Transformers Walkthrough :
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Walkthrough - FAQ/WalkthroughTransformers Armada: Prelude to Energon for PS2 Version 1.0 (May 12th, 2004) By Christian "BlackFurredBeast" Pohl (chris5975@web.de) 1. Intro 1.1. Foreword 1.2. Email Policy, Credits and Copyright Notice 1.3. Version History 1.4. Spacing and Length 1.5. Things to do 2. Characters 2.1. Optimus Prime 2.2. Red Alert 2.3. Hot Shot 3.4. Enemies! And how to beat them... 3. Minicons 3.1. R1 Minicons (Blasters) 3.2. R2 Minicons (Secondary/Support) 3.3. L1 Minicons (Armor/Movement) 3.4. L2 Minicons (Support) 3.5. Minicon Combos 4. The Levels 4.1. Amazon 4.2. Antarctica 4.3. Deep Amazon 4.4. Mid-Atlantic 4.5. Alaska 4.6. Starship 4.7. Pacific Islands 4.8. Cybertron 5. Bosses 5.1. Antarctica (Starscream) 5.2. Deep Amazon (Cyclonus) 5.3. Mid-Atlantic (Tidal Wave) 5.4. Starship (Starscream - Again) 5.5. Pacific Islands (Megatron) 5.6. Unicron 6. Cheat Codes 7. FAQ 8. Thanks and EOF ********* * Intro * ********* * 1.1. Foreword * I happened to notice TRANSFORMERS ARMADA: Prelude to Energon by sheer accident. When I got a gaming magazine, I popped in the accompanying video DVD and found myself looking at a new TRANSFORMERS game made by Melbourne House, and distributed by Atari. As an old fan, having played with the toys in my youth, I looked at the footage which showed a graphically impressive game, and the guy showcasing it was having a blast playing. So I preordered my copy and hoped for the best. I wasn't disappointed. The game is really good, and I am trying to do it justice in this FAQ. But without further ado, let's rumble! This is my second FAQ, so if you have something on your mind (except for senseless bashing of my work) just tell me. If you need to find certain info quickly, use the index number in your search. I try to avoid using complicated search tags when possible, so the numbers should suffice. * 1.2. E-Mail Policy, Credits and Copyright Notice * If you want to participate in this FAQ by sending alternate minicon combinations, boss strategies etc., feel free to mail me at chris5975@web.de. PLEASE include "Transformers FAQ" in the subject line, or otherwise my filter daemon will thrash your mail silly :-). This FAQ is done by me (so far). Additional credit will be given where it is due. The Cheat Codes come straight from the GameFAQs Transformers "Codes and Secrets Page". Feel free to download this FAQ and use it personally. If you want to post it in it's entirety (with this message!) on your web page, please drop me an e-mail at chris5975@web.de and include the line "Posting Permission" in the subject field. * 1.3. Version History * - 1.0: Initial Release, including Level Walkthroughs, Character/Enemy lists, Minicon Guide, some Boss Strategies, Cheats * 1.4. Spacing and Length Check * This guide is best viewed with a fixed-width font such as Courier New. Just in case you use anything other than IE, here's a quick way to check spacing and length. 1 2 3 4 5 6 7 1234567890123456789012345678901234567890123456789012345678901234567890123456789 The tens should be directly over the 0's, and all should line up perfectly. If not, you'd better adjust your font. * 1.5. Things To Do * - Find out exactly what minicon team adds which benefits - Notes on higher difficulty levels ****************** * The Characters * ****************** * 2.1. Optimus Prime * He's the boss of the Autobots, the mightiest warrior for the good cause. His stats: Attack : ***** Defense: ****- Speed : ***-- Power : ***** (this translates to a maximum of 10 Minicon Power dots, see the "Minicon" section) Optimus can transform into a truck. In this form he is pretty sluggish, but when he picks up speed, he can steamroller clusters of enemies. In Robot mode he is only marginally slower than Red Alert, but can't soak up as much damage. In the later stages Optimus will be your 'bot of choice, because later on minicon capacity WILL be a major factor in winning the game. * 2.2. Red Alert * Second-in-Command, he briefs Optimus when the boss is out and doing the blasting. His stats: Attack : ****- Defense: ***** Speed : ****- Power : ****- (translates to a maximum of 8 Minicon Power dots, see the "Minicon" section) Red Alert doesn't pack quite the punch Optimus does, but he balances that with a higher defense and a decent boost in speed. I used him most of the time in my first playthrough and only in the later third of the game, when juggling Minicons got tricky I ditched him in favor of Optimus. His Vehicle form is pretty useful in any terrain, able to climb steep cliffs with speed and ease, and being able to steamroller (or at least scatter) enemy groups. * 2.3. Hot Shot * The young hot-head, the BEST there is - as he says :-) His stats: Attack : ***-- Defense: ***-- Speed : ***** Power : ****- (translates to a maximum of 8 Minicon Power dots, see the "Minicon" section) Hot Shot is extremely nimble and extremely fragile, at least in my hands. It may be possible to employ him in a "commando" style of play, with the right Minicon loadout, but I have only tested him in the first level and some Minicon hunting and found him too fragile. His vehicle form is a superfast sports car. Not good on rough terrain, but in the open he can run away from any source of trouble. * 2.4. Enemies! and how to beat them... * Here's a short listing of the enemies, most with the names from the "Data Cards" from the Extras Section. Included are some hints on how to put the hurt on them. "Found in" lists where they show up first time when doing no revisits. - Small Grunts Found in: Amazon, Antarctica Threat : nah, you kidding? Attacks : weak blasters How to beat: Point gun, pull trigger, done. - Medium Grunts Found in: every level except Cybertron Threat : in numbers they're ugly Attacks : Blasters, grenades (later) How to beat: Point gun, pull trigger, done. They take a few more hits though - Medium Grunts w/ Shields Found in: Mid-Atlantic and afterwards. Threat : medium to high, depending on numbers and commanders Attacks : Blasters, Grenades How to beat: First, get rid of their shields. Missiles/Grenades work fine. Then they're pretty weak. Avoid their grenades, though. - Sarges/ Stealth Sarges Found in: Alaska onwards Threat : high Attacks : Rocket, melee How to beat: They are nimble and attentive, and usually avoid missiles and grenades. So get them with blasters or arc guns. Their jumping melee attacks HURT. And later they get stealthy. You've been warned... - Heavy Units Found in: Amazon onwards Threat : high Attacks : Double missiles, Blasters How to beat: Stay away and have DEFLECTOR handy. Their missiles are easy to avoid, but their blaster fire can eat your energy quick. Close in they stomp the ground, knocking you over. So don't get close in. - Commandos (the data cards call them "stealth guerilla" Found in: Deep amazon onwards Threat : Ouch! Attacks : Melee slam, EMP guns How to beat: Area effect weapons help. Melee doesn't. They usually drain your power with their EMP guns, so take your distance, recharge and finish them off. - Jet Sniper (those flying bots) Found in: Mid-Atlantic onwards Threat : In packs, yes. Solo: umm... no Attacks : Blaster How to beat: AIRBURST makes pretty short work of them. They zip around and vary their height, but usually one solid hit with AIRBURST and they're toast. - Shieldarms (pink, with white "shells" and twin laser cannon) Found in: Alaska onward Threat : high (solo) to deadly (in packs) Attacks : Twin laser cannon How to beat: DEFLECTOR is your friend. Those suckers can unleash a hail of shots, so you either avoid or deflect it. They eat through your energy real quick. - Lightning Rod (red laser beam guys) Found in: mainly Pacific Islands, some in Antarctica Threat : so-so Attacks : sensor beam that charges up and hurts How to beat: The bigger problem with these guys is the knockback. So either snipe them from FAR away or avoid their beams. Bring terrain between you and them and they can beam all they want :-) - Spider Tanks Found in: Antarctica onwards Threat : not that much Attacks : small blasters when moving, charge beam when "braced" How to beat: Unload heavy firepower their way and watch their pattern. - Dropships Found in: Every level except Cybertron Threat : for