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parasite eve 2 guide

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=====================================================================
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.

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