my big family...photos ni masa ayah dan bonda baru berkahwin.

my big family...photos ni masa ayah dan bonda baru berkahwin.

my big family...

my big family...

my big family...

my big family...

Khamis, 27 Oktober 2011

parasite eve 2 -part 2

PART 7: THE REAPPEARANCE OF NO. 9After you leave the trailer, several areas are hot again, so take care of them before you move on to the Dilapidated House. There are three Mind Sucklers in the Garage which need to be eliminated. Flint will lead Aya back to the well, but let him wait there for a few minutes. There are two Desert Chasers waiting on Main Street. Go into Room 2 and get rid of the four Bone Sucklers and two Mind Sucklers. You'll find four Bone Sucklers and an Odd Stranger in Room 1. In the green-doored restroom, there are seven Bone Sucklers. You can find five Rats and two Mind Sucklers in the G & R kitchen, seven Scorpions near the Water Tower, and seven more in the Breezeway. That should take care of the hot spots.Climb up to Aya's room and save the game. Pierce has some intriguing news about that Metallic Implant you found. Go to the car and restock on ammo, then return to the well, where you left Flint. Examine the well, and use the Wire Rope on it. Climb down the rope and enter the Water Hole. Walk back toward the screen and try to open the metal gates. They won't open, but remember them, because you will be using them later.Walk the other way, and get rid of the eight Bats around the corner. Continue down the passage, and open the gates to the Underpass. Walk to the back wall and press the button, then return to the Water Hole. Walk partway down the passage and examine the hole in the wall for a Protein Capsule. Then return to the Underpass.



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



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



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



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



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



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



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



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



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



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







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



PART 8: DRYFIELD IN THE DARK

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



Main Street
Desert Chaser, 6 Moths


Room 1
2 Blood Sucklers, 3 Scavengers


Room 2
6 Blood Sucklers



Motel Balcony
5 Scavengers


Water Tower
3 Scavengers, 6 Moths


Breezeway
12 Bats


G & R Kitchen
5 Rats, 2 Scavengers


G & R
2 Blood Sucklers
MP Boost2

Restroom
6 Blood Sucklers
Recovery2

Parking Area
4 Scavengers
Combat Light

Driveway
13 Bats


Water Hole
Zebra Stalker
10 Firefly

Underpass
5 Scavengers


Cellar
5 Scavengers



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



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



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



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



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



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



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



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




Driveway
12 Bats


Underpass
3 Brutes
Recovery2

Cellar
6 Bats, 5 Rats

Water Hole 2 Brutes 50 9mm Hydra

Gas Station
2 Desert Chasers


Dilapidated House, Room 1
4 Scavengers


Dilapidated House, Room 2
6 Blood Sucklers


Parking Area
2 Desert Chasers, 4 Moths


Restroom
6 Rats, 5 Moths


G & R Kitchen
Blood Suckler, 2 Moths, 7 Rats


Water Tower
3 Zebra Stalkers


Breezeway
Desert Chaser, 11 Moths
Recovery2

Loft
Zebra Stalker, 4 Scavengers



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



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



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



PART 9: AYA AND THE NIGHT VISITOR
After Aya decides to take a nap, there will be a cutscene, a movie, and another cutscene.







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

G & R
4 Scavengers, Blood Suckler


Loft
7 Scavengers (use Combustion here!)
10 Firefly

Room 5
5 Scavengers
4 Riot

Room 1
5 Scorpions, 3 Moths


Room 2
4 Blood Sucklers, 3 Scorpions


Room 3
3 Blood Sucklers, 3 Scavengers
50 9mm Hydra
Room 4 4 Blood Sucklers, 3 Moths


General Store
4 Scorpions, 4 Moths


Back Street
5 Mind Sucklers, Desert Chaser
50 9mm Hydra

Dilapidated House, Room 3
2 Blood Sucklers, 5 Scorpions



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



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



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




PART 10: THE ABANDONED MINE
September 6, 2000 - 12:06 a.m.
Mesa on the outskirts of Dryfield, Mojave Desert







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



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



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



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



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



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



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



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



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



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



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



PART 11: THE UNDERGROUND SHELTER

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



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



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



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



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



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

Here is a list of what's available:



