Posted September 18, 2018
Since there's little to zero information about Rune as a game on any deeper level, I decided to write a bit of details in an orderly manner about the game, purely out of fun times and appreciation.
First off, adressing a very common question.
'How is this game an action game? I'm stuck in a barren cave!'
The game starts out being almost purely a platformer and puzzle solver type of genre. There's little to do except exploring all the nooks, and once in a while, you are rewarded with boring lizards or a shield, but generally the action is very meager and the experience is.. something that I would wager have left many, many players stop playing all together.
About 1/5th the way through the game, the game starts to become more action oriented. You meet more enemies in general, and you start getting some satisfying encounters frequently. The puzzle and exploring elements are still going to be present, and those will persist throughout the whole game, although the game does become slightly more linear towards the end, but emphasis is still on 'Slightly'.
For the very casual gamer, many of the puzzles can seem almost unfair and can leave you scratching your head and frustrated for quite a while. It is a central part of the games progression that you must find that obscure road ahead to the next area, and with how little information there is about the game online, understandably, some might completely get stuck in certain areas. My tip to you is this - Scan the entire area completely and try swinging on anything tangible. There is always a way forward. It is very rare that you have to backtrack, but it happens atleast once in the game, so check there, too.
Now here's some random trivia about the monsters that you might want to know. It's completely random, and they're listed roughly in the order of which you're going to meet them, so here goes..
1. Your mentor. The very first battle in the game is against your old teacher. He acts basically like a clone of you, just reskinned and with AI controlled. Not much can really be said about the guy, as the fight is straightforward. Weave and swing at him with any weapon. On Hard, you might find it useful to throw your weapons repeatedly in his face with the Q key to whittle him down safely, but his AI is pretty slow, even on hard. He takes roughly 28-30 hits to down on HARD, which is a lot.
2. Cave Crabs. It has a very tight aggro zone, and generally just wants to be left alone, unless u disturb them. They are sluggish at start, but weave pretty quickly while they swing at your feet in a super tight arc. If they hit they hit for surprisingly high damage on Hard, just one hit can take nearly a full health bar away. You can easily submit a crab by just jumping on top of one, as the hitbox is too tight and low to hit you. You can chop these up fast with downwards axe and mace chops, 3 hits of a tier 1 weap will do on Hard, and just 1-2 on easy.
3. Snake Vases. Immobile, and a nuisance more than a threat. Standing close to these will have them lash out at you in a predictable pattern. Stand too close, and they will hit you for some minor damage. The trick to killing these is to stand just outside their hitbox area, and then swing your tier 1 sword exactly when the tongue of the creature reaches close to you. With some practice, this foe becomes a non-threat. Be careful though, as these creatures can snatch and grab your weapon right out of your hand if the angles of the impact area between your weapon and the tongue is just right. They take only 1 swing to kill on any difficulty, but be aware that the vase-shaped body is entirely invulnerable.
4. Giant cave crab. These are the size of a bear, and they're very territorial. They have a defensive orientation, and prefers to wait until you get into closer range for attacks. Their hitbox is proportionally larger and they have the ability to power up a strong power attack that is very easy to dodge, but if you do not, you're going to lose easily half your MAX hp bar right there on HARD. If you hit them at all with anything while it's stalling, it will flip on its back and be defenseless and ready for slaughter. However, they can recover if you do not deal some damage to them while they're down, in time. They can take a surprising amount of punishment, easily more than 15 swings of a tier 1 weapon, but the front limbs and legs are easy to serve with axes and swords, which leaves them crippled. If you manage to serve both front claws quick, the crab will retreat inside its shell and bleed to death.
You can jump on top of these crabs where they can't hit you, but this should trigger their stall ability which will fling you off.
5. Goblins. Small and barely intelligent enough to wield a weapon, they have literally only one type of attack. A straight chop downward, with fairly short range. They're able to jump and run around quiet well, and are relentlessly aggressive in their pursuits - not shy to swing weapons mid jump. They lose all courage and flee if you manage to chop a limb clean off. On HARD they can actually sometimes keep up with your movements and sidestepping and still hit you on retreats, especially if they're armed. There's 3 types of goblins - An unarmed goblin, the armed goblins and the chieftains. Goblins are usually armed with bone clubs and stone axes, with or without shields, and chieftains are basically just larger, beefier goblins with red mohawks. Goblins have lowish health, a good 6-8 swings of a tier 1 weapon should in most cases kill one outright on HARD, but Chieftains are tougher.
6. Zombies. They're the unworthy vikings that didn't make it to Valhalla, and thus have been banished to Hel - the realm of Loki's' daughter. They're only killable if you chop their head right off clean, or else they will just keep reviving again and again. This is easiest to do with swords, and specifically the roman swords very first still stand swing, is designed perfectly to decapitate a zombie the moment they revive. Practice your positioning for a while, and you will soon master the neck slicing skill. Another way to dispose of zombies is to whack them with a lit torch or rune powered hand axe or roman sword - this will burn them up in the matter of roughly 5 seconds.
