Guides Archive

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Toy Soldiers: Cold War complete guide

The following Toy Soldiers: Cold War Guide is a culmination of the efforts of Andrew Crews, John Laster, John Drawdy, Todd Schlickbernd, and Zac Lace. Special thanks goes to Signal Studios for their advice and guidance.

Toy Soldiers: Cold War was released on Xbox Live Arcade on August 17, 2011, featuring an intense mixture of tower defense and action gameplay elements. If you haven’t purchased the game yet, we highly recommend checking out our Toy Soldiers: Cold War review. Make sure to bookmark this page once you have downloaded the game for your go to source for all things related to Toy Soldiers: Cold War. Read the rest of this entry »

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Crimson Alliance achievement guide

Playthrough 1

It is recommended that you playthrough on Easy to start off as the equipment is not effected by the difficulty, and because the equipment is your characters stats you don't need to level your character like a traditional RPG. You will be collecting all Health upgrades and Soul Anchors through this playthrough, the latter for an achievement and the former because it will make life easier. To be sure you get them all, follow our level guide located here.

There won't be a huge amount you will need to do except finish the story and get the end game equipment.

Playthrough 2

During this playthrough, you will be playing through the first level and scoring a gold medal on each character class in order to get the Three-peat achievement. You are also going to want to follow our handy dandy video guide located here on how to complete the achievement Special Delivery, nabbing yourself what is arguably some of the best armor for each class, if not the most stylish.

If you've missed some of the miscellaneous achievements such as I'm Not Dead Yet or Big Bang Theory you can mop those up during this playthrough.

Playthrough 3

This playthrough is all about Go For Gold. Most of the levels are easily done solo, but you will find yourself struggling to gold Asturi or some of the challenges solo. Remember that the high difficulties offer vast amounts more points than the lower difficulties but it comes at the price of enemies becoming very resilient to most attacks, and will effect your time and ability to chain combo kills.

Secrets are very much so worth the time on Immortal or Ridonkulous, as they pay out 750 – 1,000 points each. Playing with others has disadvantages and advantages. On one hand your time score will sky rocket, and you will die a lot less. On the other you all share the same score multiplier and so it will have a tendency to stick around 2X or 3X simply because the more people there are the more chance there is someone will be hit.


I Have The Power! – 10

Unleash your Ultimate attack.

This will most likely be the first achievement you will unlock in Crimson Alliance. To be able to use your Ultimate attack you will need to collect 5 Soul Anchors, there are 33 Soul Anchors in the game and you need to collect 30/33 for the fully upgraded Ultimate attack. Once you have obtained the Ultimate attack you can activate it by pressing the LB button on your controller.


Three-peat – 10

Earn a gold medal on Fall of Byzan with each character class.

There are four different medals to earn. Bronze, Silver, Gold and Platnium, the level Fall of Byzan is the very first level. There are three different character classes you will need to obtain the gold medal with. The gold medal is 22,000 points on Fall of Byzan, the higher the difficulty is the more points you will get. It is recommended that if you wish to get this achievement early you play with a group or with a friend who has end-game equipment.


Big Bang Theory – 10

Kill 25 enemies with explosive barrels in a single level.

Scattered through nearly every level are red explosive barrels, which once hit will start a fuse before exploding. Almost all enemies are slightly slower than your character is, so in conjunction with the dash/teleport ability(activated by pressing the A button on your controller) it is possible to 'herd' the enemies into tight groups. Once you have a reasonable size group, run past the red explosive barrel and hit it. If the difficulty is low enough, all enemies will generally die in a single explosion.


I'm Not Dead Yet! – 20

Revive yourself while playing alone.

It is possible to revive oneself by breaking a pot of health moments before dying or  having a Health Totem down when you are dead. Basically as long as there are hearts floating through the air when you have died it is possible to be revived.

It is important to take note in co-op it is possible to revive someone without having to stand next to them holding the LT button on your controller using this method.


Maxed Out – 20

Max out any character stat.