Weapons
P229
Semi-auto 9mm w/silencer. Flashlight attachment.
1880 BP

PA3
Pump-action 12-gauge shotgun.
1000 BP

M4A1 Rifle
5.56mm assault rifle. Customizable with attachments.
2450 BP

Rifle Clip Holder
M4A1 magazine clip holder. Increases ammo capacity by 30.
1800 BP

M9
Close-combat bayonet. Custom M4A1 attachment.
980 BP

Hammer
High-voltage stun gun. Custom M4A1 attachment.
3720 BP

Grenade Pistol
Pistol-sized 40mm grenade launcher.
1680 BP



Ammunition
50
9mm P.B.
9mm caliber full metal jacket round. For handguns and submachine guns.
30 BP

10
Buckshot
12-gauge shotgun scatter shot. Spreads 9 lead shots in a burst.
60 BP

80
5.56mm Rifle
5.56mm full metal jacket rounds. For rifles and light machine guns.
100 BP

4
Grenade
40mm fragmentation grenade. Shoots fragments over a wide area.
280 BP

4
Riot
40mm special acoustic sound. Emits a glaring flash and loud noise.
80 BP

-----
Batteries/Fuel
Free reloads
--------



Armor
Combat Armor
Heavy police body armor. Helmet amplifier prevents Silence.
3250 BP

NBC Suit
Environmental NBC protection suit. Suitable for long-term wear.
3980 BP

PsySuit
Neo-mitochondria labsuit. Includes remote ANMC analyzer.
4580 BP



Items
Recovery1
Multi-vitamin tablet - heals some HP
100 BP

Recovery2
Analgesic capsule. Heals HP.
180 BP

MP Boost1
Spring water - restores some MP
320 BP

Penicillin
Anti-bacterial medkit - cures Darkness, Paralysis, Poison
80 BP

Stim
Restores nerve function - cures Silence, Berserker, Confusion
80 BP

Combat Light
Disposable defense weapon - blinds enemies in front of you
60 BP

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

Flare
Disposable self-defense weapon. Use to blind surrounding enemies.
150 BP


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



PART 12: A NEW ENEMY AND AN OLD FRIEND
Examine the panel in the middle of the far wall, then step through the door marked "In." Walk through the next door. A phone and a storage box await you. Open the storage box and store what you don't need. Take out the 20 Buckshot if you like, and definitely take out the 8 Grenades. Make sure you are in good health and equipped with recovery items, good weapons, and sufficient ammo. Then save the game.



Go through the door and watch another confusing cutscene. You can't get through the door at the end of the hall, so take the lift down. You're now on B2, so the map has changed. Walk down the hall and get rid of the Brute and three Watchers. Walk through the door at the end of the hall, and enter the Septic Tank. Nice name. Defeat the two Bog Divers, and get the 10 Firefly shells. (Pyrokinesis works wonders on the Bog Divers.) Walk through the door at the other end of the path, and enter the B2 Main Corridor. There are three more Bog Divers here. Take care of them, then enter the door marked "Breeding Room."Get the Cola from the cabinet, then read the very disturbing journal on the desk. (You knew Bowman was messed up, didn't you?) Examine the cages. There is a 9mm P.B. supply box in one corner. Take out the four Maggots and get the MP Boost2. In the corner of one of the cells is a can containing a Stim. Walk through the door into a new hallway. Turn the corner, and a strange creature drops from the ceiling, attacks Aya, and threatens her in distorted English.



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



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



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



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



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



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



I fought both battles, and these were my results:



Dumping Hole
240 EXP, 552 BP, 36 MP
Protein Capsule, 80 5.56mm Rifle, 4 Airburst

Garbage Incinerator
260 EXP, 568 MP, 47 MP
50 9mm Spartan, 10 Firefly, Belt Pouch


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



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



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



NOTE: You can choose to ignore the next section and just go back up into the shelter, but you can't get the true ending if you do. This walkthrough will cover the path necessary for the true ending. If you choose not to go back to Dryfield, go up the elevator to B2 now instead of returning to the Lower Sewer. There will be a cutscene in the elevator. Kyle will tell Aya that the password is MelissaMaya, and give her the Yoshida Card. They will then split up to cover more ground.PART 13: BACK DOOR TO DRYFIELD
Follow the hallway back to the Lower Sewer. Go through to the Upper Sewer and examine the wall beside the door. It has a clue for the Full Moon Gate. Run across to the panel with the glowing blue light. Examine it, and you'll find it's the Full Moon Gate control. What to do? Well, according to the memo, the code for the gate is the day when the moon's fullest. That's a little hard to predict, so they probably want a number you'd be able to guess. Let's say the middle of the month is the 15th. Try 15 - it works. Run back across to the corner and climb the ladder, then run straight across to the set of gates, which are open now.



