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ink

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Everything posted by ink

  1. ink

    Inks Shop OPEN

    5dt or 40 pd sound okay to you?
  2. Greenill EP4 Ult Dorphon Alis Reslove
  3. greenill ep4 ult zu non event ze boota non event boota non event st million blood sword
  4. Yellowboze Ep2 Morfos Non event
  5. Psycho Birds like a few woman i have met along the way lol
  6. Yellowboze ep2 both squid non event
  7. Redria ep4 ult lizard cent/legs
  8. Redria Ep4 ult Pazzu non event Del Rappy non event
  9. Just i am now the crusher of hopes by explaining it is not . Bad ink lol
  10. lol no , This thread has confused so many . People logging saying event on now. Should of kept this till you got back @TheIronSheik
  11. If you raised def on a new mag ,and mind is above dex/pow at 35 then it will go tapas i believe
  12. Area 41 The Force should drop a Mag here so the others can activate the light switch in the next area. The Force should take the lower-left teleport for the boxes while the others take the lower-right teleport. Area 42 Ideally, you'll want to have 3 player take the left teleport and 1 take the right. The left teleport will allow faster access to the next area, while the right one requires that you break through some rubble. Both sides should step only on the left switches as the right switches activate traps. The teleport transport you to the middle of the room with boxes; however, taking it will also activate the foie traps present. If you're going to take the teleport, first destroy the boxes with a gun and then take the teleport so you'll have a clear shot at the traps. Area 43 Stepping on the switch pad here will activate 4 foie traps. Be aware that a zonde trap will activate once a player activates the fourth switch. The player standing on the switch pad should move close to the locked door after the 3rd switch has been activated; this will put the player out of the zonde trap's range. Area 44 1 player should stand on the switch while a player with a gun should goes to the west, and 2 the other two go to the east. The player that went west should go to the east and help the other 2 after activating the switch. You'll hear an error sound when you activate the switch here; ignore it. Do not activate the other switch as it'll shut off the lights. Destroying the boulders will allow access to boxes; be aware that there are ceiling traps present. The boxes on the central platform are accessed by clearing the area to the north - It's probably not worth the trouble. There are also a whole lotta foie traps in the west boulder room. The ceiling trap is in the same area as the boxes between the boulder are. Area 45 The yellow dot on the map is a light switch. The team has to make a decision here. The four switches here require a total of 8 weapons and 8 shields. Activating each switch will also activate foie traps. Getting the required 8 weapons probably won't be a problem, but the 8 shields may be. Sacrificing a shield that you have equipped is risky, as Dark Falz can 1-hit kill a Hucast w/o any tech resistance. If you have the required number of items w/o giving up what you have equipped, take the shortcut. Otherwise, unless you have a time of under 30 minutes at this point, it's probably a better idea to pass. A great time is worth taking the risk, a so-so time isn't. Area 46 Dark Falz , Spinning tops , First form and Second form only . Credit Psoworld
  13. Area 36 Here you have to make a decision. The room to the north has a shortcut, but you need four weapons in order to unlock the door. If the team has found a total of 2 weapons at this point, considering having two players (The FOrce and one other) giving up their weapons. Note that you'll commonly see players say a number aftering clearing the first and second rooms respectively; this is to indicate the number of weapons they have found. Beware of nasty Zonde traps in the middle of this room. Area 37 Area 38 Activating the timed switch here will also activate a zonde trap in the room where the timed gate opens in point 2. The trap is in the middle of the room. Area 39 Destroying the rubble/boulders will activate a trap underneath (foie) Once you destroy all of them, foie traps from the sides will activate. Area 40 The strongest player should go south while the other 3 go north. One player should stand on the switch in order to activate the light. Stepping on the switch will activate traps.After clearing the room, 2 players should proceed to the left while the other take the teleport. Note that the weapons switches will require 4 weapons each. Credit Psoworld
  14. Area 31 There are boxes in the room to the left, but it also contains a zonde trap. If no one on the team has a gun, move on. There are (trap free) boxes behind the waterfall. Three players should wait here while 1 person gets the switch. When you step on the pad, two traps will activate. Take the upper right teleport and stand on the pad to clear the way to the lower left teleport. Destroy the rubble in order to get access to more boxes. Area 32 One player should go east here and destroy the boulder in order to deactivate the gate; this will allow access to boxes and allow you avoid traps later on. Activating the timed door will also activate foie traps; ignore the traps. Taking the plain path you see will mean moving close to the computer which will activate several foie traps; use the path that was opened previously, there are several boxes and no traps. Area 33 Traps accompany the boxes here. The