Unlike other RPGs, the stats your character has is contributed from the armor and weapons it has equipped. You will most likely have a maxed out stat two or three levels before the last level. However this depends on the equipment you have found or bought.


Special Delivery – 20

Carry the present out of Palace of Death on at least hard difficulty.

In the very first of Palace of Death room behind some boxes is a green present you will need to carry to the end of the level. It can be destroyed very easily and you may drop it. The strategy to getting through the level on hard with the present intact is to drop it just before an enemy encounter is started and clear out the next room or two. It must be noted you cannot die or it will make the present disappear, you must also be careful to take it past certain gates otherwise you will not be able to go back for it. It must of course be done on at least the hard difficulty.

This is easier with more people but it is completely possible solo. You have to physically carry the present out of the level, past the red checkpoint for it to count. Included is a video guide of the locations to drop the present to unlock the achievement.


Soul Hoarder – 20

Find and collect all 33 Soul Anchors.

Throughout the levels there are 33 collectibles known as Soul Anchors, aside from upgrading your character's Ultimate attack they also offer to flesh out the story more with information. To collect a Soul Anchor simply walk through it. Refer to our level guide here to find all 33.


Rampage – 10

Achieve a score multiplier of 8X on at least normal difficulty.

Crimson Alliance gauges how well you are performing based on a point system divided into how many secrets you have found during the level, how quickly you completed the level and lastly how well you performed in combat. The more enemies you kill, the higher your multiplier will grow up until it reaches 8X. If you are damaged in any way however you will lose part of your multiplier.

It is possible to obtain 8X on the first level Fall of Byzan by killing all but two enemies during the level on the normal difficulty.


Horny Devil – 20
Defeat Gashadokuro, the Death Knight.

This is a story related achievement and cannot be missed. Gashadokuro is located on the level Gashadokuro.


Bring Out Your Dead! – 20

Complete Requiem.

This is a story related achievement and cannot be missed. Requiem is located on the level Requiem.


Soul Survivor – 20
Defeat the Soul Siren.

This is a story related achievement and cannot be missed. The Soul Siren is located on the level Asturi.


Go for the Gold – 20

Earn a gold medal or better on every Main Campaign level on at least normal difficulty.

The combo system is the key to getting a high combat score. It is similar to the medal system in games such as Halo where if you get more than one kill is quick succession you will be awarded more points. The difficulty will effect the amount of points awarded from the Time Bonus, Combat Bonus and Secret Bonus. Refer to the achievement Rampage for a better description of how the point system works.

To unlock this achievement you will need get a gold medal on every campaign mission and challenge on at least normal difficulty. Use our level guide located here for a breakdown of each level.

Learn each enemy and their locations throughout the levels, it will make things a lot easier as the enemies usually stick to set a routine.

You should not have much trouble with this up until the last three levels, where you will need to either get very lucky or you will need to play in co-op on a harder difficulty to get enough points.

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Crimson Alliance Wizard guide

The Wizard is an old man, but don't let his frailty fool you, he is powerful beyond belief. Equipped with his staff and the knowledge of powerful magic, the "old man" is definitely a force to be reckoned with. He is the reason for this journey, why or for what is still unknown even to him. The fact that he must continue on in this desolate world, fighting to uncover his lost memories, is just a feeling he can't ignore.

  • Upgrading your fire bolt quickly as possible will save you a lot of headaches later on in the game
  • Teleporting is you best friend, you can pass right through enemies and can not be harmed until you reappear
  • Quantity, not quality. When you find a staff that can shoot multiple fireballs, make sure to pick it up. Crowds can be handled much more easily.
  • Your freeze attack is great for creating distance between you and charging foes, freeze and immediately teleport away, allowing a larger gap and more time to attack
  • Unlike the other two classes, your shield can be activated at any time, this is great for someone going solo.
  • If you play the Wizard right you can dodge quick enough to almost never be hit.

