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Casual Archipelago (Complete)

Starcraft 2
Mission 11/83: Shoot the Messenger


The next attempt, however, I successfully completed the mission. I grabbed the last Stasis Chamber with Kerrrigan Maar by hitting it with Baneling Spawn repeatedly, sent the Heart Container stored within to Alex's LttP, then sent him northwest on a suicidal charge to grab the last Frozen Zerg and their Card Draw for Devalue.

With no more checks beyond destroying Shuttles, I could focus more on my economy and built up fast enough to get Scourges in time for the second and third Shuttles, avoiding a game-ending loss like last time. After destroying the fourth Shuttle, which held a Power of Sire for SotN, then used all three of the Hyperion's abilities to quickly destroy two Protoss shuttle-bays. Time Stop to allow my Scourges to get line-of-sight without immediately dying, then Solar Bombardment to destroy the east shuttle-bay and Purifier Beam to destroy the north shuttle bay.

The Protoss launched a fifth and sixth shuttle, but I destroyed both of them, then jumped Maar onto a cliff overlooking the third and final shuttle-bay, hit it with Apocalypse to soften it up, then finally a Baneling Spawn to stop all further shuttle launches and prematurely win the mission. Without any shuttle bays left, the Khalai on Kaldir have decided to surrender to us, giving us control of the planet.
 
Starcraft 2
Mission 12/83: Old Soldiers


We sent our Zerg from Kaldir to attack Federation forces on the planet Char, hitting the massive Terran fortress they once fortified to use the Keystone to slay the original Queen of Blades. The fortress was heavily guarded, made worse by the fact that the Federation repeatedly launched tactical nuclear weapons at our armies, but we broke through the gates with an army of Zerglings and Banelings from the Acid Marsh, then, once we got full control of our base, switched to Aberrations backed up by Swarm Queens and swept through the base, destroying everything in their path while dodging repeated nuclear launches.

Despite the heavy fortification here, there was relatively little in terms of useful items here. The southern mineral mine had a Brigandine suit of armor for FF12, and the base near the Citadel Gate held 300 Time Shards for the Messenger. The Tactical Operations Center that we destroyed to end the mission held an Emblem for our Sonic Adventure 2, which is nearly useless until Arcaneum send the Shovel Claws for Knuckles, but it at least does get me slightly closer to unlocking my own Cannon's Core, which I can beat with the items I have.

Our Zerg will remain on Char until all Terran forces under Federation control have surrendered, died, or left the planet.
 
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[PokeCommunity.com] Casual Archipelago (Complete)


[PokeCommunity.com] Casual Archipelago (Complete)


[PokeCommunity.com] Casual Archipelago (Complete)


This is what I've become...

Anyways, big day for me in terms of Archipelago. BRC doesn't have a lot to do but I did end up getting Arc's Jet Engine for Eggman in that, and I did a lot of cleaning up in The Messenger now that I had my Wingsuit. Starting my session of SotN now that I have the Leap Stone and have a good chunk more of the castle open to me. Expect a big boring list of everything I picked up sometime tonight.

Edit: Thank you for the Alucard Sword by the way! That's pretty much the best weapon in the game. I'm in a really interesting scenario with Alucard as a glass cannon and it's super fun.
 
I will be doing it myself when I can, I don't want to be essentially not playing my game. It's not high up on the list of priorities at the moment though!
Setsuna just got you the Jet Engine, so even the Eggman section is now easily doable as it is normally. Pretty much the only slightly sequence-breaking thing you need to do to win the level now is to skip the one Bounce Bracelet section, which is very easy once you know what you're doing.

To do this, right before dropping down into the river current in Sonic's section, you need to backtrack slightly, hit that switch rather than the one you need the Bounce Bracelet to access, then rush to the river and somersault under the wall before the switch stops. Your jump is just barely high enough to grab onto the next ledge without the Bounce Bracelet.

EDIT: If you miss the timing, you can jump back up to the ledge with the switch, get hit by the laser fence to get back to the side with the switch (or restart Sonic's segment if you don't have rings), and try again. You can also homing attack to the Bounce Bracelet Switch if you're quick enough to destroy the Gold Beetle as well, but this is a bit trickier and you only get one shot at it per life.
 
