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Walkthrough

  • This walkthrough is for normal mode.  For other modes, the items, enemies, and shopping lists can be different.
  • I have capitalized specific location names, item names, and enemy names for emphasis. 
  • When an item can be obtained, I have put it in bold type.
  • I have given the puzzle solutions, so if you want to solve them on your own, be careful about how much you read. 
  • In several places, I have listed the enemies in table format.  This is usually after you have already been through the areas, but a certain event triggers their repopulation.  This will allow you to clear them out in whatever order you prefer, without having to follow a walkthrough.
  • If you press Δ while on the map screen, you can see the most detailed name of your current location.
  • I would recommend using more than one save file for this game.  I usually suggest saving the game when you're close to a phone, haven't saved for a while, or are about to fight a tough battle.  This does not mean that you shouldn't save more often - only that I think you shouldn't save any less often.  Use your discretion in this matter, and remember that it is always best to err on the side of caution.  Seemingly weak enemies can take you down, so don't be overconfident.


                                     

Part 1: Reinventing Aya
Part 2: An Evening at the Akropolis
Part 3: A Narrow Escape
Part 4: Area 51...I Mean, 272
Part 5: Meet Gary Douglas
Part 6: Madigan, P.I.
Part 7: The Reappearance of No. 9
Part 8: Dryfield in the Dark
Part 9: Aya and the Night Visitor
Part 10: The Abandoned Mine
Part 11: The Underground Shelter
Part 12: A New Enemy and an Old Friend
Part 13: Back Door to Dryfield
Part 14: Bowman's Fate
Part 15: Neo Ark Exposed
Part 16: All About Eve
Part 17: The Military Compound
Part 18: Truth and Consequences




PART 1: REINVENTING AYA

September 4, 2000 - 8:18 P.M.
M.I.S.T. Center,
Los Angeles


Aya Brea, formerly of the NYPD, is now an NMC (Neo-Mitochondrion Creature) hunter for the FBI, working as a member of the Mitochondrion Investigation and Suppression Team (MIST) in LA.  The creatures whose existence she discovered in Parasite Eve are now appearing in the western part of the country, and several bizarre incidents have occurred.  There are now ANMC's, or Artificial Neo-Mitochondrion Creatures, which appear to have been created deliberately.  You join Aya at the practice range, where she is honing her NMC-elimination skills. Aya Brea


Before beginning the walkthrough, I want to point out that controlling Aya's movements in the sequel is quite different from controlling them in the original Parasite Eve.  Those of you who have played Resident Evil or Dino Crisis will not find this type of movement unusual, but it requires a little adjustment time for someone who is not accustomed to it.  The up arrow key always moves Aya forward, and the down key always moves her back, regardless of the direction she is facing.  You will need to keep in mind that all directions are from Aya's point of view rather than yours.


Press R1 to fire
At the practice range, you can choose the difficulty setting for the practice session, as well as the background music you prefer.  You will need to press the square button to find a target and the R1 button to fire.  When you are out of ammo, pressing the R1 button will also reload.  In this case, it will load your M93R with 20 9mm PB rounds.  These will go quickly, and you will have to reload often.  It is important throughout the game to keep the appropriate ammo container attached to your armor.  You can do this by pressing the Start button to open the attachment menu and selecting the ammo box to attach.  With your attachment menu open, you can always reload by pressing the X button on the ammo box. 


During the training portion, I usually reload when there is a second's break in the appearance of targets, even if I am not yet out of ammo, so I don't get caught without any while trying to take out a target.  Time is an important commodity here, as the targets will disappear after a certain time if they have not been eliminated.


Level 1  starts with an untimed practice session/tutorial.  You will be shooting at stationary yellow targets, and you will move into a session with a time limit of one minute.  Level 2  gives you two minutes, and moving orange, yellow, and red targets.  The yellow targets are worth 200 points each, the orange worth 400, and the red worth 600.  The greater the point reward, the stronger the monster, so more shots will be required to take out the orange and red targets.  Also, the distance to the target is a factor.   Moving targets


Don't shoot the blue targets
Level 3,  with a three minute time limit, requires you to enter the shooting range.  Walk to the back, and examine the red "A" on the wall.  Add the GPS (Global Positioning System) to your armor attachments by doing the following in the attachment menu:  Use, select GPS, and move to armor.  On this level, there is another type of target - blue targets.  These are human, and must not be hit.  The point deduction for doing so is brutal.  You must be very careful with them, because they can be hit even if you have targeted a monster and the human moves between you and that monster.


Level 4  requires you to examine the "A", and allows the use of our old friend Parasite Energy, or PE, from the original Parasite Eve game.   Press the triangle button for the PE menu and use the arrow buttons to select the one you want.  Use the X button to activate the chosen PE.  Use of PE will deplete MP (magic points).  Be warned that there are a lot of targets and they move fast.  To make matters worse, the game seems to want to target humans first (or maybe I'm just paranoid).  I had a hard time avoiding the blue targets here, and there are several.  Level 5  is another "examine the A" level, and will allow item attachments.  If you stand still too long on this level, you will be shocked by a burst of lightning from the ceiling.  Nice.  However, there is a purpose to all this, besides familiarizing you with the new battle system.  BP!


BP, or bounty points, are a wonderful thing.  They serve Aya as money in this game.  The more bounty points Aya earns, the more weapons, armor, items, and ammo she can trade them for throughout the game.  Aya earns BP for her time on the practice range if she performs well enough.  A high score on a training session will result in a BP bonus.  Aya can also earn rewards, in addition to her BP bonuses, if she performs extremely well.  Note that this is only true the first time - repeat sessions on a level where bonus BP have already been earned will not result in additional BP.  Here is the NMC point chart:

Bacterium 600
Bear
1600
Monkey
900
Rat
500
Scorpion
2400
Snake
500
Spider
1300
Bee
3000
Crow
600
Woman
-3000


When you are finished, go out the door, and then turn and go through the set of glass double doors next to the door you just came through.  Talk to Pierce, and he will tell you about your next assignment.  Take a minute to read the bulletin board, then go through the door beside Pierce.  Down the hall, enter the Firearms Control room and talk to Jodie Bouquet.  The first few times you talk to her, she has some interesting remarks to make about Pierce.  She has the following available: Colored boxes


Weapons

PA3
Pump-action 12-gauge shotgun.
1000 BP
M4A1
5.56mm assault rifle.  Customizable with attachments.
2450 BP


Ammunition

10 Buckshot
12-gauge shotgun scatter shot.  Spreads 9 lead shots in a burst.
60 BP
80 5.56mm Rifle
5.56mm full metal jacket rounds.  For rifles and light machine guns.
100 BP


Armor

Turtle Vest
NMC Hunter reinforced vest.  Can be worn under regular clothing.
1680 BP
Combat Armor
Heavy police body armor.  Helmet amplifier prevents Silence.  High-sensitivity motion detector.
3250 BP


Items

Recovery1
Multi-vitamin tablet - heals some HP.
100 BP
MP Boost1
Spring water - restores some MP.
320 BP
Penicillin
Anti-bacterial medkit - cures Darkness, Paralysis, Poison.
80 BP
Stim
Restores nerve function - cures Silence, Berserker, Confusion.
80 BP
Combat Light
Disposable defense weapon - blinds enemies in front of you.
60 BP
Pepper Spray
Disposable self-defense weapon - use to stun surrounding enemies.
100 BP


Recovery3
Continue on down the hall to the garage.  Talk to Pierce, but don't leave yet.  Instead, go left and search the shelves for an item - ? Bottle.  Open your inventory and select the item, then press the triangle button.  The bottle has now been identified as a Recovery3.  This is a great item, and you will want to save it for later when you have more HP.  Recovery1's will work fine for now.  Walk toward the garage exit and pick up the phone.  Call your boss, Baldwin, to get chewed out, and then save the game.  Now you can either tell Pierce that you need more practice and return to the range, or tell him that you are ready to go.


Let's take a little time to discuss experience, Parasite Energy, inventory management, and BP.


Experience gained in the game can be used to reactivate Aya's "sleeping" Parasite Energy powers.  They are divided into four elemental categories, each of which has three powers, and each power has three levels.  Only two powers per category are available at first, but after both PE's of a category have been activated and raised to Level 3, the third power becomes available.  When you have enough EXP, you can choose a PE power to awaken.  Once they have been reactivated, these powers can be used in battle (healing can be used outside battle, as well).  To use them, press the triangle button and use the directional buttons to rotate them until you have the one you want to use, then press the X button. PE Healing 1


Any item in your inventory that you want to be able to use in battle must be attached to your armor.  Only the things attached to your armor will be available to you once an encounter begins, so make sure that you have ammo and some recovery items attached at all times.  If you run out of ammo in battle, you will have to depend exclusively on PE, and the MP to use it will quickly be depleted.  You can run away from normal encounters, but will suffer a BP deduction if you do so.  That's not good, so try to keep your attachment slots filled.


BP, or Bounty Points, awarded for defeating enemies, are your only "currency" in the game, so you should never pass up a battle.  Any time you see a "hot spot" on the map (areas which are red), fight whatever you find there, even if it's in an area that you don't have to pass through for the storyline to progress.  If you are low on health, heal before entering a hot area, but don't ever skip one completely.  A certain amount of MP is recovered after battle, depending on the enemy or enemies defeated, so sometimes it is possible to find an easier battle to recover a little MP before taking on a more difficult one.  Then you can use that MP to heal, if necessary.  That is part of the reason I try to tell you in detail what enemies you will fight in each area.  This should enable you to use a little strategy to choose the order of your battles in most areas.


When you are ready, tell Pierce, and you will be on your way.



PART 2: AN EVENING AT THE AKROPOLIS


September 4, 2000 - 8:56 P.M.
Akropolis Tower,
Los Angeles


You will see a cutscene about the Akropolis Tower disaster that is your next assignment.  When you regain control, talk to the officer on the scene, then walk to the door and speak to another officer.  Enter the building, and walk through the double doors to the roof area.  Walk straight across to the opposite wall, where the phone is ringing.  A creature is in front of the phone, but it will move as you approach.  Answer the phone and talk to Baldwin, then save the game. On site


Akropolis Tower roof map
Go through the double doors beside the phone into the elevator hall.  You will be stopped by a surviving SWAT team member.  He tells you to go to the cafeteria to rescue a woman, and gives you the Cafeteria Key.  Return to the square and check the map of the rooftop area in front of the fountain.  Aya will enter the information in her GPS.  You can look at the map by pressing the Select button.  A blinking red light indicates your next destination, and a red arrow shows your current location.  The map feature will be a very important one throughout the game.  White areas have been explored and are clean, gray areas are unexplored, and red areas are "hot."


Turn around and check the body by the window across from the sign to get a Recovery1.  Go down the stairs (stand in front of them and press X) to the landing.  There is an ammo box lying on the bench - refill your 9mm P.B. rounds from it.  Across from the ammo box, the body of a SWAT team member is draped over the railing.  Search it for a Recovery2.  Continue down the left stairs to find yourself on the Patio.  Look at the map and notice that the area's red, which means that enemies are present.  Turn and walk toward the door that leads to the cafeteria.  You'll see a SWAT member being attacked by a Grin Stranger.  As you get closer, the screen will flash white - this signals the beginning of a battle.  You can take this enemy out fairly easily, as it is not terribly strong.  Talk to the man, and he will tell Aya that "they're not what they seem"  before he dies.  There is a sign beside him that says "Parthenon Cafe."  Walk to the door and press X.  Aya will open the door with the Cafeteria Key. Cafe key


Metamorphosis
There is a woman sitting at a table reading a magazine, and Aya will automatically approach her.  The woman falls to the floor and transforms into a Greater Stranger.  Keep the table between you and fire at the boss till it goes down.  It will drop a Recovery2.  Look at the magazine the woman was reading - it is a scientific journal open to an article on mitochondria.  Pick up the magazine.  Look at Key Items in the inventory, and press the triangle button with the magazine selected.  It is the September issue of a magazine entitled "Mendel."  The article makes some interesting reading.


NOTE:  Throughout the walkthrough, I will tell you what items are dropped after enemy encounters, but later, this will depend on what you have attached to your armor.  After a certain point, you will not get bonus items  if you aren't using the same attachments I am using.  I will mention this again when that point comes.


Examine the creature and get the Metallic Implant from behind its ear.  This will trigger a cutscene.  The creature starts to rise up behind Aya, but Rupert comes in and blasts it.  Aya and Rupert discuss the unusual nature of this ANMC, and another ANMC will rise from behind the counter.  Rupert shoots it, too.  He says they need bigger guns, and sends Aya to call for backup.  (If you check the map, you can see that the cafeteria is still red.) Metallic implant


Head back toward the square.  Two Grin Strangers will jump off the roof and attack Aya.  If you can get them close together, you can hit both at once.  Pyrokinesis may be a good idea here.  They will drop a Pepper Spray.  Go back up the stairs and use the phone.  When you talk to Baldwin, you will learn that he cannot send backup, so you and Rupert are on your own.  Baldwin will let you talk to Pierce, who wants to see the Metallic Implant you got from the ANMC.  Save the game.