Controls:
Teleport – A
Fire Bolt – X (charge by holding)
Freeze – Y
Storm Stun – B
Block – RT
Pick Up Objects – LT
Use Deployables RB
Ultimate Power (lightning attack) – LB

Solo

The Wizard is the character to use if you want to play this game alone. Things may get hairy when enemies come within close proximity but making distance between them is a simple Freeze and teleport away. Make sure you concentrate your armor pieces around building Fireball and Freeze up, these are your main weapons. The general strategy is to 'herd' the enemies into groups by teleporting around them and freezing them. Using this strategy in conjunction with the Fireball is nearly unbeatable.

Focus more on the Wizards ability to dodge and shield more so than on how much health he has. Remember you can regain health, the enemies can't. The shield can be activated mid teleport or even whilst you are spamming Fireball, the only downside is that it has a limited lifespan and takes a few seconds to regenerate. At the soonest possible chance, buy yourself a staff that shoots more than one Fireball. This means you will deal out three times the amount of damage, large crowds will become less of a problem. Do not bother charging your Fireball, it takes too long and leaves you sitting vulnerable. It will soon become apparent that its much better to spam than to charge.

Cooperative

The role of the Wizard in co-op shifts from being the center of attention to the support role. His ability to Freeze enemies in place really shines through as his Mercenary pal shield bashes them across rooms to shatter them instantly. The herding technique will not work at all during co-op as there are more than one target for the enemies to follow, its best for him to Freeze and let others do the bulk of the work whilst occasionally throwing in a few barrages of Fireballs. Keep an eye on your partners health and be sure to drop Healing Totems when you can or throw in axes to lighten the load on your friends.

Despite the Wizard losing the spotlight in co-op, don't be surprised if you become the last man standing. The Wizard can dodge and retain his health like no other and often when everyone has fallen face first on the ground, it will be down to you teleport to your friends and drop a Healing Totem or failing that resume the herding technique until you have whittled down the enemies.

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Crimson Alliance Assassin guide

The Assassin is fast and cunning, using her ability to strike quickly before the enemy knows what has happened. Equipped with a short sword and a dagger and combined with ninja like speed she becomes a deadly weapon. She may be an assassin by trade, but seems to not have let it effect her heart. She is the driving force behind everyone sticking with the Wizard on this journey of destiny.

  • Your stun will be your greatest ally, it will allow you to stop enemies from attack as well as avoid being attacked yourself
  • Throwing your dagger is a great way to lure enemies in just a few at a time
  • The dagger can also be used to light barrels from a distant clearing them out as you make your way in
  • If low on life, stunning enemies, dashing away and throwing daggers is a slow, but effective way to survive till your next heart refill

Controls:
Dash – A
Slice – X
Stun – Y
Dagger throw – B
Block – RT
Pick up objects – LT
Use deployables – RB
Ultimate power – LB

Soloing:

When it comes to soloing, the Assassin needs the most balance in terms of skill progression. Having no stun will result in being overwhelmed, and no melee power means killing enemies will take forever, and no ranged means no way to kite mobs. However, the Assassin is the absolute best at taking out elite units, making her approach to most encounters sort of the reverse to that of the other classes. Taking out the big annoying guys with a sufficiently upgraded B (it'll cause explosions that knock enemies down) combined with stun and a powerful backstab is a fantastic method to making encounters easier. Be careful when backstabbing though as sometimes the length of the animation can get the Assassin hit by a quick attack. On top of that, her melee only hits one enemy, so trying to meatgrind mobs to death won't work, much kiting is necessary. A fluid mix of X, Y and B will lead to victory.

Cooperating:

Again in true unorthadox style, the Assassin unlike the other classes plays pretty similarly in coop and in solo. Taking out the elites really helps the team, and using the immense range of her stun will make the Assassin incredibly useful. Also bringing weapons which have status effects will make the Assassin a really helpful asset when it comes to mowing down mobs. Tossing a couple poison daggers at fodder or using electric daggers to backstab ranged units take proper advantage of the Assassin's, well, assassination style. Just be careful not to drag the screen when going for fall off kills.