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With the recent Destroyers from Setsuna, my SC2 Protoss are now in Go Mode and I can beat every Protoss mission without any more items.

I still need better air units for both Terran and Zerg before I can do the same with all their missions, but they're strong enough now that I can win most of them without issues.
 
Open RCT2 (Part 4)

Needed Steeplechase for a handful of checks. Built one weak one manually. Spammed out the pre-made ones for the other six. Expanded to a new island to fit them all.

Dislikes most of the pre-mades. Designed either compact, good-looking roller coasters with an entrance/exit OR gigantic, sprawling rollercoasters. Found a halfway decent one after putting out a few of the other annoying ones.

Also finally got restrooms. Arguably makes very little difference due to already having a good park rating. Solves the top guest thought, though. Plunked down eight or so around the park.

Slay the Spire (Part 4)

Received the Happy Flower relic (1 free energy every three turns) from PoryKid. Pretty nice. Checked out the two new card draws as well. Contained...more power cards. Bleh.

Died and waited another combat for a new set. Took an upgraded Loop, despite being a power. Counteracts the boss's strength gain if it copies a +2 focus Frost Orb.

Prioritized the boss's other minions. Grows really strong if you leave them alone. Mainly relied on Blizzard to take them out. Ended up using the...Defragment, Loop+, and Capacitor powers at the start? Passed on Creative AI the first two times seen. Pulled the trigger once everything was up.

Created some Cognitive Bias (+4 focus, -1 focus per turn). Grants you a lot of power, at the cost of putting the battle on a timer. Waited until after Phase 2 began to commit to that. (Did not have many Lightning Orbs either, which is where the damage comes from.) Only had 12 health as well. Picked up a second Cognitive Bias and Storm (+1 Lightning Orb whenever you play a Power card) in the meantime. Turned the corner and used all the powers possible. Balanced defense from Frost Orbs and damage from Lightning Orbs, plus an increasingly strong Blizzard. Finally defeated the boss with all of that after a few turns. Approached the limit of that timer set by Cognitive Bias.

Tried to take a screenshot. Did not work. Usually takes thirty seconds for the Steam screenshot to say it did it. Also tried a PrtScr to copy/paste later. Nope. (Might have copied something before trying to paste it, though.) Scored about 664 or so. Clocked in at around 31:24. Got the Lightspeed point bonus.

Sees nothing too amazing in the release: Kerrigan Levels and Prescient Spores for Devourers. Eh. Also got an Energy Tank for Setsuna's Metroid Prime. Never hurts to have more health.
 
Starcraft 2
Mission 13/83: Piercing the Shroud


We took Jim Raynor, a squad of five Marines, and two Medics, and sent them to the Space Colony ARK to infiltrate the base and take down its Fusion Reactor. The squad went through, fought not only some Terran guards but also some Zerg test subjects, and even a handful of Zealot prisoners from the Daughters of Shakuras, a rival rebel group consisting of Protoss supremacists who split from our Protoss over our alliance with Terran rebels.

We found a Pea Badge for Mario and Luigi in a holding cell that we released the Zealots from, and a Small Key for the Red Magician near a Brutalisk holding cell, where we also called in four Firebats as reinforcements. I don't usually go for Firebats on this mission, but we have quite a lot of Firebat upgrades despite not having them as trainable units, so I decided to make use of them here. We also unsealed and killed the Brutalisk, but it didn't have anything useful, and it killed several Marines and a Firebat too.

Continuing forward, we blew up the Fusion Reactor and found a Hydralisk upgrade in the wreckage, which we can't make use of yet since we have no Hydralisks. Destroying the Reactor caused the ARK's guardian, the Biolizard*, to awaken and start chasing our troops, and we had to escape the ARK as fast as we could. On our way, we grabbed Automatic Refinery blueprints which will greatly help our Terran economy, as well as Perdition Turret blueprints to help out Terran defenses a little against Zerg. We escaped the ARK with seven of our twelve soldiers surviving, including Raynor, and then pilfered the transport's Energy Tank to send to the Messenger on Tallon IV.

