AN EVENING AT THE AKROPOLISYou will see a cutscene about the Akropolis Tower disaster that is your next assignment. When you regain control, talk to the officer on the scene, then walk to the door and speak to another officer. Enter the building, and walk through the double doors to the roof area. Walk straight across to the opposite wall, where the phone is ringing. A creature is in front of the phone, but it will move as you approach. Answer the phone and talk to Baldwin, then save the game.Go through the double doors beside the phone into the elevator hall. You will be stopped by a surviving SWAT team member. He tells you to go to the cafeteria to rescue a woman, and gives you the Cafeteria Key. Return to the square and check the map of the rooftop area in front of the fountain. Aya will enter the information in her GPS. You can look at the map by pressing the Select button. A blinking red light indicates your next destination, and a red arrow shows your current location. The map feature will be a very important one throughout the game. White areas have been explored and are clean, gray areas are unexplored, and red areas are "hot."Turn around and check the body by the window across from the sign to get a Recovery1. Go down the stairs (stand in front of them and press X) to the landing. There is an ammo box lying on the bench - refill your 9mm P.B. rounds from it. Across from the ammo box, the body of a SWAT team member is draped over the railing. Search it for a Recovery2. Continue down the left stairs to find yourself on the Patio. Look at the map and notice that the area's red, which means that enemies are present. Turn and walk toward the door that leads to the cafeteria. You'll see a SWAT member being attacked by a Grin Stranger. As you get closer, the screen will flash white - this signals the beginning of a battle. You can take this enemy out fairly easily, as it is not terribly strong. Talk to the man, and he will tell Aya that "they're not what they seem" before he dies. There is a sign beside him that says "Parthenon Cafe." Walk to the door and press X. Aya will open the door with the.There is a woman sitting at a table reading a magazine, and Aya will automatically approach her. The woman falls to the floor and transforms into a Greater Stranger. Keep the table between you and fire at the boss till it goes down. It will drop a Recovery2. Look at the magazine the woman was reading - it is a scientific journal open to an article on mitochondria. Pick up the magazine. Look at Key Items in the inventory, and press the triangle button with the magazine selected. It is the September issue of a magazine entitled "Mendel." The article makes some interesting reading.Examine the creature and get the Metallic Implant from behind its ear. This will trigger a cutscene. The creature starts to rise up behind Aya, but Rupert comes in and blasts it. Aya and Rupert discuss the unusual nature of this ANMC, and another ANMC will rise from behind the counter. Rupert shoots it, too. He says they need bigger guns, and sends Aya to call for backup. (If you check the map, you can see that the cafeteria is still red.).Head back toward the square. Two Grin Strangers will jump off the roof and attack Aya. If you can get them close together, you can hit both at once. Pyrokinesis may be a good idea here. They will drop a Pepper Spray. Go back up the stairs and use the phone. When you talk to Baldwin, you will learn that he cannot send backup, so you and Rupert are on your own. Baldwin will let you talk to Pierce, who wants to see the Metallic Implant you got from the ANMC. Save the game.Reload from the ammo box, which holds an unlimited supply, and go back down the stairs. You will hear noises. Check the map, and you'll see that the area is hot again. There are three Moths and three Rats on the patio. These can usually be killed with one hit, but keep your distance. Reenter the cafeteria. There is an Odd Stranger behind the counter which needs to be eliminated. The door in the back corner is partly open. Go through it into a hallway, and fight the eight Rats you find there. Enter the kitchen (the first door on the left), and search the body for a Recovery1. If you didn't get the Odd Stranger up front, it should be here trying to finish off the SWAT member. Look in the refrigerator and get the Stim. Go back into the hall.There is a yellow box on the wall containing a Blue Key that you will need. At the end of the hall, open the door on the left. Read the bulletin board and copy down the musical notes on the piece of paper marked "bridge." Also notice the picture beside the music memo. This is a clue for a later puzzle.