Iron Angel of the Apocalypse/Tetsujin walkthrough?

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Should I make a walkthrough for Iron Angel of the Apocalypse?

Yes, I think there are more than one or two people who would use it.
5
100%
The game doesn't need a walkthrough, but level maps would be appreciated.
0
No votes
No, the game's easy enough that a guide is of no purpose.
0
No votes
No, very few people play the game, and most that do tire of it before they might need a guide.
0
No votes
 
Total votes: 5

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Martin III
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Iron Angel of the Apocalypse/Tetsujin walkthrough?

Post by Martin III » Fri Jun 21, 2013 2:41 pm

Since I'm still pining away for a copy of Iron Angel of the Apocalypse: The Return, the prospect of playing the original a bit more is growing more appealing. This would give me the opportunity to write a walkthrough for the game; so far as my searches have been able to determine, there isn't one out there yet, and I think I could write a good one.

However, it has not escaped me that Iron Angel of the Apocalypse, even by the standards of a 3DO game, is little known and poorly regarded these days. On top of that, I'm not sure a walkthrough would be of much use to those who do play it, since most of the navigation and enemies are pretty straightforward. I don't want to spend time writing a walkthrough that no one will use.

An alternative, if I can figure out how to do it, is to compile screenshots of complete maps of all the levels, add on notes such as where items are and which levels the various elevators go to, and upload those maps to GameFAQs. But there still remains the problem that there may not be many people playing the game.

What do you guys think?

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Re: Iron Angel of the Apocalypse/Tetsujin walkthrough?

Post by Trev » Fri Jun 21, 2013 9:42 pm

This would be the time to do it, while you are still excited about the game. I bet a few of us would use it ... I would. At the very least it could provide an excuse to play through the game again ... best case scenario, it might help some people beat the game.

Go for it! :)
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Re: Iron Angel of the Apocalypse/Tetsujin walkthrough?

Post by goldenband » Fri Jun 21, 2013 10:40 pm

Yes, please do! I've barely ever played the game, but I plan to take it on in the future, and knowing something's out there in case I get stuck is a big help (especially since it's by no means always the case for 3DO games).

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Re: Iron Angel of the Apocalypse/Tetsujin walkthrough?

Post by Martin III » Mon Jun 24, 2013 4:30 am

Alright, I'm going for it! This turned out to be an even more fun activity than I anticipated, so I've already whipped through the first seven levels. I've pasted the first draft below. Critiques and suggestions on anything about the style, conventions, etc. are welcome.

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Iron Angel of the Apocalypse Walkthrough
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

Table of Contents

1. Walkthrough Notes

2. Legal Notes

3. The Walkthrough
I. Level 1 [L01]
II. Level 2 [L02]
III. Level 3 [L03]
IV. Level 4 [L04]
V. Level 5 [L05]
VI. Level 6 [L06]
VII. Level 7 [L07]
VIII. Level 8 [L08]

4. Enemies (incorporated into the walkthrough, this listing is just an index)
Rodent [E01]
Snakehead [E02]
Scorpion [E03]
Cannon Snakehead [E04]
BOSS: Tank [E05]
Sluefoot [E06]
Air Mine [E07]
Slither [E08]




*******************
*******************
1.Walkthrough Notes
*******************
*******************

Welcome. This is my second walkthrough. My first, Agatha Christie: Evil Under
the Sun for the Wii, was posted on GameFAQs by the graces of jimfish, back in
2010.

Moving on to stuff you actually care about, here is an explanation for some
important elements of my walkthrough:

1.A major shortcoming I've noticed in other walkthroughs for maze-like games is
that they assume the reader has been following their guide from the beginning,
when in actuality, most walkthrough readers are just looking to get past a
point they're stuck at. When walkthroughs are written this way, it makes it
very hard to figure out where you're at. To account for this, I've noted the
coordinates of certain points of each level, so you can at least tell where
you're supposed to be. You can always check your coordinates in Iron Angel of
the Apocalypse by selecting "Floor Map", even if you don't have a map for that
floor.
2.As a further step to keep directions from being confusing, I use compass
directions rather than the context-sensitive "left" and "right".
3.Instead of listing hints for enemies separately, I've put them into the
walkthrough proper, right as each enemy is introduced. The table of contents
contains a list of all the enemies, with "find" codes for easy reference.
4.Names of non-boss enemies are taken from the manual for the game. Since I
don't have access to official names for the bosses, I've made up my own.