itself - none, depends on cargo Attacks : Cargo How to beat: Need heavy firepower to down, usually HAILSTORM missiles and a BIG blaster cannon. ************ * Minicons * ************ I won't list where to find them here, but I will CAPITALIZE the names in the Walkthrough, so if you need to know where a specific Minicon is, push CTRL-F, enter the name and check the Caps check option (sorry, I only have the German version of IE, so you need to figure out that bit yourself :-)) Power means the number of "dots" each minicon has. The more power, the more dots. Add the dots to figure if you can cram all the minicons into your 'bot of choice. Remember, Optimus has a maximum of 10 dots, Red Alert and Hot Shot have 8 each, so you could add one 2-dot, two one-dot and one four-dot Minicon into Hot Shot or two four-dot and two 1-dot (or any combination that totals 10) into Optimus Prime. Minicons have their own power supply, so you don't need to worry about ammo. Every minicon has an energy bar that decreases when you use it. When you stop using it, it will recharge. Recharge time depends on the particular minicon and synergy bonusses (if any). Most sensor/shield minicons have a power toggle. You turn them on and they operate until juice runs out, that is when they turn themself off and start to recharge. Usually you can switch them on as soon as they have a bit of power regained, but with some (mainly the Dash minicons or COMEBACK) you need to fulfill special conditions (like going back to Autobot HQ or having ground underneath your feet). * 3.1. R1 Minicons (Blaster) * Starting with the standard blaster and going right from there (push the right directional key) BLASTER Power : n/a, basic built-in gun. Fires a stream of bullets until empty. Minimal single shot damage, minor damage if on autofire. Your basic pea shooter. AFTERSHOCK (green) Super Heavy Cannon Power: **** Charge-up cannon. Deals medium damage when single-fired, can be charged up to tremendous levels. Don't get hit or your charge is wasted. Good range and damage CORONA (green) Super Ribbon Beam Power: **** A cousin of the Lightning cannon, the Ribbon Beam family of guns immobilizes a target and damages it. CORONA can get up to three targets in this fashion. May be useful, but I stick to the Lightning cannon. OVERWATCH (blue) Impact Gun Power: **-- A pretty handy weapon versus large clusters of enemies. It shoots a stream of bullets that explode for splash damage on impact. Not that powerful, but a nice fill-up if you go for a minicon synergy bonus and have too much high-power stuff elsewhere. Good range, minor to moderate damage. AURORA (blue) Heavy Ribbon Beam Power: **-- CORONA's smaller cousin. Captures up to two targets. SKIRMISH (red) Heavy Blaster Power: *--- One of my early/midgame faves. Fires in bursts and deals moderate damage. With an all-red team this increases to an impressive hail of bullets. Moderate damage, but high volume of fire. JUMPSTART (red) Super Hvy Arc Gun Power: **** Too bad you get this thing near the end of the game. It dishes out damage in buckets and can hit up to five targets. The ultimate crowd buster, especially versus light enemies. Shields don't offer protection against this. Only drawback: It drains power real fast. SPARKJUMP (violet) Heavy Arc Gun Power: **-- JUMPSTART's smaller cousin, hitting up to three targets. Pro's and con's are the same. FIREFIGHT (yellow) Super Heavy Blaster Power: **-- This is AFTERSHOCK's smaller cousin. Same mode of operation, not quite the damage potential. * 3.2. R2 Minicons (Secondary/Support) * Starting with SLAPSHOT and going right. SLAPSHOT (red) Grenade Launcher Power: **-- Shoots a round grenade. Range is pretty short, but the grenades bounce and roll down slopes. The blast radius can catch about four or five medium enemies and the grenades are wonderful versus bunkers and turrets. Beware: The blast can hurt you too. Pretty useful, epsecially if your power limit gets too high. LOCK-ON (red) Homing Missile Power: **-- Your first minicon. This baby is pretty handy throughout the game. The damage is enough to take out small or medium enemies in one or two hits