Stranger in the hall
Reload from the ammo box, which holds an unlimited supply, and go back down the stairs.  You will hear noises.  Check the map, and you'll see that the area is hot again.  There are three Moths and three Rats on the patio.  These can usually be killed with one hit, but keep your distance.  Reenter the cafeteria.  There is an Odd Stranger behind the counter which needs to be eliminated.  The door in the back corner is partly open.  Go through it into a hallway, and fight the eight Rats you find there.  Enter the kitchen (the first door on the left), and search the body for a Recovery1.  If you didn't get the Odd Stranger up front, it should be here trying to finish off the SWAT member.  Look in the refrigerator and get the Stim.  Go back into the hall.


There is a yellow box on the wall containing a Blue Key that you will need.  At the end of the hall, open the door on the left.  Read the bulletin board and copy down the musical notes on the piece of paper marked "bridge."  Also notice the picture beside the music memo.  This is a clue for a later puzzle. Bridge clue


I see Rupert Go to the desk at the end of the room and access the security cameras.  Use the directional buttons to move the arrow on the screen - it will turn red when it can be pushed.  Use the + button to raise the lighting, and the - button to lower it.  Currently the camera is set to the west elevator hall.  The second button will set it to the Coke machine in the east elevator hall.  (Notice that the SWAT member who gave you the Cafeteria Key is no longer there.)  When you press the third button, you will see Rupert walking across an area you haven't seen yet.  The fourth button shows a SWAT member doing something behind a statue in an enclosed circular area.  The fifth button shows the catwalk and the lights of LA, and the 6th shows the Observatory.


Now examine the blinking light in the panel on the wall.  There are two locks, each with two lights.  They're marked A and B.  Move the arrow to the keyhole under A and use the Blue Key you just found.  This opens the door to the escalator between the Forked Road and the Observatory. Now go through the door at the end of the hall beside the water cooler.
Need two keys


The fountain
Search the trash can outside the door for a ? Bottle, which you can identify as an MP Boost2.  Stand in front of the bloody spot on the fountain.  Examine it several times - you will learn that there is an item there, but you can't get it yet.  Take the hard-to-find path beside the tree with red leaves.  Search the ammo case on the ground, and get a ? Capsule.  It is a Protein Capsule, which you need to attach to your armor.  It refills your health completely and permanently adds five points to your max HP, so save this until you really need it.


Leave the path and continue toward the back of the fountain.  Go through the door into the Forked Road.  There is a Grin Stranger here to take out.  Search the SWAT body at the back beside the escalator twice to find a Penicillin.  Since you just opened the door, you can now take the escalator up to the Observatory.  There are two Grin Strangers here.  Don't walk out into the room, but stay just behind the barrier at the top of the escalator, and shoot at them from this position.  You should be able to get rid of them without getting hurt. 


Search the body on the bench near the second escalator rail to get a Tactical Vest (it will need to be identified in inventory).  Nice!  It gives you HP + 50, MP + 10, seven attachment slots, quick fire, and HP recovery.  Too bad you have to turn in all the equipment you find here after the mission is over.  But you can use it for now, so equip it ASAP, and fill up those attachment slots. Nice armor


Continue across the Observatory and take the other escalator down into a new area - the Promenade.  There are two Brutes here, and positioning is important with these monsters.  They are slow and don't seem terribly bright, but they can put the hurt on you if they get close enough to get in a good whack.  They have a very long reach.  Try to keep them at a distance, but just within range of your weapon.  They will drop a Recovery1.


NOTE:  My inventory is full at this point.  If an item is dropped in battle and you have no space for it, you will have to exchange it with something currently in inventory, use something to make a space for it, or forfeit the item.  You can use items from the Battle Field inventory that have not yet been transferred to Player Item inventory, so if you could use some healing and don't have room in inventory for the Recovery1, you can use it directly without transferring it.  It is important to keep some space in inventory, though.  You don't want to get into battle and be forced to choose between two items you really want after the battle ends.


MP5A5
You will hear gunshots in the Sanctuary, but first, go past the Sanctuary doors and examine the SWAT body at the end of the area.  Pick up his MP5A5 submachine gun and equip it.  Press R1 to shoot and R2 to use the flashlight attachment.  It has a lower rate of fire, but better range, and it uses the 9mm P.B. rounds you already have.


NOTE:  You can skip cutscenes by pressing Start, but I definitely wouldn't recommend it.  They often reveal important information.


Enter the double doors to the Sanctuary, and see Rupert being attacked.  When Aya enters, the attacker jumps through the stained glass window.  There is a cutscene in which Aya tells Rupert there is no backup coming, and he tells her to go after his attacker.  Look in the aisle, and pick up the Red Key dropped by the cyborg soldier, known as No. 9, before he escaped.  Walk to the front of the Sanctuary and examine the pulpit to read some interesting quotes.  Walk to the back left of the Sanctuary, and walk through the side door there.  Aya will overhear a suspicious conversation.  What do you know - it's the SWAT member you saw through the security camera. No. 9 and Rupert


A bomb...
Continue across the Roof Garden and into the circular area that you saw through the security camera.  Look behind the statue, and examine the blinking light.  Apparently what you witnessed earlier was the man planting a bomb.  The door behind the statue is locked.  Examine it twice to find the Black Card the SWAT member dropped.  Look at the map, and you will see that most of the areas you've crossed are repopulated with enemies.  As you walk back across the Roof Garden, you will be attacked by four Caterpillars, which drop an MP Boost1.


Return to the Sanctuary to find that Rupert is gone again.  Go back out on the Promenade and defeat four Rats and three Moths.  Go back to the escalator and up to the Observatory.  Stay behind the rail and fire at the two Brutes.  (With the MP5A5, you can just hold down on the R1 button for rapid fire.  This is a very effective technique, but it eats up the ammo.)  The Brutes drop 50 9mm Hydra rounds.  They are more powerful than the P.B. rounds, so use them for stronger enemies.


Go down the opposite escalator and back into the Forked Road.  Defeat the Lesser Stranger and three Rats, and get a Penicillin.  Go up the stairs to the square and refill your ammo supply.  Heal if you are low on HP and have the necessary items.  Call Baldwin to give him an update, and he will tell you a helicopter is on the way.  He wants you to detain No. 9.  Save the game.



PART 3: A NARROW ESCAPE


Go down the left stairs to the Patio.  Defeat the two Lesser Strangers and two Moths, for which you will receive 50 9mm Hydra rounds.  Enter the Cafeteria and take out the two Odd Strangers.  Go through the back door into the hallway and get rid of the four Rats and the Odd Stranger waiting there.  Enter the Security Room and go back to the key panel.  The power is off on the security cameras.  This time, use the Red Key on Slot B, which will drain the fountain. Use the red key


Caterpillars
Go through the door to the Fountain area, which is hot again, and fight two Brutes, which drop 4 40mm Grenades.  Pyrokinesis will make short work of them.  Stand in front of the fountain and examine it again.  There is a SWAT member in the fountain.  Get his Grenade Pistol.  Walk into the Forked Road and be ready for a surprise attack by four Caterpillars, and get a Recovery1 after defeating them. 


At this point, I would go back up and reload on ammo since it is convenient to get to right now.  Then go up the escalator to the Observatory.  You will get an overhead camera view, and then be attacked by nine Bats.  Be careful of Bats!  They are weak and easily killed, but they get in Aya's face, causing her to ward them off with her arm, which means she can't get a shot off.  Meanwhile, they're draining her HP.  Try to stay back and dispose of them in groups - Plasma is really good for this.  You will receive 50 9mm Hydra rounds after the battle. Watch out for bats


Bass
Go down the opposite escalator to the Promenade, and fight off the four Caterpillars and six Moths.  Go back through the Sanctuary to the Roof Garden and take out the four Caterpillars and three Moths.  Go back to the Promenade and stand in front of the gate across from the Sanctuary doors.  Open the gate, but don't try to cross the bridge.  Walk over to the red light and examine the panel...did you write down the musical notes from the bulletin board?  You'll need them now.  The numbered notes are the key - if those notes are 1, 2, and 3, then using that numbering system (line, space, line), the notes with question marks would be 5, 6, and 1.  Enter those numbers in order on the keypad by the bridge.  This will raise the bridge.


You now have a green light instead of a red one.  Get rid of the three Bass and cross the bridge.  Listen to the scary noises coming from the other side of the door, then finish off the Lesser Stranger that got thrown against the door, after which you will get a Recovery2.  Examine the flashing red light on the wall - it's another armed bomb.  Go down the hall and up the stairs. Thrown against the door


Now you need to prepare for a boss battle.  Take off the GPS, because it is less important right now.  Make sure you're wearing the Tactical Vest, and, if possible, have the following attached: MP5A5 and ammo, Grenade Pistol and grenades,  Protein Capsule, and HP and MP recovery items.  If you have the EXP points available and have not already done so, reactivate the Healing and Metabolism PE powers.  Use the emergency phone on the wall to call Baldwin, who is about as helpful as usual.  Save the game, and head up the stairs to the Heliport.


No. 9 at the Akropolis
Walk around the catwalk all the way to the other end.  The lift is on the top floor, so you can't go up yet.  Go back toward the stairs you took to come up here, and notice the electric cables on the wall as you go.  You will have to make use of those in the upcoming boss fight.  When you get back almost to the stairs, someone jumps in front of you.  It's the weirdo from the Sanctuary...No. 9.  (Do you remember that the man setting the bomb said No. 9 would create a diversion?  Prepare to be diverted.)  He has a smart mouth, an irritating laugh, and a flaming sword.  After a brief conversation, turn and run back toward the elevator, but stop just past the first set of cables on the wall.  When No. 9 has almost reached them, target the cables and fire.  One should swing loose and hit No. 9, doing a whopping amount of damage.  Then run past the next set of cables and do it again.


Don't let him catch you if you can avoid it.  He will use a bomb to paralyze you, then whack you with the flaming sword, which is as painful as it sounds.  When he shoots a paralysis bomb at you, move so that it will miss.  Just in case, though, it is a good idea to keep using Metabolism.  Do the cable trick one more time by the elevator, then target the steam pipe (next to the cable) and shoot at it.  It should do several hundred points of damage.  Equip the Grenade Pistol and load a grenade.  Shoot the grenades at No. 9, and if that doesn't do it, try a little Pyrokinesis or some rounds from the MP5A5, as a last resort.  After the battle, he'll jump up to the Heliport.


Take the lift up.  Aya confronts No. 9, but he makes a running jump to the next building.  Rupert runs up holding the bomb detonator, which he found lying on the ground.  He doesn't know how to defuse the bomb, either.  Fortunately, the helicopter arrives just before the building blows up, and they escape through the flame-, smoke-, and debris-filled air. Big badaboom
 

PART 4: AREA 51...I MEAN, 272

September 5, 2000 - 1:44 A.M.
M.I.S.T. Center,
Los Angeles


Sarcasm
Aya and Rupert meet with Baldwin in his office.  Baldwin shows Aya a newspaper article about mutilated cows which showed signs of cell degeneration.  (Guess what that means?)  He wants her to check if out, and gives her a folder full of documents.  You must examine each one for the game to proceed.  They include a MIST Search Warrant, an NMC photo, a Manual, and a Dryfield Map.  Dryfield is a little place in the Mojave Desert, and is Aya's next destination.


After a brief scene, you see Aya digging in her trunk as Pierce walks up.  He analyzed the Metallic Implant found in the creature from the Cafeteria, and found it to be a state-of-the-art micro-transmitter, with sand in it from the Mojave Desert.  Hmmm.  Go back to the shelf in the corner of the garage and get another Recovery3, then look in Aya's trunk.  She can store things in here.  There is a box which contains some familiar items, as well as a Belt Pouch (which increases attachments by 1 - I would save this for a better armor later in the game) and a Ringer's Solution (full HP/MP recovery).  In case you haven't already noticed, I should mention that the MP5A5 and the Tactical Vest are both gone now.  How depressing.  Aya now has an Assault Suit and the M93R equipped. May be connected


Hiya, Aya!
Instead of leaving right away, head back into the building and visit Jodie.  At this point, I could afford the PA3 shotgun, some Buckshot, and the Turtle Vest, or the Combat Armor, or the M4A1 assault rifle.  The M4A1 is a nice weapon with a great range, but I don't recommend it at this point, because it's easier to find shotgun ammo in the desert than it is to find rifle rounds.  The Combat Armor is great, with a 40 HP bonus, 10 MP bonus, 5 attachments, and silence resistance.  It also has a built-in motion detector, which would eliminate the need for the GPS and free up an attachment slot.  Decide what is important to you, and make your purchases accordingly.  


