COMPLETE GUIDE: HOW TO UPGRADE, HOW TO USE CHECKPOINTS, GUNS, BLOOD METALS, - SECRETS, TIPS & TACTICS

download the full guide        basic micro-guide (checkpoints & trade machines only)

This guide is for the Standard Mode Campaign. Intended for players who are playing the game, yet having some trouble, or want to get better.
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For the Full Metal mode (provided you followed this guide first)
you can actually take MORE checkpoints, as the number of potential
upgrades is cut in half, compared to the standard mode.
10 upgrades in Full Metal alone, as opposed to 20 upgrades
in the standard mode. Eventually, Full Metal mode
will cap at 30 upgrades.

The basic rule of thumb says: the difference between the
amount of upgrades you carry (number on the left)
and the potential maximum upgrades (number on the right)
should not stray further than two.

This guide does not follow this basic rule, because
this guide looks many game levels ahead, and thus
was written to max everything out; but a good way
to start understanding the upgrade principle - is to
only use checkpoints if those numbers are even or
have a difference of 1. When the difference is 2 or
more - checkpoints should be skipped, until
it balances out. Resurrection idols picked up when
at max capacity will be wasted(!). So don't pick
them up for no reason when you're maxed.
Then, you'll start understanding what you should
have done differently, in order to get both max
upgrades - and max blood metals.

This guide, however - does all the math for you,
just follow it, and it will bring you to the maximum
of everything.

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The checkpoints (CP) are written
in the exact order as they appear in the level,
followed by decision: either USE or SKIP.
If hints for something are written between the
checkpoints, - then this is where to look for it.

The weapons used - are my favorite tried-and-true
setup, which i come back to a lot of times. But the
same strategy works well with Hellhammer, and with
a couple of alterations with Manowar as well.
And with Envoy too, - if you're good with this weapon.
Once you understand how things work in the world
of Valfaris - you'll be able to tailor the principles
to your own weapon sets. Each set provides its own
unique experience. Let the gameplay and
experimentation help you find your favorites!

Good Luck!





Landing Pad.
============
Checkpoint 0 - Automatic Checkpoint
Checkpoint 1 - SKIP.
Checkpoint 2 - SKIP.
Checkpoint 3 - USE. (CP after the Electric Eye fight)
Checkpoint 4 - USE. (CP after acquiring Hellwraith)
Checkpoint 5 - USE. (after falling underground)

- secret at the end of the section, behind the boxes.

Checkpoint 6 - USE. (after the spider lair)

- secret above the ropes
- secret below the the powerless ship. Fall down next to the heart.

Checkpoint 7 - USE. (no return, as the electric barrier is triggered)

- secret behind the Cyber-Hound (Bastard Sword)

Checkpoint 8 - USE. (slide-down before the Power Crystal fight) - upgrade Hellwraith here.

- memorizing at least half of the soldiers spawn order - will help greatly, especially on Full Metal...
- secret above, jump up the ropes after the Crystal fight.

Checkpoint 9 - SKIP (Gargoyle Lair - boss fight) - boss has a dead zone: he can't reach right & left corners

Take 2 Blood Metals at the trade machine
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Final Level Stats:

Blood Metal = 4
Weapons = Hellwraith rank 2
Upgrades (HP/Ammo) = 2 out of 5


ECO-DOME.
=============

Checkpoint 0 - Automatic Checkpoint
Checkpoint 1 - SKIP.
Checkpoint 2 - USE.
Checkpoint 3 - USE.

- secret above (jump beast)

Checkpoint 4 - USE. (the CP is next to Wolflight - equip Wolflight) Take the CP AFTER(!) the flower fight.
UPGRADE HELLWRAITH TO RANK 3.


Flower Fight: Vertical Wolflight fire is the trick there. Stand still and attack directly from under the flower.Attack the flower first and the "monkeys" 2nd. Monkeys will always jump right into your angled fire. If your attacks are timed instantly, without delay - then no creature nor projectile will touch you.