(pic 1)Go to the desk at the end of the room and access the security cameras. Use the directional buttons to move the arrow on the screen - it will turn red when it can be pushed. Use the + button to raise the lighting, and the - button to lower it. Currently the camera is set to the west elevator hall. The second button will set it to the Coke machine in the east elevator hall. (Notice that the SWAT member who gave you the Cafeteria Key is no longer there.) When you press the third button, you will see Rupert walking across an area you haven't seen yet. The fourth button shows a SWAT member doing something behind a statue in an enclosed circular area. The fifth button shows the catwalk and the lights of LA, and the 6th shows the Observatory.Now examine the blinking light in the panel on the wall. There are two locks, each with two lights. They're marked A and B. Move the arrow to the keyhole under A and use the Blue Key you just found. This opens the door to the escalator between the Forked Road and the Observatory. Now go through the door at the end of the hall beside the water cooler.(pic 2)Search the trash can outside the door for a ? Bottle, which you can identify as an MP Boost2. Stand in front of the bloody spot on the fountain. Examine it several times - you will learn that there is an item there, but you can't get it yet. Take the hard-to-find path beside the tree with red leaves. Search the ammo case on the ground, and get a ? Capsule. It is a Protein Capsule, which you need to attach to your armor. It refills your health completely and permanently adds five points to your max HP, so save this until you really need it.Leave the path and continue toward the back of the fountain. Go through the door into the Forked Road. There is a Grin Stranger here to take out. Search the SWAT body at the back beside the escalator twice to find a Penicillin. Since you just opened the door, you can now take the escalator up to the Observatory. There are two Grin Strangers here. Don't walk out into the room, but stay just behind the barrier at the top of the escalator, and shoot at them from this position. You should be able to get rid of them without getting hurt. Search the body on the bench near the second escalator rail to get a Tactical Vest (it will need to be identified in inventory). Nice! It gives you HP + 50, MP + 10, seven attachment slots, quick fire, and HP recovery. Too bad you have to turn in all the equipment you find here after the mission is over. But you can use it for now, so equip it ASAP, and fill up those attachment slots.Continue across the Observatory and take the other escalator down into a new area - the Promenade. There are two Brutes here, and positioning is important with these monsters. They are slow and don't seem terribly bright, but they can put the hurt on you if they get close enough to get in a good whack. They have a very long reach. Try to keep them at a distance, but just within range of your weapon. They will drop a Recovery1.NOTE: My inventory is full at this point. If an item is dropped in battle and you have no space for it, you will have to exchange it with something currently in inventory, use something to make a space for it, or forfeit the item. You can use items from the Battle Field inventory that have not yet been transferred to Player Item inventory, so if you could use some healing and don't have room in inventory for the Recovery1, you can use it directly without transferring it. It is important to keep some space in inventory, though. You don't want to get into battle and be forced to choose between two items you really want after the battle ends.You will hear gunshots in the Sanctuary, but first, go past the Sanctuary doors and examine the SWAT body at the end of the area. Pick up his MP5A5 submachine gun and equip it. Press R1 to shoot and R2 to use the flashlight attachment. It has a lower rate of fire, but better range, and it uses the 9mm P.B. rounds you already have.Enter the double doors to the Sanctuary, and see Rupert being attacked. When Aya enters, the attacker jumps through the stained glass window. There is a cutscene in which Aya tells Rupert there is no backup coming, and he tells her to go after his attacker. Look in the aisle, and pick up the Red Key dropped by the cyborg soldier, known as No. 9, before he escaped. Walk to the front of the Sanctuary and examine the pulpit to read some interesting quotes. Walk to the back left of the Sanctuary, and walk through the side door there. Aya will overhear a suspicious conversation. What do you know - it's the SWAT member you saw through the security camera.Continue across the Roof Garden and into the circular area that you saw through the security camera. Look behind the statue, and examine the blinking light. Apparently what you witnessed earlier was the man planting a bomb. The door behind the statue is