(I took the Combat Armor, because I couldn't pass up those bonuses, and you will meet a man in the desert who will "sell" you new weapons.)  Go back to the garage and use the phone.  Talk to the lovable Baldwin, and save the game.  Then talk to Pierce, and tell him you're ready to go.




September 5, 2000 - 12:13 P.M.
Mojave Desert, Nevada


Ah, Dryfield....what a lovely spot.  Refill your 9mm P.B. rounds from the ammo box beside the car, then use the expensive pay phone in front of the gas station.  Baldwin is happy you're there, but doesn't have much to say.  Save the game again.  Make sure you have equipped your new purchases and filled your attachment slots.  Unlike the Akropolis Tower, where you had the whole map available, here it fills in as you explore the area.  Open the double gates and enter what is optimistically referred to as "Main Street." Welcome to Dryfield


Desert Chaser
A creature jumps down from the building ahead and to the right.  It's a Desert Chaser, and you'll get to be very familiar with this type of ANMC.  It is fast, and loves to headbutt.  It can knock Aya down, so try to keep it at a distance.  However, it's not too bright, and if you stand in front of a wall and dodge at the last second while it's charging, it will run into the wall.  (Kind of like Bugs Bunny and that bull...)  You can also use Pyrokinesis to knock it down, and then pound on it while it's off its feet.  Don't be afraid to use your PE if you need it.  Defeat the Desert Chaser and get 50 9mm Hydra rounds.  


Open the door to Room 1 and examine the picture on the wall.  "Doc Holliday, 1851-1887."  You will need to write this down, and do the same for other pictures you find.  Continue to Room 2, bypassing the iron gates to the Parking Area for the moment.  You are not alone in Room 2.  A couple of Odd Strangers are waiting for you to put them out of their misery - do so without hesitation.  Afterwards, examine the next picture.  "Wyatt Earp, 1848-1929."  Go down the little hall to the closet and search it a couple of times for the Penicillin, then go into the bathroom and get a Recovery1 out of the garbage can. Doc Holliday


You can try Rooms 3 and 4, but they are locked.  Near the ice machine, there is a little gate between two buildings.  Go through it and walk to the end of the area.  There is a Recovery1 in a wooden box near the fence.  Examine the well and fight 25 Bats (yep, I said 25), and get a Combat Light.  Enter the door to Douglas Scrapyards.  You can't make your way through the building yet - you'll have to solve a puzzle first.



PART 5: MEET GARY DOUGLAS

Raise the breaker
Go through the door in the metal fencing and walk around the car.  You will hear a noise on the other side of the wall.  Examine the panel with the red light, and raise the breaker.  Walk to the control panel with the yellow light (it's across from the door you used to enter the building) and press Up, then press Turn.  The car has now been lifted and rotated, so you can get by.  Examine the red light on the wall beside the large metal door in front of the car, and press the button, which turns the light green.  Now go to the side and unlock the door in the fence.


Go back to the control panel in the first room, and press Turn, then press Down.  The car is now back where it started.  Enter the second room and open the large metal door, and you will meet Gary Douglas, who doesn't appear to like intruders.  After a brief conversation carried on while he holds a gun on Aya, Gary decides she's not a mutated creature and might be okay after all.  He tells her he has to go on his rounds, and he won't let her help, but suggests that she rest, and gives her Motel Key No. 6. City girl


Scorpions
Check the map, and you will find that some areas are hot again.  On Main Street, you'll have an unpleasant encounter with six Scorpions which rise up out of the ground.  Pyrokinesis works nicely here.  You'll get a Penicillin after the battle.  Go back into Room 1 and take out the two Bone Sucklers (they explode when you shoot them, so stay back to avoid damage), and get a ? Small Box, which, upon examination in inventory, turns out to be a Flare.


Return to Aya's car and restock on ammo.  Then call Baldwin and save the game.  Return to Main Street and go through the gates into the Parking Area.  Take care of the two Desert Chasers here, and get 10 Buckshot from the dumpster.  The green door across from it is unlocked, so go on in.  Well, yuck.  Not a very appealing restroom.  There is a woman at the sink in apparent distress.  Talk to her, and watch her turn into a Lesser Stranger.  Defeat it for an MP Boost1. An unpleasant change


Solve my riddle
There's a message on the wall in faint, red ink.  It's the first of several you'll find in Dryfield.  Letters are missing, but you should still be able to determine that what is says is this:


Solve my riddle before you go
How many phones in Dryfield's streets?
Then proceed, go down below
To sunless mole hills where red blood sleeps.


There's nothing else to do here, so go back out into the Parking Area and up the stairs to the second floor balcony.  At the top of the stairs, look at the map to see that the area is hot.  If you press the triangle button while looking at the map, it will give you clues about your next destination, and a flashing red light shows you where you need to go - Room 6.  Get the three Odd Strangers on the Balcony, then use the key to open Room 6 (you can't get into the other rooms yet). Best room


A glimpse of a stranger
Look at the small cabinet near the door, and take the Stims and the 9mm P.B. rounds.  You can also store things here, if you like, but I rarely do, because this room will be much harder to access later on.  (If you've played Parasite Eve, have Aya look at the TV, because she'll have something interesting to say about an old friend.)  This room is much different from the ones downstairs.  Go into the bathroom and look in the mirror, and Aya will have several comments to make.  Pick up the phone and save the game, then walk onto the balcony.  Aya sees a water tower, but who is that up there?  Climb down the ladder.



PART 6: MADIGAN, P.I.


It's a little difficult to get to the lever that opens the gate in the fence around the water tower.  The first thing to do is get rid of two Desert Chasers digging a hole under the fence.  Try to shoot them through the fence, and use PE when needed.  Walk past the hole to the opening in the fence.  Enter, and examine the box and raise the gate lever.  Now run like crazy, because the gate on the other side will only stay open for a short time, and Desert Chasers will be trying to knock you down as you run. Blocking the way


Let me know
Once inside the gate, which will shut behind you, take out the other six Desert Chasers, which keep coming through the hole under the fence (all of them together give you 400 wonderful BP), and get a Recovery2 for your trouble.  After you defeat them, the mystery person will lower a ladder, allowing Aya to climb up the water tower.  Walk around to the other side, and say hello to Kyle.  He says he's a P.I., but he knows more than he ought to.  He mentions a shelter which Aya didn't know about.  Aya doesn't completely trust him yet, even though she does find him appealing.  She agrees to join forces.


Aya can see the whole town from here.  Walk to where Kyle was standing to get the view.  Examine the lever on the tower, and raise it to open the gate, which will stay open this time.  Climb up the next ladder to the top of the tower.  Examine the corpse to get the ? Key and a Recovery1.  If you examine the ? Key, which is a Key Item (no, really!), you will see that it says G & R.  Go all the way back down, where you will be attacked by five Scorpions.  These guys are tough - they surround Aya and keep striking her, which will prevent her using PE. Didn't check up here


Might be useful
You will need to talk to Mr. Douglas now about the shelter.  Leave the fenced area and check your map.  Several areas are hot again, and there is a red light blinking to show your destination.  Don't go there yet, though, because you can't get in.  It's time to dispose of some more creatures and use that key you just found.  It fits the back door across from the fenced area.  Go through the door, destroy the three Mind Sucklers, and get a Combat Light after the battle.  Get the ? Magnet off the refrigerator door and the Recovery1 out of the locker.  Examine the magnet to find that it is a Bottlecap Magnet.  Go through the door into the G & R Saloon.  As you advance into the room, you'll have to fight five Mind Sucklers.  Step into the restroom and look at the wall.  You will find a map of Dryfield, which Aya will enter into her GPS.


Walk toward the front door and look in the cooler beside it for a ? Can, which can be identified as a Cola.  This great item restores 20 HP and 80 MP, so use it judiciously.  Go out the front door, and you will see and hear another Desert Chaser in the parking area.  After you take care of him, six Scorpions will surface.  I would recommend using Combustion on the group of them.  After the battle, you'll receive 50 9mm Hydra rounds.  Go upstairs toward Aya's room, and take out six more Scorpions on the balcony.


Enter the motel room and call Baldwin, who wants to investigate Kyle and learn more about the shelter.  After you save the game, climb down the ladder and go to the gate beside the motel.  It is opposite the gate in the water tower fence.  Open it, and walk down the narrow path.  A Desert Chaser will drop down and attack you.  Get rid of it for an MP Boost1.  Walk to the door and press the button on the intercom.  Douglas tells you to get the key and let yourself in.  Walk to the left and examine the grating.  There's a key there, but you can't reach it.  Use the magnet from the saloon to move the key slowly up and to the right.  It is the Factory Key, and will open the door in front of you.  Call Gary


Meet Flint
Unlock the door and enter the factory, then go into the garage through the large metal door.  Dispose of the five Mind Sucklers, then go through the door in the corner near the truck.  You are in the Junk Yard, and will meet Flint for the first time here.  Flint, Gary's dog, is a good fellow, and is important in the game.  Take care of him, and he will help you more than once.


Walk to the far end of the Junk Yard and open the trailer door.  Go in and talk to Gary, who just happens to have a very attractive collection of weapons.  Ask him about the shelter.  While talking, you'll hear a scream from the Dilapidated House to the south.  Douglas tells you how to get to it from the sewers, because the direct route isn't available.  Apparently the owners of the General Store didn't leave a key, so you will have to enter the store from below, and then use the back door to get to the Dilapidated House.


Apparently MIST has contacted Douglas.  They are doing a deal with him so you can trade your BP for weapons, and they will reimburse him later.  He's happy to open up the store for you.  You're going to need the Grenade Pistol and several grenades.  Buy 16 or 20 if you can afford them.  They will be very important when you battle an upcoming boss.  Leave the trailer, and Gary will tell Flint to show you the way.  Before you reenter the Garage, pick up the ? Rope past the door.  When you do, four Scorpions will appear, so get rid of them.  Identify the item you just picked up as Wire Rope, and go through the door to the Garage. You can exchange BP here


PART 7: THE REAPPEARANCE OF NO. 9

Occupied room
After you leave the trailer, several areas are hot again, so take care of them before you move on to the Dilapidated House.  There are three Mind Sucklers in the Garage which need to be eliminated.  Flint will lead Aya back to the well, but let him wait there for a few minutes.  There are two Desert Chasers waiting on Main Street.  Go into Room 2 and get rid of the four Bone Sucklers and two Mind Sucklers.  You'll find four Bone Sucklers and an Odd Stranger in Room 1.  In the green-doored restroom, there are seven Bone Sucklers.  You can find five Rats and two Mind Sucklers in the G & R kitchen, seven Scorpions near the Water Tower, and seven more in the Breezeway.  That should take care of the hot spots.


Climb up to Aya's room and save the game.  Pierce has some intriguing news about that Metallic Implant you found.  Go to the car and restock on ammo, then return to the well, where you left Flint.  Examine the well, and use the Wire Rope on it.  Climb down the rope and enter the Water Hole.  Walk back toward the screen and try to open the metal gates.  They won't open, but remember them, because you will be using them later. A way down


Walk the other way, and get rid of the eight Bats around the corner.  Continue down the passage, and open the gates to the Underpass.  Walk to the back wall and press the button, then return to the Water Hole.  Walk partway down the passage and examine the hole in the wall for a Protein Capsule.  Then return to the Underpass.


Gray stalker
There is a Gray Stalker on the ceiling here.  This is a strange boss.  It is invisible much of the time, and it crawls back and forth across the ceiling whacking at Aya as it passes.  Try to maneuver so that you avoid it as it passes by.  There are times when you can't target it, so stay alert.  If you are careful with your targeting, you can knock it off the ceiling with PE, and attack it when it's on the ground.  It will drop a Protein Capsule and 10 R. Slug shotgun shells.  Continue down the passage and open the door on the left.


Enter the Cellar.  You will immediately have to fight eight Bats and two Rats.  Walk around the corner and examine the barrel to find a message in glowing ink.  (This is why I told you to come in here with the lights off.  Otherwise, the message wouldn't be readable.)  The message is this:


Now solve my riddle two,
How many urinals in Dryfield's loo?
Once you know, to the next place,
A haunted house where only the sun
dares show its face.
Another verse


Go back out into the Underpass, and flip the switch at the end of the passage.  This will turn on the light in the Cellar.  Go back to the aisle where you found the message, and look in the box at the end for a Flare.  Now you are ready to go up the ladder in the Underpass.  You will emerge in a hall behind the General Store.  Walk into the store and take out the five Blood Sucklers, which drop a Flare.  You can find a Cola and a Recovery3 in the refrigerated case on the side of the store.  Unlock the front door and go back to the car to restock on ammo and store items which are temporarily unnecessary.  Save the game and reenter the store.