Checkpoint 5 - USE. (before the slide-down)
Checkpoint 6 - SKIP. (the one after the boat-ride...)
Checkpoint 7 - USE. (After the Hell-Cobra fight)

- jumping behind the Cobra as it commits to attack, - is the key to avoid its fire-breath,
and open a time window for your own attack. Attack immediately from this position.
Get in a few sword hits as it appears/disappears. That last one, however, - will not work on Full Metal.

Checkpoint 8 - SKIP. (at the end of the lava-climb, before the boss - Bloodstalker Queen)
Use the sword for phase 1, use Hellwraith for phase 2. Always move when firing in phase 2.


Take 2 Blood Metals at the trade machine
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Final Level Stats:

Blood Metal = 5
Weapons = Hellwraith rank 3
Upgrades (HP/Ammo) = 4 out of 7



The Hive.
==========
Checkpoint 0 - Automatic Checkpoint

Upgrade Wolflight to rank 2 here. Wolflight's fire can cut corners in a number of places.
This is very useful in the beginning of the level. Wolflight is also very effective in managing
the spawning Wasp fight sequences, even on Full Metal mode.

Hellwraith attacks at all angles are devastating for all hive creatures, so play offence with
those yellow hive crawlers: it is always the best choice for Hellwraith.

Checkpoint 1 - SKIP.
Checkpoint 2 - USE.
Checkpoint 3 - USE. (do get the secret here to the left first!)

- do not fire while riding the worm! Block or deflect only.

Checkpoint 4 - USE. (after the 1st worm ride)

- secret above (Bloodaxe). Use Envoy to get it. Attack from the middle platform, all the way left. Make sure to switch back to Hellwraith after getting the axe.

Checkpoint 5 - USE. (after the Manowar weapon)
Checkpoint 6 - USE. (before the 2nd worm ride)
Checkpoint 7 - USE. (after the 2nd worm ride)
Checkpoint 8 - USE. (after 2 Hive Soldiers, right before the Toad Boss)

- learn where to stand, to win this fight easily without taking damage. Equip Embryon after the fight.

Checkpoint 9 - USE. (Hive escape) Upgrade Embryon to rank 2.

- unfortunately, this is the only place in the game that i can't figure the tactics for.
it's just an endless respawn of enemies to get through. Luck & firepower...

- secret hive membrane on the right side, mid-descent - after infinite energy item.
Don't miss 2 resurrection idols in this section of the level.

Checkpoint 10 - USE. (after the escape, entrance to the Queen's Lair)

- secret in the lair, look up.

Checkpoint 11 - USE. (end level boss fight, Exterminator Mech)

Take 2 Blood Metals at the trade machine
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Final Level Stats:

Blood Metal = 6
Weapons = Hellwraith rank 3 / Embryon rank 2 / Wolflight rank 2
Upgrades (HP/Ammo) = 5 out of 9



Refinery.
==========

DO NOT USE ANY CHECKPOINTS!
Do not miss blood metal in the very end of the first section! (right before falling down)

Final Level Stats:

Blood Metal = 7
Weapons = Hellwraith rank 3 / Embryon rank 2 / Wolflight rank 2
Upgrades (HP/Ammo) = 6 out of 9




Power Chambers.
================
Checkpoint 0 - Automatic Checkpoint

- Swordmaster attacks must be countered. The timing is very early, - as soon as the
attack wind-up sound starts, - hit the shield button. You can also jump toward and over
the Swordmaster, hitting him mid-air in the back, then retreating and repeating the process,
but that is a last resort only tactic. Block-stun for this enemy is a must. Swordmasters almost
always give you Blood Metal when you kill them.

- Upgrade Therion Blade to rank 2.

- Embryon owns this stage. The ability to lob it's grenades at a descending trajectory
allows to reach a lot of places (and enemies) that otherwise would be troublesome.
Angled upward arc can go over obstacles and destroy enemies behind cover.
There are numerous places when a tricky shot from Embryon will save you from being pushed
into an electric insta-kill area after being cheap-shot by basic enemies. Especially true on Full Metal. Embryon destroys even the armored enemies (The Swordmaster), if you hit him on top of the head.