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



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



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



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



Here is what he has available:



Weapons


P08
Semi-auto 9mm w/special loader.
680 BP

MP5A5
9mm submachine gun. Flashlight attached.
6980 BP

PA3
Pump-action 12-gauge shotgun.
1000 BP

AS12
Rapid-fire 12-gauge combat shotgun.
12500 BP

M4A1
5.56 mm assault rifle. Customizable with attachments
2450 BP

Rifle Clip Holder
M4A1 magazine clip holder. Increases ammo capacity by 30.
1800 BP

M9
Close-combat bayonet. Custom M4A1 attachment.
980 BP

M203
40mm grenade launcher. Custom M4A1 attachment.
2130 BP

Pyke
Small portable flamethrower. Custom M4A1 attachment.
5180 BP

Grenade Pistol
Pistol-sized 40mm grenade launcher.
1680 B



Ammunition
50
9mm P.B.
9mm caliber full metal jacket round. For handguns and submachine guns.
30 BP

50
9mm Hydra
9mm hollow-point round. Soft tip increases tissue damage.
50 BP

10
Buckshot
12-gauge shotgun scatter shot - spreads 9 lead shots in a burst
60 BP

10
Firefly
12-gauge shotgun incendiary shot. Ignites flammable target.
90 BP

80
5.56 mm Rifle
5.56 mm full metal jacket round - for rifles and light machine guns
100 BP

4
Grenade
40mm fragmentation grenade. Shoots fragments over a wide area.
280 BP

4
Riot
40mm special acoustic round. Emits a glaring flash and loud noise.
80 BP

---
Batteries/Fuel
Free reloads
-------



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



Items
Recovery1
Multi-vitamin tablet - heals some HP
100 BP

MP Boost1
Spring water - restores some MP
320 BP

Penicillin
Anti-bacterial medkit - cures Darkness, Paralysis, Poison
80 BP

Stim
Restores nerve function - cures Silence, Berserker, Confusion
80 BP

Combat Light
Disposable defense weapon - blinds enemies in front of you
60 BP
Pepper Spray Disposable self-defense weapon - use to stun surrounding enemies 100 BP


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


PART 14: BOWMAN'S FATE
In the Upper Sewer, a Mossback and two Bog Divers drop 10 Firefly shells. Walk through the door at the far end and up the stairs to B3, then get rid of the two Mad Chasers there. Go around the corner and take the lift to B2. There are seven Maggots in the Elevator Hall. After disposing of them, unlock the door and enter the Main Corridor. A Mossback and a Bog Diver drop 10 Firefly shells. There are another Mossback and Bog Diver in the Septic Tank. Another Mossback and three Maggots in the Pod Access Tunnel drop 10 Firefly shells. Go back to the Main Corridor and enter the Breeding Room. Defeat the two Mad Chasers, one Slouch, and two Sucklercephs.



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



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



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



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



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



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



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



B2 Elevator Hall
3 Mossbacks

10 Firefly, 10 R. Slug

West Mine Secret Passage
2 Brain Stingers


B1 North Maintenance Walkway
4 Skull Stalkers, 3 Sucklercephs, 2 Slouches



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



B1
Pod Access Tunnel
2 Mossbacks
80 5.56mm Rifle

Main Corridor
2 Brain Stingers


Sleeping Quarters
2 Mad Chasers, 2 Creeping Strangers


Storeroom
2 Brain Stingers


South Maintenance Walkway
Red Amoeba, 4 Green Amoebae, 3 Maggots


Elevator Hall
2 Brain Stingers




B2
South Maintenance Walkway
2 Mossbacks, Creeping Stranger
Protein Capsule

Operating Room
7 Maggots


North Maintenance Walkway
Brute, 3 Slouches


Breeding Room
2 Mad Chasers, Slouch, Skull Stalker


Septic Tank
Bog Diver


Pod Access Tunnel
Brain Stinger




B3
Elevator Hall
Mossback, 2 Green Amoebae



B4
Lower Sewer
2 Bog Divers, 2 Skull Stalker, Creeping Stranger


Upper Sewer
2 Red Amoebae, 2 Bog Divers
Eau de Toilette



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

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