How To Beat Morgan Fray's Score In Rollerdrome's Echo Basin

2022-08-20 11:30:44 By : Mr. Ven Huang

Rollerdrome's Echo Basin is a smaller, but more intense, level. Follow this guide and you may just leave the basin in one piece.

Let it be known that Rollerdrome isn't afraid to mix things up. After you just finished with Houston Mall, the biggest stage in the game up to this point, filled with the most enemies, you get Echo Basin, which has the fewest enemies of any stage in the game. However, while it may have fewer of them, some of the enemies you will have to contend with are pretty damn slippery. It is hard to tack an enemy down when they can literally teleport.

Related: Rollerdrome: All Houston Mall Challenges

Worse yet, not only does Echo Basin foster characters who teleport all over the stage, but a number of the sections in Echo Basin can be a little tricky to reach, so you may struggle to get up to them. Needless to say, this mission can absolutely give you fits. Thankfully, we will navigate you through it and help you put those nasty Polybeams in their place!

When you enter into the Echo Basin arena, you will see that the stage has a few raised dirt ramps in the central section, and the back wall is lined with ramps, which curve around the left wall. However, the most interesting feature is that there are two giant sections raised above the ground in the back corners of the map.

There is a quarter-pipe between these upper sections which can be used to reach either of them. However, the best way to get to the one in the back right corner is to ride up the center ramp and air onto it. The back left corner is easy to access by simply grinding the edge of the ramps lining the left wall and wallriding up to the raised platform. It is important that you try to get comfortable reaching both of these platforms, as you will otherwise almost certainly lose your combo.

Around half of Echo Basin's challenges exist to emphasize how to use the Grenade Launcher and deal with the Polybeam enemies. The other half, however, feature some pretty tough challenges that will force you to have a certain level of familiarity with the Echo Basin stage to complete.

This is the only gimme of the bunch. All you need to do is press right twice and then the grind button on a rail, and you will complete this challenge.

You will be able to stagger a Riot Guard with a single direct hit with your Grenade Launcher. However, something to keep in mind is that there are only three Riot Guards on this stage, so make sure you stagger all three with the Grenade Launcher.

This is an easy enough challenge to complete, as the second Riot Guard you face will have two Grunts with him. They naturally tend to cluster, so fire a grenade into the three of them, and you will complete this challenge.

This is easily one of the most important things to learn when playing Rollerdrome. Land Mines are such an incredibly valuable opportunity to get a perfect dodge, which leads to your "Perfect Reflex Time". Just ride directly into the mine and dodge the second you make contact with the area of effect indicator that surrounds them.

This one is pretty straightforward. Just like you do to take out a Warhead before they raise their shield, you are going to rapidly fire your fully loaded Dual Pistols into the Polybeam. This won't kill them, but it will severely injure them.

First things first, you need to get up to one of the raised platforms in the corner. We find that grinding the rail up to the platform in the back left corner, and then wallriding to cross the gap, is the easiest way to get up here. Once you are on one of the raised platforms, just launch yourself off the ramp that is aimed at the Trick Token. Once you do so, press right twice followed by the grab button. This will get you the Seatbelt Grab and complete this challenge.

Related: Rollerdrome: How To Beat Every Enemy

The first Combo Token is in the middle of the stage; just hop off the ramp located there, and you will grab it. You will see the next Combo Token hovering just below the Sniper you encounter in the first phase. Ride up the ramp and grab it. Just to the left of that token is the third Combo Token; it is hovering above another ramp. The fourth Combo Token is hovering above a dirt platform on the left side of the map. Finally, floating above the ramp on the raised platform in the right corner of the stage is the last Combo Token.

Now we are finally in the tricky territory when it comes to these combo challenges. Not only is this combo longer than any of the combos you have been asked to complete up to this point, but it will also require that you, essentially, string together every kill. Of course, the Combo Tokens will give you a small amount of breathing room, but since this stage only has 19 enemies you are absolutely going to have to link most of your kills together.

First and foremost, you need to get used to getting up to raised sections in the back corner. Beyond that, leave as many Grunts on the board as possible. You are going to have to chase those Polybeams down, so it is incredibly handy to have Grunts wandering around all over the place, as when your combo is just about to die, you can shoot one of them and refresh the counter.

Lastly, you really need to make use of your Super Reflex Time. So, dodge the Polybeams when their aiming laser turns white (same as you would with the Snipers), and use the Land Mines those Riot Guards throw out. In Super Reflex Time a single clip of your Dual Pistols will take out a Polybeam. That means you won't have to chase them down! Similarly, the Super Reflex Time is extremely useful for taking out Riot Guards quickly using only your pistols.

Master traversing the stage, and entering into Super Reflex Time, and you will absolutely get that 20x combo.

There is a lot of crossover between getting the 20x combo and beating Morgan Fray's score. However, the main difference is that you aren't going to be happy just stringing all the kills together; you are also going to want to incorporate all five of the Combo Tokens. Moreover, you are going to want to utilize optimal tricks that help you rack up a high score: that means not releasing the trick until you hit the ground.

But how are you going to do that? It feels impossible to complete an entire trick without being interrupted by a Sniper or a Polybeam, right? Well, that's the thing. We aren't going to do the fancy tricks (except for the grinds) until we have taken all of those capable enemies out. As we mentioned in the combo section, it is extremely important that you leave a number of Grunts hanging around. But that isn't just because they are a great way to keep your combo alive in an emergency, it is also because they won't interrupt your tricks.

So, the plan is that you are going to take out all the Snipers, Riot Guards, Polybeams, and the lone Warhead. You are not going to chase those Combo Tokens yet. You are only going to kill Grunts in case of an emergency where your combo is about to expire.

Once you have cleared the stage of the threats, you are going to travel to ramps that are close to Combo Tokens. Perform tricks until your combo counter is low, then grab the Combo Token. Rinse and repeat this step until you have collected all the tokens. Then, you are going to repeat this step, but with the remaining Grunts this time. Rack up points with unique tricks until your combo counter is starting to run low, then pop a grunt. Continue until you complete the stage, and you will blow past Fray's score.

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James is a writer for TheGamer. He typically spends his time playing games, thinking about games, overanalyzing games, and sleeping. While he has an appreciation for all genres, he is especially interested in fighting games and RPGs. He also enjoys reading books and watching movies and will happily overanalyze those as well.