and it has the best range for quite some time (until the sniper Minicon is aquired) HIGHSPEED (red) Dash Power: *--- (Appears under L2 Minicons too) Enables you to dash once in robot or vehicle mode and needs to recharge afterwards. Handy if you prefer the hit-and-run style. SMACKDOWN (red) Super Melee Booster Power: **-- (Appears under L2 Minicons too) I try to avoid melee combat like the plague, so I can't vouch for the usefulness of this gizmo. It supposedly maxes your hand-to-hand damage. AIRBURST (violet) Flak Cannon Power: **-- One of the most useful gadgets in the game. Not only can you frag those annoying fliers and dropships, you can also use this as a crowd buster. It does moderate damage in a big burst and will not hurt you, even if you are smack in the middle of an explosion. Good range and low power make this one of my best-liked toys. WATCHDOG (violet) Limpet Mines (whatever that may be) Power: **-- WATCHDOG can be a real livesaver in some boss/bunker battles. They stick to enemies, can be detonated by shooting them and have a delay timer. I like them, at least more than CLAYMORE. DISCORD (violet) Scrambler Power: **-- Utterly useless. This baby should make your enemies attack themselves, but after having tried this on every enemy type without success I parked it FAR away. Bad range, bad power-to-usefulness ration (ONE shot per charge) and sloooow recharge time make this a real waste. Too bad, the idea sounded promising. FULLSPEED (yellow) Super Dash Power: **-- (Appears under L2 Minicons too) Nice one. You get three boosts in robot and vehicle mode, AND get one jet boost in glider mode (with SLIPSTREAM) before recharging. Makes reaching some faraway places easier. FLASHBANG (green) Rocket Launcher Power: **-- Fires two dumbfire missiles (no homing) straight ahead. More damage than LOCK-ON. KNOCKDOWN (green) EMP Field Power: **** This one could be a lifesaver, were it not for the high power cost. KNOCKDOWN emits a powerful wave of EMP energy, destroying smaller enemies and knocking back/down larger foes. Too bad it won't work on Heavy Units... LOOKOUT (green) Sniper Rifle Power: **** Yes, it IS a sniper rifle, and yes, you can headshoot-instantkill enemies with it. It adds a third zoom level to your first-person view. The range is awesome, and gets better when coupled with RANGEFINDER. Good one. PRESSUREPOINT (green) Melee Booster Power: *--- (Appears under L2 Minicons too) I try to avoid melee combat like the plague, so I can't vouch for the usefulness of this gizmo. It supposedly boosts your hand-to-hand damage. RANGEFINDER (green) Range Enhancer Power: **-- (Appears under L2 Minicons too) I didn't find it until near the game's end, so I can't tell how much range is boosted, but other people swear by it. TRACTOR (green) Tractorbeam Power: *--- Nice gimmick, nothing more. I'm too busy SHOOTING my enemies to swing them around or drop them from cliffs. FAILSAFE (green) Heavy Homing Missile Power: **** Too bad you can't combo THAT monster easily with one of the green blasters. It delivers accurate death over great distances. HAILSTORM (blue) Heavy Cluster Rockets Power: **** Four dumbfire (NO homing) missiles. Good for massive damage over mid- to long ranges. Blast hurts you too. CLAYMORE (blue) Proximity Mines Power: *--- Too bad this doesen't distinguish between friend or foe, otherwise it would have been much more useful. Otherwise, use it for retreating battles. TWISTER (blue) Vortex Projector Power: **** Too cumbersome to lug around. The range is pretty pitiful, and it won't work on large foes (bosses included). Invest into something other (perhaps HAILSTORM) SHOCKPUNCH (blue) Combat Field Power: **-- Coats you in an energy field that damages enemies on contact. Too bad it gets deactivated when you get knocked down, otherwise it would have made the top gear versus Sarge-class bots. COVERT (blue) Stealth Field Power: **** (Appears under L2 Minicons too) Makes you invisible. May be useful when used by Hot Shot on a commando op :-). * 3.3. L1 Minicons (Armor/Movement) * Starting with SAFEGUARD and going right. SAFEGUARD (red) Armor Power: *--- When you get it, it's