locked. Examine it twice to find the Black Card the SWAT member dropped. Look at the map, and you will see that most of the areas you've crossed are repopulated with enemies. As you walk back across the Roof Garden, you will be attacked by four Caterpillars, which drop an MP Boost1.Return to the Sanctuary to find that Rupert is gone again. Go back out on the Promenade and defeat four Rats and three Moths. Go back to the escalator and up to the Observatory. Stay behind the rail and fire at the two Brutes. (With the MP5A5, you can just hold down on the R1 button for rapid fire. This is a very effective technique, but it eats up the ammo.) The Brutes drop 50 9mm Hydra rounds. They are more powerful than the P.B. rounds, so use them for stronger enemies.Go down the opposite escalator and back into the Forked Road. Defeat the Lesser Stranger and three Rats, and get a Penicillin. Go up the stairs to the square and refill your ammo supply. Heal if you are low on HP and have the necessary items. Call Baldwin to give him an update, and he will tell you a helicopter is on the way. He wants you to detain No. 9. Save the game.PART 3: A NARROW ESCAPEGo down the left stairs to the Patio. Defeat the two Lesser Strangers and two Moths, for which you will receive 50 9mm Hydra rounds. Enter the Cafeteria and take out the two Odd Strangers. Go through the back door into the hallway and get rid of the four Rats and the Odd Stranger waiting there. Enter the Security Room and go back to the key panel. The power is off on the security cameras. This time, use the Red Key on Slot B, which will drain the fountain.Go through the door to the Fountain area, which is hot again, and fight two Brutes, which drop 4 40mm Grenades. Pyrokinesis will make short work of them. Stand in front of the fountain and examine it again. There is a SWAT member in the fountain. Get his Grenade Pistol. Walk into the Forked Road and be ready for a surprise attack by four Caterpillars, and get a Recovery1 after defeating them. At this point, I would go back up and reload on ammo since it is convenient to get to right now. Then go up the escalator to the Observatory. You will get an overhead camera view, and then be attacked by nine Bats. Be careful of Bats! They are weak and easily killed, but they get in Aya's face, causing her to ward them off with her arm, which means she can't get a shot off. Meanwhile, they're draining her HP. Try to stay back and dispose of them in groups - Plasma is really good for this. You will receive 50 9mm Hydra rounds after the battle.Go down the opposite escalator to the Promenade, and fight off the four Caterpillars and six Moths. Go back through the Sanctuary to the Roof Garden and take out the four Caterpillars and three Moths. Go back to the Promenade and stand in front of the gate across from the Sanctuary doors. Open the gate, but don't try to cross the bridge. Walk over to the red light and examine the panel...did you write down the musical notes from the bulletin board? You'll need them now. The numbered notes are the key - if those notes are 1, 2, and 3, then using that numbering system (line, space, line), the notes with question marks would be 5, 6, and 1. Enter those numbers in order on the keypad by the bridge. This will raise the bridge.You now have a green light instead of a red one. Get rid of the three Bass and cross the bridge. Listen to the scary noises coming from the other side of the door, then finish off the Lesser Stranger that got thrown against the door, after which you will get a Recovery2. Examine the flashing red light on the wall - it's another armed bomb. Go down the hall and up the stairs.Now you need to prepare for a boss battle. Take off the GPS, because it is less important right now. Make sure you're wearing the Tactical Vest, and, if possible, have the following attached: MP5A5 and ammo, Grenade Pistol and grenades, Protein Capsule, and HP and MP recovery items. If you have the EXP points available and have not already done so, reactivate the Healing and Metabolism PE powers. Use the emergency phone on the wall to call Baldwin, who is about as helpful as usual. Save the game, and head up the stairs to the Heliport.Walk around the catwalk all the way to the other end. The lift is on the top floor, so you can't go up yet. Go back toward the stairs you took to come up here, and notice the electric cables on the wall as you go. You will have to make use of those in the upcoming boss fight. When you get back almost to the stairs, someone jumps in front of you. It's the weirdo from the Sanctuary...No. 9. (Do you remember that the man setting the bomb said No. 9 would create a diversion? Prepare to be diverted.) He has a smart mouth, an irritating laugh, and a flaming sword. After a brief