|
 |
===================================================================== 2. STORY =====================================================================
In
the first Parasite Eve, Aya Brea was a New York police agent. In December 1997, in Manhattan, she had to fight against
creatures whose mitochondria had begun to act on their own, causing horrible mutations to their hosts and creating
havoc in the city. The most powerful and terrible of these creatures was Eve. After several days, thanks to the special
powers that her mitochondria granted her, Aya Brea managed to defeat Eve. The creatures eventually escaped, but all of
them died. Anyway, no one knew for sure if the danger was definitely over, so a special FBI division, the M.I.S.T. (Mitochondrion
Investigation and Suppression Team), was created. Aya Brea moved to Los Angeles and joined the M.I.S.T.
In September
2000, Aya is sent to the Akropolis Tower, where something very strange is going on. She doesn't know for sure what's up
in L.A., but she'll discover it very soon...
The nightmare isn't over yet.
===================================================================== 3.
CHARACTERS =====================================================================
AYA BREA Age: 27 FBI agent
assigned to the M.I.S.T. division. Codename: NMC (Neo-Mitochondrion Creature) Hunter
She looks younger than she
is due to the peculiar action of her mitochondria. Say thanks to those mitochondria and to Squaresoft character designers,
because this is one of the most gorgeous women ever seen in a videogame. She may be not so perfectly suited to a monster-killing
mission as Jill Valentine is, but she has more than enough to cope with the monsters she'll meet. Unfortunately, she doesn't
have a voice (grrrr... EVERY damn survival horror game has live-acting voices nowadays, why should Squaresoft always be
an exception? I mean, if they talked as much as in FFVIII I could understand, but...). Please try not to faint in
that CGI scene near the end of Disc 1. And, as JL Lee pointed, she's a blonde, and she has brains. Wow!
KYLE
MADIGAN Age: 29 Mysterious man claiming to be a private detective.
I don't like this guy. He comes out of nowhere,
does nothing most of the time, and sometimes produces a handgun more powerful than Han Solo's blaster. And he's stupid,
too... he finds a blacked out Aya and doesn't take advantage of the situation the way any other man would :). You
see... stupid.
PIERCE D. CARRADINE Age: 31
Aahh, this is a good one. He's got brains and doesn't talk
too much. Plus, he finds info about everything, and he's very friendly to Aya. I'd just like to see him in combat.
RUPERT
BRODERICK Age: 37 NMC Hunter
What would a story like this be without a guy like this? He lost his family
in the Manhattan accident back in 1997 and now everything he wants to do is to destroy NMCs. Too bad he gets his arm injured
very soon (but not before he saves Aya's life at least once). He's been in the FBI for quite a while, but he doesn't
recognize a detonator when he sees one. Hmmm...
ERIC "HAL" BALDWIN Age: 50 M.I.S.T. director and Aya's
supervisor
Another good one. He gives you orders and papers and _sometimes_ answers the phone when you call. He
spends the rest of his time with women (well, what else could he do?). I wonder if there's someone in M.I.S.T. doing
his own job but Aya and Pierce...
GARY DOUGLAS Age: 56 Vietnam veteran. He lost a leg in the war and was
decorated.
This guy is awesome. He's got two legs, a caravan packed full of firearms, an incredibly intelligent
dog named Flint, and he treats women very kindly. Just awesome. You'll like it.
===================================================================== 4.
CONTROLS & SUBSCREENS =====================================================================
__________________________ ___/4.1 Action screen controls\______________________________________ ---------------------------------------------------------------------
D-PAD:
moves Aya onscreen. Press Up to move forward, Down to walk backwards, Left to turn left, Right to turn right.
Circle:
- run (can't run backwards) - cancel selections
Square: - raise weapon
- cancel selections
Triangle: visualize Parasite Energies
X: - check - talk to people
- confirm selections - open doors - climb stairs
SELECT: visualize map
START:
opens main menu
__________________________ ___/4.2 Battle screen controls\______________________________________ ---------------------------------------------------------------------
D-PAD:
moves Aya
Circle: - cancel aiming - close Attachments menu
- cancel Parasite Energy
Square: - aim closest target - switch target
(hold and press Left or Right to switch target in the order you
like)
Triangle: visualize Parasite Energies
X: - check - confirm selection
R1: - shoot (main
attack) - reload
R2: shoot (second attack, if available)
SELECT: vibrations ON/OFF
START:
open Attachments menu
_________________ ___/4.3 The main menu\_______________________________________________ ---------------------------------------------------------------------
___________________________________________________________________ | USE |
AYA BREA| | | KEY ITEM |_________________________________________|
PICTURE | | P.ENERGY | HP 110/110
| | | MAP |
--------------
| OF | | OPTION | MP 32/40
| | | EXIT | ----
| AYA | |____________| EXP 980
BP 3427 |
| ____________|_________________________________________|____________| | WEAPON
| ARMOR
| | __
| __
| | | | M39R
| | | Tactical Vest | | |__|
| |__|
| |__________________________________|________________________________| | AMMO
| HP +50 MP +10 | |
__
|
| | | | 9mm P.B.
20 | ATTACHMENTS
| | |__|
| __ __ __ __ __ | |__________________________________|
| | | | | | | | | | | | P.ENERGY
| |__| |__| |__| |__| |__| | | FIRE WIND WATER
EARTH | __ __
| | Lv 1 Lv 1 Lv 1 Lv 0 | | | |
|
| | Lv 0 Lv 0 Lv 1 Lv 0 | |__| |__|
| |__________________________________|________________________________| | COMMAND EXPLANATION
| |___________________________________________________________________|
The main menu is accessed by pressing Start
while in action mode. Use the D-Pad to move the cursor and highlight a command, and press X to access the sub-menus.
This screen shows Aya's current points, her current battle equipment, and the levels of the different Parasite Energies.
The bottom window briefly explains what the highlighted command is for.
________________ ___/4.4
The USE menu\________________________________________________ ---------------------------------------------------------------------
___________________________________________________________________ | WEAPON
| ITEM
| | __
| __
| | | | M39R
| | | PA3
| | |__|
| |__|
| |__________________________________| __
| | AMMO
| | | Buckshot 132 | | __
| |__|
| | | | 9mm P.B. 20
| __
| | |__|
| | | Medicine 1 | |
| |__|
| |__________________________________| __
| | ARMOR
| | | Medicine 1 | |
__
| |__|
| | | | Tactical Vest |
__
| | |__|
| | | Medicine 2 | |__________________________________|
|__|
| | ATTACHMENTS
| __
| | __
| | | MP Integrator 1 | | | | GPS
| |__|
| | |__|
| __
| | __
| | | Combat Flashlight | | | | 9mm P.B.
420 | |__|
| | |__|
| __
| | __
| | | Flare
| | | | Medicine 1
| |__|
| | |__|
|________________________________| |__________________________________| TOTAL
15/20|
|________________________________|
When you select USE on the main menu, the USE subscreen will appear. Highlight
an item and press X to open other subscreens.
WEAPON: press X and the Weapons subscreen will appear. Select a weapon
and press X to confirm your selection. The selected weapon will now be your current weapon.
AMMO/ARMOR: same as
for WEAPON.
ATTACHMENTS: every armor allows you to attach a certain number of items to it. In battle, you can't
access the main menu, so the only items you can use are the Attachments. Select an empty space to move an item from
the Item list to the Attachments list.
ITEM: select an item and press X to get three options: Use, Move, Waste.
Select Use to use the item, Move to change its position in the list, and Waste to get rid of it. At the bottom of the
list there's the Arrange command: if you select it, the items will be arranged in this order: Energy restoring items,
Healing items, Weapons, Ammo, Special Items.
TOTAL: shows you the number of items you're carrying. Aya can carry
a maximum of 20 items.
***Important note: highlight an item and press Triangle to get a detailed description
of it. When you find a never-seen-before item, its icon will be a question mark. In this case, select it and press Triangle
to understand what it is and get its real name in the menu***
________________________ ___/4.5
Parasite Energy menu\________________________________________ ---------------------------------------------------------------------
__________________________________________ | PE LIST
| | EXP 2224 MP 42/42
| |__________________________________________|________________________ | FIRE
| WATER
| | __
| __
| | | | Pyrokinesis Lv 1 | | | Metabolize
Lv 1 | | |__|
| |__|
| | __
| __
| | | | Combustion Lv 1 | | | Healing
Lv 1 | | |__|
| |__|
| |
|
| |
|
| |
|
| |_________________________________|_________________________________| | WIND
| EARTH
| | __
| __
| | | | Necrosis Lv 0 | | | Antibody
Lv 1 | | |__|
| |__|
| | __
| __
| | | | Plasma Lv 1 | |
| Energyshot Lv 0 | | |__|
| |__|
| |
|
| |
|
| |
|
| |_________________________________|_________________________________| | Description
| MP Usage | |
| 14 | |______________________________________________|____________________|
Select
a Parasite Energy and press X to get two options: Recover/Upgrade, Cancel. Recover activates a Parasite Energy, upgrading
it to Level 1. Upgrade powers up the Energy, leveling it up. Cancel closes the options window, allowing you to select
another Parasite Energy. Press Triangle if you want a detailed description of the Energy.
_______ ___/4.6 Map\_________________________________________________________ ---------------------------------------------------------------------
If
a location has more than one floor, press Left or Right to see the maps of the other floors.
Press Triangle and
Aya will give you a hint about what to do next.
The GPS (Global Positioning System) usually shows you the areas you
have already visited. If you find a map of the area, Aya will transfer data to the GPS and you'll be able to visualize
the whole area on the map. Dark grey areas are the ones you've never been to. An area occupied by enemies is colored
in red. If an area is shown in white, it means you've killed every enemy in it. However, only open spaces will be
colored in white. Rooms will always be light grey. Plus, some areas may not be red, but that doesn't mean that you won't
be sneak attacked when you enter them.
You can't access an area marked with a red X.
The arrow represents
Aya and the direction she's facing.
Locked doors are marked with a key, but you must try to open them in order
to make the key appear on the map.
A glowing red dot shows your destination.
a "T" in a green square symbolizes
a telephone. Telephones are save points. Keep in mind that the presence of a save point doesn't mean that the area
can't be accessed by enemies.
A "B" in a yellow square symbolizes a storage box, where you can store items you
don't need at the moment. Remember that these box, unlike the ones in Resident Evil, are NOT connected. Each box holds
the items you put in it, and those items will NOT be found in other boxes.
____________________ ___/4.7
Other subscreens\____________________________________________ ---------------------------------------------------------------------
KEY
ITEM: shows you your Key Items. These are special items such as keys, cards, magazines, etc. They're not counted as regular
items, and you can carry as many as you want. Highlight one and press X to use it, or press Triangle to get a detailed
description of it.
OPTION: in this subscreen you can customize the game. You can change parameters such as SOUND
EFFECTS (Stereo/Mono), MUSIC (3/2/1/OFF), CURSOR (Memory/Standard), VIBRATIONS (ON/OFF), MOVEMENTS (Walk/Run), CONFIGURATIONS,
DEFAULT CONFIGURATIONS.
===================================================================== 5. BATTLE =====================================================================
Unlike
the first episode, Parasite Eve II features real-time battles. When you get close enough to an enemy, or aim it from a
distance thus revealing your will to fight, the screen will briefly flash and become black and white for a moment,
while you hear a heartbeat. Then, the battle will begin.
In the top left corner of the screen you can see Aya's
current HP and MP. If the GPS is attached to your armor, a motion detector will be shown in the top right corner of
the screen. Aya is in the center of the detector; the top half of the circle is the area she's facing, while the bottom
half is the area behind her. Enemies are represented by yellow dots; if you target an enemy, the dot representing it will
turn purple. In the bottom right corner you'll see your current ammo.
If you press Square, Aya will target the
closest enemy. Tap Square to switch between targets, from the closest to the farthest. If you hold Square and press
Left or Right, the target will move in that direction, allowing you to target the enemy of your choice. In some screens
you'll find some background parts that can be shot, such as pipes, electric cords, etc. You can usually shoot them to
affect the enemy.
Press R1 to shoot the targeted enemy. A number will appear, showing the damage received by
the enemy. If an enemy is not targeted but it gets between you and your target, it will be hit as well. If the targeted
enemy is hiding behind something, Aya will shoot it anyway and waste ammo, so be sure there's nothing between you and
the enemy. Some weapons have more than one attack. In this case, press R2 to use the secondary attack. If this attack
uses different ammo than the main attack, both ammo will be shown onscreen.
When you run out of ammo, press R1
to reload. If you have any attached ammo, you can reload at any moment during the battle. Be aware that if you get
hit while reloading, your weapon will not be reloaded. You need a couple of seconds to reload, so get some distance
between you and the enemy if you run out of ammo. If you want to use different ammo for your current weapon, you need
to attach them to the armor and select them on the Attachments window.
Each weapon shoots within a specific range.
The closer the enemy, the greater the damage. The only exceptions to this are long range rifles and grenades.
Press
Triangle to visualize the available Parasite Energies in the bottom right corner of the screen. Press Left and Right to
choose one. Its action range will be shown in green on the motion detector. Press X to use the selected Energy and
the ATP bar will appear at the bottom of the screen. When it's fully depleted, Aya will use the Parasite Energy. She
can't move while combining ATP, and if you get hit the summoning of the Parasite Energy will be stopped.
Some enemies
can immobilize you: should this happen, rapidly press the D-Pad to break free.
After the battle you earn a certain
amount of EXP, BP, MP and sometimes HP. Some Battles will earn you an item, which you can take or waste, or exchange
with one you already have. If you run away during the battle, you will lose 10 BP, but you will also get 1 MP. However,
there are certain situations when you can get out of the location without starting a battle; in this case, you don't lose
BP even if there are enemies nearby.
Some enemies can inflict you a status ailment. When this happens, the status
ailment icon will be shown below the HP/MP window in the top left corner of the screen. There are 6 different status ailments:
_____ / \ SILENCE: Aya can't use Parasite Energy. Can be cured with | -----
| a Sedative. \_ __/ \/ \
_____ / ___ \
CONFUSION: controlling Aya's movements becomes difficult. | |_/ | | Can be cured with a Sedative, or with
Metabolism PE. \___/_/ // //
_/\_/\_ BERSERKER: the power
of the weapons increases, but you | | lose HP while attacking. Only offensive
PE can be used, < > and their level is increases by one (3 is always
the max | | level). PE uses HP instead of MP. Can be cured with a <
> Sedative. |_ _ _| \/ \/
_ |-|
POISON: Aya loses HP. If she moves, HP loss is faster. | | Can be cured with
an Antidote, or with Metabolism PE. /___\
__ __ \ \ / / PARALYSIS:
Aya sometimes stops while moving. Rapidly \ \/ / press the D-Pad to regain some motion capability.
Can / /\ \ be cured with an Antidote, or with Metabolism PE. / / \ \ \ \ / /
\ \/ / / /\ \ /_/ \_\
_ _ _/_\ /_\_ DARKNESS: Aya can't target the
enemy. Can be cured with -|_|||_|- an Antidote, or with Metabolism PE. \_/ \_/
Using an Antidote,
a Sedative or Metabolism will temporarily defend you from further status ailments. When the battle ends, every status
ailment will be cured.
===================================================================== 6. PARASITE ENERGY =====================================================================
The
peculiar action of Aya's mitochondria allows her to use special powers called Parasite Energies. These powers belong to
the four elements: Fire, Water, Wind, and Earth. Aya has sealed most of her powers inside her, so only one of them,
Pyrokinesis, is available at the beginning of the adventure. Using the EXP points gained from battles, Aya can restore
the other PE. Each PE can be upgraded up to level 3. There's a total of 12 Parasite Energies, but only 8 are available
at the beginning. The third PE of each element appears after the two other of the element have reached Level 3.