It also destroys eggs most efficiently (later in the level). Much more so than any other basic weapon.

On the other hand, the Golem creatures seem to be extremely resistant to Embryon fire,
or perhaps even invulnerable...


Checkpoint 1 - SKIP. (skipping is optional here)

- at the end of the elevator ride fast weapons like Hellwraith / Manowar are needed to
pass the rocket trap that was placed there in Full Metal mode (does not exist in a standard campaign)

- after the elevator ride - another Electric Eye fight ensues. The trick is to attack not only
vertically, but also angled - switching between the two. This way you deal both with the Eye
and with the spawning soldiers much easier. This is particularly important in Full Metal mode.

Checkpoint 2 - USE. (i took the left passage here)
Checkpoint 3 - USE. Upgrade Embryon to rank 3.
Checkpoint 4 - USE.

- secret below. ride the 2nd platform down.
- in the upcoming fight, the trick is to stand in the corner all the way to the right, aim and fire Embryon.

Checkpoint 5 - USE. (1st computer boss)
Checkpoint 6 - USE. (right-side passage)
Checkpoint 7 - USE. (before the rocket gauntlet)

- Embryon deals well with the rocket turrets. Hellwraith does so even better.
This is especially true for the Full Metal mode. In Full Metal, rocket turrets
are arranged into traps that push you into insta-kill areas in this level.

- secret below, fall down at the 2nd ride, when switching platforms. There is a secret alcove.

Checkpoint 8 - USE. (2nd computer boss)

Checkpoint 9 - USE. (the infected zone)

- most egg spawners can be destroyed from a safe position by Embryon.
- memorize the spawn location for the infected soldiers and fire immediately as they begin to appear
- infected soldiers in the egg-gauntlet are best killed by a trick-shot from Embryon, safely...
- Embryon is much better at dealing with the falling eggs than any sword, (even the Jelly Whip) that is, if your aim is half-decent.

Checkpoint 10 - USE. (after the egg gauntlet)

- secret above and to the left.

- when fighting the Worm, lure the red acid clouds toward you, then sharply jump up on the rope and fire away. As the creature locks on you again, and spawns another acid cloud - jump down to the ground. Repeat.

Checkpoint 11 - USE. (after the Miasma Worm boss fight)

- when fighting Lord Jylskell - timing to block his sword is very early, as soon as he starts to draw back the blade. Hit the shield when he almost pulled you toward him. You can also attack his tentacle, preventing him from pulling you in altogether - but that is much, much less advised a tactic. When you block-stun Jylskell - deliver 3 sword strikes, - not 4 - in order to ensure a safe getaway. Hellwraith is the deal-breaker here, as usual. Embryon for the eggs.

Take 1 Blood Metal at the trade machine
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Final Level Stats:

Blood Metal = 9
Weapons = Hellwraith rank 3 / Embryon rank 3 / Therion Blade rank 2 / (others do not matter anymore)
Upgrades (HP/Ammo) = 7 out of 12



The Tombs.
============

Checkpoint 0 - Automatic Checkpoint

There are many exploration areas in the tombs. Check every corner.
Just make sure that on every sub-level you go and explore all the way right,
and all the way left. Circular rides with multiple paths - make sure to take them
all in any order, clockwise, counte-rclockwise or whatever. Finding all items is critical.

Upgrade Jelly Whip to rank 3, and equip it, if you haven't already.

Upgrading is complete, for now. Don't touch anything else.

Checkpoint 1 - SKIP
Checkpoint 2 - SKIP

- the fat boss's yellow laser beam attack has a dead zone as well: directly below him.
So that is your best position to attack, whenever possible. Double laser attack can be easily avoided by dropping down directly to the ground from the top platform. Dropping from the middle platform will get you hit by the 2nd beam.

