the right of where you came in is a secret containing treasure.

    J - A small corridor/room here has ammunition for both the Pistol and Machine Gun inside, and beyond this room is a barred off area containing four Officers which you may have alerted earlier. You'll have to kill them to claim the treasure in this area, and the newly-acquired ammunition will certainly aid you in that task.

    K - Coming from the room designated at point I you'll find a storage room containing health and a medkit to your right, and on the furthest right wall you'll find a secret containing treasure inside. This of course, all before reaching this tiny room, which contains another Pistol and more Pistol ammo. To the left of this room is another small room with two guards inside and a treasure-containing alcove to that room's left. On the far wall are two more rooms, containing various odds and ends.

    L - This small room contains another Machine Gun and more Machine Gun ammunition inside. Grab the goodies and move on to the next room.

    M - Surprise, surprise. Beyond this door is not another small storage room, but instead an alleyway containing three SS guards which protect the Orange Key. To the far wall to the right is a secret containing treasure. Defeat the SS guards, grab the key and head to point N.

    N - This building, sealed with Orange Key Doors was inaccessible earlier. Now that you have the correct key, you can enter inside from either the left or the right. It does not necessarily matter which side you choose to visit first, but visiting the right does provide an additional bonus.

    O - This fenced off alleyway, previously inaccessible, can now be accessed, and more importantly, you can now eliminate the guard that was here (if you haven't somehow already, such as with a Sniper Rifle). Defeat him and grab the suit of Body Armor and treasure that he was guarding.

    P - This large room is protected by two guards and an Officer and has literally six additional paths for you to take from where you come in. There's Pistol ammo readily available to you, and after you kill the guards, visit the far right and left dead-ends which house secrets containing treasure. Opposite those dead-ends are rooms on either side with a single Guard inside and health in each room. Beyond the area where the Officer was standing is a small room with two Officers inside, and beyond that room are two more rooms, the first containing Pistol and Machine Gun ammo, and the second containing a fourth Officer and some health. Grab all the goodies, kill all the Officers and then tunr around and visit either room to the right or left of where the Pistol ammunition was (the rooms are next to the dead ends, not across from them if you're confused, or in other words, directly across from where you came in).

    Q - This small room contains two SS officers, kill them and proceed into the next room to find two more SS officers guarding the Green Key. Kill them, grab the key and then head into the other room, opposite to the one that you came in from for some health and treasure (if you haven't already).

    R - This room, the main hallway connecting all of the treasure-containing alcoves leads to the main storage yard, but before you reach said yard, you'll find one final room containing Pistol and Machine Gun ammo. This is your last refuge for ammunition, so if you're running low, grab it and make good use of it, you won't find any more after this point.

    S - The main storage yard, previously mentioned at point G contains several Snipers, Rottweilers, and hordes of explosive drums. If you haven't already taken care of them, do so now and then grab the goods lying around the yard. There should be several Stielhandts, some health, and whatever the Snipers have dropped (most likely Rifle ammunition).

    T - This small room only contains some health items. Heal your wounds and move on.

    U - This small room, protected only by a Green Key Door contains a Backpack, and in a room to your right, a suit of Body Armor. Hardly a fitting reward for the trials of this level, I know, but these should at least keep you going for a bit longer, especially in the next level, level 11: Warehouse. Once you've grabbed the goods, head for the staircase and the next level; you're done here.



    Speedrun version:
    Spoiler:
    Speedrunning this level can be tricky due to the patrolling guards and the large amount of Officers that you may alert if you engage the patrolling guards. Regardless, start from point A and run around the island that the guards are patrolling around. Take care of the guards if you must or avoid them and run into the hallway found behind the standing guard. From here, run to the left and then into the door on the right. Fight or ignore any guards you encounter (it's your choice, avoiding them is more hazardous, but engaging them will mean a worse par time). Run forward through the door at the end of the hallway and make a left. Run strait into the alleyway with the SS officers. Unlike the others, you'll HAVE to fight these in order to claim the Orange Key (they can be knifed, since they attack one at a time). Once they're dealt with, turn around and go back the way you came but take a right turn after the room with the treasure alcoves into the second door on your right, you should end up in the isolated Street with four guards inside (one being trapped in an alleyway and the other three in plain sight), avoid them and head into one of the hallways locked by the Orange Key Doors. Run through the hallway and head into the large wooden room and head strait into the doorway at the other end (take the time to fight the guards and Officer if you wish, but it'll only waste precious time). Inside the rooms head into the adjacent room with the two SS officers inside, kill them and head into the dead-end room with two more SS officers and the Green Key inside. Kill the SS, grab the key, and then follow the opposite room from the one you used and run down the hallway opposite the one you used to enter the Orange Key building. From here, simply run to point R, run through the ammo room, grabbing the ammo if you wish and run out into the main storage yard. Ignore the Snipers if you have enough health to do so and head towards the Green Key Door, rush inside and run immediately into the Staircase to exit the level.

    As far as Speedruns go, this level is incredibly complicated. Without intense knowledge of the level or having a large amount of supplies beforehand, you'll simply be caught in way too many hairy situations if you don't stop at some point (or in some cases, multiple times) for ammunition and weapons. Without a hefty supply of ammo or a good weapon, you'll most likely be dying often if you try for a Speedrun. It's not impossible though, speedrunning this level will simply be very difficult.

    Metalor
    Bring em' On!
    Bring em' On!

    Number of posts : 157
    Age : 26
    Registration date : 2012-04-05

    Re: Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

    Post by Metalor on Mon Jun 17, 2013 10:43 pm

    11 - Warehouse


    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)

    A - You start here. This level is a bit different from the others you've endured thus far. This level gives you the option to explore two different paths, both of which lead to the exit, but you can only visit one of them (however, once you clear the path you've chosen, you can backtrack through the other without much hassle). Both paths are identical, but with somewhat different layouts. If you're having too much trouble on one path, try the other. Both paths are maze-like, and both are breeming with Guards, Officers, and Mutants. Regardless of your decision, both paths ultimately lead to the same location, so pick a path, bring plenty of ammo, and stay sharp; you'll need good reflexes to survive either path.

    B - You'll find a Pistol here. Not much else is over here, except, on the wall to the left, right next to the fence post is a secret containing two Medkits. Grab them both, you'll need every bit of health you can find for this level.

    C - By this fence post is a secret containing both a Machine Gun and a Flame Thrower, and there's even some ammunition for both weapons. Grab these now, or you'll regret it.

    Path 1
    D - To go through the first path (the building on the left), activate the pushwall indicated here. It'll seal off the entrance to building 2, but you can always visit building 2 after you've completed building 1 and vise versa. Go through the newly-revealed door and you'll find the Orange Key inside, and a pair of doors which require said key to enter inside. Since you've sealed off the only other way to go, you'll have no choice but to proceed. Beyond the Orange Key Doors you'll find a small sealed-off street section, on either side is a treasure item. Grab the treasures and then head into the Warehouse. You'll most likely encounter a strange new object right when you enter inside: The Breakable Crate. This odd little container has an item inside, which will only reveal itself after being destroyed. What that item is, depends upon which weapon you have, if you have any armor, if you're low on health, or if you don't have a particular weapon at all. In any case, these crates will pop up periodically and can be exploited to give you items that you'd otherwise have to wait considerable amounts of time to get otherwise. Strait ahead is an explosive barrel and some Machine Gun ammo. Grab the ammo and then head into the small corridor made of crates.

    E - On your right will be a Guard poised to attack, and behind him is a treasure item. Kill him, grab the treasure and then head into the dead-end; another Guard waits for you inside, guarding some Pistol ammo. Kill him as you please, grab the ammo and then return to the entrance and make a right. From here you'll find another Guard hiding in an alcove to the left (right around where you'll find a breakable Crate) Right before the aisle with him inside is a treasure item, grab it, and then deal with the Guard. A little bit further is another explosive drum and another Guard. Detonate the drum, and if the guard is still alive, deal with him and grab the ammo and treasure lying nearby.

    F - Right around the corner is another breakable crate and a Mutant. Beyond the mutant is some Machine Gun ammo and a Guard on the right. Deal with the Mutant and the Guard, and then after the corner on the right, you'll find yet another Guard standing next to an explosive drum. Same proceedure, and then to the right again is an Officer. Kill him and then enter into the corridor he was guarding.

    G - There are three paths to choose from (two at present, but one of them forks). Head down the left path to find a Guard protecting some treasure. Kill him, grab the treasure and then go down the other path. To the right is a guard protecting another treasure item, and to the left is a Mutant guarding more treasure and some Flame Thrower ammo. Deal with them, grab the goods, and then return to where the Officer was standing and take a right. There's a small corridor here that has a Guard on the other side, protecting a breakable crate and some Flame Thrower ammo. Beyond this obstacle is another fork in the path. To the right is an alcove with Machine Gun ammo and some treasure protected by a single Guard. Kill the guard, grab the goods and then head down the other path.

    H - Right behind the wall to the right is another Guard protecting some Pistol ammo. Kill him and then turn your attention to the next fork in the path. To the left is a Mutant guarding some Flame Thrower ammo, and to the left is a Guard and Officer protecting a single treasure item. Visit both paths to deal with both sets of enemies and rewards and then head to the end of the path where a turn occurs at a corner to the right. On the wall strait ahead, before the turn to the right is a secret containing treasure inside. Around the corner is an explosive drum, a breakable crate and some Pistol ammo. In a small path to the left is a Guard protecting some treasure.

    I - Directly to the right is another Guard and another fork in the path. Visit the left path after you deal with the Guard.

    J - The corridor eventually leads to a dead-end on all points, but is worth visiting to get 100% everything. The first and most immediate threat is a Mutant to the left. There are three paths to choose, two of which (the ones to the right and strait ahead) leads into one another. Go to the right path first to find a Guard. Behind him is a treasure item at the end of the aisle. To the left of where he was standing is some Machine Gun ammo, and following that, to the right is some more treasure. Traversing down the other path, you'll spot another explosive drum beyond some Flame Thrower ammo. Blast the drum and deal with the two Guards it wounds. After they're dead, grab the goods from the breakable crate and the last treasure item down this path.

    K - This small clearing has another explosive drum surrounded by an Officer and a Mutant. You'll have to deal with them before you can grab the goods in the nearby breakable crate. Beyond where the Mutant was standing, inside a pair of aisles is another Guard protecting treasure, and some Flame Thrower ammo. Beyond where the Officer was standing is another Guard and Mutant standing by an explosive drum and a breakable crate. Blast the drum, kill the Guard and Mutant and grab the nearby Pistol ammo. Emerging from an aisle strait ahead should be another Guard, and behind him inside the aisle, should be some treasure. Kill him, grab the treasure and then head down the tight corridor near where the Explosive drum was located. On the other side should be yet another Mutant, Guard, explosive drum, and breakable crate. Same proceedure, grab the goods, and move on.

    L - The last fork in building 1 is marked by an explosive drum. There are two paths to the right, one which leads to the exit, but you'll have to deal with the three Guards, Mutant, and Officer guarding all three paths. Blasting the drum is an excellent way to deal with the Mutant and the first Guard. After that, deal with the Guard and Officer in the left path and grab the treasure and the item dropped by the breakable crate. Then, down the other path, deal with the last guard, grab the Machine Gun ammo lying around, and then head towards the dead-end that leads away from where the exit is. There is a secret pushwall on one of the crates siting around. Push it to reveal a small opening in the main Warehouse wall. Push a second pushwall to reveal a sealed-off street section, which contains several health items and two treasure items. With these last few goods gathered, return to the path path and head either to the left or the right path which leads to the building's exit. Inside, you'll find a single Medkit for your hard work.

    M - Push the pushwall here to reveal an opening that leads to the level's exit, and to your right will be the exit from building 2. however, from your point of view, it's the entrance so that you can get 100% everything. Because you'll most likely enter this building from Path 1, you'll have to do everything mentioned in the walkthrough in reverse, which can be confusing, but it's slightly easier than going through the path the intended direction.

    Path 2
    N - Entering into the second path you'll have to activate the pushwall found here. This will seal off the entrance to building 1, so you won't be able to visit it until after you've explored building #2 in full. Regardless, enter into the newly-revealed door to find the Yellow Key and a pair of doors which require said key. Either door leads directly into the building, so pick one and enter inside.

    O - Which ever door you use to enter will lead into this small fork area which should introduce you to a new object: The Breakable crate. This odd little container has an item inside, which will only reveal itself after being destroyed. What that item is, depends upon which weapon you have, if you have any armor, if you're low on health, or if you don't have a particular weapon at all. In any case, these crates will pop up periodically and can be exploited to give you items that you'd otherwise have to wait considerable amounts of time to get otherwise. Right next to the crate is some Pistol ammo. There are two paths you can head towards at this point. Just be sure to return to this exact point when instructed to do so, otherwise, you may miss something important. Anyways there's a small path leading into a larger area directly to the left of the breakable crate. Enter this path to find an explosive drum, a Guard to your left, and an Officer to your right. Alert the Guard and Officer and then step back. Wait for them to get close to the drum and then ignite it to deal heavy damage to both of them. If you can detonate it with a Stielhandt, it should kill both of them with the combined force of both explosions. To the left is another Breakable crate next to some Machine Gun ammo, and around a small corner near this crate is a Guard protecting some treasure. Kill the Guard, grab the treasure and then return to the entrance.

    P - In this small isolated path to the right of the entrance is another explosive drum near a Guard and a breakable crate. Deal with with guard and turn your attention to the right. Down the path here is another Guard protecting some Flame Thrower ammo and some treasure. Directly behind where the Guard was standing is a secret containing treasure, and inside that secret to the left is yet another secret containing more treasure. Grab the goods and then continue on.

    Q - An explosive drum dominates this clearing. Said drum is surrounded by some Pistol ammo, a Mutant coming from a small passageway and a Guard coming from the left. Destroy the drum, kill the Guard and Mutant and then head down the path that the Guard was guarding. This path leads to a dead end but is worth visiting for the rewards inside. Directly to the left is some treasure and to the right, behind a corner is a Guard standing in front of some Flame Thrower ammo. Continuing further, there's another guard to the right and some treasure and then around a corner to the left you'll spot another explosive drum, a breakable crate, an Officer, some Machine Gun ammo, and some treasure. Blow up the drum to damage the Officer and a nearby Guard. Kill both of them and grab the goods. There's also another treasure item behind where the hidden guard was standing. Once you've gathered all the stuff mentioned here, return to the small passage where the Mutant was standing guard. Enter inside to spot another explosive drum, a breakable crate to the right, a Guard hiding behind a corner to the left, and a second Guard hiding even further to the left. Kill the guards, grab the item from the broken crate, and then examine the set of crates strait ahead from where you came in (directly to the right of where the second Guard was standing). There is a secret here containing treasure inside, and inside that secret is a second secret with even more treasure inside. Grab all the treasure inside the set of secrets and then head to where the second guard was standing. Down the aisle to the left of where he was standing is another treasure item.

    R - Down this small corridor is another small clearing. An explosive drum stands dominant here, with a Mutant to the right, and to the left a dead-end corridor with an explosive drum, a breakable crate, and two Guards. Deal with all of the aforementioned threats, and then head to the left down the dead-end to find one more treasure item. To the right, strait ahead from where the Mutant was standing is some more Pistol ammo.

    S - This clearing is dominated by two paths, both to the right. To the left is a small segment with some Flame Thrower ammo. In the path to the right that's directly ahead (relatively) is a Guard. He's protecting a very narrow pathway with goodies inside. Kill him and enter inside. Two turns around the corner to the left is a Mutant. Kill him and then head down the path to the right. There are two paths from here, to the left is a Guard protecting some treasure, and to the right is a Guard, and behind him is another Mutant and some treasure. Kill the enemies, grab the goods and then head outside the cramped passage. Coming out, make a left to spot an explosive barrel in front of a Guard. Behind the Guard is some treasure, and to the left in a small dead-end is an Officer, some treasure, and a breakable crate. Deal with the Guard, the Officer, grab the goods and move on.

    T - Immediately to the left is another Mutant guarding some Flame Thrower ammo. Kill the Mutant, grab the ammo, and then head to the right. In a small bend to the right is another Guard, and to the left is a small clearing with a Guard, explosive drum, breakable crate, and some Machine Gun ammo; this all before another small cramped passage. Beyond said passage is another fork revolving around an island. To the right is a Guard in front of a small segment with some Pistol ammo, to the left is a corridor with an Officer at the end and in a small alcove to the left is a Guard protecting two treasure items, and some Machine Gun ammo. Fully around the island is another clearing with an explosive drum, a Guard, and some treasure to the right and a Mutant in front of a breakable crate strait ahead. Defeat the enemies and then make a turn to the left down another cramped passage to run into a Mutant. Kill him and on the other end of the passage is a pair of Guards on either side, another Mutant strait ahead, and a third Guard around a bend to the left. To the right is the exit from building 2, but deal with the Guards, Mutants, and grab the Flame Thrower and Pistol ammo lying around. There's also a breakable crate around the bend where the second Mutant was standing. Through the exit doors is a small isolated street section with three treasure items inside, grab the treasure and then head into the doors at the opposite end. Inside is a Medkit for your troubles.

    U - Ignoring a small portion of the Walkthrough mentioned above, beyond the island where the explosive drum, Guard and two Mutants were there should be a secret right next to where the Guard was standing. Behind the pushwall is a door, enter inside to find a POW and some health. Not a bad find, eh? With that done, continue on with the level.

    V - Pushing the pushwall here will reveal your way to the exit and a way into Building #1. You'll have to navigate the building in the opposite way as mentioned in this walkthrough, but it should be easier than having to go through the right way. In either case, the exit's nearby.

    The Exit
    W - This large area contains quite a number of threats, such as your first and only encounter with SS on this level. There are exactly four of them, and four Guards. All of them will mob you if you let them. Behind the structure with the exit staircase is a stash of treasure. You can exit now to move on to level 12: UberMutant, or you can wait by visiting a nearby secret area with the secret elevator inside.

    X - On the left wall is a secret containing treasure, and inside the secret on the wall to the right is a second secret pushwall. Inside this small room is more treasure and a door. Beyond the door is more treasure and to the left is the secret elevator.

    Y - Inside this elevator is an Extra Life for your troubles, and your gateway to level 28: Wolfenkart. This secret is fun and has lots of rewards but can be difficult to start. You should probably visit it in any case, the theme and gags in this level make it worth visiting.



    Speedrun version:
    Spoiler:
    Speedrunning this level can be odd due to the fact that you have two options for how to go about obtaining a speedrun. Building #2 is obviously shorter and easier to get a speedrun in, because it is shorter and has fewer turns (due to it having more large sections that lead off to dead ends).

    Path #1:
    Run to the left to point D and activate the pushwall, run into the door to the left, grab the Orange Key and then run into one of the Orange Key Doors. Run to the left, past the explosive drum and the breakable crate. Ignore the guards and run to the left past the second explosive drum. Run around the corner to the right, past the Mutant and avoid the Guard near the next right corner. Deal with the explosive drum and guard around the corner and run through the passage strait ahead. Kill the Guard to the left and then run into the passage to the right (not into the dead end passage). Around the corner, run to the left down the path with the Mutant, kill it and then run around the corner to the right by the explosive drum. Run past the Guard to the right, dash past the Officer to the left and the explosive drum towards the next drum with the Mutant nearby. Blow up the drum, and then run down the passage to the left. You'll have to deal with the guard to the left by the next explosive drum and Mutant, and beyond him, with the last explosive drum, you'll have an easier time avoiding the two Guards to the right. Run into the next room with the pushwall matrix inside and run outside to the left. Ignore the Guards and SS enemies outside and either run for the exit, or run to the secret to the wall on the left. Run inside, activate the second pushwall to the right, dash into the door, turn to the left, and run inside the elevator and voila!

    Path #2:
    Run to the left to point N and activate the pushwall, run into the door to the right, grab the Yellow Key and then run into one of the Yellow Key Doors. Take the path to the right, down the cramped corridor. Take care of the guard to the left with the explosive drum and head toward the larger area with the explosive drum surrounded by another Guard and a Mutant. Kill both of them and head down the path where the Mutant was. Beyond there is another explosive drum. Blast it and deal with the Guards nearby and run to the left. Take another left and then head down the next cramped passage. Destroy the explosive drum to the right with the Mutant nearby and then head strait. Turn around the corner to the left, ignore the first Guard you'll see and blow up the drum to the right. Kill the Guard damaged by the explosion and then run forward. Around the corner in the cramped passage to the left is a Mutant, kill it, and then head to the right and then run around the corner to the left. You'll spot a drum and a Guard. Kill the Guard, avoid the Guard behind you and run down the cramped corridor beyond the drum. head to the right and kill the Guard in the small passage and run around the corner to the left. Kill or ignore the Officer and head around the corner to the right. You'll spot a Mutant strait ahead and an explosive drum to the right with a Guard behind it. Blow up the drum, kill the Mutant and the guard and head down the small passage to the left. Kill the Mutant inside, and either avoid the Guards and Mutant in the next room and then run into one of the doors to the right to enter the fenced-off street section. Run forward into the next room with the pushwall matrix inside and run outside to the right. Run around the corner to the left, ignoring the Guards and SS enemies outside and either run for the exit, or run to the secret to the wall on the left. Run inside, activate the second pushwall to the right, dash into the door, turn to the left, and run inside the elevator and voila!

    Metalor
    Bring em' On!
    Bring em' On!

    Number of posts : 157
    Age : 26
    Registration date : 2012-04-05

    Re: Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

    Post by Metalor on Tue Jun 18, 2013 1:41 pm

    *!BONUS MAP!*
    28 - Wolfenkart


    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)

    A - You start in this cramped, little elevator. Like most secret levels, you can go ahead and leave now, skipping the rewards that this level has to offer and instead move on with your journey. However, doing so leaves out without the treasures this level has to offer, as well as leaving you with only a knife at the start of the next level, and as the next level, level 12: Ubermutant, is a particularly grueling boss level, it might be best to stick around and claim the rewards inside. Make your choice and proceed.

    B - This is the loser's exit, leave here only if you want to get a good par time or if this level is somehow, inexplicably too difficult for you.

    C - This teleporter will take you into the actual level itself, but be warned, this teleporter throws you right into the fray. Be cautious, or you'll be eating all manner of bullets, knives, and syringes when you make it to the other side.

    D - Popping out here, you'll notice several things: First, that the eight original Wolfenstein Bosses are short, cartoonish, caricatures of themselves each riding inside of their own Go-Kart. Second, you'll notice that they're currently on a Racetrack, and are getting ready to race for supremacy of the road. Third, and perhaps most urgent at this particular moment, a crowd of Nazis are standing directly across from you, and unlike the Kart Racers, they'll immediately turn their attention to you and start attacking with full force. You'll need to get into the door behind you, but if you go directly there, you'll most certainly get your back filled with lead. The best strategy to get inside is to dodge to either the right or left behind one of the fences for protection and then dash to the door to open it while the enemies are concentrating fire at the fences, dodge to the other fence, wait and the run inside before the door can close.

    E - This area contains a stockpile of Pistol ammunition. You'll have to return here periodically if you want more.

    F - This area contains Machine Gun ammunition. Likewise with the Pistol ammo, you'll have to return here if you want more.

    G - This is the Right/Bottom wing of the central building. You'll find stockpiles of Stielhandts and Flame Thrower ammunition here, as well as some Medkits. There are also two Key-coded doors, a Green and an Orange Door, behind both of which lie Flame Thrower ammunition, and a backpack in each room. You can't get into these rooms without defeating specific members of the Go-Kart Racers. You'll just have to ignore these rooms until you have the proper keys, then you can return and stock up properly.

    H - This is the Left/Top wing of the central building. You'll find a stockpile of Medkits here as well as each weapon you'll have to rely upon for this level (The Pistol, Machine Gun, Flame Thrower, and Stielhandts. Sorry, No Sniper Rifles on this level folks). There are also several key-coded doors leading into more stock rooms. The Blue and Purple Key Doors conceal Stielhandts and backpacks behind them, while the Red and Yellow Key Doors conceal Machine Gun ammunition and backpacks behind them. The Brown and Grey Key Doors conceal Pistol ammunition and backpacks behind them, and on one of the walls, a secret in either room containing ammunition for each weapon mentioned previously. You can't get everything here on your first visit, so you'll be forced to visit periodically if you want to get everything and remain fully stocked for the level's challenges.

    I - Behind the Kart Racers stands a crowd of two Guards, two SS, two Officers, two Mutants, two Scientists, and two Fake Hitlers. They'll pepper you with their firepower unless you can deal with them for good. If you've visited the stock rooms and have a full complement of ammunition for each weapon, taking care of these guys should be simple: Just toss a few Stielhandts their way and all twelve of them should be dead quickly. The real challenge of the level comes from the Go-Kart racers themselves. Each one carries a Key of their own unique color, and you'll have to claim that key before you can stock up in the store rooms for more ammunition. (It's a vicious cycle really: Stock up, kill Racer, grab key, stock up in store room of same Key color, repeat until done). However, these racers won't simply let you kill them so easily. They're racing, and are going to race around a track until hell freezes over if need be. You can stop them by killing each racer one at a time (they're basically bosses, so expect to have to dish out 100~300 damage to each one). However, killing them isn't as simple as merely standing in front of them and firing until they're dead (not at first anyways, and they can't kill you by running into you), because there are seven other racers, and they'll have something to say about it if you do. There are numerous spinning orange crates with question marks littering the race track, and the racers will each eventually race over one of these. Doing so gives them a random power-up, which they'll use almost immediately, which can range from Machine Gun fire, Throwing Knives, Syringes, Stielhandts, Rockets, and a Flame Thrower spray. With such a dangerous assortment of weapons at their disposal, you can't fight one directly without incurring the wrath of the other seven. The best way to fight them is to grab each of the crates one at a time until they're all gone. There are exactly Forty Crates, and the racers will continue to rain down resistance until they're all gone. You get 2,000 points for each one, so it's not like picking up the crates is a chore or anything. There's also one other tidbit to consider: each time a racer crosses the red ribbon, your score will be deducted by 100 points. With 8 racers completing a lap at a time, that's 800 points deducted indefinitely. Unless you want to lose a large chunk of your well-earned score, you should be quick to defeat each of the Racers. A nice bonus for helping to deal with the racers is that the sides of the race track are littered with explosive drums. You can ignite these to deal some damage to the racers on the sides of the track, just in case you're having trouble dealing damage on your own.

    J - This narrow corridor is barred by eight separate color key-coded doors. Behind each of which lies a treasure item that grows in value with each door passed. The doors are ordered in this color sequence: Red, Purple, Blue, Green, Yellow, Orange, Brown, and Grey. In terms of the racers, if you want to follow the order precisely, you'll have to defeat the racers in this order: Gretel, Schabbs, Hans, Trans, Fettgesicht, Wilhelm, Hitler, and finally, Otto. Behind the last door lies a regular steel door and the way to the ultimate reward of the level.

    K - This teleporter leads to the exit, and the last few rewards the level has to offer. Leave only after you're sure you've fully stocked and grabbed just about everything that you can.

    L - You come out of the teleporter here. All that lies before you and the exit is a plethora of rewards for your efforts.

    M - A Regeneration Artifact dominates the center of this small room, and the surrounding environs contains numerous treasure items, two of each weapon (even the Sniper Rifle), some Backpacks, two medkits, and two suits of Body Armor. Grab the goods, heal your wounds and continue to the exit.

    N - This small shaft leads to the next level, the finale of Act II: Level 12: Ubermutant. Enter inside after you've claimed all of your rewards.



    Speedrun version:
    Spoiler:
    Speedrunning this level is a piece of cake, simply run out of the elevator, and into the exit staircase directly ahead. With quick reflexes, you can probably reach a par time of only a few seconds off, guaranteeing a score of perhaps 27,000~30,000. Of course, there are much greater rewards in the level itself, but if you're looking for a good par time, it should be entirely possible here.

    Metalor
    Bring em' On!
    Bring em' On!

    Number of posts : 157
    Age : 26
    Registration date : 2012-04-05

    Re: Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

    Post by Metalor on Sun Jun 23, 2013 5:04 pm

    12 - Ubermutant


    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)

    A - This is where you start. Unlike in the game's first boss level, which featured your epic battle against the formidable Hans Grosse, this level starts out entirely different. Unlike in that level, where you could immediately confront the big-bad himself, here you'll have to work to get that opportunity. You can start by taking a left and visiting the room to your left. There are two Guards inside, and you should be able to handle them relatively easy with even just the knife. If not, visit point B first, then return here to deal with them. In either case, grab the treasure they're guarding and then press on (not in that room of course, that room is a dead-end).

    B - In the confines of this small room is a Pistol and some Pistol ammunition. On the wall opposite from where you came in, there's a secret containing treasure. Don't stock up completely, keep you max ammo at about 18 or less, you'll most likely come back here to get some more in a bit.

    C - If you check this area before checking point B you'll find a Backpack inside, allowing you to walk away with all the ammunition inside point B instead of only most of it and possibly wasting some of it. Anyways, grab the backpack behind the secret wall, grab the ammo in the next room, then move on towards point D.

    D - In the hallway leading to this room is an alcove with a Guard inside protecting some treasure, knife him or shoot him and then examine the wall opposite the alcove to find a secret containing treasure inside. Once that's all done, visit this room to stock up on health and to grab the Medkit inside.