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Crimson Alliance tips

General

  • Make sure to always use Block (RT), this will help save hearts and keep your multiplier going
  • Always make sure to use deployables, they can make a difference between silver and gold
  • Check all walls for for secrets before moving on (or just use our guide)
  • Pay attention to your surroundings, you may sometimes see secrets before you can get to them
  • Using your dash, teleport (A) is a very effective way to avoid danger
  • Speed, secret areas and your multiplier are key to achieving high level scores
  • Ranged enemies are the bane of your multiplier, always know where they are
  • With the Assassin and Mercenary, blocking only occurs in the direction they're facing, so use the right stick to move and block in separate directions
  • Hit and run does work, so hit enemies while it's safe rather than risking it

Co-op

  • Always know where you party members are and try to stay close
  • Play off of each others abilities; i.e. – Wizard/Mercenary: freeze enemies with the Wizard and bash the to pieces with the Mercenary
  • Stay stalked on heart totems, if an ally falls it is much easier to drop one to revive them then it is to try and stand there during battle holding (LT)
  • Don't fight over who gets to the gold first, every one gets the same amount no matter who picks it up
  • Keep an eye on each others life, never know when this is the difference between a close call and death
  • Don't stretch the screen too much, being forcefully teleported can result in taking a hit or losing track of your character
  • Call it when about to throw or attack red barrels or poison urns
  • Speed is essential, but don't get swept up in the team's combined power, defense is still necessary to preserve the multiplier

Challenge Maps

  • Stock up on all deployables before attempting
  • Go after the larger enemies first, the smaller ones can easily be pushed back (B) while you do this
  • However, if the elites can be ignored entirely (if their ranged attacks can be blocked by rocks etc.) then thin the herd as much as possible
  • Meat will help slim down the attacking pack when you have large groups of enemies spawning at once
  • Always pay attention to how many rounds there are and which one you are currently on
  • Using ultimate abilities is a big deal, it's not necessary to save it until the end all the time, all the enemies mean it'll come back pretty quick

Misc.

  • Having trouble passing a level, go back to one of the challenge maps and replay a few times collecting quick gold to buy the next level piece of equipment
  • Keep an eye on your special move (LB), it is slow to fill, but very effective.
  • Your equipment set up should be set for your play style
  • Careful with equipment stats, anything over 20 doesn't count
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Crimson Alliance monster guide

Melee

These enemies are all rather week and are really only dangerous in large numbers, they are best dealt with by using your normal attack and staying on the move.

Ranged

Ranged attackers are pesky and annoying, only attacking from a distance and running anytime you come near. It is best to handle these enemies quickly anytime they are present. Keep a special eye on the Skeleton Sappers as they throw poisonous urns that will suck you life bar dry rather quickly.

Unique

These are a few enemies that really don't fit into a basic category. Here you have Wargs which are wolf-like creatures that move fast and in packs.  The Red Hand Gunner will not run away like the other ranged attackers and will only stop firing his gatling gun for a brief second to reload. The Ninja is another ranged attacker, but she will fight in close counters if you trap her, sh also moves away much quicker then the rest forcing you to dash her to get the first strike.

Heavy Hitters

No matter where they come from you will have to watch for there hard hitting blows. Very little you can do once they are in motion towards you other then step out of the way and counter. There are two special notes here, one is that the large zombie can just be side-stepped as he will explode after almost touching you. The second is that the Deathknight can only be harmed when his armor is down and the glowing cat-like eye is exposed, which you must attack.


Magical

These guys all have one form of magic or another and are commonly protected by a bubble shield. One or two heavy attacks directly to the shield and they will be vulnerable to anything you throw at them. It is best to deal with these types of enemies as quick as possible as many of them also cast magic empowering the smaller enemies.

Leaders

The leaders are always strong and normally have lots of minions around to keep you occupied and away from them. They will however continue to attack you both from a distance and up close, so keeping an constant eye on them and staying on the move is your best bet.