Checkpoint 3 - USE. (after the first boss)


Loadout should be: Hellwraith rank 3 / Embryon rank 3/ Jelly Whip rank 3/

Checkpoint 4 - USE. (enter the Dune worms)

Upgrade ratio here should be 12 out of 13. If it isn't - you did something wrong, or missed stuff.

Checkpoint 5 - USE. (before the double fat-boss fight)

Checkpoint 6 - USE. (after the double fat-boss fight)

- secret above the single horizontal crusher, break the block (it's a crusher sequence # 4, if you count them)

Checkpoint 7 - USE. (before the crusher gauntlet boss sequence)

Checkpoint 8 - USE. (secret right here, below. The Knife weapon + 2 Blood Metal)



Do not take ANYTHING at the trade machine!
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Final Level Stats:

Blood Metal = 11
Weapons = Hellwraith rank 3 / Embryon rank 3 / Jelly Whip rank 3 / (others do not matter anymore)
Upgrades (HP/Ammo) = 12 out of 15



Worm Tunnels.
===============

Checkpoint 0 - Automatic Checkpoint

Do not attack electric turrets while riding the worm. Block with your shield.
Except at the very end of the level, when you switch worm-ride one last time:
3 turrets standing below in a row - waste'em with Hellwraith / Embryon combo.
Otherwise, they might catch you when switching worm-ride...and you fall and die.

Checkpoint 1 - SKIP. (on Full Metal you definitely do take this checkpoint, but not here)
Checkpoint 2 - USE.
Checkpoint 3 - USE. (after the Eye boss fight)
Checkpoint 4 - SKIP (tentacle rush - boss sequence)
Embryon all the way, - just stand and fire, middle platform. Hellwraith sparingly, as backup.

- secret on the right side: take the electric passage to the right, after this boss sequence.

Take 3 Blood Metals at the trade machine
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Final Level Stats:

Blood Metal = 18 (next two stages will max out 2 weapons)
Weapons = Hellwraith rank 3 / Embryon rank 3 / Jelly Whip rank 3 / (others do not matter anymore)
Upgrades (HP/Ammo) = 12 out of 16



Dead Eco.
===========

Checkpoint 0 - Automatic Checkpoint

- secret on the right side, after passing the 1st vine, just below the tentacles - break the block

Checkpoint 1 - SKIP.

- look out for breakable blocks on the floor, there are 2 of them (usually after a high ledge),
breaking these will give you 2 Blood Metals.

- the faling jellyfish section is made significantly easier using the Jelly Whip.
remember, you don't have to kill all of them...here.

Checkpoint 2 - USE. (right before the Bloodroot Demon boss, after the falling jellyfish rush)

- combine Hellwraith fire with long melee attacks when fighting the levitating creature:
jump and slash when moving up in mid-air, - immediately Hellwraith when your sword hits,
all the way until you fall to the ground.
- focus on attacking the Root while standing on the edge of the platform, firing diagonally.
- don't attack the root from the ground. (at least i do not recommend to, too much chaos in red there)
- get ready to attack the Demon-creature even before it appears from the root.
- falling jellyfish are easily destroyed by Jelly Whip, replenishing your ammo.
- ghosts spawned by the Demon - CAN be destroyed by melee weapons.

Checkpoint 3 - USE. (after the boss) - MAX OUT HELLWRAITH!

Checkpoint 4 - SKIP. (within a mech)

Checkpoint 5 - USE.

- secret on the right side of the small spider nest area (behind the blocks)
- If you did everything right and aim true, - the big spider boss fight should last about 5-6 seconds. Attack first, as soon as you enter his lair.

Checkpoint 6 - SKIP. (in a mech, again)

Checkpoint 7 - USE. - MAX OUT JELLY WHIP!

- the rocket trap (with the Swordmaster below) - can be managed very well,
if you plan the order of your attack, and use the right weapons. Rocket turret
on the left side can be quickly dispatched by a melee attack...