conversation, turn and run back toward the elevator, but stop just past the first set of cables on the wall. When No. 9 has almost reached them, target the cables and fire. One should swing loose and hit No. 9, doing a whopping amount of damage. Then run past the next set of cables and do it again.Don't let him catch you if you can avoid it. He will use a bomb to paralyze you, then whack you with the flaming sword, which is as painful as it sounds. When he shoots a paralysis bomb at you, move so that it will miss. Just in case, though, it is a good idea to keep using Metabolism. Do the cable trick one more time by the elevator, then target the steam pipe (next to the cable) and shoot at it. It should do several hundred points of damage. Equip the Grenade Pistol and load a grenade. Shoot the grenades at No. 9, and if that doesn't do it, try a little Pyrokinesis or some rounds from the MP5A5, as a last resort. After the battle, he'll jump up to the Heliport.Take the lift up. Aya confronts No. 9, but he makes a running jump to the next building. Rupert runs up holding the bomb detonator, which he found lying on the ground. He doesn't know how to defuse the bomb, either. Fortunately, the helicopter arrives just before the building blows up, and they escape through the flame-, smoke-, and debris-filled air.PART 4: AREA 51...I MEAN, 272Aya and Rupert meet with Baldwin in his office. Baldwin shows Aya a newspaper article about mutilated cows which showed signs of cell degeneration. (Guess what that means?) He wants her to check if out, and gives her a folder full of documents. You must examine each one for the game to proceed. They include a MIST Search Warrant, an NMC photo, a Manual, and a Dryfield Map. Dryfield is a little place in the Mojave Desert, and is Aya's next destination.After a brief scene, you see Aya digging in her trunk as Pierce walks up. He analyzed the Metallic Implant found in the creature from the Cafeteria, and found it to be a state-of-the-art micro-transmitter, with sand in it from the Mojave Desert. Hmmm. Go back to the shelf in the corner of the garage and get another Recovery3, then look in Aya's trunk. She can store things in here. There is a box which contains some familiar items, as well as a Belt Pouch (which increases attachments by 1 - I would save this for a better armor later in the game) and a Ringer's Solution (full HP/MP recovery). In case you haven't already noticed, I should mention that the MP5A5 and the Tactical Vest are both gone now. How depressing. Aya now has an Assault Suit and the M93R equipped.Instead of leaving right away, head back into the building and visit Jodie. At this point, I could afford the PA3 shotgun, some Buckshot, and the Turtle Vest, or the Combat Armor, or the M4A1 assault rifle. The M4A1 is a nice weapon with a great range, but I don't recommend it at this point, because it's easier to find shotgun ammo in the desert than it is to find rifle rounds. The Combat Armor is great, with a 40 HP bonus, 10 MP bonus, 5 attachments, and silence resistance. It also has a built-in motion detector, which would eliminate the need for the GPS and free up an attachment slot. Decide what is important to you, and make your purchases accordingly. (I took the Combat Armor, because I couldn't pass up those bonuses, and you will meet a man in the desert who will "sell" you new weapons.) Go back to the garage and use the phone. Talk to the lovable Baldwin, and save the game. Then talk to Pierce, and tell him you're ready to go.Ah, Dryfield....what a lovely spot. Refill your 9mm P.B. rounds from the ammo box beside the car, then use the expensive pay phone in front of the gas station. Baldwin is happy you're there, but doesn't have much to say. Save the game again. Make sure you have equipped your new purchases and filled your attachment slots. Unlike the Akropolis Tower, where you had the whole map available, here it fills in as you explore the area. Open the double gates and enter what is optimistically referred to as "Main Street."A creature jumps down from the building ahead and to the right. It's a Desert Chaser, and you'll get to be very familiar with this type of ANMC. It is fast, and loves to headbutt. It can knock Aya down, so try to keep it at a distance. However, it's not too bright, and if you stand in front of a wall and dodge at the last second while it's charging, it will run into the wall. (Kind of like Bugs Bunny and that bull...) You can also use Pyrokinesis to knock it down, and then pound on it while it's off its feet. Don't be afraid to use your PE if you need it. Defeat the Desert Chaser and get 50 9mm Hydra rounds. Open the door to Room 1 and examine the picture on the wall. "Doc Holliday, 1851-1887." You will need to write this down, and do the same for