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1995-03-22
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RADIUS1 Spoilers File
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Sorry about ^^^, just wanted to be sure those not wanting to see the answers
wouldn't.
Ok, heres the answers to some of the puzzles:
1) The Radium: The Co-Op exit works like this. Get 1 player to hit the big
switch atop the hourglass. Then another player begins to hit switches in
the Radium in a certain order. If you don't want to know the order, please
dont read on.
1 2
3 4
5 6
7 8
The numbers represent the big fat pillars. Number 1 is a DM start, so it
doesnt contain a switch. The pattern is Hourglass switch, then,
7,4,5,8,3,2,6. The number 6 switch is the exit. A single player can run the
whole pattern, but can't hit the hourglass first. So at least 2 players are
needed. The hint is the logo textures on the Wood. It is described in the
Spirit Stairs section.
2) Halls of the Hunted: MOTIFS
There are motifs used the the Halls. Each one helps
to balance out the problems of player color. The
Jade Brick motif is good for the green player, the
Wood Slat motif is good for both Red and Brown players,
and the Black Ash motif hides the Indigo player. The
Cement Stones motif is neutral.
LOCATIONS OF ENERGY STOCKS
There is an Energy stock in Black Ash near the Blood
Bank entrance. The other energy stock is in Wood Slat
in the Eastern most point, in the loop section. There
are trigger lines around them, which activate warning
towers in The Radium. So, you can run from a fight, but
the enemy might know where you went....
3) Cement Gazebo: The Cement Gazebo offers big powerups, the Soul Sphere and
Combat Armor, arranged to look like a litte person :). The
trick is that you get locked in for 30 seconds after getting
them. The windows are small, too, so its hard to fire rockets
out. The switch to let you in the Cement Gazebo is in the
BFG Tower.
4) Twin Towers: These towers are located in different areas of the Halls. The
BFG Tower is next to the Cement Gazebo. The Plasma Tower is
located in the middle of Jade Brick. It takes around 23 seconds
for the towers to come down. You then enter, get the items(s),
and leave. When you leave they rise quicky for about 9 seconds.
If you are trapped in the Plasma Tower, hit the switch to leave
again. For the BFG Tower, hit the switch closest to the BFG.
5) Spirit Stairs: No real spoilers here, except for the teleporters. The Radium
has, in the corners of the open section, fake shelves. The
teleporters take you to these shelves. The layout is the same
as their location. The reference point is North, so if you
were looking north from the Radium, the teleporters match.
The hint concerning the Co-Op exit is at the top of the stairs,
in the teleporter room. It is actually a map or The Radium.
The circle indicates the start of the pressing switches, after
using the one in The Blood Bank. Follow the red path after
that.
6) Blood Bank & HourGlass: As mentioned before, the switch here operated the
first part of the Co-op exit.
I don't want to tell you where the 80 frame animation is, but I will tell
you what it is: a little map of where to run to do the co-op exit. To be
able to get to see it, you need 2 players (at least). One player hits the
switch atop the Hour Glass, the other runs around the level looking for where
the animation is. Please don't open RADIUS1 up in a level editor until you
have found the animation unaided (except for having someone hit the switch
over and over). It ruins the fun.
Strategies for Playing DeathMatches in Radius
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Note: This version really is a little too big for 2 player, but I will
release a 2 player version soon. Until then, try this: get some weapons, run
to the Radium, grab a chainsaw, run it a while, and open the outer doors to
The Radium. This should attract the other player. I tried this, and had a
good time with it. After the player comes (he or she probably will know that
you are doing this) you can fight it out. The 2 player version will let you
do hunting more, because the level size will be reduced a bit. For 4 player
games, however, hunting rocks. The halls are creepy, and should provide hours
of 4 player Net DM fun!
1) Twin Towers: One good strategy here is to wait for someone to try for the
Plasma or BFG, and once they have it, trap them in there.
Then, you have around 30 seconds to get some weapons or heal
up or whatever with 1 less player to worry about.
2) Cement Gazebo: If you get caught in here, dont try the rocket launcher.
You have a good chance of hitting the wall and hurting
yourself. If you are shooting at a trapped victim, use the
Rocket Launcher and BFG more. They allow you to get better
results. because of their area and line of sight effects,
respectively.
3) The Radium: Note the 3 indicator posts. The textures on the inside of them
identify what motif they indicate. If they're moving, someone
is at the big item of that motif. Go there immediately. This
is especially useful if your opponet is trying to escape
The Radium because he or she is hurt badly. Instead of
following, find their motif. They will try to go there, and
are easy frag bait. Or, go to a different motif and you'll
avoid being fragged.
4) The Spirit Stairs: Use the teleporters on top of the middle stairs wisely.
You can use the shelves they take you to to let you
surprise people coming into The Radium.
5) The Blood Bank: Try to knock opponets into the trenches. The player in the
trenches has a harder time seeing people on the main
floor. Knock them in away from the lift, then you go in
near the lift. Great surprises!
6) Halls of the Hunted: The only strategy here is to use sensible weapons.
Rockets are not very good, but the shotguns work well.
Plasma is pretty good, as long as the opponet doesnt
get away. Same for Chaingun.
7) Overall: Use sound as a guide. When you hear lifts, you know that someone
either used a start (unlikely) or is in the Blood Bank or Cement
Gazebo. The Gazebo can be eliminated by using status of the
indicator towers. So, The Radium is a good point to find opponets.
Also, use the Halls of the Hunted wisely...don't get lost. However,
you can easily lose opponets trying to chase you. Just beware of
turns; some of them loop back on you! Also, there is only 1 dead-
end that I know of. It is in the Wood Slat motif, near the powerup
loop. It has a stimpack in it, so there is no reason to go there.