|
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.
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. |
|
|
|
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. |
|
|
|
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. |
|
|
|
|
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: |
|
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
|
|
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. |
|
|
|
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. |
|
|
|
|
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. |
|
|
|
|
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.) |
|
|
|
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. |
|
|
|
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. |
|
|
|
|
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.
|
|
|
|
|
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. |
|
|
|
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. |
|
|
|
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. |
|
|
|
|
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. |
|
|
|
|
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. |
|
|
|
|
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. |
|
|
|
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. |
|
|
|
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. |
|
PART
4: AREA 51...I MEAN, 272
September 5, 2000
- 1:44
A.M.
M.I.S.T. Center, Los
Angeles |
|
|
|
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. |
|
|
|
|
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." |
|
|
|
|
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. |
|
|
|
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
|
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. |
|
|
|
|
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. |
|
|
|
|
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). |
|
|
|
|
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. |
|
|
|
|
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. |
|
|
|
|
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. |
|
|
|
|
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. |
|
PART 7: THE
REAPPEARANCE OF NO. 9
|
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. |
|
|
|
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. |
|
|
|
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. |
|
|
|
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. |
|
|
|
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. |
|
|
|
That
must
be a
reference to Billy the Kid, who, according to
legend, was
shot at age 21 by Pat Garrett. |
|
|
|
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. |
|
|
|
|
|
|
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. |
|
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
|
|
|
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. |
|
|
|
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 |
|
|
|
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. |
|
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. |
|
|
|
|
|
|
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.) |
|
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. |
|
|
|
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.
|
|
PART 10: THE
ABANDONED MINE
September
6, 2000 - 12:06 a.m.
Mesa
on the outskirts of Dryfield, Mojave
Desert |
|
|
|
|
|
|
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.
|
|
|
|
|
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. |
|
|
|
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. |
|
|
|
|
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. |
|
|
|
|
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.) |
|
|
|
|
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. |
|
|
|
|
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. |
|
|
|
|
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." |
|
|
|
|
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. |
|
|
|
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. |
|
|
|
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. |
|
|
|
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. |
|
|
|
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
|
|
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.
|
|
|
|
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. |
|
|
|
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. |
|
|
|
|
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. |
|
|
|
|
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. |
|
|
|
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. |
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. |
|
|
|
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. |
|
|
|
|
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. |
|
|
|
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. |
|
|
|
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. |
|
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
|
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. |
|
|
|
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. |
|
|
|
|
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. |
|
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
|
|
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. |
|
PART
16: ALL ABOUT EVE
|
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. |
|
|
|
|
|
|
|
|
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.
|
|
|
|
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. |
|
|
|
|
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. |
|
|
|
|
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. |
|
|
|
|
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. |
|
|
|
|
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! |
|