Belt pouch
Go through the door in the right rear corner and you will be in the Back Street.  Take care of the two Desert Chasers, then go into the first room of the house.  There are two Blood Sucklers and a Mind Suckler in here.  If you look out the window, Aya will make a remark.  Search the cash register twice for a Belt Pouch.  Look at the picture on the wall nearby.  "Sitting Bull, 1831-1890."  In the second room, Aya finds a wardrobe bolted to the wall, and for some reason there are scratch marks beside it.  Aya finds herself wishing she could remove those bolts...


The final door is locked, but Aya has identified that room as the location of the screamer.  Apparently you'll have to move that wardrobe to get into the third room.  Search one of the barrels at the end of the Back Street for 10 Firefly shotgun shells.  You need to talk to Gary, so return to the trailer and ask him for information.  He will give Aya permission to use any tools she finds, so go back to the Garage and search the shelf on the rear wall for a Monkey Wrench.  Back at the Dilapidated House, enter the second room again.


Time to use that Monkey Wrench on the Wardrobe.  Access it from the Key Items menu.  Aya will move the wardrobe to uncover a hole in the wall.  Go through it, and search the end of the short hallway for another verse.  This is scrawled in the dust:


Solve my riddle before you go,
How many barrels in the mole-dens' center row?
Once you know, go to top room,
Where at 21 years a boy met his doom.
Where you CAN see yourself.
Last verse


That must be a reference to Billy the Kid, who, according to legend, was shot at age 21 by Pat Garrett.


Girl being restrained
Heal and check your attachments, because it's time for another boss.  Enter the last room, and you will see the woman who was screaming.  Woman?  Um, okay, maybe not.  But look who's here!  It's your old buddy, No. 9.  After making a few confusing statements, he comes after Aya.  He's not all that hard to beat this time.  I just ran back and forth from one corner of the room to the opposite one, shooting at him and using PE on occasion.  There is a baffling cutscene showing a little girl (who looks like Aya) in a strange facility.  This is followed by a movie, and then another cutscene.  (Notice the music from the original Parasite Eve?)  Aya and Kyle decide they need to check out the shelter.  Kyle is temporarily part of your party, so take care of him, as he only has 100 HP.


Eerie moonlight
Aya, up and alert


It is now night, and most of the town is reinfested.  Dryfield is really bad about that, as you have probably noticed.  Go ahead and unlock this room's door to the outside, to save time later.  Go out front and take out the six Scorpions.  There are two more Scorpions in the middle room, and four Moths in the first one.  On the way through the store, take care of the four Moths.  Walk out the front door to find Aya's car being trashed by 12 Scavengers.  (Remember the movie "Gremlins?"  That’s what these little guys look like.)  Take them out and get the Recovery2.



PART 8: DRYFIELD IN THE DARK


Well, the car is destroyed and the phone line in front of the store has been cut.  Things aren't looking too good.  Now the only person in Dryfield with a vehicle is Gary Douglas.  So Aya has two things to do - talk to Gary, and get rid of some more unnatural creatures.  You may want to restock on P.B. rounds first. Trashed car


Main Street

Desert Chaser, 6 Moths

 

Room 1

2 Blood Sucklers, 3 Scavengers

 

Room 2

6 Blood Sucklers

 

Motel Balcony

5 Scavengers

 

Water Tower

3 Scavengers, 6 Moths

 

Breezeway

12 Bats

 

G & R Kitchen

5 Rats, 2 Scavengers

 

G & R

2 Blood Sucklers

MP Boost2

Restroom

6 Blood Sucklers

Recovery2

Parking Area

4 Scavengers

Combat Light

Driveway

13 Bats

 

Water Hole

Zebra Stalker

10 Firefly

Underpass

5 Scavengers

 

Cellar

5 Scavengers

 



Find a container
Head back to see Gary, stopping to refill your P.B. rounds at the car if you are running low.  There are four Scavengers in the Garage and two Zebra Stalkers in the Junk Yard.  The latter drop 10 Firefly shotgun shells.  Enter the trailer and speak to Gary.  He will tell you that his truck is leaking oil and needs gas, and he says to check out the motel while he's trying to fix it.  He then gives Aya the Lobby Key.  Make any purchases you feel necessary and save the game.  (I highly recommend the M4A1 Rifle and all the ammo you can afford, including Grenades, if you didn't get them earlier.)


There are three Zebra Stalkers in the Garage which need to be dealt with.  Go back through the Parking Area and unlock the door to the Motel Lobby.  Look at the picture on the wall - "Tombstone,  1881."  Go behind the counter and read the two memos.  There is one on the bulletin board and one beside it.  After doing so, you know that the code to the cash register is (#)(Doc Holliday's age in 1881)(Earp's age) total.  It told us Holliday was 30, and the portrait in one of the motel rooms listed the date of Earp's birth as 1848, so he had to be 33 in 1881.  That makes the code #-3-0-3-3-total.  You get a key when the register opens.  Examine it to find that it is the Bronco Masterkey, which will open all doors in the motel.  Save the game at the phone on the counter. Motel master key


As usual after a pivotal game event, parts of Dryfield are reinfested.  Go ahead and clean up the town again before proceeding.  Room 3 is home to an Odd Stranger and four Blood Sucklers.  Search the shelves till you find an MP Boost2, and look at the picture:  "Kit Carson, 1809-1868."  Unlock Room 4 to find two Odd Strangers.  There's another picture in this room - "Billy the Kid, 1859-1881."  Remember the message in the dust outside the room where you fought No. 9?  This is the room in the clue.  Check the bathroom mirror till you find the last verse:


Solve my riddle if you dare,
Organs of sense under bristly hair,
Seen with how many silver plates in the Bronco's lair?
Once you know, go from there
To a jet-black door 'neath the moon's cold glare.


There are two Zebra Stalkers near the gas pumps, but Kyle is no longer there.  You'll find three Scavengers in the General Store, and two Desert Chasers and five Moths in the Back Street.  Four Scavengers and two Blood Sucklers wait in the last room of the Dilapidated House.  Back at the motel, head upstairs and eliminate the two Zebra Stalkers on the balcony.  Unlock the door to Room 5 and get rid of the two Odd Strangers and three Moths here.  Look at the picture of "Calamity Jane, 1852-1903."  Search the shelves repeatedly to find a Belt Pouch.


Unlock the door at the far end of the motel's second floor.  This is the Loft.  Notice the creepy shadows?  Go to the back of the room and pick up the Jerry Can.  Three Zebra Stalkers will come crashing through the skylight, and will leave behind a Recovery3.  Look at the safe in the back corner with the "jet-black door."  So this is what all the clues were for - a safe combination.  Here are the answers: Question 1:  Four phones
Question 2:  Four urinals
Question 3:  Eight barrels
Question 4:  Seven mirrors


Holy Water
Enter 4487 to get a ? Bottle.  You can identify it as Holy Water.  If you use this item, it will level up a Water PE by one.  However, if you attach it, it will reduce damage taken by 25%.  It's your choice.  I almost always choose to attach items like this, because you can benefit from them throughout the game.  There will be other items later which will level up a PE once, or give you some kind of great benefit as long as they are attached.  I will mention this again when these items are acquired.


Go back to Aya's room and save the game.  Take the Jerry Can to the gas station to fill it up, and it will become Gasoline in inventory.  Go back to the Junk Yard and get rid of the three Zebra Stalkers, then take the gas to Gary for use in the truck.  Unfortunately, he's not quite through yet.  However, he will still "sell" you things.  You will find, once again, that much of the town is hot.  You should take care of that now. Not ready yet

Driveway

12 Bats

 

Underpass

3 Brutes

Recovery2

Cellar

6 Bats, 5 Rats

 

Water Hole
2 Brutes
50 9mm Hydra

Gas Station

2 Desert Chasers

 

Dilapidated House, Room 1

4 Scavengers

 

Dilapidated House, Room 2

6 Blood Sucklers

 

Parking Area

2 Desert Chasers, 4 Moths

 

Restroom

6 Rats, 5 Moths

 

G & R Kitchen

Blood Suckler, 2 Moths, 7 Rats

 

Water Tower

3 Zebra Stalkers

 

Breezeway

Desert Chaser, 11 Moths

Recovery2

Loft

Zebra Stalker, 4 Scavengers

 


That should take care of the most recent creature epidemic.  You will find Kyle in the G & R.  Watch the cutscene, then talk to him again. 


NOTE:  You can actually play music on the jukebox at the G & R, if you are so inclined.


Now you can start transferring items to Douglas' truck.  After you finish transferring your stash, make sure you have the Grenade Pistol, as many grenades as you could afford, a secondary weapon as well as ammo for that weapon, and any recovery items you have room for as armor attachments.  Then go to your room, save the game, and get some rest.



PART 9: AYA AND THE NIGHT VISITOR

After Aya decides to take a nap, there will be a cutscene, a movie, and another cutscene.


Heard a noise
After the shower


A giant creature will come stomping down the street.  Aya will wake up, dress, and come out on the Balcony.  Meet the Burner.  He's big and he's in a bad mood.  Use the Grenade Pistol and grenades, running from one end of the balcony to the other to avoid his flame attacks.  Try very hard not to let him pick Aya up, because he will squeeze the HP out of her.  Literally.  It's  important to beat him as quickly as possible, because if the battle takes too long, he'll eventually stomp off, killing Flint in the process.  This will make the battle outcome sadder and far less profitable.  The Burner will drop a Protein Capsule and 4 Airburst grenades if you defeat him promptly.  Save the game after the battle.  (Where Aya is standing when the Burner is defeated will affect how she needs to proceed.  She may be able to use the stairs, or she may have to climb down from her room.) The Burner


Parking Area

5 Scorpions, Desert Chaser

Flare

G & R

4 Scavengers, Blood Suckler

 

Loft

7 Scavengers (use Combustion here!)

10 Firefly

Room 5

5 Scavengers

4 Riot

Room 1

5 Scorpions, 3 Moths

 

Room 2

4 Blood Sucklers, 3 Scorpions

 

Room 3

3 Blood Sucklers, 3 Scavengers

 50 9mm  Hydra

 Room 4
4 Blood Sucklers, 3 Moths

General Store

4 Scorpions, 4 Moths

 

 Back Street

5 Mind Sucklers, Desert Chaser

 50 9mm Hydra

Dilapidated House, Room 3

2 Blood Sucklers, 5 Scorpions




Downstairs near Room 1 are Gary and Flint (if the Burner didn't kill the dog).  Speak to Gary, and he will give you the Truck Key.  Speak to him again and he will ask you to come by the trailer later.  The gate to the alley between the General Store and the Factory has been destroyed, so Aya will have to take the back way to Gary's trailer, also.  She'll run into Kyle in the Garage, and have a discussion about the origin of these creatures.


Flare
Head back to the trailer, taking care of the two Desert Chasers and two Mind Sucklers that wait in the Junk Yard.  They will leave a Flare behind.  Enter Douglas' trailer, and he will give you a ? Large Handgun, which turns out to be the M950.  It holds 100 rounds of 9mm ammo.  (If your inventory is full, make room for the gun, then try again.)  Do a little BP shopping, including more grenades, then save the game.  Go back to truck and talk to Kyle.  You're on your way out of Dryfield.  Finally.


NOTE:  If you didn't save Flint, Gary will not give you the new weapon.  Instead, you should search the old car next to the trailer door until you find the Chicken Plate.  It's not a bad piece of armor, but it is far better to have saved Flint.
Chicken Plate




PART 10: THE ABANDONED MINE


September 6, 2000 - 12:06 a.m.
Mesa on the outskirts of Dryfield, Mojave Desert


Break the gate Faces


Watch the very disturbing movie, followed by a cutscene.  Aya and Kyle will stop at what appears to be an abandoned mine outside Dryfield.  Kyle is injured, and Aya must protect him.  You will have to take out the Desert Chaser before it gets to Kyle, who only has 5 HP left.  After the battle, Aya will convince Kyle to enter the mine.  Then she will have to  fight off ten more Desert Chasers.  Stay away from the edge of the cliff, because if Aya gets knocked off, it's all over.  Try to knock them down with Plasma, then fire at them while they're down.  They will drop a Recovery3, 50 9mm Hydra rounds, and 80 5.56 Rifle rounds.  Heal and load up on necessary items from the back of the truck, then follow Kyle into the mine.