    E - This room has another treasure-containing alcove inside, also guarded by a single Guard. Take care of him, grab the goods, and then prepare to head outside. Now at either door, don't run out immediately, there are two Ironclad Panzers outside, and you're not currently stocked to fight them. Instead, try to run as fast as you can into the building directly on the other side of the street (don't worry, the Panzers can't follow you inside) and grab what you can inside the storage room you'll enter into. Once you're prepared to do so, you can go back and fight the Panzers at your leisure, as there are only two of them (note however that they don't guard anything, not even a secret, they're merely obstacles to protect that city street section. Killing them only avails you whatever they drop, and a 100% kill score).

    F - This room is filled with a Pistol, loads of ammunition for said Pistol, a medkit, and loads of stimpacks to accompany said Medkit. You can stock up and use the ammunition as you like (though using the Pistol to deal with the two Panzers outside might not be the best idea). On the other side of the room, beyond the Pistol ammunition, are two doors. The right door will take you into the main Warehouse building. Entering inside is very dangerous but inevitable. There are four Guards, sixteen Mutants, and the big-bad Ubermutant inside this very large building. The Ubermutant and Mutants won't attack right away unless you examine the Steel Boxes, but the Guards will rush you at first glance. Save dealing with these menaces for after you're fully stocked and at the very least, after the Panzers outside are destroyed. Visit the left door to go down a small hallway with goodies awaiting on the other side for now.

    G - This Storage room conatins a Machine Gun, a Flame Thrower, and a plethora of ammunition for both weapons. Grab as much as you can and THEN head into the main room (or deal with the Panzers, either option is good). If you get worried about supplies while in the main room, there are crates lying arond that you can destroy for goodies.

    H - On the other side of this big horrible building lies another storage room, this one containing ammunition for the Pistol and Flame Thrower, and each respective weapon as well. You'll only need to visit this room when your ammo supplies run low, and for the treasure-containing secret on the wall to the right of where you came in.

    I - This room contains more ammunition for the Machine Gun and more health items (including a third Medkit). Outside this room, back on the streets is another pair of Ironclad Panzers, however, unlike the first two, these two actually protect something a bit more important than merely the section of street itself. They also guard the Yellow Key, and the Green Key Doors that bar your way to the exit.

    J - Picking up where point I left off, you'll find the Yellow Key protected by a pair of Panzers. Since you'll not only need this key to reach the exit, but also have to return here eventually to exit, you should probably take care of both Panzers now. However, fighting these two bruisers out in the open, with no cover can be challenging. But with at least 1 Medkit, full health, and the Large fence blocks to the sides, you may be able to take them both out (you'll have to either way if you want 100% kills, so suck it up and take care of business). Once you have the Yellow Key and the Panzers have been vanquished, go back into the main building, and head towards the Ubermutant's steel crate (the one that's larger than the others), turn around and head out eithe of the two doors to the immediate right or left strait ahead from where you're standing (or should be if you followed those directions, if not, just check the map).

    K - This small (very small) street section, barred off from the other two by fences, leads into a small section of the building you started in which is sealed by a pair of Yellow Key Doors, Inside are four Guards, protecting two very important devices. Head inside and deal with the threats within.

    L - This small room has something new inside: a Switch. Unlike elevator switches, this large, dark grey switch can remotely activate pushwalls, and you'll need to activate this one to proceed.

    M - This small room contains a second Pushwall-activating switch. You have to activate this one as well if you wish to proceed.

    N - This in the entrance to the Ubermutant's lair (which is apparently a large, steel crate). You can't enter inside without activating both Switch-activated Pushwalls. Before contending with the Ubermutant itself, you may wish to deal with the sixteen Mutants guarding treasure inside of the four other, smaller steel crates. Although you'll have to fight all sixteen of them at once, it's better than fighting all 16 at once, and an Ubermutant to boot. Plus, once they're all dead, you can claim the treasure that they were guarding (it's perhaps a bit late to mention, but if you leave one fo the pushwalls unactivated and deal with the regular Mutants first, then there's absolutely no way the Ubermutant can get involved in this fight. With the way the cages are set-up in-game, if one Mutant box gets alerted, they all do, and that includes the Ubermutant, but his cage is the only one you can keep locked up. Just a friendly, possibly-too-late-tip before the big showdown).

    O - Aside from a few stray treasure items, there's only one "Thing" inside here, that being the game's second big-bad, the Ubermutant. Notes about fighting the Ubermutant will be at the bottom of this Walkthrough. Defeat the Ubermutant to receive the Green Key, and then move on to the exit.

    P - Back, behind the Green Key Doors near points I and J lies this dismal little building. There are only four Guards within its entirety, and a few stray health items lying about. The first room (which is also the largest) contains two Guards, and the following hallway contains two more. Beyond the last two Guards, on the wall to the right is a secret containing treasure, and the following room, after the hallway contains some more treasure. Perhaps unfitting rewards for your trials, but the next act, Act III contains much better rewards to be sure.

    Q - You'll spot a truck to your right which is what you'll be taking to head towards your next destination, to Act III: and the maniacal Doctor Franz Schabbs. Just walk forward and the level will end on its own. Onto Act III, Level 13: Haunted House.

    Boss Strategy:
    Spoiler:
    Big and nasty, the Ubermutant isn't as powerful as Hans was (his attacks don't have nearly the "omf" that Hans' did), but the Ubermutant makes up for it with speed and unusual attack tactics. The Ubermutant is much faster than Hans is, and if you left the Mutants alive for the fight, he'll have mountains more help than Hans ever did.

    The Ubermutant likes to attack by swinging its arms and firing strait-ahead volleys of bullets. These volleys aren't too terribly dangerous as long as you have a full complement of health and armor, however the attacks get particularly stronger when used at close range (those knives he's swinging aren't for cooking, well okay maybe, but with an unusual menu in mind). In some cases, when he's close enough, he'll simply swing the Knives he's carrying at you and withdraw his Chaingun fire, saving it for long distance attacks.

    Perhaps the most unpredictable attack in his arsenal is when his health is drained about half way. He has about a 33% chance (50% at long range) of throwing his knives at you for a quick-ditch effort in dealing some damage to you. Once this has happened, he'll no longer have the benefits of increased damage by proximity, and he will only use his chaingun to attack from that point on. Because of his decreased attack power, he should be much simpler to deal with, and since his volleys only consist of three shots now, even if you get his by the full blunt of his attack, you should be able to survive (provided you have full health).

    From this point on, just pepper him with what have you and he'll fall quickly. One final benefit to note: the Ubermutant can't recover health by any means, so even if you lure him into a room full of health, he won't be able to recover his wounds or steal any supplies.


    Speedrun version:
    Spoiler:
    Speedrunning this level is difficult, but not impossible. The only real impediments to a good time are the Ironclad Panzers, the Mutants, and the Ubermutant. However, given that there's plenty of opportunity to stock up on supplies on this level, you should never be out of ammo to deal with them.

    Start by taking two rights around the corner and entering through the door. From there, head into the next door on the right (ignoring the guard in the room if possible), and head strait through the next room to the other side and head out into the street. Ignore the Panzers and head into the building on the other side, from there head through the right door in the storage room and run through the main room. You can take a strait path through the main room to reach the other health-containing storage room on the other side. Once in the room with the health, head outside and ignore the Panzers, run around the corner and grab the Yellow Key, From here, turn around, run past the Panzers again and head to the small fenced-off street area, accessed around the middle portion of the Warehouse building. Run into the small building through the Yellow Key Doors, take care of the four Guards inside (you don't have a choice about ignoring them with such tight quarters) and activate both Switches inside the two rooms. From here, turn around and run back into the main Warehouse through the small cut-off street section. Enter into the Ubermutant's cage and defeat it. Depending upon how the Mutants outside are organized, you may be able to avoid them or you will probably have to fight them. In either case, reach the Green Key Door building adjacent to the street that had the Yellow key lying on it and enter inside. Deal with one of the guards and run into the hallway, taking care of both guards inside. Take a left down the last door to the far left, run strait through the next room and then run forward until the level ends.

    Because of how the level is organized, you can make some detours and still get a decent par time, provided that the detours you make help you deal with the Panzers, Mutants, or the Ubermutant in some way. If they don't, don't bother making the detours, you're only slowing yourself down, and ruining your good par time.

    Metalor
    Bring em' On!
    Bring em' On!

    Number of posts : 157
    Age : 26
    Registration date : 2012-04-05

    Re: Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

    Post by Metalor on Sun Jun 30, 2013 8:32 pm

    13 - Haunted House


    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)

    A - You start here in a small forested area. To the left you'll spot a very large, ominous house. This is your main destination. Not much else to explore for here, except a few poisonous berrybushes. There are a few healthy berry bushes that you can find to restore your health, but for the most part, the surrounding environs are empty; all the action lies inside the house itself.

    B - This fenced area contains two Rottweilers, a well, some treasure, some health, and a path that patrolling enemies will walk along. Ignore the dogs until you're well-equipped; they won't come out to attack you unless you come to them.

    C - This second, smaller fenced off area has two more Rottweilers, another well, some treasure, and some health. You can ignore this area until you're prepared to face the dogs inside. Like the first fenced-off area, the dogs won't come at you until you come at them. Leave them be until you're ready.

    D - This small shed contains a Pistol, some Pistol ammunition, a medkit, and some stimpacks. This is the first place you should go for supplies, since it's not protected by anything (unless you count a poisonous berrybush around the back). Outside near the left region of the shed is a Diamond lying out in the open.

    E - This is the front entrance of the House. Beyond here you'll face any number of threats. Enter inside when you're ready.

    F - This small foyer has two alcoves, one to either side, both with a fireplace and a Mutant inside said fireplace. The alcoves are also littered with treasure. Periodically, you'll see a new enemy type patrolling around this room and others around the house: The Fanatic. These bruisers carry Flame Throwers and like to sweep bursts of flame from either side when attacking. Their attacks are incredibly deadly, especially at close range, but the Flame Throwers or Fuel canisters that they'll drop when defeated make dealing with them worth it. If you wait in this room long enough (or even outside in the fenced off area mentioned at point B), you'll likely encounter a total of four of these guys. Waiting for them beats finding them at an unexpected moment when you really don't need any surprises.

    G - This corridor contains another fireplace inside. You'll find a Machine Gun, some treasure, and a Mutant protecting said goods. There's also a small room to the right of the fireplace (the furthest door to the right) that contains more ammunition for both the Pistol and the Machine Gun.

    H - This small closet contains ammunition for the Pistol and the Machine Gun, and on the wall to the left is a secret containing treasure.

    I - This cross room leads to several areas and will periodically contain a patrolling Fanatic.

    J - This area is the dining room and contains three Fanatics. They'll come at you from three different angles, and if you're not quick, they'll take all the food inside for themselves, something you can't let happen. Beyond them at the end of the room is a Flame Thrower (for cookin' the food, yum!) and on either side of the entrance is a secret containing treasure. Not much else inside here, just come here when you need to heal your wounds.

    K - This corridor has a single Fanatic standing guard at the far end. On the wall to the left is a secret containing treasure.

    L - This office area has several rooms, each containing Mutants and their own individual treasures. Inside the rooms are a total of eight Mutants. Inside the center room is the Green Key. The rooms to the left contain some health and Pistol ammunition, and the rooms to the right contain some Flame Thrower ammunition, and a suit of Body Armor. Because there are so many Mutants in this very small area you'd better have a fast-firing weapon such as the Machine Gun or Flame Thrower in hand.

    M - This hallway contains nothing of any real importance, save for a pair of secrets along the outer wall, both containing treasure.

    N - Beyond the Green Key Door is a musty little corridor with an explosive drum inside, and around the corner to the right, three Fanatics. If you have a Stielhandt, this part's easy (which may be unlikely if you began with just a knife). But a typical strategy is to run forward up to the Exploding drum, and then run backwards the way you came through the door, wait a second or two and then ignite the barrel, damaging all three Fanatics, and then finishing them off with what have you (the Flame Thrower being the best choice). With that done, inside the small alcove to the right is a medkit and a secret containing treasure.

    O - This small room contains ammunition for both the Pistol and the Machine Gun. Stock up and move on.

    P - This dreary little cellar leads to the Yellow Key. Inside this room are four Mutants, and a single Fanatic. The Fanatic will be out in front and give you immediate trouble, while the Mutants will come out from the sides and try to overwhelm or ambush you. Employing the Machine Gun or Flame Thrower in this room makes dealing with the group of enemies much easier. Behind the first support beam to the left is a breakable crate with supplies inside, get the goods after the guards have been terminated. There's also some health in the room, and behind one of the shelves to the left is a secret containing ammunition for the Flame Thrower. To the right of that same shelf is some treasure, and to the left is some health.

    Q - Behind this door lies a single Fanatic guarding the Yellow Key. He should'nt be too difficult to deal with. Kill him, grab the key, and move on.

    R - Behind the Yellow Key Door is the last room, which leads to the exit. There are three Fanatics inside, and a Mutant inside the level's last fireplace. Said fireplace is once again in a small alcove, and once again comes with treasure. Behind the first two Fanatics you'll spot is some treasure and one final secret containing more treasure. Just kill these last four nuisances, grab the various remaining treasures and then head for the exit.

    S - Another staircase leads you to the next level, level 14: The Crucible. Not a bad start for Act III, but it's going to get much worse on the next level. Luckily, new abilities and rewards await you for the trials ahead. proceed with Vigor B.J., you're more than half-way there!



    Speedrun version:
    Spoiler:
    To speed run this level is pretty easy, so long as you can take out the Fanatics and Mutants with minimal effort. There should be plenty of ammunition for the Machine Gun lying around, so as long as you take the time to get that weapon, you should be able to get out of this level intact.

    Start by running into the first fenced-off area you see. There should be two Rottweilers inside, ignore them since they don't pose a serious threat and instead run inside (closing the door behind you to keep the dogs out will make things easier) and Knife the Fanatic that you'll run into. From there run strait into the hallway that curves to the left. If you encounter any more Fanatics, just knife them as they should come at you only one at a time. At the end of the hallway, take a left into the office area and deal with the Mutants in the center room and grab the Green Key. If you get surrounded by the others, you'll have to take care of them (a good reason to side track and get the Machine Gun), afterwards, run strait out of the center room and into the dead-end intersection strait ahead and turn left (turning right leads to a dead-end). You can ignore the Fanatic in that room, but you'll only have to deal with him later. Now, inside the four-way room, turn to the right and enter the Green Key Door. Deal with the three Fanatics inside by utilizing the exploding barrel, and then enter into the Cellar. You'll have to deal with the enemies inside, luckily the secret to the left with the Flame Thrower ammunition inside should help. After the Fanatic and four Mutants are dead, enter into the key room, kill the last Fanatic and grab the Yellow Key. Then, run back to where the Yellow Key Door was (180 degree turn, followed by a left, left, right, left and left). Enter inside, ignoring the Fanatics, you can simply dart around the cornerfor the exit and voila!

    Metalor
    Bring em' On!
    Bring em' On!

    Number of posts : 157
    Age : 26
    Registration date : 2012-04-05

    Re: Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

    Post by Metalor on Mon Jul 08, 2013 8:39 pm

    14 - The Crucible


    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)

    A - You start here. Strait ahead is a Marble Citadel containing all manner of traps and tricks. The corridors will be brimmed with booby traps, both man-made and supernatural. Surviving the traps won't be easy, but it's not impossible either. Head inside when you're ready, but before you do, examine the wall to your right; there's a secret worth exploring therein.

    B - Said secret worth exploring, inside is a Pistol and a Machine Gun, and ammunition for both respective weapons. Grab the goods, but instead, rely on the Knife for now. Trust me, guns blazing isn't a wise choice for the first half of this level.

    C - The main junction of the level (or at least for the first half anyways). You'll return here several times, not only because of the fact that two of the main passageways lead to here, but also because of the Regeneration Artifact in the center of the room. If you haven't been told so already, these glowing purple orbs restore 1 health for 10 points up to your maximum health. So they're useless if you have no score, and a godsend when you have points to spare. There are some goodies surrounding this particular one to help boost your score just in case you're fresh out (which shouldn't be unless you've been cheating). Regardless of your state of scoring, head strait when you're ready.

    D - Beyond the door from the main room, you'll find a corridor with five doors, two of which are sealed off by marble columns, two of which can't be opened without their corrisponding keys, and one to your left that can be opened at will. Obviously, you'll be going left if you want to progress any further. Inside is another new feature: the Teleporter Artifact. These strange orbs will transport you to different places otherwise inaccessible by normal means. However, in most cases with these objects, as is in this case, wherever these things send you is a one-way trip, and you'll have to find an alternate route to return to this place. Step into the teleporter only if you have the Knife drawn, and if you have full health.

    E - Voila! Taking the teleporter transports you here into a circular room surrounded by explosive barrels. One shot from your Pistol or Machine Gun will ignite all the barrels, causing death and destruction to all nearby, including you. Now unless you're looking for a quick way to be splattered everywhere, I'd suggest not igniting the barrels at this point. However, around the corner to the right is an individual that may not share your ideals on self-preservation. Once you turn the corner, you'll almost immediately be spotted by a Fanatic, and he aims to take you with him. In front of him is a Stielhandt Grenade, which he will attempt to pick up and fling at you, igniting the barrels, and killing himself and you in the process. To prevent this, run up to him and ferrociously hack away at him with your knife until he dies, being extra careful not to fire off any of the rounds from the Flame Thrower he drops when killed. Once that's done, head out the pair of doors to the left. There are three more Fanatics outside; deal with them as you wish, there are no barrels outside. Once the additional threats are dealt with, re-open the doors, and ignite the barrels from a safe distance, destroying everything inside.

    F - Back inside the once barrel-filled corridor, you'll find the Grey Key to your left. Immediately behind the key, on the wall strait ahead is a secret containing treasure. Inside that secret on the furthest wall to the left is another secret containing more treasure. On the left wall of that secret is another secret containing even more treasure and a Grey Key Door to your right. There's more treasure inside, and some other tidbits which will be mentioned later. For now your progress will be halted by a Yellow Key Door. Just ignore it for now and continue on with the level. Your exit lies back in the once barrel-filled room, behind a pair of Grey Key Doors that you can now open and leave through.

    G - This tiny shed has a Flame Thrower and a large stockpile of ammunition for said Flame Thrower inside. Behind the shed is a semi-cleverly hidden Diamond worth snatching for some easy points.

    H - back in the hallway of barred off doors and two key-locked doors, on the right is a Door that can be opened with your new Grey Key. Opening the door reveals another Teleporter Artifact, and stepping into the artifact reveals some serious Deja Vu, albeit mirrored.

    I - It seems like you've done this all before, but that's only because you have! repeat what you did with the last corridor of explosive barrels, knifing the Fanatic around the corner to the left, stepping outside to the right and dealing with the three Fanatics out there as well. The one nice difference is that on the wall to the left is a secret containing treasure to reward you for this nonsense. When you've grabbed the goods, destroy the second hall of barrels with what have you.

    J - Back inside to the right behind some of the destroyed barrels is the Yellow Key and another secret containing treasure. You can leave through the pair of Yellow Key Doors in the same room, but first head towards the shed outside, there's goodies inside.

    K - Inside this shed is a backpack and a stockpile of Stielhandts for your efforts. Behind this shed, like the last one is another Diamond. Grab it and go.

    L - Technically you can skip this part and head to the exit right now, but you'll miss a huge chunk of stuff if you do. But if you're in a hurry to leave, consult point V, otherwise, continue reading. Inside this Yellow Key Door-sealed room is another Teleporter Artifact. If you can maneuver behind the Teleporter without stepping inside of it, you can treat yourself to a secret stash of treasure, hidden in the back wall. Stepping into the Teleporter shall transport you to behind the left set of columns leading off to a place you did not have access to before.

    M - This room contains yet another Teleporter Artifact, and this one will transport you to right outside the Citadel where you first started. Unless you've got business back beyond the marble columns that you're now trapped behind, don't bother using the Teleporter for now. Instead, head through the doorway to your left, but be careful, inside is yet another new artifact: The Artifact of Death. This nasty object likes to kill whatever runs over it, and unlike say, Landmines or Poisonous chemicals, these don't go away when someone steps on them. Naturally, if you step on them, you'll die as well, so instead maneuver down the hallway towards the door at the end. Don't worry, there are rewards for your efforts.

    N - Behind this door lies a room with Thirteen Fanatics and a generous portion of treasure. If you want that treasure (which of course you do), you'll have to kill all thirteen Fanatics to get it. However, fighting them all at once, especially with a "valley of death" behind you, is practically suicide. The best way to combat them, is to alert them all with one of your noisy weapons, maneuver back the way you came and wait near the small Teleporter room at the other end. If all goes as planned, the horde of Fanatics will run their merry way right into instant death and give you no trouble whatsoever. You won't be able to claim the rewards that they themselves drop, but at least you'll get all that lovely treasure they were guarding.

    O - Before entering this room, examine the wall to your left for a secret containing treasure. Inside this room are three Fanatics and three fireplaces. Inside the fireplaces lie ammunition for the Flame Thrower. Deal with the three Fanatics and then grab the Flame Thrower ammo when you're done. Just outside the next doorway on the wall to the left is another secret containing more treasure. Around the corner you'll find a set of doors set up in a familiar fashion (albeit mirrored). The first doorway you should direct your attention towards is the one directly ahead. This corridor has yet another hallway littered with Artifacts of Death. You can basically guess what's coming...

    P - Like the last room beyond a corridor of death, this one is filled with thirteen more Fanatics. Applying the same tactic as before is the best idea. When they're all dead, grab the treasures they were guarding and move on.

    Q - The last of the barred of rooms to visit, this one contains a single key, the Green Key to be exact. Grab it and leave, that's all you need from this room (and all that there is).

    R - This long corridor has two bends in it, the first is to your right. Be careful turning this corner as three Fanatics lie in wait around the corner, and they have a trio of Stielhandts that they will plan on picking up and tossing your way if you give them the opportunity. Kill the Fanatics and grab whatever Stielhandts they didn't get at and then go around the corner to the left. There, you'll find a pair of Green Key Doors. Both lead to the same place, so it doesn't matter which one you go through.

    S - This small room contains two new artifacts and the last two you'll run into for now: The Invulnerability Artifact and the Berserk Artifact. The yellow orb grants immunity from all attacks (even the Artifact of Death), and the red orb makes your Knife attacks really powerful. Both last for thirty seconds apiece, and both will be really useful for the next room.

    T - This long, melded hallway houses a horde of Fanatics at the opposite end from where you came in. There are a grand total of Twenty Four Fanatics that will charge towards you the minute they see you. Now, facing them directly is pratically suicide, or at least it would be if you didn't have Berserk and Invulnerability going for you. Dealing with these bruisers should be a cakewalk (omitting the Berserk Artifact from your battle strategy and actually using the Flame Thrower makes the battle go much quicker and easier, and if the Invulnerability wears off, at least you won't be stuck with just a Knife in your hands). Regardless of how you handle them, once you've slaughtered the whole of them, you can proceed on.

    U - This tiny room contains the level's regular exit. You can leave now and head to level 15: Marble Suite, or you can simply grab the treasures hidden in the secret to the left and then go and visit the next point on our list:

    V - You can visit this spot after you have the Grey Key and you can even finish the level from here once you have the Yellow Key, but if you're a perfectionist, you'll wait until exploring the rest of the level before doing so. Regardless, this tiny room has treasure inside, and behind a series of Yellow Key Doors lies even more treasure. Eventually you'll come to a little box room decorated with torches and a regular wooden door. Behind this door lies the last room you'll see in this level. Enter inside when you're ready.

    W - This special room contains a mere four Fanatics inside guarding, why not, the Spear of Destiny. Whatever the Spear of Destiny is doing in a mod for Wolfenstein is beyond me, but it's obviously what you've come all this way for. Deal with the Fanatics and then explore this room before venturing on.

    X - This wall conceals a secret with an Extra Life inside. Grab it only after all the threats in the area have been neutralized.

    Y - Inside this long case is the Spear of Destiny. Merely picking up the Spear will end the level and transport you to the next secret level...
    Spoiler:
    SPOILER! You WILL die if you pick up the spear. If you're one of those players that likes to go through a game without dying even once, then consider this a mulligan, seeing as how the level REQUIRES you to die. Just consider the Extra Life you gained earlier to be mute, it's there merely to offset the whole dying that you'll be doing now. Anyways if you've picked up the spear and have died, then you'll get to enjoy level 29: Kefka Hates You. Have fun! (Y'know, after all the dying is over...)


    Speedrun version:
    Spoiler:
    To speedrun, run strait into the Citadel, through the main room with the Regeneration Artifact, and into the room with the barred-off sections. Run to your left into the room with the Teleporter Artifact and step through. Inside the barrel-filled room, run around the corner, knife the Fanatic to death and then head out the door to the left. Ignore the Fanatics outside and ignite the barrels. Once they're all destroyed, run back into the room and grab the Grey Key to the left. You can activate the series of pushwalls behind the key now or later, but you'll want to return here for a good par time.

    Regardless, once you're done, head out through the Grey Key Doors and head to the left back into the room with the barred-off areas and make a right into the Grey Key room with yet another Teleporter inside. Step through and run around the left corner and deal with the Fanatic in the second barrel-filled room. Go through the doors to the right, ignore the Fanatics outside, turn around and ignite the barrels. Go back inside and grab the Yellow Key to the right. Once that's done, head out the pair of Yellow Key Doors back into the main junction. Run strait across back into the original barrel-filled room and head into the series of secrets to the Key-coded doors inside. Deal with the Fanatics behind the series of doors and then grab the Extra Life in the secret. Once that's good and done, grab the Spear of Destiny in the case, and Voila!

    It's possible to get a good par time without resorting to this path, but this is the way that leads to the quickest par time and the secret level.
    Spoiler:
    The ONLY conceivable reason you'd avoid this path is if you're not too thrilled about being forced to die in the secret level to proceed. But, that's just the way the game is, make your decision and follow through. Checkmate.

    Metalor
    Bring em' On!
    Bring em' On!

    Number of posts : 157
    Age : 26
    Registration date : 2012-04-05

    Re: Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

    Post by Metalor on Mon Jul 08, 2013 11:27 pm

    *!BONUS MAP!*
    29 - Kefka Hates You


    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)

    A - SPOILER: You start here. You'll also most likely die within close proximity to this location. behind you, you'll also notice a tiny figure now placed upon the previously vacant pedestal. Press the SPACEBAR key while next to it to be delighted by some maniacal cackling and a non-sequitor-esq message.

    B - This room, once filled with Fanatics and stained glass images of the Spear of Destiny is now dominated by a new enemy specific to this level only, and only this particular room: The Spectre. Similar to the Turkeys from the Turkey Puncher level, these nasties drain your health quickly just by touching you, but they can be killed. However, unlike the Turkeys, these annoyances come back to life after a few seconds.

    C - Trying to escape out this door? The once-empty escape route that was here earlier is now blocked by another one of those tiny figurines on a pedestal, mocking you with its evil smile. The fact that you cannot escape, made all the more dire and sinister by its presence. Since you can't escape, you may as well submit to your fate and let the Spectres kill you, or simply burn to death in the flames that were once torches.
    Spoiler:
    You're intended to die here, but don't worry, you won't start back here. Instead, you'll start in a completely different area. This is merely to punish you for grabbing the Spear of Destiny in a mod for Wolfenstein 3D. Maybe in a mod for Spear of Destiny that'd kind of plot line would be acceptable, but not here! You must be punished for your crimes! Crimes against the series intended progression and chronology!
    Z - Whoa this point is out of order! Once you've died, you'll start over from here from this point on whenever you die. Not much to do in this room, aside from examining the wall behind you for some treasure.

    D - Outside the secondary start room you'll find a small closet to your left containing a Pistol and plenty of ammunition for said Pistol. To the right is a bent room with treasure lining two of the walls. There is also a door on the other side. To the right of that door is a secret containing treasure. After grabbing the treasure, head through the door down a hallway to continue through the level.

    E - This annex is guarded by a single Fanatic, which should be easy to deal with using simply the Pistol. In two small aisles on either side of where you came in is some treasure. After grabbing the treasure, notice that there are four doors, two on either side. The closest door on the right is your first destination.

    F - This small closet contains a Flame Thrower and ammunition for said Flame Thrower. An excellent addition to your stock of ammo for your newly re-acquired Flame Thrower.

    G - Inside the furthest door to the left is a bending corridor with an alcove inside. The corridor is guarded by a single Fanatic, behind whom on the wall is a secret containing treasure. In the alcove is a Regeneration Artifact, a fireplace, and some treasure (some of which is in the fireplace). Grab the goods after the Fanatic is killed and go through the door at the other end of the corridor. Behind the door is another Fanatic; kill him and enter into the room on the other side.

    H - This room is guarded by a pair of Fanatics. Kill them, and then grab the goods in the two rooms opposite the one you just came from. Inside the door to the left is a Machine Gun and ammo for the Machine Gun, and inside the door to the right is a Sniper Rifle and ammunition for the Rifle. Stock up and head for the last room.

    I - This small room contains the Yellow Key, and who should be guarding that key, but two more Fanatics. Kill them, grab the key, and examine the wall behind them. Inside is a secret containing more treasure.

    J - Back in the first marble room you came into after dying go into the further door on the right. Inside is another Fanatic guarding the Yellow Key Door. Beyond the door is another room, this one protected by three Fanatics. They'll come at you from all sides (front, left and right), so reel back and dish out the hurt. Once they're dead, examine the wall to the right for a secret containing treasure, and a wall to the left of the wall to the left (from where you came in) for another secret containing even more treasure.

    K - This room has one more Fanatic inside. Kill him and step inside the Yellow Key Door he was guarding.

    L - This room should look familiar, as it's the room you couldn't enter into to escape the Spectres because of that BL**PING figurine on the pedestal. In front of the pedestal is a Grey Key, and to either side of the key, behind Yellow Key Doors are treasure items. Grab the key, the treasures, and say goodbye to this dreadful room. Also, beware of the flames surrounding the room.