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Crimson Alliance City Warrens level guide

City Warrens

Secret areas (10):

  1. Right as the level starts a stack of crates will be minding its own business off towards the bottom left of the screen. Break ‘em and travel off the platform onto the bridge.
  2. After taking out the sleeping baddies and going down the ramp, a Heart Container will be tantalizingly placed at the bottom of the screen with some crates and what looks like an impassable wooden platform. Well just go through it (bottom right of the screen)!
  3. After the first encounter with the Gulyabani Leader will be a checkpoint then a winding stairway which goes southwest then turns right, then left. Well before turning left keep going and a crack in the wall will lead to a secret area.
  4. Continuing on southwest will lead the player under a wooden bridge. To the north is a stairwell, and the south as well. Head south real quick to pick up a secret room.
  5. Back at the stairs-cross-road, head north and take out the Shaman boss. Then, head over the bridge and hit the switch to reveal a secret area and a Soul Anchor.
  6. After the large encounter with the mounds of archers will be a checkpoint in a large room. There are three red tapestries in this room, the middle of which houses a secret room.
  7. As with a couple different secret areas, this one’s hidden by suspiciously placed crates and barrels. In the Leader and Shaman battle area (with the third heart container) the secret area is down a ramp off to the southeast.
  8. Just above the 7th secret area, back where the large battle actually took place, will be a gate leading to a checkpoint with a campfire and meat off to the left. Right behind the big rock there is a secret area.
  9. Beyond the 8th area gate begins a long segment with on top of massive archways with bridges connecting them. At the first opportunity, turn right on the archway there (it’s the first bridge noticeable) and go all the way down to the treasure chest.
  10. Right after all the bridges and archer segments, a large gate will open up with an intricate design on the large tile in front of it. Instead of going through the gate, keep going north.

Puzzles:

  1. In the secret room behind the red tapestry (#6) is a rather mean puzzle. Four switches must be activated in quick succession, however turning them on turns on razor blades of painfulness. The key here is to go into the north corner where all three of the first switches will be targetable after hitting the first one. Then, if it’s possible to tank the damage just do it and hit the last switch. If not, just time it quick because that last switch won’t last long.
  2. The second puzzle is down the ramp past the the seventh secret area and it actually does require more than one player. One person stands on the panel, one person goes through the fire and gate, Crimson Alliance’s own battle of Thermopylae. Like 300. Read a book sometime.

Collectibles

Challenge map:

  1. This one is unavoidable but it’s found midway through the archways segment.

Heart Containers:

  1. After taking out the sleeping baddies and going down the ramp, a Heart Container will be tantalizingly placed at the bottom of the screen with some crates and what looks like an impassable wooden platform. Well just go through it (bottom right of the screen)! The ramp at the top-left of the screen leads to the Heart Container.
  2. During the large encounter with the Leader elite on the platform trying its darndest to impale you with a javelin, after making quick work of it grab the heart container before the Shaman shows up. Or after, it doesn’t matter, but it may be that health you needed.

Soul Anchors:

  1. After taking out the sleeping baddies and going down the ramp, a Heart Container will be tantalizingly placed at the bottom of the screen with some crates and what looks like an impassable wooden platform. Well just go through it (bottom right of the screen)! Then proceed towards the bottom-left and pick up the soul anchor.
  2. Back at the stairs-cross-road, head north and take out the Shaman boss. Then, head over the bridge and hit the switch to reveal a secret area and a Soul Anchor.
  3. There’s a sequence of bridges near the end of the level involving archers on raised platforms and such, it’ll be pretty noticeable. At one point two wooden bridges will be used to cross over two platforms (that’s three in total) and the game will encourage you to go north. Go south instead to pick up the Soul Anchor.

