______ | ___ ) _ _ | | ) ) _____ _ ___ _____ ____ |_| _| |_ _____ | |___) ) /___ | | |/___| /___ | | __| _ |_ _| | _ | | ____) ___| | | / ___| | | |__ | | | | | (_) | | | | _ | | | | _ | |__ | | | | | | ___| | | | (_) | | | | (_) | __| | | | | |_ | |___ |_| |_____| |_| |_____| |____| |_| |___| |_____| __________ | ________| | | __ __ _____ | |________ \ \ / / | _ | | ________| \ \ / / | (_) | | | \ \ / / | ___| | |________ \ \/ / | |___ |__________| \__/ |_____| _ _ | | | | | | | | | | | | | | | | | | | | | | | | |_| |_| PARASITE EVE II FAQ/WALKTHROUGH Final Version For the Sony PlayStation Unpublished work by Efrem Orizzonte (efroriz@hotmail.com) ===================================================================== DISCLAIMER ===================================================================== THIS DOCUMENT IS COPYRIGHT 2000-2002 EFREM ORIZZONTE. THIS DOCUMENT IS FOR PRIVATE USE ONLY. YOU'RE NOT ALLOWED TO PLACE IT ON YOUR WEBSITE WITHOUT AUTHOR'S PERMISSION, LINK DIRECTLY TO IT, ALTER IT IN ANY WAY, PUBLISH IT IN BOOKS OR MAGAZINES, OR SELL IT FOR ANY PROFIT. YOU MAY PRINT IT AND GIVE IT TO WHOMEVER YOU WANT AS LONG AS YOU DON'T GET ANY CASH FOR IT. YOU CAN E-MAIL THE AUTHOR FOR QUESTIONS, COMMENTS, CORRECTIONS OR CONTRIBUTIONS AND YOU WILL BE GIVEN CREDIT FOR THEM AS LONG AS THEY'RE USEFUL AND PERTINENT TO THE DOCUMENT. ===================================================================== A QUICK NOTE FROM THE AUTHOR ===================================================================== This FAQ is based on the Italian version of Parasite Eve II. Therefore, descriptions may not be the same as in the U.S. version of the game. All translations were made by me. ===================================================================== CONTENTS ===================================================================== 1. REVISION HISTORY 2. STORY 3. CHARACTERS 4. CONTROLS & SUBSCREENS 4.1 Action screen controls 4.2 Battle screen controls 4.3 The main menu 4.4 The USE menu 4.5 Parasite Energy menu 4.6 Map 4.7 Other subscreens 5. BATTLE 6. PARASITE ENERGY 7. COMBAT STUFF 7.1 Weapons 7.2 Ammo 7.3 Armors 7.4 Weapon Attachments 8. USE-AND-ATTACHMENT ITEMS 9. ENEMIES 10. WALKTHROUGH 10.1 Akropolis Tower 10.2 Dryfield 10.3 The Shelter 10.4 Neo Ark 10.5 The Underground and the return to Neo Ark 10.6 Day Three 11. MAPS 12. KEY ITEMS LIST & LOCATIONS 13. FAQS 14. FINAL RANKINGS 15. REPLAY 16. CREDITS ===================================================================== 1. REVISION HISTORY ===================================================================== Version 1.0 [9-2/3/4-2000] First release. Everything up to End of Disc 1. 14 sections so far. Version 1.2 [9-7-2000] 2 big mistakes corrected, the Item max capability being the worst. Changed some things here and there. Everything up to Neo Ark. Version 1.3 [9-10-2000] Changed Medical Wheel into Medicine Wheel. Some corrections. Slightly modified the "P" in the title ASCII. Renamed Section 8. Everything up to the final battle, Pierce's way excluded. Never released. Version 1.4 [9-11-2000] Completed walkthrough (Kyle's way) and started Pierce's way. Added Section 14: Final Rankings and updated item lists. Version 1.42 [9-12-2000] Added Aya Special in the Armor section. Slightly modified Neo Ark walkthrough. Added some things, went on with Section 14 and created Section 15. The game is coming out tomorrow in the U.S. Version 1.48 [9-14-2000] Updated Sections 6, 10 and 14. No major changes, due to lack of time (school is about to start, you know). Version 1.6 [9-15-2000] Updated Sections 6 and 10, redrawn Lists. Version 1.7 [9-16-2000] Completed Section 14 and updated many lists thanks to GameSages and JL Lee's FAQ. The game descriptions are still missing, because I have to actually see those items... IF I will ever see them that is. Updated Section 10 and everything up to Pierce's way final battle (just have to see the ending). Corrected some things. Completed Section 6 and corrected the Use of the four special Attachment Items (Skull Crystal, Medicine Wheel, Ofuda, Holy Water). Version 1.75 [9-18-2000] Completed walkthrough. Updated Section 15 with Scavenger Mode. Finally found the Hunter Goggles and added them to the list. Updated Section 13 with the music list for the Shooting Gallery. Corrected mistakes and added some little details here and there. The big part is over, but I'll be working on Bounty and Scavenger Mode to get all info on the missing parts. Version 1.8 [10-4-2000] Rearranged Weapons and Ammo sections. Found and added the Chicken Plate, along with its location (check the Dryfield section). Updated Newborn Giant ANMC section and added one attack of Parasite Eve. Separated Gained Items from Extra Items in Battle Accounts (except Shelter I... I forgot it :/ ) and added Kills Percentages. Corrected a small mistake. Put in the number of slots for each Storage Box. Added something in the Credits. Any further update will only feature details on very special items. Apart from these little details, that's it. Version 1.9 [4-14-2001] Check the walkthrough to find the answers to the two most frequently asked questions. Just added them to stop you people from sending me mails asking the same things over and over again. Version 2 [4-24-2001] All right people, you win. I can't believe this FAQ is so popular, but it seems to be, so I decided to modify the names of the items so that you US people can make full use of this guide. I made some more corrections too. I also want to say thanks to all the people who sent in compliments and contributions, you made me want to keep up my work as a FAQ writer. Thanks a lot. Final Version [6-3-2001] I corrected the second frequently asked question. This will be the last update. Update [3-21-2002] While working on the Italian version of this FAQ, I decided this one deserved a major update. Size difference spoke this out loud. I have almost completely revised the FAQ, pointing out items better and adding some items I had missed. Thanks to Nemesis' and Ibrahim Ghouth's FAQs, I could provide enemies' stats and in-game item descriptions (anyway, the latter are far from being complete). I have also changed the name of the infamous Section 13 into "FAQs" to make things clearer. Enemy descriptions and strategies have been completely remade to be more exhaustive and comprehensive. Boss strategies are now much more complete, and so are battle accounts, which now list ALL the extra items you can get. Plus, now all enemies have their official names. Nightmare Mode has been unlocked and described, although I don't have the time nor the will to test it. If there's a way to further improve this FAQ, that would be a complete listing of the English in-game descriptions. My translations are pretty bad, but I don't have an English version of the game, so if anyone can help, you're more than welcome. But remember, I need a COMPLETE list, including Parasite Energy descriptions. Basically, everything that isn't described as it is in the English version of the game needs to be rewritten. Update [3-22-2002] - Added a FAQ - Added missing prices - Updated "Replay" section - Corrected a mistake in the walkthrough (in Pierce's route, it's the Tactical Vest that allows you to recover HP after battles) ===================================================================== 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 MIST (Mitochondrion Investigation and Suppression Team), was created. Aya Brea moved to Los Angeles and joined the MIST 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 MIST 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 MIST 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 MIST 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 | | __ | __ | | | | M93R | | | PA3 | | |__| | |__| | |__________________________________| __ | | AMMO | | | Buckshot 132 | | __ | |__| | | | | 9mm P.B. 20 | __ | | |__| | | | Recovery 1 | | | |__| | |__________________________________| __ | | ARMOR | | | Recovery 1 | | __ | |__| | | | | Tactical Vest | __ | | |__| | | | Recovery 2 | |__________________________________| |__| | | ATTACHMENTS | __ | | __ | | | MP Boost 1 | | | | GPS | |__| | | |__| | __ | | __ | | | Combat Light | | | | 9mm P.B. 420 | |__| | | |__| | __ | | __ | | | Flare | | | | Recovery 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 Stim. \_ __/ \/ \ _____ / ___ \ CONFUSION: controlling Aya's movements becomes difficult. | |_/ | | Can be cured with a Stim, 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 < > Stim. |_ _ _| \/ \/ _ |-| POISON: Aya loses HP. If she moves, HP loss is faster. | | Can be cured with an Penicillin, 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 Penicillin, or with Metabolism PE. / / \ \ \ \ / / \ \/ / / /\ \ /_/ \_\ _ _ _/_\ /_\_ DARKNESS: Aya can't target the enemy. Can be cured with -|_|||_|- an Penicillin, or with Metabolism PE. \_/ \_/ Using an Penicillin, a Stim 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\_____________________________________________________ --------------------------------------------------------------------- ____________ ---------------------------|HAND WEAPONS|---------------------------- TONFA BATON Weight: 68 Range:1 Rate: 5 Based on an Okinawan design. Masters can attack continuously. OPERATION: R1: Blow ____ -------------------------------|GUNS|-------------------------------- M93R Caliber: 9mm Capacity: 20 rounds Weight: 117 Range: 50 Rate: 110 Semi-auto 9mm, fires 3-round bursts. OPERATION: R1: 9mm P.B./Hydr/Sptn (Burst) R2: 9mm P.B./Hydr/Sptn (Single) --------------------------------------------------------------------- MP5A5 Caliber: 9mm/Flash Capacity: 30/50 rounds Weight: 288 Range: 55/5 Rate: 80/2 9mm submachine gun. Flashlight attached. OPERATION: R1: 9mm P.B./Hydr/Sptn (Burst) R2: Flash Price: 6980 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 --------------------------------------------------------------------- M950 Caliber: 9mm Capacity: 100 rounds Weight: 227 Range: 40 Rate: 90 Full-auto 9mm w/high ammo capacity. OPERATION: R1: 9mm P.B./Hydr/Sptn (Burst) --------------------------------------------------------------------- P08 Caliber: 9mm Capacity: 7 rounds Weight: 87 Range: 70 Rate: 80 Semi-auto 9mm w/ special loader. OPERATION: R1: 9mm P.B./Hydr/Sptn (Single) Price: 680 BP --------------------------------------------------------------------- P08 (w/ S magazine) Caliber: 9mm Capacity: 32 rounds Weight: 100 Range: 70 Rate: 80 P08 w/ Snail magazine. Increased ammo capacity. OPERATION: R1: 9mm P.B./Hydr/Sptn (Single) --------------------------------------------------------------------- P229 Caliber: 9mm Capacity: 12/50 rounds Weight: 92 Range: 120/4 Rate: 90/3 Semi-auto 9mm w/silencer. Flashlight attachment. OPERATION: R1: 9mm P.B./Hydr/Sptn (Single) R2: Flash ________ -----------------------------|SHOTGUNS|------------------------------ PA3 Gauge: 12ga Capacity: 3 rounds Weight: 270 Range: 30 Rate: 2 Pump-action 12-gauge shotgun. OPERATION: R1: Buckshot/Firefly/R.Slug (Single) Price: 1000 BP --------------------------------------------------------------------- SP12 Gauge: 12ga Capacity: 7 rounds Weight: 420 Range: 40 Rate: 24 12-gauge short-range 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 12-gauge smooth-bore shotgun. Repeater. OPERATION: R1: Buckshot/Firefly/R.Slug (Single) Price: 12500 BP --------------------------------------------------------------------- GUNBLADE Caliber: Blade/12ga. Capacity: -/12 rounds Weight: 579 Range: 2/100 Rate: 2/36 Ultra high frequency particle blade. Blade with shotgun attachment. OPERATION: R1: Blade R2: Buckshot/Firefly/R.Slug (Single) Price: 10000 BP (Replay Mode) ______ ------------------------------|RIFLES|------------------------------- M4A1 RIFLE Caliber: 5.56mm Capacity: 30 rounds Weight: 254 Range: 500 Rate: 85 5.56mm assault rifle. Customizable with attachments. OPERATION: R1: 5.56 Rifle (Triple) R2: 5.56 Rifle (Single) Price: 2450 BP --------------------------------------------------------------------- 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) --------------------------------------------------------------------- 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 GRENADE Caliber: 5.56/40mm Capacity: 30/1 rounds Weight: 390 Range: 500/250 Rate: 85/1 Assault rifle with attached 40mm grenade launcher. OPERATION: R1: 5.56 Rifle (Triple) R2: Grenade/Riot/Airburst (Single) --------------------------------------------------------------------- M4A1 HAMMER Caliber: 5.56/Stun Capacity: 30/40 rounds Weight: 339 Range: 500/2 Rate: 85/4 Assault rifle with attached Stungun. OPERATION: R1: 5.56 Rifle (Triple) R2: Electric discharge --------------------------------------------------------------------- M4A1 JAVELIN Caliber: 5.56/Laser Capacity: 30/60 rounds Weight: 488 Range: 500/420 Rate: 85/2 Assault rifle with attached laser. OPERATION: R1: 5.56 Rifle (Triple) R2: Laser --------------------------------------------------------------------- M4A1 PIKE Caliber: 5.56/Flame Capacity: 30/30 rounds Weight: 437 Range: 500/6 Rate: 85/2 Assault rifle with attached flamethrower. OPERATION: R1: 5.56 Rifle (Triple) R2: Flamethrower --------------------------------------------------------------------- M249 Caliber: 5.56 Capacity: 200 rounds Weight: 685 Range: 400 Rate: 100 Portable light machine gun. Heavy firepower and a large clip. OPERATION: R1: 5.56 Rifle (Burst) R2: 5.56 Rifle (Single) _________________ -------------------------|GRENADE LAUNCHERS|------------------------- GRENADE PISTOL Caliber: 40mm Capacity: 1 round Weight: 260 Range: 350 Rate: 1 Pistol-sized 40mm grenade launcher. OPERATION: R1: Grenade/Riot/Airburst (Single) Price: 1680 BP --------------------------------------------------------------------- MM1 Caliber: 40mm Capacity: 12 rounds Weight: 900 Range: 350 Rate: 12 40mm launcher w/revolving magazine. OPERATION: R1: Grenade/Riot/Airburst (Continuous) Price: 23500 BP _______ ------------------------------|MAGNUMS|------------------------------ MONGOOSE Caliber: 44Mag. Capacity: 6 rounds Weight: 168 Range: 60 Rate: 70 Large .44 caliber revolver. Slow reload, but it's worth it. OPERATION: R1: 44 Magnum/44 Maeda SP (Single) Price: 2850 BP (Replay Mode) _______________ --------------------------|SPECIAL WEAPONS|-------------------------- HYPER VELOCITY GUN Caliber: 20mm Capacity: 100 rounds Weight: 881 Range: 1000 Rate: 7 Electromagnetic Rail Gun. Allows high-acceleration fire. OPERATION: R1: Rail gun Price: 20000 BP (Replay Mode) ________ ___/7.2 Ammo\________________________________________________________ --------------------------------------------------------------------- _______ ------------------------------|BULLETS|------------------------------ 9MM P.B. Caliber: 9mm Power: 10 Capacity: 500 9mm caliber full metal jacket round. For handguns and submachine guns. APPLICABLE WEAPONS: M93R, P08, P229, MP5A5 Price: 50 x 30 BP --------------------------------------------------------------------- 9MM HYDRA Caliber: 9mm Power: 15 Capacity: 500 9mm hollow-point round. Soft tip increases tissue damage. APPLICABLE WEAPONS: M39R, P08, P229, MP5A5 Price: 50 x 50 BP --------------------------------------------------------------------- 9mm SPARTAN Caliber: 9mm Power: 20 Capacity: 500 9mm fragmentation round. Fragments rupture vital organs. APPLICABLE WEAPONS: M39R, P08, P229, MP5A5 Price: 50 x 80 BP ______ -------------------------------|SHELLS|------------------------------ BUCKSHOT Gauge: 12ga Power: 40 Capacity: 200 Special: Explosion 12-gauge shotgun scatter shot. Spreads 9 lead shots in a burst. APPLICABLE WEAPONS: PA3, SP12, AS12 Price: 10 x 60 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 12-gauge shotgun incendiary shot. Ignites flammable target. APPLICABLE WEAPONS: PA3, SP12, AS12 Price: 10 x 90 BP ________ -----------------------------|GRENADES|------------------------------ GRENADE Caliber: 40mm Power: 270 Capacity: 100 Special: Burst 40mm fragmentation grenade. Shoots fragments over a wide area. APPLICABLE WEAPONS: Grenade Pistol/M4A1 Grenade Price: 4 x 280 BP --------------------------------------------------------------------- RIOT Caliber: 40mm Power: 60 Capacity: 100 Special: Flash 40mm special acoustic round. Emits a glaring flash and loud noise. APPLICABLE WEAPONS: Grenade Pistol/M4A1 Grenade Price: 4 x 80 BP --------------------------------------------------------------------- AIRBURST Caliber: 40mm Power: 220 Capacity: 100 Special: Explosion 40mm aerial burst grenade. Arcs and explodes in the air. APPLICABLE WEAPONS: Grenade Pistol, M4A1 Grenade Price: 4 x 450 BP _____________ ---------------------------|RIFLE BULLETS|--------------------------- 5.56 RIFLE Caliber: 5.56mm Power: 22 Capacity: 800 5.56mm full metal jacket round. For rifles and light machine guns. APPLICABLE WEAPONS: M4A1 Price: 80 x 100 BP ______________ --------------------------|MAGNUM BULLETS|--------------------------- 44 MAEDA SP Caliber: 44Mag. Power: 70 Capacity: 500 Special: POISON Anti-NMC .44 magnum round. Contains toxic mitochondria. APPLICABLE WEAPONS: Mongoose Price: 25 x 800 BP --------------------------------------------------------------------- 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. Price: 1000 BP --------------------------------------------------------------------- TURTLE VEST ADD. HP +5 ADD. MP +20 Attachments: 3 Special features: MP Recovery/Resist PARALYSIS NMC Hunter reinforced vest. Can be worn under regular clothing. Price: 1680 BP --------------------------------------------------------------------- COMBAT ARMOUR ADD. HP +40 ADD. MP +10 Attachments: 5 Special features: Motion detector/Resist SILENCE Heavy police body armor. Helmet amplifier prevents Silence. Price: 3250 BP --------------------------------------------------------------------- TACTICAL VEST ADD. HP +50 ADD. MP +10 Attachments: 7 Special features: Quick fire/HP recovery Bullet-proof SWAT vest. Includes an emergency first aid kit. Price: 2120 BP --------------------------------------------------------------------- ASSAULT SUIT ADD. HP - ADD. MP +10 Attachments: 6 Special features: Resist POISON Good desert jacket. Has attactments, but poor protection. Price: 1000 BP --------------------------------------------------------------------- CHICKEN PLATE ADD. HP +60 ADD. MP - Attachments: 5 Special features: Resist impact/HP recovery Old-style pilot vest. Attenuates blows. Price: 1000 BP --------------------------------------------------------------------- SHOULDER HOLSTER ADD. HP - ADD: MP +20 Attachments: 4 Special features: Quick fire Holster worn over a T-Shirt. Price: 2580 BP --------------------------------------------------------------------- PASGT VEST ADD. HP +20 ADD. MP - Attachments: 6 Special features: Resist POISON/HP recovery Body armor in current military use. Includes an emergency first aid kit. Price: 2980 BP --------------------------------------------------------------------- EOD SUIT ADD. HP +100 ADD: MP - Attachments: 5 Special features: Resist IMPACT/Resist PARALYSIS Explosive squad body armor. Resistant to explosions and heat. Price:4580 BP --------------------------------------------------------------------- NBC SUIT ADD. HP +20 ADD. MP +20 Attachments: 6 Special features: Resist POISON/Resist PARALYSIS Environmental NBC protection suit. Suitable for long-term wear. Price: 3980 BP --------------------------------------------------------------------- PSYSUIT ADD. HP - ADD. MP +50 Attachments: 4 Special features: Medical inspection/Resist CONFUSION Neo-mitochondria labsuit. Includes remote ANMC analyzer. Price: 4580 BP --------------------------------------------------------------------- TACTICAL ARMOUR 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'S 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 Robe from a mitochondria-worshipping cult. It's impregnated with NMC blood. Price: 3000 BP (Replay Mode) ______________________ ___/7.4 Weapon Attachments\__________________________________________ --------------------------------------------------------------------- ____ -------------------------------|GUNS|-------------------------------- "SNAIL" MAGAZINE Use: Add P08 Capacity +25 P08 magazine. Increases ammo capacity. --------------------------------------------------------------------- SMG CLIP HOLDER Use: Add MP5 capacity +30 MP5A5 magazine. Increases bullets by 30 units. Price: 3980 BP ______ ------------------------------|RIFLES|------------------------------- RIFLE CLIP HOLDER Use: Add M4A1 Capacity +30 M4A1 magazine clip holder. Increases ammo capacity by 30. 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. Custom M4A1 attachment. Price: 2130 BP --------------------------------------------------------------------- PIKE Use: M4A1 Attachment Small flamethrower. Attachment for M4A1. Price: 5180 BP --------------------------------------------------------------------- M9 Use: M4A1 Attachment Close combat bayonet. Custom M4A1 attachment. Price: 980 BP --------------------------------------------------------------------- JAVELIN Use: M4A1 Attachment Laser rifle. Attachment for M4A1. Price: 7500 BP ===================================================================== 8. USE-AND-ATTACHMENT ITEMS ===================================================================== BELT POUCH Use: Add Attachments +1 A large belt pack. Increases # of armor attachments. Price: 10000 BP (Replay Mode, Scavenger Mode, Nightmare Mode) --------------------------------------------------------------------- COLA Use, Attachment: Recover 80 MP/Recover 20 HP Energy drink. Recovers HP and MP. Price: 120 BP (Replay Mode) --------------------------------------------------------------------- COMBAT LIGHT Attachment: Inflict DARKNESS Disposable defense weapon. Blinds enemies in front of you. Price: 60 BP --------------------------------------------------------------------- EAU DE TOILETTE Attachment: Induce BERSERKER Disposable eau de toilette spray. Scent releases latent powers. Price: 190 BP (Replay Mode) --------------------------------------------------------------------- FLARE Attachment: Inflict DARKNESS Disposable self-defense weapon. Inflicts darkness to the enemy. Price: 150 BP --------------------------------------------------------------------- HOLY WATER Use: ??? (Increases the least Exp needing Water PE's level by 1) Attachment: ??? (Reduces damage received by 1/4) The label says "Holy Water". Attach this and see what happens. Price: 5000 BP (Replay Mode) --------------------------------------------------------------------- HUNTER GOGGLES Attachment: Resist DARKNESS Special-filter goggles. Prevent darkness if attached. Price: 1000 BP (Replay Mode) --------------------------------------------------------------------- LIPSTICK Attachment: Resist SILENCE Use: Add. Max MP +1 Keeps the lips wet. Cures Silence if attached. Price: 5000 BP (Replay Mode, Scavenger Mode, Nightmare Mode) --------------------------------------------------------------------- MD PLAYER Attachment: Resist CONFUSION/Resist BERSERKER MD Player w/ "whale songs" disc. Prevents Confusion, Berserker. Price: 1000 BP (Replay Mode) --------------------------------------------------------------------- MEDICINE WHEEL Use: ??? (Increases the least Exp needing Wind PE's level by 1) Attachment: ??? (Sometimes enemies drop extra items) Indian amulet. Attach this and see what happens. Price: 27800 BP (Replay Mode, Scavenger Mode, Nightmare Mode) --------------------------------------------------------------------- MP BOOST 1 Use: Recover 30 MP Attachment: Recover 25 MP Spring Water. Restores some MP. Price: 320 BP --------------------------------------------------------------------- MP BOOST 2 Use: Recover FULL MP Attachment: Recover 100 MP Sparkling mineral water. Recovers MP. Price: 580 BP --------------------------------------------------------------------- OFUDA Use: ??? (Increase the least Exp needing Earth PE's level by 1) Attachment: ??? (Increases PE power by 1/2) Japanese amulet. Attach this and see what happens. Price: 5000 BP (Replay Mode) --------------------------------------------------------------------- PENICILLIN Attachment: Cure DARKNESS, PARALYSIS, POISON Anti-bacterial medikit. Cures Darkness, Paralysis, Poison. Price: 80 BP --------------------------------------------------------------------- PEPPER SPRAY Attachment: Inflict PARALYSIS Disposable self-defense weapon. Use to stun surrounding enemies. Price: 100 BP --------------------------------------------------------------------- PROTEIN CAPSULE Use, Attachment: Add. Max HP +5/Recover FULL HP Protein compound medicine capsule. Full HP recovery. Max HP + 5. Price: 10000 BP (Replay Mode, Scavenger Mode, Nightmare Mode) --------------------------------------------------------------------- RECOVERY 1 Use: Recover 50 HP Attachment: Recover 45 HP Multi-vitamin tablet. Heals some HP. Price: 100 BP --------------------------------------------------------------------- RECOVERY 2 Use: Recover 100 HP Attachment: Recover 90 HP Analgesic capsule. Recovers HP. Price: 180 BP --------------------------------------------------------------------- RECOVERY 3 Use: Recover FULL HP Attachment: Recover 150 HP Nutritious substances. Recover a lot of HP. Price: 350 BP --------------------------------------------------------------------- RINGER'S SOLUTION Use, Attachment: Recover FULL HP and MP Blood substitute. Restores HP and MP to the max. Price: 200 BP (Replay Mode) --------------------------------------------------------------------- SKULL CRYSTAL Use: ??? (Increases the least Exp needing Fire PE's level by 1) Attachment: ??? (Increases damage to enemy by 1/4) Skull shaped S. American Crystal. Attach this and see what happens. Price: 5000 BP (Replay Mode) --------------------------------------------------------------------- STIM Attachment: Cure SILENCE, BERSERKER, CONFUSION Restores nerve function. Cures Silence, Berserker, Confusion. Price: 80 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. --------------------------------------------------------------------- STRANGER (Humanoid ANMC) Artificial Neo-Mitochondrion Creature. It's the first enemy you meet in the game. Not particularly strong. Their weak point is their back, and if you manage to attack them from behind, the amount of bullets used for the kill will be significantly lower. Such creature comes in 4 different flavors, as follows: 1) Lesser Stranger: walks towards you. Stops and lunges at you to bite you when close enough. 2) Grin Stranger: side-jumps while approaching. It's hard to target because it jumps very quickly. 3) Great Stranger: runs towards you instead of just walking. 