____ ___/FIRE\____________________________________________________________ ---------------------------------------------------------------------
PYROKINESIS
Lv
1: Fire shot. Actives mitochondria in the cells of the hands, causing the outburst of a high-temperature shot. Causes
burns. MP used: 8 ATP time: 22 Exp. cost: - Bonus MP: 1
Lv 2: Power and range
up. Advanced stage, with greater range. Shoots two simultaneous shots that incinerate the target. MP used: 7
ATP time: 22 Exp. cost: 1250 Bonus MP: 1
Lv 3: Power and range up. Highly advanced stage,
with greater range. Emits multiple shots that cause the evaporation of the target. MP used: 6 ATP time:
22 Exp. cost: 3000 Bonus MP: 2
---------------------------------------------------------------------
COMBUSTION
Lv
1: Puts the enemy on fire. Actives mitochondria in the enemy's skin, causing its combustion. Causes burns and difficulty
of cutaneous breathing. MP used: 14 ATP time: 38 Exp. cost: 750 Bonus MP: 1
Lv
2: Range up. Advanced stage, with greater range. Puts the enemy's lungs on fire, causing internal burns. MP used:
14 ATP time: 30 Exp. cost: 1750 Bonus MP: 1
Lv 3: Range up. Highly advanced
stage, with greater range. Burns body fat, melting the enemy like a candle. MP used: 14 ATP time: 22
Exp. cost: 4000 Bonus MP: 2
---------------------------------------------------------------------
INFERNO
Lv
1: Small conflagration. Uses radioactive isotopes found inside microbes to cause nuclear fission. The explosions cause
epidermal burns. MP used: 30 ATP time: 50 Exp. cost: 3000 Bonus MP: 1
Lv 2: Medium
conflagration. Advanced stage. Uses radioactive isotopes to cause a nuclear fission. The explosion reduce the target to
ashes. MP used: 30 ATP time: 40 Exp. cost: 4000 Bonus MP: 2
Lv 3: Great
conflagration. Highly advanced stage. Uses radioactive isotopes to cause nuclear fission. Destroys the target at molecular
level. MP used: 30 ATP time: 28 Exp. cost: 5000 Bonus MP: 4
_____ ___/WATER\___________________________________________________________ ---------------------------------------------------------------------
METABOLIZE
Lv
1: Cures status ailments. Generates antibodies through mitochondrial energy and immunizes the target. Acts against
bacilli, but isn't always effective. MP used: 7 ATP time: 36 Exp. cost: 500 Bonus
MP: 1
Lv 2: Quickly cures status ailments. Advanced stage. Increases blood white cells production against the
action of the bacilli, but needs time. MP used: 5 ATP time: 28 Exp. cost: 1250 Bonus
MP: 1
Lv 3: Instantly cures status ailments. Highly advanced stage. Increases corporal metabolism. Locates,
neutralizes and eliminates bacilli instantly. MP used: 3 ATP time: 18 Exp. cost: 3000
Bonus MP: 1
---------------------------------------------------------------------
HEALING
Lv 1: Recovers
some HP. Increases mitochondria, powers up energy production and restores strength. As a result, mitochondria become weaker. MP
used: 12 ATP time: 42 Exp. cost: 750 Bonus MP: 1
Lv 2: Recovers HP. Advanced
stage. Regenerates lost cells. As a result, the body's mitochondrial energy decreases. MP used: 12 ATP
time: 30 Exp. cost: 1750 Bonus MP: 1
Lv 3: Recovers many HP. Turns mitochondria into energy,
causing fast regeneration. MP used: 12 ATP time: 18 Exp. cost: 4000 Bonus MP: 1
---------------------------------------------------------------------
LIFEDRAIN
Lv
1: Absorbs HP from close enemies. Indirectly controls mitochondria of nearby organisms, thanks to which it produces
energy that increases vitality. MP used: 20 ATP time: 44 Exp. cost: 3000 Bonus
MP: 1
Lv 2: Absorbs HP from nearby enemies. Advanced stage. Directly controls mitochondria of nearby organisms,
producing energy that increases vitality. MP used: 18 ATP time: 36 Exp. cost: 4000
Bonus MP: 1
Lv 3: Absorbs HP from enemies around. Highly advanced stage. Fully controls mitochondria of nearby
enemies, increasing vitality. MP used: 16 ATP time: 28 Exp. cost: 5000 Bonus MP: 2
____ ___/WIND\____________________________________________________________ ---------------------------------------------------------------------
NECROSIS
Lv
1: Electric discharge. Conglobates mitochondria in the hands, releasing electric discharges. The target's epidermal
cells gangrene. MP used: 7 ATP time: 38 Exp. cost: 500 Bonus MP: 1
Lv 2: Electric
discharge. Range level up. Advanced stage, with greater range. Destroys the target's internal organs cells. MP used:
7 ATP time: 30 Exp. cost: 1250 Bonus MP: 1
Lv 3: Electric discharge. Range level
up. Highly advanced stage, with greater range. Destroys the bone cells of the target. MP used: 7
ATP time: 22 Exp. cost: 3000 Bonus MP: 2
---------------------------------------------------------------------
PLASMA
Lv
1: Knocking down explosion. Activates mitochondria, producing discharges that generate high-temperature ions. The waves
of the explosion knock down the enemy. MP used: 6 ATP time: 18 Exp. cost: 750 Bonus
MP: 1
Lv 2: Knocking flat explosion. Advanced stage. Produces ions that cause a powerful detonation. The waves
of the explosion knock the enemy flat. MP used: 5 ATP time: 18 Exp. cost: 1750 Bonus
MP: 1
Lv 3: Cutting down explosion. Highly advanced stage. Generates ions that cause a powerful detonation.
The waves of the explosion cut down the enemy. MP used: 4 ATP time: 18 Exp. cost: 4000
Bonus MP: 2
---------------------------------------------------------------------
APOBIOSIS
Lv 1: Temporary
stop. Activates mitochondria, creating an electric discharge. Immobilizes nearby enemies, destroying their nervous cells. MP
used: 18 ATP time: 38 Exp. cost: 3000 Bonus MP: 1
Lv 2: Temporary spasm. Advanced
stage. Programs the accelerate death of the nervous cells and causes spasm to the nearby target. MP used: 18
ATP time: 38 Exp. cost: 4000 Bonus MP: 2
Lv 3: Lasting paralysis. Highly advanced stage.
Programs the accelerate death of the nervous cells and paralyzes the nearby target. MP used: 18 ATP time:
38 Exp. cost: 5000 Bonus MP: 4
_____ ___/EARTH\___________________________________________________________ ---------------------------------------------------------------------
ANTIBODY
Lv
1: Limits physical damage. Uses mitochondria to suck up the Earth's magnetism, creating a protective covering against
the enemy's attacks. MP used: 6 ATP time: 36 Exp. cost: 500 Bonus MP: 2
Lv
2: Prevents physical damage. Advanced stage. Sucks up the Earth's magnetism, creating a covering capable of cutting
in half the enemy's attacking power. MP used: 5 ATP time: 28 Exp. cost: 1250 Bonus
MP: 2
Lv 3: Nullifies enemy attack. Highly advanced stage. Sucks up the Earth's magnetism, creating a covering
which neutralizes the enemy's attack. MP used: 4 ATP time: 18 Exp. cost: 3000 Bonus
MP: 4
---------------------------------------------------------------------
ENERGYSHOT
Lv 1: Increases
ammo speed and effectiveness. Increases ammo speed, thanks to the electromagnetic force created by mitochondria. MP
used: 10 ATP time: 36 Exp. cost: 750 Bonus MP: 2
Lv 2: Stopping power and bullets
speed up. Advanced stage. Increases ammo speed and changes their structure to increase their Stopping Power. MP used:
9 ATP time: 28 Exp. cost: 1750 Bonus MP: 2
Lv 3: Increases ammo speed and power.
Highly advanced stage. Increases ammo speed and every shot fires cancerous mitochondria. MP used: 8 ATP
time: 18 Exp. cost: 4000 Bonus MP: 4
---------------------------------------------------------------------
ENERGYBALL
Lv
1: Spinning protection sphere. Creates a magnetic field in which rotates a superconductor, against which the enemy
collides. MP used: 15 ATP time: 36 Exp. cost: 3000 Bonus MP: 2
Lv 2: 2 spinning
protection spheres. Advanced stage. Creates a magnetic field in which rotate two superconductors, against which the enemy
breaks. MP used: 15 ATP time: 28 Exp. cost: 4000 Bonus MP: 4
Lv 3: Rotating
attack ellipse. Highly advanced stage. Creates three superconductors which rotate elliptically in a magnetic field, hitting
the target. MP used: 15 ATP time: 18 Exp. cost: 5000 Bonus MP: 9
===================================================================== 7.
COMBAT STUFF =====================================================================
___________ ___/7.1
Weapons\_____________________________________________________ ---------------------------------------------------------------------
TONFA Weight:
68 Range:1 Rate: 5 Okinawa-style club. Allows continuous hits. OPERATION: R1: Blow
---------------------------------------------------------------------
M39R Caliber:
9mm Capacity: 20 rounds Weight: 117 Range: 50 Rate: 110 3-consecutive-shots handgun. 9mm caliber. OPERATION:
R1: 9mm P.B./Hydr/Sptn (Burst) R2: 9mm P.B./Hydr/Sptn (Single)
---------------------------------------------------------------------
PA3 Gauge:
12ga Capacity: 3 rounds Weight: 270 Range: 30 Rate: 2 Smooth-bore shotgun 12 gauge. OPERATION: R1: Buckshot/Firefly/R.Slug
(Single) Price: 1000 BP
---------------------------------------------------------------------
RIFLE M4A1 Caliber:
5.56mm Capacity: 30 rounds Weight: 254 Range: 500 Rate: 85 Assault gun 5.56mm caliber. Accessory attachment
allowed. OPERATION: R1: 5.56 Rifle (Triple) R2: 5.56 Rifle
(Single) Price: 2450 BP
---------------------------------------------------------------------
M4A1 BAYONET Caliber:
5.56mm Capacity: 30 rounds Weight: 284 Range: 500/2 Rate: 85/3 Assault rifle with attached bayonet. OPERATION:
R1: 5.56 Rifle (Triple) R2: Cut-bayonet
---------------------------------------------------------------------
M4A1(+1) Caliber:
5.56mm Capacity: 60 rounds Weight: 274 Range: 500 Rate: 85 Assault rifle M4A1. Double magazine, 30 more rounds. OPERATION:
R1: 5.56 Rifle (Triple) R2: 5.56 Rifle (Single)
---------------------------------------------------------------------
M4A1(+2) Caliber:
5.56 Capacity: 90 rounds Weight: 294 Range: 500 Rate: 85 Assault rifle M4A1. Triple magazine, 60 more rounds. OPERATION:
R1: 5.56 Rifle (Triple) R2: 5.56 Rifle (Single)
---------------------------------------------------------------------
MP5A5 Caliber:
9mm/Flash Capacity: 30/50 rounds Weight: 288 Range: 55/5 Rate: 80/2 Sub-machine gun 9mm caliber. Flash equipped. OPERATION:
R1: 9mm P.B./Hydr/Sptn (Burst) R2: Flash Price: 6980 BP
---------------------------------------------------------------------
GRENADE
LAUNCHER Caliber: 40mm Capacity: 1 round Weight: 260 Range: 350 Rate: 1 Small grenade launcher. 40mm caliber. Price:
1680 BP
---------------------------------------------------------------------
P08 Caliber: 9mm Capacity:
7 rounds Weight: 87 Range: 70 Rate: 80 Special loading mechanism. 9mm caliber. OPERATION: R1: 9mm P.B./Hydr/Sptn
(Single) Price: 680 BP
---------------------------------------------------------------------
M950 Caliber:
9mm Capacity: 100 rounds Weight: 227 Range: 40 Rate: 90 High-loading-capacity gun. 9mm caliber. OPERATION:
R1: 9mm P.B./Hydr/Sptn (Burst)
---------------------------------------------------------------------
P229 Caliber:
9mm Capacity: 12/50 rounds Weight: 92 Range: 120/4 Rate: 90/3 9mm caliber handgun with muffler. Flash equipped. OPERATION:
R1: 9mm P.B./Hydr/Sptn (Single) R2: Flash
---------------------------------------------------------------------
M4A1
HAMMER Caliber: 5.56/Stun Capacity: 30/40 rounds Weight: 339 Range: 500/2 Rate: 85/4 Rifle with Stungun. OPERATION:
R1: 5.56 Rifle (Triple) R2: Electric discharge
---------------------------------------------------------------------
SP12 Gauge:
12ga Capacity: 7 rounds Weight: 420 Range: 40 Rate: 24 Short range 12 gauge shotgun. Powerful, but bulky and
heavy. OPERATION: R1: Buckshot/Firefly/R.Slug (Single)
---------------------------------------------------------------------
AS12 Gauge:
12ga Capacity: 20 rounds Weight: 550 Range: 50 Rate: 36 Smooth-bore shotgun 12 gauge. Repeater. OPERATION:
R1: Buckshot/Firefly/R.Slug (Single) Price: 12500 BP
---------------------------------------------------------------------
MP5A5(+1) Caliber:
9mm/Flash Capacity: 60/50 rounds Weight: 306 Range: 55/5 Rate: 80/2 Submachine gun MP5A5. Double magazine,
with 30 more bullets. OPERATION: R1: 9mm P.B./Hydr/Sptn (Burst)
R2: Flash
---------------------------------------------------------------------
MP5A5(+2) Caliber: 9mm/Flash Capacity:
90/50 rounds Weight: 324 Range: 55/5 Rate: 80/2 Submachine gun MP5A5. Triple magazine, with 60 more bullets. OPERATION:
R1: 9mm P.B./Hydr/Sptn (Burst) R2: Flash
---------------------------------------------------------------------
MONGOOSE Caliber:
44Mag. Capacity: 6 rounds Weight: 168 Range: 60 Rate: 70 Big revolver 44mm caliber. Slow reloading, but very
powerful. OPERATION: R1: 44 Magnum/44 Maeda SP (Single) Price: 2850 BP (Replay Mode)
---------------------------------------------------------------------
M4A1
GRENADE Caliber: 5.56/40mm Capacity: 30/1 rounds Weight: 390 Range: 500/250 Rate: 85/1 Rifle with grenade
launcher. 40mm caliber. OPERATION: R1: 5.56 Rifle (Triple)
R2: Grenade/Riot/Airburst (Single)
---------------------------------------------------------------------
M4A1
PIKE Caliber: 5.56/Flame Capacity: 30/30 rounds Weight: 437 Range: 500/6 Rate: 85/2 Rifle with flamethrower. OPERATION:
R1: 5.56 Rifle (Triple) R2: Flamethrower
---------------------------------------------------------------------
M4A1
JAVELIN Caliber: 5.56/Laser Capacity: 30/60 rounds Weight: 488 Range: 500/420 Rate: 85/2 Rifle with laser. OPERATION:
R1: 5.56 Rifle (Triple) R2: Laser
---------------------------------------------------------------------
M249 Caliber:
5.56 Capacity: 200 rounds Weight: 685 Range: 400 Rate: 100 OPERATION: R1: 5.56 Rifle (Burst)
R2: 5.56 Rifle (Single)
---------------------------------------------------------------------
MM1 Caliber:
40mm Capacity: 12 rounds Weight: 900 Range: 350 Rate: 12 Big grenade launcher with rotating barrel. 40mm caliber. OPERATION:
R1: Grenade/Riot/Airburst (Continuous) Price: 23500 BP
---------------------------------------------------------------------
HYPER
VELOCITY Caliber: 20mm Capacity: 100 rounds Weight: 881 Range: 1000 Rate: 7 OPERATION: R1: Rail gun Price:
20000 BP (Replay Mode)
---------------------------------------------------------------------
GUNBLADE Caliber:
Blade/12ga. Capacity: -/12 rounds Weight: 579 Range: 2/100 Rate: 2/36 OPERATION: R1: Blade
R2: Buckshot/Firefly/R.Slug (Single) Price: 10000 BP (Replay Mode)
________ ___/7.2 Ammo\________________________________________________________ ---------------------------------------------------------------------
9MM
P.B. Caliber: 9mm Power: 10 Capacity: 500 Armored bullets 9mm caliber. For handgun and sub-machine gun. APPLICABLE
WEAPONS: M93R, P08, P229, MP5A5 Price: 50 x 30 BP
---------------------------------------------------------------------
9MM
HYDRA Caliber: 9mm Power: 15 Capacity: 500 Soft-point bullets. The point bulges, doubling power. APPLICABLE
WEAPONS: M39R, P08, P229, MP5A5
---------------------------------------------------------------------
BUCKSHOT Gauge:
12ga Power: 40 Capacity: 200 Special: Explosion 12 gauge shells. 9 shots each. APPLICABLE WEAPONS: PA3, SP12,
AS12 Price: 10 x 60 BP
---------------------------------------------------------------------
5.56 RIFLE Caliber:
5.56mm Power: 22 Capacity: 800 Armored bullets 5.56mm caliber. To be used with Rifle and LMG. APPLICABLE WEAPONS:
M4A1 Price: 80 x 100 BP
---------------------------------------------------------------------
GRENADES Caliber:
40mm Power: 270 Capacity: 100 Special: Burst Rounds 40mm caliber. Release destructive splinters. APPLICABLE
WEAPONS: Grenade Launcher/M4A1 Grenade Price: 4 x 280 BP
---------------------------------------------------------------------
RIOT Caliber:
40mm Power: 60 Capacity: 100 Special: Flash Special sound ammo. Emit a blinding flash. APPLICABLE WEAPONS:
Grenade Launcher/M4A1 Grenade Price: 4 x 80 BP
---------------------------------------------------------------------
R.SLUG Gauge:
12ga Power: 90 Capacity: 200 Special: Piercing 12 gauge shells for rifles. Stable trajectory (one shot). APPLICABLE
WEAPONS: PA3, SP12, AS12 Price: 10 x 120 BP
---------------------------------------------------------------------
FIREFLY Gauge:
12ga Power: 70 Capacity: 200 Special: Incendiary Incendiary shells 12 gauge. Put living beings on fire. APPLICABLE
WEAPONS: PA3, SP12, AS12 Price: 10 x 90 BP
---------------------------------------------------------------------
AIRBURST Caliber:
40mm Power: 220 Capacity: 100 Special: Explosion Explosive bullets 40mm caliber. Explode in mid-air. APPLICABLE
WEAPONS: Grenade Launcher, M4A1 Grenade Price: 4 x 450 BP
---------------------------------------------------------------------
9mm
SPARTAN Caliber: 9mm Power: 20 Capacity: 500 Spartan bullets 9mm caliber. High internal destruction bullets. APPLICABLE
WEAPONS: M39R, P08, P229, MP5A5 Price: 50 x 80 BP
---------------------------------------------------------------------
44
MAEDA SP Caliber: 44Mag. Power: 70 Capacity: 500 Special: POISON Special anti-NMC (professor Maeda). Equipped
with a poisonous substance. APPLICABLE WEAPONS: Mongoose
---------------------------------------------------------------------
44
MAGNUM Caliber: 44Mag Power: 40 Capacity: 500 44 caliber bullets. High destructive power. APPLICABLE WEAPONS:
Mongoose Price: 50 x 100 BP
__________ ___/7.3 Armors\______________________________________________________ ---------------------------------------------------------------------
LEATHER
JACKET ADD. HP +10 ADD. MP - Attachments: 3 Special features: Resist PARALYSIS Aya's favourite jacket. With
special protective fiber.