You will immediately encounter five Moths and two Desert Chasers.  With them out of the way, continue into the mine.  Ignore the left fork for the moment, and go straight.  Defeat the five Scavengers, which drop 10 Firefly shells.  When you reach the gap in the track, examine it a few times, and then return to the place where the tunnel branched off to the side.  Follow the side tunnel till you find a mining cart blocking your way.  Pull the brake lever on it to get it out of your way.  Farther down the tunnel, pick up the ? Board leaning against the wall.  Take the Oak Board back to the broken track and use it to bridge the gap.  Defeat the swarm of 12 Bats, which drop an MP Boost1, and move on.
Take the board


One jumper plug
At the end of the bridge, enter the room to the right.  You will find an ammo box (9mm P.B.) where you can stock up, and a phone.  Look at the power generator at the back of the room.  Take the ? Plug (Jumper Plug) from its hole on the circuit board, and put it in the second hole instead.  Now lower the lever on the left.  You have changed the way the power's routed, and it now goes to Gates 1 and 2.  Save the game and leave the room.


Walk on to a new area, and you will almost immediately get in a boss battle.  The first form, the Blizzard Chaser, is a breeze compared to the Chaser Zombie form which will follow.  Grenades make this battle easy, though.  About three should take down the Blizzard Chaser, but the Chaser Zombie will take more time.  After defeating the Blizzard Chaser, pick up the Jumper Plug and the ? Handgun.  Not good....that's Kyle's gun - the P229.  The Chaser Zombie will run around the room in circles, jumping on you and charging at you.  It can also poison you.  Again, use those grenades if you've got them, but be prepared to get knocked down a few times.  You don't want to stand in one place too long.


One thing you can do here to damage the Chaser Zombie is to try to catch it at one of the corners where the barrels are.  Shoot a barrel just as the creature gets to it, and it will explode, causing significant damage.  Like using the electric cables against No. 9 on the catwalk at the Akropolis, this is a matter of timing.  Have the barrel targeted before the Zombie gets to it, or you won't be able to hit it in time.


Grenade
After defeating both ANMC's, you will get a Recovery2 and 4 Grenades.  Examine the crack of light in the corner of the cavern.  Aya will see a motorcycle, and a switch.  In the interest of BP accumulation, you should go clear out the previously explored areas of the mine, as they are hot again.  Do this before returning to the Refuge (where you found the phone).


As you leave the Cavern, you will be greeted by 12 Bats.  Continue through the Tunnel, and you'll come across three Scorpions and four Mind Sucklers.  In the Tunnel Entrance are six Moths and six Scorpions.  Combustion works very nicely here.  Head outside the mine to find four Scavengers on the truck.  Take care of them, and then make whatever inventory changes you feel are necessary.  When you reenter, go back to the Forked Tunnel and get rid of the four Scavengers there.  Now it's time to go back to the Refuge.


Look at the panel of the Power Generator.  A cable was damaged in the battle, causing a short, and the wiring is different now.  Put the two Jumper Plugs in the top and bottom holes and lower the lever to send power back to Gates 1 and 2.  Refill on ammo, save the game, and go back to the cavern. Second time around


P229
Once there, go back to the crack of light and press the switch by the motorcycle.  Then press X beside the light.  Aya will enter a secret passage.  As you approach the corner, you'll be ambushed by the Ivory Stalker.  Run past it, and go all the way to the lighted area at the end of the tunnel.  It doesn't like light, and it hangs from the ceiling, so staying in the tunnel will give it all the advantages.  In the lighted room, Aya has a chance of defeating it.  Equip the P229 and use the R2 button for a flash of light.  This will stun the creature.  You can also use Plasma, Flares, and Combat Lights.  Then attack it while it's down.


You will probably need to use Metabolism more than once, because this creature can poison and paralyze Aya.  (As an alternative, if you have some extra grenades and don't mind using them, you should only have to hit this thing four or five times with them.  Don't do this unless you have several, though.  There is a harder boss battle coming up, and you will need grenades then.)  After defeating it, you will gain a Belt Pouch and ? 9mm rounds.  Examine these to find that they are Spartan rounds, which are stronger than Hydra rounds, and harder to find. 9mm Spartan


Use the lift
This might be a good time to revive additional PE powers, if you haven't already done so.  There is no point in letting the EXP pile up, unless you are saving it for a particular PE that you want at a high level.  When you are ready, use the lift.



PART 11: THE UNDERGROUND SHELTER

Walk down the elevator hall.  The first set of doors you pass is locked, so ignore it.  Go down the hall, turn left, and go through the door at the end of the hall around the corner.  Take out the six Rats and the two security devices, or Watchers, on the ceiling at the end of the hall.  The Watchers, which give 15 EXP each but no BP,  will shoot at you until you do.  They can also inflict status conditions.  Go through the door into the Storeroom.  Here you will find three Rats and two Odd Strangers.  There's a 9mm P.B. supply box on a table, and a Ringer's Solution on the central shelving unit.  (You should attach this to your armor.) Someone left ammo here


Stim
Go through the door opposite the one you used to enter the room.  Use PE (Necrosis is outstanding) on the three Green Amoebae.  Bullets generally aren't effective against these, or their red counterparts, which you will come across later.  (However, you can use a shotgun loaded with Firefly shells against amoebae.  These are incendiary shots, and are similar to using a Fire PE in this instance.  This is very helpful when the amoebae use Silence on you, preventing you from using PE.)  There are two more Watchers here to dispose of, also.  You will get a Stim.


Go through the door on the left at the end of the hall, and into the Sleeping Quarters.  You will find four Rats and an Odd Stranger here.  Dispose of them, then look around.  If you examine the locker that's missing a handle, you will read a strange note.  Bowman must be one weird guy.  There's nothing to see in the restroom, so go ahead and check out the bunk beds.  Examine the pair belonging to Poole and Bowman.  You'll find a book by Maeda (the Japanese scientist from Parasite Eve) on the top, and some strange and inexplicable stuff on the bottom.  Bowman again.  Go through the door at the end of the room, and enter the Main Corridor. Bowman's bunk


Watchers
Get rid of the two Brutes and three Watchers.  Directly across from the Sleeping Quarters is the door to the Underground Parking area, which is locked.  Enter the next door on the same side, which leads to the Control Room.  Take out the two Green Amoebae and two Watchers in the Control Room Access Tunnel, then enter the Control Room.  The door next to you is locked, so go down the stairs and eliminate the three Green Amoebae and four Watchers.  (Sometimes the positioning is a little difficult when you're trying to get the Watchers.  You may have to adjust where Aya's standing to get some of them.)  Look through the large window into the next room, and then return to the main hall.


Walk across to the opposite door, which is the Armory.  There is a locked door to a caged-off area, with a glowing red light beside it.  If you examine it, you'll find that a card key is required to open it.  Remember that Black Card dropped by the bomb-setting SWAT team member in the Akropolis Roof Garden?  Now is the time to use it.  After doing so, you can enter the Munitions Room.  Stock up on Buckshot, 9mm P.B. rounds (which have about outlived their usefulness), and 9mm Hydra rounds.  There is also a ? Shotgun - the SP12.  It is a lot heavier than the PA3, but it has greater capacity, range, and rate of fire.  Go ahead and unlock the door from the Armory to the Storeroom. Black card


BP vending machine Go back out into the main part of the room, and look at the machine with the lighted display.  Yes, however unlikely it may seem, it is a BP vending machine.  Now, what to buy?  M4A1 attachments are available, as well as some nice armor.  As attractive as the PsySuit's features are, the four attachment slots kind of ruin it.  If you really want to buy armor here, I would recommend the NBC Suit, as it has HP and MP bonuses, six attachment slots, and negative status resistances.  It's cheaper, too.  I am wearing the Combat Armor, now, though, and either of these choices will mean a decrease in HP, since it has a 40 HP bonus.  It also has a built-in GPS.  Knowing that better armor will be available a little later in the game, I think I'll stick with what I have for now, but do what you think is best. 

Here is a list of what's available:

Weapons

P229

Semi-auto 9mm w/silencer.  Flashlight attachment.

1880 BP

PA3

Pump-action 12-gauge shotgun.

1000 BP

M4A1 Rifle

5.56mm assault rifle.  Customizable with attachments.

2450 BP

Rifle Clip Holder

M4A1 magazine clip holder.  Increases ammo capacity by 30.

1800 BP

M9

Close-combat bayonet.  Custom M4A1 attachment.

980 BP

Hammer

High-voltage stun gun.  Custom M4A1 attachment.

3720 BP

Grenade Pistol

Pistol-sized 40mm grenade launcher.

1680 BP


Ammunition

50

9mm P.B.

9mm caliber full metal jacket round.  For handguns and submachine guns.

30 BP

10

Buckshot

12-gauge shotgun scatter shot.  Spreads 9 lead shots in a burst.

60 BP

80

5.56mm Rifle

5.56mm full metal jacket rounds.  For rifles and light machine guns.

100 BP

4

Grenade

40mm fragmentation grenade.  Shoots fragments over a wide area.

280 BP

4

Riot

40mm special acoustic sound.  Emits a glaring flash and loud noise.

80 BP

-----

Batteries/Fuel

Free reloads

--------


Armor

Combat Armor

Heavy police body armor.  Helmet amplifier prevents Silence.

3250 BP

NBC Suit

Environmental NBC protection suit.  Suitable for long-term wear.

3980 BP

PsySuit

Neo-mitochondria labsuit.  Includes remote ANMC analyzer.

4580 BP


Items

Recovery1

Multi-vitamin tablet - heals some HP

100 BP

Recovery2

Analgesic capsule.  Heals HP.

180 BP

MP Boost1

Spring water - restores some MP

320 BP

Penicillin

Anti-bacterial medkit - cures Darkness, Paralysis, Poison

80 BP

Stim

Restores nerve function - cures Silence, Berserker, Confusion

80 BP

Combat Light

Disposable defense weapon - blinds enemies in front of you

60 BP

Pepper Spray

Disposable self-defense weapon - use to stun surrounding enemies

100 BP

Flare

Disposable self-defense weapon.  Use to blind surrounding enemies.

150 BP



When you're finished shopping, leave the room and go up to the door beside you marked EXIT.  Unlock this door, which leads to the Elevator Hall, so it can be accessed from the other side.  Now go all the way back to the other end and enter the Sterilization Room.



PART 12: A NEW ENEMY AND AN OLD FRIEND


Examine the panel in the middle of the far wall, then step through the door marked "In."  Walk through the next door.  A phone and a storage box await you.  Open the storage box and store what you don't need.  Take out the 20 Buckshot if you like, and definitely take out the 8 Grenades.  Make sure you are in good health and equipped with recovery items, good weapons, and sufficient ammo.  Then save the game.


Go through the door and watch another confusing cutscene.  You can't get through the door at the end of the hall, so take the lift down.  You're now on B2, so the map has changed.  Walk down the hall and get rid of the Brute and three Watchers.  Walk through the door at the end of the hall, and enter the Septic Tank.  Nice name.  Defeat the two Bog Divers, and get the 10 Firefly shells.  (Pyrokinesis works wonders on the Bog Divers.)  Walk through the door at the other end of the path, and enter the B2 Main Corridor.  There are three more Bog Divers here.  Take care of them, then enter the door marked "Breeding Room." On B2


Found in the cabinet
Get the Cola from the cabinet, then read the very disturbing journal on the desk.  (You knew Bowman was messed up, didn't you?)  Examine the cages.  There is a 9mm P.B. supply box in one corner.  Take out the four Maggots and get the MP Boost2.  In the corner of one of the cells is a can containing a Stim.  Walk through the door into a new hallway.  Turn the corner, and a strange creature drops from the ceiling, attacks Aya, and threatens her in distorted English.


You can't get into the Operating Room right now, so backtrack and clear B2 again, since it has been repopulated.  In the Breeding Room, two Green Amoebae and three Maggots wait, and they will drop a Penicillin.  There are three Bog Divers in the Main Corridor which drop 80 5.56mm Rifle rounds.  In the Septic Tank, you will find two more Bog Divers, which drop a Recovery2. Septic tank resident


Head to the Elevator and go back up.  If you look at your map, you'll notice that your objective is on B1.  Go back to the Sterilization Room.  Store any items you don't want to carry, and save the game.  By all means, save the game.  If you have the Grenade Pistol and several grenades, make it your active weapon.  Regardless of your equipped weapon, try to have an extra weapon and ammo combination attached to your armor.  Also attach as many recovery items as you have room for. Go through the door marked "In."  As you walk into the room, the fumigation system activates.  Aya doesn't have much time, so go to the right of the door and get in the Dust Chute.