*filling in for the in-game Hybrid Reaver, but I thought it would be more exciting to make this an SA2 crossover rather than a retread of last Archipelago's version of this mission.
 
Doom 1
E3M5 Unholy Cathedral, Pt. 1


Setsuna sent us three new Doom 1 levels, so I'm going to take a break from SC2 and get all the available items from them. We sent several Doom Marines to Hell's Unholy Cathedral, a place where the Demons perform human sacrifices to their god, the Icon of Sin. Still armed with a Chaingun and Chainsaw, we lost six Doom Marines here, mostly to the four central Barons of Hell that take waay to much Chaingun ammo to kill and can just barely beat a Doom Marine in a Chainsaw melee battle.

Most of what we got were consumables, but we did find three things of interest. An Emblem for our Sonic Adventure 2, a Goggle Mask for FF12, and, most importantly, Hammer Gloves for Knuckles. Since our Knuckles has a pair of Hammer Gloves of his own already, these went to his past incarnation in Arcaneum's SA2. We also found a portal leading to the Deimos Lab, giving us a fourth Doom 1 level to play.

We still need two keys to unlock the Unholy Cathedral's eastern wing, including its exit, and its hidden vault, but most of the level has been cleared.
 
Open RCT2 (Part 5)

Saw a Compact Inverted Coaster come in from Setsuna. Remembered that one being the earliest blocked check. Squeezed 16 checks out of that. Asked for money, guest sacrifices, and general ride categories. Eventually got stopped at...1 Log Flume? Forgets the five rides blocking more checks off-hand. Believes it was something like Log Flume, Chairlift, Air Powered Vertical Coaster, and Mini Coaster. (Named some coasters kind of similar to each other, though.) Guesses roughly three checks behind each one, assuming no other ride blocking more behind that one.

Also received Monorail Cycles from Setsuna, which was one of the goal rides. Needs only a Giga Coaster to finish. Is not too rushed to finish the game. Dwindled down to 14 checks left.
Gains relatively little from finishing. Prefers to encourage people to aim for item density over a check that could be out of the way. Bets on there being more than one Giga Coaster out there too. (Could use more general items in Eevee to the Past as well.)
 
Second Pass:

Messenger's Log: All over Messenger Island, Mostly the Future - The Messenger
3 Areas complete, 3/6 Music Notes

First of all, I took the liberty of buying the following from the shop: A Supercharge, a Heart Container, a Reverse Freefall Coaster, and... Devalue's shop. In my own shop...

With my Wingsuit in hand, so much of the island began to open up for me. I was very curious about something, so I took to the Elemental Skylands first. I broke a Mega Time Shard to obtain a single time shard, a cute joke. I passed up on one of the hardest challenges in the game to do without the Strike of the Ninja upgrade, but didn't feel too bad about it as I've done it before and would need to be coming back to the Skylands anyways. I'd be needing Second Wind for that check, and I can't access one of the four Skylands without doing things the normal way, which will require a lot. The big thing I needed to know was if you could bypass the requirements for the Skylands to fight the boss, the Clockwork Concierge, and you can, the game doesn't seem to check if you've disabled the generators from each, just that you've gotten to the end of the area. Was neat to find that out. Beat him up and got Resource Efficiency for Goliaths from him.
Manfred the Sky Serpent and I flew back to the Glacial Peak where we were greeted by... a second Manfred? One frozen in ice, and one flying next to the platform.
[PokeCommunity.com] Casual Archipelago (Complete)

Leaving both Manfreds behind, I began my journey to descend the Peak, picking up an Oldhead for BRC and a Temporal Acceleration Beam for SC2 in the ice on the way. There's a power seal still uncollected near the bottom of the peak, but it'll require my Rope Dart.

