Guides Archive

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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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Crimson Alliance Palace of Death level guide

Palace of Death

The Present:

This is for an achievement much like carrying the gnome through Half Life 2. Right at the beginning of the level at the far left of the room behind some crates is a green present. The goal here is to carry the present all the way to the end of the level. That may seem easy right? Wrong, it’s not indestructible, so if it gets hit it’s gone, leaving behind only a small monetary consolation prize. The key here is to bring the present with you through every gate or door so it won’t get left behind, but never put it in harm’s way. You’ll always want it behind cover at least, and the further back it can go the better. Anytime there’s going to be a big battle though, bring it with you into the area or it’ll get locked outside.

Secret Areas (8):

  1. Right after the area with the massive waterfall in the background go through the newly opened gates. Keep going past the rock wall to find a puzzle and a secret area.
  2. In the massive hall with the dining table and skeleton buffet off to the right in a dark corner is a pathway leading to a soul anchor.
  3. After the dining hall room will be a series of long hallways leading to a checkpoint room. In that room hug the left wall down the path (there’s a blue glow there) and keep going to find an area and a soul anchor.
  4. Under the walkway with the stained glass that gets so lovingly destroyed by the skeletons is a secret area. Hug the right wall over the fire trap and deal with the zombies, then go down the small steps to the left to visit our lovely crate friends.
  5. In that same area with the twisting walkway where secret area 4 was, go northeast rather than continuing down that windy path through the parted rocks. This one leads to a puzzle.
  6. After approaching the area with the large ornate black circle symbol three skeletons will emerge from some stained glass. Perhaps skeletons live behind stained glass, who knew? Either way, the middle pane is a secret area.
  7. This one’s pretty easy. Right after the battle with the double Undead Sorcerers a gate will open inviting the party to the checkpoint. Well there’s also the big obvious stairs off to the right, so just go down those!
  8. The final secret area is right at the end of the level, as so many of them are. Right at the end there’s a gold dragon coin up some stairs. Grab it, then go right and again for the secret area.

Puzzles:

  1. This one is in secret area 1 and requires more than one player no matter what.
  2. In that same area with the twisting walkway where secret area 4 was, go northeast rather than continuing down that windy path through the parted rocks. This one leads to a puzzle.

Collectibles

Heart Containers:

  1. After the large dining room will be a forked hallway with one direction leading to the dining room overhang where all the money was; go there and get the Heart Container.
  2. In that same room where the checkpoint for secret area 3 is there’s a Heart Container. Just go down the corridor then hang a right up the stairs and back to the container.

Soul Anchors:

  1. In the massive hall with the dining table and skeleton buffet off to the right in a dark corner is a pathway leading to a soul anchor.
  2. After the dining hall room will be a series of long hallways leading to a checkpoint room. In that room hug the left wall down the path (there’s a blue glow there) and keep going to find an area and a soul anchor.
  3. Moving on past secret area 7 will bring the party back to a Soul Anchor they probably saw earlier. Just grab it, it’s off to the left, hug the left wall after that checkpoint if unsure.

Treasure Chests:

  1. Wizard: After the battle with the Undead Sorcerer followed by the Undead Butcher and Exploder head towards the waterfall (where the checkpoint can be seen in the distance) before going through the gate. There’s a Wizard door there.
  2. Assassin: In the library area where the zombies were visible (and killable) through the window near the beginning of the level will be an Assassin door that's unmissable.
  3. Mercenary: There’s a Mercenary door on the way down from secret areas 5 and 6, can’t miss it.
  4. This one’s pretty easy. Right after the battle with the double Undead Sorcerers a gate will open inviting the party to the checkpoint. Well there’s also the big obvious stairs off to the right, so just go down those! There’s a treasure chest down there.
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Crimson Alliance Requiem level guide

Requiem

Secret Areas (8):

  1. After the first gate will be lots and lots of wooden platforms. The first large ramp ends in a fork, with left (west) going towards the secret area. Hug the wall there (rather than going right, down the ramp) and it shall reveal itself. There’s a soul anchor there too.
  2. Hug the left wall after continuing down to the first large patch of desert (right after the wooden platform-athon) and eventually there will be a corral with a secret area, challenge map and Heart Container.
  3. Hug the right wall this time (again from the entrance to the desert area) to find this next area. Doing so should prompt two battles with Gulyabani grunts, and then continue past the thorny plants to find the area.
  4. After the big cannonball-rain death bridge there will be a small section of wall with two cannons on either side. Hug the right wall and go down the ramp to find a puzzle to the south, but to the north (denoted by the white banner) is a secret area.
  5. In the area with the purple-hued zombie altar, head off to the upper left where the large cart is. Behind the cart is a stack of crates which are begging to be destroyed.
  6. After the first checkpoint in the zombified region, there’s an area really obviously hidden behind some rocks in the same room with the checkpoint.
  7. The Gulyabani Leader encounter leads to a Mercenary door, the wall for which (north side) will eventually lead to a secret area and Heart Container if followed.
  8. Moving past that Leader battle to the next checkpoint on the wood planks, just past the stairs which LOOK like they should have a secret area is a secret area denoted by a white banner towards the south. This one’s pretty easy to see.

Puzzles:

  1. After the big cannonball-rain death bridge there will be a small section of wall with two cannons on either side. Hug the right wall and go down the ramp to find a puzzle. One person has to hold a plate while the other hits a switch. May be possible solo with intricate red-barrel timing.
  2. After the battle against the Gulyabani Leader there will be a switch behind his corpse (unless he moved a lot, in which case it’s directly opposite the side of the circle  the entrance is on) which will open a gate to the north. Go through it, then there will be another switch. For this one, pull it then immediately slide over to the opened door and hit the switch ASAP.

