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

    Discuss Wolf3D and Wolf3D modding/ports

    Postby Metalor 23 Sep 2013, 00:07

    23 - The Last Stand
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    (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.

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    Speedrun version:
    Hidden Text: Show
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    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
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    Postby Metalor 23 Sep 2013, 03:53

    *!BONUS MAP!*
    32 - In My Mind
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    (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:
    Hidden Text: Show
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    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:
    Hidden Text: Show
    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:
    Hidden Text: Show
    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:
    Hidden Text: Show
    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.

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    Speedrun version:
    Hidden Text: Show
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    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
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    Postby Metalor 07 Oct 2013, 03:12

    *!FINAL LEVEL!*
    24 - Adolf Hitler
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    (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:
    Hidden Text: Show
    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.

    Image

    Speedrun version:
    Hidden Text: Show
    Image

    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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    Postby Metalor 07 Oct 2013, 05:57

    *!FINAL BONUS MAP!*
    33 - Where You Belong
    Image
    (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:
    Hidden Text: Show
    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.

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    Speedrun version:
    Hidden Text: Show
    Image

    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.
    Metalor
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