Treasure Chests:

  1. Wizard: After taking out the sleeping baddies and going down the ramp, a Heart Container will be tantalizingly placed at the bottom of the screen with some crates and what looks like an impassable wooden platform. Well just go through it (bottom right of the screen)! To the left of the wooden ramps is a Wizard door.
  2. Mercenary: This one’ll be easy to fine as the encounter where the door is is mandatory. After climbing a ramp to a small room with a Shaman and a gate blocking a wooden bridge (which was passed under to arrive at the ramp) will be a Mercenary door along the wall.
  3. In the secret room behind the red tapestry (#6) is a rather mean puzzle. Four switches must be activated in quick succession, however turning them on turns on razor blades of painfulness. The key here is to go into the north corner where all three of the first switches will be targetable after hitting the first one. Then, if it’s possible to tank the damage just do it and hit the last switch. If not, just time it quick because that last switch won’t last long.
  4. Assassin: Right after all the bridges and archer segments, a large gate will open up with an intricate design on the large tile in front of it. Instead of going through the gate, keep going north. There will be an Assassin door there.
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Crimson Alliance Fall of Byzan level guide

Fall of Byzan

Secret Areas (9):

  1. At the first crossroad, go straight down the long corridor (mid-right of the screen) rather than going up and fighting the archer there.
  2. After approaching the sleeping enemies, proceed up the wooden structure in their camp.
  3. After the second checkpoint there will be a trench with a spike barrier at the end. After the encounter (or during it, whatever) go up the left-most path that runs along the trench.
  4. On the way back from the third secret area just walk straight across onto the other set of stairs (don’t go through the checkpoint gate) and go up that wooden ramp behind the crates.
  5. In the small area with the lit statue surrounded by enemies and red barrels, don’t go down the ramp just yet. Instead, go down the path parallel under the rafters.
  6. At a point where there are two bridges to cross, before crossing the second one the wall directly opposite the second bridge will have a small crevice which can be walked through unveiling a flight of stairs. This occurs before the fourth checkpoint.
  7. Just after the fourth checkpoint is a large encounter filled with archers, followed by a smaller one right after. Before going on to the fifth checkpoint, head right towards what looks like just a rock wall and the camera will pan to reveal a ramp.
  8. Right after the encounter where the Shaman shows up (but does not stay), there will be a multi-path situation. Keep going the way you went when you first entered the room (should line up with the gate which has closed itself by now) then make a left at the wall (you’ll see a Fighter-only secret door as well).
  9. Immediately after the battle with the Shaman the end of the game will be in-sight (it’s the red checkpoint). Don’t go towards it, instead go the exact opposite direction (you’ll make a right turn towards the screen instead of left, away from it) and there lies the final room.

Puzzles:

  1. The first puzzle with the four switches should be pretty easy even though the game recommends multiple players. Just light the red barrel on the further side (it has a barrel neatly setup there) and then hit the other two switches while the fuse goes down. Travel down the reveal path for a Heart Container.

Collectibles

Heart Containers:

  1. Another really easy one to spot will be the Heart Container about midway through the level after the short battle on the squared platform.
  2. The first puzzle with the four switches should be pretty easy even though the game recommends multiple players. Just light the red barrel on the further side (it has a barrel neatly setup there) and then hit the other two switches while the fuse goes down. Travel down the reveal path for a Heart Container.

Soul Anchors:

  1. Can’t miss this one. Right after secret area 5 is a ramp, travel down that ramp and there will be a Soul Anchor waiting.
  2. After encountering the sleeping Gulyabani and the Assassin door (around the campfire) there will be a Soul Anchor sitting in the middle of a small room which must be cleared before progression can continue.
  3. Right after the encounter where the Shaman shows up (but does not stay), there will be a multi-path situation. Keep going the way you went when you first entered the room (should line up with the gate which has closed itself by now) then make a left at the wall (you’ll see a Mercenary-only secret door as well). The area has a Soul Anchor in it.