the minicon of choice. It absorbs a small amount of damage from each hit and is always active. Useful until SLIPSTREAM appears. COMEBACK (violet) Reactivator Power: **** Instant extra-life. Too bad you get it when you must choose between this and SLIPSTREAM. Can be handy in boss battles with no difficult terrain from the last savepoint. COMEBACK works only once, afterwards you need to go back to Autobot HQ to recharge it. BULLETPROOF (green) Heavy Armor Power: **-- Better protection than SAFEGUARD. Useful early on, if you happen to find it. BUILDUP (green) Auto-Repair Power: **-- One of the most useful Minicons, especially in the last boss fight. BUILDUP is always active and regenerates your health at a slow, but steady pace. Don't bet on it to keep you alive, you need to do some dodging, but used in conjunction with a hit-and-run style BUILDUP will do fine. STRONGHOLD (blue) Super Armor Power: **** This makes you into a tank. You can withstand enormous punishment, but you'll get it much too late for it to be of any use. HIGHJUMP (blue) Boost Jump Power: *--- This is neccesary for some jump'n'run passages in the later part of the game, and it can be useful in minicon hunting. * 3.4. L2 Minicons (Support) * Starting with HIGHJUMP and going right. HIGHJUMP (red) see above, under R2 minicons SMACKDOWN (red) see above, under R2 minicons SHEPHERD (violet) Mini-Con Sensor Power: **-- Your best friend in minicon hunting. It darkens the surrounding landscape and marks every minicon and datacon with a bright blip you can see through intervening terrain and structures. Size of the blip shows distance. Neat and VERY helpful to get the hidden ones. DEFLECTOR (yellow) Energon Shield Power: **-- One of my favorites. This surrounds you with a 360-degree beam coat. Most enemies use beam and blaster weapons as their main guns, so this is a must have for most missions, especially for Alaska and beyond. Duration is ok too. FULLSPEED (yellow) see above, under R2 minicons PRESSUREPOINT (green) see above, under R2 minicons RANGEFINDER (green) see above, under R2 minicons KICKBACK (green) Reflection Shield Power: **** Were it not for the heavy power cost, this would be the shield of choice. It reflects incoming bullets in a random direction, making it an ideal assault accessory when you're in the midst of your foes. Too bad the time you get out of your charge is so short :-). SHOCKPUNCH (blue) see above, under R2 minicons SHIELDWALL (blue) Ballistic Shield Power: **-- This is DEFLECTOR's cousin, only this one protects versus missiles and grenades. HAWKEYE (blue) Energon Vision Power: *--- The Transformers equivalent to thermal optic goggles, this one shows the Energon signature of an enemy, even through walls or bad lighting. Sweet, but exchange for SHEPHERD for serious minicon hunting. COVERT (blue) see above, under R2 minicons 3.5. Minicon Team Combos - 2 yellow minicons - yields the most Energon bonus - 4 minicons (any color) provides higher energy recharge. *** maybe more to come *** ********** * Levels * ********** This walkthrough is for RECRUIT difficulty. If I notice any drastic differences on higher difficulty levels, I'll add them when I get there. I'll refer to the glowing things that contain minicons and datacons as "glows" or beacons, so just don't get confused. You'll get mission briefings from either Optimus Prime (if you play Red Alert or Hot Shot) or Red Alert (if you play Prime). For simplicity's sake, when referring to the caller, I'll use the term CO (communications officer). Less typing that way :-). * 4.1. Amazon * Minicons to find: 9 - LOCK-ON - PRESSUREPOINT - SAFEGUARD - DEFLECTOR - FLASHBANG -----------> after getting SLIPSTREAM - HAILSTORM - TRACTOR - FIREFIGHT - CLAYMORE Datacons to find: 13 Mission Summary: Follow the tutorial instructions and reach the top of the mountain. After watching the gorgeous CG sequence, move your 'bot forward until your Intercom beeps. Accept the call, listen what your CO has to tell you and do as he says. Use the first few moments to familiarize yourself with movement and shooting. Better now than in the heat of battle :-). Halfway up the cliff