4) Odd Stranger: the most common type of Stranger you'll meet after the Akropolis Tower mission. Easily recognized by the black circular spot on its back. If it gets close enough, it bites and doesn't let go for many seconds, allowing other enemies to close in and attack as well. Dangerous in close quarters. To get rid of a Stranger, wait for it to come close, then as soon as it tries to bit, move away, get behind it, and shoot away for some good damage. If you don't feel confident enough, just shoot the hell out of them. Lesser Stranger: HP 180 EXP 34 BP 34 MP 3 Grin Stranger: HP 160 EXP 42 BP 48 MP 4 Great Stranger: HP 180 EXP 44 BP 100 MP 5 Odd Stranger: HP 180 EXP 42 BP 82 MP 4 --------------------------------------------------------------------- BUTTERFLY One of the lesser creatures, can be potentially dangerous if it comes in large groups (which happens quite often). They'll approach you as soon as you attack them or fire with a noisy weapon. If they touch you, or if you touch the black powder they drop when they're destroyed, you'll be inflicted the Blind status and be immobilized for a moment, which is more than enough for quicker, stronger enemies to hit you. Butterflies will die to just anything, so try to kill them as fast as you can. If the area is swarming with them, use a Flare or Apobiosis to kill them all in a single hit. HP 1 EXP 2 BP 20 MP 1 --------------------------------------------------------------------- RAT Another weak, but potentially dangerous enemy. They come in large groups, and move pretty fast too. Their bite will Poison you and immobilize you for a moment, exposing you to further attacks from other enemies. Kill them from afar, or use Plasma for a quick kill. HP 18 EXP 4 BP 22 MP 1 --------------------------------------------------------------------- FATTY (Fat ANMC, aka Brute) These creatures are big and very resistant. Keep them at a distance, because they have an incredibly long arm that can reach several feet ahead. Sometimes a critical hit will make them drop to the ground - if this happens, subsequent critical hits will keep them on the floor if they can't stand up again quickly enough. They'll come at you if they spot you, but they're incredibly slow, so you can easily overrun them. If you're close and tone of them starts to stretch its arm, quickly get behind it, but be aware of the poisonous green liquid it can shoot from its shoulders. If Energyshot is in action, every hit will interrupt their current action. Later in the game you'll meet a different kind of Fatty, called Green Fatty, or Mossback. Their color is green and their arm is even longer than that of regular Fatties. If you get too close, Mossbacks lift their shoulders and emit a green gas that inflicts the Blind status. Brute: HP 280 EXP 152 BP 102 MP 5 Mossback: HP 450 EXP 204 BP 152 MP 6 --------------------------------------------------------------------- CATERPILLAR/MAGGOT Caterpillars are green in color, while Maggots are white. As you can imagine though, color isn't the only difference between the two - in fact, Maggots are tougher, more dangerous, are much more easily found. These creatures can be found sleeping on the ground, or they can hang down from tree branches and drop to the ground when you get close. They crawl around and, as soon as they're close enough, they lunge and then jump like springs towards you. Maggots can jump very far, and they'll spit a cloud of poisonous gas should you get too close to their face. Fortunately, Pyrokinesis makes things a great deal easier. The Caterpillar or Maggot hit by Pyrokinesis will get burned and will keep on losing HP until it dies. Moreover, every other Caterpillar or Maggot that touches a burned one will get burned as well. So, just burn one and lure the others to touch it, then get behind a corner and just wait for them to turn to ashes. Caterpillar: HP 80 EXP 6 BP 28 MP 1 Maggot: HP 160 EXP 16 BP 68 MP 1 --------------------------------------------------------------------- BAT Bats love surprise attacks, and come in HUGE groups. If they bite you, you'll be immobilized until you manage to break free - this leaves you defenseless against other enemies and can be very troublesome. To fight Bats effectively, keep at a distance and use a weapon that allows you to kill more than one at a time, such as the M93R or Buckshot shells. Combustion also works well. If you can hide into a narrow passage, you can take them out one by one before they reach you. Combat Lights and Pepper Sprays will stun them, Flare will put them on fire, and Plasma will destroy them. Sometimes you may meet groups of Bats sleeping against a wall - if this happens, you can destroy them all before they even notice you're there. HP 1 EXP 5 BP 18 MP 1 --------------------------------------------------------------------- FISH You'll meet them only once, in the Akropolis Tower bridge area. If you activate the bridge you can kill them by just squashing them under your boots, but in the water they're actually invincible - they move too fat to be targeted, and they can inflict the Poison status, along with dealing a good amount of damage. HP 1 EXP 6 BP 36 MP 1 --------------------------------------------------------------------- CHASER (Horse ANMC) 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. Battling Chasers can be hell, especially if you're playing Bounty Mode or something harder. When they see you, they scratch the ground with their hooves, then charge you at full force. If you get hit, you'll lose an immense amount of HP and you'll get knocked down to the ground for some infinite moments, allowing other Chasers to hit you as well. To dodge this attack, wait until the Chasers starts running, then move away. If a running Chaser hits an obstacle, it will lose 15 HP. If you're too close, the Chaser will head-butt you and drop you to the ground. Chasers may sometimes be found sleeping - in that case, just don't get close and you'll be able to leave the area without initiating combat. Unfortunately, it's very easy to meet one or more Chasers in very tight areas, which makes these monsters a true nightmare to fight against. Grenades, plasma and Apobiosis will knock them to the ground momentarily. HP 200 XP 75 BP 50 MP 4 --------------------------------------------------------------------- SCORPION Scorpions are most commonly found in Dryfield, but they can also be found in some areas in Neo Ark. They live in large groups, usually in open areas, where they hide under the sand until you get close, at which time they come out and attack. If there are other enemies in the area, scorpions will usually come out as soon as one of the other enemies is defeated. Scorpions will come close to you to sting you, and if this happens, you'll be afflicted with the Poison status. When they die they live behind a pool of green ooze, which is poisonous as well, but will disappear after a while. They' will leave no green pool if they're killed with a shotgun. Plasma will stun them for a moment, while Apobiosis 3 will instantly kill them all. An interesting thing to note is that scorpions usually don't follow you if you go too far from them, which allows you to take them out on smaller groups. HP 68 EXP 20 BP 8 MP 1 --------------------------------------------------------------------- BONE SUCKLER/BLOOD SUCKLER (Baby ANMC) Bone Sucklers are creatures of the night, and you'll first meet them in Dryfield. They're unbelievably frail, so much that the slightest hit is enough to kill them. Unfortunately, when they die they explode with great violence, damaging everything in the blast radius, you included. This can be very problematic as this creatures are usually found in tight areas. They also have another attack, consisting in an ankle grab (which immobilizes you) followed by self-destruction. If you can get rid of the ankle grab the Suckler will deflate without exploding, but any other Suckler that touches the blood pool left behind will explode. These creatures come in two different types: pink ones are called Bone Sucklers, while red ones are called Blood Sucklers. Blood Sucklers deal much greater damage when they explode, although they're just as delicate as their less evoluted form. Bone Suckler: HP 1 EXP 6 BP 20 MP 3 Blood Suckler: HP 1 EXP 8 BP 28 MP 4 --------------------------------------------------------------------- BRAIN SUCKLER (Moth ANMC) You won't believe how annoying these creatures can get. They attack in groups and can be very dangerous at times, especially in harder modes. They look like pink, giant moths with a long nose, and are nothing but evoluted Blood Sucklers. You'll meet them at Dryfield at night. Once you wake them up, the entire group will start flying towards you. If you can inflict enough damage they'll fall to the ground and be totally unable to attack any more, but if you don't do this quickly enough they'll get close and start stinging you from above. Use items such as Flares, Combat Lights, or Pepper Sprays to make them fall and cease to be a threat. Just don't let them get close or you'll be in big trouble. HP 50 EXP 12 BP 36 MP 2 --------------------------------------------------------------------- SCAVENGER (Rabbit ANMC) Extremely annoying and extremely dangerous in any mode other than Normal or Replay. These critters are quite tough to beat and keep jumping here and there, trying to surround you. If they jump at you they'll inflict insane amounts of damage, and to make things worse, they live in packs in tight areas. They can also hear very well, and if you run instead of walking they'll hear you and immediately turn to attack. If they get close they'll grab your ankle and immobilize you, along with taking away many HP. Scavengers are very susceptible to light, so if you use a Combat Light or a Flare you'll stun them for several precious moments. If you hit one while it's in mid-air you'll inflict a heavy critical hit and send it flying backwards. If you dodge a jumping attack, the creature will fall to the ground and stay there for a couple of seconds before getting up again. Sometimes you'll find them sleeping, but they'll wake up if you run instead of walking. The best situation is when you see them crouching and emitting their peculiar sound, as if they were eating or something - this happens when there's strong light in the area, which prevents them from moving. In this case you can happily shoot them all without them even noticing. Combustion works well on large groups. HP 85 EXP 10 BP 62 MP 2 --------------------------------------------------------------------- STALKER (Spider ANMC) A yellow, black-striped spider. They can cloak, thus making themselves invisible. When invisible they can't be targeted, but you can make them visible if you use a Combat Light, which also stuns them for a long time, usually long enough to kill them. If a Stalker gets close enough, it will swipe at you with its arm, dealing great damage. Anyway, it can't move if you keep on shooting it. They can sometime walk on the ceiling and drop down on your face, immobilizing you and hurting you pretty badly. Be careful when you have to fight 2 or 3 at the same time - use a Flare to make things easier. HP 180 EXP 106 BP 36 MP 5 --------------------------------------------------------------------- LASERS There are four different types of lasers. Unless you've deactivated the security system in the Pod Service gantry, lasers will pinpoint you as soon as you enter their shooting range; if you use a noisy firearm, they'll all pinpoint you the moment you shoot. The color of the pinpoint laser determines the type and the quickness of the attack - Red lasers take the longest to shoot, while White (Shooters) will fire almost immediately. Colored lasers inflicts different status ailments, specifically Confusion (Yellow), Paralysis (Blue) and Silence (Red). If you keep on moving, they'll shoot the spot they were pinpointing the moment they stopped moving, so they should miss you unless you're clumsy. White lasers are much more dangerous, because they will track you and keep shooting until they need to reload. It is possible to use lasers to your advantage, so that they hit the enemies instead of you, but they'll deal poor damage and it's not the easiest thing to do. The best weapons to deal with lasers are the P229 and the AS12. Red: HP 70 EXP 21 BP 33 MP 1.5 Blue: HP 70 EXP 19 BP 22 MP 1 Yellow: HP 70 EXP 15 BP 0 MP 0 Shooters: HP 70 EXP 15 BP 0 MP 0 --------------------------------------------------------------------- SLIMES Slimes are barely visible until you get close - you can barely make out the head, which looks like a bunch of black dots. They're immune to all weapons, with the exception of Grenades and M4A1 attachments. The absolute best to deal with them is Necrosis, which inflicts an amount of damage far superior to that Slimes can withstand; however, if you use Parasite Energies ALL the slimes in the area will immediately come after you. If they touch you, Green Slimes inflict Silence, Red Slimes inflict Berserker; both drain you of MP. After you've been touched, Slimes can shoot energy balls at you from a distance. Red Slimes are quite tougher than Green ones. The good thing with Slimes is that they leave tons of MP when they're defeated. Blue: HP 80 EXP 12 BP 86 MP 8 Red: HP 280 EXP 16 BP 420 MP 30 --------------------------------------------------------------------- DIVER (Water ANMC, aka Hydra) Easy to deal with if it's alone, quite a nuisance in group. They stick their neck out of the water, then sparkle and spit an electricity ball that hurts quite a lot. It's not easy to fight two or three at a time, unless there's a lot of room (which