Descending further down, I worked my way from the top of the Searing Crags, suffering a lot to find one of my checks was only 5 Arrows, but it's the creativity and difficulty of solving a problem without the intended tools that still made me enjoy it. I found Eastern Palace's Compass for Devalue on the way down, something I assume isn't the most helpful, but it was really relieving to finally get through the crags, because it meant I could make my way to Quillshroom Marsh, the intended starting area for a randomizer. Everything here is fair game and easy to pick up, so I went through the entire area grabbing a Zora Tunic and a Piece of Heart for OoT, Beanstar Piece 2 for Superstar Saga and a Neutron Bomb for SotN, completing the area.
Next was Howling Grotto, which is now completely open to me after obtaining my Wingsuit. You're supposed to get it at the beginning of the area and use it to progress through the area forwards, so of course I started at the end, shredding through the Emerald Golem boss and working my way through it backwards now that I had the right item. Howling Grotto is now fully complete besides a single check requiring my Rope Dart, and I managed to pick up a Black Mote for FF12, Time Stop for SC2, a new graffiti design for BRC, an Emblem for Arcaneum's SA2, the progressive Sword Devalue needed, and finally I have my Leap Stone for SotN! Having a double-jump will open so much of the castle up for me.

Along the way I finished up every check in Bamboo Grove and the Catacombs left over from last time, but ultimately found nothing helpful. It was all so I could get back to Autumn Hills, with the proper tools to finally get the entire way through. I managed to pick up 32 more REP, a Broken Spear for FF12, and Devalue's Steeplechase, leaving a small handful of checks left for my Rope Dart.
It was then that I arrived back home to the Ninja Village. It's just that... wow, in the future it looked nothing like I remember. The entire village was ruined, with no soul alive and a mechanical makeover, so it was time to turn back the clock to the Present and see what happened. Speaking with the Elder of the village, I was able to obtain some Astral Tea Leaves to plant atop the Crags, and advance the clock in order to grow it in an instant. Perks of being a Messenger. With the tea brewed for the Elder, I was able to evacuate the village to safety and got some time shards as thanks. I'll be going back here for one last check later, so I can't call this place complete, but a lot of good progress was made.

Doubling back to the summit of Glacial Peak, I was able to use Ruxxtin's Amulet to access the Cloud Ruins and pick up the first couple checks there, one of which being Arcaneum's Red Fruit for SA2.
I decided to head back for now, as this wasn't the first perilous journey that awaited me.

I'm currently hinting for:
Lightfoot Tabi - ArcaneumFF12, Balfonheim - Hunt 43: Ixion Reward (2)
Strike of the Ninja - Expl of Time DM1, Unto the Cruel (E4M8) - Mega Armor
Rope Dart - Expl of Time DM2, The Chasm (MAP24) - Red keycard

Messenger's Log: Brink Terminal and Millennium Mall, New Amsterdam, Likely 21st century - Bomb Rush Cyberfunk
3 Boroughs Complete

With a good handful more REP and one of the members of his crew on my side, I was able to convince the Oldhead blocking the pier of Brink Terminal to get out of the way. We needed to drain the sewers to get Mesh his skateboard back, and while he ended up just letting it go, there was a lot of small goodies to pick up to finish up Brink Terminal for good. Fighting through a group of cops, we managed to pick up 21 coins for Vendily, a Syrup for PoryKid, Progressive Immortality for StarCraft 2, a box of rockets for Doom 1, shotgun shells and a medikit for Doom 2, 5 Arrows for Ocarina of Time, an Arrow Upgrade for Alex's Link to the Past, and a small key for Zelda 1. Looking out over the water, I was satisfied with my work, and bombed the sewer with some graffiti before heading on my way to Millennium Mall.
DOT EXE wouldn't budge, still demanding higher REP to even talk to us, but I made use of my time by picking up Eggman's Jet Engine for Arcaneum, along with a Teleport Stone and some Fiery Arrows for FF12. I looked over my maps and it seems like this is the most I can do for now. Time to put that Leap Stone to good use.

Messenger's Log: Dracula's Castle, 1797 - Symphony of the Night
6/20 Bosses Defeated, 71/140 Enemysanity

There's something so wonderful about being able to spread a pair of wings and start exploring new territory. I was able to work my way up through the Clock Tower and Castle Keep, encountering the beautiful Maria Renard on her quest to find the missing Richter Belmont. Unfortunately she was in a hurry, so we decided to each run off in the direction the other had come from to see if we missed anything. Opening up more of the map was wonderful, as I flew through the Royal Chapel and through Olrox's Quarters into the Colosseum, encountering the Belmont himself, claiming to have become the castle's new lord. His minions managed to buy him enough time to escape, however, and having lost his trail, I took the opportunity to pick up some small stuff I missed along the way. I got so much stuff that it's probably just easier to separate it all. That and I wasn't taking notes in the same way...