---------------------------------------------------------------------
"TURTLE" JACKET ADD.
HP +5 ADD. MP +20 Attachments: 3 Special features: MP Recovery/Resist PARALYSIS Special for NMC hunters. Can be
worn under clothes. Price: 1680 BP
---------------------------------------------------------------------
COMBAT
ARMOR ADD. HP +40 ADD. MP +10 Attachments: 5 Special features: Motion detector/Resist SILENCE For man-to-man
fighting. Has an anti-silence loudspeaker. Price: 3250 BP
---------------------------------------------------------------------
TACTICAL
VEST ADD. HP +50 ADD. MP +10 Attachments: 7 Special features: Quick fire/HP recovery Spectra Bullet-proof vest.
Has a first-aid kit.
---------------------------------------------------------------------
ASSAULT VEST ADD.
HP - ADD. MP +10 Attachments: 6 Special features: Resist POISON Suitable for desert climate. Low defense, but
allows Attachments.
---------------------------------------------------------------------
HOLSTER ADD. HP
- ADD: MP +20 Attachments: 4 Special features: Quick fire Leather holster. Price: 2580 BP
---------------------------------------------------------------------
PASGT
VEST ADD. HP +20 ADD. MP - Attachments: 6 Special features: Resist POISON/HP recovery Military bullet-proof
vest. Has a first-aid kit. Price: 2980 BP
---------------------------------------------------------------------
EOD
SUIT ADD. HP +100 ADD: MP - Attachments: 5 Special features: Resist IMPACT/Resist PARALYSIS Anti-explosives
armor. Resists heat and explosions. Price:4580 BP
---------------------------------------------------------------------
NBC
SUIT ADD. HP +20 ADD. MP +20 Attachments: 6 Special features: Resist POISON/Resist PARALYSIS Defends against
chemical, bacteriologic and nuclear substances. Price: 3980 BP
---------------------------------------------------------------------
PSYCHO
PROTECTOR ADD. HP - ADD. MP +50 Attachments: 4 Special features: Medical inspection/Resist CONFUSION Checks
enemy stats. Price: 4580 BP
---------------------------------------------------------------------
TACTICAL
ARMOR ADD. HP +60 ADD. MP +30 Attachments: 8 Special features: Motion detector/Medical inspection New "Land
Warrior" system. Display with motion detector. Price: 12800 BP
---------------------------------------------------------------------
AYA
SPECIAL ADD. HP +30 ADD. MP +50 Attachments: 7 Special features: Quick fire/MP recovery Special jumper designed
by Jodie. Has many resources against ANMCs. Price: 8000 BP
---------------------------------------------------------------------
MONK
ROBE ADD. HP - ADD. MP +100 Attachments: 10 Special features: MP generation/MP recovery
______________________ ___/7.4 Weapon Attachments\__________________________________________ ---------------------------------------------------------------------
M9 Use:
M4A1 Attachment Bayonet for close combat. Attachment for M4A1. Price: 980 BP
---------------------------------------------------------------------
M4A1
CLIP Use: Add M4A1 Capacity +30 M4A1 magazine. Increases bullets by 30 units. Price: 1800 BP
---------------------------------------------------------------------
HAMMER Use:
M4A1 Attachment 1,200,000 V-power shotgun. Attachment for M4A1. Price: 3270 BP
---------------------------------------------------------------------
M203 Use:
M4A1 Attachment 40mm grenade launcher. Attachment for M4A1. Price: 2130 BP
---------------------------------------------------------------------
PIKE Use:
M4A1 Attachment Small flamethrower. Attachment for M4A1. Price: 5180 BP
---------------------------------------------------------------------
MP5
CLIP Use: Add MP5 capacity +30 MP5A5 magazine. Increases bullets by 30 units. Price: 3980 BP
---------------------------------------------------------------------
JAVELIN Use:
M4A1 Attachment Laser rifle. Attachment for M4A1. Price: 7500 BP
===================================================================== 8.
USE-AND-ATTACHMENT ITEMS =====================================================================
ANTIDOTE Attachment:
Cure DARKNESS, PARALYSIS, POISON Detoxifying substance. Cures darkness, paralysis and poison. Price: 80 BP
---------------------------------------------------------------------
BELT
POUCH Use: Add Attachments +1 Pouch to be attached to the belt. Increases Attachments. Price: 10000 BP (Replay Mode,
Scavenger Mode)
---------------------------------------------------------------------
COLA Use, Attachment:
Recover 80 MP/Recover 20 HP Energy drink. Recovers HP and MP.
---------------------------------------------------------------------
COLOGNE Attachment:
Induce BERSERKER 1-use spray perfume. Stimulates strength.
---------------------------------------------------------------------
COMBAT
FLASHLIGHT Attachment: Inflict DARKNESS 1-use self-defense item. Inflicts darkness to the enemy. Price: 60 BP
---------------------------------------------------------------------
CRYSTAL
SKULL Use: ??? (Increases a Fire PE level by 1) Attachment: ??? (Increases damage to enemy by 1/4) Mid-American origin
item. If Attached...
---------------------------------------------------------------------
FLARE Attachment:
Inflict DARKNESS 1-use self-defense item. Inflicts darkness to the enemy. Price: 150 BP
---------------------------------------------------------------------
HOLY
WATER Use: ??? (Increases a Water PE level by 1) Attachment: ??? (Reduces damage received by 1/4) The label says
"Holy Water". If Attached...
---------------------------------------------------------------------
HUNTER GOGGLES Attachment:
Resist DARKNESS Special-filter goggles. Prevent darkness if attached.
---------------------------------------------------------------------
LIPSTICK Attachment:
Resist SILENCE Use: Add. Max MP +1 Keeps the lips wet. Cures Silence if attached. Price: 5000 BP (Replay Mode, Scavenger
Mode)
---------------------------------------------------------------------
MD PLAYER Attachment: Resist
CONFUSION/Resist BERSERKER MD with curative music. Resists Confusion and Berserker.
---------------------------------------------------------------------
MEDICINAL
WHEEL Use: ??? (Increases a Wind PE level by 1) Attachment: ??? (Sometimes enemies drop extra items) Indian amulet.
If Attached... Price: 27800 BP (Replay Mode, Scavenger Mode)
---------------------------------------------------------------------
MEDICINE
1 Use: Recover 50 HP Attachment: Recover 45 HP Vitamin pill. Recovers some HP. Price: 100 BP
---------------------------------------------------------------------
MEDICINE
2 Use: Recover 100 HP Attachment: Recover 90 HP Analgesic capsule. Recovers HP. Price: 180 BP
---------------------------------------------------------------------
MEDICINE
3 Use: Recover FULL HP Attachment: Recover 150 HP Nutritious substances. Recover a lot of HP. Price: 350 BP
---------------------------------------------------------------------
MP
INTEGRATOR 1 Use: Recover 30 MP Attachment: Recover 25 MP Natural mineral water. Recovers some MP. Price: 320
BP
---------------------------------------------------------------------
MP INTEGRATOR 2 Use: Recover FULL
MP Attachment: Recover 100 MP Sparkling mineral water. Recovers MP. Price: 580 BP
---------------------------------------------------------------------
OFUDA Use:
??? (Increase an Earth PE level by 1) Attachment: ??? (Increases PE power by 1/2) Japanese amulet. If Attached... Price:
5000 BP (Replay Mode)
---------------------------------------------------------------------
PROTEIN Use,
Attachment: Add. Max HP +5/Recover FULL HP Proteic compounds. Fully recovers HP plus 5 Max HP. Price: 10000 BP (Replay
Mode, Scavenger Mode)
---------------------------------------------------------------------
RINGER SOLUTION Use,
Attachment: Recover FULL HP and MP Blood surrogate. Fully recovers HP and MP.
---------------------------------------------------------------------
SEDATIVE Attachment:
Cure SILENCE, BERSERKER, CONFUSION Stabilizes the nervous system. Cures silence and confusional statuses. Price:
80 BP
---------------------------------------------------------------------
SPRAY Attachment: Inflict PARALYSIS 1-use
self-defense item. Causes paralysis to the enemy. Price: 100 BP
===================================================================== 9.
ENEMIES =====================================================================
This section contains brief info about
the enemies, plus the points you earn from each enemy when you defeat it. It does NOT tell you how many HP the enemies
have.
---------------------------------------------------------------------
HUMANOID ANMC (STRANGER) Artificial
Neo-Mitochondrion Creature. It's the first enemy you meet in the game. Not particularly strong. Its back is its weak point,
but you don't really need to shoot them there. Note that there are two types of these humanoids: the first type gives
you more points, and is like the first one you meet; the second type gives you less points, and is like the one you
meet behind the counter in the Parthenon Cafe after the first Boss fight. Type 1: EXP 42 BP 48
MP 4 Type 2: EXP 34 BP 34 MP 3
---------------------------------------------------------------------
BUTTERFLY EXP
3 BP 20 MP 1
---------------------------------------------------------------------
RAT EXP
4 BP 22 MP 1
---------------------------------------------------------------------
FAT
ANMC (FATTY) Big, though and with an incredibly stretchable arm, but VERY slow. Takes a lot of hits, but attack from
a distance and you'll be safe. EXP 152 BP 102 MP 5 HP 5
---------------------------------------------------------------------
CATERPILLAR Hmmm...
quite an annoying one. They attack in groups and jump towards you. Can take quite a bit of bullets. EXP 6
BP 28 MP 1 HP 1
---------------------------------------------------------------------
BAT They
attack in LARGE groups, and are not easily visible. Quickly press the D-Pad if they grab you, or they'll slowly suck your
life away. EXP 5 BP 18 MP 1 HP 1
---------------------------------------------------------------------
PIRANHA Ridiculously
easy if on dry land (don't even move), EXTREMELY painful if in the water, because they move incredibly fast and are hardly
targeted. EXP 6 BP 36 MP 1 HP 1
---------------------------------------------------------------------
HORSE
(CHASER) Aaaahhhhh! How could they even THINK of such a monster? This one almost gave me nightmares. Horse body, but
almost human face and RED eyes. Very ugly and quite disturbing. They can sometimes be found sleeping - in that case,
you can run away without fighting. In battle, they target you and then charge you at full force, and a hit will knock
you down. Shoot once or twice, then get out of the way. It's not easy to deal with two of these at a time, nor it is to
fight them in narrow spaces. Pyrokinesis works well. If they hit a wall or a pole while charging, they'll receive
moderate damage. EXP 75 BP 50 MP 4
---------------------------------------------------------------------
SCORPION Come
out of the sand in large groups. Don't let them get close or they'll sting you to death. They're pretty fast, too. EXP
20 BP 8 MP 1
---------------------------------------------------------------------
BABY
ANMC Ugh! Another disgusting thing. Crawls on the floor towards you. Explodes if gets close. Explodes if hit. The explosion
damages enemies as well as you. There are two types of these: pink and red. Pink: EXP 6 BP 20
MP 3 Red: EXP 8 BP 28 MP 4
---------------------------------------------------------------------
MOTH VERY
annoying! They're big and quick, and it's difficult to deal with many at a time. A single burst from the M39R will knock
one down, but it's not enough to kill it. Knock down them all and then finish them off. EXP 12 BP 36
MP 2
|
 |
RABBIT ANMC (SCAVENGER) Much like the Humanoids. No big sweat. Hit them while in mid-air for more damege. EXP 10
BP 62 MP 2
---------------------------------------------------------------------
SPIDER ANMC (STALKER) A
yellow humanoid spider. If you're too far from it, it becomes invisible and can't be targeted. If you get close, it will
swipe at you with its arm. Try not to get cornered by two or more of these things, and shoot fast. EXP 106
BP 36 MP 5
---------------------------------------------------------------------
LASERS There
are many type of lasers. They all pinpoint you before shooting. Some hit you with a laser and some with a burst of bullets.
Some of them can paralyze/confuse/silence you. Red: EXP 21 BP 33 MP 1.5 Blue: EXP 19
BP 22 MP 1 Green: EXP 15 BP 0 MP 0 Shooters: EXP 15 BP 0
MP 0
---------------------------------------------------------------------
SLIMES These things are a pain.