doesn't happen often). Divers keep on tracking you until they shoot, so wait for them to shoot and then move away. Hitting them with a shotgun will force them to interrupt their attack. But most important, Divers are EXTREMELY weak against Fire, so much that hitting one with Pyrokinesis 3 means instant kill. Necrosis works well, too. HP 200 EXP 70 BP 88 MP 3 --------------------------------------------------------------------- MAD CHASER (Laughing ANMC) A rather strange, disturbing creature. If you shoot him, it will lay on its back and start laughing horribly. If you don't, it will crawl towards you and, if close enough, jump at you. They can sometimes hang from the ceiling, but a single shot will make them fall to the floor. HP 110 EXP 20 BP 40 MP 1 --------------------------------------------------------------------- SLOUCH (long-armed ANMC) This creature lies on the floor and doesn't move, but its arm is long at least 4 times its body and can reach you even from great distances. Its swipes hurt a lot. If you're too far it spits a green drool that will Poison you if you touch it. Just shoot from afar and you'll be safe. HP 120 EXP 15 BP 35 MP 3 --------------------------------------------------------------------- CREEPING STRANGER (crawling ANMC) This ANMC is made up of two distinct parts, a head and a body. The body can't be damaged until the head is alive, but it has only 1 HP. The head will pop out immediately if it receives a critical hit, or if you shoot it with a shotgun. When whole, this monster crawls on the floor and can hit you if you get too close. If you run past it very fast, you can clearly hear it say "Eh?" and see it turn its head to look for you. Spooky. HP 250 EXP 19 BP 112 MP 3 --------------------------------------------------------------------- BRAIN STINGER (Shooting ANMC) AAARRRGH! I HATE these guys! They walk around as if they were drunk, then suddenly they stop and prepare a yellow energy ball that once shot will follow you with impossible accuracy. The ball can Poison you, and it HURTS!!! Not only that, these enemies are extremely tough too: Parasite Energies deal very little damage (Fire doesn't even scratch them), and weapons can't do much more. And then, they can HEAL THEMSELVES with a blue energy sphere that will restore 100 of their HP every time! It's not over yet: they can also hit you with their long arm if you're too close, which will kill you instantly in Scavenger and Nightmare Mode. EEEEEAAAAAAAGGGGH!!! Luckily, there are a few tricks you can use against these nightmarish creatures. The first one is the M4A1 Hammer: just stun them with electricity and they'll drop like stones, allowing you to pump in more bullets. Necrosis will do this every time they're trying to shoot or heal, but you'll have to use it a couple of times since it wears off fast. If there's only one of them around (not likely), you can try to stay behind its back when it's about to shoot, so that he'll miss you (they can't shoot backwards). STAY ALERT! These are among the most dangerous enemies in the game. HP 400 EXP 105 BP 158 MP 8 --------------------------------------------------------------------- SUCKLERCEPH (rolling head) These creatures can be very, very dangerous if you don't kill them fast. They roll towards you and explode if touched or killed. The explosion will damage other enemies as well as you, and hurts aplenty. They sometimes turn invisible while rolling, and as such can't be targeted. If you're very good at moving, you can slightly touch them on their side while running: if you manage to do this well, they'll deflate and disappear without exploding. Critical hits will kill them instantly. Flares and Apobiosis will paralyze them for a while. HP 70 EXP 6 BP 12 MP 3 --------------------------------------------------------------------- SKULL STALKER (invisibile head) Very rare, probably found only two or three times in the whole game. It's a head that it's invisible until you get close or use a Combat Light to turn it visible. It explodes if touched, but it can't hurt you. HP 1 EXP 2 BP 32 MP 1 --------------------------------------------------------------------- BLACK BEETLE This easily wins the award for The Most Annoying Enemy in the game. These disgusting bugs crawl all over Neo Ark the way maggots crawl on dead meat, and just like maggots, they come in huge packs. They're absurdly resistant to most weapons, thanks to a rock-hard carapace that absorbs damage like a sponge. Stick to hitting them in the back and you'll be still there by the time flying cars are affordable. A if that weren't enough, it's ridiculously easy for them to hit you - many times you'll think there's enough space between you and them to shoot, but instead, you'll be hit. Very frustrating, believe me. Their weak point is their belly, but to hit it you'll have to turn them upside-down. This can be done by using Plasma, Apobiosis, the M4A1 Hammer or, best of all, a shotgun. Once on their back they'll stay motionless for a while, allowing you to tear them to pieces. One curious thing about Black Beetles is that, if they don't hit you, you can exit the area without initiating combat. HP 280 EXP 15 BP 53 MP 1 --------------------------------------------------------------------- HORNED STRANGER (Dilophosaur ANMC) Very similar to the infamous venom-spitter from Jurassic Park, both for its looks and its bad attitude. These suckers come out of the jungle, sneak attacking you (you can't target them until battle has begun). If they're close, they'll give you a powerful, horned headbutt. If far from you, they will either charge you like bulls or jump and slash like true Velociraptors; if successful, either attack will hurt you like hell and send you flying to the ground for several moments. Their back is very weak, but it's not easy to hit because they turn very quickly (although if you can hit it, killing them will be much easier and faster). Doing this against two of them at the same time is almost impossible. The best way to deal with them is to use the M4A1 Hammer and electrocute them, making they fall backwards and allowing you to pump'em full of lead. Moreover, a critical hit will stun them for a moment. While fighting a Horned Stranger, do your best not to go to a point where another one is supposed to come out, because fighting two of them at a time is hard. HP 420 EXP 115 BP 200 MP 5 --------------------------------------------------------------------- DERANGEMENT SPEAKERS There's only a few of these, but they're painful. When they "attack", the screen becomes wavy 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. Make them your primary target. EXP 150 BP 0 MP 0 --------------------------------------------------------------------- GOLEM Here they are! The big badasses. The most powerful non-boss enemies in the game. In Normal, Replay, and Scavenger Mode you'll meet them only in the later parts of the adventure, but in Bounty and Nightmare Mode, they're very common. They come in four varieties: -PAWN: Green Golems. They're the weakest (and easiest to kill) Golems around. They can be either armed with a light sword or a grenade launcher. Sword Pawns come running at you and perform a wide slash with their weapon. To dodge this, run past them on the non-armed side. If you don't feel confident enough, you can break their attack with a powerful attack (Grenades, Javelin, R.Slug, M4A1 Hammer) or something that can paralyze them (Pepper Spray, Apobiosis). Shooting Pawns pinpoint you with a red laser, then shoot a burst of small grenades that can inflict the Blind status. They can also hit you with their arm if you get too close, but there's absolutely no reason to get close. Avoiding their attacks and killing them from a safe distance is waaaaay too easy. A nice trick to perform when you have to fight a Sword and a Shooter Golem is this: lure the Shooter to pinpoint you, then get the Sword between you and the red laser. The grenades will hit the Sword Golem, dealing great damage and making your life a lot easier. -ROOK: Grey Golems. These hi-tech Golems are a more powerful and dangerous version of the Pawn Golems. They're completely wrapped in a metal armor, which prevents them from being stunned by weak attacks such as Pepper Sprays. Rook Golems differ from Pawn Golems in two ways. First, they have a flash attack which they perform by stopping in their tracks and crossing their arms. When released, this attack inflicts you the status Silence. Second, Rook Golems have a kind of shield that absorbs all damage when they're running, shooting, or using the flash attack. This shield can be broken if it takes enough damage, but it's not necessary to do this if you're patient and skilled. Anyway, once you've broken the shield they're vulnerable at just any moment. About Rook Shooters, remember two things: first, they shoot two burst of grenades instead of one; second, their grenades inflict Paralysis, which is much worse that Silence. -KNIGHT: Purple Golems. When you enter the zone they're invisible, and will initiate battle in one of two different ways according to how you cross the area. If you walk around in the open, leaving your back unguarded, they'll grab you by the neck; if this happens, bash the controls to break free or you'll be Poisoned. After the grab the Golem will be confused for some time. The second attack is the double air slap: you'll hear a buzzing sound and a red laser pointing at you, then the Golem will run at you, jump and slap the point where you were standing when he jumped with both his arms. Move away to avoid this attack, which can Poison you as well. The Golem will perform this attack if you're in a big open space, such as a long corridor, and he's far away from you. After the first attack, get in a place where you can set your back firmly against a wall and the Golem can't attack you with the running slap. Now the enemy will start projecting holograms of himself. Turn up the volume of your TV and listen carefully. If you hear nothing, it's a clone - don't shoot or the real Golem will immediately appear and slap you. If you hear a buzzing sound, aim and shoot - this will break the Golem's attack and stun it for a while, allowing you to hit. Keep an eye on your ammo - you don't want a Knight Golem to reappear while you're reloading your weapon. -BISHOP: Red Golems. They're a tougher and MUCH faster version of the Knight Golem, and quite possibly the fastest enemy of the game. Their speed makes them very difficult to fight, because reloading with one of these guys around requires perfect timing. Furthermore, Bishops tend to appear in the flesh instead of creating holograms, because they're absolutely evil and like to HURT you! a lot. Their attacks inflict Paralysis, so if you're hit, you're probably done for good, unless you're either very skilled or very lucky. Anyway, if you kill a Bishop Golem you're in for some serious reward. Just be careful. PAWN: HP 425 EXP 125 BP 100 MP 5 ROOK: HP 482 EXP 250 BP 400 MP 8 KNIGHT: HP 600 EXP 300 BP 1000 MP 6 BISHOP: HP 800 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 The FAQs 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 Baton, a GPS, a Recovery 2, and Parasite Energy Pyrokinesis 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 Recoveries 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 [RECOVERY 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 (hmmm... Square... curious, huh?). After the CGI, check the body below the Magnum sign for a [RECOVERY 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 [RECOVERY 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 Cafeteria. 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]-------------------------------------------------------- GREATER STRANGER This guy is too stupid to be real. You may fight it normally, but why take unnecessary risks at this point in the game? Turn around and have a table between you and the monster, then just target it and shoot it down. You can use Pyrokinesis to make things even easier. You'll end the fight unscathed. HP 350 EXP 300 BP 200 MP 30 ITEMS: Recovery 2 EXTRA: MD Player --------------------------------------------------------------------- Check the dead monster to find the [METALLIC IMPLANT]. Then, 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 once more. Take the [SCIENTIFIC JOURNAL] from 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 [STIM] in the fridge, and a [RECOVERY 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 containing a [PROTEIN CAPSULE]. Use it. Unlock the two gates of the Fountain (begin with the West one). Now go to the Forked Road. Check the body for some [PENICILLIN], 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 an [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 check the door TWICE to get the [BLACK CARD] from the floor. Twice, got it? 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 PISTOL]. Go to the Bridge, and insert the code to raise the bridge. If you can't figure it out, look for it in The FAQs. 