Gore: First Blood: Game Walkthrough and Guide
First, general provisions. Goreplay “GORE” is very dynamic and saturated. And if it seems to you that it will be worth it to be elected cartridges and your own life, learn how to quickly aim the enemy in the head. With sufficient skill in leading fire on the heads of the enemy, good sex games can be passed using only a gun. One more thing. All cards are absolutely linear, have one input and one output, so do not be afraid to get lost.
All about weapons.
one. Kulaki. Perfectly useless thing is practically not used. In the usual mode beam left, alternative – right. Nothing interesting.
2. Grenades. Very useful thing. Especially in the middle of the game. In normal mode, garnets have a timer delay, in an alternative – explode when in contact with a solid body.
3. Pistol. Useful thing at the beginning of the game. Shooting heads – one pleasure. Fifteen-charged, alternative fire has no.
4. Scotng. Rarely used thing, although interesting. Eight-charged, good in the near distances. Alternatively reveals the power shield. Alternative mode can be used simultaneously with the main one, that is, no one forbids to hide behind the shield, while continuing to shoot.
five. Machine. The main weapon of the first two thirds of the game. Fifty charges, high rapidity, alternatively – smoke poisoning grenades.
6. Rocketomet. Indispensable thing on the last cards. Four charges in the cassette, alternatively, moves charges, as grenades with a delay.
7. Four-barrel. Big caliber, Alternatively, shooting is carried out of all trunks at the same time. A terrible thing in the near distances, however, has a serious minus – frequent and relatively long-lasting recharge.
8. Machine gun. 150 cartridges, alternatively shoots with a little scatter. Valuable thing at the end of the game when the enemies become too cool for the “five”.
I. Sniper rifle. Almost useless thing. Used in the game just a few times. Shows some green rays. Alternatively, clot of the same greenery that can ricocerate, but they fly quite slowly. Five charger.
0. Flamethrower. Ambiguous weapons. Used at the moments of special gloating and against the crowd of light opponents. Harvesting at the gay simultaneously with running forward is extremely not recommended – fraught with health. Alternatively, the bombs lighters are moved.
-. Chainsaw. In the event of a good health situation, you can easily store even a rocket meter or robot. From chainsaws die faster than even from the grenade. You can arrange a total cut of skeletons that have a habit to push around the hero close and, in turn, try to cut it. Alternative regime has no.
Passage.
Map 1: Training camp.
Welcome to the meat grinder, cadet! The meat grinder is a machine created specifically for training soldiers UMC combat skills. It creates various imitation in virtual reality, for the successful permission of which you have to make all your strength. This is the first lesson. Forward!
The first hundred meters of the band of obstacles go easy, but it is enough to climb on the tower, how we are met by the first opponent. To stake it from the pistol is lighter than the lung, but the commander by radio reports that this is an unplanned object in this imitation, so, most likely, the system is attacked by unknown. Break forward, destroying opponents. Actions of your partners are not too intelligible, so rely only on your own forces.
Map 2: UMC cube.
Power of criminal grouping MOB kidnapped cube with database. They invaded the meat grinder. We have to fight with them already in reality, at the UMC headquarters.
Glasses, Metal, Corridors and Halls – Pretty Pleasant Map. Nothing terrible here is not expected here, so time to get used to the management and behavior of opponents.
Map 3: dizziness.
In the attack on the meat grinder, the Hacker Mob named opticner. It is necessary to overtake it. The general meaning of the card is to move to the MOB building, using ropes, stretched from the bases of the main current to the central skyscraper. Fucking enemy snipers leading fire from helicopters and generally look in both. There are quite a few opponents on this map, leading fire from large distances.
Map 4: Zavar in Brooklyn.
The persecution of Opticnerva continues. The number of MOB forces slowly increases. Card is chaos buildings. Some rear yards, laid between roofs of houses Wooden bridges, linen on the ropes and other charm. At this level, you can get in your Arsenal “Four”. As a result, the elusive opticalnerman manages to wash the helicopter.
Map 5: Invalid.
The task of this mission is different from the subdinent chase for brazenly laughing hacker. This time it is necessary to penetrate the building of the Corporation “Fast Money” and blow up safe with smuggling owned by MOB. Our hero is delivered to the place on the service van, so after completing the task, he will need to go back to the van.
There are many stairs on this map, and to get into some of them, you will have to jump. Safety deposit box is impossible, on the floor, a large bright red crossed circle is drawn under it. It is destroyed by one grenade. Since the return to the van is also associated with the fights with the enemy, on the way to the safe, leave several aidhechkins intact – will come in use.
Map 6: Station 78.
We continue subversive activities. This time it is necessary to destroy the three deliveries of weapons that are stored on one of the MOB warehouses, and come back again back to the van. Perhaps this is the first truly dangerous map. It meets snipers and fathers armed with four grams – “seven”. Some types are very cleverly hiding in dark areas, so you can detect them only by flash of shots. Boxes with weapons are destroyed by grenades, and the return path, like on the previous map, is associated with the new enemy activity shaft.
Map 7: Warehouse.
Several tangled card, where we again go to the trail of the opticalner and continue the persecution by train, loaded with weapons, in parallel, destroying the MOB atomic bomb. This map for the first time there are grenaderans. The explosions of their grenade are extremely dangerous, so be alert and kill them in the first place. The bomb is destroyed by grenade.
Map 8: Trouble in Taxone.