Aya is dropped on her bum in the Dumping Hole on B3.  (Hmm.  Wonder if Luke and Leia are in here.)  You can refill on 9mm P.B. in one corner, and 9mm Hydra in the other corner.  Walk into the room a little way and you'll see a cutscene.  Meet the Glutton.  You need to stay back from it, because it can literally suck Aya up.  When it does its "vacuum cleaner" attack, shoot into its open mouth for a lot of damage.  Don't attack if you're too close, though.   The Glutton


I highly recommend using Grenades here, if you can.  Constantly press on the down button to make Aya keep walking backwards when the monster is inhaling.  After you do enough damage, it'll advance.  Keep attacking the open mouth.  If little ANMC's land on the floor, kill them immediately, because the Glutton can vacuum them up and regain lost HP.  After you defeat the Glutton, you receive a Recovery3, 80 5.56mm Rifle rounds, and 4 Grenades.  Look at the display at the back of the room, then go through the door.  The door opens again behind you, though.  Looks like you're not through with the Glutton.


Star Wars weight loss method
Run down the hall and around the corner, and when you see a little alcove to the right, run into it.  You will step on a panel which starts raising the trash compactor floor.  Stay in the alcove until the floor is all the way up, making Aya walk in the necessary direction to stay away from the Glutton's mouth.  When the floor is up, run across it to the other side, trying to get the Glutton to follow you.  Attack it, but stay back as much as you can.  When it's directly over the compactor floor, the floor will start to sink.  Go into the second little alcove and step on the other panel.  The walls will start closing on the Glutton.  (So there's the rest of the Star Wars scenario....)  When it's been crushed, you will get a Recovery3.


You are warned that there are only five minutes till the incinerator is started, so you're going to have to move fast.  Run back to where the Garbage Eater first appeared, and get the ? Woven Ring.  Identify it as the Medicine Wheel, and attach it immediately.  (If you use it, it will level up a Wind PE, but if you attach it, it will increase the items dropped after battles.  I think it's one of the best items in the game.  From this point on, I will have the Medicine Wheel attached, and this will affect what is dropped after battles.  If you don't have it attached, you won’t get all the same items that I have listed.)  Turn and run, but you'll be stopped by an unbelievable number of Creeping Strangers, Mad Chasers, etc.  Defeat them if you have time, but run if you don't, or you might have to restore the game and defeat the Glutton again.  Run down the hall and you'll get into another mass battle.  Again, fight or run based on the clock. Equip this


I fought both battles, and these were my results:


Dumping Hole

240 EXP, 552 BP, 36 MP

Protein Capsule, 80 5.56mm Rifle, 4 Airburst

Garbage Incinerator

260 EXP, 568 MP, 47 MP

50 9mm Spartan, 10 Firefly, Belt Pouch



Like them rare
Run to the door at the back end of the hall, and keep pressing X till someone lets you through.  Well, hot dog!  It's Kyle - he's still alive!  He tells Aya his story, and they both decide to get out of there.  Save your game at the phone, then go down the hall to the left beside the phone.


Walk down the hall and then take the stairs.  There are a couple of Mad Chasers down here, so get rid of them first.  Go through the door opposite the stairs.  There are two Slouches and two Sucklercephs in here.  Go to the end of the room and climb up the ladder.  Take out the Bog Diver.  Read the note on the box on the wall - it's a clue.  Add the number of legs on a rat, a roach, and a spider.  So 4+6+8=18.  Now go to the control panel and enter 18, then raise the lever.  The flood gate opens.  Run down the stairs and into the water.  Back behind the stairs is an MP Boost2.
Flood gate


Go through the passage in the side wall, and open the gates.  Does this area look kind of familiar?  Go around the corner and defeat a Bog Diver.  You can try the gates behind you, but they're locked.  We'll get back to them in a minute. Run down the passage, go up the stairs, and down a ladder.  There's another Bog Diver here.  Go through the door and take out yet another Bog Diver.  Go up the stairs and down the hall.  Unlock the door at the end.  This will put you beside the phone you used after the Glutton battle.  Save the game, then go back through the door you just used.


The password NOTE:  You can choose to ignore the next section and just go back up into the shelter, but you can't get the true ending if you do.  This walkthrough will cover the path necessary for the true ending.  If you choose not to go back to Dryfield, go up the elevator to B2 now instead of returning to the Lower Sewer.  There will be a cutscene in the elevator.  Kyle will tell Aya that the password is MelissaMaya, and give her the Yoshida Card.  They will then split up to cover more ground.



PART 13: BACK DOOR TO DRYFIELD

Follow the hallway back to the Lower Sewer.  Go through to the Upper Sewer and examine the wall beside the door.  It has a clue for the Full Moon Gate.  Run across to the panel with the glowing blue light.  Examine it, and you'll find it's the Full Moon Gate control.  What to do?  Well, according to the memo, the code for the gate is the day when the moon's fullest.  That's a little hard to predict, so they probably want a number you'd be able to guess.  Let's say the middle of the month is the 15th.  Try 15 - it works.  Run back across to the corner and climb the ladder, then run straight across to the set of gates, which are open now. Full moon gate


I see three of you
Go through them, and what do you know?  You're back in Dryfield - at the bottom of the well behind Gary's place.  Aya and Kyle will part company here.  Aya will talk to Flint in front of the well, and he'll lead Aya to the Water Tower.  (By the way, the town's crawling with creatures again, but don't go after them yet.  There is something more important to do right now.)  Go through the Factory.  Near the Water Tower, defeat a Mad Chaser for a Belt Pouch and a ? Bottle, which turns out to be an Eau de Toilette.  Climb the ladder, and you will find...Pierce?  Take out the three Mind Sucklers hovering over him, and get 50 9mm Hydra rounds and 50 9mm Spartan rounds.  After the battle, Aya will talk to Pierce, and he'll hand over his SUV Key before he passes out.  Go back to the front of the motel and get him an Ice Bag.  Get back to him fast, or it will melt.  Check it in inventory before you give it to him, and make sure it's still ice.  You will need to bring him three bags of ice, one at a time, before he recovers completely.


There are four Blood Sucklers and three Scavengers in the G & R kitchen, and a Desert Chaser and six Moths on Main Street.  You'll need to fight them, but in general, avoid battles until Pierce is healed.  After you give him the first bag of ice, Pierce will give you a Cola.  After the second bag, he'll give you an MP Boost2.  After the third, he'll have recovered, and will give you a ? Charm.  This is the Ofuda, which will raise an Earth PE by one level, or you can attach it for a 50% bonus to your attacks.  I would recommend attaching this, of course.  Now you can clean out Dryfield again, but go back to Room 6 and save the game first.  Saving Pierce was a pivotal event in achieving the game's best ending, and you won't want to have to go through all that again. Ofuda


Gift from Pierce
There are five Mind Sucklers on the second floor balcony and six Scavengers in the Loft.  You'll find five Scavengers in the restroom across from the Lobby.  There are two Odd Strangers and three Moths upstairs in Room 5, and four Blood Sucklers and one Odd Stranger in Room 3.  Now go back out in front of the General Store.  There are three Mind Sucklers and a Zebra Stalker here.  Unlock the back of Pierce's SUV and get the Tactical Vest (remember the armor from the Akropolis Tower?) and a ? Cylinder.  Thank you, Pierce!  This armor is outstanding, and you will probably want to equip it right away.  The ? Cylinder, a Lipstick, will prevent Silence if attached, and raise your max MP by 1 if used.


The first room of the Dilapidated House holds seven Moths and three Scorpions, and the second contains two Scavengers and three Scorpions.  Down under Dryfield, there are seven Mind Sucklers in the Underpass, and eight Bats and two Scavengers in the Cellar.   Finally, you will find three Zebra Stalkers in the Garage.  Head on back and talk to Gary to do some more BP shopping. Shopping at Gary's


Here is what he has available:

Weapons

P08

Semi-auto 9mm w/special loader.

680 BP

MP5A5

9mm submachine gun.  Flashlight attached.

6980 BP

PA3

Pump-action 12-gauge shotgun.

1000 BP

AS12

Rapid-fire 12-gauge combat shotgun.

12500 BP

M4A1

5.56 mm assault rifle.  Customizable with attachments

2450 BP

Rifle Clip Holder

M4A1 magazine clip holder.  Increases ammo capacity by 30.

1800 BP

M9

Close-combat bayonet.  Custom M4A1 attachment.

980 BP

M203

40mm grenade launcher.  Custom M4A1 attachment.

2130 BP

Pyke

Small portable flamethrower.  Custom M4A1 attachment.

5180 BP

Grenade Pistol

Pistol-sized 40mm grenade launcher.

1680 B

 
Ammunition

50

9mm P.B.

9mm caliber full metal jacket round.  For handguns and submachine guns.

30 BP

50

9mm Hydra

9mm hollow-point round.  Soft tip increases tissue damage.

50 BP

10

Buckshot

12-gauge shotgun scatter shot - spreads 9 lead shots in a burst

60 BP

10

Firefly

12-gauge shotgun incendiary shot.  Ignites flammable target.

90 BP

80

5.56 mm Rifle

5.56 mm full metal jacket round - for rifles and light machine guns

100 BP

4

Grenade

40mm fragmentation grenade.  Shoots fragments over a wide area.

280 BP

4

Riot

40mm special acoustic round.  Emits a glaring flash and loud noise.

80 BP

 ---

Batteries/Fuel

Free reloads

 -------


Armor

Combat Armor
Heavy police body armor.  Helmet amplifier prevents Silence. 3250 BP
NBC Suit
Environmental NBC protection suit.  Suitable for long-term wear. 3980 BP
PsySuit
Neo-mitochondria labsuit.  Includes remote ANMC analyzer. 4580 BP


Items

Recovery1

Multi-vitamin tablet - heals some HP

100 BP

MP Boost1

Spring water - restores some MP

320 BP

Penicillin

Anti-bacterial medkit - cures Darkness, Paralysis, Poison

80 BP

Stim

Restores nerve function - cures Silence, Berserker, Confusion

80 BP

Combat Light

Disposable defense weapon - blinds enemies in front of you

60 BP

Pepper Spray
Disposable self-defense weapon - use to stun surrounding enemies 100 BP


Save the game, and make your way back to the shelter.


PART 14: BOWMAN'S FATE

In the Upper Sewer, a Mossback and two Bog Divers drop 10 Firefly shells.  Walk through the door at the far end and up the stairs to B3, then get rid of the two Mad Chasers there.  Go around the corner and  take the lift to B2.  There are seven Maggots in the Elevator Hall.  After disposing of them, unlock the door and enter the Main Corridor.  A Mossback and a Bog Diver drop 10 Firefly shells.  There are another Mossback and Bog Diver in the Septic Tank.  Another Mossback and three Maggots in the Pod Access Tunnel drop 10 Firefly shells.  Go back to the Main Corridor and enter the Breeding Room.  Defeat the two Mad Chasers, one Slouch, and two Sucklercephs.


Bowman battle
Continue into the hallway, and take out the two Slouches and three Creeping Strangers.  Examine the door at the end of the hall.  You will need a card key to open it.  Return to the Elevator Hall and go up to B1.  There are three Zebra Stalkers in the B1 Elevator Hall.  Enter the South Maintenance Walkway and defeat two Brutes and three Green Amoebae.  In the Storeroom, get rid of the six Green Amoebae and one Red Amoeba, which will give you lots of BP.  Make sure you've healed, then head into the North Maintenance Walkway.  Congratulations . . . you've found the creepy thing that threatened you earlier.  Meet the ANMC formerly known as Bowman.  He is now a Brain Stinger, which will drop a ? Card after you defeat it.  Examine it in the Key Items menu.


Continue through the hall and enter the Sleeping Quarters.  There are five Green Amoebae and two Red Amoebae here.  Enter the Main Corridor and take out three more Zebra Stalkers.  Get the two Brutes in the Pod Access Tunnel, and save the game in the Sterilization Room.  In the Control Room Access Tunnel are a Brute and two Watchers.  If you check your map, you'll find that the mine is hot again, too.


Take the lift in the southwest corner of B1 back up to the mine.  There are two Zebra Stalkers in the Cavern and six Mind Sucklers in the Gorge.  Move into the Tunnel and get rid of the seven Bats and three Scorpions.  There are two Scorpions and eight Moths in the Forked Tunnel, and three Zebra Stalkers in the Tunnel Entrance.  Out on the mesa, you'll find two Scorpions and four Mind Sucklers.  If you need anything from the truck's storage box, get it now.  (All right, who left the truck lights on?)  Save your game in the Refuge, then take the lift back down.  Stop in at the Armory if you need to stock up, then take the elevator down to B2. Truck lights on


In the pocket
Examine the card reader beside the door in the northeast corner of the Elevator Hall, and Bowman's Card will open it.  There are four Green Amoebae and four Watchers here in the South Maintenance Hallway.  Unlock the door to the Operating Room and enter.  Remember seeing this room somewhere?  There are three Creeping Strangers, one Skull Stalker, and two Slouches here.  Find the Ringer's Solution on the shelves and the Eau de Toilette in the lab coat hanging on the wall.  Go through the door into the Laboratory.  There is another storage box here, as well as a phone.  Store any unnecessary items and save the game.