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 No.9 has many different attacks. He has two sword attacks - the first being a simple sword slash, and the second being a flaming sword attack. If announced by laughter, this second attack is even more powerful, so much that it can actually kill you in a single swipe if you're cornered at the end of the catwalk. On the other hand, if No.9 lights up his sword, but doesn't laugh, it means he's about to jump attack, so move away. No.9's final attack is a paralyzing grenade. He will only shoot it if you're very far from him, but don't worry - when you see it coming, just take a couple of steps ahead and it'll soar past your head. Just don't breath its smoke or you'll be Paralyzed. Start the battle by unloading a full MP5A5 clip on him, and also using Pyrokinesis if you're quick enough. Now No.9 will try to attack you - so run around the corner, reload, and run slightly past the electric cord on the wall. Make this cord your target. No.9 will turn the corner as well, and he will shoot one or two grenades. Dodge them, then step back, still targeting the cord. Now the enemy will come running at you - wait until the very last moment, then shoot the cord and No.9 will be electrocuted and lose 180 HP. Now it's time to shoot another full clip, and another Pyrokinesis burst maybe. Time the cord attack perfectly - if you shoot too late, No.9's body will prevent you from shooting the cord, and if you shoot too early, he will simply jump past the cord. Repeat the procedure with the next two cords. The third cord comes paired with a steam outburst: shoot it as well and you'll inflict huge damage. If you did everything correctly, by no means No.9 can still be on feet. However, if he's still attacking, shoot very quickly, because at this point he'll go for the Flaming Sword, which can kill you in one or two swipes. HP 1600 EXP 500 BP 800 MP 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: Pepper Spray, 2x Recovery 1, Recovery 2, MP Boost 1,* * Penicillin, Grenade, 2x 9mm Hydra * * EXTRA ITEMS: Recovery 1, MP Boost 1, 9mm Hydra, 3x 9mm Spartan, * * Airburst * * * ********************************************************************* * KILLS PERCENTAGE: 7.36% * *************************** _____________ ___/10.2 Dryfield\___________________________________________________ --------------------------------------------------------------------- September 5, 2000 1.44 AM M.I.S.T. Office, Los Angeles HAL listens to Aya and Rupert's report, then he 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: [MAP], [MANUAL], [UMA PHOTOGRAPH], and [MIST SEARCH WARRANT]. Have a look at them all - otherwise, HAL won't allow you to continue. 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's trunk as a storage box for items you don't need (30 slots). Inside it you'll find three items in exchange for the three SWAT combat items you picked up at the Tower: a [RINGER'S SOLUTION] for the MP5A5, a [BELT POUCH] for the Tactical Vest, and a [PROTEIN CAPSULE] for the Grenade Pistol. Unfortunately, you can no longer keep those SWAT items with you, but I think the trade is fair enough. Talk to Pierce to have some info on that Metallic Implant 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. I suggest that you buy the M4A1 since it can come in handy in many situations - and you may use it right here, at the Shooting Gallery, to make your life easier. Prizes are pretty good, so do your best. If you picked up the [RECOVERY 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 a [PENICILLIN] in the cupboard in Room 2, and a [RECOVERY 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'll have another battle. No items here, but check the wall with the writing "Hasta manana" to find an interesting clue. It sounds like this: "Solve my riddle before you go. How many phones in Dryfield's streets? Then proceed, go down below. To sunless molehills where red blood sleeps." You'll easily figure it out as soon as you get to the place the writing refers to, so don't worry too much if you think it makes no sense. Go back to the Main Street, and open the small gate near the ice vending machine to enter the Driveway. Go to the end of the alley and look for a [RECOVERY 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 The FAQs 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 he agrees it's better than nothing (either Douglas can't see very well, or he's not a man). After the usual chitchat, you'll receive the [MOTEL KEY NO.6]. Go to that room. Room 6 has a telephone, and a storage box (10 slots) with a [PENICILLIN], two [STIMS], and 50 [9MM PARABELLUM]. Go to the room balcony for another cut scene. Then, 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 (alternatively, you may want to kill the horses outside, then re-open the gate after the way is clear). 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 [RECOVERY 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 [BOTTLECAP MAGNET] from the fridge, and look for a [RECOVERY 1] near the other door. 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 [FACTORY KEY]. Check the nearby grill to find the key, and use the Bottlecap 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: -WEAPON- P08--------------------680 PA3--------------------1000 M4A1 Rifle-------------2450 Rifle Clip Holder------1800 M9---------------------980 Grenade Pistol---------1680 -AMMO- 9mm P.B.---------------30 per 50 Buckshot---------------60 per 10 5.56 Rifle-------------80 per 100 Grenade----------------280 per 4 Riot-------------------80 per 4 Batteries/Fuel---------FREE -ARMOR- Shoulder Holster-------2580 PASGT Vest-------------2980 -ITEMS- Recovery 1-------------100 MP Boost 1-------------320 Penicillin-------------80 Stim-------------------80 Combat Light-----------60 Pepper Spray-----------100 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 CAPSULE] can be found in the hole in the wall. Go back to the Underground Passage and fight the next Boss. -----[BOSS 3]-------------------------------------------------------- GREY STALKER A very nasty Boss indeed, and one of the hardest if you're not equipped for the battle. If all you have is Parabellum rounds, then prepare for a long and hard battle. If you have the Rifle, things will be much easier. The biggest problem with this monster is that he can cloak himself and become perfectly invisible, except for the faint blur that can help you detect it - but it's just not enough to target it. To turn it visible, you'll need a Combat Light, or a Flare - this will stun it for a moment and make it drop to the floor like a stone. Necrosis will do the same effect, along with a little damage. Plasma can help, too, but you'll have to aim very well. The Boss's attacks are very painful. He can swipe at you with its big legs, or it can grab you and slam you on the tunnel ceiling, which Confuses you and causes a LOT of damage. The best strategy is to use a Combat Light as soon as the battle begins, then run to the small passage that leads to the Cellar. As long as you're there, the Grey Stalker can't reach you and will keep on going back and forth, waiting for you to come out. You can't target it from here, but you can just point your weapon ahead and shoot when you see the Boss walking on the floor in front of you. If you're using the Rifle, however, the battle will be much faster, especially if you have the Hammer. But in Bounty, Scavenger, and Nightmare Mode, this battle will be your worst nightmare. HP 450 EXP 800 BP 500 MP 15 ITEMS: Protein Capsule R.Slug EXTRA: Firefly --------------------------------------------------------------------- Go to the end of the hall and push the switch, then go to the Cellar. If you have the P08, take a look at the small showcase on the wall near the table. Examine it twice and you'll find a ["SNAIL" MAGAZINE] for the P08. Now 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: "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." Now go back to the Passage and climb the ladder. You'll be in the General Store. Look for a [COLA] and a [RECOVERY 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 the 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, talk to Gary, and choose the new option. Gary will allow you to use his tools, so go to the Garage and pick up the [MONKEY WRENCH]. Go back to House 2 and use the Monkey Wrench to open a passage to the Dilapidated House. Check the South wall in the small passage to find the third riddle: "Solve my riddle before you go. How many barrels in the mole-dens' center row? Once you know, go to the room, Where at 21 years a boy met his doom, Where you can see yourself." Go ahead and after a while you'll have to fight a familiar face... -----[BOSS 4]-------------------------------------------------------- NO.9 He's back! This time though, the battle will be mush more a matter of strategy. No.9 will laugh hysterically if you shoot him, and he's capable of performing very wide sword slashes, so he can reach you and hit you even in the farthest corners. Furthermore, he will block every Parasite Energy that you'll shoot right in his face; for PEs to work, you'll have to shoot him in the back. Basic strategy sees you running from one corner of the room to another, shooting like crazy so that No.9 is forced to anticipate his attack and miss you with his sword swipe. After he has attacked, run behind him, use Pyrokinesis, and then run to the next corner. However, you'll be safer if you follow Gerard Schiela's strategy. See the big hole in the plaster on the East wall? When No.9 is at the other end of the room, stay right in front of that hole and shoot. If No.9 makes no more than two steps ahead of the sun ray that shines in through the window, he'll surely miss you - otherwise, you'll have to move. As for the opposite side of the room, stand in the doorway and keep shooting as No.9 comes for you. If at any moment you can see any part of his legs, step back or you'll be hit. When you're in the small passage behind the doorway, No.9 will come for you. As soon as you can see him, quickly run past him and to the opposite wall again. Keep doing this until you win. Just never stay too close to No.9 or he'll grab you and slam you to the ground. HP 1100 EXP 800 BP 300 MP 50 EXTRA: Gunblade --------------------------------------------------------------------- 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 The FAQs. Get the [BRONCO MASTER KEY] and go open the locked doors in the Main Street. Room 3 hides an [MP BOOST 2]. In Room 4 you'll find the last riddle written on the mirror: "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." 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 The FAQs. After that, pick up the [JERRY CAN] and go to the Gas Station to fill it with [PETROL]. Bring it to Gary, who's working in the Garage. Go to the Saloon to have a chitchat with Madigan (this is important if you're going for the best ending), then go to Room 6, save, and use the bed. Then you'll be treated to a CGI feast you'll never forget. After that, prepare for a BIG fight. -----[BOSS 5]-------------------------------------------------------- BURNER This colossus has four different attacks, all of which are very dangerous and life-consuming. The first attack, and the most typical, is the Flamethrower, which consists in a huge burst of flame from his mouth. This attack is preceded by a short outburst - as soon as you see it, start running down the balcony and don't stop until it's ceased. His other attacks both involve his long, long arm. The first one is a powerful punch from above, which will pound you to the ground if it connects, and the second is a big slap which will send you flying towards the wall with unbelievable violence should it hit you. Both of these attacks can hurt you pretty badly, and they will almost surely hit you if you're standing in the middle of the balcony. Fortunately, you can be totally safe from them if you stay in the small corridor leading to the stairs, or in the corner between the two branches of the Balcony. In his last atttack, Burner will grab you, lift you up in the air, squeeze you like an orange, burn you, AND finally throw you against the wall with almost enough violence to send you straight through it. This attack can be completely avoided only if you're standing in the corridor to the stairs - no other place offers you total safety, as Burner can reach you even if you're squeezing yourself into the North corner. If he does grab you, quickly press the D-Pad to loosen his grip and get a chance to shoot him straight in his mouth - this will hurt him a lot, and can sometimes save you from the upcoming flame. I strongly suggest using the Rifle for this battle. Stay in the corner near the door to the Loft, as this is the best place to avoid all the attacks - Grab excluded, but you have many chances to avoid that as well if you stay there. Use Energyshot to power up your bullets, and try using Necrosis to prevent Burner from using the flame. This is a time battle. If you can't deal enough damage within 3 minutes, Burner will retire as soon as he's had enough, and Gary's dog, Flint, will die. This is a major branching point. If you can hurt Burner enough within the first three minutes of battle, Flint will live, but you'll have to bring Burner down. The clue you're looking for is the scene where the monster lifts a hand to its bloodied face - if you see this scene, then Flint is safe. Whatever the outcome of the battle, when he's defeated Burner will break the Balcony in two with his powerful punch, isolating Room 5 and the stairs from the rest of the passage. Keep this in mind when you'll come back to check this floor later. HP: 4650 totally - 3000 to weaken him/make him run away If you win: EXP 2000 BP 