    M - Back in the first marble room, you'll visit the last door, the closest door to the left, which is the Grey Key Door. Beyond the door is another Fanatic guarding a hallway. Kill him and proceed.

    N - This room, reminiscent of the one you just came from is protected by three Fanatics. In the aisles two of them are guarding is some treasure. Kill the Fanatics, grab the treasures, and then examine the rooms surrounding the room.

    O - *Visit point Q first.* This room contains ammunition for both the Sniper Rifle and the Pistol, as well as some Body Armor. Stock up now, because you won't have another chance.

    P - *Visit point Q first.* This room contains ammunition for both the Machine Gun and the Flame Thrower, as well as a second suit of Body Armor. Grab the suit, and stock up while you can.

    Q - This room contains a Backpack, two Medkits and some Stimpacks to heal your wounds, grab all the goods and continue on.

    R - This room contains a single Teleporter Artifact. This one leads to a one-way trip to one mother of a boss battle. Before going inside, you may consider back tracking and grabbing as much ammunition as possible from the rooms pointed out at points D, F, and H so that you can have as much ammo as possible for all of your weapons. You don't want to confront the boss without as much supplies as possible because there are NO SUPPLIES beyond this point. NONE, ZIP, ZILTCH, NIEN, NIET! So you know, stock up, and then move through the Teleporter.

    S - You come out of the Teleporter into this tiny room. Beyond the door lies the big boss himself. No turning back now. Enter inside and commence the fighting!

    T - On the opposite side of this large room, behind a glass capsule in an inaccessible room is the big bad boss himself, the big-bad from Final Fantasy VI himself, Kefka Palazzo! He'll shout out his intention to destroy all things and then head to the right or the left (usually heading to the left from where you're standing, he can go right, but never seems to do so). You'll have to fight him to leave, as defeating him ends the level. You can't exit in any other manner. You can read more on how to deal with this maniacal menace below.

    U - This small, bent corridor has some treasure inside, blocked only by occasional bursts of steam. Grab the treasure when Kefka isn't in the immediate vicinity.

    V - Like the last bent room, this one contains more treasure behind steam jets. As long as Kefka's far away, you should be able to grab the treasure here fairly easily.

    W - This corridor has more treasure behind steam jets. The adjacent corridors also have a single treasure item in them behind a single steam jet. There should be eight treasure items in total around here, in case you get lost or confused about how much of the treasure you've collected. (this does not include the treasure previously mentioned at points U and V).

    * - Once the boss is defeated, you'll end the level and be transported to the next, Level 15: Marble Suite.

    BOSS STRATEGY:
    Spoiler:
    As crazy as Kefka is, you should expect his arsenal would be crazy as well, and for the most part, it is. He likes to randomly employ nine different attacks, each with their own crazy effects. Some are strait forward to deal with, others are a bit trickier. Luckily, the area in which you fight Kefka gives you plenty of cover and cramped corridors to absorb all of his stray shots for you.

    His attacks and their effects are as follows:

    Firaga - A hovering fireball that likes to stop in place and "re-launch" itself periodically. This attack can be worrisome as it can stop mid-flight and re-fire when you least expect it. It's best to hide until you're sure that it's struck something.

    Blizzaga - A rolling Bluish ball of ice. This nasty little ball will bounce off of a wall or object once so that it can attempt to hit you a second time.

    Thundaga - A powerful lightning bolt that increases in size and power the further it travels. It'll attempt to follow you, but it has a limited range, and can be pathetically weak at close range. It's not too dangerous as long as you let it hit you up close (if you have to let it hit you at all).

    Hyperdrive - A column of flames that will home-in on you. It moves faster than you can and hits pretty hard, so you'll have to hide behind a wall or one of the capsules to avoid being hit by it, otherwise, this attack simply can't miss.

    Meteor - A set of three Meteors that deploy in close proximity to Kefka. If you get hit by them at close range, they're really deadly, but if you're not hit by the initial attack, then they'll sit in place. From there, they'll randomly re-launch themselves at you. They'll also explode when they strike objects or walls, causing splash damage. These are dangerous when in close proximity, or from up close.

    Ultima - A purplish ball of energy that travels a very short distance, waits for a brief period and then explodes in a wide radius. The ball itself is deadly and the explosion is overkill. Simply keep your distance and you shouldn't have to worry about this attack.

    Forsaken Null - A whitish ball that drops on the ground and explodes...And then hops up from where it exploded and lands a bit closer in your direction, exploding once again on impact. This Hopping Ball of Death will follow you to the ends of the earth. It's a little like Hyperdrive, except it moves slower when you zigzag, and it can cause you harm by splash damage, and even just by it moving. Hiding behind objects or walls is your only way to avoid this attack.

    Light of Judgment - A stream of five beams of light that fly in a line or a wave (depending upon how you're currently moving. Works much like Blizzaga and Meteor in that they'll bounce off of walls and objects, and they explode and cause splash damage when they make contact with anything. Getting hit by one is dangerous, and all five is a death-sentence. Luckily, they don't follow you around, so they can be dodged.

    Heartless Angel - The Ultimate Attack. You cannot dodge this regardless of circumstances (unless Kefka doesn't use the attack), and it will always hit. What this attack does is that it robs you of all but one health, leaves you with no armor, and no beneficial abilities, such as Berserk, a Disguise, and Invulnerability. It can't kill you, but not even cheating can save you from this attack.

    With all that in mind, Kefka has the same health as any other boss, and his explosive attacks can harm him as well, so you can, for instance, lure his Forsaken Null attack into hopping around him, damaging him for every hop it performs. So if you run out of ammo, that could be an alternate strategy, albeit a practically suicidal one...

    Also take note that you can't lead Kefka into the Steam Jets. He may be crazy, but he's not dumb enough to fall for that trick...


    Speedrun version:
    Spoiler:
    Speedrunning this level is pretty much following the route described in the Walkthrough, only dashing like crazy and ignoring the treasure and the secrets. You'll need as much supplies as possible, so you can't ignore the weapons closets. The battle at the end shouldn't last too long if you're quick and lucky, so with the proper execution, you should be able to get a par under two minutes. Also, since you'll die when you first start the level, that portion won't be added to your par, so at least you won't have to worry about that.

    To speedrun, first, let the Spectres kill you and them restart the level from the new starting point. Run strait through the door, visit the room to the left and head out of the bent room, through the corridor into the Marble room. Kill the Fanatic, visit the Flame Thrower room to the right and then head to the furthest door to the left. Kill or ignore the Fanatic and run into the hallway on the other end of the room. Kill the Fanatic in the hallway that you'll come into and go into the door at the end of the hall. Kill the two Fanatics in the next room and visit the Machine Gun and Sniper Rifle rooms. Get the Yellow Key from the two Fanatics in the last room and then head back to the first marble room (point E) and head into the hallway guarded by a Fanatic.

    Kill him and head into the room to the right. Kill the three Fanatics inside, and move on into the next room. Kill the next Fanatic and head through the Yellow Key Door. Grab the Grey Key and then rush back to point E and head into the hall locked by the Grey Key Door. Kill the Fanatic inside, rush to the end of the hallway and enter into the next room. Kill the three Fanatics inside, stock up on supplies from the three supply rooms nearby and then head for the Teleporter room and enter through. From here run through the door and alert Kefka to your presence. From there, simply fight Kefka for as long as it takes to beat him, and Voila!

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    Re: Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

    Post by Dark_wizzie on Tue Jul 09, 2013 4:28 am

    That looks pretty interesting. I recognize that from FF6!



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    Re: Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

    Post by Metalor on Sun Jul 14, 2013 12:58 pm

    15 - Marble Suite


    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)

    A - You start here. On either side of where you start is a weapon. To your left is a Pistol in a dead-end segment, and to your right is a Flame Thrower. Beyond those is rooms adjacent to the one you're in are ammo caches, with Pistol ammunition to your left and Machine Gun ammunition to your right. Keep this in mind when you need to restock your supplies; you'll have to return to these spots for ammo when you need it.

    B - Inside this secret area is an Invulnerability Artifact. You should save this for when you really need it, as aside from this one, there are only two of these in the entire level and barring secret levels, the second-to-last one in the game. You can't save it for the next level, but it can do you plenty good here.

    C - Coming out of the left side of the starting room, you'll find some treasure to your right, a room filled with Flame Thrower ammunition strait ahead, and extreme danger to your left. A Fanatic aiming to grab and toss a Stielhandt your way is to your left. You'll have to take care of him quickly before he can toss it at you. If you act quickly, you can claim it for yourself.

    D - Coming out of the right side of the starting room, you'll find treasure to your left, a room filled with Sniper Rifle ammunition strait ahead, and a Fanatic with a Stielhandt to your right. Kill the Fanatic before he can toss his Stielhandt your way. If you're quick enough, you can grab it for yourself.

    E - This crossroads is the main thoroughfare that you'll be navigating in this level. There are two Fanatics guarding this room, and once you've collected some ammo and armaments, you should be able to take care of these two before they can cause you any serious harm. There's an alcove nearby with some treasure and a Regeneration Artifact inside. This is your main source of health in this level, so be prepared to return here often (and expect to spend lots of points in doing so). Inside a secret in this room awaits the second Invulnerability Artifact.

    F - This room is guarded by another pair of Fanatics. Subdue them and then examine the wall to the left. There's a secret there containing treasure inside. In the center of the room is an alcove with treasure and a Teleporter Artifact inside. Before entering through the Teleporter, you may consider using one of the Invulnerability Artifacts in the level. It will alleviate the dangers waiting beyond this point.

    G - Taking the Teleporter will transport you here, into a familiar site: a hallway filled with explosive barrels. However, unlike last time, this time you can avoid the danger by using one of the Invulnerability Artifacts lying around. Ignite the barrels and grab the treasures lying just beyond them. Strait ahead you'll spot a door, inside the room beyond are more barrels (which will likely explode when you open the door) and a Machine Gun. Grab the gun and then back outside, go around the corner to your left and examine the wall to the right to find a secret with treasure inside.

    H - Back towards your left, around yet another corner is what was once a Fanatic, and a Stielhandt. Through the door to the right of where the Fanatic was standing is another small room with more explosive drums. They'll likely explode when you open the door, so be careful. Examine the wall to the left to find another secret with more treasure inside. Open the door to the right to ignite more barrels, but ignore that room for now and open the door strait ahead. Inside are more barrels that will ignite; open the door to the right inside that room to ignite more barrels.

    I - Following the last of the explosive barrels (down this way anyways) is a pair of Fanatics that were planning on ambushing you with Stielhandts, but since you ignited the barrels, their firepower will be a little less intense. By now your Invulnerability should have worn off, so deal with them quickly, or they'll be able to exploit this.

    J - Inside this small room is a single Fanatic guarding the Yellow Key. Kill him, grab the key and then return the way you came.

    K - This room is lined with explosive barrels (that should have been destroyed already if you followed my instructions) and contains an alcove with treasure, a fireplace, and a Teleporter Artifact inside. Around on the other side is a door; stand back when opening it, there are barrels inside that will most likely ignite, and you don't want to be caught near the explosion when they do. After the barrels have ignited, grab the Sniper Rifle inside, and then return to the alcove and grab the treasures inside. When you're done, use the Teleporter to return to the room adjacent to the main intersection.

    L - This room, locked by a Yellow Key Door is guarded by two Fanatics. Not really anything new, just deal with them and then examine the forward wall to the right to find a secret containing treasure. The center is dominated by another alcove containing treasure and a Teleporter Artifact. Step inside only after picking up the second Invulnerability Artifact (though you can actually save it for later from here, since this section isn't too terribly dangerous).

    M - You come out from the Teleporter into a room very similar to the one you just left. In front of you is a Berserk Artifact and some treasure, but first examine the wall directly behind you to find a secret containing some treasure. Grab the Berserk and then head into the next room, which is a small room containing more treasure. Grab the treasure and then move on.

    N - This room is dominated in the center by an alcove with a Teleporter and treasure inside. Surrounding the alcove are a series of Steam Jets. You can simply ignore the Steam Jets by entering the Alcove and carefully maneuvering around the Teleporter. You'll eventually spot a door, to the right of it on the same wall is a secret containing treasure. After grabbing the treasure, head through the door and the room beyond it.

    O - This large room is guarded by eight Fanatics (four standing, four patrolling), an excellent time to use your recently-acquired Berserk Artifact. However, if you don't have Invulnerability, or your Berserk wore off, then instead stick to using the Flame Thrower and Machine Gun to take out the threats quickly. There's several clips of ammunition lying around, one for each of your weapons (sans the Stielhandt), so you can still fight back even if you don't have sufficient ammunition for the previously mentioned weapons. Once you're done here, enter into the door on the other side to find a stockpile of treasure and another door.

    P - This room is being patrolled by four Fanatics. Unless you're lucky, one of them will almost certainly spot you and alert the others, so the element of surprise is unlikely. After they're dead examine the wall to the left to find a secret containing treasure. There's a door to the right is a small room containing treasure and another door.

    Q - This room is guarded by four Fanatics, one strait ahead, and the others to your left. The one right in front of you will alert the others, and the others will grab Stielhandts lying in front of them and hurl them your way. You'll have to reel back and take out the first one immediately. The others will likely group up and you can deal with them all at once if you're lucky. Once they're all dead, there's treasure to your right. After that, turn into the main area of the room and examine the wall to your right, there's a secret containing treasure there.

    R - This small alcove has some treasure and the Grey Key inside it. Grab the key and then return to the room with the Steam Jets. Use the Teleporter there and then head into the main intersection and head strait. Enter into the room to the left, where the Flame Thrower ammunition was, your next destination is there.

    S - Beyond the room with the Flame Thrower ammunition, behind the Grey Key Door is a small outside clearing protected by four Fanatics. The first one that'll spot you will attempt to grab and hurl a Stielhandt your way, don't give him the chance, the other three come at your from your left.

    T - After the Fanatics are dealt with, check behind the shed to find some treasure, and check inside the shed to find the Orange Key.

    U - Beyond the Grey Key Door in the Sniper Rifle ammunition room lies a large street section protected by four Guards; two of which are on either side of the large, central red-brick building. The central building is locked by a pair of Orange Key Doors, which you should have the key for. Beyond a small fence segment to the left is the main street area. Immediately to the left in the large steel box is a secret containing treasure. To the right of the large steel box is a Guard. Kill him and examine the shed to the right of him; inside is treasure. To the right of the small fence you came through is another shed with treasure inside. To the left of the shed is another Guard, and further still is another large steel box. Examine the steel box to find the level's last secret with one last treasure cache inside. Once you've killed all the guards, found all of the secrets and found all the treasure, head into the central building. The inside is protected by four more Guards; kill them and make one last detour.

    V - This room contains numerous Backpacks, grab them all so you're stocked up for the next level. When you're done, return to the white hallways; the exit is in there.

    W - Either of these two Staircases will lead to the next level, just step inside and prepare for Level 16: Process Center.



    Speedrun version:
    Spoiler:
    Speedrunning this level can be both dangerous and a hassle. The two separate paths that you have to visit for both keys are deadly already, and when you have to rush through them, they become even worse. You can't afford to leave any enemies alive, so really, you're following the Walkthrough, except you should ignore the treasure and the secrets (save for the Invulnerability Artifacts).

    Start by running left, going through the double doors and to the left. Kill the Fanatic you find and run strait into the door behind him. In the next room, kill the two Fanatics and enter into the next room. You should kill the two in the room with the Teleporter, and then enter into the Teleporter. If you grabbed the Invulnerability Artifact, ignite the barrels, otherwise, rush through to the left around the corner, and around the following corner and knife the Fanatic you'll find. Go through the nearby door and head through the door strait ahead beyond it, and then head through the door to the right. You should be in the room with two more Fanatics following a trail of Barrels. Kill the Fanatics, and head into the room to the left. Kill the Fanatic inside, grab the Yellow Key, turn around and head back into the small Barrel-filled room. From here, head right and enter into the alcove with the Teleporter inside.

    Back out in the main intersection, head right and kill the two Fanatics inside the Yellow Key-locked room. Enter into the Teleporter, grab the Berserk (and an Invulnerability if you can spare the time) and run into the Steam Jet room. Run around the room or maneuver through the Teleporter alcove and head through the door at the other end. Come into the large room guarded by eight Fanatics and kill all of them. You can technically ignore them for now, but you may as well take advantage of your Invulnerability now, when it's most necessary. Head through the door on the opposite end, and go through the door behind that one to the right. Kill the four Fanatics patrolling the hallway and head into the door to the far right, and head right again, into the next door beyond that one. In the Key room, kill the forward Fanatic and the three to the left with the Stielhandts. Enter the last alcove and grab the Grey Key. Rush back into the alcove in the Steam Jet room and enter into the Teleporter.

    Back in the main intersection, run strait into the next room and head into the Flame Thrower ammunition room to the left. Beyond that room, behind a Grey Key Door is the small outside section, kill all four Fanatics inside and grab the Orange Key inside the shed. Rush back out through the ammo room and head right back into the main intersection and head left. Inside that room should be a Fanatic facing away from you, knife him in the back and them head into the door to the right. Inside is a Grey Key Door; enter into the door to come out into the large street section. Head to your left and run into the large Red-brick building locked by the Orange Key Door. There are four Guards inside; they can be avoided, so just rush towards one of the two exit staircases and Voila!

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    Re: Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

    Post by Metalor on Sun Jul 21, 2013 8:17 pm

    16 - Process Center


    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)

    A - You start here in this tiny, cramped Stairwell. Beyond is either one of the shortest and easiest levels you'll face, or one of the longest and most frustrating you'll face. It all depends upon how much you want to find and how badly you want a 100% treasure score. Leave this tiny room and visit the nearby rooms. Be quick though, as a patrolling Guard will soon find his way into the main hallway nearby.

    B - This small closet has the Orange Key inside. If you want to get everything in this level, then you'll need this key for later, but if you're planning to dart through this level, then you won't need this key at all. Grab it or ignore it and move on.

    C - This coat closet contains a single Disguise. Provided you've dealt with the patrolling Guard, this will allow you to go through the next few areas with ease. Keep in mind that you don't have the luxury of wasting ammunition in this level. Kill all the enemies you can with the Knife, aided by the stealth bonus of the Disguise if possible.

    D - Inside this room lurks a new enemy type: The Scientist. These foes don't leave anything when defeated, and they like to hurl deadly Syringes at their targets. These syringes are filled with the deadly formula that creates Mutants, so try not to let one of their syringes hit you. There are three Scientists standing around in here, and two Mutants, both captive in their own special holding cage. With each Mutant is some treasure, and there are two Medkits in specially sealed refrigeration units, which can be found inside the Mutant's cells. It'll be suicide to try and fight these foes without the assistance of the Disguise, so skip this room entirely if it wears off before you can eliminate the threats in here. Final note: this room is optional but is also the only place you can find ANY health in the entire level; the two Medkits in here are your only health options (aside from some blood that you can drink if your health is at 2% or less, but that's not really sustaining).

    E - This small corridor has a cage with a Mutant guarding some treasure inside of it to the right and an operating room to its left. You can smash your way into the operating room through the first glass window you'll spot on your left when you come in. Inside the operating room is a single Scientist guarding some treasure and a refrigerator closet. Take care of both the Scientist and the Mutant before grabbing the goods.

    F - This small closet has the Purple Key inside. You'll need it if you want to leave the level or find out what the Orange Key was for.

    G - This room contains a switch. Flip the switch to activate a Pushwall hidden away in the level.

    H - This corridor is protected by three Guards, two out in the main hallway, and one behind the Purple Key Door that leads to the exit. You can Knife them all with relative ease (with or without the Disguise), since they don't attack you all at once.

    I - This is the exit elevator. Whether you're going for an easy exit or planning on getting everything, this is where you'll have to go to leave the level. Using this elevator will take you to Level 17: The Laboratory. Directly opposite of the elevator is a series of steel walls that let you peer into the area with this level's ultimate treasure: The Diskette. Worth a whopping 50,000 points, it was one of the requirements for the Contest being held. But, regardless of the contest or not, you will be required to grab it if you want 100% treasure for this level. If not ignore it and leave, if so, keep reading.

    J - Beyond the Mutant cage mentioned at point E is a small back room containing another Mutant, some treasure, and a newly-revealed passage to the right; but only if you activated the Switch at point G. At the end of this passage is the Orange Key Door. Beyond that is a large street section with three Guards waiting at the opposite street ends straight ahead and to the right and left. To the left is a large ammunitions storage building, and to the right is a laboratory research building. Kill the three Guards and then head into the storage building to the left.

    K - Just beyond the front door is one final Guard. Kill him and enter further inside. There are three Stielhandts lying around that are ripe for the taking, and there are three rooms to the right full of ammunition for the Pistol, Machine Gun, and Flame Thrower. There are also all three of those weapons in said rooms accompanying the appropriate weapons. Don't grab everything all at once though; you'll definitely need to conserve your ammunition from here on as this is the only stockpile of ammunition in the entire level. Once you've used up what's here, that's it.

    L - Beyond this second Orange Key Door is the large laboratory testing area. This area will live in infamy as it contains numerous trials and dangers. Follow the hallways until you find the large, main room. Inside said room is a large crate, and the room itself is protected by eight Scientists. They won't leave the room itself, but all eight of them can easily overwhelm you when they charge you at the entrance. The one benefit of the entrance is that they become easy targets for a few well-placed Stielhandts or some Flame Thrower spray. When the Scientists are dead, you can examine the outer regions of the room to find some treasure.

    M - This closet contains the Yellow Key. While not immediately important, it is mandatory to get this key if you want the Diskette (you may have noticed the Yellow Key Door through the steel walls by the exit elevator).

    N - Inside the large metal crate in the center of the room is some treasure...guarded by a second UberMutant! This fight won't be as bad as the first one (particularly if you've dealt with the Scientists before alerting the UberMutant), though you'll still have to be careful. This UberMutant fights exactly like the last one, so you don't have to rely on any new tricks to take this one down. The only downside is that your ammunition stockpiles are limited, so you'll have to kill and conserve, you definitely don't want to have to deal with the next section without a generous sum of ammunition to back you up. Once the UberMutant is defeated, he'll drop the Green Key, which you'll also need to reach the Diskette. Pick up the key and visit the treasure room on the other side of the UberMutant's cage, inside are several treasure and a secret on the back wall.

    O - Inside the secret passage accessed from the treasure room you'll find a Pistol ammo stockpile, and a Green Key Door. Beyond is the second trial that you must endure before claiming the Diskette. This trial is far worse than the UberMutant, and you can even accidentally seal yourself inside said trial forever. If you're convinced that you must have the rewards inside, then proceed, otherwise head for the exit and leave it at that.

    P - Beyond the Green Key Door is some treasure and a Secret Pushwall Maze. Inspired by the infamous maze on Episode 2 Map 8, this maze is a seemingly never-ending mish-mash of Pushwalls. To be frank, it's impossible to activate them all, which is why the game always defaults to setting your Secrets ratio for this level at 100%. However, getting all the treasures inside is not, though it is incredibly difficult. Because you'll obviously want 100% treasures, here's a special custom image that'll show you which walls to activate and in which order (since typing that out would cramp my hand up something fierce). Just follow the instructions and you should be able to get all the goodies inside; but be warned, the maze is guarded by exactly twelve Mutants. They usually guard dead-ends and some treasure, but if you want 100% kills, you'll have to find and kill all of them. Just be careful, limited ammo and health supplies will mean that you won't be able to afford mistakes.

    Q - The first end of the line for the pushwall maze. You'll notice that when you push the wall here, it'll only move one space. That's fine, but you will have to find the other end to find out why this has occurred.

    R - The second end of the line for the pushwall maze. The wall here will also only move one space, but examine the right wall it was adjacent to and you'll notice it slide back, revealing a Yellow Key Door. Beyond is the room with the Diskette, but beware, as it is guarded by a final group of foes, and nasty ones at that.

    S - Beyond a seemingly innocent room is the Diskette. However, hiding in one of the four small corners of the room to either side are four Schutzstaffel guards, eager to fill your body full of lead. If you don't have sufficient ammunition to take them on, then turn back and flee. Trying to knife them all would be practically suicide, so long as all four of them are alive anyhow. Once the SS are dealt with (if they're dealt with), you can examine the left and right wall for secrets containing treasure, and finally claim the Diskette. Since the Contest is no longer in effect, the secret code is: Code Peripheral: [ES13-WF46-XP74]. Nonsense yes, but I just wanted to be sure that players wouldn't just make up a code and send it in, saying that's what they found on it. Regardless, the Diskette is yours and now you can leave through the exit (once you get back there anyhow).

    Spoiler:


    Blue - These will lead you directly to point Q, so long as you don't stray from them.

    Yellow - These will lead you directly to point R. You should deal with these only after dealing with the Blue Pushwalls.

    Orange - These branch off from the Blue Pushwalls and lead to treasure.

    Purple - These branch off from the Yellow Pushwalls and lead to treasure.

    Red - These branch off from the main paths and lead towards dead-ends guarded by Mutants.

    Grey - Ignore these as they either lead to empty rooms with no purpose, or can block pushwalls that actually serve a purpose. Some can be pushed without consequence, but best not to tempt fate.


    Speedrun version:
    Spoiler:
    Speedrunning this level can be tense, but it's also one of the quickest levels to run through. The main concern for a speedrun is simply knifing the first patrolling guard so that you can make the most out of the Disguise. Without it, speedrunning becomes increasingly more difficult, and you're likely to not beat the 30 second par time.

    Start by running out of the room and running around the corner to the right. If the Guard is already in the room, Knife him, if not, open the door to the next room, run up to him, and then knife him. Next, go into the room with the Disguise and grab it then head down the hall to the left (to the right of the Disguise room if you come out of it facing straight ahead). After the double doors, head to the right and then head into the Room with the tiles to the left. Kill or ignore the Scientist and head into the closet and grab the Purple Key.

    Run back out and head into the main hallway where the Patrolling guard was. Head into the next hallway and head around the corner to the right. Enter inside and head to the right, ignoring or killing the Guard there. Run around the corner to the left and either ignore or kill the Guard to the right of the Purple Key Door. Enter inside the Purple Key Door and kill the guard inside, and run out the second Key door. From there make a left and a second left into the exit elevator and voila!

    Metalor
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    Re: Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

    Post by Metalor on Mon Jul 29, 2013 9:00 pm

    17 - Laboratory


    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)

    A - You start here. Outside the elevator is a corridor that leads in two different directions, but they both lead to the same place. Heading to the right or the left leads to the same room, so it doesn't matter which way you go. There's not much else to do in this room, so just move on.

    B - This large corridor stretches around a large, central structure and there are four Guards patrolling around said structure. They won't go completely around the structure, due to the West end being blocked by a series of Pushwall rooms (you starting to the East of the structure). Unless you started the level with equipment from the last level, you'll have to Knife the Guards in this large hallway; that or avoid them. Your best bet to help you take care of them is to head to the left of the large structure. You'll be heading to a large ammunitions storage building; but while you're going down the left side, check the wall to the left to find a secret containing treasure.

    C - Beyond a pair of doors is a large, sealed-off street section. Around the corner of the building, you'll likely spy a Sniper behind a fence (making him inaccessible to normal means of attack). You can't deal with him at present, so just ignore him. On the wall directly across from where he's facing (the far wall behind the fire hydrant) is a secret containing a Backpack. You'll want this ASAP to make the most out of the ammunition in the storage building. To the right of the Sniper behind the fence is the storage building. Head inside when you're ready to.

    D - This large building has several small rooms, filled with ammunition. There are a total of seven branch rooms with ammo inside. The closest rooms to the entrance have Pistols and Pistol ammunition inside them. Then the further rooms to the right contain Machine Guns and Machine Gun ammunition inside them; the rooms to the left likewise have Flame Throwers and Flame Thrower ammunition inside them, and finally the room straight ahead when you head down between the Pistol ammunition rooms contains the Sniper Rifle and ammunition for it as well. Stock up on what you need and can carry and then deal with the Sniper outside with your newly-acquired Sniper Rifle.

    E - Now with a full compliment of armaments (sans any Stielhandts), re-enter the starting building and head around to the other side of the large structure in the main hallway. On the other side of an identical pair of doors (they're like the ones you went through to get to the storage building) is another sealed-off street section. To the right is a narrow alley, at the end of which are two Snipers and the entrance to another storage building. Take care of the two Snipers and then enter inside.

    F - This building is alot like the first storage building you went into (except for the different layout, color scheme, and contents). There are nine small refrigerator closets lining the main hallway of this building, and inside each one is a single Medkit. These nine Medkits are your only source for health on this level, so use them sparingly (though there are some pools of blood that can be sapped for health, but those are hardly sustaining). Grab as much as you can and then move on.

    G - Back in the main hallway of the building you started in, inside the double doors to the right of where you began the level (straight ahead of where you come out after being on the streets) is your next destination (or just point G on the map. Go there). Straight ahead is an Orange Key Door. You won't be able to go inside it just yet, but you'll be able to come back later and claim the prize inside. You'll also find a tiled area to your left, blocked off by a door and some glass walls. Before entering inside, examine the wall to the right of the tiled room to find a secret with some treasure inside. When inside of the tiled area, check the room to the right for one doosie of a treasure item: Nazi Intelligence. This valuable item gives a whopping 10,000 points! Grab it, and then head into the door on the opposite end. You'll find a small, empty room and another door, head into that door and then head around the cramped corner to the right. Head into the next door to enter into the next area.