They can't be harmed by bullets, so you need M4A1 attachments or Grenades to beat them. Parasite Energies also work,
especially Necrosis, which inflicts insane damage. However, if you use PE they'll all converge on you. Don't get hit or
they'll silence you. The red ones put you in Berserker status, and are MUCH tougher. Blue: EXP 8 BP
64 MP 7 Red: EXP 16 BP 420 MP 30
---------------------------------------------------------------------
HYDRA These
are monsters that live in the water. They stretch out their necks and spit electricity at you. However, they're very easy
to defeat. Just remember they often attack in groups. EXP 70 BP 88 MP 3 HP 3
---------------------------------------------------------------------
WHITE
WORM Not much to say. Jumps towards you. Quite resistant. EXP 16 BP 63 MP 1
---------------------------------------------------------------------
LAUGHING
WORM This one jumps too, but is easily beat. EXP 20 BP 40 MP 1
---------------------------------------------------------------------
CRAWLING
HUMANOID ANMC It crawls on the floor. Has LONG arms to swipe you from distance, so beware. EXP 15 BP
35 MP 3
---------------------------------------------------------------------
GREEN WORM EXP
6 BP 26 MP 2
---------------------------------------------------------------------
GREEN
FAT ANMC Tougher than the normal one. Often falls to the floor. EXP 204 BP 152 MP 6
---------------------------------------------------------------------
HANGING
HUMANOID ANMC This one hangs from the ceiling and pipes like a monkey. Shoot it and it will fall to the floor. EXP
20 BP 40 MP 1
---------------------------------------------------------------------
BLEEDING
ANMC This thing crawls on the floor and bleeds a lot when hurt. Notice that you won't damage it if you hit it in the
back. EXP 19 BP 112 MP 3
---------------------------------------------------------------------
SHOOTING
ANMC AAAARRRGH! I HATE these ones! They walk around as if they were drunk, then suddenly stop and briefly charge a
yellow light sphere that they eventually throw with unbelievable precision. It HURTS. And they are TOUGH. Parasite
Energy does little damage, and so do weapons. Use the Rifle to have it easier. To make things worse, they can HEAL THEMSELVES
(blue sphere) for 100 HP each time! AAAAAAAAAGGGGGGGGGGGH! Fortunately, the M4A1 Hammer makes dealing with these guys
a piece of cake. EXP 105 BP 158 MP 8
---------------------------------------------------------------------
BEETLE This
is the most annoying enemy in the game. If you just shoot its back, it takes ages just to defeat one, and you'll never
fight less than three at a time. They're unbelievably resistant to ANYTHING. The best way to deal with them is to
stun them someway, so to expose their belly, which is soft and extremely vulnerable (two bursts from the Rifle will
kill them). Use the M4A1 Hammer, or Plasma, or a Shotgun. But never stay in the same spot for too long or they'll surround
you and give you big trouble. Very, very frustrating. EXP 15 BP 53 MP 1
---------------------------------------------------------------------
DILOPHOSAUR
ANMC Yes, they're very similar to those venom-spitting big lizards from Jurassic Park. They charge at you and jump
towards you if you're far from them. Their back is weak, but they're not that strong - their advantage is their speed.
The M4A1 Hammer works wonders against them: you'll just have to stun them twice and shoot them while on the ground
to beat them. EXP 115 BP 200 MP 5 HP 5
---------------------------------------------------------------------
SPEAKERS There's
only a few of these, but they're painful. When they "attack", the screen shimmies and you lose 1 MP. The bad thing is
that you always have to deal with worse things when you find them, so they have the time to dry you out of MP. EXP
150 BP 0 MP 0
---------------------------------------------------------------------
GOLEM Here
they are! The big badasses. The most powerful non-boss enemies in the game. They come in four varieties: -PAWN: Green
Golems. They either have a sword or a grenade launcher. The former run at you and swipe, and can be easily dealt with
using the M4A1 Hammer to stun them. The latter pinpoint you with a red laser, then fire a burst of grenades, which
you can VERY EASILY avoid. Take some distance and pound them hard. -ROOK: Grey Golems. They're just like the Green
ones, but can Silence you and are sometimes invincible. The sword-armed ones are invincible while using the Silence
Ray and while charging you, while the grenade shooters are when they're preparing to shoot you and while using the Silence
Ray. The sword-armed ones cannot be stunned. BUT, since they often come paired with the grenade shooters, simply lure
them in the trail of the grenades and you'll have a much easier time (and some cruel fun). -KNIGHT: Purple Golems.
These guys can give you some problems. They're invisible when you enter the room, so you'll know one of them is there
when he grabs you from behind. Frantically press the D-Pad to break free and pump in some bullets. He'll then disappear,
and produce holograms of himself. Holograms are the ones that don't try to swipe at you; if one of them does, shoot
it. It will periodically use an attack where he shoots a red beam (doesn't hurt you) and then make a running jump.
Simply run past its landing spot, then turn around and shoot. Not so hard, actually. -BISHOP: Red Golems. A faster,
meaner and Paralyzing version of the Knights. Reloading is hard with one of these guys around, so you'd better have
two weapons ready. You also have to time the use of Parasite Energy very well. PAWN: EXP 125 BP 100
MP 5 HP 5 ROOK: EXP 250 BP 400 MP 8 KNIGHT: EXP 300 BP 1000
MP 0 BISHOP: EXP 400 BP 2500 MP 7
===================================================================== 10.
WALKTHROUGH =====================================================================
---------------------------------------------------------------------
D I S C O N E ---------------------------------------------------------------------
____________________ ___/10.1 Akropolis Tower\____________________________________________ ---------------------------------------------------------------------
September
4, 2000 8.18 PM M.I.S.T. Center, Los Angeles
After the opening credits, Aya will hit the
wrong target. Her current training session will end and Pierce will ask you whether you want to continue or not. Refer
to Section 13 for details on the Shooting Gallery training. When you're done, choose not to continue and leave the
room.
You have 100 HP, 30 MP, 200 BP, a M93R, a Tonfa, a GPS, a Medicine 2, and Pyrokinesis PE as your base stats
and equipment.
After another room, you'll meet Pierce. Hal has just called. Something's going on at the Akropolis
Tower. The SWAT agents are already there, but M.I.S.T. intervention is required, and Aya is the only Hunter available
at the moment.
Go to the Arsenal. If you won something at the Shooting Gallery, your prizes will be here. Jodie
will ask you whether you want them now or not. Leave them here for now. Buy some Medicines if you want, but leave
everything else behind because you're gonna find plenty of items at the Tower. Now go to the Parking.
On the shelf
in the northeast corner of the room you'll find a Medicine 3. If you take it, another one will be here when you return
to the M.I.S.T. There's also a telephone in this room. When you're done, talk to Pierce and choose to leave, or go
back to the Shooting Gallery if you want to give it another try. ---------------------------------------------------------------------
September
4, 2000 8.56 PM Akropolis Tower, Los Angeles
After the CGI, walk ahead. You can check the
body if you want. Go ahead until the game takes over and read the dialogue between Aya and the policeman. Then, go
on. Aya will look at the crashed helicopter. Walk to the policemen and witness another cut scene.
Now you're in
the West Elevator Hall. Just go to the Square (uhmmm... Square... curious, huh?). After the CGI, check the body below
the Magnum sign for a MEDICINE 1. Check the north side of the circular structure to find the map of the Tower. Then,
approach the telephone. After a brief scene, use the telephone to contact Hal. When you're done, open the door to
the East Elevator Hall.
Walk ahead until the game takes over (they could have spared that "Freeze!"... after that
I was almost expecting to hear them talk... and all I got was written speech... :( ). After the chitchat, you'll receive
the CAFETERIA KEY. Go back and climb down the steps to the south side of the room. There's a box of 9MM PARABELLUM on
the bench. This box provides you the max amount of ammo you can carry, and you can use it whenever you want. Come
back here if you have less than 150 bullets. Also check the body opposite the bench for a MEDICINE 2. Now go to the
Patio.
A scene will take over, and then your first fight will begin. Kill the Humanoid and talk to the SWAT member.
After the dialogue, unlock and enter the Parthenon Cafe.
Walk ahead and you'll witness an incredibly disturbing
CGI (after I saw it for the first time, I decided I wasn't going to sleep again for the rest of my life). Then, the
first Boss battle will begin.
-----[BOSS 1]-------------------------------------------------------- MUTANT ANMC
This
guy is too stupid to be real. Turn around and have a table between you and the monster, then just target it and shoot
it down. You'll end the fight unscathed.
EXP 300 BP 200 MP 30 Medicine 2 ---------------------------------------------------------------------
Check
the dead monster to find an IMPLANTED PIECE. Try to leave the Cafe and a scene will take over. After that, go back to
the Square and use the telephone. Then, go back to the Cafe. Take the SCIENCE MAGAZINE on the table and leave through
the back door.
In the Rear Corridor, check the yellow box on the wall to find a BLUE KEY. Enter the Kitchen. There's
a SEDATIVE in the fridge, and a MEDICINE 1 on the dead body. Go to the Control Room. Read the paper with the music
notes on the wall and take note of it. Go to the console on the north wall and press the + button twice, then use the
bottom buttons to have a look around the place. Next, check the east wall and use the Blue Key into the left keyhole.
Go to the Fountain.
Check the area opposite the statue to find a hidden path that will lead you to a box which
contains a PROTEIN. Use it. Unlock the two gates of the Fountain (begin with the west one). Now go to the Forked Road.
Check the body for an ANTIDOTE, then go to the Observatory.
After the fight, search the body on the bench for a TACTICAL
VEST, then go to the Promenade. Kill the two Fatties, then check the small weather station opposite the escalator
for some GRENADES. Go ahead and a brief scene will occur. Check the body at the end of the hall for a MP5A5. Equip
this new weapon and enter the Sanctuary.
After the scene, pick up the RED KEY from the floor, then go to the Roof
Garden. Watch the scene, then go behind the statue and pick up the BLACK CARD from the floor. Leave and go back to the
Control Room. Use the Red Key in the right keyhole, then go to the Fountain and look inside it to find a GRENADE LAUNCHER.
Go
to the Bridge and insert the code to raise the bridge. If you can't figure it out, look for it in Section 13. Go on and
open the door at the other end of the bridge. Save before you climb up the stairs to the Heliport.
Follow the
path until you reach the elevator. Check it until you don't get any new comment, then go back whence you came. After a
cool dialogue, the second Boss fight will begin.
-----[BOSS 2]-------------------------------------------------------- NO.9
Begin
the fight unloading your first 30 bullets into him. Watch out for his grenade, because it can paralyze you. When you see
it coming, just take a step ahead and it will fly past you. Now turn around the corner, reload, go slightly past the
cord and target it. Avoid the next grenade, then wait for No.9 to get close to the cord. When he's close enough, shoot
the cord and he'll be hit for 180 HP. DON'T shoot too early or he'll jump past the cord. While he's getting electrocuted,
shoot it until you have to reload again. Repeat for the next two cords. At the elevator, shoot the cord and then the steam
outburst to finish him. Never get too close if you don't want to taste his sword, and kill him before he corners you or
the Flaming Sword will almost surely kill you in one swipe.
EXP 500 BP 800 MP 30
HP 30 ---------------------------------------------------------------------
Take the elevator up to the helicopter
landing pad and watch the cut scene. The mission is over.
********************************************************************* AKROPOLIS
TOWER BATTLE ACCOUNT
Total battles: 24
Patio: 4 Cafe: 3 Rear Corridor: 2 Forked Road: 3 Observatory:
3 Promenade: 3 Roof garden: 2 Fountain: 1 Bridge: 1 Heliport Corridor: 1 Heliport: 1
Gained items:
Spray, 2x Medicine 1, 2x Medicine 2, MP integrator 1, Antidote, Grenades, 2x 9mm Hydra *********************************************************************
_____________ ___/10.2 Dryfield\___________________________________________________ ---------------------------------------------------------------------
September
5, 2000 1.44 AM M.I.S.T. Office, Los Angeles
Hal listens to Aya's and Rupert's report, then
shows Aya an article about cattle mutilations in Nevada. He suspects NMCs are at work there, so he sends Aya to investigate.
He'll give you 4 files: INVESTIGATION AREA MAP, M.I.S.T. MANUAL, NMC PICTURE, M.I.S.T. PERMIT. Have a look at them
all. Rupert's got a broken arm, so he won't be joining you. You'll have to go alone.
After the scene, you'll be
in the M.I.S.T. parking. From now on you can use Aya's Sedan trunk as a storage box for items you don't need. Inside
it you'll find a RINGER SOLUTION, a BELT POUCH, and a PROTEIN in exchange for the three SWAT combat items you picked up
at the Tower. Unfortunately, you can no longer keep those items with you. Talk to Pierce to have some info on that
Implanted Piece you found in the ANMC brain. Then go to the Arsenal and buy everything you want. Ask Jodie to store
the Shooting Gallery prizes into the car trunk. This is your last chance to test your skills at the Gallery, so do it
now if you feel the need to.
If you picked up the Medicine 3 the first time around, there's another on the
same shelf. When you're done, talk to Pierce and choose to leave. ---------------------------------------------------------------------
September
5, 2000 12.13 PM Mojave Desert, Nevada
Aya parks her Sedan at the Dryfield Gas Station.
There's an infinite box of 9MM PARABELLUM just near the car, and a telephone near the General Store door. The shop
is locked, so all you can do is to go to the Main Street.
Take some steps ahead and prepare for a nasty surprise.
After the battle, explore the nearby rooms. Room 1 holds no items, but you'll find an ANTIDOTE in the cupboard in
Room 2, and a MEDICINE 1 in the waste paper basket in the toilet in the same room. Now go to the Parking.
Search
the place for some BUCKSHOT shells, then enter the toilet. After another gross scene, you have another battle. No items
here, but check the wall with the writing "Hasta manana" to find an interesting clue. It sounds like this, more or
less:
"Riddle me this, riddle me that! How many telephones in Dryfield? After you've counted them, you'll find
the next riddle where the red blood sleeps with no sun down the well".
It's quite hard to translate. However, you
can easily figure out the main clue.
Go back to the Main Street, and open the small gate near the ice machine
to enter the Driveway. Go to the end of the alley and look for a MEDICINE 1, then check the well for a fight, if you want
to kill everything. When you're done, enter the Factory.
Check the east wall near the car to find a switch. Move
it, then use the buttons on the panel in the southwest corner to clear a path to the Garage. Check Section 13 for
the solution. Don't forget the R.SLUG shells in the car's trunk. Enter the Garage.
Meet Gary Douglas. He's not
happy the FBI sent in such a young girl, but it's better than nothing (MUCH better, if you ask me...). After the usual
chitchat, you'll receive the ROOM #6 KEY. Go there.
Room 6 has a telephone and a storage box with an ANTIDOTE, two
SEDATIVES, and 50 9MM PARABELLUM. Go to the room balcony for another cut scene. Go down the ladder.
This is
a tricky place. Fight the two horses (no... not those eyes AGAIN!). What's up? Well, it seems the battle isn't over yet.
Follow the path until you find a switch and activate it. Now you have 30 seconds to enter the inner area before the
gate closes again, so don't stop to fight the horses on the way. When you're in, 6 horses will attack you, 2 at a
time. Let them hit the electrified fence, or use Pyrokinesis for easy kills.
After the battle, climb up the ladder.
There you'll meet Kyle Madigan, who wants to cooperate with you. When he's gone, have a look at Dryfield, then climb
the nearby ladder to find ANOTHER dead body, but this time you'll have a very close look at it. Search it for the CORPSE
KEY (which opens the Saloon) and a MEDICINE 1. Go back down, activate the switch and get outta here.
Open the
south door in the Courtyard to enter the Saloon Storeroom. Pick up the CORK MAGNET from the fridge, and look for a MEDICINE
1. Go to the Saloon to find the map of Dryfield and a can of COLA. When you're done with everything, go to the Back
Alley.
Use the intercom and Gary will tell you to take the GARAGE KEY. Check the nearby grill to find the key,
and use the Cork Magnet to get it. Open the Factory and reach the Trailer Coach.
Gary will sell you goodies if
you need them, and you can use his telephone to save the game. Here's what you can buy here:
P08, PA3, M4A1, M4A1
Clip, M9, Grenade Launcher, 9mm Parabellum, Buckshot, 5.56 Rifle, Grenades, Riot, Holster, PASGT Vest, and the usual
1-use items.
Choose the second option to go on with the story. After the dialogue, leave the Trailer. Get the WIRE
ROPE in the Junkyard and go to the Driveway. Use the Wire Rope in the well and go down.