1000 MP 100 ITEMS: Protein Capsule Airburst EXTRA: Pyke If he leaves: EXP 1000 BP 0 MP 0 ITEMS: Recovery 2 MP Boost 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... - If Flint is alive: go to the Trailer. Gary will give you the [M950] (it's in the metal box). He will then sell you anything you need. - If Flint is dead: go to the Junkyard and check the green Limo (the car nearest to the Trailer's door) to find the [CHICKEN PLATE]. When you're done, go back to the Garage and speak with 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 Light, 4x Flare, 2x MP Boost* * 1, 5x Recovery 2, Recovery 3, 3x Firefly, MP Boost 2, Riot * * EXTRA ITEMS: 5x 9mm Spartan, Penicillin, Recovery 2, Flare, 2x * * MP Boost 1, 2x MP Boost 2, 3x R.Slug, Grenade, Lipstick * * * ********************************************************************* * KILLS PERCENTAGE: 34.96% * **************************** --------------------------------------------------------------------- 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 - but don't worry, he can't die now. Fight the first horse and Kyle 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 get pushed down the pit by a horse. After the battle, use the truck to store your items if you need to (20 slots), then enter the mine and go west as far as you can. When you find the hole in the bridge, check it, then 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 [JUMPER 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]-------------------------------------------------------- BLIZZARD CHASER This big Papa Horse is pretty quick and resistant, but I think his minions can give you much more problems at times. The Blizzard Chaser will attack just like regular Chasers, but with some differences. For instance, its aim is remarkably worse, and second, he prefers to run away from you rather than coming after you. So, when he runs away, go after him, and one of three things will happen: a) The monster will charge you as soon as you're in its line of sight. Keep running and swivel slighly to one side. It'll go for a headbutt, but it'll miss. b) The monster will stop in the middle of a passage, and it'll wait there. If you enter its field of vision, it will attack you, and should it miss, it will start turning around, looking for you. If it finally finds you, it will bite you. When it's performing this attack, stay right behind it so that it'll eventually go for the bite - but it will miss. c) The monster disappears from view, but suddenly you hear it neighing. A moment later, it will drop from above. Keep on moving to avoid being pounded. As you can see, moving is the secret for success here. If the Blizzard Chaser doesn't run away, it may try to bite you. Watch out for this attack, as it can hurt you plenty. There are two ways to dispose of this Boss: 1) Use the four barrels you can find at the four corners of the room. Each one of them has 30 HP, and they're very resistant, but they'll eventually explode if you can damage them enough. If the Boss is near a barrel when it explodes, it will receive 400 HP damage. However, I suggest that you don't use the barrels just now. 2) Just shoot it. If you're using the Grenade Pistol, every hit will make it fall to the ground. Anyway, every weapon is fine. HP 500 EXP 300 BP 200 MP 10 --------------------------------------------------------------------- After the battle, you'll find the [P229] and another [JUMPER PLUG]. Then... -----[BOSS 7]-------------------------------------------------------- ZOMBIE BLIZZARD CHASER Just two differences from the first battle. First, the Boss has far more HP; second, its bite can now Poison you. Now is the time to make good use of those barrels, so to have it easier and to spare ammo. However, you'll have to be very precise, since the Boss is now somewhat fiercer, and it will move away from the barrels fast. EXP 500 BP 300 MP 30 ITEMS: Recovery 2 Grenade EXTRA: M203 --------------------------------------------------------------------- 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]-------------------------------------------------------- IVORY STALKER 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. Have your P229 equipped. As soon as the Boss appears, use the Flash. The Boss will turn visible, and it will fall to the ground. It _can_ hit you while it's on the ground (the way it can turn around to hit you if you're standing behind it is amazing!), so as soon as it falls, use Plasma. Now just shoot it until it either tries to hit you or return up on the ceiling. If it tries to hit you, use Plasma; if it goes up again, use the Flash once more and repeat the process. Easy, ain't it? If you have the M4A1 Hammer, it will do the same effect as Plasma. Oh, by the way, the Boss has two attacks - a poisoning swipe, and a VERY painful grab that can Paralyze you as an added bonus. Nice guy, huh? Too bad it won't have a chance to use them... unless you get clumsy and screw things up, of course. HP 1000 EXP 600 BP 300 MP 15 ITEMS: Belt Pouch 9mm Spartan EXTRA: MP Boost 2 --------------------------------------------------------------------- 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'S SOLUTION] somewhere on the shelves near the door. 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 to the Shop. In this room you can buy some good stuff, here's a list: -WEAPON- P229-------------------1880 PA3--------------------1000 M4A1 Rifle-------------2450 Rifle Clip Holder------1800 M9---------------------980 Hammer-----------------3720 Grenade Pistol---------1680 -AMMO- 9mm P.B.---------------30 per 50 Buckshot---------------60 per 10 5.56 Rifle-------------100 per 80 Grenade----------------280 per 4 Riot-------------------80 per 4 Batteries/Fuel---------FREE -ARMOR- Combat Armour----------3250 NBC Suit---------------3980 PsySuit----------------4580 -ITEMS- Recovery 1-------------100 Recovery 2-------------180 MP Boost 1-------------320 Penicillin-------------80 Stim-------------------80 Combat Light-----------60 Pepper Spray-----------100 Flare------------------150 It would be a very wise choice to buy the Hammer. Also, consider buying the Grenade Pistol if you didn't before. When you're done, use the Black Card you found much earlier to open up 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 (20 slots) containing 20 [BUCKSHOT SHELLS] and 8 [GRENADE]. 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 [STIM] 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. Yes, it seems that Square programmers really dig Star Wars. -----[BOSS 9]-------------------------------------------------------- GLUTTON This Boss is quite fun to fight IMO. These are the things he can do: 1) He shrugs, then he opens his mouth and starts vacuuming anything in sight. If he sucks you in, it's Game Over, so stay away from him. 2) After the vacuuming, some water jets will drop from above. Keep an eye on their shadows on the floor, and get out of the way. 3) He moves his left leg, then shoots green smoke that can Poison you. 4) He moves his right leg, then throws three balls of a sticky substance. If these get you, you'll be unable to move from that spot for a while. Glutton usually uses this attack after the green smoke. 5) He screams, and two Mad Chasers jump out of the garbage. He'll suck them in with the next vacuuming, recovering 100 HP from each. Then, he'll spit their remains at you with tremendous force, hurting you a lot. Kill the Mad Chasers before he can eat them. 6) He sticks his tongue out, then he slams it on the floor. When he's about to do this, move aside to avoid being hit. If the tongue gets you, it'll put you in Berserker status. This sucker's weak point is his mouth. His shoulders can also be hurt, but damage will be so low, you'd better ignore them. The only problem is, the mouth can be hurt only when it's open, which happens when Glutton is performing attacks 1, 5, or 6. If he's vacuuming, run away from him, then turn around and shoot. If he's about to use the tongue attack, get to one side and shoot. After every vacuuming, water jets will fall, but the camera angle will adjust so that you can see their shadows better. I suggest that you use Hydra bullets or the Rifle, coupled with Energyshot. After you've dealed some damage, Glutton will take some steps ahead. If the battle goes on for long, he'll get so close to the exit he won't be able to vacuum garbage anymore. At that point, he'll be using attacks 3, 5 and 6 a lot. Hit him when he uses the tongue attack. If you move around well, you won't get hit even once. HP 3000 EXP 500 BP 200 MP 100 ITEMS: Recovery 3 5.56 Rifle Grenade EXTRA: Airburst --------------------------------------------------------------------- Go through the East door, and it's replay time again. -----[BOSS 10]------------------------------------------------------- GLUTTON 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 rise. 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 him. 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. If you prefer, you can also shoot him to death. This will take longer, but it will net you a couple more items. It's your choice. HP 3000 EXP 700 BP 200 MP 100 ITEMS: Recovery 3 Eau de Toilette (if you don't use the trash compactor) Airburst (if you don't use the trash compactor) EXTRA: MP Boost 2 --------------------------------------------------------------------- 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 that new metal box for the [MEDICINE 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: "Check for occupants before opening [Flood Gate]. Let the rats, roaches, and spiders drown, but first... Count their legs, enter the total, and raise the lever." Understand? Go to the control panel and enter the code. Check The FAQs for the solution. After the water has been lowered, search the room for an [MP BOOST 2], then get out. Go back to the Upper Sewer and check the advice near the door, 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 enter the code, which can be found, as usual, in The FAQs. 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 on 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. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~[KYLE]~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Take the elevator up. Kyle will give you [YOSHIDA'S 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, and pay a visit to Gary, who has some new stuff for you. These include the following: -WEAPON- MP5A5-----------6980 AS12------------12500 M203------------2130 Pyke------------5180 -AMMO- 9mm Hydra-------50 per 50 Firefly---------90 per 10 -ARMOR- EOD Suit--------4580 Now get back to the Shelter. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~[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 SUV 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 BOOST 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. Here's a list of the new goodies Gary has for you: -WEAPON- MP5A5-----------6980 AS12------------12500 M203------------2130 Pyke------------5180 -AMMO- 9mm Hydra-------50 per 50 Firefly---------90 per 10 -ARMOR- EOD Suit--------4580 When you're done here, return to the Shelter. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ********************************************************************* * * * DRYFIELD 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 * * EXTRA ITEMS: Eau de Toilette * * * * *NOTE: numbers between brackets are for Pierce's way* * * * ********************************************************************* Go to the Northeast Passage B1 and meet Bowman. Kill him. It's just like any other Brain Stinger. He will leave [BOWMAN'S CARD] behind. Go to B2 and use the card you found to open a path to the Operating Room. Bowman's card opens the door in the Elevator Hall, while Yoshida's card opens the door in the Northeast Passage. In the Operating Room you'll find a [RINGER'S SOLUTION] and some [EAU DE TOILETTE]. Now go to the Laboratory, which has a telephone and a Storage Box (10 slots). 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 the FAQs. Choose option D and you'll be asked three questions. You must give the correct answer to all of them. The questions will be sorted from the following list: 1) What name is given to the theory that humankind's origin lay in one ancestral species in Africa? A) Mitochondria Adam B) Mitochondria Eve C) Mitochondria First 2) What is the name of the desert above this facility? A) The Gobi Desert B) The Mojave Desert C) The Arizona Desert 3) Who was declared responsible for the Manhattan incident? A) G. Robert B) K. Maeda C) H. Klaup 4) Which agency supervises MIST? A) CDC B) FBI C) CIA 5) Which neo-Mitochondritis victim caused the N.Y. Blockade incident? A) Melissa Pearce B) Mary Pearce C) Melanie Pearce 6) Which organism possess mitochondria? A) Bacteria B) Crustaceans C) Cyanobacteria (algae) 7) Which of these organelles contain genetic information (DNA)? A) Golgi bodies B) Mitochondria C) Endoplasmic reticula 8) What do mitochondria produce by combining glucose, lipids, and oxygen? A) ATP B) ADP C) NAD 9) Name the town located behind the Nevada Laboratory. A) Drytown B) Dry Valley C) Dryfield 10) Gene transmission in mitochondria is? A) Maternal B) Paternal C) Atavistic 11) Which method alters genes by delivering DNA via an artificial virus? A) Carrier B) Vector C) Track The answers are in The FAQs. Anyway, if you've read the Scientific Journal found in the Cafeteria back at the Akropolis Tower, you shouldn't have any problems. 