Mark of the Ninja: Remastered walkthrough 13. A Tale From the Past

You are seeing: Mark of the Ninja: Remastered walkthrough 13. A Tale From the Past. This post was compiled by en.intelnuc.

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Klei Entertainment via Polygon

Mark of the Ninja: RemasteredA Tale From the Past is a special stage originally released as downloadable content. It takes place separately from the main campaign adventure. if you choose Dosan’s story You can try it on the default level selection screen. In A Tale From the Past there are seals to be completed and scrolls to be found, just like any campaign stage, although there is no challenge room.

seals

Stun an enemy after stunning them with moths

The stage begins with a trip to a cave. When you reach the end of the caves you will fall into a room with a package that you can open to get it twilight butterflies.

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Klei Entertainment via Polygon

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Klei Entertainment via Polygon

After acquiring the equipment you can go out to the right and you will reach an open area where you will get a new objective: Reach the ruined fortress. Optionally, you can stun an enemy with your new Dusk Moth attack, then stun them for a sigil.

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Klei Entertainment via Polygon

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Klei Entertainment via Polygon

You don’t have to wait for an enemy or special circumstances. Just head to the rooftops leading to the right and you’ll come to a lookout point over a balcony where there’s a guard. Fling the Dusk Moths in his path and watch him fall to the ground. Then go to his level and knock him out.

Arm two of the keep’s traps without being seen.

You can start working on this seal once you reach the fortress. When you reach the entrance, you will get a new objective: Secure the ruined fortress. If seen, now miss the objective of the optional sigil, which is to activate two of the three traps without being seen.

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Klei Entertainment via Polygon

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Klei Entertainment via Polygon

When your main objective is introduced, you’ll get a quick overview of the fortress layout. Essentially, there are traps that you can trigger by reaching the end of the gauntlets to the north, east, and west. Any route you choose will take you through a series of already-triggered traps and guard patrols that make progressing difficult, but it’s nothing you can’t handle naturally now.

Once you trigger two of the three traps without the alarm going off, you’ll get the sigil. If you’re spotted along the way, start at the last checkpoint.

Use a hanging block trap to scare a bandit

While there is at least one hanging block trap earlier in the stage, you don’t need to use any to get a stamp until most of the stage when you reach the conservatory.

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Klei Entertainment via Polygon

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Klei Entertainment via Polygon

From where you get a prompt for this optional objective, go right to the next arrow and up the wall to the level where a guard is patrolling. If he goes right, sneak behind him long enough to fall into a pit. At the base of this tree, roll through an opening to the right. So start climbing that wall. At the top, near the guard, you should see a lever.

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Klei Entertainment via Polygon

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Klei Entertainment via Polygon

Make the guard run left and then right. If you keep going to the right, you’ll come under the block trap that’s attached to the ceiling. If it does, climb onto the ledge and pull the lever. This will drop the trap and crush the guard. Now quickly go to the lower level and wait. A guard should approach from the right, see his friend’s body and panic a little. You will receive the seal as a reward.

Hisomu’s voice

A Tale of the Past Roll #1

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Klei Entertainment via Polygon

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Klei Entertainment via Polygon

As you work your way towards the ruined fortress at the start of the stage, you will pass a second large group of caves. Traversing the zone in évitant les gardes et en faisant de votre mieux pour ne pas déclencher de pièges useless, jusqu’à ce que vous atteigniez un endroit où vous pouvez passer à travers un rebord jusqu’à une petite chambre avec des pointes le long du I usually. It’s right after the checkpoint before you get the fungal spores Gear.

If you fall through the floor, you’ll need to hold on to a point on the wall to the right. Then jump left onto dry land to the left of the spikes where you’ll find the scroll on a pedestal.

A Tale of the Past Roll #2

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Klei Entertainment via Polygon

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Klei Entertainment via Polygon

After going through caves, you will reach a fortress. There you will need to activate three traps before proceeding. Your new objective is to get to the conservatory. Along the way, you’ll pass a series of heavily guarded rooftops.

Towards the end of this area, go to the roof of one of the tallest buildings (the one just before you reach the conservatory). You have to go through the left side of the building, which triggers a checkpoint.

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Klei Entertainment via Polygon

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Klei Entertainment via Polygon

In front of you is a series of traps arranged around a pedestal that has a scroll on it. Directly in front of you is a pressure plate that activates an oscillating blade when you step on it. explosive past.

There are several ways to access the scroll.

A simple method is to traverse the room through the ceiling after activating a checkpoint. Then approach the scroll from the right side, which is easier.

If you make a mistake, you can always try again without losing much ground.

You can also try approaching from below if you prefer.

A Tale of the Past Roll #3

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Klei Entertainment via Polygon

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Klei Entertainment via Polygon

The final scroll of A Tale of the Past is in the Winter Garden. As you make your way through the building you will be given an objective that will prompt you to do so Kill or stun all bandits on the porch. There are 16 of them, and you have to carefully cover a lot of ground. Near the middle of the area, go down to the bottom level and continue through the ground floor. You should see a spot where you can fall through the floor to find a lower chamber. The scroll rests on a pedestal along the left side of this chamber.

Mark of the Ninja: Remastered Guide and Walkthrough

  • 1. Ink and Dreams

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  • 2. Perimeter Violation

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  • 3. The Path of Shadows

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  • 4. A change of course

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  • 5. The Fall of the Jute Tower

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  • 6. A mansion

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  • 7. Over a bottomless abyss

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  • 8. The inner dungeon

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  • 9. A blade around his neck.

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  • 10. A ruined fortress

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  • 11. Set in flight

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  • 12. The return

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Article content is collected and compiled by:
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Source : polygon.com

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