When you reach the Underground
Passage, use the nearby switch and go back to the Water Hole, where a PROTEIN can be found in the hole in the wall.
Go back to the Underground Passage and fight the next Boss.
-----[BOSS 3]-------------------------------------------------------- GIANT
SPIDER ANMC
He's very difficult to defeat if you're using the 9mm Parabellum, unless you use Plasma to knock him
down. If you have the M4A1, he'll go down very quickly. If you have the 9mm bullets, never run directly below him
or it will grab you and inflict you heavy damage. Have some Medicines ready.
EXP 800 BP 500 Protein R.Slug ---------------------------------------------------------------------
Go
to the end of the hall and move the switch, then go to the Cellar. Search the box for a FLARE, then go back to the switch
and move it again. Go back to the cellar and read the paper on one of the casks near the box to find another riddle:
"Riddle
me this, riddle me that! How many urinals in the Dryfield public toilet? Did you count them? Then go where the sunlight
shines copious in the empty, mysterious house".
Now go back to the Passage and climb the ladder. You'll be in the
General Store. Look for a COLA and a MEDICINE 3, unlock the front door, and go to the Dilapidated House Street.
The
first House hides a BELT POUCH, and there are some FIREFLY shells near the door of the Dilapidated House. However, the
house is locked from inside, so enter the second House. Check the cupboard on the east wall and you'll easily find
out what you need.
Go back to the Trailer Coach and say "Listen...". Gary will allow you to use his tools, so
go to the Garage and pick up the WRENCH. Go back to House 2 and use the Wrench to open a passage to the Dilapidated House.
Check the south wall in the small passage to find the third riddle:
"Riddle me this, riddle me that! How many casks
in the middle of the dark room? Did you count them? Then go to the room where the one who died at 20 and a bit more
is in the picture and look at your reflection".
Go ahead and after a while you'll have to fight a familiar face...
-----[BOSS
4]-------------------------------------------------------- NO.9
He's back! This time tough, he's much easier. Just
take some distance and he'll never hit you. Pump him full of lead and enjoy another cut scene.
EXP 800
BP 300 MP 50 ---------------------------------------------------------------------
Give your fingers
some relax while you witness a flashback and a stupid man getting punished for his dumbness, and the same man trying to
apologize.
Now you have to go back to the Gas Station. Kyle will come with you and help you against the monsters.
He has his own HP bar, and if he dies, it's Game Over.
After the scene at the Gas Station, go to the Trailer Coach
and choose the third option. Gary will give you the LOBBY KEY. Go to the Lobby if you have some brains.
The
Lobby is a save room. Now you have to solve a slightly hard puzzle. Check all the papers in the room to find clues, and
check Room 1 and 2 as well. Then, use the cash register and insert the code. As usual, the solution can be found in
Section 13. Get the BRONCO MASTER KEY and go open the locked doors in the Main Street.
Room 3 hides a MP INTEGRATOR
2. In Room 4 you'll find the last riddle written on the mirror:
"Riddle me this, riddle me that! Center of the
senses below the hair, sometimes smooth and sometimes rebel. To see it smooth, in the Bronco you'll find plates which
you'll count. Solved the riddle? Then go to the black, mysterious trunk where the moon shines".
Note that the subject
of the second sentence is the hair. Room 5 Has another BELT POUCH.
Go to the Loft and find the safe in the corner.
Use the four numbers suggested by the four riddles to open it and find some HOLY WATER. Find the solution in Section
13. After that, pick up the JERRY CAN and go to the Gas Station to fill it with GASOLINE. Bring it to Gary, who's
working in the Garage.
|
 |
Go to the Saloon to have a chitchat with Madigan, then go to Room 6, save, and check the bed. Then you'll be treated to
a CGI feast you'll never forget. After that, prepare for a BIG fight.
-----[BOSS 5]-------------------------------------------------------- FLAMETHROWER
A
name like any other... JL Lee's Cannon Mouth is just as good, if not better. Anyway you call it, this guy is huge and
can hurt you pretty badly. Use a powerful weapon for this battle, NOT the 9mm Parabellum. Cast Energyshot and go
to the northwest corner of the hall. Keep on shooting until you see some fire coming out of the monster's mouth. At
that point, he's ready to give out a big flame, so run down the hall, and go back to the corner when he's done with it
or he'll try to hit you with his arm as well. After you've dealt enough damage (about 4 clips with the Rifle), Flamethrower
will get angry and will often try to grab you. He shouldn't be able to get you if you stay in the corner, but if he does,
remember that you can shoot his mouth even when you're in his hand, and from there you'll inflict BIG damage. Apparently,
in the Japanese version this battle had some time limit, and if you didn't kill the monster within 3 minutes, Flint the
dog would die. Anyway, I've tried to let time flow and killed it in 6-7 minutes, and Flint lived. However, if Flamethrower
runs out of fuel and leaves, Flint will die.
If you win: EXP 2000 BP 1000 MP 100 Protein
Airburst
If he leaves: EXP 1000 BP 0 MP 0 Medicine 2 MP Integrator 1 ---------------------------------------------------------------------
Now
you must go and see Gary and Flint in the Main Street. When you're there, Gary will give you the TRUCK KEY. Now go to
the Garage and have some serious chat with Kyle. Then, go to the Trailer. If Flint is alive, Gary will give you the
M950. He will then sell you anything you need. When you're done, go back to the Garage and talk to Kyle to leave.
********************************************************************* DRYFIELD
BATTLE ACCOUNT
Total battles: 90
Main Street: 4 Room 1: 4 Room 2: 4 Driveway: 3 Toilet: 4 Parking:
5 Balcony: 5 Water Tower Courtyard: 5 R&G Saloon: 3 Saloon Storage Room: 4 Back Alley: 4 Garage: 4 Junkyard:
4 Water Hole: 3 Underground Passage: 3 Cellar: 3 General Store: 4 Dilapidated House Street: 4 House 1: 3 House
2: 2 Dilapidated House: 3 Gas Station: 3 Room 3: 2 Room 4: 2 Room 5: 2 Loft: 3
Gained items: 5x 9mm
Hydra, 3x Combat Flashlight, 4x Flare, 2x MP Integrator 1, 5x Medicine 2, Medicine 3, 3x Firefly, MP Integrator 2, Riot *********************************************************************
---------------------------------------------------------------------
E N D O F D I S C O N E ---------------------------------------------------------------------
=====================================================================
---------------------------------------------------------------------
D I S C T W O ---------------------------------------------------------------------
________________ ___/10.3 The Shelter\________________________________________________ ---------------------------------------------------------------------
September
6, 2000 12.06 AM Mesa on the outskirts of Dryfield, Mojave Desert
Kyle is SERIOUSLY wounded.
Fight the first horse and he will leave. Then you'll have to fight 10 more horses, 2 at a time. Don't waste any bullets
or MP here - just stay close to the pit near the fence and wait for a horse to charge at you. Get out of the way before
you get hit and it will fall to its doom. Repeat for all horses. Don't be pushed down the pit by a horse.
After
the battle, use the truck to store your items if you need to, then enter the mine and go west as far as you can. When
you find the road blocked, go back and enter the Forked Tunnel. Move the lever of the cart to open a path to the OAK
BOARD. Take it and use it at the Gorge to proceed. Enter the Refuge.
In the Refuge there's an infinite box of 9MM
PARABELLUM, and a telephone. Check the panel on the east wall and remove the PLUG. Put it in the second hole from
above and move the switch to open the gate outside. Get out and enter the Cavern.
-----[BOSS 6]-------------------------------------------------------- SHAMAN
HORSE
There are two ways to dispose of him. 1) Shoot a barrel when he's close to it. A barrel explodes after 30
HP damage. This does huge damage.
2) Shoot all four barrels, then run after him. After a while he'll jump towards
you and miss you. Turn around and shoot him. Repeat until it's defeated.
EXP 300 BP 200
MP 10 ---------------------------------------------------------------------
After the battle, you'll find the P229
and another PLUG. Then...
-----[BOSS 7]-------------------------------------------------------- SKINNED SHAMAN HORSE
Same
as before, but this time he's tougher and will sometimes run straight towards you. If he does, quickly swivel to one side
to avoid him. He's faster than before, but not that much.
EXP 500 BP 300 MP 30 Medicine
2 Grenades ---------------------------------------------------------------------
Check the motorbike in the southwest
corner and try to push the switch. It won't work. Go back to the Refuge and check the panel again. Remove the first
plug and put it into the first hole from above. Put the other into the last hole from above. Move the switch and go
back to the Cavern. Now push the switch by the motorbike and the door to the Secret Passage will open. Go there.
Walk
ahead and you'll meet another nasty monster.
-----[BOSS 8]-------------------------------------------------------- GIANT
SPIDER ANMC II
Too many Boss fights in too short a period. Oh well, Square loves these things. It seems this is
the sequels place: 2 horses and another spider... they're running out of ideas. Anyway, this one is easy. When you
see it coming, use Plasma and it will fall to the floor. Shoot it until it goes back up. Use Plasma again and start
shooting again. Voila.
EXP 600 BP 300 MP 15 Belt Pouch 9mm Spartan ---------------------------------------------------------------------
Now
go on until you reach the elevator, and use it to go down.
Make your way to the Storeroom through the Southeast Passage
B1. The Storeroom holds an infinite box of 9MM PARABELLUM and a RINGER SOLUTION on the shelves. Take the north exit
and reach the Sleeping Quarters. Have a close look around because this is an important room. Go to the Main Corridor
B1, and go to the Shop.
In this room you can buy some good stuff, like the NBC SUIT, the PSYCHO PROTECTOR, and
the HAMMER. This machine also sells Medicines 2 and Flares. When you're done, use the Black Card you found much earlier
to open the Armory. In this room you'll find three infinite ammo boxes for 9MM PARABELLUM, 9MM HYDRA, and BUCKSHOT. Then
look for the SP12 in the back of the room, and unlock the door to the Storeroom. After that, go to the Sterilization
Room. Here you'll find a telephone and a Storage Box containing 20 BUCKSHOT SHELLS and 8 GRENADES. Go to the North
Hall B1, watch the scene and take the elevator down.
If you want to kill everything, go down the second elevator
and destroy the lasers, then go back up. Go to the Breeding Room and have a look around if you don't like to sleep
well. In this room you'll find ANOTHER 9MM PARABELLUM infinite box and a SEDATIVE in the first cell, as well as a
COLA just right of the entrance door. Now proceed through the east door and watch a cool scene, then go back to B1 and
try to go back to the Main Corridor. The system will try to sterilize you. As soon as you regain control of Aya, turn
around and check the Garbage Chute. Choose the second option and share the fate of Luke Skywalker and company (didn't
this happen in FFVII too?).
When you land, search the garbage for infinite 9MM PARABELLUM and 9MM HYDRA, then proceed
and a scene will occur.
-----[BOSS 9]-------------------------------------------------------- VACUUM
This
Boss is quite fun to fight IMO. These are the things he can do: 1) Move both legs, then suck up everything around him.
If he swallows you, it's Game Over. 2) Shoot water blasts at you after the vacuuming. 3) Move one leg, then spit
green smoke. 4) Scream, then spit Laughing Worms. If he swallows one at the next vacuuming, he'll recover 100 HP. 5)
Attack you with its tongue, which puts you in Berserker status.
I suggest that you use the Rifle. Take some distance,
then aim at his mouth. It will start vacuuming everything. Fire two or three bursts, or more if you can, then run
away and shoot until its mouth is closed. Then, aim at his left shoulder and shoot. You will do little damage, but
it can make a big difference in the long run. He will then shoot water - look at the shadows on the floor and move out
of their way. If he screams, shoot the mouth for great damage, then destroy the Laughing Worms for more points
and to prevent Vacuum from recovering HP. Then just keep shooting. It will probably take some steps ahead after a while.
This will give you less space to move and allow him to use the green smoke or the tongue attack. Continue shooting
and you may defeat him before he gets a chance to do it.
EXP 500 BP 200 MP 100 Medicine
3 5.56 Rifle Grenades ---------------------------------------------------------------------
Go through the
east door, and it's replay time again.
-----[BOSS 10]------------------------------------------------------- VACUUM
RETURNS
Let's put an end to this, OK? Don't waste bullets and just run to the small alcove in the wall. Step on
the pressure plate and wait for the platform to raise. Meanwhile, hug the wall to avoid trouble.
When the platform
is up, run towards the next alcove and aim at his mouth. When he starts vacuuming, shoot. Your goal is to make him step
completely on the platform. When he's there, step on the pressure plate in the second alcove to lower the platform,
then step on it once more to end the fight with style.
EXP 700 BP 200 MP 100 Medicine
3 ---------------------------------------------------------------------
Now you have 5 minutes to go through the
south door. That's a lot of time, so go back to the Dumping Hole and check the new metal box for the MEDICINAL WHEEL.
Then you'll be attacked by a horde of small, stupid monsters. Clean the two rooms and get outta here before it gets
too hot. Say thanks to Kyle and save if you want, then go to the sewers.
Make your way to the ladder and climb
it. Check the panel on the south wall and read the clue, which is something like this:
"Let rats, spiders and beetles
drown, but count their legs, digit the number and lift the lever".
Understand? Go to the control panel and digit
the code. Check Section 13 for the solution. After the water has been lowered, search the room for an MP INTEGRATOR
2, then get out. Go back to the Upper Sewer and check the new panel, which is about the Full Moon Gate. It says that
the code is the age of that moon. Go where the previous ladder was and insert the code, which is found, as usual, in Section
13. Go back to the Incinerator Control Room and save if you want. Now you have to make a choice.
You can continue
the adventure with Kyle's or with Pierce's help. If you choose Pierce, go through the Full Moon Gate now, but first kill
all monsters in B3 and B4. If you prefer Kyle, go to the Elevator Hall B3 and take the elevator up. I'll describe
the two routes separately. By now, only the first two pieces of the Pierce route are described.
Interestingly
enough, if you follow the Pierce route the enemies will give you HP when defeated, which won't happen if you choose Kyle's
route.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~[KYLE]~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Take the elevator up. Kyle will
give you the YOSHIDA CARD and tell you a password, then he'll leave. You're in Elevator Hall B2. Go through the Full
Moon Gate and return to Dryfield. Kill everything there, then come back here. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~[PIERCE]~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Go
to the Full Moon Gate and go through it. Kyle will leave you. If alive, Flint will be outside the well.
Go to the
Water Tank and help Pierce up there. He will give you the LAND ROVER KEY. Go to the Gas Station and open the land rover
for a LIPSTICK and a TACTICAL VEST!!!
Now go to the ice vending machine, take some ice, and bring it to Pierce.
Do this three times to receive a COLA, an MP INTEGRATOR 2, and the OFUDA. After that, go to the Trailer Coach, where Gary
has lotsa new stuff for you. The prices are high, but the things are cool. You won't find much more later.
When
you're done here, return to the Shelter. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
********************************************************************* DRYFIELD
PART II BATTLE ACCOUNT
Total battles: 14 (15)
Underground Passage: 1 Cellar: 1 House 1: 1 House 2:
1 Gas Station: 1 Main Street: 1 Room 3: 1 Balcony: 1 Room 5: 1 Toilet: 1 Saloon Storeroom: 1 Water
Tower Courtyard: 1 Loft: 1 Garage: 1 (Water Tank: 1)
Gained items: Belt Pouch, Cologne
***NOTE: numbers
between brackets are for Pierce's way*** *********************************************************************
Go
to the Northeast Passage B1 and meet the talking ANMC. Kill him. It's just like any other Shooting ANMC. He will leave
the BOWMAN CARD behind.
Go to B2 and use the two cards to open a path to the Operating Room. The Bowman card
opens the door in the Elevator Hall, while the Yoshida card opens the door in the Northeast Passage. In the Operating
Room you'll find a RINGER SOLUTION and some COLOGNE. Now go to the Laboratory, which has a telephone and a Storage Box.
Look at the computer on the table. It's been infected by a virus, so even if you know the password (it's on the background...)
it won't work. What to do?