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 at the other end 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 [MICRO DEVICE]. Go to B2 and use the north elevator in the Main Corridor to enter Neo Ark. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ********************************************************************* * * * SHELTER BATTLE ACCOUNT * * * * Total battles: 79 (80) * * * * 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 * * 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: Recovery 3, 9mm Hydra, 4x 5.56 Rifle, 6x Firefly, * * Recovery 2, MP Boost 1, MP Boost 2, Stim, Penicillin, 2x Protein * * Capsule, R.Slug, Eau de Toilette, 9mm Spartan * * EXTRA ITEMS: 2x 9mm Spartan, R.Slug, Airburst, Belt Pouch, Firefly* * * * *NOTE: numbers between brackets are for Pierce's way* * * * ********************************************************************* * KILLS PERCENTAGE: 64.41% * **************************** ____________ ___/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 hieroglyphs just opposite the door, and take note of them. They are: ____ RED: 1) Egyptian god 2) _/\ 3) Blank eye 4) |_ _| + Dot YELLOW: 1) Fish 2) Eye 3) X in circle 4) Crown + Dot BLUE: 1) Leaf 2) Knife 3) Boat 4) Acorn + Dot Now go back into the Shrine and enter the chamber opposite the coffin. 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 at the edges of the panel. 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 dot in the lower-right corner MUST be visible. This is kinda hard when you have to align the red plates. However, this is what you get: B1 B2 B3 B4 -> The coffin opens, revealing an [MP BOOST 2]. Y4 -> The alcove is shut and three Black Beetles enter the room from Y3 a secret hole in the 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]------------------------------------------------------- PROTO GENERATOR Ack! These things are getting uglier and uglier, aren't they? However, this one's a chinch. You'll notice that no matter how much you hurt it, it continuously restores itself. So what to do? Well, destroy the lasers, then find and destroy the control panel. After that, shoot the big thing and the battle will soon end. You can do it even faster if you use Pyrokinesis. HP 250+250 EXP 200(+90) BP 100 MP 100 ITEMS: Recovery 3 EXTRA: MP Boost 2 --------------------------------------------------------------------- Now go North and reach the Pyramid. Check the column and move 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 the final clue. Climb the stairs and "dance". If you don't know what to do, The FAQs 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 Divers, then it's Boss time again. -----[BOSS 12]------------------------------------------------------- SEA DIVER 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, which looks a lot like Burner's flame, but lasts shorter. Attack when you can and the battle will be no sweat. You can really make it out unscathed. Also remember that Divers are very weak against fire. Pyrokinesis and the M4A1 Pyke can really make a difference against this Boss. HP 2000 EXP 400 BP 1000 MP 15 ITEMS: Protein Capsule EXTRA: MP Boost 2 --------------------------------------------------------------------- Check the reddening pool for a [SKULL CRYSTAL]. 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]------------------------------------------------------- BETA GENERATOR This one may be even uglier than the first. Dispose of it the same way. No problem. HP 250+500 EXP 400(+90) BP 200 MP 100 ITEMS: Ringer's Solution EXTRA: MP Boost 2 --------------------------------------------------------------------- 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: Recovery 2, Recovery 3, Eau de Toilette, Ringer's * * Solution * * EXTRA ITEMS: 2x MP Boost 2 * * * * *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* * * * ********************************************************************* * KILLS PERCENTAGE: 76.38% * **************************** ______________________________________________ ___/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]------------------------------------------------------- PUPPET STINGER 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 Pistol 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, unless you "dilute" them with Energyshot. Forget any shotgun but the AS12. Anyway, if Energyshot is level 3 already, you can use just any kind of ammo - all, except for Parabellum, of course. This Boss has many attacks: - The purple lasers: one, two or three at a time. You know they're coming because the Boss will form a purple sphere between his hands. Hug the South wall when you see lasers coming. For the single one, wait on one side until it's almost hit 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 single laser can cause Paralysis, the double lasers can cause Confusion, and the triple lasers will cause Blidness. - The spheres: he forms a golden sphere, then throws some small spheres at you in a parabolic trajectory. Just move out of the way. - Combustion: 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. Then, suddenly, he releases a huge wave of fire that swipes the whole room. This attack can't be avoided, but you can interrupt its execution if you manage to deal enough damage to the Puppet Stinger before he uses it. There are many things to know for this battle. First, the little girl will periodically recover 80 HP for the Boss. You can't do a thing about this, so just accept it and move on. Second, if you stand behind him, the Boss can't hit you with double or triple lasers. Third, and best of all: if you touch the Boss, the energy field surrounding him will make you fall to the ground, also granting you invincibility until you're back on your feet. This is the only way you have to avoid Combustion - just time it well, and the attack will miss you. You can do this to avoid all attacks, but you'd waste time, so don't do it too often. Energyshot helps tremendously during this battle, so make full use of it. Stay as close to the Boss as you can - but no so much that you can't see what attack is coming. Time every move very well, and he shouldn't be so hard to beat. The only thing that can really get to your nerves is the fact that the Boss has so many HP. When it finally crumbles, feel free to celebrate. HP 4000 EXP 1000(+300) BP 500 MP 100 ITEMS: MP Boost 2 Eau de Toilette EXTRA: Ringer's Solution --------------------------------------------------------------------- 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'S 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. Quick! Search the Northwest corner of the room for a [PROTEIN CAPSULE], then check the cylinder opposite Eve. Then, talk to Eve and WALK (and I mean 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. Fortunately, it seems that in their blind, mindless fury they have seriously weakened Neo Ark's fauna. 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. Press the red, green and yellow button, then press CALL. This will bring up a box containing a [BELT POUCH]. Now return to the panel and press the blue and the yellow button, followed by CALL, to bring the jeep to this floor. Check it and choose to use it. Use Yoshida's or Bowman's 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 Boost 2 * * EXTRA ITEMS: Recovery 3 * * * * *NOTE: the battle in the Speakers Room has been counted in the Neo* * Ark section* * * * ********************************************************************* * KILLS PERCENTAGE: 77.30% * **************************** ********************************************************************* * * * 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 * * EXTRA ITEMS: 3x 5.56 Rifle, Grenade, 9mm Spartan * * * ********************************************************************* * KILLS PERCENTAGE: ~81% * ************************** ********************************************************************* * * * 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,* * Penicillin, Belt Pouch, MP Boost 2, R.Slug * * EXTRA ITEMS: Antidote, Riot, 2x 5.56 Rifle, 2x 9mm Spartan, MP * * Boost 2, Ringer's Solution * * * ********************************************************************* * KILLS PERCENTAGE: 93.8% * *************************** ______________ ___/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'S SOLUTION]. Save if you want. Get out. If Flint is alive, he'll give you [DOUGLAS' LETTER] in a CANISTER and an [MP BOOST 2]. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~[KYLE]~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Talk to Rupert to receive the [MONGOOSE] and 25 [MAEDASP] bullets. Check the area behind Rupert to gain access to three old 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 old 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 the following items: -WEAPON- MP5A5-------------------6980 SMG Clip Holder---------3980 PA3---------------------1000 AS12--------------------12500 M4A1 Rifle--------------2450 Rifle Clip Holder-------1800 M9----------------------980 M203--------------------2130 Hammer------------------3720 Pyke--------------------5180 Javelin**---------------7500 Grenade Pistol----------1680 -AMMO- 9mm Spartan-------------80 per 50 44 Magnum*--------------100 per 50 Firefly-----------------90 per 10 R.Slug------------------120 per 10 5.56 Rifle*-------------100 per 80 Grenade*----------------280 per 4 Airburst----------------450 per 4 Riot--------------------80 per 4 Batteries/Fuel----------FREE -ARMATURE- Turtle Vest**-----------1680 PASGT Vest--------------2980 Combat Armour-----------3250 Tactical Armour---------12800 -ITEMS- Recovery 1--------------100 Recovery 2--------------180 Recovery 3--------------350 MP Boost 1--------------320 MP Boost 2**------------580 Penicillin--------------80 Stim--------------------80 Combat Light------------60 Pepper Spray------------100 Flare-------------------150 *Kyle's route **Pierce's Route If you have the Mongoose, stock up on Magnum rounds. Most important, buy the Tactical Armour. 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 to find the militaries. If you saved soldier Ironheart with Flint's help, you'll be able to buy some more items: Javelin*---7500 M249**-----15800 MM1**------23500 *Kyle's route **Pierce's route After that, you can visit the now-crawling-with-Golems Neo Ark for some more EXP and goodies. ********************************************************************* * * * 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: 5.56 Rifle, 2x Riot, 5x Airburst, Protein Capsule, * * 9mm Spartan * * EXTRA ITEMS: 2x 9mm Spartan, 2x 5.56 Rifle, Riot * * * ********************************************************************* Your final destination is the Pod Service Gantry. Save before you go there, because you won't be allowed to do so later. When you're there, watch the long scene and finally learn what this mess was about after all. After that, you'll exit the Service Gantry with a deep wound. Heal it, then go to the Pod Bottom for the final showdown - but watch out for the final Bishop Golem in the Elevator Hall. -----[BOSS 15]------------------------------------------------------- ULTIMATE 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 EXP 100 BP 500 1 Neck EXP 100 BP 500 2 Arm Gas Shooters EXP 0 BP 0 (each) 2 Arms EXP 1000 BP 5000 (each) 1 Belly EXP 200 BP 500 1 Bottom EXP 700 BP 2000 2 Tails EXP 800 BP 3000 (each) 1 Core EXP 300 BP 500 The Core is his vital point, and will be uncovered after you destroy two of the other parts. This means that you only have to destroy three parts to win the battle. Beaing Head and Neck the most dangerous, it would be wise to get rid of them, but as you can see, the "facultative" body parts are also the ones that will give you more points. Now, let's check out the Boss' many attacks. a) Head: it periodically shoots a beam of red light that will split into two beams. These will converge and diverge until the attacks has ceased. Damage is average, and it can be avoided by running away or by standing in a low spot, where it can't reach you. b) Neck: it periodically emits a circle of yellow light that will swipe the whole area around the neck. Damage is rather high, and the attack can also inflict Darkness. It can be easily avoided if you stay in the lower part of the arena. c) Arm Gas Shooters: they will sometimes emit some green, poisonous smoke. It will hit you if you're standing by the Boss at arm level, so stay behind him or in alow spot to avoid being hit. d) Arms: if the Boss raises one arm and swings it near his head, he's going to slap you. This attacks has a great radius (about 100 degrees) and can reach you if you're standing in front of the Head. To avoid it, you must stay in a low place, or behind the Boss. Damage is not to be underestimated. e) Belly: you can target it only if you are in a very low place. Abyway, if you're close enough to hit it, you're also close enough to be hit. Its attack consists of a parabolic squirt of a paralyzing liquid. You can avoid it if you're quick. f) Tails: they'll drop paralyzing liquid too, if you stay too close to them. Attack them from higher places. They can also physically hit you, but only after you've splitted them in two. When they've been destroyed, their base can also shoot paralyzing liquid. g) Core: the