other pictures you find. Continue to Room 2, bypassing the iron gates to the Parking Area for the moment. You are not alone in Room 2. A couple of Odd Strangers are waiting for you to put them out of their misery - do so without hesitation. Afterwards, examine the next picture. "Wyatt Earp, 1848-1929." Go down the little hall to the closet and search it a couple of times for the Penicillin, then go into the bathroom and get a Recovery1 out of the garbage can.You can try Rooms 3 and 4, but they are locked. Near the ice machine, there is a little gate between two buildings. Go through it and walk to the end of the area. There is a Recovery1 in a wooden box near the fence. Examine the well and fight 25 Bats (yep, I said 25), and get a Combat Light. Enter the door to Douglas Scrapyards. You can't make your way through the building yet - you'll have to solve a puzzle first.PART 5: MEET GARY DOUGLASGo through the door in the metal fencing and walk around the car. You will hear a noise on the other side of the wall. Examine the panel with the red light, and raise the breaker. Walk to the control panel with the yellow light (it's across from the door you used to enter the building) and press Up, then press Turn. The car has now been lifted and rotated, so you can get by. Examine the red light on the wall beside the large metal door in front of the car, and press the button, which turns the light green. Now go to the side and unlock the door in the fence.Go back to the control panel in the first room, and press Turn, then press Down. The car is now back where it started. Enter the second room and open the large metal door, and you will meet Gary Douglas, who doesn't appear to like intruders. After a brief conversation carried on while he holds a gun on Aya, Gary decides she's not a mutated creature and might be okay after all. He tells her he has to go on his rounds, and he won't let her help, but suggests that she rest, and gives her Motel Key No. 6.Check the map, and you will find that some areas are hot again. On Main Street, you'll have an unpleasant encounter with six Scorpions which rise up out of the ground. Pyrokinesis works nicely here. You'll get a Penicillin after the battle. Go back into Room 1 and take out the two Bone Sucklers (they explode when you shoot them, so stay back to avoid damage), and get a ? Small Box, which, upon examination in inventory, turns out to be a Flare.Return to Aya's car and restock on ammo. Then call Baldwin and save the game. Return to Main Street and go through the gates into the Parking Area. Take care of the two Desert Chasers here, and get 10 Buckshot from the dumpster. The green door across from it is unlocked, so go on in. Well, yuck. Not a very appealing restroom. There is a woman at the sink in apparent distress. Talk to her, and watch her turn into a Lesser Stranger. Defeat it for an MP Boost1.There's a message on the wall in faint, red ink. It's the first of several you'll find in Dryfield. Letters are missing, but you should still be able to determine that what is says is this:Solve my riddle before you go
How many phones in Dryfield's streets?
Then proceed, go down below
To sunless mole hills where red blood sleeps.There's nothing else to do here, so go back out into the Parking Area and up the stairs to the second floor balcony. At the top of the stairs, look at the map to see that the area is hot. If you press the triangle button while looking at the map, it will give you clues about your next destination, and a flashing red light shows you where you need to go - Room 6. Get the three Odd Strangers on the Balcony, then use the key to open Room 6 (you can't get into the other rooms yet).Look at the small cabinet near the door, and take the Stims and the 9mm P.B. rounds. You can also store things here, if you like, but I rarely do, because this room will be much harder to access later on. (If you've played Parasite Eve, have Aya look at the TV, because she'll have something interesting to say about an old friend.) This room is much different from the ones downstairs. Go into the bathroom and look in the mirror, and Aya will have several comments to make. Pick up the phone and save the game, then walk onto the balcony. Aya sees a water tower, but who is that up there? Climb down the ladder.PART 6: MADIGAN, P.I.It's a little difficult to get to the lever that opens the gate in the fence around the water tower. The first thing to do is get rid of two Desert Chasers digging a hole under the fence. Try to shoot them through the fence, and use PE when needed. Walk past the hole to the opening in the fence. Enter, and examine the box and raise the gate lever. Now run like crazy, because the gate on the other side will only stay open for a short time, and Desert Chasers will