you'll get another Intercom call. Answer it and get ready for your first fight. You can easily snipe the lone Decepticlone from where you got the call by switching into recon mode (Circle button) and aligning the target sights until they turn red. Push R1 and see the debris fly. Notice the glowing ball the decepticlone dropped? Energon. Energon is your friend. Collect all you can get. Head further up the cliff until you get another call. You'll fight more 'Clones and find your first minicon, LOCK-ON. Equip it and go on. The next objective (and an impressive landmark) is the ruined temple dead ahead. Get rid of (or evade) the 'Clones along the way and activate the save point/warp gate. You'll respawn here if you get yourself killed. Cross the bridge. After crossing the bridge, it's time for a small detour. Follow the bank of the river and head LEFT instead of straight ahead. You should notice a glow between the trees. Go there and grab your next Minicon: PRESSUREPOINT. Since you don't have anything there (yet), put him on and go to the temple. Try to head for the save point (the pillar of light should be easy to spot through the trees and you can snipe away at two 'Clones guarding the entrance. Save, enter and clean the house. Try to stay near the entrance and let the enemies come to you. After blasting to bits any and all who oppose you, enter the Temple proper. There is one minicon (SAFEGUARD) in the middle of the courtyard, and two datacons are to be found. The easy to find one rests on top of the temple, simply climb the broken walls and make your way across the top until you reach it. The second one is a little harder to get. From where you picked up the last datacon, turn around and go back the way you came, until you stand next to this pillar-thing where one guard was patrolling. Look below and you should see a faint glow coming from a small alcove on the inner courtyard wall. If you see it you'll know how to get there. Simply drop down one ledge and move until you are above the alcove. Drop down another ledge and you should have your next datacon. Leave the temple for your next mission objective. You'll need to repeat the whole climbing and jumping part until you reach the point where you found the first datacon, then jump down and follow the path next to the waterfall, up to another glow. You'll get another datacon. Not too far off, on the same side of the river, nestled between some trees, you should see some 'Clones guarding a glowing something. Get closer and you'll discover two datacons in close proximity. After picking them up, head towards the waterfall again. Make your way slowly across the bridge, getting rid of 'Clones along the way. Notice a beacon to the left. Save your game and note the path winding up that hill. Transform and roll out, like the boss said :-). Stop on top of that hill and line up your sights with the very obvious ramp. Transform and floor it. After crossing the first ravine, stop and make your way to the left, through the enemy-infested woods, for another datacon. Get back to the path and cruise along. You'll come upon a fallen tree where the 'Clones stage a small ambush. Get rid of them, transform and take the next jump. Fight off the 'Clones and follow the path up another steep hilltop. Again, aim for a good run and drive down the hill at full speed for a tricky double jump. Don't go off the gas. Afterwards, use the save and get the minicon (DEFLECTOR) nearby. I suggest using it, because you'll need every bit of protection you can get. Up the mountain we go! Find your way up the mountainside. Hint: Check for enemies. Where they can go, you can go too. About halfway up you'll encounter another small vehicle jump. Floor the gas, but be prepared for a full stop after you cleared the gap. DON'T TRANSFORM in midair, you'll end up flying straight into the closest ravine. You'll get another call from your boss. Proceed with caution from here on. Slowly make your way along the ruin, to the left. You can surprise the spider tank that is waiting for you a little higher up. Take it out with the help of your new minicon toy (and avoid it's beam weapon at