    H - This long corridor is very dangerous; inside are four patrolling Scientists, and four standing Scientists. The Standing ones won't immediately come out and attack you (they're waiting to ambush), but it's the patrolling ones that are the biggest threat anyway. The way the corridor is set up, they'll all come at you at once, so it's best to use rapid fire or area-of-effect attacks. Since you shouldn't have any Stielhandts, you should instead rely on the Flame Thrower. Deal with all of the patrolling Scientists and then alert the Scientists in the Rooms to the sides of the corridor (similar to the one you went through when you first came to the tiled area). They may come out quickly or have some trouble (these four tend to take their time coming out of the rooms), but once they're out deal with them; DON'T go in after them, they'll likely barrage you with Syringes or attack you from behind while you're concentrating on opening the door to one side of the corridor. Once all eight of the Scientists are dead (the four patrolling and the four standing guard), rummage through the closests connected to the rooms the standing Scientists were in, inside each one is another folder of Nazi Intel; a most generous reward for your efforts. At the end of the corridor on either side is a set of double doors that lead into the next room, but first examine the wall between the sets of doors; there's a secret with containing treasure there.

    I - This small hallway is lined with tables covered in cadavres and all manner of horrible things. Two Scientists guard this room. Kill them and grab the treasure at the far left end of the room, then head to the right and go through the door there. There's a small corner beyond the door in a cramped hallway, go around it and head through the door into the next area.

    J - This room is protected by four Scientists, three of which will see you as soon as you come in (the fourth can be Sniped for an easy kill if you're careful. He's directly to the left of where you come in). Once they're dealt with, grab the two treasure items lying around and head into the door to the left of the one that you came in through.

    K - This tiny room is protected by two more Scientists. They're guarding the Orange Key, which you'll need to not only leave the level, but survive the second major trial that the level has to offer. Kill the Scientists, grab the key, and then examine the right wall to find a secret. Head into the secret to find some treasure and a mysterious door.

    L - This small closet has a switch inside. Flip the switch and then head back towards the long corridor in the tiled area (with the two lab rooms on either side). Examine the far wall opposite the one where you found the secret between the two sets of double doors to find a secret. You couldn't access this secret earlier since a second pushwall was blocking it, but now that you've flipped the switch, you can access this secret area.

    M - Located here is a newly revealed alleyway that will lead you to another special room.

    N - In this small shed is another switch. Flip it to reveal a secret area in the starting room (directly across from the elevator that you started the level in). Don't visit that room just yet though, there's more to do first. Head through the other door in the shed to find an explosive barrel; ignite it and then grab the goods lying behind it, including some treasure and a clip that one of the Snipers dropped earlier.

    O - Back near point G, outside the tiled area is the Orange Key Door you couldn't enter inside of before, but now that you have the key, you can claim what's inside: A suit of Body Armor. This should make the rest of your journey through this level easier.

    P - On the other side of the large hallway, through the last set of double doors that you haven't gone through yet is your next destination. You'll come into a small hall with a corner to the right. head around the corner and then turn your attention to the wall to the left, inside is a secret containing treasure. Directly behind you now (or ahead if you turn to face out from the secret) is another Orange Key Door with a goodie inside.

    Q - Another suit of Body Armor awaits you in this tiny storage closet. With both suits in tow, you should be able to manage the dangers in the nearby room with a little less effort.

    R - This large room is dominated by a large, steel box to the right of where you came in, and a small computer island and many smaller steel boxes to your left. Inside each of the smaller boxes is a single Mutant (totalling of eight Mutants to your left), while there should be two patrolling SCientists and two standing Scientists around the computer island. Inside the large crate to your right is a grand total of twelve Mutants, making the entire population of the room: twenty-four enemies! Since this is enough to just about kill anyone with very little effort, you'll have to be very careful in how you go about clearing this room. Thankfully, the large crate to the right is sealed, so you at least don't have to deal with everything at once. Lying around the smaller crates is some treasure, which you should grab once all the threats have been neutralized. Since the whole room will go ape-$#!% once you alert one of the enemies, the best place to fight the first twelve enemies is in the hallway you just came from. Using the door as a way to thin the group, you should have an easier time eliminating each threat as they come through one at a time. Once they're all dead, you can turn your attention to the large crate. Inside the first set of doors is a pushwall; you can only activate it from the left or right side, as it's blocking a door and can't be pushed from the central door. Once the Pushwall has been moved, you can enter inside and face the numerous dangers within. Before entering inside, walk along the wall on the right of the door that you came into the room from, there should be a secret containing treasure in it.

    S - This large crate has four smaller rooms inside which each house two Mutants. The main area of the crate houses the other four to make twelve. Since the Mutants will not flock towards the entrance like the first group did, fighting these will be much trickier. The best way to fight them is with a weapon that can strike them easily, and that won't waste ammo; you can't afford to miss any shots here. The nice thing about this room is that the Mutants leave ammunition when defeated, so the Pistol is a nice choice if you decide to employ a similar strategy here that you did for the first wave in the main room. Once all of the Mutants are dead, you can grab the spoils lying around in the crate, including lots of treasure for your efforts.

    T - Lying on the ground here is the Purple Key. You'll need this to complete the level, so grab it and then head back to the main corridor.

    U - On the West end of the large central structure (the end opposite that from the direction you started the level from) is a set of doors on either side of the structure. Entering inside will introduce you to four more Guards (which should be easy to deal with, I mean, you just dealt with a room containing twenty Mutants; what are four Guards to you?) Kill them, grab the treasure at the end of the room and then enter into the two closets locked by Orange Key Doors on either side of the room; inside each is a switch that you must activate in order to exit the level. Once both switches have been activated, enter into the pair of Purple Key Doors to enter into a small opening room with treasure inside. Grab the treasure, and then head into the last pair of doors towards the exit.

    V - In the center of the central structure is one last Sniper behind a row of Steam Jets. You can snipe him with your Rifle or just Knife him, but you'll have to avoid the STeam Jets while doing so.

    W - After evading the Steam Jets and killing the Sniper, turn your attention to the left side of the room to find an elevator. It isn't operational, but you can claim a nice treasure item inside it.

    X - This elevator leads to the next level, Level 18: Doctor Schabbs. Isnce the next level is a boss level, you'll be in for another battle to the death with an overpowered foe, but instead of heading there immediately, you may decide to head back to the starting room, there should be a reward there for you (provided you activated the Switches at points L and N, respectively).

    Y - back in the starting room, you'll notice a large opening in what was previously a solid wall. On either side of this opening are a pair of double Orange Key Doors. Enter inside past them (being sure to check between each set as there's treasure inside the corridors between them) and find your way to the main room. You'll spot an Extra Life for you hard work and some more treasure on either side of the room. Grab the treasure and then head through either set of Purple Key Doors on either side of the room (being sure to examine inside both as they hold treasure), and grab the Extra Life at the end of the room. With nowehere else to go, you can either take the Secret elevator nearby, or head back to the normal exit and head to the boss level.

    Z - This secret Elevator will take you to Level 30: Doomed. Unless you're somehow allergic to a secret level reveolving around iD Software's classic game Doom, I suggest you visit this level. It'll stock your supplies proper for the boss level to follow (provided you can handle what awaits within or don't chicken out and take the wuss elevator). Make your decision, and Go 2 It.



    Speedrun version:
    Spoiler:
    Speedrunning this level is dangerous and time-consuming. You can get a really impressive par time if you skip the supply buildings, but then of course, you won't be well supplied for the threats that await you in the actual level. You'll have to visit the buildings repeatedly otherwise for supplies, and get a lousy par time. Either way, plan for torment and torture. This level dishes it out to Speedrunners in spades.

    Start by running out of the starting elevator and heading to the left. Run around the corner to the left and head through the door and head around the corner to your right in the main hallway. Head through the double doors and head into the tiled area to your left. In the tiled area, head to your left, through the door, and into the small corridor with the bend to the right. In the large tiled corridor you'll likely have to deal with the the four patrolling Scientists, but you might be safe ignoring the ones inside the operating rooms on either side of the hallway. Regardless of if you deal with all the Scientists or not, run to the right side of the tiled corridor and head through the double doors.

    Inside the slender room with two Scientists inside, head to your right (maybe taking the time to deal with the two Scientists in that room first, itherwise, you'll only have to deal with them later) and head around the corner to the right in the small corridor. In the square room with four Scientists inside, kill all of them and head into the nearby doorway to the left. Kill the two Scientists inside and grab the Orange Key they were guarding, and then examine the wall to the right for the secret area and head inside. Head around the corner to the right and enter into the closet. Flip the switch inside and then return to the main tiled corridor. At the far end from where you are, examine the far wall to reveal the secret area leading into the hidden alleyway and head into the shed to your right. Inside, flip the switch and then head back into the main hallway on the building with the large central structure.

    facing away from the area you just explored, head to your left and into the next set of double doors. Through there, head around the corner to your right into the next large room. From here, head to the right side of the entrance to the large crate, enter inside and push the pushwall you find inside. Enter into the door that was revealed by pushing the pushwall and deal with the Mutants you find inside the large crate. Be quick, and grab the Purple Key at the other end, then turn around and run back the way you came all the way back to the main corridor with the large central structure. From here, head back into the Starting area and head into the newly-revealed opening in the wall opposite the starting elevator. Head through the pairs of Orange Key Doors and the pairs of Purple Key Doors and head into the secret elevator, and voila!

    Of course, the speedrun you may attempt may not go quite as smoothly as described here, but that's what heading into the storage buildings and taking detours is for. The par time of this level was taken with the assumption that you had taken such detours, so if you don't and still manage to reach the exit successfully, then congrats to you! If not, well, practice makes perfect (or at least aids in not dying as often). Saving often will also help.

    WolfForever
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    Re: Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

    Post by WolfForever on Tue Jul 30, 2013 7:56 am

    Go 2 It. Is that an intentional reference to the level of that name in The Plutonia Experiment (Final Doom)?

    Metalor
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    Re: Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

    Post by Metalor on Tue Jul 30, 2013 2:03 pm

    Yep, all references are intentional.

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    Re: Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

    Post by Metalor on Tue Jul 30, 2013 6:04 pm

    *!BONUS MAP!*
    30 - Doomed


    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)

    A - You start here. Given that this is a secret level, you're free to leave as soon as you arrive, though you won't be able to get all the sweet rewards that the level has to offer, it'll mean a good par time, for those interested in such things. The exit is right across the room from you, so if you feel the need to flee, don't pass up the chance.

    B - This elevator will take you to the finale of Act III, Level 18: Doctor Schabbs. Use this exit only if you can't hack it in this level.

    C - This Teleporter Artifact will take you into the level proper. Since there's not much else to do in this area besides leave the level, head on in and take on the challenges that await.

    D - You'll come out the other end of the Teleporter here. Right behind you is a secret area containing various types of ammunition inside. There aren't many treasure items on this level (if any), so expect the secrets in this level to contain supplies rather than goodies. Heading straight ahead you'll find a source of armaments and ammunition, and heading left will take you into the blunt of the level. Better head straight first, lest you be overwhelmed by the foes that await you.

    E - This large room splits into two directions, and in the center of said split is the corridor that leads to the exit. However, you'll need the Purple Key, the Green Key, and the Grey Key if you want to see said exit. First you must divert your attention to the room at hand. On the right side near the door you came in is a closet containing a Pistol, and on a nearby wall to the left of that room (when you face into it) is a secret containing Flame Thrower ammunition. To the left of where you came if is a closet containing a Machine Gun, and on a wall to the right of that room (when you face into it) is a secret containing Sniper Rifle ammunition. At the far end of the right split, behind a pair of double doors is a room containing Pistol ammunition. At the far end of the left split, behind a pair of double doors is a room containing Machine Gun ammunition. Grab all you can before moving on.

    F - This small corridor is the last empty room you'll find for a while. On the left wall is a secret containing various types of ammunition. Grab what you want and then press on, the dangers start right in the next room.

    G - Introducing a new enemy type exclusive to this level is: The Imp. These guys are durable and dangerous. They'll hurl balls of acidic juice from their claws and they can take as much of a beating as an SS Guard. However, this one comes alone, so taking him out should be manageable, so long as you use the Machine Gun. Once he's dead you can scour the surroundings for supplies. Once that's done, you'll want to head to the path to the left (save the path straight ahead for afterwards, and the path to your right for last).

    H - The next room is protected by two Imps. Not much else, save to employ the same strategy as you did for the first Imp.

    I - This tiny room introduces you to the other enemy exclusive to this level: The Pinky Demon. Almost as tough as the Ironclad Panzer, these bruisers deliver a nasty bite up close and can take an immense amount of punishment. Since they can only strike up close, you can easily deal with them from afar, but if you're forced into hand-to-teeth combat, the Knife can keep them reeling in pain long enough for you to deal them a hefty amount of punishment, so long as you're only fighting one at a time. Once the Pinky is dead, head to the right. You'll encounter another Imp, but he should be easy to manage. In the closet behind him is a Flame Thrower, which should help in dishing out quick and effective amounts of pain when you really need to. If you want, you can head down the left path (from where the Pinky was) to find another Imp, and a Sniper Rifle in the closet behind him.

    J - This empty bending corridor has some supplies in it, and at the end of the bend, straight ahead will lead into a room with Flame Thrower ammunition inside. Inside the ammunition room, on the wall to the left is a secret containing Pistol ammunition inside.

    K - This large room has a semi-maze towards the back, but to either side, after the small rows with supplies inside them, is a Pinky Demon, and they'll both charge you when they spot you. The Flame Thrower is the best weapon to use to take care of both of them in a pinch. There is also some treasure lining the far walls behind where the Pinkies were standing. If you examine the left wall, you'll find a secret with health inside. Inside the maze itself, you'll be able to find a Medkit, and a pair of Imps guarding the maze. The maze isn't too difficult to navigate (merely following the left path will take you to the next room), the only real threat inside the maze are the Imps, and you should have trouble fighting them (provided you can take them on one at a time).

    L - This small room contains the Purple Key. However, the key is guarded by a single Pinky. He shouldn't provide too much trouble, provided you still have a generous amount of Machine Gun or Flame Thrower ammunition. If you're low on ammo, examining either the left or the right walls will reveal secrets containing ammunition for various weapons inside.

    M - Back at the left end of the room where you first encountered the Pinky is a room with a single Imp inside guarding a pair of Purple Key-locked doors. Inside said doors are suits of Body Armor. Grabbing both will help you absorb some of the damage you'll take from enemy attacks.

    N - Down the straight path from where you first encountered an Imp is the second major area of the level. You may consider leaving this area for last, since this area is particularly nasty, but you may as well confront it now, seeing as how it's the next mentioned area in this Walkthrough. In the room beyond you'll encounter a pair of Imps guarding a large room with several Diamonds inside. Killing the Imps will allow you to take the treasures without much effort. Beyond this area is the Marble Cathedral where the next Key awaits. Within the first room you'll find is some treasure grab it, and then move on.

    O - This room is guarded by a single Pinky Demon. The room itself has two Stielhandts lying around to the right and left side of the room inside two small alleys, and on the wall behind the Pinky is a secret containing treasure. After dealing with the Pinky, you'll want to head through the door to the left, your first priority lies in there.

    P - This slender corridor is protected by a pair of Imps. The first will be in your face, the other is behind a candelabra, so he won't be able to reach you immediately. In front of the candelabra is some Sniper Rifle ammunition. In the small room nearby that connects the corridor is some health, and at the other end of the corridor is the second Imp and also a Medkit.

    Q - This tiny room contains a Switch that you'll have to flip in order to proceed. Flip the switch and then return to the room with the Pinky and head through the door on the right side (from the direction you'd be facing when you first entered the Marble area).

    R - This room is vacant, save for some ammunition in the alcoves to the right and left sides. There's also a pair of treasure items in the alcoves, but not much else. You can't head through the Central door, since it's locked by the Grey Key, so head towards the left side first (the right side is blocked by a Pushwall that you can't move right now).

    S - This corridor is actually a series of columns seperated by impassable objects (all candelabras if you want to get technical). Behind each one is an Imp facing the opposite direction (making this an excellent opportunity for using the Sniper Rifle). In front of each candelabrum is some ammunition for either the Pistol, Machine Gun, or Flame Thrower. At the far end of the room is some health, and around the only passable corridor to the left (to the right of this point, behind a Stimpack) is a secret containing some ammunition for the Sniper Rifle. Once you've dealt with the Imps and grabbed all the goods, enter into the room at the end of the corridor, inside is a Pinky Demon behind a Berserk Artifact. Grab the Berserk and then give the Pinky a good poke with the Knife. Once you're done with him, enter into the room behind him.

    T - This small room has another Switch inside of it. You'll have to flip it if you want to proceed. Once you've flipped it, return to the empty room with the two alcoves and head through the door to the right.

    U - Similar to the last corridor, this one is simply a mirrored version. It has the same rows of Candelabras, same three Imps behind said candelabras, facing their backs towards you making them ample targets for the Sniper Rifle. There's also health at the end of the corridor, though there's no secret to be found at the end. Once the Imps are dealt with, head into the room at the far end of the corridor.

    V - This room is protected by a single Pinky Demon; he's guarding the Grey Key, and he won't give it up without a fight. However, if you still have the Berserk Artifact, then you can give him a nice poke and take the Key without much fuss.

    W - Back in the empty room, head into the central door which was previously inaccessible due to the Grey Key locking it. Inside the center room behind the first double doors is a lone Pinky Demon guarding some treasure. Be careful with how you fight him, Making noise will alert a group of four Imps and two Pinkies that will teleport in behind you in the empty room. Of course, you can't stop the Pinky from shouting out in anger when he sees you, so if you don't confront those six extra enemies, consider yourself lucky (though you need to kill them to get 100% kills). Behind the Pinky through another pair of double doors is an Extra Life for your efforts.

    X - Back outside in the large area where you fought two Imps is a secret pushwall. You probably won't be able to activate it to get the item inside, a very useful Invulnerability Artifact. The means to activate the Pushwall lie in the last Key area which was the path to the right in the area where you fought your first Imp. Kind of a downer to find out about this this late, but it can be useful for the last area after you have all the Keys.

    Y - Through the double doors to the right of where you fought your first Imp is the last area which leads to the Green Key. Beyond the double doors is a small outdoor area guarded by a single Pinky Demon. On the right side of this room is a single treasure item for the taking. You may be running low on supplies by this point, so be sure to grab what you can for this final area, you'll need it if you want the final Key. Beyond the outdoor area inside the first room of the Wooden area is some Pistol ammunition.

    Z - This area is protected by two Imps, both surrounding the outer area of the Alcove that you'll come into. On the wall immediately to your right is a secret containing health inside. Beyond the wall separated by iron supports are a set of doors to the right and to the left. Head into the door to the right, as you'll need to get what's in there before you can grab the Green Key, which is located through the door to the left.

    AA - This small corridor bends to the right and to the left. First, head down the path to the left to find a room with an Imp guarding some Machine Gun ammunition. On the wall behind said Imp is a secret containing health. When you've grabbed what you need from here, turn around and head through the other door, the one to the right. Inside is a Pinky Demon guarding a room with treasure inside and another door behind him. Kill the Pinky and head through the next door.

    AB - This tiny room has a third switch inside of it. Flipping it won't open the path to the Green Key, instead it'll open the Pushwall mentioned at Point X, allowing you to access the Invulnerability Artifact housed there. This would be an excellent time to run there and grab it, just if you don't want it to go to complete waste. Once that's done, head through the left door in the Wooden area that you ignored before.

    AC - This room is protected by two Pinky Demons, the first of which is right in front of you. The other one is around the corner. Kill them both and then explore the nearby area for more enemies and ammunition. Around the corner, beyond the room with the inaccessible Pushwall (at this point) is a room with a stockpile of Sniper Rifle ammunition inside. The only thing keeping you from grabbing the goods is a lone Imp. Deal with him, grab the goods and then head into the nearby rooms.

    AD - This room contains ammunition for the Flame Thrower. An excellent place to stock up if your supplies are low.

    AE - This tiny room has the last switch inside it. Flipping it will allow you to access the room with the Green Key inside it. Return to the room with the two Pinkies inside it and head into the room in the center that was previously blocked by the inaccessible Pushwall.

    AF - This room contains the Green Key. Only two Imps separate you and the Key, and after all else that you've dealt with, they shouldn't be too difficult to handle. Kill the Imps, grab the Key, and then examine the wall behind them, there's a secret containing various bits of ammunition inside. Once that's all done, return to the room that splits where you got your Pistol and Machine Gun from. Your final destination in is there.

    AG - Beyond this row of Color-coded Key Doors is the final area of the level (before the exit). Stock up on whatever supplies are left lying around and head inside.

    AH - This room, dominated by a Large Teleporter structure at the far end is protected by two Imps and a Pinky Demon. These are the last foes you'll face on this level. Mow them down, grab the treasure at the edges of the room and then head through the Teleporter, it's time to finish this level.

    AI - You'll come out from the Teleporter here. Not much to do in this room, save for grab your rewards and then leave. If you turn around, you'll be able to spot the room you started the level in. You've gone through so much just to travel so short a distance. Ah well...

    AJ - Piled up at the other end of this room are four Medkits (two to keep, and the others to spend of recovering wounds), two suits of Body Armor, ten Stielhandts, and eight Backpacks to overstock your ammunition supplies. A fine assortment of equipment to prepare you for the impending boss fight on the next level. Grab all you can and then head for the exit.

    AK - This elevator will take you to the finale of Act III, Level 18: Doctor Schabbs. Since this level is over and done with and your supplies should be fully stocked, you should be plenty prepared for what lies ahead. Flip the switch and go!



    Speedrun version:
    Spoiler:
    Speedrunning this level is basically just like most of the other secret levels. Just run out of the starting elevator, run into the elevator across from where you start, and voila! Since the Par time to beat is a measly 30 seconds, it's not worth your time to actually go through the level itself. Of course, you miss out on all the rewards the level has to offer by doing so, but that's the trade-off you'll just have to live with.

    Metalor
    Bring em' On!
    Bring em' On!

    Number of posts : 157
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    Registration date : 2012-04-05

    Re: Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

    Post by Metalor on Sun Aug 04, 2013 3:51 pm

    18 - Doctor Schabbs


    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)

    A - You start here. Directly outside on the right wall is a secret containing treasure. You won't be able to head towards the left as a row of columns blocks your way, but heading straight through the door will lead you to the main hallway. There's another door that you can take, directly across from the door you'll come out from, but that only leads to another inactive elevator, so don't bother investigating that area, there's nothing else of worth there.

    B - This hallway bends to the left. Inside an alcove to your left is a Pistol and some treasure items. On the right wall from where you came in is a secret containing treasure.

    C - This room has four alcoves surrounding its boundaries, inside of each is a different weapon and some treasure, including a Machine Gun, a Flame Thrower, a Sniper Rifle, and a Stielhandt. From the left of the intersection on the wall is a secret containing treasure. Directly across from where you came in is where you should be heading after you've grabbed all that this room has to offer. In the next hallway on the right wall is a secret containing treasure. Down the left hallway is where you'll need to go to enter into the dangerous zones of the level, but you'll want to head straight first so you can grab the goodies in there.

    D - This room has several closets filled with ammunition for various weapons inside. The two closest rooms have ammunition for the Pistol inside, the middle rooms have ammunition for the Machine Gun inside (also, inside the room to the left, on the far wall, is a secret containing Sniper Rifle ammunition). The last two rooms have ammunition for the Flame Thrower inside them. Stock up as much as you can and then head down the left hallway mentioned earlier.

    E - Beyond a pair of double doors you'll find a large room with four Scientists patrolling inside. They'll like come at you from four different directions, so eliminating them before they can surround you is a top priority. Once all four are dead, you can begin to examine the surrounding regions of the room. There should be six treasure items lying around each tip of the room, making a total of twenty four treasure items lying around the room. In one of the many refrigerator closets is a single Medkit. There are eight total and these are your only source of health on this level, so use them sparingly. Eventually you'll want to head down the double doors to the right of where you came in.

    F - Beyond the double doors to the right is a small room containing a Scientist. Behind him is a door leading to the area you're attempting to explore.

    G - This room is protected by three Scientists, all three of which are right in front of you when you come in. This provides an excellent opportunity for you to use a few Stielhandts or the Flame Thrower for eliminating them without much effort. Once they're dead, examine the alcoves for treasure and a pair of Stielhandts. On the wall to the left is a secret containing more treasure. Once you're done here, head towards the next set of double doors (the ones directly across from the ones you came into the large room from).

    H - Beyond this set of double doors is a large hallway that splits into two directions. To the left is a pair of Purple Key Doors that you'll have to head through to reach the exit, and to the right is the means to open up the last set of double doors in the large room you just came from (the ones to the left of where you came in). You'll have to head down the right if you wish to continue through the level.

    I - This curved hallway has an alcove with a fireplace inside. Inside the fireplace is a Stielhandt and within the alcove is some treasure. Directly across from the alcove is a secret containing treasure.

    J - This long, inconspicuous hallway holds twelve cages with twelve Mutants inside. Guarding the outer perimeter of the hallway are four Scientists, the first two facing away, making them easy Sniper Rifle targets. The Mutants in the cages won't become alarmed if you don't make any noise or walk around the sides of the cages (there are windows in the cages that the Mutants can see you through), but the two Scientists at the end of the hallway will alert them anyways once they spot you. The best thing to do is to alert them beforehand or from a safe vantage point, choose a cramped area for them to have to pass through to reach them, and mow them down with a rapid-fire weapon, such as the Flame Thrower. Fighting all of them at once is suicide, so making them have to come at you one at a time is your best bet for survival. In the center of the hallway are two Radiation centers, behind which are backpacks. Grab those when you have an opportunity. Also, at the beginning and end of the hallways, on the right sides are secrets containing treasure the secrets are on the walls parallel to the ones that you'll enter/exit the room from).

    K - At the end of the hallway with the Mutant cages inside, is a small metal shaft with two closets on either side. Inside both of which are switches that you must flip in order to open the path leading to Doctor Schabbs. Forgetting to flip one may force you to return here to flip one that you may have missed. Once both switches have been flipped, return to the large room surrounded by storage rooms and double doors as Doctor Schabbs awaits you within.

    L - Back in the large, main room is the last pair of double doors that you'll have to enter into so that you can face Doctor Schabbs. Beyond the double doors is a long hallway guarded by four Mutants. Dealing with them is simple if you just fire a continued burst of Machine Gun fire into the hallway before the doors close. The Mutants will likely all be killed by the stream of bullets, leaving the corridor safe for you to enter. The sides of the corridor, between the laboratory tables are treasure items, and at the end of the corridor are a pair of double doors that lead directly to Doctor Schabbs.

    M - Beyond this last pair of double doors is Doctor Schabbs himself. He guards a room filled with four Nazi intelligence folders. You'll have to grab them after you've dealt with Schabbs himself. Schabbs holds the Purple Key which is necessary to reach the exit, but he won't surrender it willingly. For more information on how to fight him, refer to the Boss Strategy section below.

    N - Beyond the pair of Purple Key Doors is an empty hallway that you must pass through. Immediately to your left when you come in is a secret containing treasure.

    O - This bending corridor has an alcove with treasure and a Medkit inside; there is also a secret containing treasure on the far wall to the right. Otherwise this hallway is empty and offers nothing else for you, except a passage to the exit.

    P - This last area is protected by four Guards, one which is straight ahead, two of which are hiding in wait in the nearby passages, and the last one standing guard in front of the exit. Killing them shouldn't be too difficult; once they're gone, visit the nearby closets for a pair of treasure items. Once that's done, head into the exit room.

    Q - With all of the level's enemies defeated, you may consider going back and grabbing whatever supplies are left before heading into the exit staircase. Once you leave, you'll head into the first level of the game's Final Act, Act IV Level 19: Darkest Night.

    Boss Strategy:
    Spoiler:
    The first difficulty of fighting Schabbs comes from the location in which you have to fight him. His attacks are aimed directly ahead of him, so the long hallway that you fight him in only provides him with a long funnel to channel his attacks through at you. You can hide behind the tables for cover, but he has at least one attack that can even hit you behind those.

    Schabbs has three attacks which he uses randomly (though one attack is used slightly more than the others). His first attack, his signature attack is throwing one of his Hypo Syringes at you which can cause you to transform into a Mutant. His second attack is hurling one of the Mutant's butcher knives. The knives do about half or a third of the damage that the Syringes do, so if you have to get hit by any of his attacks, that one will be the least damaging. His last attack is similar to the Stielhandt in execution as he hurls a glass bottle full of volatile chemicals at you. The bottle will land on the ground after a short distance and then explode in a large radius. Not as powerful as a Stielhandt, the attack is still Schabbs' most powerful attack. Avoid it if possible.

    The best place to fight Schabbs is the large central room that leads to the different areas of the level. Fighting Schabbs there gives you more room to dodge his attacks, which don't spread out and assault multiple directions. If you're well-suited to, you can circle-strafe around him and unleash a steady stream of fire into him as he futilely tries to pelt you with his various projectiles.

    Of course, fighting him in the hallway is possible as you can pelt him with a constant stream of fire from far away and then hide behind a closed door so that his attacks won't hit you. If you have a full Machine Gun clip, that should be more than enough to finish him.


    Speedrun version:
    Spoiler:
    There's only really need for one detour on this level, so as long as you follow the instructions below, you should be able to get a pretty good par time. There will be some backtracking, but that's just how the level is organized. This level is basically straightforward in its execution, so it should be easy to remember where to go, and you shouldn't get lost easily.