be trying to knock you down as you run.Once inside the gate, which will shut behind you, take out the other six Desert Chasers, which keep coming through the hole under the fence (all of them together give you 400 wonderful BP), and get a Recovery2 for your trouble. After you defeat them, the mystery person will lower a ladder, allowing Aya to climb up the water tower. Walk around to the other side, and say hello to Kyle. He says he's a P.I., but he knows more than he ought to. He mentions a shelter which Aya didn't know about. Aya doesn't completely trust him yet, even though she does find him appealing. She agrees to join forces.Aya can see the whole town from here. Walk to where Kyle was standing to get the view. Examine the lever on the tower, and raise it to open the gate, which will stay open this time. Climb up the next ladder to the top of the tower. Examine the corpse to get the ? Key and a Recovery1. If you examine the ? Key, which is a Key Item (no, really!), you will see that it says G & R. Go all the way back down, where you will be attacked by five Scorpions. These guys are tough - they surround Aya and keep striking her, which will prevent her using PE.You will need to talk to Mr. Douglas now about the shelter. Leave the fenced area and check your map. Several areas are hot again, and there is a red light blinking to show your destination. Don't go there yet, though, because you can't get in. It's time to dispose of some more creatures and use that key you just found. It fits the back door across from the fenced area. Go through the door, destroy the three Mind Sucklers, and get a Combat Light after the battle. Get the ? Magnet off the refrigerator door and the Recovery1 out of the locker. Examine the magnet to find that it is a Bottlecap Magnet. Go through the door into the G & R Saloon. As you advance into the room, you'll have to fight five Mind Sucklers. Step into the restroom and look at the wall. You will find a map of Dryfield, which Aya will enter into her GPS.Walk toward the front door and look in the cooler beside it for a ? Can, which can be identified as a Cola. This great item restores 20 HP and 80 MP, so use it judiciously. Go out the front door, and you will see and hear another Desert Chaser in the parking area. After you take care of him, six Scorpions will surface. I would recommend using Combustion on the group of them. After the battle, you'll receive 50 9mm Hydra rounds. Go upstairs toward Aya's room, and take out six more Scorpions on the balcony.Enter the motel room and call Baldwin, who wants to investigate Kyle and learn more about the shelter. After you save the game, climb down the ladder and go to the gate beside the motel. It is opposite the gate in the water tower fence. Open it, and walk down the narrow path. A Desert Chaser will drop down and attack you. Get rid of it for an MP Boost1. Walk to the door and press the button on the intercom. Douglas tells you to get the key and let yourself in. Walk to the left and examine the grating. There's a key there, but you can't reach it. Use the magnet from the saloon to move the key slowly up and to the right. It is the Factory Key, and will open the door in front of you. Unlock the door and enter the factory, then go into the garage through the large metal door. Dispose of the five Mind Sucklers, then go through the door in the corner near the truck. You are in the Junk Yard, and will meet Flint for the first time here. Flint, Gary's dog, is a good fellow, and is important in the game. Take care of him, and he will help you more than once.Walk to the far end of the Junk Yard and open the trailer door. Go in and talk to Gary, who just happens to have a very attractive collection of weapons. Ask him about the shelter. While talking, you'll hear a scream from the Dilapidated House to the south. Douglas tells you how to get to it from the sewers, because the direct route isn't available. Apparently the owners of the General Store didn't leave a key, so you will have to enter the store from below, and then use the back door to get to the Dilapidated House.Apparently MIST has contacted Douglas. They are doing a deal with him so you can trade your BP for weapons, and they will reimburse him later. He's happy to open up the store for you. You're going to need the Grenade Pistol and several grenades. Buy 16 or 20 if you can afford them. They will be very important when you battle an upcoming boss. Leave the trailer, and Gary will tell Flint to show you the way. Before you reenter the Garage, pick up the ? Rope past the door. When you do, four Scorpions will appear, so get rid of them. Identify the item you just picked up as Wire Rope, and go through the door to the Garage.
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