Take a look at the board and you'll have some reminders of FFVII. Check it again
and you'll learn that Yoshida borrowed the magazine "Aeris". Go to the Sleeping Quarters and check his bed for AERIS (SEPTEMBER
ISSUE). READ it VERY CAREFULLY, then go back to the Laboratory and write down the new password. You can find it in Section
13.
Choose option D and you'll be asked three questions. You must give the correct answer to all of them. I've
found these questions:
1) What is the name of the theory affirming that the origins of the human species date back
to an African tribe? A) Mitochondria Adam B) Mitochondria Eve C) Mitochondria First
2) What is the name
of the desert this building is located in? A) Gobi B) Mojave C) Arizona
3) Who was declared responsible
for the Manhattan accident? A) G. Roberts B) K. Maeda C) H. Klaup
4) What is the organization that directs
the M.I.S.T.? A) CDC B) FBI C) CIA
5) Who was the first person infected by neo mitochondria in the
U.S.A., the one who caused the Manhattan accident? A) Melissa Pearce B) Mary Pearce C) Melanie
Pearce
6) In which of the following organisms can you find mitochondria? A) Bacteria B) Crustaceans C)
Cyanobacteria
7) Which of these small organs contain genetic information (DNA)? A) Golgi bodies B) Mitochondria
C) Endoplasmic reticula
8) What do mitochondria make with glucose, fat and oxygen? A) ATP B) ADP C) NAD
9)
What is the name of the village located near the Nevada laboratory? A) Drytown B) Dry Valley
C) Dryfield
10) Mitochondrial genetics transmission is... A) Maternal B) Paternal C) Atavistic
11)
Which method alters the genetic composition sending viruses through the DNA? A) Transport B)
Vector C) Track
The answers are in Section 13.
Once you have given the answers, prepare for a shocking revelation.
Then, the phone will ring. The person you decided to have with you is on the other side of the line, and tells you
to join him at the Pod Service Gantry. Go there.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~[KYLE]~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ After
the chitchat, go where the telephone is and check the monitors. One of them has some orange buttons. Check the first,
the third and the fifth camera angle, and press the Operate button on each. Now go to the first elevator in the Main
Corridor B2 (Kyle won't let you go anywhere else anyway) and take it down. After a scene, you're on your own again.
Go back up and kill everything, then come back here. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~[PIERCE]~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Pierce
will have a long talk with you, along with a tutorial on how to operate this room. Operate on the first, the third and
the fifth camera angle to clear the way to Neo Ark. You will also receive the IMPLANTED TRANSMITTER. Go to B2 and
use the north elevator in the Main Corridor to enter Neo Ark. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
********************************************************************* SHELTER
BATTLE ACCOUNT
Total battles: 79 (81)
|
 |
Mesa: 3 Tunnel Entrance: 3 Tunnel: 3 Forked Tunnel: 2 Gorge: 3 Cavern: 3 Secret Passage: 2 Southeast
Corridor B1: 3 Storeroom: 3 Northeast Passage B1: 3 Sleeping Quarters: 3 Main Corridor B1: 3 Southwest Corridor
B1: 2 Golem Control Room: 1 North Hall B2: 3 Septic Tank: 4 Main Corridor B2: 3 Breeding Room: 4 Dumping
Hole: 2 Garbage Incinerator: 2 Lower Sewer: 3 Upper Sewer: 4 (5) Water Supply: 1 Reservoir: 1 Elevator Hall
B2: 2 Northeast Passage B2: 2 North Hall B1: 2 Elevator Hall B1: 2 Operating Room: 2 Southeast Passage B2:
2 Elevator Hall B3: 1 (2) Northwest Passage B1: 1 Underground Parking Corridor: 1
Gained items: Medicine
3, 9mm Hydra, 4x 5.56 Rifle, 7x (8x) Firefly, Medicine 2, MP Integrator 1, MP Integrator 2, Sedative, Antidote, 2x Protein,
R.Slug, Cologne, 9mm Spartan.
***NOTE: numbers between brackets are for Pierce's way*** *********************************************************************
____________ ___/10.4 Neo Ark\____________________________________________________ ---------------------------------------------------------------------
Welcome
to Jurassic Park! Well, you HAVE to admit that the Observatory must have been inspired by that film, as well as the whole
place, apart from the Pyramid and the Shrine. Anyway, let's get going.
Take the way south and make it to the west
door of the shrine. Check the windows on the way to learn something about your enemies. When you're there, look at
the hieroglyphics just opposite the door, and take note of them. They are:
____ RED: 1) Egyptian god 2) _/\ 3) Blank eye 4) |_ _| + Circle YELLOW: 1)
Fish 2) Eye 3) X in circle 4) Crown + Circle BLUE: 1) Leaf
2) Knife 3) Boat 4) Acorn + Circle
Now go back into the Shrine and enter the chamber
opposite the sarcophagus. Check the wall and you'll find a panel that has 15 colored plates and a circle in the lower-right
corner. At first, the plates are placed like this:
R1 R2 R3 R4 Y1
Y2 Y3 Y4 B1 B2 B3 B4 WH WH WH
O
Now, take a better look and you'll see three colored bars. The red one is diagonal, the blue one is horizontal,
and the yellow one is vertical. That's the way you have to place the colored plates, in their right order. You can
only align one color at a time. Remember that, after the alignment, the circle MUST be visible. This is kinda hard
when you come to align the red plates. However, this is what you get:
B1 B2 B3 B4 -> The sarcophagus opens,
revealing an MP integrator 2.
Y4 -> The alcove is shut and three beetles enter the room from the Y3
ceiling. Y2 Y1
R4
R3 R2 R1 -> The door to the Power Plant is unlocked.
When you're done, go to the Power Plant.
-----[BOSS
11]------------------------------------------------------- POWER GENERATOR 1
Ack! These things are getting uglier
and uglier, aren't they? However, this one's a chinch. Destroy the lasers, then find and destroy the control panel.
After that, shoot the big thing and the battle will soon end.
EXP 200 (+90) BP 100 MP 100 Medicine
3 MP Integrator 2 (Extra) ---------------------------------------------------------------------
Now go north
and reach the Pyramid. Check the column and turn the stone disc 4 times to align it properly. Then, take note of what
you see and proceed to the Pavilion via the Submarine Tunnel.
At the Pavilion, check the stone plate and take note
of the inscriptions. Return to the Pyramid and check the wall on the right side of the stairs to find out the final
clue. Climb the stairs and "dance". If you don't know what to do, Section 13 will tell you in detail.
Move
the lever and the bridge will move, giving you access to the Island. Go there, open the manhole and climb down the ladder.
Fight the 5 Hydras, then it's Boss time again.
-----[BOSS 12]------------------------------------------------------- BIG
HYDRA
When it comes out of the water, shoot it once or twice, then be prepared to run. As soon as you see sparks
flying, start running around the room to avoid its only attack. Attack when you can and the battle will be no sweat.
You can really make it out unscathed.
EXP 400 BP 1000 MP 15 MP Integrator 2 Protein (Extra) ---------------------------------------------------------------------
Check
the reddening pool for a CRYSTAL SKULL. Go back to the Pyramid and move the bridge back. Go to the Garden and look at
the stone plate. Take note of everything, then go to the Pyramid again and "dance" to unlock the Power Plant. Go there
via the Garden. Check the back of the stairs for an infinite box of HYDRA BULLETS, then climb the stairs.
-----[BOSS
13]------------------------------------------------------- POWER GENERATOR 2
This one may be even uglier than the
first. Dispose of it the same way. No problem.
EXP 400 (+90) BP 200 MP 100 MP Integrator
2 Ringer Solution ---------------------------------------------------------------------
After this easy fight,
go back to the Shelter.
********************************************************************* NEO ARK BATTLE ACCOUNT
Total
battles: 42
Speakers Room: 2 Savanna: 3 Shrine: 2 Power Plant: 3 Forest Zone: 7 Woodland Path: 9 Pyramid:
3 Pavilion: 3 Bridge: 3 Garden: 2 Island Bridge: 2 Island: 2 Submarine Tunnel: 1
Gained items: Medicine
2, Medicine 3, 2x MP Integrator 2, Cologne, Ringer Solution.
***NOTE: the two battles in the Speakers Room are
counted here, but you must fight there BEFORE and AFTER the first visit to Neo Ark***
***NOTE: you may count less
battles in the Forest Zone and the Woodland Path if you fight two Dilophosaurs at a time. I counted each one of them
as a battle*** *********************************************************************
______________________________________________ ___/10.5
The Underground and the return to Neo Ark\__________________ ---------------------------------------------------------------------
Take
the other elevator to the Speakers Room, and take the elevator you'll find down there. On floor B6 you'll find more Speakers,
and the little girl you've seen so many times before. Follow her to the Training Room.
-----[BOSS 14]------------------------------------------------------- SUPER
SHOOTING ANMC
Wow, this is a HARD training! You really have to be a one man army to win this fight. Have with you
your best weapons, and be happy if you're a Grenade Launcher fan.
First of all, destroy the two speakers. Every
time you destroy one, the big guy will be stunned and won't attack. This is also what happens if you use the Grenades,
and it will spare you a tough battle.
If you don't have the Grenades, take a deep breath and be warned that 800
5.56mm bullets won't be enough for this thing. It takes about 200 Buckshot shells and 200 Rifle bullets to take it down.
This
Boss has many attacks:
- The purple lasers: one, two or three at a time. You know they're coming because he forms
a purple sphere. Hug the south wall when you see lasers coming. For the single one, wait on one side until it almost
hits you, then run to the other side of the wall. For the double laser, stay in the center of the screen. For the triple
laser, try to position yourself between the middle laser and one of the two lateral ones. The lasers cause Confuse
and Darkness.
- The spheres: he forms a golden sphere, then throws some small spheres at you in a parabolic trajectory.
Just move out of the way.
- The fire wave: this one is VERY painful. The Boss raises his arms (when he's doing
this he receives double damage) and starts to form a red sphere; in the meanwhile, he recovers 80 HP. Then he releases
a huge wave of fire that swipes the entire room. To avoid this, run to the boss and touch it. You'll fall to the ground
without being hurt, and you'll be invincible for a short time, during which the wave will be released. Immediately
after this, aim up and shoot for good damage.
This battle is quite annoying since the Boss is so damn tough, but
you can make it without being hit too hard. Feel free to celebrate when you defeat it.
EXP 1300
BP 500 MP 100 MP Integrator 2 Cologne (Extra) ---------------------------------------------------------------------
Go
to the Nursery and watch the long scene. Then, the telephone will ring.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~[KYLE]~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The
line goes dead. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~[PIERCE]~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Pierce
is at the other end of the line and briefly speaks with you. Then, suddenly, the line goes dead. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Search
the room for an MD PLAYER and a RINGER SOLUTION, then talk to Kyle until he suggests to leave, and try to move toward
the exit. Another scene will occur, and you'll be in the Growth Room.
Be quick! Search the northwest corner of
the room for a PROTEIN, then check the cylinder opposite Eve. Then, talk to Eve and walk towards the elevator. Make
sure Eve is following you, and activate the elevator as soon as she's on it. If she dies, it's Game Over.
You'll
get out of the Elevator in a familiar place. Go to the Submarine Tunnel and meet an old enemy, then the Golems will officially
be there for you to fight. Make your way back to the Shelter. You can now return to Dryfield to kill a new batch of monsters.
Go to the Pod Service Gantry and switch off the Security Lasers again, then go to the Underground Parking.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~[PIERCE]~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Go to the telephone in the Pod Service Gantry
and check it to find PIERCE'S MESSAGE. Read the message and use the telephone to call Jodie. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Check
the panel right of the east door and pick up the CAR KEY, then check the panel and press the blue and the yellow buttons
to bring the jeep to this floor. Check it and choose to use it. Use the Yoshida or the Bowman Card in the panel near
the closed gate to open it. Hop on the car.
Go to the Vehicular Airlock and check the motorbike for the TEDDY BEAR,
then go to the Guardroom and use the switch. Go to the Bulwark and use the panel to open the gates. Get out and watch
the cool CGI.
********************************************************************* SHELTER II BATTLE ACCOUNT
Total
battles: 2
Corridor: 1 Training Room: 1
Gained items: MP Integrator 2
***NOTE: the battle in the Speaker
Room has been counted in the Neo Ark section*** *********************************************************************
********************************************************************* NEO
ARK II BATTLE ACCOUNT
|
 |
|
|
Total battles: 12
Bridge: 1 Pavilion: 1 Forest Zone: 1 Woodland Path: 1 Pyramid: 1 Island
Bridge: 1 Island: 1 North Promenade: 1 South Promenade: 1 Savanna: 1 Shrine: 1 Power Plant: 1
Gained
items: 4x 9mm Spartan, 2x Riot *********************************************************************
********************************************************************* DRYFIELD
III BATTLE ACCOUNT
Total battles: 11
Water hole: 1 Driveway: 1 Back alley: 1 Water Tower Courtyard:
1 Parking: 1 Room 1: 1 Room 2: 1 General Store: 1 Dilapidated House Street: 1 Dilapidated House: 1 Junkyard:
1
Gained items: Airburst *********************************************************************
********************************************************************* SHELTER
III BATTLE ACCOUNT
Total battles: 30
Main Corridor B2: 1 Elevator Hall B2: 1 Elevator Hall B3: 1 Lower
Sewer: 1 Upper Sewer: 1 Water Supply: 1 Reservoir: 1 Southeast Passage B2: 1 Operating Room: 1 Northeast
Passage B2: 1 Breeding Room: 1 Septic Tank: 1 North Hall B2: 1 Elevator Hall B1: 1 Southeast passage B1: 1 Storeroom:
1 Main Corridor B1: 1 Southwest Passage B1: 1 Golem Control Room: 1 Secret passage: 1 Cavern: 1 Gorge: 1 Sleeping
Quarters: 1 Northeast Passage B1: 1 Northwest Passage B1: 1 Underground Parking Corridor: 1 North Hall B1: 1 Airlock:
1 Vehicular Airlock: 1 Bulwark: 1
Gained items: 4x 5.56 Rifle, 5x Airburst, 2x Riot, 2x 9mm Spartan, Antidote,
Belt Pouch, MP Integrator 2, R.Slug *********************************************************************
______________ ___/10.6 Day Three\__________________________________________________ ---------------------------------------------------------------------
September
6, 2000 6.37 PM White House, Washington D.C.
Just a sad scene here, one you've probably
seen in many movies. ---------------------------------------------------------------------
September 6, 2000
3.52 PM Mojave Desert, Nevada
After the scene, explore the Tent. You can find a map of the Shelter, 4 AIRBURST
grenades and a RINGER SOLUTION. Save if you want. Get out. If Flint is alive, he'll give you DOUGLAS' LETTER and an MP
INTEGRATOR 2.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~[KYLE]~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Talk to Rupert to receive
the MONGOOSE and 25 MAEDASP bullets. Check the area behind Rupert to gain access to three long gone Storage Boxes:
the Sedan trunk, the motel cupboard, and the truck trunk. Talk to the soldier just outside the Tent to gain permission
to use the infinite ammo boxes, which provide 9MM PARABELLUM, 9mm HYDRA, and BUCKSHOT. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~[PIERCE]~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ IF,
and only IF, you read Pierce's message and called Jodie immediately afterwards, she will be outside the Tent. Talk to
her. Check the area behind her to gain access to three long gone Storage Boxes: the Sedan trunk, the motel cupboard,
and the truck trunk. Talk to the soldier just outside the tent to gain permission to use the infinite ammo boxes,
which provide 9MM PARABELLUM, 9MM HYDRA, BUCKSHOT, GRENADES, and 5.56 RIFLE. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Go
round the truck to find a soldier who'll sell you various things. Here you can find many attachments for your weapons
and many bullets, and even buy Medicines 3. Most important, buy the TACTICAL ARMOR.