    Start by running out of the start elevator and head through the doors to the left and head out through the main hallway. In the next room, take a short detour through the alcove nearby for the Pistol and then head into the next room. In here, go through the four alcoves quickly to grab the weapons inside of them, and then head out into the next hallway. From here, head straight into the ammunition storage room and grab all the ammo you need, then turn around and head down the bend in the hallway into the large room. You can ignore the Scientists in here, but it would be better to eliminate them now, so that you don't have to deal with them later. Once they're dead, head into the hallway across from where you came in, the head to your right.

    In the next room, cut through the alcove to the left and enter into the large hallway with the Mutant Cages. You'll inevitably have to fight the Mutants in here, so you may wish to alert them now and use the nearby hallway for cover. Once they're all dead, head into the small room at the end of the hallway and activate the switches inside. Once that's done, return to the large room again and enter into the hallway to the right of the direction you just came from. You'll have to kill the Mutants in the long corridor following, so do so, and then run into the next room to alert Doctor Schabbs. You'll have to kill him before you can move on, but once he's dead, you can grab the Purple Key from him and head through the Purple Key Doors in the hallway to your left (the one you just came from before coming here).

    Through the Purple Key Doors, run around the corner to the left and enter into the next room. From there, run to your right through the alcove and into the next room. You'll have to deal with the Guards in here, so do so and then run around either the right or left corner and make another turn in the same direction and enter into the exit room. From there, run straight ahead into the exit staircase, and voila!

    Metalor
    Bring em' On!
    Bring em' On!

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    Registration date : 2012-04-05

    Re: Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

    Post by Metalor on Sat Aug 10, 2013 4:25 pm

    19 - Darkest Night


    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)

    A - You start here. Your journey in Act IV begins to your left (as there's naught but a blank wall to your right). Taking an immediate left turn after heading to your left will lead you to a dead end with a truck in it. Heading straight will lead to the main portion of the level. While heading straight, you'll likely pass a pair of Berry Bushes. Remember where these are if your health gets low, they'll always be there for you (unless you use them). Heading down the second path to your left leads to the next segment of this small forested area.

    B - There should be a patrolling Guard here. If you time things right, he should be facing away from you, so ambushing him with the Knife should be easy. Straight ahead is the main portion of the level, a large twisting complex of brick and barbed-wire fences. The place is crawling with Guards and is patrolled by the occasional Ironclad Panzer. There are also a few Snipers lying in wait, so you'll have to keep on your toes, at least until you can pick them off.

    C - This dead-end section has a Poisonous Berry Bush straight ahead, and to your right is a regular Berry Bush and on a wall to the right of said berry bush is a secret containing a Medkit.

    D - Inside the large complex you'll find a network of streets separated by barbed-wire fences. To your left is a small clearing with an explosive barrel in it. The barrel can be ignited to deal some damage to the Sniper on the other side of the fence nearby. Other than the Sniper, the rest of the Guards patrolling nearby shouldn't be an immediate threat, as the fences will absorb their shots. The one exception is the Guard patrolling to the far North of your position (straight ahead from where you came from). He's the only one with a clear path to your current position. You can go after him, but with the large amount of Snipers lying in wait, it's best to ignore him for now and head for the next point on the map.

    E - To the right of the path you're on, behind a pair of rusty doors is a small building with Stimpacks inside. On the wall behind them is a secret containing Sniper Rifle and Flame Thrower ammunition. Pistol ammunition is sparse, so these two weapons will be your main method of attack on this level. Be sure to take every sniping opportunity you have; you'll need to save the Flame Thrower for large crowds and the really big enemies.

    F - In this small outside section you'll find a Guard barring your way to the Flame Thrower to your left and the Sniper Rifle ammunition to your right. Since the Guard is alone, you can simply Knife him to death and then grab the goodies lying around. Be sure to be quick in killing the Guard and grabbing the goods, as a Sniper is watching your position, and he'll pick you off if you take your time here.

    G - Opposite the last small outdoor area is another identical, albeit mirrored outdoor section. This one is protected by another Guard, only here you'll find a Sniper Rifle and Flame Thrower ammunition. Knife the Guard, grab the goods, and move on. There's no Sniper near this area, so you can use this place for cover if necessary.

    H - From the main path, head to your left where you'll spot a Sniper behind an explosive barrel. Destroy the barrel and snipe the Sniper before heading to your right. To the right, you'll find a pair of rusty doors. Behind them is a dead-end section protected by a single Guard and two Snipers behind fences. On either side of the Guard is some treasure, and on the right wall is a secret.

    I - Behind a secret on the right wall is a Backpack and a small path that leads to one of the two Snipers guarding this area. If you haven't already dealt with him, you can Knife him for an easy kill.

    J - Behind a pair of rusty doors to the left of the main path is another small building, inside of which are some Stimpacks. Directly outside, guarding either door leading to the left or right are two Guards (one for each door). You can Knife them, as they'll likely come at you one at a time, but if that fails, using your Pistol should be effective (you should at least have some ammunition for it). Heading towards the right outside the right door you'll find some Flame Thrower ammunition and a path leading to two Snipers, the first overlooking the main road and the second overlooking the dead-end area you were in prior to this one. After killing both of them, you will find a Stielhandt at the end of the path and at the bend, just before said Stielhandt is a secret containing ammunition for the Flame Thrower and Sniper Rifle. Once you've grabbed all the items here, head back into the structure and head out the left door to grab the Sniper Rifle ammunition lying outside to the left. Of course, you should be sure to take care of the Guard standing outside before you do so, if he's out there.

    K - Still in the same general area, this region leads to a dead end section with the first Sniper you saw in the level. If he's still alive, he shouldn't be too difficult to eliminate. Lying around the area is some treasure near the Sniper's position and some Sniper Rifle and Flame Thrower ammunition tucked away in two small crevices. To the left of the Sniper's position (when facing the building) around the bend is a secret containing more Flame Thrower and Sniper Rifle ammunition, and further still around the bend, in a cramped dead-end section is one last treasure item. Grab it and then leave this place, you're done here.

    L - Down the main path to the right of where you came in is the second main section of the main path. Taking another right will lead you down a path guarded by an Ironclad Panzer out in the open, and a Sniper behind a fence to your left. Straight ahead, behind a row of fences is the second Sniper you saw when you came in (the one picking at you while you were grabbing the Flame Thrower). There should also be two Guards patrolling somewhere beyond where the Ironclad Panzer is. You'll have to deal with the Panzer first, as it's easily the most dangerous foe patrolling this area. Once the Panzer is destroyed, turn your attention to the Sniper to your left and then the one far ahead of you; the two Guards will pose a threat as well, but the Snipers might pick you off while you're dealing with the Guards if you leave them be.

    M - Once you come to the fence, turn to your left and head into the building there. Inside the first room is some treasure and a Stimpack. Outside the door to the left is the Sniper giving cover fire for the Panzer. If he's not dead, Knife him, and then head down the paths to the left and right. To the left is some Flame Thrower ammunition, and to the right is a Stielhandt. Grab all the goods and then head back outside to the main path.

    N - Around the fence, to the left is a winding path that eventually leads to a confrontation with another Ironclad Panzer. Because this area is more winding and unusual than the last, landing hits and being able to avoid the Panzer's attacks may be quite difficult. After the Panzer is destroyed, head into the following region and take care of the four Guards standing around here. They'll each come at you from different angles; you can use the explosive barrel to your right if you're low on ammo. Once they're all gone, explore the area; straight ahead should be a Berry Bush, around the corner to the upper right is a Poisonous Berry Bush (just so you know), and in the block between said Berry Bushes is a secret containing ammunition for both the Flame Thrower and the Sniper Rifle. Once that's all done with, head to your left around the fence towards the Minefield.

    O - Beyond a pair of warning signs is a large minefield. The mines are scattered one either side of the fenced-off forest region in the center. You'll have to alert the Guards standing on the other side of the field and lure them into the Mines if you wish to minimize your effort. There should be twelve Guards in all, and there are fourteen mines, so there should be plenty to go around. If not enough mines, then you can take care of the stragglers with what armaments you have left. There's also a Berry Bush lying around the far left side of the minefield is case you need a small health boost.

    P - On the other side of the minefield, are where the twelve Guards are standing. Once they're gone, you can head into the small building to the right.

    Q - Beyond the rusty doors you'll find a small room containing the Green Key. Once you've grabbed the Key, examine the wall to your left, there's a secret containing Flame Thrower and Sniper Rifle ammunition inside. Return to the pervious area before the minefield and examine the area to the right of where the Poison Berry Bush is located. Although not necessary to complete the area, you'll want to visit this next area to get everything.

    R - Behind a pair of Green Key Doors is a small room containing some treasure and a Stimpack. Directly outside the door to the right is a yard split in half by a wall and a fence. Directly ahead is some treasure, and to your left is a patrolling Ironclad Panzer. Fighting this Panzer can be particularly difficult, due to there being no available cover beside the doorway to the building you're in. The Flame Thrower is your best bet for fighting the Panzer, as the Sniper Rifle won't be able to dish out any significant damage to the Panzer, and the Stielhandt is too dangerous in this close of quarters. Once the Panzer is head, you'll want to go around the fence to find out what's on the other side.

    S - Around the fence to the right is a group of three guards. Unlike before, this is a perfect opportunity for two consecutive Stielhandts. Taking care of all three at once will ease your stress after having to deal with the Panzer in those tight quarters. Around the corner to the left of where the Guards were standing is an explosive barrel (which may or may not have exploded after getting hit by the splash from your Stielhandts), and a Stielhandt.

    T - Beyond the explosive barrel you'll find a narrow path that eventually leads to a small stockpile of Sniper Rifle ammunition that is protected by a now-dead Sniper, and a single Guard. Immediately before the Guard, on the wall to the right is a secret containing a Medkit. Once the Guard is dead, and you've grabbed all the goods, you should return to the main street section (which you should be able to overlook right now).

    U - Back in the main path, take a left at the high end of the path and head through the two Green Key Doors found there. Beyond the Green Key Doors lies a small courtyard-like area surrounded with enemies (specifically four Guards, two Snipers, and a single Ironclad Panzer straight ahead of you). The Panzer is the most immediate threat, and the most difficult to deal with. You'll get attacked by two of the four Guards from both the left and right. Fighting the Panzer and the two Guards all at once and inside the narrow Key-Door passage is very difficult, so the best bet is to hurry outside and take cover behind one of the wells to either the right or the left and sniper at the easier foes with the Sniper Rifle. Once the lesser threats are gone, you can deal with the Panzer and hopefully take care of it before suffering any serious wounds. If the Snipers are still around, eliminate them if possible, otherwise, avoid them and Knife them when you can get to them for hand-to-hand combat. If you look around the dead ends near where you came in, you'll find treasure. On the wall to the right, opposite the area with the exit is a secret containing a single Medkit. Once you've dealt with everything in this area, head to the region to the left.

    V - Beyond a pair of rusty doors is a small room with several Stimpacks inside. Through the door to the right is a small fenced-off area with a single Sniper guarding some treasure. The Sniper was firing at you earlier, so if you took the time to take care of him, he shouldn't pose a problem anymore, if not, Knife him and grab the goods. Back in the small room, head through the pair of Green Key Doors where you'll find a dead-end area protected by three Guards. There's an exploding barrel that you might be able to utilize, but the effort to lure all three Guards nearby it and to ignite it to hit all three of them might be too unnecessary to do. Simply kill all three of them and scour the area for treasure items.

    W - Once this area is empty, examine the far wall down the right path of this room to find a secret. Inside this area are two paths, the left leading to some treasure, Stimpacks, and a Medkit. To the right is some more treasure, a Stielhandt, and some ammunition for both the Flame Thrower and the Sniper Rifle. Grab all you can and all you need, and then head towards the exit.

    X - Back in the small courtyard area, enter into the last two Green Key Doors where you'll find two final Guards and one of the Snipers that was shooting at you earlier. Deal with them, grab the goodies they drop, the Stielhandt in the fenced corner, and then take a turn to the left toward the exit.

    Y - This is the exit. It'll lead to Level 20: Bunker Entry. Enter inside once you're sure that you've collected all the supplies, as any you can take into the next level will be an enormous boon.



    Speedrun version:
    Spoiler:
    The Panzers and the Minefield will be your biggest obstacles in getting a good par time. There are plenty of sections that you can skip though, so that sort of makes up for it (though visiting them will make dealing with the Panzers and the Minefield much easier). If at all possible, make stops to where notable stockpiles of ammunition are located. It's better to waste a few seconds spraying Flame Thrower blazes, or sniping a few potentially hazardous foes than to die and have to restart all the way at the beginning again.

    From the start, take a left and take another left down the second path you'll see. Immediately run up to the Guard and Knife him. From here, run up to the building on the right and enter inside. Grab the Flame Thrower and Sniper Rifle, and deal with the Guards inside. Head back out and head around the corner to the right. Take another right and avoid the Ironclad Panzer and run around the right edge of the fence directly ahead. Head down the winding path, avoiding the second Panzer, and take care of any Guards that get immediately in your path. Once in the next area, head into the Minefield to the left.

    Once here, you'll have to alert the Guards at the other end of the minefield while avoiding the ones behind you. You don't necessarily have to deal with all of them; you just have to be able to get into the building at the opposite end. Once you've grabbed the Green Key, you'll have to out-maneuver the Guards outside and find your way back to the area before you encountered the first Ironclad Panzer and head to the left instead of the right. This should lead you to the Green Key Door. Enter inside and avoid the enemies, including the Ironclad Panzer, on the other side. Find your way to the pair of Green Key Doors at the opposite end of the yard, enter inside, avoid the Guards in the next area, and run straight for the exit and voila!

    Metalor
    Bring em' On!
    Bring em' On!

    Number of posts : 157
    Age : 26
    Registration date : 2012-04-05

    Re: Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

    Post by Metalor on Sun Aug 25, 2013 2:58 pm

    20 - Bunker Entry


    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)

    A - You start here. Directly to your left is a patrolling Guard. Expect to see at least three others patrolling around the level (they'll each eventually come into the room you're in, so you shouldn't stick around here for long). You can Knife the Guard currently in here from behind for a relatively easy kill and a Pistol if you don't already have one. Examining the wall to the right of where you started will reveal a secret containing treasure (although not pointed out on the map, there's a room full of stimpacks beyond the door straight ahead of where you start; just take a left down the first left in the tunnel section to find it).

    B - In this tiny alcove you'll find numerous treasure items and a Pistol (Just in case the Guard snuck away before you could Knife him). However, a two Pistol clip maximum is by no means enough to fend off the Guards that will be imposing themselves upon you soon. You should take the door that the Guard was headed into and take two left turns for your next destination.

    C - Following the above instructions, you should find yourself in a small storage room filled with Pistol ammunition. Properly equip yourself and then examine the wall in the far back, inside is a secret containing treasure. Once you're done here, leave the room, turn around the corner to your right and you should see a long passage with several openings on either side, take the third turn on the right.

    D - Following those instructions, you should wind up in another Pistol ammunition room. You're only going here to find out where it is for future reference, should you run out of Pistol ammunition, you can come here to restock, should the last room be empty. Turn around completely, head straight and take a right turn into your next destination.

    E - This is the last Pistol ammunition room. You'll be using the Pistol alot here, so it's good to keep tabs on all the places where you can find ammunition are. Where you're done here, go around the corner to your left and head straight to the room almost directly across from the one you're currently in.

    F - Inside this room is a single Guard protecting Machine Gun ammunition. Kill the Guard and grab all the ammunition you can, you'll definitely want it if you don't want to rely on the Pistol for the whole level. Take note of where this room is, you'll eventually want to return to this exact room if you want to check out the Secret Level. You can't access it right now, but there's a secret passage that'll lead right to the secret elevator in this very room. But for now, head out of the room; take a right around the corner, left at the next corner (next to the second Pistol ammunition room) and then a right again to head to your next destination.

    G - Another room with Machine Gun ammunition is protected by a lone Guard. Take care of him, grab some (but not all) of the Machine Gun ammunition and then head out of the room. Immediately outside of the room, take a right, another right, take the second left and head straight; you'll head to the very last ammunition room that you'll be visiting.

    H - This room is slightly larger than the other two and is protected by two Guards instead of one. There's some Machine Gun ammunition (leave it, you want at least some room in your clip space for the ammo that the actual Machine Gun will give you; you don't want to waste any ammunition if possible). Once the Guards are dead, grab the treasure items lying around the room and then examine the wall to the right of where you came in, there's a secret containing treasure inside (although not pointed out in the map, there's a room containing stimpacks directly outside this room down the first hallway to the right). For your next destination, head outside this room and take a right down the second hallway (the one at the very end) and then take the second right at the end of that hallway, and take one more right to reach your next destination.

    I - Following those directions, you should wind up at this dead-end section that leads into a somewhat larger room than the ones you've been visiting so far. Unlike the others mentioned up until now, this room is mandatory for completing the level. Enter inside when you're ready.

    J - You'll spot a shelf to your right; immediately around the corner of the shelf is a new enemy type: The Fake Hitler. These Hitler look-a-likes are more aggressive than your standard fare of foes. They move relatively quickly, but it's their attack you should be aware of, they always fire in volleys of three. They will either "sweep" their attacks (firing off shots that target right, straight ahead, and then the left or vice versa), or they will simply fire three shots straight ahead. Sometimes this can be easily dodged due to the terrain, but most of the time it can be very deadly. Take care of them as quickly as possible before they can cause too much damage. Beyond the first Fake Hitler is a second hiding behind the shelf. You'll have to defeat both of them if you want the treasure and the Blue Key that they're guarding. Once both of them are dead, head outside the room, take a left around the immediate corner, then take the right and follow with one last left into a room similar to the one you started in.

    K - Inside the alcove to your left (following these instructions) is a Machine Gun and some treasure. Grab the goods, and then examine the wall to your right, there's a secret containing treasure inside. Before pressing on, if you haven't already, be sure to take care of the patrolling Guards that should still be around. These also count the one you first encountered when you started the level; the other three should have been patrolling the tunnel section, and you may have encountered them already, but if you missed one, be sure to deal with him now, you don't want him sneaking up on you when you're unprepared. Once you're certain that all of the patrolling Guards are dead, head towards the Blue Key Doors at the end of the room.

    L - Beyond these pair of Blue Key Doors is the second portion of the level. This section is smaller to be sure, but the dangers that arise here are far greater than what you've encountered up until now. You'll want to have your Machine Gun equipped at all times; you'll need it.

    M - This large, open trench is patrolled by four Ironclad Panzers, and you should definitely destroy them all before proceeding further. The problem with this area is that the Panzers can come at you from several directions, and there aren't very many places to hide for cover. The Machine Gun is your best bet for defeating them, as it can fire faster than they can return fire and it will save you some time spent ducking and dodging. Once all four are defeated, head to the wooden block at the dead-end to the right, there's an open fence area that you can take for some special goodies.

    N - On the left side of this large wooden block is an opening into a secret trench-way that will lead to a small storage building. Inside you'll find two Guards protecting some Machine Gun ammunition, some treasure, and a small closet to your right. Deal with the Guards, and then examine the wall to your left, there's a secret containing treasure inside there.

    O - Inside this small room is a switch. Activating it will open up the secret passage leading to the secret elevator mentioned at Point F. Flip it and then continue on with the level, you won't be able to enter into that passage just yet, you need one last thing.

    P - Back outside in the large trench, head down the path to the left of where you originally came out from. There's an indent in the rock that leads into the next Bunker and tunnel section. Enter through the two Blue Key Doors and then take a left and a second left (being sure to deal with any patrolling Guards you may encounter; you might encounter as many as four of them) to your next destination (or if you're low on health, take a right and a second right to enter inside of a room containing stimpacks and a Medkit).

    Q - Reminiscent of the first key room, this one doesn't offer much else. Enter inside when you're ready, the threats inside are exactly the same.

    R - Straight ahead is some treasure, and around the shelf is another pair of Fake Hitlers (one directly around the corner, and another hiding behind the shelf in front of the far wall). Deal with both of them, grab the treasures, the Yellow Key, and then examine the wall directly to the left of where the second Fake Hitler was standing, inside is a secret containing some Nazi Intelligence. With that done, you can technically head straight for the secret exit now, but for 100% of everything, you should continue on with the Walkthrough first.

    S - Beyond the last tunnel section in the second bunker is a large hallway that will periodically be patrolled by numerous Guards (about four). If they aren't already dead, deal with them and the grab the treasures lying around in the alcove in the center of the room. Directly across from the alcove, on the wall is a secret containing treasure. When that's done, head through the wooden door to the left, inside are two more Guards protecting the exit elevator. Kill them, and then examine the wall directly across from the elevator; there's a secret containing treasure there. Once that's done, you can either head inside of the elevator or head for the secret elevator, the choice is yours.

    T - This elevator will take you to the next level, Level 21: Guard's Quarters. While not a particularly savage level, it can be a godsend instead of the secret level. If you don't want to endure the most difficult level in the game, I'd suggest simply taking this elevator now; you can't skip the secret level once you're in. But if you're insistent on facing every trial the game has to offer, read on.

    U - Back inside the room mentioned at Point F, you'll find a newly opened passageway on the wall to the right. Inside is a Yellow Key Door (which you should be able to open now). Heading inside will reveal a small room, not unlike the one leading to the game's normal exit, save for the tiny alcove to the right that contains an Extra Life inside. Grab it and then head into the elevator.

    V - This elevator will transport you to the game's most difficult level, Level 31: Surviving Hell. This level is quite frankly, the most difficult level in the entire game. It contains exactly one-hundred enemies on all difficulty settings, and has no quick-escape exit for those that can't handle the heat. If you choose to face this level, know that you'll be required to acquire all eight Keys, fight all one hundred enemies and endure a staggering twenty minutes of play time, at least. Worst of all, you start the level with a Knife, so whatever you enter inside the level with will be gone and you'll have to gather up supplies all over again. At least the rewards for the level are overwhelming (at least one hundred thousand, that's 100,000 in treasures alone). Whatever the case, pick your exit; flip the switch, and good luck!



    Speedrun version:
    Spoiler:
    Speedrunning this level can be difficult if you're unfamiliar with its layout and if you are unprepared when you have to face the Ironclad Panzers. The speedrun guide assumes that you're avoiding the ammunition rooms and only simply dashing around the level, killing only what's absolutely necessary, and avoiding everything else. But of course, you can't avoid the Panzers very easily due to the area in which you face them. You'll just have to hope you can slip by, or you'll simply have to make excessive detours for the ammunition lying around. It may actually be better for your total par Time if you simply skip the secret level, as it'll undoubtedly add at least twenty minutes to your par time and it can't be skipped. It doesn't actually have a Par Time anyway, so skipping it isn't necessarily a penalty, but if you want to have visited each level, just know that you can't speed run through level 31. It's impossible without cheating (unless you call beating a 20-minute estimate with 18~19 minutes speedrunning, in which case, knock yourself out).

    To start, run straight forward through the doorway right in front of you (you can take a small detour to your left to grab the Pistol, but that's about all you'll have time for). Take the second left, and make another left down to the dead-end and turn right into the Blue Key room. You'll have to fight the two Fake Hitlers here, it's inevitable, but since you'll be low on ammunition, you'll have to rely solely on the Knife, which can be very dangerous. Once they're both dead (or at least the one in front of the key), grab the Blue Key and head out into the tunnels, then from the room you're in, take an immediate left, then turn right and make one last left, you should be facing the door across from the first one you went through in the level, enter inside and take a detour to your left into the alcove for the Machine Gun.

    Now, head towards the Blue Key Doors, head through them and then run around the well and head towards the open-fence area of the dead-end to the right. Head down the narrow path and enter inside to the right. Kill the two Guards, grab the Machine Gun ammunition and head into the switch room and activate the switch. Head back out of the room, down the narrow trench-way, and avoid the Panzers if possible. Run around the corner to the right and head into the small crevasse to the right with the second pair of Blue Key Doors. Inside, take a left and a second left, and then a right and head into the room with the last two Fake Hitlers. Kill the one in front of the Yellow Key, grab the key, and then head out the way you came. (You could technically head toward the regular exit now, as it'll be much quicker, but then you'll miss out on the secret level, which doesn't have a Par Time anyway. However, any time spent there will add to your overall score, so if you're insistent on getting an overall good par time, head to the regular exit; otherwise, keep reading).

    Back outside in the Trench, head around the corner to your left and then head right into the original pair of Blue Key Doors, take a right through the door to the right once inside, and head straight until you reach the bend. From here, take a left around the corner, then take the first right and take one more left. Enter into the room here, kill the Guard, and then head through the secret passage to the right. Enter through the Yellow Key Door, grab the Extra Life in the alcove to the right (or don't, it's only a few seconds), and then run around the bend to the left, enter inside the secret elevator, and voila!

    Metalor
    Bring em' On!
    Bring em' On!

    Number of posts : 157
    Age : 26
    Registration date : 2012-04-05

    Re: Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

    Post by Metalor on Sun Aug 25, 2013 6:18 pm

    *!BONUS MAP!*
    31 - Surviving Hell


    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)

    A - You start here. This is it. The hardest level in the entire game and only a few levels before the last levels of the game. You start with only a Knife, and unlike other secret levels, you can't leave until you complete the level. This level doesn't really have a special gimmick like most of the other secret levels; its simply find all eight keys and then head for the exit. You're free to grab the keys in whatever order you want, but you will require all eight to finish the level. There are exactly one hundred (100) enemies on this level. They appear on every single difficulty setting, and they are comprised of the ten regular enemies that you've faced throughout the game (ten of each to be specific). Some appear all at once, others are scattered around in several different areas; in any case, you'll know they're all dead after you have all eight keys (unless you can't reach, say one of the Snipers, or are simply unobservant). In any case, the door to your left will take you into the first area of the level. The first room you'll come into will be lined with six suits of Body Armor; as this level is chock full of enemies and dangers, you'll typically want to run around with at least 15~20 armor at all times. But don't use it all up, there aren't any more after these are used up. Grab two and then head into the next room. The next room of course, is the large, central room that lies smack-dab in the middle of the level. Surrounding this room are twelve doors that each lead to different areas and treasures/trials. In the center of the room is a single Regeneration Artifact your main source of health on this level. There's some treasure lying around next to it that can be used to jump-start your health if it's low. Grab the treasure, and then head towards the stock rooms on the inner edges of the room.

    B - Although this room doesn't necessarily have to be your first stop, it does contain a large supply of Stielhandts inside. At the end of the Room is a lone Medkit. Come to this room when you need any Stielhandts (but of course, use them sparingly, there is a limited supply of only fourteen Stielhandts).

    C - This room is filled to the brim with Flame Thrower ammunition, and a lone Flame Thrower at the far end. Come here when your Flame Thrower Fuel is low.

    D - This room contains a stockpile of Sniper Rifle ammunition inside and a lone Rifle. Although it may appear as alot, reserve the Sniper Rifle ammunition primarily for Snipers. They're usually standing just out of reach on this level, so this will be your only way to wipe them all out.

    E - This room is lined with Backpacks, and has a lone Medkit at the far end. This would probably be the best place to stock up on supplies initially, as it evenly distributes ammunition to all weapons, and will allow room for more ammunition later. But, this room will likely be the first to run dry when supplies are low. Keep in mind that you don't have an endless supply to work with.

    F - This room has lots of Machine Gun ammunition inside, along with said Gun itself. Probably your most reliable weapon, you should definitely save this ammunition if all else fails.

    G - This last room contains nothing but Pistol ammunition and a Pistol. Probably the only ammunition that you'll have no difficulty in replacing, use the Pistol when you're certain that things won't get out of hand, or there are only a few, weak enemies around (or use it for enemies that don't drop ammunition, as this stuff will be easily replaced by the enemies that do drop ammo).

    H - Although you are free to explore the areas in this level in any order you want, this area is typically a good place to start, simply because it is very straight-forward. This large outdoor area is patrolled by a group of ten Rottweilers, is watched over by four Snipers, and has a lone Ironclad Panzer roaming around near the door that leads to your first key, the Green Key. The Rottweilers will likely spot you and begin barking, alerting all the other Rottweilers nearby so that all ten will come and rush you. An excellent opportunity for a Stielhandt or two (one Stielhandt alone should be enough to outright kill a whole group of them; even better if all ten can be caught in the blast, or at the very least five or six of them). Once they're out of the way, the best thing to do is to take care of the Snipers that will continually pepper you with support fire. The Sniper Rifle is your only realistic means of dealing with them (Stielhandts work too, but that would simply be wasting them). Once they're dead, Dealing with the lone Ironclad Panzer should be simple. Once all of the enemies are dead, you can head into the shed (the entrance is all the way around the other side; just take three right turns and you're there).

    I - Inside the shed is the Green Key. Once you've got it, head out through the Green Key Door and head back into the central room.

    J - This room is a good place to go next; the threats in here can almost be exclusively dealt with using the Sniper Rifle. The first foe you'll run into is a lone Guard. He can simply be knifed to death to conserve ammunition. After he's dealt with, head through the door to your right and you'll wind up in a Purple maze of sorts. This area has exactly ten Mutants inside of it and they stand waiting behind various bits of gore. They'll stand on either side of you when you come in, but most of them will be facing away from you, there are only four that will come out and attack you. The first one you'll see will be facing away from you, an excellent Sniping opportunity. Make a left and you'll see what appears to be a bare hallway with three additional open paths on either side. There are Mutants waiting on either side of any and all of the paths. However, down the first row are two that are facing away on either direction, more good sniping opportunities. The second set, the paths in the middle however are a bit different; the path to the left has a Mutant that will face in your direction. You'll have to kill him with something much louder if you don't want to waste Rifle ammo or heaven forbid, trying to Knife him. The Mutant on the right is still facing away. Further down the path to the left, behind the Mutant that attacked you is another Mutant, this one facing away, a good Sniper opportunity. The last path is your destination, but is also the most dangerous segment of this area. To your right is a Mutant that'll spot you and to your left is a Mutant that'll spot you behind one that's looking away. You can snipe the first Mutant on the left, but the other two will have be taken out with alternate methods. Once they're dead, there should only be one Mutant left, but he's hiding in a spot to ambush you, so he won't come out right now. Be patient and simply head down the right open path where the Mutant tried to ambush you. At the very end of the path is a room that you'll need to go into.

