![]() ![]() Press it to reactivate the minigun zombie’s lift. ![]() If you check the wall to your left as you enter that corridor, you can spot a small, flickering red switch (circled, below). Open them and you’ll be ambushed by two Fiends and a minigun zombie, the latter of which comes up a lift from the level below you. #2: After you hit the switch to raise the acid level for the first time, continue through the stage until you reach the big double doors. If you activate both the nearby platforms in the acid, you can double-jump through the gap between the pillar and mesa (circled below), where you’ll find a small stable platform in the acid.įrom here, you can find and reach a hidden stash on the side of the mesa, which contains two rockets and an Ore Fragment. There’s a big square pillar with lights on it nearby, with a tall mesa to its left. #1: Stand on the platform with the inactive portal on it and turn around. That means you can skip a couple of enemy spawn points without trying, which in turn can make it surprisingly tricky to achieve a 100% kill count. One of the strange tricks to Hazard is that it’s really easy to stray away from its critical path, which isn’t as well-labeled as it is on other stages. At this point, it’s difficult but possible to retrace your steps through much of the stage, as long as you’ve bought both movement upgrades. ![]() Once you take the Rune out of the override system, the acid drains back down to its original position, which lets you backtrack through most of the stage to the inactive portal at ground level. You can shoot their activation switches with any weapon to raise them, and they’ll stay raised until and unless you set foot on them. Part of navigating the stage is using the platforms in the acid as safe but temporary stepping stones. Instead, you’re tasked with reaching three consecutive switches that will raise the acid’s level and let you climb a little higher. Your overall goal in Hazard is to reach the Acid Pump Override room at the top of the canyon, but you can’t get anywhere near it at the start of the stage. ![]() Trials: Shotgun | Shredders Find All the Secrets & Ore on Hazard Also, the movement tech like double jump and dashing should have been unlocked from the start, or at least way earlier in the game, once you have them you can feel that that's how the game is intended to be played.Sacrum | Research | Fuel | Wretch | Genesis, Part 1 | Genesis, Part 2 | Excavation | Chaos Generator | Memoriam | Marksman | Descent | Hazard The game feels great to play, almost all the weapons are fun to use, most of the enemies are fun to fight or at least satisfying to kill, and the level design feels intuitive and rarely leaves you scratching your head on where you're supposed to go next (although some of the collectables are a pain if you're a 100% kind of person.) The only real downside in my opinion is the game peaks about midway through then coasts on a baseline of extremely enjoyable run and gun action but never really evolves in the latter half the levels remain interesting and fun to clear but you're really just doing the same thing over and over. This is my first 'Boomer Shooter' (not including the games that created the genre which I played as a kid) and I can safely say I get the This is my first 'Boomer Shooter' (not including the games that created the genre which I played as a kid) and I can safely say I get the appeal. ![]()
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