Checkpoint 8 - USE (boss fight, Desolator)

- When chasing the Desolator Tank - point your flamethrower either dead on at its
rocket tube or a tad above that, - so that you can destroy its rockets as they fly out.
Do not move your flamethrower mid-chase.

Take 1 Blood Metal at the trade machine
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Final Level Stats:

Blood Metal = 14
Blood of Valfaris = 1
Weapons = Hellwraith MAX / Embryon rank 3 / Jelly Whip MAX / (others do not matter anymore)
Upgrades (HP/Ammo) = 15 out of 18


 

The Cathedral.
===============

Checkpoint 0 - Automatic Checkpoint

- MAX OUT EMBRYON at the level start.

- you will start encountering the Sword Witch here. She can be quite troublesome.
The trick is to keep walking forward while attacking her at long range, and when she
teleports and does her melee rush attack - block timely and counter, to her death.
When using Hellhammer against her - tactics change a little: your long range attack
wil be with your basic weapon, and Hellhammer blast will be comboed with the sword,
after you stun-block her. If you stand still when attacking her at long range, - you will be in trouble.



Checkpoint 1 - SKIP.
Checkpoint 2 - USE. (at the big blue-ish tube)

- secret at the very end of this part of the level, on the right side behind the boxes, after the wind-ride.
- fight the 2nd Hell-Cobra using your basic weapon. Don't dodge. Block its attacks instead.
- the flying robots with the lock-on machine guns at the beginning of this level, - can be easily killed either from a very long range (hanging chains fight), using Embryon grenades (you should barely see the robots enter the screen: just trigger them and fire away from extreme long range). On several occasions here, you wil lhave solid cover, from behind which you'll be able to dispatch those robots completely scott-free with the Jelly Whip.

Checkpoint 3 - USE.
Checkpoint 4 - USE.

- secret area up above
- should you choose so, - you can upgrade any other weapon to rank 3 here.
Hellhammer or Manowar are good choices.

Checkpoint 5 - USE. (before the boss fight, Furrok)

- don't miss the secret requiring the Knife.
- Furrok has mainly two attacks: upper strike and a lower strike.
Watch as he winds up his hammer - react and attack either crouched, or jump-slash - until he dies.

Checkpoint 6 - USE. (before the elevator fight)

- one of the toughest places in the game...in Full Metal mode.
memorizing the enemies here, and where they come from - is the key to this segment.

- secret at the end of the elevator ride: climb and jump left

Checkpoint 7 - USE.

(if you have trouble with the turrets at the start - take Envoy, clear them, and switch back to Hellwraith).

- secret on the top right platform
- don't miss a resurrection idol on top of one of the elevator carriages, it's kinda easy to overlook.

You should have 20 out of 20 health/ammo upgrades should be at this point. (and maxed out weapons)
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8. This one is an automatic checkpoint before the final boss of the game.

- you can either take nothing from the trade machine, - and go in with max health/ammo
(20 upgrades for the standard mode), - or you can take everything (3 Blood Metals +1 Blood of Valfaris): this way the fight ahead will be a little bit harder, but you'll have extra materials for the Full Metal Mode, and you'll recover the missing upgrades already in the first level, when you start in FMM.

- memorize the patterns of all forms, and thus make the fight go your way
- block-stun Hydravoc when he does those head-smash attacks (up and shield button at the right time)
- Jelly Whip makes a huge difference in the final phase (and to destroy those floating rocks in the 2nd form)


VICTORY!

Enjoy the anti-climatic ending, and your reward: the awfully lackluster
beginner-level guitar solo at the credits theme. With such ridiculous amount
of hype for this game being "metal"...at least they could have brought
somebody who actually CAN solo, and do actual Metal music....LOL

And now, the Full Metal mode awaits...

- underpowered guns suck in Full Metal; and even the maxed out guns are no longer as mighty. Thus, the upgrade strategy matters there as well.


This game has fantastic replayability, so i think this guide will help
people with the game, to really get into and enjoy the thrill of Valfaris to the full extent!