That's it. Hope that my walkthrough is of use to you!



*****************
*****************
3.The Walkthrough
*****************
*****************

*************
Level 1 [L01]
*************
Go through the door in front of you. It opens into a corridor. At the end of
the corridor is a room with a runt gun. Pick it up and equip it; otherwise
you won't be able to fight!

Now, exit through the North door. At the end of the next corridor is a room
containing your first enemy.

--- Rodent [E01] ---
This little guy moves slowly and has no ranged attack, so just keep your
distance and you should consistently beat these guys without taking a scratch.
Three shots from a runt gun is enough to bring one down.
------

Keep going North, into the next room, which contains a complete level map. (I
love how gently Iron Angel of the Apocalypse eases you into the gameplay.) As
you can now see, the next room branches into a supply room, but also contains
another rodent. Destroy it, make use of the supply room, and proceed East.
Watch out for another rodent.

From here you can go either South or East. Both ways lead to a room with a
rodent, and then to a room with an ammunition pack (20, 18). Your path is now
linear again, and the next room contains a rodent. Be careful as you advance
past this point, as there's a rodent in the next corridor! However, he's the
last enemy on this level. The next room contains some shield energy and the
elevator to levels 2 and 3. Tempting as it may be, do not go to level 3, as
this route ultimately leads to a dead end on level 4. While this dead end
contains some shield energy and ammunition, you really shouldn't need them at
the moment.

That leaves us no logical choice but to go to level 2.


*************
Level 2 [L02]
*************
Head North, and when the corridor branches, turn West. Keep going West until
you reach a room; this room contains a level map (10, 22). Head out the North
door and turn East as soon as the corridor branches. The next room has a
rodent. Head out the North door, which leads to another room with a rodent.
Leave through the East door, and be sure to stop by the supply room on your way
to the elevator.

Like the last one, this elevator goes to levels 1 through 3. I really don't
recommend going back down; this leads to a secret section of level 1, but
there's no reason to go there. So head up to level 3!


*************
Level 3 [L03]
*************
Go through the door on the West, and watch out for the rodent lurking in the
corridor. The next room has another rodent, but also an ammunition pack. Head
out into the corridor to the West. Turn north as soon as it branches (14, 14),
and you'll find your way blocked by a new enemy.

--- Snakehead [E02] ---
This guy can be annoying, as you can only shoot him when he's hopping. He
doesn't move around at all, and only attacks when you get close enough to touch
him, so if possible, simply walk around him. Otherwise, you just have to trade
hits until he blows up. He takes three hits from a runt gun to destroy. Learn
to anticpate his hops, and you should be able to take him out before he deals
you more than one or two hits.
------

At the end of the corridor is a room with another snakehead. Fortunately, this
one can easily be avoided simply by hugging the North and East walls and
heading out the door to the North. At the end of the corridor is a room with
shield energy (1,4) and the elevator to level 4!


*************
Level 4 [L04]
*************
The first three levels were just basic training; here's where they start to
throw a little challenge at you. You start right off in a narrow but very long
room which contains not only a couple rodents, but four units of a new enemy!