    K - There's a lone switch in here that you'll have to flip in order to progress. Flip it, and then head back into the maze. Back inside the Purple maze, head down the last path to your left, make a second left around the corner and take the first turn on your right, make a second right, and then make two lefts. You should run right into the tenth Mutant; kill him and then head inside of the room at the far end of the passage.

    L - Inside this small room is the Blue Key. Grab it, and the head out through the Blue Key Door to your left and the head back into the main room. You're done with this area.

    M - At the lower end of the central room, nearby the area that you started the level in is a small corridor that just so happens to lead to four of the other key-containing areas. Once in the room, you'll be attacked by three Guards (two on either side and one straight ahead). They shouldn't be too much trouble, but don't waste your heavy firepower on them just yet. The Pistol should suffice. From here, you have four options for gathering keys. You are free to choose which path you take, but I'd suggest the path to the immediate right.

    N - Another large outside area, this one taking place in a street, this area is protected by four Officers, three Ironclad Panzers, two Snipers, and a lone Schutzstaffel in a pear tree (okay, not really in a pear tree, but you get the idea). The four Officers will immediately charge you; if you're lucky, you can pick them off with two well-placed Stielhandts, eliminating all four at once. The Panzers and Snipers will however, be much more difficult to deal with. The Snipers should be your top priority since they can hit you from any distance, but the Panzers will most likely get in the way of your shots and act as meat shields for the Snipers. The best thing to do right now is simply head down the tiny alley to the right, and then take care of the SS standing guard there; knifing him should be possible, since he's alone. Once that's done, head into the room to your left.

    O - This room contains a lone switch that you must activate if you wish to get the Yellow Key. Once the switch has been flipped, exit outside and deal with the Panzers and the Snipers. My advice: Use the Flame Thrower against the Panzers, since they will likely cluster together, and its rapid rate of fire will allow you plenty of shots before they retaliate. If possible, shoot the Snipers with the Rifle, and save the Panzers for last. Once all five of the aforementioned foes are dead, head down to the left end of the street and head into the small alleyway to the left.

    P - Through the door to the left, on the floor lies the Yellow Key. Grab it, head through its respective Door and then head right, back into the main building. This area is clear.

    Q - A good key to go for next would be the Purple Key, and that one lies in the area just to your right. Head through the brick arch, through the door inside the next area. This iron maze-like area is filled with Steam Jets and is protected by ten Scientists. The nice thing about this area is that most of the enemies in here are good Sniping targets, and even if you mess up, the Steam jets will likely get the foes you've missed for you. The first Scientist on your right will come out and attack you; quickly dispose of him, he's very dangerous at close range. After he's dead, snipe the Scientist directly behind where he was standing. Around the corner to your right, down a long hallway is another Scientist; don't pay him too much attention, he's likely get Steamed to death, the next Scientist directly to your right, however might give you some trouble. Once those two Scientists are dead, snipe the ones standing on the opposite sides of the objects they were standing by. That should be six Scientists so far, only four more. There should be another SCientist that spotted you when you roiginall turned that right corner, but with luck, he'll get Steamed to death as well. Beyond where the Scientists were standing, take another right, and then a left. On your right, another Scientist will attack you up-close and personal, deal with him and take a left, and then a right. One last Scientist will attack you from the right; kill him, snipe the Scientist behind him, and then head into the room straight ahead.

    R - Flip the switch in here to open the passage leading to the Purple Key, and then turn around and head back outside the room. From here, take the second left, then take a second left, and then two right turns. You should wind up at a door; head inside.

    S - The Purple Key lies in wait inside this room. Grab it, and then head back out into the nearby brick hallway. From here you have two last options for keys. The path straight ahead is probably the easiest, but best to save it for last; instead, head through the wooden door on the other side of the brick arch.

    T - Outside this small fancy, office space you'll find an outdoor area, filled with Landmines. Amongst the landmines are nine Schutzstaffel Guards, behind the fences in the distance are two Snipers, and in the central fenced area is a lone Ironclad Panzer, guarding the switch that you need to activate to proceed. The nice thing about this area, is that the SS enemies will most likely trip most of the landmines themselves, and although a single landmine probably won't outright kill them (they're very beefy and well-armored), two will. The main threats then are the SS that don't trip any landmines (there's bound to be a few) and the Snipers in the distance. You'll have to not only tread carefully, as the environment itself it out to get you, but you'll also have to avoid being in the open, lest the Snipers pepper you with their wild shots. The SS themselves are heavy-hitters, so they shouldn't be counted out either, even if most of them trip the landmines, any left-over can still dish out plenty of pain from their end. This is a wonderful opportunity for the Machine Gun as it's the only place where your reserves can be replenished by the foes you face, and it'll come in handy against the Panzer. Once all nine SS are dead, as well as the Snipers and the Panzer, you can head down the thin fenced area for the switch.

    U - Behind where the Panzer was patrolling is a lone switch; activate it to open a nearby passage leading to the next key.

    V - Tucked away in this small passage is a small room that contains the Orange Key. Grab it, and head out through the Orange Key Door (unless you want to go back out through that minefield!?), you've got only one more key-containing area to go to on this side of the level.

    W - This small room contains one of the only Teleporter Artifacts found on this level. Unlike the other areas of the level, this next one can't be left to go and get supplies from the way you came in. This path is a one-way trip until you get its key, and even then you'll have to do some fighting in order to get out safely. Enter inside when you're ready.

    X - You'll come out of the Teleporter into a Marble Citadel. Immediately around the corner to your left is a Fanatic, the first of ten in this area. You might be able to Knife him if you can sneak up on him, otherwise the Flame Thrower is your best bet. Once he's dead, head through the door to your right. You'll likely notice, before you do enter into the door that to your left is a row of columns. The exit from this area is located behind there, but you'll need the key to reach it; simply ignore it for now and press on, this area isn't too long.

    Y - This somewhat large room has a wooden structure with the Grey Key inside at its far end, directly in front of it stands a Fanatic. There are two more Fanatics in this room, on either side of where this Fanatic is standing, but they're tucked away in small alcoves, guarding treasure. Since he's the most immediate threat, deal with him and then deal with the other two Fanatics in the alcoves. On either side of the wooden structure are two doors. It doesn't matter which one you enter into, they both have a Fanatic behind them and they both lead to the Key. Be sure to kill both of these Fanatics and then enter into the tiny hallway that leads to the wooden structure. On the wall directly across from the door that leads into the wooden room is a secret containing treasure inside. Be sure to grab this secret; if you haven't noticed, it's the only one in the level.

    Z - Beyond this door is the wooden structure that contains the Grey Key. You'll need this key to beat the level, let alone actually leave this area. Grab it, and then head back out of the structure and head left, the Grey Key Door lies there waiting for you.

    AA - This tunnel section houses the last four Fanatics in the level. They'll attempt to charge you and overwhelm you with cover fire. Two of them will even attempt to hurl Stielhandts at you (the first one and the third one). You can avoid this by simply ducking out of the tunnel into the nearby room and wait for them to yell out in pain. Once that's done, head back in and spray them with your Flame Thrower, they'll compensate you for your efforts. Once they're all dead, head through the door to the left at the far end.

    AB - This tiny area, blocked off from the rest of the citadel with a row of columns houses the Teleporter Artifact that'll take you back to the main area of the level. No need to linger here any longer, head inside and continue to gather the keys; there should only be two left.

    AC - At the other end of the level, in the last unexplored region to the north of the central room you'll find the areas containing the last two keys. The hallway leading to these two areas is protected by three Guards, one straight ahead, and the other two coming from either side. They should be simple to deal with. Once they're dead, you can either choose to head into the path to the left or to the right. The path to the left is easily the harder of the two, but that doesn't mean the path to the right isn't dangerous in its own right. For simplicity's sake, take the path to the right first.

    AD - Straight ahead you'll spot a lone Guard. He'll shout, you'll fire, and invariably you'll attract two Fake Hitlers, one from either side that'll pelt you with volleys of bullets. Your only option is to fight them as they come, as there's no real terrain to hide behind and no traps that you can take advantage of. Once they're dead, head to the right; there you'll find a room full of treasure guarded by a lone Fake Hitler. Kill him, grab the treasure, turn around and head through the door on the opposite end of the hallway.

    AE - In the corner to the right you'll spot two Fake Hitlers standing guard. Kill them, and a third will come around the corner from the left. Kill him and then enter into the alcove to the left; there's treasure inside. Once that's done, head through the door at the end of the hallway, you're almost done with this area, believe it or not.

    AF - Straight ahead is a lone Fake Hitler guarding this tunnel section. Shooting at him will alert a second one lying in wait around the second bend to the left. Kill both of them and then visit the rooms that lie down the first path and the third path; they both contain treasure and are both guarded by a lone Fake Hitler. Once the fake Hitlers have been killed and all of the treasures have been picked up, head down the center path, the key lies in wait just beyond it.

    AG - In this small room lies the Red Key. On either side of this room is a Red Key Door. You only need to go through one, but both have nasty surprises in store for you; upon opening one, you'll be greeted by a lone Guard, but alerting and/or attacking him will alert a second one on the opposite side. They'll try to ambush and surround you, so quickly take care of the one in front of you and then deal with his friend on the opposite side. You can't afford having them both attack you at the same time. Once you've grabbed the key and the Guards are dead, you're done with this section and you've only one last key to obtain; unfortunately, it waits in the most difficult portion of the entire level. Hopefully you still have plenty of ammunition, health, and armor left, because you'll need all three for this segment.

    AH - As mentioned above, this is the most difficult segment in the entire level. This is for multiple reasons. One being that the area is protected by two Snipers, five Ironclad Panzers, and six Officers. Two the area is very cramped, so dodging enemies' attacks is out of the question. Finally, because of the way that the enemies are thrown at you, it'll be very difficult to pin shots on the Snipers, and the Panzers will absorb any of the shots you may have intended for the Officers. All in all, you'll need heavy-hitting weapons, at least enough sniper rounds to deal with the two Snipers, and lots of rapid-fire. The first enemy you'll encounter here is a lone Ironclad Panzer down a very narrow fenced area to your left. You can easily pelt it with a rapid fire weapon, but the real danger here is if the Panzer can get too close and the Snipers that can pelt you from behind the Panzer. Just be sure to duck behind the wooden supports for the fences so that the Snipers cannot hit you, and you should be able to deal with the Panzer here. Around the corner, in the next section is your first real opening to one of the Snipers, as well as another Panzer and two Officers. A Stielhandt or two would certainly help deal as much damage as possible to the Panzer while taking care of the Officers, but due to the close quarters, the Flame Thrower may be a better choice. Once they're all dead, you can head around the corner to the right for the second portion of this area.

    AI - Down this cramped alleyway is another Ironclad Panzer. This is perhaps the easiest portion of this area, as there shouldn't be any Snipers shooting you and you'll only have to deal with a single enemy, you can simply pepper him with any weapon of your choice until he explodes, then you can press on to deal with the rest of the riff-raff. To your left will be the first (or last, depending upon how you dealt with this section) Sniper that you spotted/dealt with in this area. If he's not already dead, kill him so that you can completely focus on the last two Panzers and the four remaining Officers. The first Panzer will likely come at you by itself; the other enemies bunched together near where the key is held. Take care of it with whatever means you have left, but save any remaining Stielhandts for the last few Officers and the last Panzer. Once you come at the Officers, simply hurl as many Stielhandts as you have left at them, hoping to catch not only them, but the last Panzer in the blasts. With luck, all four Officers will die, and the Panzer should be badly damaged, leaving it vulnerable to whatever weapon you have left (even the Knife if you're feeling brave or if it's absolutely necessary). Once the last Panzer is destroyed, you can head into the small room to the right, the key waits inside.

    AJ - Inside this blue-brick structure is the Brown Key. If you happened to follow the walkthrough, it also happens to be the last key at which point you can head for the exit; there's nothing left in the level to keep you here any longer. Just grab whatever supplies are left and head for the series of Key Doors in the central room.

    AK - Back in the central room, you'll find a Red Key Door. Up until now, you haven't been able to enter inside, but now you can claim all the rewards lying behind this door. Or, as you open it, this series of doors, each requiring a key to unlock. Unless you've skipped ahead, or simply forgotten one of the keys, you should be able to open up all eight key doors at this point and claim all eight Nazi Intelligence Folders lying behind them. At the end of the series of doors is a regular door which leads into the exit room.

    AL - This tiny room houses an Extra Life, one last reward for your effort, and the exit elevator. Enter inside when you're ready.

    AM - After a level like this, Level 21: Guard's Quarters will seem pale in comparison. But hold your head high, you beat this level and proved your mettle. Congratulations!



    Speedrun version:
    Spoiler:
    Because this level does not have a Par Time, there won't be a guide for speedrunning this bad boy. Don't take it as I'm too lazy to write one, but why bother writing everything I just wrote all over again? Seriously, during playtesting, it literally took me at least eighteen to twenty minutes each time I tried to perform a speedrun for this level. Since there was no way I was going to allow the level to have a Par Time that ridiculously high (two levels in the game, Darkest Night and Fortress are amongst the highest Par Times with nine and a half minutes each, and they were both really pushing it), I instead made it so that this level has no Par Time at all. Therefore, you simply have to gather all the supplies and fight all the enemies, there's no other way besides cheating.

    However, if you do manage to get a very low time without cheating, then bravo! You're crazy! But hold your head up high, it's a good crazy. In knowing that you were able to do something in this game that I wasn't, you've proven yourself one heck of a Game Player. Congratulations!

    Metalor
    Bring em' On!
    Bring em' On!

    Number of posts : 157
    Age : 26
    Registration date : 2012-04-05

    Re: Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

    Post by Metalor on Sun Sep 01, 2013 1:11 pm

    21 - Guard's Quarters


    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)

    A - You start here. Directly outside the elevator you're in is a small room. There's not much of anything in here, so you should move on into the next room.

    B - This small corridor has no visible exit. In the small alcoves surrounding the room are some treasure items to the left and right of the elevator room. Straight ahead from the elevator room are alcoves containing the Pistol, Pistol ammunition, and two Medkits. Grab all of these (you'll need them), and then examine the wall directly behind either of the Medkits (they're both situated in front of at least one side of this particular wall). Examining the wall will reveal a Pushwall that will reveal a door that you can use to exit this room. It doesn't matter which way you push the Pushwall, both directions lead out of the room and into the main level and both lead to similar situations. For simplicity's sake, this walkthrough will assume you pushed it to the West (the direction facing the way you came into this room).

    C - Following those instructions, you should be in a large hallway with a bend to the right. At the far end is a lone Guard. You can easily Knife him, but since he is so far away from you, he may get to fire off a few shots. Dodge the shots carefully so you can close in on him, he's only really dangerous from far away. Once the Guard is dead, head through the door at the far end of the hallway; you should wind up in a small room lined with Pistol ammunition. Grab all you need and head into the next room. This room is exceedingly dangerous, as it is guarded by four Fake Hitlers and a single Sniper. Although the Sniper should be high on your priorities, the Fake Hitlers are far more dangerous at this point. They'll mostly come at you from the left (though one will come from the right). Be sure to take each one out as quickly as possible; so long as you only have the Pistol, you'll likely have to get right up to them to stun them long enough to prevent them from firing their own weapons. Once all of the enemies are dead, you can examine the Fireplace on the left for some treasure. There's also some health and a Sniper Rifle lying around to the left and to the right is some treasure. Directly on the wall across from the Fireplace is a secret containing some Body Armor. Grab the armor, that's the main reason why you came here. After you're done with this area, head back out into the large hallway and head through the wooden door at the other end.

    D - You should be in this tiny room now. You've got four ways to go, the direction you just came from, and the three you haven't explored yet. Each direction will lead into a large hallway with a bend to the right (creating a large swastika shape) and a Guard protecting the corridor at the far end. For now, you can leave each hallway alone; you only need to head in one direction. For now, head through the door immediately to you left, it leads to the next point of interest.

    E - At the far end of this hallway is another Guard, take care of him and head through the door at the end of the hallway after the bend. Immediately inside is a small room lined with Pistol ammunition. Grab all you need and then head into the next room. Straight ahead is a wall with a series of openings alongside it (peering inside will show some beds), ignore this part of the room for now, and instead turn your attention to the right, there are several Guards (two to be in fact) that you must eliminate first. Once they're dead, you'll likely to have alerted several other Guards (two more) and perhaps even a Schutzstaffel or two. Grab all the treasures on the right side of the room and then visit the small room behind the door in the right portion of the room, inside should be Machine Gun ammunition (but no Machine Gun). The Guards will likely come at you from the openings in the Northern wall, take care of them and then examine the right wall to the left of the Machine Gun ammunition room, there's a secret containing some treasure items there. Once those have been grabbed, head into the openings in the walls (carefully).

    F - The "openings" are actually a series of shafts leading to the Guard's sleeping quarters, and inside this small, cramped space are two Schutzstaffel Guards ready to destroy you. From here, you should likely step back out into the larger room and wait for these bruisers to come to you. You don't have the Machine Gun yet (one is lying behind the SS to the left if you can get past him), so you'll have to rely on the Pistol. They likely won't come at you in a way that they can ensnare you, so pistoling one to death shouldn't be too difficult. Once at least one of the SS Guards is dead, you can grab his Machine Gun and use it to mow down the other SS. When they're both dead, enter back into the hallway of beds and head right. At the end of the row of beds is the Yellow Key, a fitting reward for your struggles. If you haven't already, pick up the other Machine Gun and then head back out into the large hallway.

    G - Back out in the large hallway, take a left into the small crossroads room and take a left into the next hallway. At the far end is a third Guard, take care of him and examine the wall directly behind him. If you're in the correct hallway, there should be a secret containing treasure inside the wall he was standing in front of. Once that's done, head through the Yellow Key Door at the other end of the hallway, this is your next destination. Inside you'll be attacked by four Officers from straight ahead and to your left. With the Machine Gun, you should be able to easily mow down all of these offenders. Once they're dead, you'll likely be able to spot an SS behind a blockade of tables, ignore him for now (he can't harm you where he is) and instead explore the room you're in. The wall directly to the left of where you came in has a secret containing treasure inside of it. There's also a fireplace containing treasure inside it with a Flame Thrower lying nearby. If you're low on health, there's a room to the left of the fireplace with several health items inside. Once you're stocked up and ready, you can head into the door to the left of where the SS is, this will lead you into a small corridor that leads to another door, behind this door is the SS.

    H - Coming through the door, you'll be assaulted by the SS you saw earlier and a second SS (an excellent time for your Machine Gun or even some quick Flame Thrower spray). Take care of both of them and then grab the Blue Key they were guarding. With the last key in your possession, you no longer need to stay here, so you can leave back out into the large hallway. Head towards the small intersection room again and make one last left turn into the last hallway, you're almost done with the first portion of the level.

    I - Down this hallway is the last Guard protecting the large bent hallways. Deal with him and then head through the door at the end of the hallway. You'll wind up in the second portion of the level, a large tunnel complex (relatively so, the tunnels themselves are very cramped). Down just about each tunnel is a Guard patrolling the area (there are a total of eight Guards patrolling the tunnels. You can alert them all now and just wait for them to come to you, which can take forever, or you can just encounter them as you progress). For now, take three lefts from where you came in, this will take you to your next destination (you may encounter two Guards on your way there, so deal with them before pressing on).

    J - You should wind up here, directly beyond the door you'll wind up inside of a small alcove containing treasure inside. Grab the treasures, and then head through the door on the left. You should wind up in a small room with an Officer straight ahead and three to the right (two of which are hiding away in a small Bed-lined corridor). Kill all four of the Officers before heading into the last small room in this area.

    K - Inside this room is some Pistol and Machine Gun ammunition. Grab all you need and then examine then examine the wall behind the Pistol ammunition (the right wall), there's a secret containing treasure inside there. Once that's done, head back outside into the tunnels and take a left down to the very end of the hallway, your next destination is here.

    L - Beyond this door is a bathroom complex of sorts. Immediately inside the room are four Guards set to attack (two on both sides of you, and two waiting inside the bathroom stalls to the right). Deal with the two outside of the stall first and then deal with the two inside the stalls as they come out. Once all four Guards are dead, examine the furthest stall to the left; inside is some Flame Thrower ammunition. Inside the next room over is a group shower, guarded by a lone Sniper. Knife him (or snipe him, whatever, he should go down very easily either way), and then examine the second shower on the left, there's a secret containing a suit of Body Armor inside. Once that's done, head into the next room.

    M - This small closet contains two Disguises inside. These can either be very useful or completely useless, the reason being is that if you still haven't dealt with all eight of the Guards patrolling the tunnels, they'll likely recognize and attack you, making the disguises useless. If however they're dead, you can use these to sneak into the few rooms that are still being guarded by enemies and nab some easy kills off of them with the Knife. However, following the Walkthrough, there should only really be three areas like this left anyways (two of which are protected by Snipers, which don't rob you of the Disguise anyway), so really these will only come in handy in the final area, and even then, dashing from here to there is a bit taxing. Really these just boost your treasure count, grab them or whatever and leave this area.

    N - Outside the Bathroom, take a left and a second left and then the second right you should find a room containing health inside. Grab what you need and then head back out into the tunnels. From this room, take a right and then two lefts. From there, head down to the door straight ahead at the far end of the tunnel, inside is a small room lined with Stielhandts. Before grabbing them, examine the wall straight ahead, there's a secret containing a backpack inside. With the backpack equipped, you can now grab all of the Stielhandts in the room and fully stock up. Now you should visit the nearby room outside to the right, there's goodies in there too.

    O - This room is guarded by a single Sniper. Not much to do except run up and Knife him. After he's dead, examine the rooms nearby, they have treasure inside them. Once that's done, examine the wall to the far left of where the Sniper was standing, there's a secret containing some more treasure inside. Heading back out of the treasure room, take a left then two rights and then take the second left, then a right and then two more lefts, you should wind up at your next destination.

    P - Following the above directions exactly, you should wind up in this small room containing Pistol ammunition. With your new backpack, you should be able to grab all you want. When you're stocked up here, head outside and make three lefts and one right, you should wind up at another storage room.

    Q - Inside this small room is some Flame Thrower ammunition. Grab all you can and then examine the wall to the left, there's a secret containing treasure inside there. Going back into the tunnels, make two lefts, and then two rights, you should wind up at another storage room.

    R - Just more health in here, just in case you're running low on health. Grab what you need, and then head back out into the tunnels. From here make two rights and then take the second right to reach your next destination.

    S - This storage room is lined with Machine Gun ammunition, grab all you need and then examine the wall to the left to find yet another secret containing treasure. Back outside in the tunnels, make a left, a right and take the second left to reach your next destination.

    T - This storage room contains Sniper Rifle ammunition. Grab all you can and then head back out into the tunnels. From here, head straight and head into the door to the far left, this is the last storage room you'll have to visit.

    U - As you open the door, you'll be greeted by the level's final Sniper. Knife him and then explore the storage room he was guarding. There are exactly five breakable crates lying around in this room. Depending upon your status, you'll most likely wind up with 3~5 backpacks, and maybe one Medkit and/or one Suit of Body Armor. With this area cleared, head back out into the tunnels, you're ready to head to the exit. To reach the exit area take two rights, one left and head straight through the Blue Key Door you find there.

    V - If you followed the above instructions (or just found this area from mindless wandering), you should be here. Beyond this set of Blue Key Doors is a small hallway of no particular interest. Just a few final empty areas before the last, big, enemy-filled one.

    W - Following the two empty rooms, you should wind up in a very large corridor. Directly in front of you should be two Guards that will immediately charge you; deal with them however you like. You'll notice two ways you can go, to the left or the right. Both lead to the same destination and both are protected by rows of Guards (to be specific, there are three Guards hiding in small corridors on either side of the central island, and there's an SS at the far end facing your direction, so six Guards and two SS total, not including the two SS guarding the exit). You'll have to visit both halves of the corridor if you want to get 100% kills; once they're dead, there are some treasures lying around in the alcoves near where you came in from, grab them before you forget.

    X - In front of the stairs leading out of the level are two final Schutzstaffel Guards. Deal with them how you like and then examine the small alcoves to the left and right of the exit, there's treasure in both, but an added bonus is if you examine the wall in the left alcove, there's a secret with a suit of Body Armor inside there.

    Y - Here's the exit. Not much to do except step down the stairs to your next destination, Level 22: Fortress. The next level is particularly brutal, so if there are any items, weapons, or treasure left lying around, grab them now while you can.



    Speedrun version:
    Spoiler:
    Speedrunning this level can be very taxing and daunting at first. The main reason is that although several of the areas that you visit have ample supplies to get you through them, they're usually very cramped spaces, and the second key area is particularly brutal if you're not well supplied. Plus, there's lots of running to do down the long, empty hallways of the main swastika structure, but once you're in the tunnels it becomes much more straight-forward (though you'll likely still have to at least deal with the Guards patrolling the corridors there).

    To start, run straight out of the elevator and head towards the far end of the larger room, and head left into the small alcove with the Medkits. Push the Pushwall there and head right into the large, bent corridor. Ignore The Guard to the far right and head into the small intersection room. Head straight through into the bent corridor directly across from the one you just came from. Deal with the Guard in here, as he'll provide you with a much-needed Pistol for the next area. Head to the right into the Pistol ammunition room; grab what you can and head into the next room. You'll inevitably have to take care of the Guards and SS in here, so do so, and then grab the Yellow key down the right end of the bed-lined corridor. Grab the Machine Gun(s) and if you want the Machine Gun ammunition in the nearby storage room, and then head back out into the large bent corridor. Head into the small intersection room and then turn left into the Western-most bent corridor.

    Deal with the Guard you find here and then run around the bend to the right and head into the Dining area through the Yellow Key Door. Kill the Officers you find in here (grab the Flame Thrower if you want, but you won't need it for this speedrun) and then head through the double doors to the far left. Deal with the two SS Guards on the other side of the double doors and then grab the Blue Key they were guarding. Head back out into the large bent corridor and head through the small intersection room, making one final left back into the first bent corridor you were in when the level started; the original Guard may still be here, in which case, mow through him, and then run through the door at the end of the corridor into the tunnel section.

    Facing into the tunnel section, make the following turns: left, right, left, head down the first right, left, right, head down the third right, straight. This should lead you to the Blue Key Door. Not considering the Guards you may encounter, kill each one, otherwise they'll kill you instead. Once at the Blue Key Door, head through the pair of them, down the long corridor following and into the final room. From here you can head either right or left (pick one) and head down the path, avoiding the Guards, running past the SS and run between (or through if you can kill one quickly enough) the last pair of SS Guards directly into the exit and voila!

    Metalor
    Bring em' On!
    Bring em' On!

    Number of posts : 157
    Age : 26
    Registration date : 2012-04-05

    Re: Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

    Post by Metalor on Sun Sep 01, 2013 6:37 pm

    22 - Fortress


    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)

    A - You start here. You don't have long to linger here, and you won't have much cover in the level either. Coming from the right is an Ironclad Panzer, and moving off towards the left is another one. The one to the right will definitely spot you within moments, and the one already past will likely turn around and engage you as well when the first one spots you. You'll likely be defenseless at this point (I'm assuming so, you might not be, I'm just assuming), so you can't engage either panzer at this time. There are sixteen secrets on this level (not including the switch-activated ones). You'll find the majority of your supplies in them. Immediately when you step out into the main path of the Panzers, you'll spot two adjacent alcoves near where you started. There are Hitler portraits in these alcoves, and examining the portraits will reveal secret areas containing two Medkits each. Almost directly across the lane from the portraits are flags hung up on the walls. Examining these will reveal secrets containing Backpacks. This will be true for the three other identical alcove areas in the level surrounding the main structure. Be sure to find and reveal all of them, you'll not only need the supplies, but you'll also want all of the secrets for a 100% score. There are a total of eight Ironclad Panzers patrolling the outer rim of the central structure. You don't have to destroy them, but not doing so will cost you 100% kills, and it may come back to bite you later.

    B - Here you'll find a room with two Backpacks inside and one of each of the game's basic weapons (i.e. the Pistol, Machine Gun, Flame Thrower, Sniper Rifle, and Stielhandt). This is ideally your first stop, as you can't fight the Panzers without supplies (Knifing them without any beneficial effects, such as a Berserk Artifact is downright suicidal).

    C - Opposite to the room with the weapons inside is a small room lined with Backpacks and a Stielhandt Grenade at the far end. Grab all you need and try to destroy some of the Panzers.

    D - Around the right corner of the central structure, you'll find another small room with Backpacks and a Stielhandt inside. Only bother with this room if you need the supplies, otherwise, concentrate on the panzers.

    E - This area, much alike the one you started in, has the center barred off with columns. Surrounding this area on either side is a single Fake Hitler (making for a total of two). Compared to the Panzers, these guys are easy picking (though you should still take them seriously). Once they're dead, several of the columns surrounding this spot can be destroyed (use the Knife). Doing so will let you have access to the suit of Body Armor inside. There are four secrets near this area in the exact same positions as in the first area, and they have the same exact contents. Take the time to grab what's inside if you're not being pressed by any Panzers at the moment.