Spoiler:


There's still so much to pick up in Dracula's Castle, but things are blocked off for now. Getting either the Soul of Bat or the Gravity Boots would open up almost every single thing in the castle,

I'm currently hinting for:
Soul of Bat - Expl of Time DM1, Refinery (E2M3) - Backpack

Messenger's Log: Phendrana Drifts, Magmoor Caverns, Tallon Overworld, Chozo Ruins, Tallon IV, Roughly 2076 - Metroid Prime
5/12 Artifacts

My next trip to Tallon IV was a rewarding one! After obtaining the necessary tools (thank you!) like Morph Ball Bombs, the Space Jump Boots, and the Varia Suit, it was time to get to work. I had a bit of Phendrana Drifts to clear out before I got started, grabbing an Emblem for Arcaneum's SA2, Bel's Winter outfit for BRC (somehow?), and a Mushroom for Superstar Saga. There's a few checks that my tracker says I'm still able to access, but they're blocked behind a Power Beam door, which I don't have due to randomizing my starting beam. Satisfied for now, I began my trek into the caverns once again, ready to face the flames.

The trip to Magmoor was immediately a fruitful one. And by that I mean I got a Strawberry for my fruit salad. Couldn't help myself. I also found a Deku Nut Capacity Expansion for Ocarina of Time, and Heroic Fortitude for Kerrigan in SC2. Going through Magmoor wasn't exciting for what was in it however, it was exciting for what was on the other end: practically a whole new world.

The rainfall of the Tallon Overworld felt wonderful after sitting in the cold and heat for so long. Finally a comfortable atmosphere. I got to work collecting a Goddess's Magicite for FF12, Hellbat Aspect and Glial Reconstitution for SC2, and an Arrow Upgrade for Devalue's Eevee. That leaves about two thirds of the Overworld remaining, a solid chunk of those being the sunken Frigate Orpheon that I'll need the Ice Beam to access, which I hinted for. It's in the remains of the crashed ship that I'll find the green chaos emerald for Explorer of Time.
The last area on my list in the Overworld was the Impact Crater. Something or... someone gouged a mark into the surface of the planet, seemingly infecting it from the inside. Determined to not let another world fall to the curse, I prepared to head inside, only to realize the crater was locked down tight. It seems the Chozo really didn't want whatever was going on to ravage the surface, and so they kept it sealed underneath at the cost of their lives. The only way any living being on this planet was going to see another day was if I broke into that crater and dealt with the source, fast. Though I had collected a handful of artifacts on my travels, it wasn't enough. My goal was in sight.

Carrying this new goal with me, I left the impact site for the Chozo Ruins, and echoed the favourite phrase of every Metroid Prime player: time to go through Magmoor Caverns again. Clearing out what was left, I got some armor for Doom 1, a box of bullets for Doom 2, and W.I.L.D. missiles for SC2. Magmoor is clean for now, and it looks like I'll be needing Power Bombs, the Ice Beam, the Spider Ball, and the Grapple Beam to nab most of what's left.

Finally, I arrived at the Chozo Ruins, a dusty arid, corroded reminder of what was lost. Ominous readings from the Sunchamber told me that was where I was headed next, to destroy the source of the poison pumping throughout the ruins. Flaahgra was no match for the Plasma Beam and a good spread of missiles, and I breathed a sigh of relief as the water returned to a beautiful blue. Searching every nook and cranny for any sign of a way to enter the crater, I picked up a good chunk of items, like a small key for Zelda 1, a Ring of the Toad and Storm Spear for FF12, the Goron Tunic for Ocarina of Time, another Emblem for Arcaneum's SA2, the Quake and a Compact Inverted Coaster for Devalue, a portal with access to Against Thee Wickedly for Doom 1, Invulnerability and an Energy Cell Pack for Doom 2, a progressive Zerg Ground Carapace for SC2, a Chuckle Bean and a jar of Syrup for Superstar Saga, 16 REP and a (Just Swell) Skateboard for BRC, a new missile expansion, and a couple sticks for Vendily.
It seems the Tower of Light and the Tower Chamber are blocked off by more Power Beam doors, and there's a sea of fire I'll need the Grapple Beam for. The Spider Ball and Super Missile (once I have the Power Beam) will also come in handy once I acquire them. For now, it's back to HQ to regroup.