Zombies move fairly slow, but are aggressive. They are predictable, and rarely jump, although they can do a forward lunge type of punch. They do light damage, but have a special ability to release a column of green gas in your face that travels briefly forward for some seconds. This gas does some good damage on HARD and can quickly take more than 1 bar of health. As a finale note, you're going to be facing a lot of these in Hel, and there's no shame in simply ignoring them when you can
7. Skeletons (Modded into later releases). Acts exactly like your mentor in the absolute beginning of the game. No jumping, just weaving and dodging and swinging. They're frail and die in roughly 8 hits of a tier 1 weapon on Hard. They carry tier 1 swords and axes and later can be found with roman swords. Also carries a shield. These opponents are the first real threat you face, as they have comparable range of hit to Ragnars'. Can potentially kill you quick, as you sometimes fight upto 3 of them at the same time.
8. Helhounds (Modded into later releases). A reskinned, resized and complete makeover of a Wendol. Has the same AI as a Wendol, which also means they do not move well in tight corridors - their AI is not really compatible with that setting. Normal swings deal moderate damage and light you on fire for extra damage. The real pain in the ass is their lunging move, which they do constantly if you stand outside their narrow'ish hitbox. Hard to really dodge and takes easily 1/4 your MAX hp on Hard straight off. Has good health as well, easily taking 10-12 tier 1 weapon swings to kill on hard. You can jump over these puppies, but it is not advised as their lunge will hit you mid air.
9. Vikings. You're going to be beating on these bad mouth, bitch bred guys a lot when you enter the city of Thorstad. They act much like your old mentor, but have improved AI, especially on HARD, and they are less shy about coming to the offensive. Perhaps the biggest difference between these guys and the skeletons and mentor, is their improved armory to compliment the AI - they carry a lot of tier 3 weapons, and they also come in a few varieties. Basically, normal vikings, berserkers and elite troops. The Berserkers are distinct by their horned helmets and very aggressive AI. They are also faster than Ragnar on foot on HARD, and they never carry shields. Instead, they have more HP than normal vikings, and they also deal slightly more damage with the same weapons. Vikings are already capable of slicing Ragnar to bits in 3 combos, but Berserkers can sometimes deal 100% of your HP bar in dmg in just 2 volleys of 2 hits, so you better be dodging those blows on HARD. Elite troops are vikings clad in heavy armor, heavy shields and broadswords, and they're beefier, but arguably not as dangerous as Berserkers. Vikings can take quite a beating on HARD, easily taking upwards of 15 swings of tier 1 weaponry or 7-9 of tier 3.
First off, adressing a very common question.
'How is this game an action game? I'm stuck in a barren cave!'
The game starts out being almost purely a platformer and puzzle solver type of genre. There's little to do except exploring all the nooks, and once in a while, you are rewarded with boring lizards or a shield, but generally the action is very meager and the experience is.. something that I would wager have left many, many players stop playing all together.
About 1/5th the way through the game, the game starts to become more action oriented. You meet more enemies in general, and you start getting some satisfying encounters frequently. The puzzle and exploring elements are still going to be present, and those will persist throughout the whole game, although the game does become slightly more linear towards the end, but emphasis is still on 'Slightly'.
For the very casual gamer, many of the puzzles can seem almost unfair and can leave you scratching your head and frustrated for quite a while. It is a central part of the games progression that you must find that obscure road ahead to the next area, and with how little information there is about the game online, understandably, some might completely get stuck in certain areas. My tip to you is this - Scan the entire area completely and try swinging on anything tangible. There is always a way forward. It is very rare that you have to backtrack, but it happens atleast once in the game, so check there, too.
Now here's some random trivia about the monsters that you might want to know. It's completely random, and they're listed roughly in the order of which you're going to meet them, so here goes..
1. Your mentor. The very first battle in the game is against your old teacher. He acts basically like a clone of you, just reskinned and with AI controlled. Not much can really be said about the guy, as the fight is straightforward. Weave and swing at him with any weapon. On Hard, you might find it useful to throw your weapons repeatedly in his face with the Q key to whittle him down safely, but his AI is pretty slow, even on hard. He takes roughly 28-30 hits to down on HARD, which is a lot.
2. Cave Crabs. It has a very tight aggro zone, and generally just wants to be left alone, unless u disturb them. They are sluggish at start, but weave pretty quickly while they swing at your feet in a super tight arc. If they hit they hit for surprisingly high damage on Hard, just one hit can take nearly a full health bar away. You can easily submit a crab by just jumping on top of one, as the hitbox is too tight and low to hit you. You can chop these up fast with downwards axe and mace chops, 3 hits of a tier 1 weap will do on Hard, and just 1-2 on easy.
3. Snake Vases. Immobile, and a nuisance more than a threat. Standing close to these will have them lash out at you in a predictable pattern. Stand too close, and they will hit you for some minor damage. The trick to killing these is to stand just outside their hitbox area, and then swing your tier 1 sword exactly when the tongue of the creature reaches close to you. With some practice, this foe becomes a non-threat. Be careful though, as these creatures can snatch and grab your weapon right out of your hand if the angles of the impact area between your weapon and the tongue is just right. They take only 1 swing to kill on any difficulty, but be aware that the vase-shaped body is entirely invulnerable.
