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Difference between revisions of "Marathon Training: Amduscia"
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| <big>Area 1</big>[[File:Pso2 ta Amd1.jpg|500x500px|right]] || Start at E5: | | <big>Area 1</big>[[File:Pso2 ta Amd1.jpg|500x500px|right]] || Start at E5: | ||
# Work your way to C4 while killing enemies along the way | # Work your way to C4 while killing enemies along the way | ||
− | # Work your way to B2 while killing enemies along the way | + | # Work your way to B2 while killing enemies along the way |
+ | ## Do not kill the dragonkin as it will activate E-Trial:Elimination on Area 3 | ||
+ | ## Killing dragonkin after all darkers are dead does not count | ||
# Kill the darkers and hit the 2 switches here to activate the jump pad | # Kill the darkers and hit the 2 switches here to activate the jump pad | ||
# One player uses the jump pads and kills enemies to hit green switch at B1 | # One player uses the jump pads and kills enemies to hit green switch at B1 | ||
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|- | |- | ||
| <big>Area 2</big>[[File:Pso2 ta Amd2.jpg|500x500px|right]] || Start at B2: | | <big>Area 2</big>[[File:Pso2 ta Amd2.jpg|500x500px|right]] || Start at B2: | ||
− | # Kill the enemies and hit the switch at each corner of the map and then take the teleporter | + | # Kill the enemies and hit the switch at each corner of the map and then take the teleporter |
+ | ## Again, don't kill the dragonkin | ||
# Hit the switches and go right to use the teleporter | # Hit the switches and go right to use the teleporter | ||
− | # Kill the darker enemies again, kill Gwana | + | # Kill the darker enemies again, kill Gwana |
+ | ## As usual, don't kill the dragonkin | ||
+ | ###Or at least wait until after the darkers are dead | ||
|- | |- | ||
! Final Area !! | ! Final Area !! | ||
− | # Go North | + | # Go North |
+ | ## Do E-Trials if you killed dragonkin | ||
# Kill Vol Dragon | # Kill Vol Dragon | ||
|} | |} |
Revision as of 06:46, 9 May 2017
Area 1 | Start at E5:
|
Area 2 | Start at B2:
|
Final Area |
|
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Misc
* (Area 1) Gunners can reach A1 in without the yellow jump pad * (Area 1) Gunners can disable the trap at F2 by activating either of the earlier traps and jumping out