--- Scorpion [E03] ---
Though he moves more quickly than any other foe on the first six levels and has
a ranged attack, this one shouldn't be much trouble. His Achilees's heel is
that he simply runs back and forth along a set linear track. He won't pursue
you or react to your movements in any way. He takes only two hits with a runt
gun to destroy, so just zap him as soon as you see him.
------

There are four corridors to the East, but I suggest you try to get rid of all
the enemies in the room before checking them out. The first three corridors
each lead to a single room containing, from North to South, an ammunition pack
(10, 9), a shield energy (10, 16), and a level map (10, 23). There's another
ammunition pack at the Southwest corner of the room. Once you've picked up any
of those which you need, head down the southernmost corridor. It leads to a
room with a snakehead blocking your path. Get rid of him, then go Northwest to
pick up the ammunition refill at (15, 19). Watch out, as there are also
rodents wandering around here.

Now take the path to the East, and head North, where there's another snakehead
waiting for you. You may want to bypass him, as you can get a shield refill at
(17, 11) anyway. No need to waste ammo! It's a little hard to give directions
at this point, but as you can see from the level map if you picked it up, the
path is essentially linear. At the end of it you'll find an elevator to level
5.


*************
Level 5 [L05]
*************
This level starts off linear. The first room has two rodents. After that is a
corridor with a scorpion and another rodent, leading to a room with a shield
energy. The next room has a new type of snakehead.

--- Cannon Snakehead [E04] ---
Takes three shots from a runt gun and can only be shot when he's hopping, just
like regular snakeheads. The difference is, this guy can attack from a
distance, so you can't sneak around him like you can with regular snakeheads.
On the bright side, these guys do tend to hop around without attacking, so if
you keep your distance and time your shots rights, there's a good chance you'll
take him out without his ever firing in your direction.
------

After you destroy the cannon snakehead, the next room is a sprawling area
sprinkled with rodents, scorpions, and cannon snakeheads. You'll soon reach an
ammunition pack at (21, 25); be sure to grab it as you'll almost certainly need
it by now.

As soon as your path branches, beware as there's a cannon snakehead lurking
just around the corner to the North. You can partially hide behind the corner
to take him out with ease, if you like. Either way, destroy him and proceed
along the North path. It branches off to the East and West. If you like, take
the East path to grab the level map at (20, 19), but your ultimate destination
lies to the West. When the West path branches, head North, then turn East to
head into the supply room at (7, 10).

Back out into the cold cruel world, head West into the narrow corridor. Be
careful as you approach the corner at (8, 1), because a scorpion's track ends
there. Take him out, and there's nothing left to keep you from the elevator to
level 6.


*************
Level 6 [L06]
*************
This level opens with very long winding corridor. Not much danger here, but
don't let your guard down, as there are four rodents and two scorpions lurking.
At (1, 28) you'll reach what seems to be a dead end. Not a problem; just turn
to your left (East) to find a hidden switch on the wall which, when pulled,
open the door to the South. Just a bit farther to go and you're out of that
claustrophobic's nightmare. And there's an ammunition magazine waiting for you
right there! Sweet.

Go East, taking out the cannon snakehead along the way, and you'll find a level
map at (19, 30). Now turn back North, and you'll almost immediately run into a
shield energy. Things are looking up, and for the near future they're only
going to get better. Proceed West, over the shattered pieces of the two cannon
snakeheads awaiting you. When the path branches, go North to reach the supply
room at (11, 10) (told you things were only going to get better!). Go back to
the branch at (15, 15) and go East this time. Down this path you'll meet two
more rodents and a cannon snakehead, but it doesn't matter, because you'll end
up in a room at (29, 2) with shield energy and ammunition.

Now head out the South door, take out the scorpion waiting in the corridor,
listen to the transmission from the android, then keep heading South to reach
the first boss of the game.

--- BOSS: Tank [E05] ---
The android's advice is sound; not only is the Tank invincible on its front
side, but that's also the side where its attacks come from. Thus, maneuvering
around to face the Tank from its sides and back is the best strategy both
offensively and defensively. Even so, this fight is not exactly easy, since
Tetsujin can't maneuver all that well. Just do your best to keep your
distance, keep facing its sides and back, and pound that fire button whenever
you get an opening, since it takes 24 hits from your little runt gun to bring
this enemy down.