4. Giant cave crab. These are the size of a bear, and they're very territorial. They have a defensive orientation, and prefers to wait until you get into closer range for attacks. Their hitbox is proportionally larger and they have the ability to power up a strong power attack that is very easy to dodge, but if you do not, you're going to lose easily half your MAX hp bar right there on HARD. If you hit them at all with anything while it's stalling, it will flip on its back and be defenseless and ready for slaughter. However, they can recover if you do not deal some damage to them while they're down, in time. They can take a surprising amount of punishment, easily more than 15 swings of a tier 1 weapon, but the front limbs and legs are easy to serve with axes and swords, which leaves them crippled. If you manage to serve both front claws quick, the crab will retreat inside its shell and bleed to death.
You can jump on top of these crabs where they can't hit you, but this should trigger their stall ability which will fling you off.
5. Goblins. Small and barely intelligent enough to wield a weapon, they have literally only one type of attack. A straight chop downward, with fairly short range. They're able to jump and run around quiet well, and are relentlessly aggressive in their pursuits - not shy to swing weapons mid jump. They lose all courage and flee if you manage to chop a limb clean off. On HARD they can actually sometimes keep up with your movements and sidestepping and still hit you on retreats, especially if they're armed. There's 3 types of goblins - An unarmed goblin, the armed goblins and the chieftains. Goblins are usually armed with bone clubs and stone axes, with or without shields, and chieftains are basically just larger, beefier goblins with red mohawks. Goblins have lowish health, a good 6-8 swings of a tier 1 weapon should in most cases kill one outright on HARD, but Chieftains are tougher.
6. Zombies. They're the unworthy vikings that didn't make it to Valhalla, and thus have been banished to Hel - the realm of Loki's' daughter. They're only killable if you chop their head right off clean, or else they will just keep reviving again and again. This is easiest to do with swords, and specifically the roman swords very first still stand swing, is designed perfectly to decapitate a zombie the moment they revive. Practice your positioning for a while, and you will soon master the neck slicing skill. Another way to dispose of zombies is to whack them with a lit torch or rune powered hand axe or roman sword - this will burn them up in the matter of roughly 5 seconds.
Zombies move fairly slow, but are aggressive. They are predictable, and rarely jump, although they can do a forward lunge type of punch. They do light damage, but have a special ability to release a column of green gas in your face that travels briefly forward for some seconds. This gas does some good damage on HARD and can quickly take more than 1 bar of health. As a finale note, you're going to be facing a lot of these in Hel, and there's no shame in simply ignoring them when you can
7. Skeletons (Modded into later releases). Acts exactly like your mentor in the absolute beginning of the game. No jumping, just weaving and dodging and swinging. They're frail and die in roughly 8 hits of a tier 1 weapon on Hard. They carry tier 1 swords and axes and later can be found with roman swords. Also carries a shield. These opponents are the first real threat you face, as they have comparable range of hit to Ragnars'. Can potentially kill you quick, as you sometimes fight upto 3 of them at the same time.
8. Helhounds (Modded into later releases). A reskinned, resized and complete makeover of a Wendol. Has the same AI as a Wendol, which also means they do not move well in tight corridors - their AI is not really compatible with that setting. Normal swings deal moderate damage and light you on fire for extra damage. The real pain in the ass is their lunging move, which they do constantly if you stand outside their narrow'ish hitbox. Hard to really dodge and takes easily 1/4 your MAX hp on Hard straight off. Has good health as well, easily taking 10-12 tier 1 weapon swings to kill on hard. You can jump over these puppies, but it is not advised as their lunge will hit you mid air.
9. Vikings. You're going to be beating on these bad mouth, bitch bred guys a lot when you enter the city of Thorstad. They act much like your old mentor, but have improved AI, especially on HARD, and they are less shy about coming to the offensive. Perhaps the biggest difference between these guys and the skeletons and mentor, is their improved armory to compliment the AI - they carry a lot of tier 3 weapons, and they also come in a few varieties. Basically, normal vikings, berserkers and elite troops. The Berserkers are distinct by their horned helmets and very aggressive AI. They are also faster than Ragnar on foot on HARD, and they never carry shields. Instead, they have more HP than normal vikings, and they also deal slightly more damage with the same weapons. Vikings are already capable of slicing Ragnar to bits in 3 combos, but Berserkers can sometimes deal 100% of your HP bar in dmg in just 2 volleys of 2 hits, so you better be dodging those blows on HARD. Elite troops are vikings clad in heavy armor, heavy shields and broadswords, and they're beefier, but arguably not as dangerous as Berserkers. Vikings can take quite a beating on HARD, easily taking upwards of 15 swings of tier 1 weaponry or 7-9 of tier 3.
Post edited September 20, 2018 by TalickWhitepaw