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Difference between revisions of "User:Kids-Bunk-Bed-With-Slide0538"
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The name of this level is usually abbreviated to "Skedar" or "Ruins", both of which redirect here, despite the fact that both Skedar and Ruins are actually separate and distinct Combat Simulator maps, neither of whose layouts are based on this solo mission level. In fact, "Skedar" is doubly imprecise since [[CI]], [[Attack Ship]] and [[War]] (and also, if we want to get technical, [[Crash Site]] and [[Deep Sea]]) also feature Skedar. | The name of this level is usually abbreviated to "Skedar" or "Ruins", both of which redirect here, despite the fact that both Skedar and Ruins are actually separate and distinct Combat Simulator maps, neither of whose layouts are based on this solo mission level. In fact, "Skedar" is doubly imprecise since [[CI]], [[Attack Ship]] and [[War]] (and also, if we want to get technical, [[Crash Site]] and [[Deep Sea]]) also feature Skedar. | ||
− | + | ===General advice=== | |
+ | |||
+ | There are five pillars on this level and three of them are randomly selected to be the targets at the start of the level. This makes ten combinations (trust me), but only one of them is optimal... leading to a whole lot of restarting until the pillars are right. | ||
+ | |||
+ | Ordinarily one would climb the other side of the ravine, use the [[IR Scanner]] to locate a weak section of wall, blast through it and reach the bridge that way. However, a bug in the level landscape means you can just hug the right wall as you go off the end of the ravine and warp up to where the bridge is. The "blow down the wall" objective doesn't seem particularly worried about this... UNLESS you use up all your [[Devastator]] ammo. If you run out of grenade rounds, ''even if you're already past the weak wall'', the game ''assumes'' that you will not be able to get past that wall, and automatically fails that objective. So you must keep at least one grenade round in reserve no matter what. | ||
+ | |||
+ | Activating the bridge is fiddly and time-consuming, but using an explosive boost it's possible to push yourself across the bridge and continue the level. With skill it's even possible to get across without any explosives at all, but that's really hard. Either way, once you're a few steps into the next area the objective marks itself completed, bridge activated or not. This is called the [[Skedar Jump]] and is used on all three difficulty settings. | ||
+ | |||
+ | On SA/PA it's generally the all but useless [[Falcon 2]] which is sacrificed to open the door to the inner sanctum. All you have to do is press B in front of the shrine; there's a pause of a few seconds before the weapon is taken, ''during which you're free to run off and keep on through the level''. Just don't forget yourself and switch weapon as you run, or the shrine will take the newly-selected weapon instead! | ||
+ | |||
+ | Using the high-penetration [[Callisto NTG]] rounds it's possible to take out the bottom two prongs of the main shrine in one go. With skill you CAN instead take out the right-hand two at the same time and then the left-hand two, which would save more time, but this is exceptionally difficult to do once, let alone twice on the same run. | ||
+ | |||
+ | Doors are almost all random. | ||
== Agent == | == Agent == | ||
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== Perfect Agent == | == Perfect Agent == | ||
− | + | You don't actually have to take out the Skedar "army" unless you're playing on [[PA]]. | |
* '''World Record Video''': [http://video.google.com/videoplay?docid=5467946217763979451 Your Eliteness - Ruins - PA - 1:36] ([http://www.thengamer.com/PD/17-Skedar/Your%20Eliteness%20-%20Skedar%20Ruins%20-%20PA%20-%20136.wmv Download!]) | * '''World Record Video''': [http://video.google.com/videoplay?docid=5467946217763979451 Your Eliteness - Ruins - PA - 1:36] ([http://www.thengamer.com/PD/17-Skedar/Your%20Eliteness%20-%20Skedar%20Ruins%20-%20PA%20-%20136.wmv Download!]) |
Revision as of 12:39, 25 June 2006
Skedar Ruins: Battle Shrine is Perfect Dark's 17th level, and final main storyline mission.
The name of this level is usually abbreviated to "Skedar" or "Ruins", both of which redirect here, despite the fact that both Skedar and Ruins are actually separate and distinct Combat Simulator maps, neither of whose layouts are based on this solo mission level. In fact, "Skedar" is doubly imprecise since CI, Attack Ship and War (and also, if we want to get technical, Crash Site and Deep Sea) also feature Skedar.
General advice
There are five pillars on this level and three of them are randomly selected to be the targets at the start of the level. This makes ten combinations (trust me), but only one of them is optimal... leading to a whole lot of restarting until the pillars are right.
Ordinarily one would climb the other side of the ravine, use the IR Scanner to locate a weak section of wall, blast through it and reach the bridge that way. However, a bug in the level landscape means you can just hug the right wall as you go off the end of the ravine and warp up to where the bridge is. The "blow down the wall" objective doesn't seem particularly worried about this... UNLESS you use up all your Devastator ammo. If you run out of grenade rounds, even if you're already past the weak wall, the game assumes that you will not be able to get past that wall, and automatically fails that objective. So you must keep at least one grenade round in reserve no matter what.
Activating the bridge is fiddly and time-consuming, but using an explosive boost it's possible to push yourself across the bridge and continue the level. With skill it's even possible to get across without any explosives at all, but that's really hard. Either way, once you're a few steps into the next area the objective marks itself completed, bridge activated or not. This is called the Skedar Jump and is used on all three difficulty settings.
On SA/PA it's generally the all but useless Falcon 2 which is sacrificed to open the door to the inner sanctum. All you have to do is press B in front of the shrine; there's a pause of a few seconds before the weapon is taken, during which you're free to run off and keep on through the level. Just don't forget yourself and switch weapon as you run, or the shrine will take the newly-selected weapon instead!
Using the high-penetration Callisto NTG rounds it's possible to take out the bottom two prongs of the main shrine in one go. With skill you CAN instead take out the right-hand two at the same time and then the left-hand two, which would save more time, but this is exceptionally difficult to do once, let alone twice on the same run.
Doors are almost all random.
Agent
Strat here.
- World Record Video: Sim Threat - Ruins - A - 1:08 (Download!)
Special Agent
Strat here.
- World Record Video: JugadorJ3 - Ruins - SA - 1:26 (Download!)
Perfect Agent
You don't actually have to take out the Skedar "army" unless you're playing on PA.
- World Record Video: Your Eliteness - Ruins - PA - 1:36 (Download!)