Like all the game's boss fights, this takes place in an enclosed arena. So no,
you can't flee back to the supply room if you get into trouble. Fight to the
bitter end!
------

Once you've destroyed the boss, the door to the South will immediately open.
Head that way and you'll eventually get a nice long cutscene, after which you
are instantly transported to level 7.


*************
Level 7 [L07]
*************
Probably the first thing you'll be thinking when you reach this level is "Oh,
no! I thought for sure my shields and ammunition would be replenished after I
beat the boss! Now if I take just a couple stray hits from a motoid, I'll have
to do the boss fight all over again!" (It'll either be that, or "Hey, cool new
music and wall textures. Nice change of pace.") Don't sweat it. It's a long
way to the next supply room, but there are absolutely no threats along the way.
So relax, enjoy another transmission from the android, and head North until you
can't go North anymore. There's level map waiting for you at (1, 2).

Here the path turns East, and branches. Take the North branch to reach the
supply room. (See? No problem.) Then take the South branch to continue on
your way.

The next room is empty and branches off to the South and East. You've probably
already seen from the map that the South branch goes right to the elevator.
Hooray, that was the easiest level ever, right? Sadly, no. The path to the
South ends in the first one-way door in the game... and I'll give you three
guesses which way it goes. So yep, you have all the way around, through those
six other rooms. Funny how the first level where the android stresses the
importance of level maps is also the first one where a map is completely
useless (since the level is entirely linear), and in fact can even be misleading.
Guess the designers were feeling a bit diabolical when they made this level.

Anyway, take the East branch, and you'll run into a new foe.

--- Sluefoot [E06] ---
Aside from the boss, the sluefoot is by far the most dangerous foe you've
encountered thus far. He moves around at a decent clip, fires long range shots
from two cannons, and takes a whopping five hits from your runt gun to take
out. If you keep your distance, though, he may not notice you even when you
shoot him. Whatever you do, finish him quickly or he will actively stalk you.
------

After you're done with that, go into the next room for another new foe. Yep,
already.

--- Air Mine [E07] ---
This guy's refreshingly docile. He moves around in a small circle and won't
attack unless you get close - if you do, he'll self destruct for considerable
damage to you. Just make sure you don't run into him, and you can take him
out with four shots from a runt gun at your leisure.
------

Go South into the next room, which has another sluefoot. The room after that
has another air mine and an ammunition pack at (29, 30). No head West for a
room with another sluefoot. Sensing a pattern? Well, forget about it right
now, because the next air mine is lurking **in the corridor leading to the next
room**. And the room itself contains yet another new foe.

--- Slither [E08] ---
Has no ranged attack, but moves a lot faster than a rodent, though he does turn
slow. Don't let him line himself up to charge into you. Hiding behind corners
works very well with these critters. Three shots from a runt gun is enough to
destroy one.
------

Behind the slither is a shield energy, which you've probably been longing for
by now. Head North for the final room, which has a sluefoot. Now, make darn
sure that you don't go through the one-way door to the North, okay? The
elevator to level 8 is to the East.

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Re: Iron Angel of the Apocalypse/Tetsujin walkthrough?

Post by Trev » Mon Jun 24, 2013 5:13 am

Looks great so far! I'll have to check out your Agatha Christie one too, as I played through it with my wife a while back. Keep it up! :)
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Re: Iron Angel of the Apocalypse/Tetsujin walkthrough?

Post by Martin III » Fri Jun 28, 2013 2:14 pm

I've working on level 17 now, so for anyone who's interested, rest assured that this is one walkthrough which is going to get done.

I've been having fun checking out some of the nooks and corridors I skipped past on my first play. In particular, I was start to find there's a shield upgrade on level 16! I wonder if that means you can get four shield bars in this game? Though probably it just means the upgrade on level 18 will have no effect, since they're both called "Shield 1".