Treasure Chests:

  1. The first chest is next to the Inventory Tutorial ghost.
  2. Assassin: There’s a door on the wall next to the campfire with the sleeping Gulyabani grunts, just before the second Soul Anchor.
  3. Wizard: A door is just to the left of the massive gate beyond secret area 7.
  4. Mercenary: Right next to secret area 8 is a door (also next to the third Soul Anchor).
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Crimson Alliance Inner Sanctum level guide

Inner Sanctum

Secret Areas (8):

  1. After the first checkpoint coming down the stairs from the majorly awesome fire-fight, hang a right U-turn and hug the wall to find the area.
  2. In the battle with the three red barrels stacked neatly and the skeletons in formation there will be two gates. After winning, both open; go left instead of up to find a puzzle. Beyond that puzzle, up north through some crates, is a heart container.
  3. During the battle with the Flaming Undead Butchers go off to the left of the entrance until colliding with the wall. From there, turn left up the fallen rock to find the secret area and Soul Anchor.
  4. After the battle where the Flaming Undead Butchers are released from cages, go through the gate and make a left at the wall. There will be a Heart Container up the stairs and a secret area.
  5. After that long zigzag battle to open the gate and cross the checkpoint on the bridge, a battle will break loose full of red barrels. Hug the south wall to find some stairs and a secret area.
  6. In the library after the battle with the lightning wall through which a second wave full of elites pour through are some stairs. Climb those stairs and to the left past the book shelves is a secret area with a Soul Anchor.
  7. Upon exiting the library and after the battle (or during, whatever) hug the left wall under the fallen pillar to find the area and a challenge map.
  8. After the long battle ending with the Death Knight, go to the room to the southeast where once there was a wall. There will be a secret area in the right-most corner as well as a chest.

Puzzles:

  1. Right after area 1 and after the Wizard door (keep going along the wall) is a circle of pressure switches with one in the center. Dash over the center pressure plate (don’t stand on it) then in travel in a circle on the plates around the center one before the fire goes out.
  2. In the battle with the three red barrels stacked neatly and the skeletons in formation there will be two gates. After winning, both open, go left instead of up to find a puzzle.

Collectibles

Challenge Maps:

  1. Upon exiting the library and after the battle (or during, whatever) hug the left wall under the fallen pillar to find the area and a challenge map.

Heart Containers:

  1. In the battle with the three red barrels stacked neatly and the skeletons in formation there will be two gates. After winning, both gates open; go left instead of up to find a puzzle. Beyond that puzzle, up north through some crates, is a heart container.
  2. After the battle where the Flaming Undead Butchers are released from cages, go through the gate and make a left at the wall. There will be a Heart Container up the stairs and a secret area.

Soul Anchors:

  1. During the battle with the Flaming Undead Butchers go off to the left of the entrance until colliding with the wall. From there, turn left up the fallen rock to find the secret area and Soul Anchor.
  2. In the library after the battle with the lightning wall through which a second wave full of elites pour through are some stairs. Climb those stairs and to the left past the book shelves is a secret area with a Soul Anchor.
  3. When heading through the church a Soul Anchor will be off between the first and second row of benches on the left.

Treasure Chests:

  1. Wizard: After the first secret area and the skeleton tossing red barrels will be a Wizard door, just hug the wall to find it.
  2. Mercenary: In the library after the battle with the lightning wall through which a second wave full of elites pour through are some stairs. Climb those stairs and on the right will be a Mercenary wall.
  3. After the long battle ending with the Death Knight, go to the room to the southeast where once there was a wall. There will be a secret area in the right-most corner as well as a chest.
  4. Assassin: After the challenge map secret area will be a checkpoint and a big stash of gold with a blue beaker in it. Directly across from it along the wall will be an Assassin door.
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Crimson Alliance Homecoming level guide

Homecoming

Secret Areas (9):