Show Flint the Teddy Bear and
he'll follow you inside the Shelter.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~[PIERCE]~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Go
to the Golem Freezer and speak with Pierce until he's got no more to say. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Go
inside and reach the Suits Room. After the scene, you can go back to the Underground Parking for some extra items at the
Shop (if you followed Pierce, you can buy the MM1, which is recommended since it can hold more than 1 grenade at a
time, and you have no Mongoose). You can also visit the now-crawling-with-Golems Neo Ark.
********************************************************************* NEO
ARK III BATTLE ACCOUNT
Total battles: 12
South Promenade: 1 Savanna: 1 Shrine: 1 Power Plant: 2 North
Promenade: 1 Forest Zone: 1 Pyramid: 1 Pavilion: 1 Island Bridge: 1 Island: 1 Bridge: 1
Gained items:
3x 9mm Spartan, 3x 5.56 Rifle, 3x Riot, 5x Airburst, Grenades, Protein *********************************************************************
Then,
go to the Pod Service Gantry and watch the long scene there. After that, go to the Pod Bottom for the final showdown.
-----[BOSS 15]------------------------------------------------------- NEWBORN GIANT ANMC
This one may seem
impossible at first, but you can beat it with relative ease if you have good timing and know what to do.
This colossus
provides you several targets:
1 Head 1 Neck 2 Arm Gas Shooters 2 Arms 1 Belly 1 Bottom 2 Tails 1
Core
The Core is his vital point, and will be uncovered after you destroy two of the other parts.
There
are two ways to face this combat: you can either uncover and destroy the Core ASAP, or go for the big thing.
First
case: cast Lv3 Antibody and shoot down head and neck to uncover the Core. When the Core opens, run out of the way because
it will release a tremendously painful beam that can claim 100 HP or more from you if Antibody isn't on. So just run
around and when the beam wears off, shoot the Core. Repeat until destruction.
Second case: cast Lv3 Antibody. Watch
out for the head's purple beam. First of all, destroy the Arm Gas Shooters. Then, the Belly. When you're attacking
the Belly, large spreads of paralyzing liquid will fountain at you, so stay on the run. After the Belly, take out the
tails. Once you inflict 200 HP of damage, the tail splits in two. Shoot the two parts, then aim the base of the tail
and shoot like crazy before the tail reforms. After the first tail, destroy the Bottom, then the other tail. Remember
that the tails also spray paralyzing liquid at you. After that, take out head and neck. Watch out for the neck's beam,
which is also very powerful. The arms are a pain in the ass, and you also have to deal with that lethal Core Beam.
Each arm can be hit for a max of 100 HP at a time, then every other hit will do 0 damage. The probabilities of the arm
being vulnerable are random, so just shoot until you're hurting it. If you're using the Mongoose, a successful hit
will often allow one or two more shots to hit as well. If the bullet does 100 HP damage with the first shot, change
target.
The arms will probably take a long time to go down due to their random vulnerability. But when they're
gone, dealing with the Core is a piece of cake. Remember, if you get the timing and move correctly, you can't be hit
with the head and the neck out of the match. Anyway, this fight will require some time.
Head, Neck & Core:
EXP 500 BP 1500 MP 200 All: EXP 5000 BP 20000 MP 200
Items: Ringer
Solution R.Slug Grenades
9mm Spartan (Extra) ---------------------------------------------------------------------
After this seemingly impossible
fight, find the glowing light and use the Yoshida or Bowman card on the panel to activate the bridge. A scene will
occur and the final confrontation will begin.
-----[FINAL BOSS]---------------------------------------------------- PARASITE
EVE
There she is, once more. But she's not as hard as the two previous Bosses.
USE THE GRENADE LAUNCHER.
Got it? And use the regular Grenades. Eve has this attacks:
- She's not on the bridge, and flies high where you
can't see her. In this case (which always occurs at the beginning of the battle), don't stay on the bridge. Eve will
come down and pound the center of the bridge hard, creating a powerful wave. But you must NEVER stay on the bridge,
so you'll likely see this only once.
- She's in the center of the bridge and flies high, then floats near you.
If she does this, she'll release some light spheres that will give you all sorts of status ailments. So, if she does this,
immediately cast Metabolize. If Antibody is on, the spheres will do little damage.
- Colored dots appear around
her. If you see them, she will rush where you're standing and disappear in a sort of teleporter, where the screen
becomes wavy. Run to avoid the first attack, then wait for a while and start moving again before a section of the screen
gets wavy again, which is the signal she's going to burst out again for a double attack (she bursts out, then comes
back in). If she hits you with this attack, she'll rematerialize in the center of the bridge. She will do it as well
after a number of attacks, usually never more than four.
- She's in the center of the bridge and the screen begins
to shimmy while your MP rise. When the shimmying stops, a powerful wave will hit you and deplete all of your MP, as
well as putting you in Silence. If you hit her for at least 200 HP when she's casting the attack, it will be aborted.
-
She shines for a moment. If she does this, it means she's creating a clone of herself. The clone is specter-like and will
just come to you and slap you, paralyzing you with his attacks. Two grenades are more than enough to destroy a clone.
One grenade will sometimes hit it for 999 HP damage! Anyway, remember that the real Eve attacks you as well while
the clone is onscreen, so beat the clone ASAP.
- Eve floats to you and slaps you just like her clones. Can paralyze
you.
At the beginning of the battle, run to the end of the bridge. She will fly high and pound the center of
the bridge, but will miss you. She will then use the other attacks as long as you don't step on the bridge, which
you shouldn't do at any time. When she appears in the center of the bridge she receives double damage, and usually tries
to use the super wave. Avoid her attacks and go on firing grenades. It should take about 50 grenades to beat her.
EXP
5000 BP 10000 MP 100
Clones: EXP 300 BP 1000 MP 0 ---------------------------------------------------------------------
********************************************************************* SHELTER
IV BATTLE ACCOUNT
Total battles: 11
North Hall B1: 1 North Hall B2: 2 Septic Tank: 1 Main Corridor
B2: 1 Elevator Hall B2: 1 Southeast Passage B2: 1 Northeast Passage B2: 1 Breeding Room: 1 Pod Bottom: 2
Gained
items: Riot, 2x Airburst, 2x 9mm Spartan, 2x 5.56 Rifle, Grenades, Protein, Javelin, Ringer Solution *********************************************************************
After
the battle, there's a scene with Kyle.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~[KYLE]~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The
game ends here. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~[PIERCE]~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ September
7, 2000 9.05 PM White House, Washington D.C.
One more scene at the White House to know more
of the truth, then a beautiful epilogue with drawings from the manual. If you didn't meet Pierce in the Golem Freezer,
that's it. But if you did...
September 1, 2001 7.16 AM Nature Museum, New York The
final CGI, as good as the others and showing the Good+ ending of the game. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
===================================================================== 11. MAPS =====================================================================
B1
M.I.S.T. CENTER
_____ | |__________ T
| __ _| | |2 | |
3 |_|/_|____ _________
____ | ______/
|_____/ \____/ \ |__________________|
| |
|
| | | 1
|
| | ___| ____ |
| |/|___\_________/ \____/
|__/ |
|_____|
1 SHOOTING GALLERY 2 ARSENAL 3 M.I.S.T. PARKING
AKROPOLIS TOWER
_________________
/ \
| |
_ |
| _ _|_|____|
T____|_|_ _ /
| ______ | \
_ __|_|_______/ | / \
| \_________|_|__ |
1 \ | 2 | \
3 | |
________________| | | |__________________
| | ___/ |
\______/ | |
\___ | |_/
| |
| \_| |
| | _||||||||
| | 4
\_______________/ | |
| |
| | / |
| |______________________ | | 10 /
| 11 | |
| | | / |
| |_\____________________|_\_| |_\_|
| | |
| | | | |
| __| | |
| | | | |
| / _||||||___________| | | 7
| 8 |\ \ / | / /
| | 5 | | | \ \_____/
/ | |
| | | | | \
9 / | | 14
| | |___\___|_\_|__/ __________/ |
| | |__________\____6______\___/
/ | | |
||||||__16__ |
_ / |______\___________| |____| | |___________________|
|_| | | |-
| \____________15_________\12 |
| |- |_|
| \ 13 | |-
| | | |__________________________________________|___|__________________|
1
WEST ELEVATOR HALL 9 FOUNTAIN 2 SQUARE
10 FORKED ROAD 3 EAST ELEVATOR HALL 11 OBSERVATORY 4 PATIO
12 PROMENADE 5 PARTHENON CAFE 13 SANCTUARY 6 REAR CORRIDOR
14 ROOF GARDEN 7 KITCHEN 15 BRIDGE 8
CONTROL ROOM 16 HELIPORT CORRIDOR
HELIPORT
___________________ | _______________ | | |
| | | | ____ | | | | /
\ | | | |_ | H | | | |___| \____/
| | | | | | |_|_______________|
| |___________________|
1F DRYFIELD
_______________________
| _______ |
| 14 | | |
_______ _|______\______|_
_|\|____ | ___ \____________| |
| |T__15___| | | \ \______10__\
\ 13 | _| |___| 9 | |
23 | 12 |___B_____| ______ ___| |__ ______| 22 |__\__|
| _____|________| | | \/ |
|____\ |_______\11 | 18| 19 | | 20 | | 7
| 8| 21 | 4 | \___________|__\__|_\____|______\_| | |__|_\_T|____\
| \_________17__________| |____\__|
\ 2 | 16 |_____ |
_ __ __/ |____\______| | | 5
| \ 6| |3 \ \ 1
| |_______|____|_|__|_____|______________B__|
1 GAS STATION
13 GARAGE 2 MAIN STREET 14 JUNKYARD 3
ROOM 1 15
TRAILER COACH 4 ROOM 2
16 GENERAL STORE 5 PARKING
17 DILAPIDATED HOUSE STREET 6 TOILET
18 HOUSE 1 7 G&R SALOON
19 HOUSE 2 8 SALOON STOREROOM 20 DILAPIDATED HOUSE 9
WATER TOWER COURTYARD 21 LOBBY 10 BACK ALLEY
22 ROOM 3 11 DRIVEWAY
23 ROOM 4 12 FACTORY
2F DRYFIELD
___
_/ \ |_ 28 | _____________
| | | |
|___/ | 26 |
|___________\_|
| | _____|
|T 25 | |
|B \ |
|_____| |
|_____24|
-| | |
-|27 \ |
-|___|_|
24 BALCONY 27 ROOM 5 25 ROOM 6
28 WATER TANK 26 LOFT
B1 DRYFIELD
_____ _ |___29|________|
| |__________\ | ______________| | |_____ ______30| ___|\|__
|___ 31 | |____|
29 WATER HOLE 30 UNDERGROUND PASSAGE 31
CELLAR
EAST MINE
_ |T| <-6
__________ |\|__________________________________| | \______5___\______4____\_
_____2___\ 1 B |
|\| |__________|
| |
|3|
| |
|__|
1 MESA 4
TUNNEL 2 TUNNEL ENTRANCE 5 GORGE 3 FORKED TUNNEL
6 REFUGE
WEST MINE
___________ / \ |
7 | | | \_\_________/ -> TO EAST
MINE | | | | |8| | |_________________ |______________ __|
|_|
7 CAVERN 8 SECRET PASSAGE
B1 SHELTER
________
| |
| |
_| |___
_ | |T _|
___| |_|__________| |
| _23__\____24______|
| | | | _____________
| | |____________| | |
_____|\|_____ | | |T_ __21___ _B| /
27 | | \ | | / | \
| | | | | ____ |
T | | 20 | | 22 |_________| _12| |_____ _____| |__ __|_|__
__| / | | | |
| \ 19 / | | |
|\|_______|_____ \ _____| 13 | | |____26_
|_____| |_____| | |
_______| \_25\_14 _____\ _______|\| | 28 | |
| | |____| 11 | |_______\ |
| | | |_ ____ \ _| _|__|__|/|_____| |_____|
| \ | | |____18___\_17\_ _____\ 15 | 16 | |
| | | | | |
| | |____\______| |
| | | \_10|
_____|\|__________| 9 |_
|_________________________|
9 ELEVATOR HALL B1
19 SUITS ROOM 10 SOUTHEAST PASSAGE B1 20 STERILIZING ROOM "IN" 11
STOREROOM
21 STERILIZING ROOM 12 NORTHEAST PASSAGE B1 22 STERILIZING
ROOM "OUT" 13 SLEEPING QUARTERS 23 NORTH
HALL B1 14 MAIN CORRIDOR B1 24 POD
SERVICE GANTRY 15 SHOP
25 NORTHWEST PASSAGE B1 16 ARMORY
26 UNDERGROUND PARKING CORRIDOR 17 SOUTHWEST PASSAGE B1 27
UNDERGROUND PARKING 18 GOLEM CONTROL ROOM 28 GOLEM
FREEZER
B2 SHELTER
___________
/ \
| | _____|
| |29___\ 38 | | | |||
| | | | | _|\|_
\___________/ ||30 || | | | | ______
| | | | | __34| | | | |__________| | | |
| | | | / | | | |_|\|_| 33
| | | _|_| |_| | | | |_|_31 _\
_______|_|\| | | | |_____| 35 | _|_| |_|
|/_________/_| |_|_ _\ B | | | | | |
| 37 | | | |_| |_|___T_________|_| |
| | | \___36| _|\|_______| 32 |_
|___________________|
29 NORTH HALL B2 34 NORTHEAST
PASSAGE B2 30 SEPTIC TANK 35 OPERATING
ROOM 31 MAIN CORRIDOR B2 36 SOUTHEAST PASSAGE B2 32 ELEVATOR HALL
B2 37 LABORATORY 33 BREEDING ROOM
38 POD BOTTOM
B3 SHELTER
__________ | |__________ |
39 _\_______40\ |__________| \ |
| |
| |_
| _|
| |
| |_
| _|
|\|
| |
|T|
| |____
|/___41||| -> TO B4
| _| ______
| |_________|42_|||| -> TO B4
|_____________|
39 DUMPING HOLE 40 GARBAGE INCINERATOR 41 INCINERATOR CONTROL ROOM 42 ELEVATOR HALL B3
B4
SHELTER
____________________________ __________________| _________44\________46 ___/ -> TO DRYFIELD B1
_|||||| 43 / | | |____
| | |____________________|\|_______ | | | | |
|_____________| | | | |- | | |
| |_| |- |___| |
| \ |45 _\___|
|/__|_|__|
43 LOWER SEWER 44 UPPER SEWER 45 WATER SUPPLY 46 RESERVOIR
B6 SHELTER
____
_| |
| | |
| | 50 | _______| | |
| \_49_T| | | |
|__ | |48 |
|_| _ ________| | |_|__47____\___|
47 CORRIDOR 48 TRAINING ROOM 49 NURSERY 50 GROWTH ROOM
1F
SHELTER
_______________ _________ |
______ | |52_____ | | |
B | |__________| |__ __| |____ | | 57 | / 55 / 53 \
| / 51 | | |_T____| \______\ _______|_________| |
| |\54| | 56 |
|___| |_______________|
51 PARKING GARAGE 55 BULWARK 52
AIRLOCK 56 HELIPORT 53
VEHICULAR AIRLOCK 57 TENT 54 GUARDROOM
NEO ARK
__________________________________________________ | 12 \_______11_______\_
___8_____\______ 7\ | ____ |
|\| \ |
|\| |\| __ | |______
| | | | |15 / \
|______ 9| | | |_|__ | |/ 16 \
| | ___| |_ | 13 | |\| /
| | / | | __| |
___/ ________| | /
| | | \_/
| ________| / ___| | |
|\| | 2 | |
| |
| | | | 1 |
_|\|
| \__________ \ |___| __| |_
\ 10 | \ | |
14 |_________ \___________| \___
_| |_________\ ___ |
| | |__| | | | |_______
| | | | 6 | | ___ 5|
| | | |___| | | | |_______________________/
3| |_________\_| | _____\____4_____\_________/
| |
/ \
|___|
1 SPEAKERS ROOM 9 WOODLAND
PATH 2 OBSERVATORY 10 PYRAMID 3
SOUTH PROMENADE 11 SUBMARINE TUNNEL 4 SAVANNA
12 PAVILION 5 SHRINE
13 BRIDGE 6 POWER PLANT 14 GARDEN 7
NORTH PROMENADE 15 ISLAND BRIDGE 8 FOREST ZONE
16 ISLAND
===================================================================== 12. KEY ITEMS LIST & LOCATIONS =====================================================================
AERIS
(SEPTEMBER ISSUE) Computer magazine. Features a special article about the prevention of second-generation viruses.