    F - This small dead-end area has three Stielhandts lining the back wall. There isn't anything else here; just grab the Stielhandts and go.

    G - Around the corner to the right is another dead-end area with three more Stielhandts. Grab what you need and move on.

    H - Much like the last alcove area, this one also has a series of columns (some of which can be destroyed) barring access to a suit of Body Armor. Surrounding the columns are two more Fake Hitlers. Kill them, grab the Armor, reveal the nearby secrets and move on.

    I - The small room here just has more supplies. A Stielhandt and two rows of backpacks; grab what you need and move on.

    J - This is the last storage room surrounding the central structure, and it has much of the same of what you've found in the others. Stielhandt, backpacks, you know the drill. Grab what you need and move on.

    K - The last of the outer alcoves. Kill the Fake Hitlers, grab the suit of Body Armor, and reveal the secrets. The only thing to worry about now is to eliminate the Panzers. Once all eight are dead, the main threat for this portion has been exterminated and you can finally move on into the actual structure itself. But be warned, what lies inside is actually worse than what you've faced thus far. Believe it, because it's about to happen.

    L - What lies beyond this door is simple: a small army of soldiers, namely four Guards, four Officers, and four Schutzstaffels. They'll all spot you and charge at you all at once. This is a very good opportunity for a Stielhandt or two (or just spray some good ol' Flame Thrower or Machine Gun fire into the hallway they're in and they should all feel the heat. Once they're all dead, you can proceed into the next area.

    M - This large corridor is perhaps the single deadliest corridor in the entire map. The enemies in here aren't particularly tough, nay; they die in one hit with the right weapons. The problem is the sheer volume of them, and the fact that you can't reach them under any means. Basically, this corridor is lined with Twenty Snipers. Unless you're unfamiliar with how Snipers work, you'll find that getting through this corridor in one piece is virtually impossible. You'll likely be peppered to death before you can even make the first left corner. Your only option is to Snipe them each, one at a time until all twenty are dead. This can be a slow and grueling process, and it can even become impossible if you've already used up all of the Sniper Rifle ammunition that you could get from the numerous backpacks outside. You'll just have to Snipe each and every one of them if you wish to continue (you'll need at least twenty rounds of Rifle ammunition, or perhaps a few added Stielhandts would work, though they don't work as well as the Rifle).

    N - At the opposite end of the corridor, on the left side is a door leading into the next area of the level. Upon opening the door, a Fake Hitler will charge you. Kill him and then run around the corner to your left.

    O - Beyond this door is a large room lined with Barrels of various volatility. You'll need to blow up the explosive barrels if you wish to proceed. While doing so, you'll also notice two Fake Hitlers running around the room. You can't immediately deal with them, but they're there just so you know. First, start by destroying the barrel to your left. Behind it is some treasure and there's also a closet there that contains a Medkit. The Medkit is protected by a Steam Jet, but it should allow you a window of opportunity to reach the Medkit without getting scalded. Back out in the main room; destroy the barrels on the opposite side of where you came in (to your right when coming in). These should destroy the barrels to the left of them, allowing the first Fake Hitler to reach you. Kill him and then examine the closet to your right, inside is a backpack protected by another Steam Jet. Grab the backpack and then head into the nearby hallway to the right of the Backpack closet. This small, cramped hallway is lined with Steam Jets. There's just enough space between each one to allow you to sit in-between them when they go off. Slowly make your way to the other side and exit back into the main room. Head into the hallway to your right, which is another Steam Jet-lined hallway. Do the same thing as before and exit safely out the other end. You'll be back in the main room once more; destroy the barrel to your left and deal with the second Fake Hitler standing beyond it. Once he's dead, destroy the barrels to the right of him, and then the barrels to the right of those. You should now be facing the door mentioned below.

    P - Beyond this door is the Red Key. The only thing(s) standing between you and it are the two Fake Hitlers inside. Kill both of them and then grab the key. There are doors on either side of this small room, visit them for some treasure and Sniper Rifle ammo (previously held by several of the Snipers you killed earlier). All that's left to do is to find your way back out into the main corridor of the central structure. Just reverse your steps and you should reach the corridor with relative ease.

    Q - Back on the other end of the main corridor, opposite the door that you used to enter inside (which was guarded by the wave of soldiers) is a Red Key Door. Beyond this door is another Fake Hitler; kill him and run around the corner to your left.

    R - Reminiscent of the last large room you endured, this one too is filled with explosive barrels. This one however, is a bit more straight-forward. You'll start by destroying the barrels to your right and the barrels to the left of those (the ones across from the closet containing a Backpack. Kill the Fake Hitler beyond those barrels and then visit the Backpack closet for said backpack. Once that's done, head into the nearby Steam Jet hallway. Navigate your way to the end and exit back out into the main room. There is a pair of explosive barrels directly in front of you with a Fake Hitler behind them; destroy the barrels and defeat the Fake Hitler. With that done, head into the nearby Steam Jet hallway to your right and make your way to the end. Back in the main room, destroy the barrels directly ahead of you and then destroy the barrel to the left of those; this will lead you into a small isolated area containing treasure. Once that's gathered, destroy the last barrels barring your passage to the Medkit closet (to the left of the treasure spot, and directly ahead of the exit from the second Steam Jet room). Grab the Medkit, and then return to the nearby door you just passed.

    S - The last Key is in here, the Blue Key. Kill the two Fake Hitlers guarding it, grab the Key, and visit the nearby rooms for some treasure and Sniper Rifle ammunition. With that done, head back out into the main corridor. From here, head outside of the central structure and visit the four Blue Key Door alcoves surrounding the central structure; you're almost done with this level.

    T - The first Blue Key Door alcove, you'll need to visit both rooms here as they both contain treasure. However, you only have to flip one of the switches found here (it doesn't matter, so long as you flip just one of them). Doing so will unlock a portion of the path leading to the exit. When you're done here, head to the next set of switches.

    U - Like the last Blue Key Door alcove, there are two switch rooms here. Flip one of the switches, but grab the treasures found in both rooms.

    V - Two more switch rooms await here with treasures inside. Flip one of the switches, grab both of the treasures and press on.

    W - The last of the switch sets. Flip whichever switch you like and grab the treasures lying within both rooms. With all four switches flipped, you can now head for the exit. However, take this opportunity to grab whatever pieces of equipment are left lying around. Just because this levels threats are over, doesn't mean that there won't be any waiting for you on the next level.

    X - Back in the main corridor of the central structure, at the opposite end of the one you came in from, you'll find a door that you haven't yet used (and if you tried to use it earlier, you were greeted by an immovable steel wall). You can now pass through the corridor found here to reach the exit; the notches in the wall along the hallway merely where the Steel blocks could have wound up, but didn't. Before reaching the exit elevator, you will have to maneuver through one last Steam Jet room (a very small one) that will lead into a small room lined with valuable treasure items. Grab the treasures, and then head into the exit room.

    Y - The elevator here will take you to the game's second-to-last level (aside from the few remaining secret levels), Level 23: The Last Stand. This particular level is difficult in its own right, but also uses some nasty tricks to try and rob you of points and other goodies. As it's the last regular level before the Final Boss, it won't hold back on the enemies either.



    Speedrun version:
    Spoiler:
    This level has a very high Par Time of Nine minutes and Thirty seconds. This may seem generous, but you have to consider the time spent destroying the Panzers and sniping the Snipers. You can avoid the Panzers to be sure, but the large wave of Guards, Officers, and SS guarding the entrance to the main structure, and the twenty Snipers guarding the main corridor will take large amounts of ammunition to quell. You can't avoid these enemies like you can the Panzers, and in order to get the supplies to fight them you'll have to fight the Panzers, so really you'll be forced to fight the game's enemies here. There's not much else you can do to change that.

    Assuming that you take the time to explore the outer area of the level, destroy the Panzers, kill the Fake Hitlers, reveal the secrets, and grab the suits of Body Armor, you'll first want to head to the left of where you start, around the right corner of the central structure and into the Guard-filled corridor. Kill the Guards inside and enter into the Sniper-filled corridor. Snipe all twenty Snipers (trust me, you'll want to) and head through the left door on the opposite side of the main corridor. Kill the Fake Hitler inside and head into the first Barrel-filled room. Head through the barrels to the right into the Steam Jet hallway. Head out through the other end and head into the other Steam-Jet hallway. Out the other end, head through the barrels to the left, and then through the barrels to the right (killing the Fake Hitler found near there), and head through the last set of barrels to the right into the Key room. Kill the two Fake Hitlers guarding the Red Key and grab it. Head back out the way you came back into the main corridor and then head to the other end, towards the Red Key Door.

    Through the Red Key Door, kill the Fake Hitler found here and head into the second Barrel-filled room. From here, head through the barrels on the right into the Steam Jet hallway. Head through to the other end and then turn into the other Steam Jet hallway to the right. Out the other end, head through the barrels straight ahead and then enter into the Blue Key room. Kill the two Fake Hitlers inside, grab the key and then leave this area the way you came in. Back out in the main corridor, head outside into the outer rim of the level and visit the four Blue Key Door-locked switch rooms and flip at least one switch in each pair (starting in the pair to the left as they're the closest and working your way around the central structure heading left until your return to the entrance of the structure). Once all four switches are flipped, head back into the main corridor and head into the other end and through the door to the right. Run down the empty corridor into the small Steam Jet room. Maneuver through this room into the small treasure room and head through the door to the left. Run into the exit elevator, flip the switch and voila!

    Metalor
    Bring em' On!
    Bring em' On!

    Number of posts : 157
    Age : 26
    Registration date : 2012-04-05

    Re: Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

    Post by Metalor on Sun Sep 22, 2013 2:10 pm

    23 - The Last Stand


    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)

    A - You start here. This is the beginning of the game's second-to-last level (third-to-last if you're playing on Hard, and you're a vigorous explorer). This level is somewhat shorter than the last few levels, but it is also very challenging. Directly outside of the elevator you're in, you'll find a small carpeted hallway, and to your left are two doorways, head through the furthest one to the left; you'll need some supplies from here first.

    B - This room contains two Backpacks and one of each weapon. You'll need all of these goodies to be able to get through this level in one piece. Area-of effect and rapid fire weapons will especially be useful here, as you'll be engaged in close-quarters combat for the duration. Grab everything you can and then head through the door in the center of the starting room. In the next room, you'll find five doorways surrounding the room. The first one, straight ahead leads to the level proper; the others lead to stock rooms with supplies. Be sure to visit them first, as you won't last long with meager supplies. You can visit the store rooms in any order you choose, so the order of the listings below is arbitrary. Just be sure to visit them all.

    C - This room contains a single Stielhandt and Machine Gun ammunition. Grab all you need and head for the other storage rooms.

    D - This room contains a single Stielhandt and Flame Thrower ammunition. Grab all you need and head for the other storage rooms.

    E - This room contains a single Stielhandt and Pistol ammunition. Grab all you need and head for the other storage rooms.

    F - This room contains a single Stielhandt (the fifth one if you've been following this list in order) and Sniper Rifle ammunition. Grab all you need and head for the other storage rooms (or if you're reading this in order, to the actual level itself).

    G - When you first open the door, you'll notice a few things: First, there's a POW out in the open, ready to be saved, and second, that he's surrounded by an SS, an Officer, a Rottweiler, and a Guard. Engaging the enemy is simple, what isn't simple is engaging them and trying not to hit the POW while doing so. Since it's the second-to-last (or third-to-last) level, the enemy won't be holding back, and they've taken to dirty tricks. The POWs on this level are still worth a whopping 10,000 points, but it'll be much more difficult here to actually save them. There are exactly twenty POWs on this level, adding up to a grand total of 200,000 points! But you'll have to be careful, the POWs are your only source of points on this level, and when they're dead, the points they would have awarded you are gone for good (plus, there's a 10,000 points penalty for each one you kill). The enemies in this room should be simple enough to handle without killing the POW, but this room is a pale comparison of things to come.

    H - This room spikes up in difficulty compared to the last one; although there are three POWs in this room, they're protected by an Officer, an SS, a Rottweiler, and an Ironclad Panzer. Although the first three enemies are nothing new, generally you're not forced to fight the Panzers in such tight areas, so dealing with the one in here and still managing to rescue the POWs can be troublesome. The best strategy is to wait for the enemies to come to you (as will the POWs). Typically, the Panzer and other enemies will collect near the entrance to the room (so will the POWs, but they disappear once they get close enough to be rescued). This gives you an excellent opportunity to use the Flame Thrower, Machine Gun, or even a Stielhandt or two (though, try to save the Stielhandts for later areas if possible). You should make sure to eliminate each enemy quickly, particularly the SS and the Officer. There's health laying around nearby the entrance, and you don't want them to steal the health that rightfully belongs to you.

    I - This room has two POWs inside, protected by a Guard, a Rottweiler, an Officer, and an SS. Not much different from the first room really, save that you'll have to save two POWs, and you're coming in from an angle. Because of the nature of this room and the direction you came in, you'll likely be able to catch one or two of the enemies right away, but the others generally hide around the corner to the right. You'll have to engage them carefully if you want to save the POWs. Once that's dealt with, you'll notice a Red Key Door at the left end of the room. You can't enter inside it right now, but just know that there's a small supply stash inside, just for if you need it.

    J - This room can be troubling. You'll immediately catch the attention of a Sniper when you open the door, easy enough to Knife, but to your right will be four POWs, a second Sniper, two Guards, a Rottweiler, an Officer, and an SS. All of the enemies will have to travel around a table in order to get you, so it's an easy spot to Stielhandt, but it's also a dangerous bottleneck for the POWs. You'll have be careful not to hit them as the various enemies make their way towards you. You'll also want to Snipe the second Sniper before he can get in a few good shots, putting you out of commission before the POWs can even reach you. Once all of the enemies in here are dead, and all the POWs are saved, check the back wall to the far left (after the first turn to the right), there's a supply cache hidden inside a secret there. Along the wall to the left of said ammunitions cache is another secret containing a Stielhandt. Be sure to grab all of these supplies if you're running low.

    K - This room can be especially challenging; at the far end of the room is a Sniper that will most likely pepper you with shots while you deal with the enemies in the foreground. Said enemies include a Guard, a Rottweiler, an Officer, an SS, and an Ironclad Panzer. There are also two POWs in this room, so be careful when trying to go on the offensive. Trying to rush in to reach the Sniper is unwise, as a second one is standing to his right and will likely pick you off before you can reach the first one. Your only choice of action right now is to deal with the enemies in the foreground near the entrance to the room. If you can manage a shot from the Rifle at the first Sniper, then go for it. The sooner he's dead, the better. Once all of the enemies are dead, there are four health items in the center of the room to restore your wounds; since the last two rooms didn't have any health inside them, this should help ease the tension somewhat. There's also a secret to the left of where you came in.

    L - Hidden away in an alcove at the far corner of the room is the Red Key, which you can use to open the door you found two rooms back. There are also stores of several types of ammunition sitting around in the small alcove, just in case you need any more ammunition.

    M - This hallway is stocked with numerous foes. This is confounded by the fact that five POWs are running around amongst them. The hallway is protected by two Guards, two Rottweilers, two Officers, two SS, and an Ironclad Panzer. The best choice of action would be to lure all of the enemies inside this hallway into the previous room and utilize the cover present there. The rooms adjacent to the hallway in question each contain two fireplaces which themselves contain either a Medkit or a suit of Body Armor. The corridor to the right of the hallway also has a secret containing various types of ammunition inside.

    N - This is the last room containing enemies or POWs inside it (aside from a secret area you've yet to visit). There are three POWs standing amongst a group of enemies, which include a Rottweiler, a Guard, an Officer, an SS, and an Ironclad Panzer. It shouldn't be too difficult to take care of all of the enemies in this room; simply luring them out into the previous hallway or even the room before that should aid you in dealing with them.

    O - At the end of the room is an alcove, lined with various types of ammunition. Inside the alcove is also a Fireplace with the Yellow Key inside it. You don't need the ley to exit the level proper, but you do need it to access some of the secret areas, still lying in wait inside the level.

    P - Back in the large dining room (Two rooms back from the room with the Yellow Key inside), is a secret area containing a Stielhandt inside. You may have already found and investigated this area, but there's also a Yellow Key Door inside that you wouldn't have been able to enter had you found this area earlier.

    Q - Inside the Yellow Key Door is a small room with a Switch inside. Flip the switch to open a new passage in an area visited earlier in the level.

    R - Behind this Red Key Door is a small storage room containing a Backpack inside. Since only a backpack is in here, you don't need to spend much time here for anything else.

    S - Beyond the last enemy-infested room in the level is a room with some health items at either end and a pair of elevators. Inside the elevator to the right is a Backpack for your efforts.

    T - This is the exit elevator. It will take you to the game's final level (or second-to-last level). Unless you want to find the secret elevator, this is your ultimate destination on this level. If you're ready, head on to Level 24: Adolf Hitler.

    U - Back in the starting room, you'll find a new passage opened up at the far left end of the room. Entering inside, you'll find a pair of Yellow Key Doors, and beyond those is a room lined with Backpacks. You'll need the extra stash of ammunition for the room that follows.

    V - This large collection of hallways is lined on all sides by elevators. Inside here are a staggering 161 Elevators, and amongst them is the exit elevator that will take you to the level's second-to-last secret level, Level 32: In My Mind. This area is unique in that a lot of the elevators in this area are rigged to take you to the last regular level, or the secret level, but only one elevator will actually be able to be used to take you to the secret level, as the rest are blocked by barrels and other objects. Four of the elevators contain Extra Lives inside them, and the rest are simply inactive. Take the time to find the Extra Lives before you head for the secret level, but be careful; there are exactly eight Fake Hitlers guarding this passage. It would be a shame to come so far, only to be gunned down by Hitler-wannabes.

    W - This elevator is the one that will take you to the game's pen-ultimate secret level. If you have trouble finding it, you can identify it because it is at the level's far West end, and is nearby one of the elevators with an Extra Life inside. Of course, if that isn't enough direction for you, this is the exact way to find it from the entrance to this area: from the entrance take the second left, from there, take the second left and immediately turn right and then head right around the corner at the end of the hall, turn right, and then left. There is a right turn on your right, but head to the first elevator beyond it to find the correct elevator that will take you to the secret level.



    Speedrun version:
    Spoiler:
    Speedrunning this level is confounded solely by the small size of itself. Since the halls are bloated with enemies in very tight spaces, you have no choice but to fight every last enemy you encounter, otherwise you'll be pressed on all sized, surrounded, and destroyed utterly and entirely. This speedrun assumes you kill every last enemy and save every POW you encounter.

    Start by running out of the starting elevator, and making two left turns and heading through the central door in the starting room. Run straight through the ammunitions stock room and head into the next room. Run around the corner to the right and head into the next room. From here, run around the corner to the left and make a left turn into the next room. Make two right turns and head into the next room. From here, make a right turn and then take a left turn after the table to the right, and turn left again through the next table-blocked passage to the left, and then turn right into the next room. From here, make a left turn and head into the alcove at the far left end of the room.

    Collect the Red Key found inside the alcove, and head out through the right of the alcove and head through the door at the other end of the room. Inside the next hallway, head straight through the hallway into the next room. From here, head straight into the alcove, into the fireplace and grab the Yellow Key. Turn around and head back out into the previous hallway. Head straight through the hallway back into the dining room. From here, head into the secret at the other end of the room to the left (on the right side of the passage leading out of the room). Inside the secret, head through the Yellow Key Door and flip the switch inside. Head back out of the secret and head through the door to the right. From here, head back to the starting area (the directions are completely opposite of the ones in the first few steps).

    At the start, head through the passage to the left and head through the pair of Yellow Key Doors into the room lined with Backpacks. Head into the large elevator-lined room and follow the directions denoted at point W (Second left, second left, three rights, left, first elevator on right). Head inside the elevator and voila!

    Metalor
    Bring em' On!
    Bring em' On!

    Number of posts : 157
    Age : 26
    Registration date : 2012-04-05

    Re: Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

    Post by Metalor on Sun Sep 22, 2013 5:58 pm

    *!BONUS MAP!*
    32 - In My Mind


    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)

    A - You start here. This is perhaps the most difficult secret level to locate in the entire game, but it is by no means the hardest. In fact, it may be one of the easiest, even when going through the level proper. Straight ahead is the chicken's exit which will take you to Level 24: Adolf Hitler, the game's finale level (save for one last secret level that you can only access on Hard).

    B - This is the coward's exit. Use it only if you can't handle the level's challenges, or if you want to speedrun. Remember that taking this exit will leave you with only a Knife for the game's final level. Since this isn't a very wise choice, particularly because the level is chock full of dangerous enemies and a very powerful boss, you may wish to just face the challenges that await and suck it up.

    C - This Teleporter Artifact will take you into the level. Step through it when you're ready to face what lies within.

    D - You'll teleport out into this small room inside a two-story house. Going outside will lead to a small hallway that'll lead to several other rooms.

    E - Just inside this room, you'll spot the level's first boss...sleeping. Stepping inside and she'll "awaken" and then "disappear." Ignore this for now and instead flip the switch to your right, you can't proceed without doing so.

    F - This small room has a suit of Body Armor inside. Since Armor is a very rare commodity this late in the game, don't pass this one up. You'll be needing it.

    G - You'll find a small corridor here that will lead to a staircase and a Teleporter Artifact. There's a stimpack before the staircase, if you need it (it's very unlikely, but you never know). Step through the teleporter when you're ready to proceed.

    H - You'll come out in the lower floor of the house, a Medkit right in front of you. Grab it and then examine the area to your right (the area to your left is blocked by objects). Eventually you'll have to step through the door to your right. Doing so will initiate the first boss fight.

    I - You'll spot the level's first boss, Ophelia Ramirez from The Life and Times of Juniper Lee sporting a new, ahem, "wardrobe" and getting ready to initiate the level's first boss fight. Before long she'll leave the house and you'll have to give chase as she holds the Brown Key, which is necessary for completing the level. To the left is a switch on the wall, flip it to open a passageway elsewhere. Once that's done, run after Ophelia, but keep your distance, you can't fight her effectively right now. Strategies for fighting Ophelia are explained below in the Boss Strategies section. Immediately outside to your left are some Berry Bushes in case you need some health.

    J - Outside on the streets, you'll have plenty of room to chase after and fight Ophelia. You'll likely need to search the area for supplies, heading to the right should lead you to said supplies.

    K - This building is separated into four separate storage rooms. They each contain a weapon (Pistol, Machine Gun, Flame Thrower and Sniper Rifle), and their corresponding ammunition. Grab all you need and continue on.

    L - Whether you defeat Ophelia or not, you'll likely spot the level's second boss waiting here, Lucca Ashtear from Chrono Trigger. She won't attack or give chase right now, she's preoccupied with "forcing" Ophelia to fight you. She won't attack until after Ophelia has been defeated. Once Ophelia has been defeated, Lucca will use the Teleporter Artifact behind her to reach you. You'll have to fight Lucca, whether you want to or not, as the Purple Key she's holding is necessary to complete the level. Strategies for fighting Lucca are explained in depth below.

    M - If you flipped the second switch earlier, you'll find an opening here that will lead to an Extra Life. Grab it when your health is low or you want an Armor boost. Nearby in the adjacent building to the West are store houses locked by Brown Key Doors. You can only access the supplies inside after you've dealt with Ophelia, so postpone your interest in these for now (for later reference, they contain a Flame Thrower, a Sniper Rifle, and ammunition for both weapons inside them).

    N - This small shed is where Lucca will come out from when she comes to attack you. You can't normally enter this shed, since Ophelia holds the key that will let you enter inside. There isn't anything else inside this shed, so don't linger here, it's a poor spot to be hammered to death by one of the level's bosses.

    O - These pair of buildings contain supplies and ammunition. The second halves of these buildings are locked by Colored Key Doors. You can access the one on the right after defeating Ophelia, and the one on the left after defeating Lucca.

    P - Beyond the Colored Key Doors, you'll find more supplies and a pair of back closets containing two Stielhandts inside.

    Q - This building contains numerous health items inside, and a Medkit. Behind the Purple key Door is more ammunition, a Stielhandt and a closet containing a Backpack.

    R - This building, locked by a pair of Brown Key Doors contains a Pistol, a Machine Gun, and ammunition for both weapons inside it. Grab all you need if your supplies are low. There are health items behind this building, but you can't access them, so don't bother trying to grab them. Sound of this building is a small room containing health items inside. There's also a Medkit inside, if you need one.

    S - This building, also locked by a pair of Brown Key Doors contains numerous health items inside. There isn't much else in here, so only linger here to restore your wounds.

    T - Back on the street next to the house you started in is another house. This house, locked by a Purple Key Door is your next destination after you've defeated Lucca. Stepping inside, you'll find a similar layout to that of the original house. You'll want to make your way to the kitchen, as the next boss lies in wait there.

    U - Stepping far enough into the kitchen, you'll alert the level's third and final boss, Kim Pine from Scott Pilgrim VS. The World. She'll likely say hello and then use the hidden Teleporter Artifact to her right. This will transport her out to where Lucca originally transported out from. You'll have to fight Kim, as she holds the Orange Key, which is necessary to complete the level. Strategies for fighting Kim are explained below. Outside, beyond a Yellow Key Door is a suit of Body Armor. You can't access it from this point, but if you defeated Ophelia (which you must have if you've alerted Kim), you can access the yard from a Brown Key Door outside.

    V - This building is another storage building with four small storage rooms. Inside each storage room is a weapon (Pistol, Machine Gun, Flame Thrower, or Sniper Rifle), and its accompanying ammunition. You can't access this building until after you've dealt with Lucca, due to it being locked by Purple Key Doors, but the supplies are here when you need them.

    W - This building, locked by a pair of Purple Key Doors, contains health items in case you need them. Grab all you need, when you need it.

    X - Once you've defeated Kim, you can come to this building which leads to the exit. Beyond the pair of Orange Key Doors, you'll spot a familiar face, Ophelia and in spades. Exactly five of her will charge you. Don't attack them, because doing so will alert five others that will teleport in behind you, and the whole lot of them will surround and tear you to pieces. These Ophelia guards are different, not being much stronger than most of the game's regular enemies. They only attack up close, so you should have relative ease dealing with them from afar. Once they're all defeated, examine the building further. To the right is a closet containing a Berserk Artifact inside. To the left is your next destination, which is also where that Berserk Artifact will come in handy.

    Y - Outside in this small street section are five more regular Ophelia enemies. Defeat the lot of them and then grab the Yellow Key that they were guarding. With that, you should be free to leave at your leisure. The exit should be right across from where you are now.

    Z - Behind a Yellow Key Door is the level's exit. Flip the switch inside to end the level and head to the game's final level, Level 24: Adolf Hitler.

    AA - Outside the exit building, right near a billboard is a special position on the map that only the boss Kim Pine can utilize. Though she can use it, it's not necessarily to her benefit, but it's an excellent trap to use just in case you're low on ammo, or want to have a go against this particular boss.

    Secret Characters:
    Spoiler:


    Running down the list, from left to right, the characters' names and origins are as follows:

    1. Henchmen 21 and Henchman 24 from The Venture Brothers.
    2. Peter Griffin from Family Guy.
    3. Boxy Brown from Aqua Teen Hunger Force.
    4. Courage and Eustace Bagg from Courage the Cowardly Dog.
    5. Daxter from Jak and Daxter.
    6. Kenny McCormick from South Park.
    7. Frankie Foster from Foster's Home for Imaginary Friends.
    8. GIR from Invader Zim.
    9. Ed from Ed, Edd, 'n Eddy.
    10. Homer J. Simpson from The Simpsons.
    11. Jeera from Tak and the Power of Juju.
    12. Kurama from Yu Yu Hakusho.
    13. Mojo Jojo from The Powerpuff Girls.
    14. Mr. Cheese from Rocko's Modern Life.
    15. NEMESIS from Resident Evil.
    16. Dr. Nitrus Brio from Crash Bandicoot.
    17. Skipper, Rico, Kowalski, and Private from The Penguins of Madagascar.
    18. Pops from Johnny Bravo.
    19. Raven from Teen Titans.
    20. Ren Hoek and Stimpson J. Cadoogan from Ren and Stimpy.
    21. Robo from Chrono Trigger.
    22. Rukia Kuchiki from Bleach.
    23. The Scotsman from Samurai Jack.
    24. Spongebob Squarepants from Spongebob Squarepants.
    25. Scott Pilgrim from Scott Pilgrim VS. the World.
    26. Toebot from Angry Beavers.
    27. Spyro the Dragon from Spyro the Dragon.
    28. Stan Smith from American Dad.
    29. Toph Bei Fong from Avatar: The Last Airbender.
    30. Yumi Yoshimura from Hi Hi Puffy Ami Yumi.
    31. Dr. John Zoidberg from Futurama.
    32. Zorak from The Brak Show.

    As the contest is good and dead, there's no reason to "conceal" this information anymore (though if you've Pop-Culture-savvy, you'd know who these characters are anyways). Enjoy the Spoilers.
    Boss #1 Strategy:
    Spoiler:
    Ophelia is definitely unique amongst bosses, in that she doesn't attack you directly at all. The only way she can attack you is by proximity; meaning that she can only harm you when you're relatively close to her. Depending upon how you chase after her, she'll eventually run over a hidden trigger spot which will make her move much faster.

    While moving at this speed, she'll quickly trample anyone or anything that gets too close. You'll have to keep your distance at all times when fighting her. Because of how fast she moves, you'll likely miss often when firing at her from behind or from other such angles. The best way to fight Ophelia is to situate yourself alongside a long, open stretch of sidewalk (as she only runs along the sidewalks) and wait for her to run up to you. Then, run backwards as fast as you can while firing a rapid-fire weapon at her.