I'm currently hinting for:
Ice Beam - Alex Fox LtP, Ganons Tower - Mini Helmasaur Room - Right
Power Beam - ArcaneumFF12, Dalmasca Estersand - Patient Barheim Key Reward (3)

this was a lot to write oh my god...
Hopefully I picked up something good for you today! Thank you for grabbing what I need, I got so much done today!

Edit: And because why not, here's the fruit inventory after today:
[PokeCommunity.com] Casual Archipelago (Complete)
 
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Doom 1
E2M4 Deimos Lab, Pt. 1


With the Deimos Lab now accessible, we warped in four Doom Marines to take the southern half of the lab, losing three to various demons after running out of chaingun bullets and having to resort to melee with chainsaws. We found a lot of items, but mostly useless consumables, money, and a cosmetic outfit for Red of the Bomb Rush Crew. We also found a Bomb Upgrade (+5) from a Federation experiment to make smaller and more compact bombs with the same explosive potential, and sent it to Eevee. Also in the lab were an Emblem for Arcaneum's SA2 and a Hydralisk improvement we can't use yet. But most importantly, we found coordinates to a Doom 2 map on Earth, The Crusher.

We now have enough points to hint for another weapon, this time being the Plasma Gun like in Doom 2. This one's in the Clan Hall, as a quest reward for Arcaneum's FF12. I'd appreciate it a lot; I'm running out of ammo and dying a lot because I only have one weapon, that uses bullets. The northern half of Deimos Lab is blocked off by a locked door, but we will return when we have the key to open it.
 
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Doom 1
E4M6 Against Thee Wickedly, Pt. 1


Now, for my least favorite Doom 1 level, Against Thee Wickedly. We sent Doom Marine after Doom Marine to wade through the burning lava pools of this demonic Martian castle, killing any demon they could in a pyrrhic victory. As for the items we got... most of them were consumables, but three were useful items. An Emblem for Arcaneum's SA2, a Jade Collar for the FF12 party, and a Golden Feather for Claire. We need more keycards to progress further here, but we have killed most of the demons. That being said, the ruler of Against Thee Wickedly, a massive Cyberdemon, is one of the fourteen demons that awaits behind a locked door here and we could not slay it.
 
Doom 1
E3M6 Mt. Erebus, Pt. 1


For what's most likely the last Doom 1 level of the night, unless my Doom 2 level has another Doom 1 level or key in it, I sent a dozen or so Doom Marines to Mt. Erebus. Or, to be more specific, the island floating in Mt. Erebus's volcanic crater. We lost a lot of Marines here thanks to a lack of ammunition, but still cleared out the whole map. Aside from the exit room that requires a key, but we know for sure that there aren't any demons hiding behind it. (Except maybe a Lost Soul, not sure about them. They're too small for our sensors to track.)

This had quite a lot of items in it, starting with 10000 Gil for FF12, then a Carrier upgrade that we can't use without Protoss Carriers. A lot of consumables, and also a music track for the Bomb Rush Crew. Two Emblems for Arcaneum's SA2. A Pinewood Chop for FF12. The Seventh Beanstone for Mario and Luigi. Several Hercules transport ships that the Demons used to travel on and off the lava island, which we kept for our own Terran fleets. And, most importantly, the Toy Shovel for our bird friend Claire.

...and also a Strawberry and Pork Bun for the Messenger. Our final Doom Marine, having used the last radsuit and killed the last demons here, ran across the lava in a suicidal charge to get that Pork Bun. Of course, when he found out it was yet another snack to be sent to Dracula's Castle, he spent his last few seconds screaming obscenities at us as he burned to death.
 