Where? Sleeping Quarters, Shelter B1.
---------------------------------------------------------------------
BLACK
CARD (ARMORY CARD) Magnetic card. The logo is two twisted Xs. Unlocks the Armory on Shelter B1. Where? Roof Garden,
Akropolis Tower.
---------------------------------------------------------------------
BLUE KEY Key with
blue haft. Unlocks escalator in Akropolis Tower. Where? Rear Corridor, Akropolis Tower.
---------------------------------------------------------------------
BOWMAN
CARD Magnetic card. Belongs to Fred Bowman, chief researcher at Neo Ark. The picture shows a nervous-looking middle-aged
man. Used to access the Southeast Passage B2 in the Shelter. Where? Northeast Passage B1, after killing the talking
ANMC.
---------------------------------------------------------------------
BRONCO MASTER KEY Aluminium key.
A small plate of the Motel Bronco labeled "Master" is attached to it. Opens all rooms in the Motel. Where? Bronco
Motel Lobby, Dryfield.
---------------------------------------------------------------------
CAFETERIA KEY Old
Key. Opens Parthenon Cafe in the Akropolis Tower. Where? East Elevator Hall, Akropolis Tower.
---------------------------------------------------------------------
CAR
KEY Key with plastic case. To be inserted in an appropriate slot.
---------------------------------------------------------------------
CORK
MAGNET Cola cork-shaped gadget. Has a magnet on the back. Used to get the Garage Key in the Back Alley in Dryfield. Where?
Saloon Storage Room, Dryfield.
---------------------------------------------------------------------
DOUGLAS'
LETTER Cylinder dangling from Flint's collar. There's a letter inside. Where? Flint brings it to you at the Tent.
---------------------------------------------------------------------
GARAGE
KEY Iron key. It's a bit rusty. Opens the Factory in Dryfield. Where? Back Alley, Dryfield.
---------------------------------------------------------------------
GASOLINE Can
carry about 9 liters. Used to refill Gary's truck. Where? Gas Station, Dryfield.
---------------------------------------------------------------------
GPS Attachment:
Motion detector Position control device. Motion detector included. Where? You have it at the beginning of the game.
---------------------------------------------------------------------
ICE A
bag of ice. For sale at the automatic vending machine. Where? Ice vending machine, Main Street, Dryfield.
---------------------------------------------------------------------
IMPLANTED
TRANSMITTER Piece installed in the head of the creature disguised as a human being. It's implanted in the brain by
a probe. Where? On the dead ANMC in the Parthenon Cafe, Akropolis Tower. (Later)
In the Pod Service Gantry in the Shelter (Pierce's way).
---------------------------------------------------------------------
INVESTIGATION
AREA MAP Map of Mojave Desert. Where? Given to you by Hal after Akropolis Tower Mission.
---------------------------------------------------------------------
JERRY
CAN Metal container used to transport gasoline. Where? Loft, Dryfield.
---------------------------------------------------------------------
LAND
ROVER KEY Key to the land rover. Has a small German puppet attached to the key chain. Where? Water Tank, Dryfield
II, from Pierce.
---------------------------------------------------------------------
LOBBY KEY Aluminium
key. A small plate of the Bronco Motel labeled "Lobby" is attached to it. Opens the Bronco Motel lobby. Where? Gary
Douglas gives it to you in the Trailer.
---------------------------------------------------------------------
MENDEL
(SEPTEMBER ISSUE) Describes genes and mitochondria. Where? Parthenon Cafe, Akropolis Tower.
---------------------------------------------------------------------
M.I.S.T.
BADGE M.I.S.T. identity badge, similar to the one used by the FBI. Where? You have it at the beginning of the game.
---------------------------------------------------------------------
M.I.S.T.
MANUAL Where? Given to you by Hal after Akropolis Tower mission.
---------------------------------------------------------------------
M.I.S.T.
PERMIT Where? Given to you by Hal after Akropolis Tower Mission.
---------------------------------------------------------------------
NMC
PICTURE Shows a dead beast about 14 feet tall. Where? Given to you by Hal after Akropolis Tower Mission.
---------------------------------------------------------------------
OAK
BOARD Oak board about 8 feet long. It's been used a lot, its corners are consumed. Used to create a bridge in the
East Mine Gorge. Where? Forked Tunnel, East Mine.
---------------------------------------------------------------------
PIERCE'S
MESSAGE Torn note. Contains a message written in M.I.S.T. code. It's difficult to decipher because it's been written
in a hurry. Where? Pod Service Gantry, Shelter B1.
---------------------------------------------------------------------
PLUG(S) Part
of a control panel. Used to bring power to the two gates in the East and West Mine. Where? 1)Refuge
2)Cavern
---------------------------------------------------------------------
RED KEY Stops water in Akropolis
Tower Fountain. Where? Sanctuary, Akropolis Tower.
---------------------------------------------------------------------
ROOM
#6 KEY Key of a room of the Bronco Motel. Has a label with number 6. Opens Room 6 of the Motel. Where? Gary Douglas
gives it to you in the Garage.
---------------------------------------------------------------------
SALOON
KEY Aluminium key. "G&R" is carved on it. Opens the G&R Saloon. Where? On the corpse on top of the Water
Tank, Dryfield.
---------------------------------------------------------------------
TEDDY BEAR An old teddy
bear. One eye is missing. Give to Flint outside the Shelter to save soldier. Where? Vehicular Airlock, Shelter.
---------------------------------------------------------------------
TRUCK
KEY Truck key with dirty leather keyholder. It's been used a lot. Where? Gary gives you after the battle with Flamethrower.
---------------------------------------------------------------------
WIRE
ROPE Twisted wire rope. It's twisted around a pulley. Used to go down the well in Dryfield. Where? Junkyard, Dryfield.
---------------------------------------------------------------------
WRENCH Wrench
adaptable to the size of the bolt. Used to access the Dilapidated House in Dryfield. Where? Garage, Dryfield.
---------------------------------------------------------------------
YOSHIDA
CARD Magnetic card. Belongs to Kazrov Yoshida, computer programmer. The picture shows a young man wearing glasses. Used
to access the Operating Room in the Shelter. Where? Kyle Madigan gives it to you if you take the elevator with him.
===================================================================== 13.
SECRETS AND SOLUTIONS =====================================================================
M.I.S.T. SHOOTING GALLERY If
you choose to train here, first select a music track between... _______________________________________________________________ |
NORMAL MODE: Crazy King, Ambush, Pick Up The Gauntlet | |---------------------------------------------------------------| |
REPLAY MODE: Crazy King, Eager For Blood, Heaven-Sent Killer | |---------------------------------------------------------------| |
BOUNTY MODE: Crazy King, Pick Up The Gauntlet, Crawling Waste | |
Emperor | |---------------------------------------------------------------| |
SCAVENGER MODE: Crazy King, Quadrumanous Leader, Hunter Moon | |_______________________________________________________________|
Then,
choose a difficulty level. Every level has an expected score (thanks to JL Lee for expected scores): if you reach that
score, you'll win a prize that will be given to you by Jodie, plus 200 BP. If you don't reach the expected score but
get quite close to it, you'll win 100 BP. If you hit all the targets, you'll earn 300 BP. These are the targets you'll
find in the training session: Yellow Target: 200 Pts Brown Target: 400 Red Target: 600 Bacterium: 600 Bear:
1600 Monkey: 900 Rat: 500 Scorpion: 2400 Snake: 500 Spider: 1300 Bee: 3000 Crow: 600 Woman: -3000
Level
1 Expected Score: 9800 Prize: 50x Hydra Bullets
Level 2 Expected Score: 16800
Prize: Ringer Solution
Level 3 Expected Score: 46000 Prize: Hunter Goggles
Level
4 Expected Score: 60000 Prize: Lipstick
Level 5 Expected Score: 55000
Prize: Holster
AKROPOLIS TOWER BRIDGE The first three notes are Do (1), Re (2), Mi (3). The unnumbered notes
are Sol, La, Do. So, the code is 561.
FACTORY Press Up and Turn on the control panel. Go to the shutter and
press the red switch. Unlock the gate nearby and go back to the control panel. Press Turn and you can now access the
Garage.
BRONCO MOTEL LOBBY A note in the room says you must press #, then input 4 numbers and press TOTAL.
Another note starts with # and says that at Tombstone, Holiday was 30 and Earp was... . If you look at the picture in
this room, it says "Tombstone 1881". Now go to Room 2 and look at the picture to find out Earp's birth year (1848).
Do a simple calculation and you'll find out that at Tombstone Earp was 33. Now go to the cash register and press #3033
TOTAL.
LOFT SAFE There are 4 telephones in Dryfield. There are 4 urinals in the Dryfield public toilet. There
are 8 casks in the middle of the Cellar. There are 7 mirrors in Dryfield. So, the code is 4487.
WATER SUPPLY
CODE Rat: 4 legs Spider: 8 legs Beetle: 6 legs 4+8+6=18
FULL MOON GATE CODE 15
LABORATORY
PASSWORD The password is MELISSAMAYA. Follow the magazine's instructions to find that the new password is... A3EILM2S2Y
LABORATORY
QUESTIONS 1)B 2)B 3)C 4)B 5)A 6)B 7)B
8)A 9)C 10)A 11)B
FIRST PYRAMID DANCE This is what the stone plate at the
Pavilion shows:
6B R3 W2 Y5
So, the correct sequence is: Blue 6, White 2, Red 3, Yellow 5.
SECOND
PYRAMID DANCE This is what the stone plate in the Garden shows:
10B Y2 5B Y11 3B Y8 1R W9 7R W6 12R
W4
So, the correct sequence is: R,Y,B,W,B,W,R,Y,W,B,Y,R.
===================================================================== 14.
FINAL RANKINGS =====================================================================
Thanks to GameSages for the
chart. At the end of the game, your current EXP and your TOTAL BP (including the items you have with you and in the
boxes) will be shown. In your next game, you will be able to buy three items determined by your final EXP score, which
consists of your current EXP plus the EXP points you used for Parasite Energies.
___________________________________________________________________ |
EXP | Items
| R | |-------------|-------------------------------------------------|---| | 400001+ | Gunblade,
Ringer Solution, Cologne | S | |-------------|-------------------------------------------------|---| |200001-400000|
Hyper Velocity, Hunter Goggles, MP Integrator 2 | A | |-------------|-------------------------------------------------|---| |75001-200000
| MM1, Airburst, Medicine 3
| B | |-------------|-------------------------------------------------|---| | 72001-75000 | M249, .44 MaedaSP, Cola
| C | |-------------|-------------------------------------------------|---| | 69001-72000 | Mongoose, .44 Magnum, Crystal
Skull | D | |-------------|-------------------------------------------------|---| |
66001-69000 | AS12, R.Slug, Firefly
| E | |-------------|-------------------------------------------------|---| | 62001-66000 | Aya Special, 9mm Spartan,
Ofuda | F | |-------------|-------------------------------------------------|---| |
57001-62000 | Javelin, MD Player, Holy Water
| G | |-------------|-------------------------------------------------|---| | 51100-57000 | Pike, Lipstick, Tactical
Armor | H | |-------------|-------------------------------------------------|---| |
44001-51000 | Hammer, Belt Pouch, MP Integrator 1
| I | |-------------|-------------------------------------------------|---| | 16001-44000 | M203, Protein, 9mm Hydra
| J | |-------------|-------------------------------------------------|---| | 14511-16000 | M9, M4A1 Clip, Flare
| K | |-------------|-------------------------------------------------|---| | 14510- |
Monk Robe, Medicine Wheel, Medicine 2 | L | |_____________|_________________________________________________|___|
===================================================================== 15.
REPLAY =====================================================================
When you finish the game, you will
be prompted to save. The saved game allows you to play the adventure in different modes the next time. These include:
---------------------------------------------------------------------
REPLAY
MODE
Mission level: Easy OO Condition: Good
OOOOO Enemy level: Easy OO Supply level: Rich OOOO
The
same game you've just played, but with some differences:
- You start with 1/10 of the EXP and BP you had when you finished
the previous game.
- You can buy the three items determined by your final EXP score in the previous game.
-
You can buy the Parasite Energies you had when you finished the previous game. This time, they will cost an amount of
BP equal to the amount of EXP used to bring them to the level they were at. So, if you had, say, Lv2 Inferno, you
can buy it for 5000 BP.
- Parasite Energies require only 40% the regular EXP to be powered up.
- When you
use a telephone, you can check the statistics of your previous game about Weapons and PE usage, and about the game in
general. Check the Weapons, and you'll see how much you've used each weapon. Same for Parasite Energies. About the
Game, you can see how many times you completed it, how long it took you to complete, etc.
How to obtain? Complete
the game.
---------------------------------------------------------------------
BOUNTY MODE
Mission level:
Normal OOO Condition: Good OOOOO Enemy level:
Strong OOOO Supply level: Normal OOO
Hmmm, this is quite a tough one.
No extra items. You start with 1/20 of the EXP and BP you had at the end of your previous game. Parasite Energies
require only 80% the regular EXP to be powered up. The weapons do half damage, and Golems will be pursuing you since the
Akropolis Tower mission. You also receive more damage. You must be very good in combat to make it. I tried only once
so far, but I died after picking up the Grenade Launcher in the Fountain (I suck in survival missions, need weeks
of practice to make it, IF I make it at all). Of course, this mode allows you to gain tons of EXP and to get cool
stuff in your next game.
How to obtain? Complete the game. --------------------------------------------------------------------- SCAVENGER
MODE
Mission level: Hard OOO Condition:
Exhausted OOOO Enemy level: Normal OOO Supply level:
Very poor O
You start with 10 MP and 1/100 of the EXP and BP you had at the end of your previous game.
Parasite Energies require only 80% the regular EXP to be powered up. No extra items. The shops have dramatically changed.
Here's what you'll find at the M.I.S.T. arsenal:
MM1, Riot, Holster, Belt Pouch, Protein, Combat Flashlight, Spray,
Flare, Lipstick, Medicinal Wheel.
Anyway, I actually think this mode may be slightly easier than Bounty Mode.
It has no bonus Golems, and the enemies are still killable, even if somewhat stronger than before. This means that you
don't need to buy weapons just to make it out of the Akropolis Tower alive, and this is proved by the fact that I
managed to finish the Tower, while I didn't in Bounty Mode.
How to obtain? Complete the game with at least 69001
EXP. --------------------------------------------------------------------- NIGHTMARE MODE
How to obtain? Complete
the game in Scavenger Mode. ---------------------------------------------------------------------
If you finish
the game in a mode other than normal or Replay, your final ranking will be upgraded. Complete Bounty Mode for 1 upgrade,
Scavenger Mode for 2 upgrades, and Nightmare Mode for 3 upgrades.
===================================================================== 16.
CREDITS =====================================================================
Squaresoft: they made the game, and
made it quite well too.
JL Lee: he provided the most complete FAQ for the Japanese version of the game, which saved
me some trouble with the translations and the locations of the items, as well as with the stats of the most hidden weapons.
Unfortunately, it seems that the other versions are a bit different.
GameSages: they provided the Final Rankings
chart and the way to get Scavenger and Nightmare Mode, and the Bonus Ratings for completing the special modes. These
saved me a LOT of time.

all codes provided by www.cheatcc.com
created and maintained by Dream-Reaver
copy right 2006 ALL rights reserved
pictures from google I DO NOT claim ownership of all the pictures.
this site haves nothing to do with bungie
All copyrighted item that is on the site was GIVEN permission bu the copyright owner to post on this site.
I DO NOT claim ownership of all content on this site.
|
|
|
 |