Examine the incubator, which is next to the door.  Eve and Aya cells?  Look at the computer that's been left on.  Notice the wallpaper?  We need a password.  Examine the white board twice.  Apparently the answer is in a magazine, and the magazine was borrowed by Yoshida. Borrowed the Sept. issue


Return to B1 and enter the Sleeping Quarters.  (You can unlock the door to the Main Corridor and get to the elevator from here - it's faster.)  The Aeris, Sept. issue magazine (FF VII reference)  is on Yoshida's bunk.  Read it, and it will explain how to deal with the virus.  Return to the Laboratory.


Enter the password Okay, the virus has changed the password.  It displays the old password in the background, so we know that it has rearranged MELISSAMAYA in the manner described in the magazine.  Enter A3EILM2S2Y.  You'll have to use the Visitor Program option, and answer three random questions to get in.  Aya types in questions, and gets some unpleasant answers.  Apparently Aya was the source of the cells used the develop ANMC's.  The phone behind her rings - it's Pierce.  He wants Aya to meet him on B1 at the Pod Service Gantry.  There's a glowing red spot on your map to show you his location.  Before meeting Pierce, though, let's clear out some new hot areas.


B2 Elevator Hall

3 Mossbacks

10 Firefly, 10 R. Slug

West Mine Secret Passage

2 Brain Stingers

 

B1 North Maintenance Walkway

4 Skull Stalkers, 3 Sucklercephs, 2 Slouches




You will learn a lot about the shelter from Pierce.  There's a phone here, too, so you can save your game.  Look at the Arkcam again.  You can press the "Operate" button on various cameras to open doors, activate elevators, and disable the security system.  Much of the shelter is hot again, so clear it out before continuing. Pierce is in trouble

B1

Pod Access Tunnel

2 Mossbacks

80 5.56mm Rifle

Main Corridor

2 Brain Stingers

 

Sleeping Quarters

2 Mad Chasers, 2 Creeping Strangers

 

Storeroom

2 Brain Stingers

 

South Maintenance Walkway

Red Amoeba, 4 Green Amoebae, 3 Maggots

 

Elevator Hall

2 Brain Stingers

 


B2

South Maintenance Walkway

2 Mossbacks, Creeping Stranger

Protein Capsule

Operating Room

7 Maggots

 

North Maintenance Walkway

Brute, 3 Slouches  

 

Breeding Room

2 Mad Chasers, Slouch, Skull Stalker

 

Septic Tank

Bog Diver

 

Pod Access Tunnel

Brain Stinger

 


B3

Elevator Hall

Mossback, 2 Green Amoebae


B4

Lower Sewer

2 Bog Divers, 2 Skull Stalker, Creeping Stranger

 

Upper Sewer

2 Red Amoebae, 2 Bog Divers

Eau de Toilette


That should clear out the shelter.  I would really recommend returning to the Armory to stock up on ammo, buy items, and recharge weapons.  You want to be ready before tackling Neo Ark.  Go to B2, save in the Laboratory, and store items if necessary.  When you're ready, got to the northwest lift, marked "Ark," and go down.



PART 15: NEO ARK EXPOSED

Hieroglyphs
Watch the cutscene and movie.  Follow the hall to the Observatory.  Wow...Epcot Center!  Take the stairs down to the South Promenade.  Go through the door to the Savanna Zone, and get rid of the five Scorpions and two Desert Chasers.  Go through the door to the Shrine.  On one wall, you will find a sliding tile puzzle.  In another area is a stone box.  If you move to the outside area, you will find a locked door, and, across from it, engraved hieroglyphs.  The pictures match those on the sliding tile puzzle.  You'll have to solve it to open the door.  Make a drawing of the symbols, in order, and note the color around them.


Now go back to the slider.  Notice the colored lines on the sides, and their direction.  You need to line up the tiles in the order above by color, one at a time.  Blue is indicated on the first line across, so let's start there.  Line up the blue tiles in the right order on the first row, and move the other tiles so that the open spot is in the bottom corner with the double circle showing, as it was originally.  You will hear a click.  Walk to the stone box and search it for an MP Boost2.


Go back to the puzzle and arrange the yellow tiles in order in the first column, leaving the open space in the bottom right again.  A gate will close behind you and a panel will open in the ceiling, dropping three Black Beetles on you.  Defeat them, and get a Recovery2 and an MP Boost2.  Now do the red row on the puzzle.  It should run diagonally from the lower left corner to the upper right corner, again leaving the open space in the bottom right.  This will unlock the door across from the hieroglyphic panel.


It's alive...
Go open the door and enter the Power Plant.  Take out Generator A (after destroying the Watchers and life support system).  A Recovery3 and MP Boost2 are dropped.  This room is still hot - apparently there is something on the other side of the room, but you can't get through.  Retrace your steps, and get rid of the seven Black Beetles in the Savanna Zone.  Apparently your work in the Power Plant has set off a fire alarm.  The North Promenade is open now.  Head that way.  You will encounter a Horned Stranger in the Forest Zone, and get a Recovery3 and an MP Boost2.


The gate beside you  says "Temple of Tlaloc/Shrine of Time."  Open it and walk through.  You are now in the Jungle Zone, and there are two more Spiked Intruders here.  Walk farther down the path and find another Spiked Intruder.  Walk through the next gates into the Pyramid area, and you will be attacked by nine Beetles.  Beside you is what looks like a stone clock.  Examine it, and spin it until the symbols match.  Look at the designs in the stone.  Now go through the Submarine Tunnel and defeat the three Divers in the Pavilion. Symbols match


Take notes
Examine the stone panel, and take notes, because you will need this information for the second Pyramid Puzzle.  Walk across  the Bridge and take out the three Divers.  Continue to the Garden, and you'll encounter ten Beetles.  Go look at the Neo Ark map, and Aya will load it into her GPS.  Examine the blinking light next to the map - B6: Eve Testing Area?  Examine the large stone panel with stone tiles, and write these clues down.  You will need them to solve a puzzle at the Pyramid.  The Power Plant door is locked, so return to the Pyramid.  As you go, you will have to take out two Divers and three Beetles on the Bridge, and a Spiked Intruder in the Forest Zone.  Go to the Temple.


Walk to the right of the steps and read the gold plate.  Write down the clues, and use these and the other clues you've gotten to determine the order to step on the tiles.  Walk up the steps of the Pyramid and step on the tiles in this order:


Red   Yellow   Blue   White   Blue   White   Red   Yellow   White   Blue   Yellow   Red


You can tell when you're doing it right, because a shaft of light will shine from each tile when you step on it.  Aya will hear something in the distance to the west.  Some areas are hot again, so take care of them. Did it right


Pyramid

6 Maggots

Jungle Zone

2 Horned Strangers

Forest Zone

4 Horned Strangers

Pavilion

3 Bog Divers

Bridge

Mossback, Bog Diver

Garden

Mossback, 6 Black Beetles



Ringer's solution
Return to the back of the Power Plant.  The door is open now, so read the sign beside it, then go inside and walk all the way down the hall.  There is a 9mm Hydra ammo box here, so stock up.  Now go back and up the stairs, and watch the cutscene.  Here's Generator B.  Very attractive.  Once again, you'll need to dispose of the hardware first.  If you've got grenades, try them on Generator B, which drops an MP Boost2 and a Ringer's Solution.


Several areas are hot again.  You know what to do.


Pavilion

Mossback, Bog Diver

Forest Zone

10 Black Beetles

Jungle Zone

4 Horned Strangers

Pyramid

5 Black Beetles, 3 Maggots

Shrine

4 Black Beetles, 4 Scorpions



Return to the Pyramid.  Using the information you've collected, including that from the stone panel in the Pavilion, determine the order to step on the tiles this time.  Go up the temple steps and do the following:


Step on the blue tile six times.
Step on the white tile twice.
Step on the red tile three times.
Step on the yellow tile five times.


Examine the statue, and lower the lever that has appeared.  The Bridge from the Pavilion will move.  Return to the Bridge and cross to the small Island, taking care of the three Bog Divers in the water.  Stand on the metal plate and press X.  It will open to reveal a ladder.  Climb down to the Submarine Gallery and fight the Sea Diver.  You'll have to take out the five Bog Divers, too.  They will drop an MP Boost2 and a Protein Capsule.  The Sea Diver boss is a bigger and better Bog Diver, so fight it accordingly.  Pyrokinesis is always good, as are other fire PE's.  After defeating it, get the ? Crystal out of the water.  The Skull Crystal is another "use or attach" item.  If you use it, it will level up a fire PE by one.  If you attach it, it will increase attack and defense by 20%.  You know what I'd recommend, but it's your game!  It's time to go back upstairs, watch an FMV, heal, restock, and save the game. Skull crystal



PART 16: ALL ABOUT EVE

Derangement speakers here
Go to the B2 lift marked "Particular Area" and go down.  There are two Derangement Speakers, which drain MP, and five Watchers in this area.  Get rid of them as quickly as possible.  Go down another elevator.  There is a Derangement Speaker here, as well as a Mossback.  After defeating them, Aya will get a Recovery3 and an MP Boost2.  Aya will see the little girl, Eve, again, and this time she is wearing a helmet.  Follow her through the door.  There are two more Derangement Speakers here, as well as the Puppet Stinger, which Eve seems to be controlling.  Grenades do a bit of damage here, and they prevent the boss from attacking.  If you don't have many grenades, use your main weapon on him a few times, then use a Grenade when you hear him power up for an attack.  This will keep him from attacking, and give you a chance to do some more damage with your main weapon.  If you have it, try the M4A1 with the M203 Grenade Launcher for this, since it allows you to use one weapon for both purposes.   After the battle, you get an MP Boost2, Ringer's Solution, and Eau de Toilette.


Eve will flee, and Kyle will show up.  A cutscene will follow.  Pierce calls and wants Aya up there ASAP, and then he gets cut off.  Save the game, then talk to Eve and Kyle.  Inspect Eve's toys and drawings, and get the ? (MD) Player from the cabinet.  There is a Ringer's Solution hanging from the IV stand.  Try to leave, and the room will go dark, fill with gas, and be invaded by golem soldiers.  Kyle will shoot a hole in the wall for the girls to go through, and then stay to hold off the soldiers. Aya intervenes


Little Eve
She's innocent


I'd love to tarry....
Run back to the corner cabinets and find a Protein Capsule.  Then go look at what Eve's staring at, and talk to her.  She will follow you to the lift, but only if you walk (by holding down O while you move).  You must move slowly.  If she stays in the room too long, the gas will kill her, so time is important here.  When she's on the lift with you, examine it and go up.  You'll come out by the Neo Ark map.  Eve will run off , and you need to follow her.  If you look at the map, you'll see that Neo Ark is full of hot spots again.  Shoot the three Bog Divers from the Bridge, and four from the Pavilion.  Walk into the Submarine Tunnel, and you'll hear Eve scream.  It's No 9, the jerk, and he's got Eve.  Follow them, cleaning out Neo Ark as you go.


Forest Zone

2 Horned Strangers, Pawn Golem

50 9mm Spartan

Jungle Zone

4 Horned Strangers

 

Pyramid

Horned Stranger, 2 Pawn Golems

50 9mm Spartan, 80 5.56mm Rifle

Bridge

3 Bog Divers

 

Submarine Gallery

Bog Diver

 

North Promenade

3 Pawn Golems

50 9mm Spartan, 80 5.56mm Rifle

South Promenade

2 Pawn Golems

4 Grenades, 4 Riot

Savanna Zone

2 Pawn Golems

50 9mm Spartan, 4 Riot

Shrine

2 Pawn Golems

50 9mm Spartan, 80 5.56mm Rifle

Power Plant (south)

4 Scorpions, 5 Black Beetles

 



Notice how all the ANMC's seem to be dying?  Go back up to the Pod Service Gantry to find that Pierce is not there.  Turn off the security system again.  Get the ? Message off the phone and examine it in the Key Items menu.  It is a memo from Pierce.  Call HQ immediately, and save the game.  Before proceeding, go ahead and clear out the other hot areas, which include Dryfield.