switch pads will get smaller, so keep your eyes peeled. This is the infamous spot where you could punch and kick your way past the boulders in the DC version of the game. That glitch has been removed. You can still squeeze and wiggle your way through as a shortcut, but it's less frustrating (and sometimes faster if you don't have practice swueezing through) to take the normal path. Take the left teleport. Area 34 Destroy the boulder behind the waterfall to get access to the heal ring. Only activate the switches shown. The switch pad in the middle of the room will activate the light; it resets rather fast, so it would be ideal for one player to remain standing on the pad. After clearing the room, one person may want to stay on the pad while the others move on, as the next room will also be dark. Area 35 One person should get the switch while the other wait. There will be three small rooms, each containing two telepors. In order, take the left, left, and right ones in order to reach the switch. Stay close to the left side of the path in order to avoid the foie traps. Destroy the boulder here in order to access the light switch. Credit psoworld.
  15. Area 25. Activate the light switch first. If there are only a couple of easy enemies in the room, you may want to take the time to defeat them for any possible items they may drop. Step on the marked switch to open the door. Area 26. One of the boxes here contain a Buster. Area 27. The weakest character should activate the light switch here and open the boxes. To the north, past the large room, is a heal ring. If you're not doing TA, take the time to heal. Area 28. There are 9 barriers that can be deactivated by stepping on the 8 switches. One person should enter the maze while the others step on the switches in the order shown. Note that the first switch also serves as the final switch. Activate the switch once you reach the centre of the maze. Also located in this room are fake walls that lead to boxes; however, these rooms also contain zonde traps. If you have either a sword/partisan or gizonde you may want to risk it, otherwise, just move on. Area 29. Step on the marked switch to open the door. The light switch is only accessible after you clear the room. Try to determine both your and the enemy's position by using the map instead of trying to see in the dark. After clearing the room one person should go back to activate the timed switch while the others get the boxes in the different rooms. Note that activating the switch will also activate a trap; those who waited should destroy it. Area 30. Boss Fight Do not attack the screens. Instead, focus on the red post that come out of the ground. Destroying the red one will prevent the gizonde attack. During the second form, if it locks on to you, do not run around it, since it'll then lock on to your teammates as well. Keep away from the others and run around in a small area. Credit psoworld
  16. Area 20. The switch for the dark room is the orange switch. Shoot at the shooting traps at point 2 while healing. Area 21 Ignore traps. Area 22 Switch for the dark room is the pink switch at point 1. Touch the panel switch before moving on. Area 23. Take the left teleporter marked 1. Go through the secret hallway to the teleporter to the next level. Area 24 The light switch for the dark room is the orange switch. Shoot switch above door to open door. Ignore shooting traps. Credit psoworld
  17. ZALURE LAUNCHER added to shop
  18. Area 14 After clearing the area there are two options. -If you're doing TA, two players will want to go left so one of the players can take the right path in the next room (the other player is needed for the switch) The other two should proceed to the right and the player that got the switch should join them afterwards. (The player who is solo is responsible for getting 2 switches while the others are responsible for 1 switch.) -Everyone head to the right and split up later. One player should go and get the switch (get the switch first, boxes second) while the others wait here; don't let the monsters that appear bother you, the door should be opened before you have to fight them. If you didn't split up earlier, this is where you do so. One player should head to the left while two should head to the right. One will remain behind for now and will have to wait for the two players to destroy the boulder and reveal the teleport by moving close to the computer console they'll see. The first thing you should do upon entering the room is move close to the computer console so the player who was left behind has access to the teleport. This room is dark and the light switch is located in the middle. Have the FOrce or a player with a gun stand here. Area 15 The left teleport leads to the exit. Area 16 Three players should move ahead while one remains behind to activate the timed switch. Only touch the left switch - The others are traps. Area 17 After clearing the dark room three players should go through the fake wall while the other player activates the timed switch. One of the three players will have to stand on a switch so the trailing player can get past the switch-activated piston. Area 18 Either split up 1:3 or 2:2. It's best that each side has a player that can use techs or has a weapon with a tech special, in case one side encounters a Pan Arms that takes a long time to separate Only step on the right switch. Area 19 This is the Boss Fight. If a non-HUnter gets targeted by the three homing mines, that player is dead. Credit psoworld
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