Collectibles

Challenge Map:

  1. Hug the left wall after continuing down to the first large patch of desert (right after the wooden platform-athon) and eventually there will be a corral with a secret area, challenge map and Heart Container.

Heart Containers:

  1. Hug the left wall after continuing down to the first large patch of desert (right after the wooden platform-athon) and eventually there will be a corral with a secret area, challenge map and Heart Container.
  2. The Gulyabani Leader encounter leads to a Mercenary door, the wall for which (north side) will eventually lead to a secret area and Heart Container if followed.

Soul Anchors:

  1. After the first gate will be lots and lots of wooden platforms. The first large ramp ends in a fork, with left (west) going towards the secret area. Hug the wall there (rather than going right, down the ramp) and it shall reveal itself. There’s a soul anchor there too.
  2. In the area with the purple-hued zombie altar, head off to the upper left where the large cart is. Behind the cart is a stack of crates which are begging to be destroyed.
  3. After the battle against the Gulyabani Leader there will be a switch behind his corpse (unless he moved a lot, in which case it’s directly opposite the side of the circle  the entrance is on) which will open a gate to the north. Go through it, then there will be another switch. For this one, pull it then immediately slide over to the opened door and hit the switch ASAP.

Treasure Chests:

  1. Wizard: After the first gate will be lots and lots of wooden platforms. The first large ramp ends in a fork, with right (east) continuing the level. On that half-circle platform (which has another ramp in the middle of it) go to the far right of the wall for a Wizard door.
  2. Assassin: This one is behind an Assassin wall in the massive fortress full of cannons, can’t miss it.
  3. After the battle against the Gulyabani Leader there will be a switch behind his corpse (unless he moved a lot, in which case it’s directly opposite the side of the circle  the entrance is on) which will open a gate to the north. Go through it, then there will be another switch. For this one, pull it then immediately slide over to the opened door and hit the switch ASAP.
  4. Mercenary: Continuing beyond the battle with the Gulyabani Leader in the death circle will be a Mercenary door that can't be missed.
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Crimson Alliance Sea of Sand level guide

Sea of Sand

Secret Areas (7):

  1. When first venturing onto the barren lands of barren dirt sand sadness, a rather neat pile of crates and explosive barrels. Navigate through them, difficult as it may be, then climb the ramp to a secret area.
  2. Instead of going through the gate to the checkpoint after the first encounter in the level, head to the right up the ramp to the fortress. Heading right all the way will look like a dead end, but there’s a secret area right there if you keep going past the “wall”.
  3. Right past the checkpoint, hug the right wall. You’ll have seen this area on your way to area 2; it has the heart container tantalizing you. Break the wooden spike barrier and go get the container!
  4. Also right past the checkpoint, hug the left wall and another ramp will reveal itself, this one with a soul anchor.
  5. After the long wooden catwalk will be a checkpoint. After getting it, go straight down and break the skull poles, keep going south to find the area.
  6. Proceed towards the puzzle area in the large fortress near the end of the level (again, entered via the ledge overlooking the Red Hand in formation). Making the left turn from the entrance to the fortress goes to the puzzle area, then make a left again to pick up the heart container.
  7. In that same fortress, after defeating all the enemies, hug the right wall this time and where once there was a gate, now there is a secret area! Keep going down the area to find a Soul Anchor.

Puzzles:

  1. In the fortress entered by the overlooking ledge, hop down and hug the left wall and cross the wooden bridge. This area leads to a puzzle as well. This one’s pretty easy too, just nail the first switch, then the other two as quick as possible.
  2. Near the end of the level will be “co-op required” puzzle flag. This one requires one person to stand on the pressure platform and the other to quickly activate four switches. This IS possible solo, but it must be done quick and requires a bit of luck. Toss all hand axes (should have three) while standing on the platform, one to the left, one to the right, and hopefully the middle one will get the last switch.

Collectibles

Heart Containers:

  1. Right past the checkpoint, hug the right wall. You’ll have seen this area on your way to area 2; it has the heart container tantalizing you. Break the wooden spike barrier and go get the container!
  2. Proceed towards the puzzle area in the large fortress near the end of the level (again, entered via the ledge overlooking the Red Hand in formation). Making the left turn from the entrance to the fortress goes to the puzzle area, then make a left again to pick up the heart container.

Soul Anchors:

  1. Also right past the checkpoint, hug the left wall and another ramp will reveal itself, this one with a soul anchor.
  2. There’s one after the big battle midway in, can’t miss it.
  3. In the fortress which was approached from a ledge above it, after defeating all the enemies, hug the right wall this time and where once there was a gate, now there is a secret area! Keep going down the area to find a Soul Anchor.

Treasure Chests:

  1. Mercenary: There’s a Mercenary door right at the beginning of the level, just hug the right wall.
  2. Instead of going through the gate to the checkpoint after the first encounter in the level, head to the right up the ramp to the fortress. Heading right all the way will look like a dead end, but there’s a secret area right there if you keep going past the “wall” to find the chest in the room.
  3. Wizard: Right past the checkpoint, hug the right wall. You’ll have seen this area on your way to area 2; it has the heart container tantalizing you. Break the wooden spike barrier and go up the ramp, hugging the wall to find the Wizard door.
  4. Assassin: When entering the big battle in the closed area just after the checkpoint mentioned in area 5 (after the wooden catwalk) hug the right wall to find an Assassin door.

 

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