B1

Elevator Hall

Rook Golem, Pawn Golem

80 5.56mm Rifle, 4 Riot

South Maintenance Walkway

Pawn Golem, 2 Watchers

50 9mm Spartan

Storeroom

2 Pawn Golems

50 9mm Spartan, 4 Riot

Main Corridor

Pawn Golem, Rook Golem

4 Airburst, 4 Riot

Pod Access Tunnel

Rook Golem, 3 Watchers

80 5.56mm Rifle

Sleeping Quarters

Knight Golem

MP Boost2, Penicillin

North Maintenance Walkway

Rook Golem, 4 Watchers

4 Airburst

Control Room Access Tunnel

Pawn Golem, 2 Watchers

50 9mm Spartan

Control Room

6 Watchers

 

 
B2

Elevator Hall

Rook Golem, 4 Watchers

4 Airburst

Septic Tank

2 Divers, 2 Watchers

 

Pod Access Tunnel

Rook Golem, 2 Watchers

80 5.56mm Rifle

Main Corridor

Rook Golem, 2 Watchers

80 5.56mm Rifle

South Maintenance Walkway

Red Amoeba, 4 Caterpillars

Belt Pouch

Operating Room

Sucklerceph, 3 Slouches, 4 Green Amoebae

 

North Maintenance Walkway

2 Creeping Strangers, 2 Mad Chasers, Skull Stalker

 

Breeding Room

4 Black Beetles, 2 Maggots

 


B3

Elevator Hall

2 Brain Stingers

 
B4

Lower Sewer

Mossback, 2 Bog Divers

Upper Sewer

Bog Diver, Brain Stinger

Water Supply

2 Bog Divers

Reservoir

2 Bog Divers


Dryfield

Water Hole

3 Zebra Stalker

 

Driveway

5 Mind Sucklers, 3 Scorpions

 

Junk Yard

Zebra Stalker, 4 Mind Sucklers

 

Breezeway

3 Scorpions, 6 Mind Sucklers

4 Airburst

Water Tower

4 Scorpions, 2 Zebra Stalkers

 

Parking Area

11 Bats

 

Room 1

3 Scavengers

 

Room 2

4 Moths, 2 Scavengers

 

General Store

3 Rats, 2 Scavengers

 

Back Street

14 Bats

 

Dilapidated House, Room 3

5 Scavengers

 


West Mine

Secret Passage

3 Zebra Stalkers

Cavern

2 Brain Stingers

Gorge

12 Bats


After cleaning out all areas again, go to B1 and enter Underground Parking for the first time.  There are six Watchers and a Rook Golem in the Transfer Tunnel.  After the battle, you will get 80 5.56mm Rifle rounds.  Sometime after you enter the Access Tunnel, you'll be grabbed from behind by an invisible Knight Golem.  When it lets go, try to put your back to the wall, or, better yet, a corner.  Metabolism is good here, because the golem inflicts negative status conditions.  Keep a grenade loaded, and target and shoot the golem when it appears.  It will drop an MP Boost2 and Penicillin.  Run to the south end of the hall and unlock the door to the Control Room.  Then enter the Golem Freezer and examine the central column, which has some interesting information about the golems.


The second time Enter the door to Underground Parking, and use the phone on the wall to save the game.  Look at the control panel in the southeast corner of the room - it's on the wall by the large door.  Take the ? Car Key.  Look at the box again, and press the red, green, and yellow buttons, and then press Call.  Open the box that appeared to the left and get the Belt Pouch.  Go back to the box and turn off the red and green lights, and turn the blue one on.  Then press Call again.  This will reveal the electric car.  Start it, and you will drive onto the turntable in the floor.  Go to the red stand in the northwest corner and examine it.  It will tell you to use a key card to open the shutter.  Go to Key Items and use Bowman's Card.  Press X to use the car again.  You won't go far, because the way is blocked.


Go through the door to the Pedestrian Airlock.  There's another Knight Golem in here.  It'll drop a Ringer's Solution and 10 R. Slug shotgun shells.  Open the door to the Vehicular Airlock and fight the Rook Golem and Pawn Golem, which drop 50 9mm Spartan rounds and 4 Airburst grenades.  There's a motorcycle here - recognize it?  Search it to find Eve's Teddy Bear. Teddy bear


Fighting the golems Open the door to the Guardroom.  Go to the end and examine the door.  Choose to press the switch, and you'll hear a sound somewhere.  Go back out to the Vehicular Airlock and examine the large door to enter the Bulwark.  There are two Rook Golems here, which drop 80 5.56mm Rifle rounds and 4 Airburst grenades.  Use the panel to open the door to the Heliport area and watch a very interesting movie and cutscene.



PART 17: THE MILITARY COMPOUND

September 6, 2000 - 3:52 p.m.
Mojave Desert, Nevada


When you regain control, look at the map on the table, and Aya will enter it in her GPS.   Get the Ringer's Solution in the back corner, and the 4 Airburst grenades nearby.  Save the game.  Walk back outside, and you will be greeted by Flint, wearing a ? Canister around his neck.  Gary Douglas sent you a note, and an MP Boost2 (and put it on your tab).  Talk to Jodie several times.  She'll update you, tell you that you can shop here, and let you know that she has collected all the storage boxes from outside the shelter and brought them here. Flint came


Tactical armor
The soldier opposite Jodie will let you stock up on ammo.  Talk to the soldier at the back of the truck to make some BP purchases.  Store items, buy what you need, and save the game again.  The Tactical Armor is available now, and it is wonderful.  The Aya Special is great, too.  I do not recommend buying the Javelin, though it is a great attachment for the M4A1.  If you have the Medicine Wheel attached, it will be dropped in an upcoming battle, saving you 7500 BP that can be used elsewhere.  Give the Teddy Bear to Flint, and he'll follow you.  When you're ready, talk to the soldier by the gate, then flip the switch and go back inside.  Return to the Parking Garage.  Use the electric car again, and you'll be back in Underground Parking.  Answer the phone, and save the game.
  

Weapons

MP5A5

9mm submachine gun.  Flashlight attached.

6980 BP

SMG Clip Holder

MP5A5 magazine clip holder.  Increases ammo capacity by 30.

3980 BP

PA3

Pump-action 12-gauge shotgun.

1000 BP

AS12

Rapid-fire 12-gauge combat shotgun.

12500 BP

M4A1 Rifle

5.56mm assault rifle.  Customizable with attachments.

2450 BP

Rifle Clip Holder

M4A1 magazine clip holder.  Increases ammo capacity by 30.

1800 BP

M9

Close-combat bayonet.  Custom M4A1 attachment.

980 BP

M203

40mm grenade launcher.  Custom M4A1 attachment.

2130 BP

Hammer

High-voltage stun gun.  Custom M4A1 attachment.

3720 BP

Pyke

Small portable flamethrower.  Custom M4A1 attachment.

5180 BP

Javelin

Small laser gun.  Custom M4A1 attachment.

7500 BP

Grenade Pistol

Pistol-sized 40mm grenade launcher.

1680 BP


Ammunition

50 9mm Spartan

9mm fragmentation round.  Fragments rupture vital organs.

80 BP

10 Firefly

12-gauge shotgun incendiary shot.  Ignites flammable target.

90 BP

10 R. Slug

12-gauge shotgun solid shot.  Powerful shot with good accuracy.

120 BP

4 Airburst

40mm aerial burst grenade.  Arcs and explodes in the air.

450 BP

4 Riot

40mm special acoustic sound.  Emits a glaring flash and loud noise.

80 BP


Armor

Turtle Vest

NMC Hunter reinforced vest.  Can be worn under regular clothing.

1680 BP

PASGT Vest

Body armor in current military use.  Includes an emergency first aid kit.

2880 BP

Combat Armor

Heavy police body armor.  Helmet amplifier prevents Silence.  High-sensitivity Motion Detector.

3250 BP

Tactical Armor

Modern all-terrain combat armor.  Includes heads-up motion detector.

12800 BP

Aya Special

Aya's custom-made armored vest.  Outfitted for anti-NMC operations.

8000 BP


Items

Recovery1

Multi-vitamin tablet.  Heals some HP.

100 BP

Recovery2

Analgesic capsule.  Heals HP.

180 BP

Recovery3

Nutritive tonic.  Heals lots of HP.

350 BP

MP Boost1

Spring water.  Restores some MP.

320 BP

MP Boost2

Sparkling mineral water.  Recovers MP.

580 BP

Penicillin

Anti-bacterial medkit.  Cures Darkness, Paralysis, Poison.

80 BP

Stim

Restores nerve function.  Cures Silence, Berserker, Confusion.

80 BP

Combat Light

Disposable defense weapon.  Blinds enemies in front of you.

60 BP

Pepper Spray

Disposable self-defense weapon.  Use to stun surrounding enemies.

100 BP

Flare

Disposable self-defense weapon.  Inflicts darkness on the enemy.

150 BP



One small area of B1, B2, and Neo Ark are now repopulated.  The enemies are tough, but it's a good idea to take them on.  We'll get to that later.  Enter the Sterilization Room and talk to the soldier.  Flint will stay with him until he can see.  If you return to the Golem Freezer, you'll find Pierce.  Talk to him until he tells you to go on and finish things up. Flash-heated


M249
Go back to Underground Parking, and you'll find that the supply truck has been moved inside.  In gratitude for your saving the blinded soldier, the sergeant brought it in for you, and he has a couple of great new weapons available now.  You can get the M249 (Rifle) for 15800 BP and the MM1 (Grenade) for 23500 BP.  Also, you'll find your storage boxes in the back of the truck.


Now you can clear out the hot areas.


B1

Pod Access Tunnel                   

6 Sentinels                               

                                                             


B2

Pod Access Tunnel

Pawn Golem, 3 Watchers

4 Riot

Septic Tank

Pawn Golem, 2 Watchers

50 9mm Spartan

Main Corridor

Rook Golem, 2 Watchers

4 Airburst

Breeding Room

Bishop Golem

Protein Capsule

North Maintenance Walkway

2 Pawn Golems, 2 Watchers

50 9mm Spartan, 80 5.56mm Rifle

South Maintenance Walkway

Rook Golem, 4 Watchers

80 5.56mm Rifle, Javelin

Elevator Hallway

2 Rook Golems, 2 Watchers

4 Grenades, 4 Airburst


Neo Ark

North Promenade

2 Pawn Golems

4 Grenades, 4 Riot

Forest Zone

2 Pawn Golems

50 9mm Spartan, 4 Riot

Pyramid

2 Rook Golems

80 5.56mm Rifle, 4 Airburst

Pavilion

Rook Golem

4 Airburst

Island Bridge

Rook Golem

4 Airburst

Submarine Gallery

Bog Diver

 

Bridge

2 Rook Golems

50 9mm Spartan, 80 5.56mm Rifle

 Power Plant, north
 Rook Golem, 4 Watchers
 4 Airburst

South Promenade

2 Pawn Golems, Rook Golem

50 9mm Spartan, 80 5.56mm Rifle

Savanna Zone

Rook Golem, Pawn Golem

4 Airburst, 4 Riot

Shrine

Bishop Golem

Protein Capsule

Power Plant, south

6 Black Beetles

 



Go make any necessary purchases and save the game.  Make sure you're ready to face the serious enemies.  You need recovery items, good armor, at least two good weapons, and plenty of the appropriate ammo for those weapons.  When you're ready, go to the Pod Service Gantry.  Watch a long and surprising cutscene-movie-cutscene sequence.



PART 18: TRUTH AND CONSEQUENCES


Go down to B2.  A Bishop Golem will attack in the Pod Access Tunnel.  After taking him out and getting the Ringer's Solution, go inside the Pod Bottom and destroy the Ultimate Being.  You can use Inferno to great effect on this monster.  For maximum points, eliminate the side parts before the main body.  After it changes, watch out for its open "eye."  For defeating it, you will get a Ringer's Solution, 50 9mm Spartan rounds, 10 R. Slug shotgun shells, and 4 Grenades.  Okay, that was Round 1 of the final showdown.  You have a break now, so reload, heal, and attach items.  When you're ready, search the walkway for a glowing orange light.  Examine it, use Bowman's Card, and get ready for the last battle. A failure


Aya and the boss
Try to stay off the bridge.  Grenades with Energyshot can make this battle much easier.  (Sometimes this thing did attacks that completely wiped out my MP, and sometimes it didn't.  I assume that is random.  In any case, don't depend completely on PE here.)  Keep yourself healed and free of status ailments, and you should be fine as long as the ammo holds out. After defeating the final boss, sit back and watch the ending movie.  If you saved Pierce at the Water Tower, read his memo and called Jodie right away, got him from the Golem Freezer, saved Flint and later gave him Eve's Teddy Bear, and saved the blinded solider, you should get the best and most complete ending.  Wait for the credits to roll, and you will get bonus points and a chance to save the game.  Now you can do Replay Mode.  Whee!