all costs) and use the save. Use the small step to get to the next level. As soon as you get there, you'll get a surprise visit by Cyclonus and a Heavy Unit. Use the DEFLECTOR to absorb most of Heavy Unit's blasts and try to avoid it's homing missiles. After beating it, you'll be treated to another CG sequence and be returned to base. Return to Amazon/Mountain Ruin and search for a minicon (FLASHBANG) directly below the save point. You might have found it on your way up already, but if not, don't forget it. After that, go back to HQ. Result after first visit: Minicons: 5/9, Datacons: 6/13 SECOND VISIT: I suggest you use the Mountain Ruin savepoint as the base for your scouting. Not only can you see most of the beacons from here, but you have a superb liftoff point. Look for a blip on a very obvious mesa. Lift off and glide over there. Don't bother fighting, just drop onto that mesa, snatch the minicon (HAILSTORM) and be off. From there, turn a little right and glide off that mesa. You should see another beacon through the treetops. Drop there and grab the minicon hidden there. It's TRACTOR. Find yourself a warp gate, warp back to HQ and return to Mountain Ruin. Now launch yourself and try to reach the far side of the level. Use the "hang time" to look around and note easy-to spot beacons. Fly around and collect stuff. Find FIREFIGHT on the right side of the level. Go to the Deep Ravine savepoint. Cross the ravine and head right (when facing the save across the ravine). Line your sights up with the waterfall ahead, jump off and glide along the ravine. Try to hang left so you don't smash into the walls. Try to navigate onto that ledge and get a datacon from inside the cave. Afterwards, return to Mountain Ruin and continue your search. The next datacon is directly across the savepoint, on the far side of the level nestled between some trees. You should see it as a faint glow when near the Mountain Ruin save point. The last minicon for this level is near the Deep Ravine save point. Cross the ravine and move on to the next one, but don't jump. Instead, look right and down. You should see a grassy patch near the bottom ov the ravine. Go there and look around. You should notice a cave. Inside is CLAYMORE. After getting him, get back to Autobot HQ. The only thing left here are some datacons which can be easily found with SHEPHERD later on. Result after second visit: Minicons: 9/9, Datacons 9/13 THIRD VISIT - picking up the pieces Warp to Mountain Ruin with SHEPHERD equipped. Push L2 and have a look around. The missing datacons should be easy to spot. Go there and collect them. To get the two datacons near the Mountain Ruin savepoint, you need to jump off the ruin and glide a little to the right, before turning back and going down. Your flight path should resemble a "U". (Damn, I hate my lacking english skills). Result after last visit: Minicons: 9/9, Datacons 13/13 * 4.2. Antarctica * Minicons to find: 10 - HAWKEYE - LOOKOUT - WATCHDOG - SLAPSHOT - HIGHGEAR - BUILDUP - SPARKJUMP -----------> after getting SLIPSTREAM - SMACKDOWN - COMEBACK ------------> after getting HIGHJUMP - SHOCKPUNCH Datacons to find: 6 From here on, you'll be accompanied by a permanent minicon partner that enables you to execute slow motion moves by pressing the Square button. Watch out, since powerlinking can drain your health real quick. After watching the CG sequence, turn around and walk past the savepoint for the first datacon in Antarctica. It's hidden behind a small rock spire, directly behind the save point. Then proceed along the canyon. A few steps in, you'll receive a call by your CO. Answer and proceed. When the canyon widens, slow down and switch to recon mode. Here you'll get to know a new enemy type, the sentry drone. If their beam hits you, they'll raise an alarm an you'll get swarmed by 'Clones. Better to shoot them from afar. They are pretty fragile, so one solid blaster salvo should take them out. Shortly thereafter you'll come across a river filled with ice floes. Cross the river by jumping fron one to the next. Be sure to use running jumps, because the gaps are fairly large for the small jump |