Also, with levels that are split into two alternate routes, I've been checking out the routes not taken. I am detailing only one route for each level in my walkthrough, because I don't know how to provide a guide for both routes without it being confusing, but by exploring both routes I can at least recommend the easier of the two.
Trev wrote:Looks great so far! I'll have to check out your Agatha Christie one too, as I played through it with my wife a while back. Keep it up! :)
Hey, cool to see someone else who liked that game. Mind you, I thought it fell short of its predecessor, Agatha Christie: And Then There Were None, but you still can't beat old school point-and-click on the Wii.

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Re: Iron Angel of the Apocalypse/Tetsujin walkthrough?

Post by Trev » Fri Jun 28, 2013 3:22 pm

Martin III wrote:
Trev wrote:Looks great so far! I'll have to check out your Agatha Christie one too, as I played through it with my wife a while back. Keep it up! :)
Hey, cool to see someone else who liked that game. Mind you, I thought it fell short of its predecessor, Agatha Christie: And Then There Were None, but you still can't beat old school point-and-click on the Wii.
I love pont n click games! I wish the Wii would have gotten more of them, but at least we got the Agatha Christie games, the Sam & Max games, Broken Sword DC (even if it fails big as a director's cut) Secret Files Tunguska, ... probably a few more I'm forgetting.

I thought what seperated the two Christie games (besides one being based off a superior story) was puzzles. Evil under the sun had lots of talking (which I love) but not as much puzzles in compariosn to And Then There Were None, which seemed to have much more in the way of puzzles, inventory combining, etc ...

And with that, I've derailed another thread. :wink:
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Re: Iron Angel of the Apocalypse/Tetsujin walkthrough?

Post by Martin III » Sun Jun 30, 2013 10:54 pm

I'm up to level 25 - the home stretch!

I have a question for you all: Has anyone found a way to get rid of assassins other than having them go kamikaze on you? I thought that in working on this walkthrough I'd be able to figure it out, but I've tried everything I can think of, and it still seems like the only way they get destroyed is if they destroy themselves. Someone please tell me I'm wrong so I can put the correct method into the walkthrough.

Oh, and as for that shield upgrade on level 17, I found a real surprise: If you got the upgrade on level 16, the one on level 17 simply isn't there! I wonder how much time and effort it took to program that to happen.
Trev wrote:I love pont n click games! I wish the Wii would have gotten more of them, but at least we got the Agatha Christie games, the Sam & Max games, Broken Sword DC (even if it fails big as a director's cut) Secret Files Tunguska, ... probably a few more I'm forgetting.
Yeah, there's at least Back to the Future: The Game, part of the Wii's final wave. Definitely on the easy side, but well-worth getting if you love the films which it serves as a sequel to. (And I do love those films.)

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Re: Iron Angel of the Apocalypse/Tetsujin walkthrough?

Post by Trev » Mon Jul 01, 2013 1:04 am

Martin III wrote:
Trev wrote:I love pont n click games! I wish the Wii would have gotten more of them, but at least we got the Agatha Christie games, the Sam & Max games, Broken Sword DC (even if it fails big as a director's cut) Secret Files Tunguska, ... probably a few more I'm forgetting.
Yeah, there's at least Back to the Future: The Game, part of the Wii's final wave. Definitely on the easy side, but well-worth getting if you love the films which it serves as a sequel to. (And I do love those films.)
Ah, forgot about that one ... thanks for reminding me. Easy is okay as long as it's fun. I've picked it up a few times in the store, but haven't bought it yet ... I will one of these days.

Good work on the walkthrough btw.
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Re: Iron Angel of the Apocalypse/Tetsujin walkthrough?

Post by Martin III » Tue Jul 09, 2013 5:21 pm

It's done, submitted to GameFAQs, and accepted! 8) Here's the link.

As mentioned in the walkthrough, suggestions for improvement are welcome. Note that since I posted my first draft here, I've added one "feature": Listing the hit points each enemy has next to its name. I figured some people might find this more straightforward than "This guy takes three hits from the Gatling Gun or two from the Big Heat"... and besides, I like numbers. :D
Trev wrote: Easy is okay as long as it's fun.
Glad that you agree!

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