Doom II: Hell on Earth
MAP06 The Crusher, Pt. 1


We sent only a single Doom Marine, armed with our new Plasma Rifles, to the Crusher of the Gerard DuGalle Memorial Spaceport on Earth. The Crusher, normally used for refining minerals by subjecting them to intense pressure, was occupied by a Spider Mastermind demon standing directly under it. Our Marine promptly turned the crusher on, killing the Spider Mastermind without firing a shot. Evidently, she wasn't much of a Mastermind if she's dumb enough to stand on the most dangerous spot in the entire spaceport.

Come to think of it, the first Spider Mastermind we fought did so without any backup whatsoever, and the second and third in the Spirit World picked a fight with their own Arachnotron army and got killed by them. I want to know who named these demons, because they evidently didn't do a very good job at it.

Our single Doom Marine cleared the entire western two-thirds of the Crusher base without dying, a heroic achievement even if he did have to leave and visit the Spirit World for some Plasma ammo before coming back. He found a lot of items, most of them junk but with a few interesting ones. Most importantly, he graffitied the Crusher to get 16 REP for the Bomb Rush Crew, and he also had a Heart Vessel for Castlevania. He also found some Protoss Stalkers for us hidden behind the Crusher, and Khaydarin Amulets to give our High Templar and Signifiers more energy to use their psionic powers. Last, we found permanent cloaking devices for Spectres, which we can't train yet and won't ever get as free units on missions.

We'll need the Red Key to unlock the eastern half of the base and clear the Crusher completely, but there's only one item left behind the door despite being guarded by over thirty demons.
 
Setsuna just got you the Jet Engine, so even the Eggman section is now easily doable as it is normally. Pretty much the only slightly sequence-breaking thing you need to do to win the level now is to skip the one Bounce Bracelet section, which is very easy once you know what you're doing.

To do this, right before dropping down into the river current in Sonic's section, you need to backtrack slightly, hit that switch rather than the one you need the Bounce Bracelet to access, then rush to the river and somersault under the wall before the switch stops. Your jump is just barely high enough to grab onto the next ledge without the Bounce Bracelet.

EDIT: If you miss the timing, you can jump back up to the ledge with the switch, get hit by the laser fence to get back to the side with the switch (or restart Sonic's segment if you don't have rings), and try again. You can also homing attack to the Bounce Bracelet Switch if you're quick enough to destroy the Gold Beetle as well, but this is a bit trickier and you only get one shot at it per life.
Yeah I'd already re-familiarised myself with how the level operated and stuff, might be able to do it now but again I am quite busy/tied up with other things so it will have to wait until I got some time to sit down and try. Might not even be that long depending on how things go, but I would appreciate if you can please stop posting about this. You're aware of where I am with things, I know what I have and what I need to do, so let's leave it at that.
 
Starcraft 2
Mission 14/83: Cutthroat


We now strike at the planet Dead Man's Rock, once the homeworld of the space pirates that once became the Koprulu Federation. We had obtained Vulture bikes from the Messenger, taken from the now-slain Karasuman, and we used them judiciously to raid the vast mineral stockpiles that the ex-space pirates had stored here, not expecting that we would strike at one of their core worlds so soon.

We looted blueprints for a Reverser Roller Coaster and Log Flume for Devalue's amusement park from two of the outlying undefended Command Centers, and then, not finding a third amusement park ride blueprint in the west Command Center, looted the local commander's lunch (a plate of Sushi) and sent it off to Dracula's Castle to thank the Messenger for these super fast Vultures.

We originally came here to just raid the place, but we were contacted by a corrupt commander who offered to switch sides and help us take the whole planet in exchange for a bribe of 6,000 minerals, and we took their offer. They then gave us Federation Hellion blueprints that will let us manufacture them much faster, and we got a massive ground army that we used to level the northern base to the ground, including its Planetary Fortress, which contained some Firey Arrows for FF12.

The corrupt traitors took heavy casualties, and we don't need them any more now that Dead Man's Rock has fallen, so we disarmed them and required them to refrain from armed combat altogether. We're not killing them or taking back our money, since our reputation is important, but we've learned the lessons of the Sack of Korhal and don't want to invite outlaws such as these people into our army. Plus, they've already sold out to the highest bidder, so they're quite unreliable in the long run.
 