The town of A la Wild West, where brought us the train, loaded with weapons, is actually a warehouse of weapons MOB. It is necessary to destroy one of the bosses of criminals named Sam Jes. Serious level with a serious opponent. Three-storey buildings with balustrades, on which pomegranaters love to figure out, has a sniper. It is worth drivening Jesiema to a dead end, he calls his guard. Have to deal with three serious fighters. Jesys himself after this fight is killed at times. After eliminating Jeshem, it turns out that opticalner also here. Break into the back yard of the town will be quite difficult.
Map 9: Outions on the border.
We continue to pursue Opticnerva. House with fountain, sun – beauty. But the picture darkens a couple of snipers, so you need to act neat. In the middle of the card, in a rather narrow corridor we will meet a flamethrower – a very dangerous opponent. It is necessary to eliminate it as soon as possible and take possession of it with flamethrower. At the end of the card again heard the vile laughter of an evil hacker and stumble upon an ambush with a grenademer, whom, of course, it will be necessary to kill the first as the most dangerous.
Map 10: Gangster mansion.
Looks like Opticnerwing drove himself in a dead end. He sat down on the top floor at home, so it’s time to finally destroy the heat. This card is a bit confusing, but there will be no special problems. Together with us there is another fighter, but a sense of him, as, however, from all the other allies in the game, extremely few.
Carefully follow the ticks and stop sniper attempts to shoot you. From the balcony of the second floor on the third, you can climb the steel grille, I spit Ivy. Kill the opticalner will not be labor, but he has time to copy himself in a meat grinder before death. Also me, lawn mower!..
Map 11: Party in the house.
The meat grinder began to fail. At the moment, she keeps the minds of many UMC cadets and does not let them go to the real world. Obviously, the virtual entity of the opticalner is trying to take off the entire system. Opticnerv gave up a bunch of assistant objects in the system, so get it will not be easy. At the moment, opticerv is localized in a certain imitation, and it’s time for us to go there.
The card is a gloomy native courtyard of a two-story wooden house. On the map, several ambuses, the first of which, with a grenademer, in the backyard. Further another pair of ambushes for 5-6. Nothing particularly serious. Exit from the level is the staircase in the fireplace in one of the rooms. As soon as we climb on it, the opticalner switches the imitation, and we lose touch with the headquarters.
Map 12: Pursued.
An evil opticalnerus gloody informs us that we got into his world. It seems to be the same house, just something wrong. Where are these spots of blood, and what kind of skeletons, joyfully trying to cut us with chainsaws?.. Take chainsaw – a useful thing, useful.
We need to get out of here. Get out of the house is easy. On the front yard we are waiting for a whole bunch of people. To cope with them will help us with the local “Quaddamage”, which is in the entrance to the corridor leading to the front yard. The exit from the level is the lump of blue radiance, which we will continue to call jumping gates.
Map 13: Temple.
Opticnerv received full control over the system. It’s time to make all virtual virtual hacker helpers.
The temple is bright, colorful, but quite a small and simple card, somewhat similar to their solution on the cards from the “Serious SAM”. On the central square of the temple – sniper, hereinafter, in the corridor, stunning his ambush with several skeletons with saws and one fatty with four bale. These types are quite dangerous for health, as they sometimes shoot all four trunks immediately. After we figure it out with this company, only a flamethrower awaits us ahead of serious opponents. Output through jump gate.
Map 14: Gothic.
From the headquarters sent a system equipment that can return UMC control over the system. It is necessary to deliver it to the jump gate, which are upstairs, in one of the towers of a huge castle.
Follow the towers – snipers do not sleep, move neatly, slowly, thoroughly expanding the terrain. Look at the technique, take care of it. The most terrible opponent here is a hefty robot with machine guns, destroyed by two-three grenades. So that this mission is over, you may have to push the technique a little to jump gates.
Map 15: Space Station.
Map in fantastic style “Unreal Tournament”. Easy geometry, but complex for passing. Has a low gravity zone. Main opposing forces: four hard-armored rocket meters and one robot. These are very dangerous comrades, so get ready for serious trials. Since the purpose of this mission is the total destruction of the enemy, the jumping gate of the output does not work until at least one enemy is not dead on the map.
Map 16: Petroleum.
Enemy forces attack the core system. We are charged in the duty of the protection of the nucleus.
The most confusing card in the game is devoted to the continuation of the genocide. We wash everyone (except for their own), check every corner in search of survivors. There are racket meters and snipers. It also discovered an ally-sniper, a real-storm muzzle in the wall. Obviously, Pathfinding problems.
Map 17: deadlock.
Looks like opticalner, pressed against the wall. He teleports us into some strange basements filled with wind. On the way from the basements, we will meet serious opponents in the form of robots and not very serious in the form of skeletons. After leaving the basements, in the process of lifting on the narrow path upstairs, in the mountain, beware of grenadeters that stand upstairs. Crowds of skeletons and a couple of robots will try not to miss us in the cemetery. The cemetery will also have to make a whole crowd of skeletons. At the end of the cemetery – a jump gate, going into which we fall into a huge dark hall with a colonnade and a gigantic firewood mandes, which turned fuckerner.
Perhaps here you can give the only advice. Always keep the opticalner at a big distance so that the flames will not bring you wounds. And shoot, shoot, shoot!.. And God will help you!
Conclusion.
A seriously grinding hero will find out from the brave of a red-edged general, which turns out, the whole story with a hacker is no more than one big imitation in a meat grinder. So there was nothing in reality, but it was just regular training of cadets. True, so far in this imitation was able to move only one person – our hero. With what we have it (yourself) and congratulations!