    This is the most effective strategy as she'll likely run into every last shot you fire in her direction. Once you've dealt enough damage to her, she'll stop in place. This is your cue to put some distance between you and her, as she'll fly out at you like a projectile, damaging you if you're too close. Then, her means of attack will explode, dealing damage to all nearby. Since she's the only boss with a "Final Attack," it's fitting that she has two of them. Once she's defeated, you can grab her key and move on.
    Boss #2 Strategy:
    Spoiler:
    Lucca is much more openly aggressive than Ophelia. She won't start attacking you right away though, she'll only begin attacking after Ophelia is defeated. Once that happens though, Lucca will give chase and pursue you vigorously. Unlike Ophelia, Lucca won't run along a pre-determined path like Ophelia, instead she'll follow you around like all other enemies would.

    Lucca's attacks consist of Firing her Laser Gun at you, breathing a stream of Flame from either right or left, and finally smacking you with her hammer when you're too close. Each attack is extremely dangerous when you face the entire blunt of it (the flame attacks being the worst). However, the Laser Blasts from her Gun are the most unpredictable, as they will bounce off of walls and objects at least once. It may be simple to dodge them the first time, but the second time when it comes at you again may be problematic; due to her performing a second or even third attack while the initial shot comes at you from behind.

    Aside from these attacks, she is very much in line with most of the game's bosses, and should be simple to fight under other respects.
    Boss #3 Strategy:
    Spoiler:
    Kim is almost a combination of Ophelia and Lucca in that she moves about freely like Lucca, but most of her attacks rely upon a close proximity to be effective. Kim doesn't move much faster than Lucca, so it's unlikely that she'll be able to corner you, and her ranged attack is predictable, so she won't be able to surprise you from behind with it. As far as offense, she's pretty standard as far as bosses are concerned.

    Kim's three attacks consist of a very powerful Kick attack, throwing her Drumsticks at you, which spread in either direction, and by beating her Drum (which she pulls out of from who knows where). The Drum is a repetitive attack that will drain the health of nearby foes. Since her most devastating attacks are from up close, keeping your distance from Kim is the best strategy.

    However, her Drumstick attack can also be very dangerous. Luckily, that attack is much easier to dodge, and shouldn't cause too much trouble for you.

    If Kim does somehow become too much for you to handle, you can lure her to the point mentioned at point AA, which will stop her in her tracks, and she will no longer fight back. From here, you can easily defeat her and claim the key she possesses.


    Speedrun version:
    Spoiler:
    As with other secret levels, you can simply rush towards the nearby coward's exit so that you can get a good par time. Doing so will give you a par time of about 3~5 seconds. With the level's par being 30 seconds, this is the only way to get a good run time of this level.

    To speedrun, simply run out of the starting elevator, run up to the opposite elevator, open the door, run inside, flip the switch and voila!

    Metalor
    Bring em' On!
    Bring em' On!

    Number of posts : 157
    Age : 26
    Registration date : 2012-04-05

    Re: Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

    Post by Metalor on Sun Oct 06, 2013 5:18 pm

    *!FINAL LEVEL!*
    24 - Adolf Hitler


    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)

    A - You start here. (But then again, after 20+ levels, what else is new?) Beyond here lies the game's final level. This level is packed with challenges, not necessarily amongst the worst you've seen in the game, but still enough to give you a good ass-kicking. You've two options ahead of you, the first isn't necessarily straight-forward. The first option, the one you'll likely take upon attempting the level for the first time is the one I'll elaborate on right now in the next few points. For the second option, see it in detail starting at point D.

    B - Directly across from the elevator that you start in is another elevator, this one containing a single Stielhandt. It'll come in handy for the challenges to come, and if you're starting fresh, this will be your first real weapon.

    C - Around the corner to the left of the elevators is the entrance into the level proper, and the first introduction to that ass-kicking I mentioned. Beyond this door is a small army waiting to ambush you. This army consists of four Guards, four Officers, and four Schutzstaffels. Depending upon your status from the last level (whether it's level 23 or secret level 32, it likely won't mean much here) you'll likely get creamed, even with a full complement of weaponry. You'll likely not have much armor, if any, and aside from spamming Stielhandts, you won't be able to handle these guys easily. If you can, great, but if not you'll likely have to restart fresh with no supplies. The rest of this walkthrough assumes that this is the case, so be sure to grab the Stielhandt at point B again before you follow the instructions below.

    D - Assuming you died, you'll likely start at the same spot you did before, however, instead of running out of the elevator (except to grab the Stielhandt), turn around and push the wall behind you to reveal a secret shaft inside the elevator itself. Whereas the other path is veritable suicide, this one will give you a much better stance to fight the enemies lying in wait in the next room. Inside the shaft, you'll find a door; beyond it is a room containing Stimpacks (for later), and beyond that, a small tunnel system that will lead to several storage rooms.

    E - Inside this small storage room is a Machine Gun, and a compliment of Machine Gun ammunition for you to use against the army of enemies in the other room. But don't stop here; you've got more to find in this shaft.

    F - At the end of the tunnel system is a small storage room containing a Pistol and Pistol ammunition. Grab all you need, and then examine the wall to your right.

    G - Beyond the wall to your right is a pair of secrets. Activating them in the correct sequence (i.e. not from point C) should lead you to a position behind all of the Guards, Officers, and SS waiting for you. You can Knife the column in front of you to destroy it silently and then you can deal with the enemies in the room however you like. If you're careful, you might even be able to Knife at least a few of them before the others get wise to your plan. If not, you can use the secret shaft you're in to duck in and deliver peppering shots every now and again. The enemies in the room will stay right where they are and won't wander off, so you're free to deal with them as you see fit; and remember that if you run low on ammunition, not only is there more in the storage rooms, but all of the enemies in this room drop some, so you shouldn't have ammunition troubles this early in the level.

    H - Just beyond the first room is a long, lavish hallway with a Fake Hitler at the other end. He'll charge you and begin firing off volleys of shots. If you're quick and can dodge the shots, you might as well conserve your own and Knife him instead. Otherwise, take him out quickly and then examine the wall to your right, there's a secret containing health inside.

    I - In an alcove to the left of the hallway you're in there's some health and a fireplace containing a Stielhandt inside. Grab both before moving on.

    J - Beyond the hallway you're in is a small corridor with a sharp turn to the right. Directly ahead is an Officer (behind which is a secret containing health in case you're interested). Take care of him and then turn the corner to find a Fake Hitler. Kill him, and then move into the small room he was protecting.

    K - Beyond this pair of doors is a small room containing a Flame Thrower and Flame Thrower ammunition. Since this weapon will be very useful against the foes found later in the level, you should definitely not pass this weapon up. Doing so may be very costly later on.

    L - Back in the lavish hallway mentioned earlier, on either side of the fireplace alcove is a small hallway that will take you into the next room, which itself is a small corridor protected by a single Officer. Deal with him how you please and then move on into the next room, just beyond this one.

    M - This room has the appearance of being two separate hallways, but they are actually part of the same room. On either side is a single Officer guarding one of the passageways into another portion of the level, and in the center is a long, closed-off area, blocked by columns. Some of the columns can be destroyed to allow you to access the portion at the center of the room. Inside said portion is a pair of two Fake Hitlers guarding a Backpack. Take care of them and the Officers as well before moving onto another portion of the level. Notice that at the far end of either side of the room is a Yellow Key Door. You can't enter through these doors yet, so don't worry about them for now; you've got more important matters to attend to first.

    N - To the right of the large, split room is a small bunker area for the Guards to rest. Said area is protected by a single Fake Hitler (directly ahead of you when you come in) and four Guards (hiding in the passages with the beds at the far end of the room). Kill all of the enemies you find here and then explore the room proper. On either side of the way you came in is a closet containing a suit of Body Armor, and on the far wall to the left is a secret containing health. Grab all you can and then visit the room to the right.

    O - This corridor connects to three small storage rooms, each containing a weapon and its appropriate ammunition (specifically the Pistol, Machine Gun, and Flame Thrower). These are the last stockpiles of ammunition for these weapons in the level. Don't waste what's here, because you won't have much to work with besides this.

    P - On the left side of the large, split room is a small forked corridor guarded by a lone Fake Hitler. Kill him and then head to your right. You can't head left for now because that direction is blocked by a Yellow Key Door. You'll get the key soon, but for now you'll just have to be patient.

    Q - Beyond the small room to the right is a spiraling corridor guarded by a lone Fake Hitler and four Schutzstaffel Guards. The Fake Hitler will charge you immediately, but the SS will wait around the corner to the left to ambush you. After you deal with the Fake Hitler and turn around the first corner, you'll find three of the four aforementioned SS, ready to take you out. They can be easily dispatched with a rapid-fire weapon or a few Stielhandts. Just be sure to make your choice quickly, as they hit hard when they have the opportunity. Turn the corner to the left again and head straight. Around the final corner to the left is a lone SS. Deal with him and then examine the wall to your right (or the wall straight ahead before you took your last left turn) to find a secret containing health.

    R - To the left of the last SS is small room containing the Yellow Key. Grab it and then head back out the way you came; you're done with this area.

    S - Directly across the hall from where you come out of the spiraling room is a Yellow Key Door that you couldn't enter into before. Do so now to claim the rewards inside. This room is an interesting one as it has one of each of the game's weapons and a Backpack sealed inside of a glass case. You can destroy the glass (preferably with your Knife) to grab the goodies inside. Once you've grabbed everything in here, return to the large split room and head through the Yellow Key Doors there.

    T - This small room with a fireplace-containing alcove to the left contains the game's last regular enemy inside; a lone Fake Hitler. It is fitting that the game should force you to face one last phony before you face the real thing. Deal with him, grab the health and the Stielhandt in the alcove to the left and then head through the steel passage to your right.

    U - Beyond this small passage is the game's final boss (unless you're playing on Hard and you're very good at exploring, in which case he's the game's pen-ultimate boss). Enter inside only after you're properly stocked, this is one boss that you can't go easy on.

    V - At the center of this very large room, riding inside of an iron mechanical battle suit is the game's final boss, Adolf Hitler. Standing alone as the game's most formidable foe as far as pure force and health is concerned, he won't go down easy, as you'll not only have to destroy the mechanical suit he's in, but the man himself as well. Strategies for facing this formidable foe lie below in the Boss Strategies section. If you happen to have the chance to explore this room, you may find a Red Key Door on the left side (the Western end). If you're not playing on Hard, then simply ignore this; this area is not for you, as the key to unlock this door does not exist on this level on any difficulty besides Hard. Life is full of disappointments for those who take shortcuts. This is one of them. On the other side of the room however are two notable places; the most important at the moment is the stockpile of health lying around at the right end of the room. This includes the level's lone Medkit. Grab it before Mecha Hitler can trap you in this small alcove; it'd be a shame to waste this one and only Medkit simply by having just gone to go grab it.

    W - At the northern end of this room is another steel passage (that Mecha Hitler can't enter inside, just in case you're wondering). Inside, in a small storage room is a Sniper Rifle with a hefty compliment of ammunition. Although not terribly useful, it will still help you hit Hitler if you can't seem to lay any shots on him while you're spending time dodging his attacks.

    X - If you're playing on Hard, you'll most likely notice that defeating Hitler doesn't stop the game as it normally would, and instead he drops a Red Key. This key can be used to open the door at the left end of the room, beyond which is a large hallway lined almost entirely with treasure (save for a few fireplace openings which each contain a single treasure item). There are also two rooms connecting to this hallway, each lined with treasure items. You may have noticed that up until now you haven't found a single treasure item on this level, well that's because the grand stockpile of it was reserved exclusively for those that beat the game on Hard. Yes, inside this area is a grand total of 300,000 points worth of treasure! This is basically the game's largest stockpile of treasure on a single level and is the game's ultimate reward as far as points and treasure is concerned. Grab all you can/want and then head to the corridor beyond the hallway to find the game's finale room.

    Y - You'll find a nice display of flames and gore in this small corridor which will lead to a small stairwell. This is the game's proper exit on the Hard difficulty setting. However, there's still more to explore. If you wish to explore more, don't run around the corner to the right, as that will only end the game, instead, examine the wall to the left of the passage that leads to the game's conclusion; there's a secret on the wall. Pushing it will reveal a small bend to the right and another pushwall. Activating that one will take you just behind the game's trigger for ending the game. Don't head to your right and instead head to your left towards the staircase, but not completely and examine the wall to your right, there's another secret there as well. Push the wall there, head inside and then push the wall to the left. You'll have to push it twice before it'll come to a noticeable stop, in which case, you'll have to push the wall to the right three times. Once that has happened, push the wall to your left twice to reveal a door to your right. Head inside to find a secret elevator hidden behind a Red Key Door.

    Z - This secret elevator, not necessarily as difficult to find as the one on level 23, will nevertheless take you to a secret level to beat all others. This is the game's ultimate secret, one that's so difficult to find, you can't even find it unless you're deliberately playing on Hard. Just flip the switch when you're ready, and you'll be transported to the game's final level, Level 33: Where You Belong.

    Boss Strategy:
    Spoiler:
    Adolf Hitler is the game's hardest boss (when you consider health and brute force, otherwise there are several secret bosses that can be much more challenging, due to their specific abilities to catch the player off guard). In any case, Hitler doesn't differentiate from the standard of attacking practiced by Hans. Indeed his attack patterns are entirely similar.

    Hitler likes to spray shots of Chain Gun fire at the player in large volleys. These typically involve sweeping patterns (such as firing a volley of bullets from the right to the left or vice versa). Another tactic is to concentrate fire on one side, forcing the player to dodge the other way if they don't want to get hit by the wave of bullets.

    However, whereas Hans would fire volleys of bullets that were much in the same league as those used by the Player (dealing 5 damage each), Mecha Hitler's volleys consist of firing two bullets at a time, which together deal 10 damage. Since the player only has 20 health maximum, this can put the player into a bad situation in a matter of seconds. It therefore becomes imperative that the player dodge as often as possible and not let ANY of Mecha Hitler's shots connect. Even a single shot can be fatal, so you'll have to be extra careful to survive.

    Once you've destroyed Hitler's mechanical suit, the fight becomes much more tolerable, somewhat. Now Hitler no longer has the same power behind his attacks, but he makes up for it with his increased movement speed. He can now very easily catch up to you and keep you on your toes. He doesn't employ any new attack patterns though, so it should be easy to predict what he's going to do when he's out in the open.

    Fighting either Mecha or Regular Hitler, you can use the large steel blocks lying around the room for cover. Doing so, you'll notice that Mecha Hitler and Regular Hitler don't walk right up to the sides of the walls; this is merely level design, to prevent them from being easily routed by the player.

    You'll have to be extra careful against either form, but luckily each form has its own weaknesses. Mecha Hitler is physically powerful, but both slow, and you can monitor where he is while he moves due to his noisy footsteps. Likewise, Regular Hitler is quick and stealthy, but his attacks aren't overpowering anymore, so you can fight him on more equal terms, so to speak.


    Speedrun version:
    Spoiler:
    As the game's final (or pen-ultimate) level, this level does not have a par time, you're not required to beat the level under a certain amount of time because the level ends (normally) after you defeat Hitler. However, if you really want to breeze through the game as fast as possible, then you can follow the instructions below to do so. However, be certain that this speedrun assumes that you're either taking detours to grab the supplies to deal with the foes mentioned below, or are simply avoiding them all together.

    Start by running out of the starting elevator and running around the corner to the left. Head through the door, killing or avoiding the Guards, Officers, and SS you find behind there and heading into the hallway beyond this room. From there, run through the closest pair of doors to the left, run through the small corridor guarded by the lone Officer, and head to the left, past the next Officer. In the next room, head to the right, past the Fake Hitler and head into the adjacent small room.

    From here, head through the door to the left and deal with the five enemies you find inside (one Fake Hitler and four SS, you can't avoid these enemies without being trapped). Once they're dead, run around the progressive corners to the left until you find the small closet with the Yellow Key inside. With that done, head back out the way you came until you reach the large split room, and then head to your left, through the Yellow Key Door. Kill the Fake Hitler you find inside, and then head through the steel passage you find to the right to reach the boss room. From here fight and defeat both Mecha Hitler and Regular Hitler until they're dead and you've won.

    If you're playing on Hard, grab the Red Key Hitler drops and head through the Red Key Door to the left. Run around the corner to the left and then the following corner to the right to reach the end of the hallway. If you want to end the game now, simply take an immediate right turn and the game will end, otherwise, activate the secret pushwall just beyond the turn to the right on the opposite side. From here, push the next pushwall to the right, then, back outside, just beyond the endgame trigger, head to the wall to the upper left and push the next pushwall. Inside this pushwall, push the wall to the left twice, the next wall to the right three times, and then the last pushwall to the left two times to reveal the exit room. Head inside the secret elevator, flip the switch, and voila!

    Metalor
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    Re: Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

    Post by Metalor on Sun Oct 06, 2013 8:05 pm

    *!FINAL BONUS MAP!*
    33 - Where You Belong


    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)

    A - Your final starting place; this is the last elevator you'll see in the game. From here, there are literally only two opponents between you and finishing the game. Since this is a secret level, you'd normally expect that you'd be able to leave easily through a chicken's exit, but seeing as this is the last level in the entire game, secret or otherwise, that isn't going to be the case here. Feel free to explore the immediate vicinity, particularly the room to your right.

    B - Inside this small room are some Stimpacks, two Medkits, two Suits of Body Armor, and a Backpack. Grab all you need and then examine the wall to the right, there's a secret containing various types of ammunition inside.

    C - Outside the building you started in, you'll notice a rather large black space surrounding what appears to be floating islands in space. This large black area is known as The Void. It would be unwise to step off the land mass you're on into The Void, as it means instant death. This applies to all of the game's enemies and bosses, save for two, both of which you'll encounter on this map alone. With this knowledge, you can already tell that it will be dangerous to fight in this environment and the advantage is not yours. Nearby in a small covered brick segment are rows of Pistols, Machine Guns, Flame Throwers, and a single Stielhandt. Grab all you need; you can't come back to this place once you leave, and these are your only source of weaponry on the level. Use them wisely. Nearby on a nearby wall is a secret containing various types of ammunition. Grab what you can before proceeding in the level.

    D - Alone amongst a brick structure is a single Teleporter Artifact. This will take you into the bosses' lair, though you'll still have to navigate the area to locate the boss himself. Step inside only after you're certain that you've grabbed everything lying around this area; you can't come back once you've left.

    E - Taking the Teleporter, you'll wind up in this area, a small grassy area, though still floating in space. On either side of you in nearby walls are secrets containing supplies; grab all you can before proceeding.

    F - This large, open area has a big, black hold in the center. Avoid this, as walking inside said hole will result in instant death. You should keep this area in mind, as it is an inopportune place to fight the boss. You'll need to fight the boss in an area with adequate cover if you wish to succeed, and the Black Hole in the middle of this small Void will only restore the bosses' health, should he maneuver into it.

    G - On a nearby grey structure in the large open area is a secret wall that you can reveal to lead to a small, catwalk that leads to a lone floating structure in the center of The Void. You'll notice a thin path leading to the nearby structure. You'll have to walk carefully along this path or it means certain death. Luckily, you don't have to walk down this path to complete the level, so going here and grabbing what's inside the structure is entirely optional.

    H - Locked by a Grey Key Door, this structure contains a lone Berserk Artifact. Normally ineffective against any boss, the boss encountered here can actually be effectively harmed by this artifact; though getting the opportunity to sue it may be difficult. Still if you can, be sure to grab this so you can give the boss a nice love tap to let him know who's boss.

    I - On the other end of the large, open area with the Black Hole is a more confined (that term is used loosely), where if you should happen to be pushed back by the boss, would prove an excellent area to fight him. If you look beyond the first path dividing block to your left, at the edge of the floating mass is a small path, cutting around the side of the building. This is where the exit is located, but you shouldn't concern yourself with that at the moment. However, if you're interested in the Berserk Artifact mentioned earlier, visit this tiny path to find the first of this level's two enemies. This interesting fellow, known as Gilgamesh (from Final Fantasy V) is sitting here, floating in his own little portal. He won't attack you, so calling him an enemy is generous at best, but he does introduce himself to you as one. By simply hitting him with any amount of force, he'll be defeated and you will automatically be given the Grey Key necessary for opening the tiny structure mentioned earlier. Since he dies in one hit, be sure to attack him with a weapon you don't plan to use against the boss (I suggest a single shot from the Pistol), as you'll need all of your best armaments for the real boss.

    J - Around the left corner of the large, open area, beyond a few separating blocks is the island where the boss awaits; he stands waiting at the very edge between a set of brick blocks that contain supplies inside (two Stielhandts and Backpacks each, both sealed behind secret pushwalls). In this area, which is very similar to the one you started in awaits the game's final opponent: Exdeath (from Final Fantasy V). Tips for fighting him are mentioned below in the Boss Strategies section. You'll have to fight and defeat Exdeath, as he holds the Blue Key, which is necessary for you to exit the level and beat the game. However, due to the nature of the level, when you defeat him, rather than him dropping the key, it is instead automatically added to your inventory once he's defeated. With that, you can head for the game's exit and beat the game.

    K - Here, at the end of the somewhat hidden path near where Gilgamesh was floating is the Blue Key Door that leads to the game's exit. Since there's nothing left to do in the game, simply step inside and head into the Teleporter within.

    L - You'll come out from the Teleporter here. Nothing to do in here but head through the door.

    M - You'll see a stretch of land crossing a large black gap leading to a stairwell. This is the game's exit; simply run forward to complete the game. Congratulations, you've successfully beaten Guns and Glory 0.5: The Story Retold!

    Boss Strategy:
    Spoiler:
    As the game's final opponent, Exdeath does not disappoint in difficulty. However, he does have some built-in weaknesses that can be exploited to make the fight easier, but since the supplies to allow for said exploitation are limited, you should only rely upon them in an emergency. You have plenty of time to fight this guy; don't go rushing in, Guns-a-blazing, as that can be more fatal than giving him room to breathe.

    Like Kefka on level 29, Exdeath has a large array of attacks to choose from when attacking. However, unlike Kefka, who uses his attacks erratically, Exdeath uses his attacks based upon your distance from him, so you can exploit this to your advantage. Exdeath typically waits in place until after he not only sees you, but also after he judges your distance from him in order to decide which attack style to implement. A good strategy can be to run really close him and then run back very quickly as his melee attacks take a while to fully execute, so they can be easily dodged and you can easily retaliate. However, most of his close-range attacks have the ability to outright cancel the damage done by your attacks, so you should be careful when attacking. Down below is a list of each of Exdeath's attacks and how to handle them:

    Close-Range Attacks
    1. Sword Dance - Exdeath will swing his sword around himself and slash the player with it at close range. Exdeath will move while using this attack, though the distance he travels is not very far and not necessarily towards the player.

    2. Hurricane - Exdeath creates a funnel of wind around himself that saps the health of everything near him (though this effect does not actually apply to enemies, it only effects the player). Exdeath will move while performing this attack, the attack has a long duration, and the funnel of wind will negate the damage of all of the player's weapons except for the Stielhandt and Berserk Knife strikes.

    3. Delta Attack - Exdeath creates a shield of energy and fires a series of beams that travel a short distance. The beams that Exdeath creates from this attack do not travel very far, so it isn't effectively a ranged attack; however the shield he produces will protect him from all of the player's attacks except for the Stielhandt and Berserk Knife Strikes.

    4. Almagest - Exdeath creates a vacuum around himself that erupts into a powerful explosion. While performing this attack, Exdeath can not only move, but also negate the damage done to him by all of the player's attacks except for the Stielhandt and Berserk Knife Strikes. As far as single-strike attacks are concerned, this attack is his most powerful that he will use openly.

    Distance Attacks
    5. Vacuum Wave - Exdeath generates a ball of energy that he hurls at the player from a distance. The ball of energy will home-in on the player tenacious and leaves a large trail behind it. This attack can be dodged using cover, but it is unlikely that the player will be able to outrun it in a large, open space.

    6. Reverse Polarity - Exdeath generates a sigil that flies straight from his position towards the player. The sigil will travel a short distance and then spawn a shadow-copy of Exdeath where it stopped. The sigil will stop when it comes into contact with the player, any wall, any blocking object, or if it travels its full pre-determined distance. The sigil itself will cause minor damage when it comes in contact with the player, as the newly-spawned shadow copies are teleporting at the player's position, causing damage. The shadow copies of Exdeath, or more appropriately called: Exdeath's Soul, will attack using weaker versions of Sword Dance and Vacuum Wave (which do about half the damage that Exdeath's versions of the attacks will do). Exdeath particularly uses this attack most often when attacking from a distance, and since he can make near-infinite amounts of his shadow copies it's a wise idea to eliminate them before they can overwhelm the player.

    7. Black Hole - Exdeath will release a small black orb from his hand that will travel a short distance before landing on the ground and becoming a miniature Black Hole. The Orb will stop immediately if it makes contact with the player, or with a wall or object, and will quickly sap away at the player's armor if they are too close. If the player has no armor while nearby, their health will be drained instead, much like having the opposite effect of the Regeneration Artifact, save for not effecting the player's score in any way. Another effect of this attack is if Exdeath or Exdeath's Soul walks over the Black Hole, their health will regenerate back to their maximum. However, either opponent much be directly on the Black Hole to receive the effect and remain in the exact spot of the Black Hole to continue to benefit from the effect. Exdeath can make a near-infinite amount of Black Holes.

    8. Grand Cross - Exdeath spawns a series of Void orbs at the player's position, which cause sapping damage before exploding in a large explosion. Since this attack deploys directly at the player's position, Exdeath does not need line of sight in order to attack the player with this attack, though he at least needs to see the player to initiate the attack. Once the attack has spawned, the player can simply avoid it if they're quick enough.

    Exdeath also has two attacks that he can use at either distance. However, one of the attacks requires that he use the other first; depending upon how the player reacts to his first attack will decide whether Exdeath will ever use the second attack at all.

    Any-Distance Attacks
    1. Turn Guard - Exdeath creates a shield which he maintains for a short~long period of time. This shield does not cause any harm to the player, but it does prevent Exdeath from taking any damage from the player's attacks, save for the Stielhandt and Berserk Knife Strikes. If Exdeath is hit with any of the player's attacks while deploying this shield (except for the Stielhandt) he will counterattack with the following attack:

    2. Grand Cross Omega - Like Grand Cross, Grand Cross Omega deploys at the player's position and causes sapping damage before exploding in a powerful explosion. However, unlike Grand Cross, the Omega version activates twice as fast and does twice as much damage, making it much harder to avoid. If the player is hit by the full blunt of the attack, they will suffer precisely thirty-six damage, which will leave a fully-healed, fully armored player severely wounded, and outright kill all other players. Since this is the case, it is best to monitor Exdeath's movements before attacking. It's nearly impossible to escape Grand Cross Omega without suffering even minor damage.

    Considering all of these effects, the Stielhandt or the Berserk Artifact are your only options for being able to always harm Exdeath. You can definitely fight Exdeath with your other weapons, but when fighting him with the other weapons; you'll have to take special care so as not to invoke his Grand Cross Omega attack.


    Speedrun version:
    Spoiler:
    As the games last level, there is no par time. You could take from here to eternity and still be able to come in under par. Still, if you wish to get a good time nonetheless, it's possible, as the only obstacle for getting a good par time is how quickly you can defeat the boss. Following the above instructions and even taking every detour the level has to offer, you can still net a par time of about three minutes. Still, to get the absolute minimal par time, you'd simply follow the instructions below:

    Step outside the starting elevator, run out the door to your left, and run into the Teleporter Artifact straight ahead. From here, run straight into the large, open area; run around the large black hole in the center to the other side and head to your left. Take a slight left around the block to the left and head straight towards the boss. Defeat Exdeath and receive the Blue Key, turn around and from there head back to the portion just after the large open area and head to your left to the small path around the edge of the floating mass. Head left around the corner and take one final left through the Blue Key Door into the Teleporter. From here, just run straight through the door, straight ahead, and voila!

    A good time, with gathering all the supplies and fighting/defeating Exdeath on this level is typically two minutes, so consider the par to be two-to-three minutes are most, in case you wish you challenge yourself. But otherwise, there's no rush; this is the last level in the game, you may as well enjoy it.

    Kumano
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    Re: Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

    Post by Kumano on Fri Jun 27, 2014 2:45 pm

    It was really pain in the neck, but I got it!


    Metalor
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    Re: Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

    Post by Metalor on Fri Jun 27, 2014 2:48 pm

    You got 100% kills on City Streets, huh? Congrats!

    Yep that level is a pain in the neck, but it's always good to have a challenge to take on. How can one improve if they never challenge themselves?

    Kumano
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    Re: Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

    Post by Kumano on Sat Jun 28, 2014 10:03 am

    Yeah, but I was using multiple saves and died like a thousand timesVery Happy I'm pretty sure its impossible without saving...

    Metalor
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    Re: Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

    Post by Metalor on Sat Jun 28, 2014 12:53 pm

    I know I've gotten through it in one go without saving, though I don't recall killing all of the enemies. Really levels 14 and 31 were the toughest to get through in one go (died so many times on 14).

    Kumano
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    Re: Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

    Post by Kumano on Mon Jun 30, 2014 3:25 pm

    Level 16 really sucks though... I got that stupid disk and still only 82% kills and 76% treasure -_-

    Metalor
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    Re: Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

    Post by Metalor on Mon Jun 30, 2014 4:30 pm

    That problem has been rectified in the upcoming update. That maze has been reworked into something far less 100% completionist-unfriendly.

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    Re: Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

    Post by Sponsored content Today at 2:24 am


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