Starcraft 2
Mission 15/83: Liberation Day


This mission technically doesn't get us closer to the Flippers we're trying to get to, but it's the game's easiest mission and has a bunch of extremely easy checks to get, so I did it first anyway. We sent Jim Raynor down to the surface of Korhal along with a squad of Marines, where some corrupt Federation Marines were terrorizing a couple villages. We traveled along, destroying several advertisment holoboards along the way, and looted a Tourmaline Ring for FF12, the Devil's Due upgrade for The Messenger, coordinates to the Containment Area on Deimos, and most importantly, in a transport, we found what we had came here for...

Fenix, the Purifier Protoss mech hero, and a close friend of Jim Raynor. After wiping out the Federation's tiny outpost in the northwest, we brought him back to the Hyperion, and repaired him, where the two heroes had a joyous reunion.
 
Doom 1
E2M2 Containment Area, Pt. 1


We sent a Doom Marine trio to the new base on Deimos, a warehouse containing crates of all sorts of stuff adjoining a small demonic temple in the center of the base. There were a lot of items here, most of them junk, but with several valuables. Arcaneum got the lion's share of the non-junk loot: a higher Deku Nut Capacity for Ocarina of Time, a Pinewood Chop and Mage's Hat for FF12, and two Emblems for Sonic Adventure 2.

We also found cloaking devices for all our Medivacs, which will be quite useful for stealth assaults since they're our transports; we can now send in virtually any Terran ground unit to any location without a detector if we need to do surgical strikes. Finally, we found another Pork Bun to send to Dracula's Castle. We lost two Doom Marines this mission, one mauled to death by a Demon, and the other squished by a malfunctioning gate after retrieving the Pork Bun. Thankfully, the Pork Bun itself was safe, so the third Marine took it and ended the level. There's still one more item here in a locked room that we need a keycard to get, but apart from that, this level is done. We've killed every monster here, found every secret, et cetera.

Since I'm walled in my non-SC2 games again, it's time to play more Starcraft.
 
Starcraft 2
Mission 16/83: Back in the Saddle


Remember that lab back on Earth that we tried to infiltrate with our Zerg? Well, with Maar on our side now, we can hit it directly, and did so. Most of the scientists retreated, leaving it defended only by the Federation's Zerg, but it also came under attack by our alleged allies in the Eggman Empire, who wanted their Regenerative Bio-Steel tech for themselves alone. Maar killed a robotic "Egg Marauder" and took its Topaz Circlet to send to Dracula's Castle, and then pilfered the Hypertwister blueprints for Devalue's amusement park.

Deeper in the facility, Maar got to the Bio-Steel experiment first and sent it to us, then went to the tram and defended it from more attacks by Dr. Eggman, also finding a Roach upgrade left on the tram. Finally, Raynor retreated and Maar soloed (with his Primal Zerg summons) the massive Egg Archangel to cover our escape, and gave the Boss Heart Container that powered it to Alex Fox's LttP.
 
Starcraft 2
Mission 17/83: Fire in the Sky


Now that Maar has returned from Earth, we can send him back to Char to kick the Federation's Terran army off the planet entirely. We built a small army mostly of Aberrations, and used Maar's Primal Drop Pods ability to give us a free army of Primal Zerg to back them up, and activated the map's Scourge Nests.

We also found some Brood Queens hiding in the west, and a Main Gauche for FF12 in a pile of dead Zerg. A rescued Swarm Queen taught us the Aerobatics Warrior technique, which we in turn taught to the Messenger. We also rescued some Protoss Dark Templar for our armies along with the eastern Swarm Queen, and found a pair of Quasimodo Boots for FF12 near the main Terran base. Finally, we rescued Spangle from beneath the bones of a Zerg Defiler and sent him to Mario and Luigi.

The Terran Federation tried to retreat their Gorgon Battlecruisers from the system, but we destroyed them all with the Scourge Nests. The ruins of the third had an Emblem for our Sonic Adventure 2, and the last had 50 Rupees for Eevee. With the Scourge Nests under our control, we can hit any Terran ship coming in or out of the Char system and only have the planet's Zerg to deal with. We can also hint for our Mutalisks now, and will take a short detour to go get them, at which point we will be in Go Mode with our Zerg as well as our Protoss.
 
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