  1. After the first battle with the Undread Hand (See? Cleverness) after traveling up the short stairs and through the gate, hand a right (that is, head south) through the crate wall spelling out “There is a secret area here”.
  2. Keep going and there will be some shiny coins in the window of the cathedral building to the left of you. Just after will be another stack of crates.
  3. After the Gulyabani Leader bursts out of the door, take care of him and go through the door from whence he came. Continue on for a secret area and a Heart Container.
  4. To the left of the battle occurring after the Undead Sorcerer is a puzzle area. Cross that puzzle area and go north to the raised section of the area. There’s a conspicuous black tapestry with a secret area and a Challenge Map.
  5. Back to the right where the archers were on the elevated area (to the right of the gate) is a large block with a neat iron fence on top of it. Behind it is a secret area and a Soul Anchor.
  6. Right after the encounter with the archers and secret area 5 will be a rope bridge. Before turning right at the bridge will be several wooden spikes forming  wall on the left at the corner. Go around it for a secret area.
  7. Continuing on from the aforementioned battle across the long rope bridge there’s more obvious crate stacking. Should be a heart container in there too.
  8. Just after that will be a checkpoint. A gate will open inviting the party to go up the stairs, but of course that’s not what should be done. Hug the massive structure around back (that is, not up the stairs) to find a Soul Anchor. This involves passing over a Wizard door as well.
  9. Continue past the massive wall checkpoint up the stairs and onto the wall laden with spikes. To the northeast is a plaza with a switch and a treasure chest in it. Hit the switch and Undead will pour out of the area to the left of the plaza. After they’re dead, go from whence they came for a secret area.

Puzzles:

  1. Just past the broken statue square area (with the pressure switch that fires a yellow bolt from the gargoyle if stepped on) when heading right will be a puzzle. Hit the first switch to begin. This is totally possible with one player, but it’s tough. There are a limited amount of switches that will show up, but only eight need to be hit. They’ll show up out of random holes, so stay at the bottom of the puzzle area (equidistant from both sides) and it all comes down to being quick.
  2. This puzzle occurs just to the left of the big open encounter after the Undead Sorcerer. There are five fire-platforms on top of which golden goblets will spawn and must be collected before time runs out. If the platform closest to the switch is “N” (for north), and the center one is “C” (for center), then the order of the fire activating goes N – E – S – W – C. So ideally follow the fire in that order.

Collectibles

Challenge Maps:

  1. To the left of the battle occurring after the Undead Sorcerer is a puzzle area. Cross that puzzle area and go north to the raised section of the area. There’s a conspicuous black tapestry with a secret area and a Challenge Map.

Heart Containers:

  1. After the Gulyabani Butcher bursts out of the door, take care of him and go through the door from whence he came. Continue on for a secret area and a Heart Container.
  2. Continuing on from the aforementioned battle across the long rope bridge there’s more obvious crate stacking. Should be a heart container in there too.

Soul Anchors:

  1. The battle with the Sorcerer (purple guy) takes place in a massive graveyard with some nifty crypts. The one on the right has a Soul Anchor in it.
  2. Back to the right where the archers were on the elevated area (to the right of the gate) is a large block with a neat iron fence on top of it. Behind it is a secret area and a Soul Anchor.
  3. Just after the long rope bridge and second Heart Container will be a checkpoint. A gate will open inviting the party to go up the stairs, but of course that’s not what should be done. Hug the massive structure around back (that is, not up the stairs) to find a Soul Anchor. This involves passing over a Wizard door as well.

Treasure Chests:

  1. Assassin: After the battle with the Undead Sorcerer there’s another battle with Undead Archers. Upon their defeat a gate will open to the north, but just to the left of that is an Assassin door.
  2. Wizard: Just after that will be a checkpoint. A gate will open inviting the party to go up the stairs, but of course that’s not what should be done. Hug the massive structure around back (that is, not up the stairs) to find a Soul Anchor. This involves passing over a Wizard door as well.
  3. Continue past the massive wall checkpoint up the stairs and onto the wall laden with spikes. To the northeast is a plaza with a switch and a treasure chest in it.
  4. Mercenary: Past secret area seven (denoted by the Undead Sorcerer and red-barrel-athon) is an encounter with Undead Bombers on a raised platform. On that platform is a Mercenary door.
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