Core has the most powerful attack in the entire game. When it opens - which will happen if you're standing anywhere within the 180 degrees in front of the Boss - the Core will charge up a light beam that will hit everything in front of it with devastating power. Damage can easily amount over 100 HP. With the exception of the first one, all such attacks will be executed with the Boss rotating towards the place where you're standing Running away is the only way to avoid this attack. Now, some strategies for the fight. - Level 3 Antibody and Energyshot will be your best friends in this battle. You should cast them as soon as the battle begins, and recast them the very moment their effect wears off. This is necessary until you're familiar with the enemy's attacks and movements - at that point, you might as well forget about Antibody, at least in Normal mode. Other PEs that may turn out useful are Fire PEs - actually, the Boss is pretty weak against Fire. In fact, once the Arm Gas Shooters have been taken down, each Arm can be destroyed with a single Level 3 Pyrokinesis. Inferno works tremendously well, too. - Once the Core is exposed, your biggest concern is to avoid its attack. If you've only destroyed Head and Neck, the enemy will rotate pretty fast, making it difficult to escape the Core Beam. The only way to slow down the Boss' rotation is to destroy his appendixes, and especially the Belly. Once the Belly is destroyed, the Boss' turning rate will slow down considerably, giving you the speed advantage against the Core Beam. - Once you've taken out the Arm Gas Shooters, the Arms will become vulnerable. However, their vulnerability depends on the weapon you're using. Unless you're using Grenades or Pyrokinesis, each Arm can be damaged for up to 100 HP per attack - after that, an Arm will be invincible for some time. If you have the Mongoose, consider using something else to destroy the Arms. - When a tail has received enough damage, it will split into two halves. Each half provides a single target, and after they've been destroyed, the base of the tail will still be alive. The Ultimate ANMC's tails are like the heads of the Hydra - after a while, they'll regrow as nothing had happened. The only way to avoid their regeneration is to destroy their base before they can respawn. Use fast-shooting weaqpons for this battle, like the M249 or the Mongoose. Make good use of your Parasite Energies, as their help is invaluable here. If you don't feel like taking down the whole monster, the best way you can do him in is to stand your ground and shoot down Head, Neck and Core as soon as possible. With the Holy Water attached and Antibody 3 in use, you should make it using only two Recoveries. HP 9000+ Head, Neck & Core: EXP 500 BP 1500 MP 200 All: EXP 5000 BP 20000 MP 200 ITEMS: Ringer's Solution R.Slug Grenade EXTRA: 9mm Spartan --------------------------------------------------------------------- After this seemingly impossible fight, find the glowing light and use Yoshida's or Bowman's 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. Eve has the following attacks: - The Dive: She's not on the bridge, and she 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. - The Spheres: She's in the center of the bridge and flies high, then she floats near you. If she does this, she's going to 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. - The Charge: Colored dots appear around Eve. If you see them, you know she's going to 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 that as well after a number of attacks, usually never more than four. - The Chant: Eve is on the center of the bridge, and the screen begins to shimmy while your MP raise. When the shimmying stops, a powerful energy 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. - The Clone: She shines for a moment. If she does this, it means she's creating a clone of herself. The clone is translucent, and it will just come to you and slap you, paralyzing you with its attacks. Two grenades are more than enough to destroy a clone. One grenade can sometimes hit it for 999 HP damage! Anyway, remember that the real Eve attacks you as well while the clone is onscreen, so try to beat the clone ASAP. - The Kamikaze: Eve floats at the end of the bridge nearest to you and stops for a moment, then charges one of the slopes that converge on the bridge. Stay on the bridge to avoid this attack. - The Slap: Eve floats to you and slaps you just like her clones. Can paralyze you. The best weapons against Eve are grenade launchers (especially the MM1), the Mongoose with MaedaSp bullets, and the M4A1 Javelin. Make full use of Level 3 Antibody and Energyshot. If you have Level 3 Lifedrain, you'll be able to abort many of her attacks. When the battle begins, there's a 99% chance that Eve will perform the Dive, so immediately run to the end of the bridge. After that, she will start using all of her attacks randomly. She will usually perform the Chant when she reappears on the bridge after a series of Charges. This battle has 3 distinct phases. You'll know you've passed on to the next phase if you're using a grenade launcher, as Eve will start to lose pieces of her clothing. She will only use clones in the third and final phase. When you can see sparks around Eve's body, she's very close to the end. HP 10000+ EXP 5000 BP 10000 MP 100 Clones: HP 999 EXP 300 BP 1000 MP 0 (Each) --------------------------------------------------------------------- ********************************************************************* * * * 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, 5.56 Rifle, * * Protein Capsule, Ringer's Solution * * EXTRA ITEMS: 5.56 Rifle, Javelin * * * * *NOTE: these battles are not counted in the Kills Percentage. * * * ********************************************************************* * KILLS PERCENTAGE: 100% * ************************** 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 MIST CENTER -------------- _____ | |__________ T | __ _| | |2 | | 3 |_|/_|____ _________ ____ | ______/ |_____/ \____/ \ |__________________| | | | | | | 1 | | | ___| ____ | | |/|___\_________/ \____/ |__/ | |_____| 1 SHOOTING GALLERY 2 ARSENAL 3 MIST 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 CARDKEY) Card dropped by the SWAT imitator. Unlocks the Armory on Shelter B1. Where? Roof Garden, Akropolis Tower (check the back door twice). --------------------------------------------------------------------- BLUE KEY Key with blue haft. Unlocks escalator in Akropolis Tower. Where? Rear Corridor, Akropolis Tower. --------------------------------------------------------------------- BOTTLECAP MAGNET A promotional item in the shape of a cola bottlecap. There's a magnet on the back. Used to get the Factory Key in the Back Alley in Dryfield. Where? Saloon Storage Room, Dryfield. --------------------------------------------------------------------- BOWMAN'S 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 An aluminum key. It has a Motel Bronco tag, with a label that says "master." Opens all rooms in the Motel. Where? Bronco Motel Lobby, Dryfield. --------------------------------------------------------------------- CAFETERIA KEY Cafeteria key from SWAT officer. Opens the Cafeteria at the Akropolis Tower. Where? East Elevator Hall, Akropolis Tower. --------------------------------------------------------------------- CAR KEY Key with plastic case. To be inserted in an appropriate slot. Where? Underground Parking, Shelter. --------------------------------------------------------------------- DOUGLAS' LETTER The small tube that hung around Flint's neck. There's a message inside. Where? Flint brings it to you at the Tent. --------------------------------------------------------------------- FACTORY KEY An iron key. It's covered with rust. Opens the Factory in Dryfield. Where? Back Alley, Dryfield. --------------------------------------------------------------------- GPS Attachment: Motion detector Position control device. Motion detector included. Where? You have it at the beginning of the game. --------------------------------------------------------------------- ICE BAG A bag of ice. On sale at the automatic vending machine. Where? Ice vending machine, Main Street, Dryfield. --------------------------------------------------------------------- JERRY CAN Metal container used to transport gasoline. Where? Loft, Dryfield. --------------------------------------------------------------------- JUMPER PLUG(S) A plug for a wiring board. Used to bring power to the two gates in the East and West Mine. Where? 1)Refuge 2)Cavern --------------------------------------------------------------------- LOBBY KEY An aluminum key. It has a Motel Bronco tag, with a label that says "lobby." Opens the Bronco Motel lobby. Where? Gary Douglas gives it to you in the Trailer. --------------------------------------------------------------------- MAP Map of Mojave Desert. Where? Given to you by Hal after Akropolis Tower Mission. --------------------------------------------------------------------- MICRO DEVICE Object implanted in NMCs skull. Where? On the dead ANMC in the Parthenon Cafe, Akropolis Tower. (Later) In the Pod Service Gantry in the Shelter (Pierce route). --------------------------------------------------------------------- MIST BADGE MIST ID badge. Looks a lot like a FBI badge. Where? You have it at the beginning of the game. --------------------------------------------------------------------- MIST MANUAL MIST civilian disinfirmation manual. Where? Given to you by HAL after Akropolis Tower mission. --------------------------------------------------------------------- MIST SEARCH WARRANT Authorizes any search in Dryfield. Includes private property searches. Where? Given to you by Hal after Akropolis Tower Mission. --------------------------------------------------------------------- MONKEY WRENCH An adjustable wrench that fits any size nut or bolt. Used to access the Dilapidated House in Dryfield. Where? Garage, Dryfield. --------------------------------------------------------------------- MOTEL KEY NO.6 Key to a guest room in the Bronco Motel. The tag has a big number "6" on it. Opens Room 6 of the Motel. Where? Gary Douglas gives it to you in the Garage. --------------------------------------------------------------------- OAK BOARD An oak board 8' in length. The corners show excessive wear. Used to create a bridge in the East Mine Gorge. Where? Forked Tunnel, East Mine. --------------------------------------------------------------------- PETROL Gasoline (2 gallons). This should get the truck running. Used to refill Gary's truck. Where? Gas Station, Dryfield. --------------------------------------------------------------------- PIERCE'S MESSAGE Torn note. Contains a message written in MIST code. It's difficult to decipher because it's been written in a hurry. Where? Pod Service Gantry, Shelter B1. --------------------------------------------------------------------- RED KEY Key on a skull shaped key chain. Stops water in Akropolis Tower Fountain. Where? Sanctuary, Akropolis Tower. --------------------------------------------------------------------- SALOON KEY An aluminum key with the engraving "G&R." Opens the G&R Saloon. Where? On the corpse on top of the Water Tank, Dryfield. --------------------------------------------------------------------- SCIENTIFIC JOURNAL (MENDEL, SEPT. ISSUE) Mendel -- popular science journal. (This month's feature: Mitochondria. A hot topic these days.) Where? Parthenon Cafe, Akropolis Tower. --------------------------------------------------------------------- SUV KEY Key to the land rover. Has a small German puppet attached to the key chain. Where? Water Tank, Dryfield II, from Pierce. --------------------------------------------------------------------- TEDDY BEAR Well-loved teddy bear. One of it's eyes is missing. Give to Flint outside the Shelter to save soldier. Where? Vehicular Airlock, Shelter. --------------------------------------------------------------------- TRUCK KEY A truck key with a tattered leather key chain. It's been well used. 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. --------------------------------------------------------------------- YOSHIDA'S 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 (Kyle Route ONLY). ===================================================================== 13. FAQs ===================================================================== Q. Tell me about the M.I.S.T. Shooting Gallery. A. 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 | |---------------------------------------------------------------| | NIGHTMARE MODE: Yellow Rain, Rebel Forces, Genic Reactor | |_______________________________________________________________| Then, choose a weapon and a difficulty level. Every level is designed to train you to specific combat strategies, from the basics to real battle simulation. Here's what you'll find in each level: - Level 1: static yellow targets. Designed to teach you how to aim and shoot. - Level 2: moving targets with differentiated resistance. Again, all you have to do is to aim and shoot. - Level 3: battle simulation designed to teach you how to use the GPS effectively. There's a great variety of targets, including humans. If you shoot human targets, you'll lose points. - Level 4: more sophisticated battle simulation, with Parasite Energy use and MP-restoring items. Plenty of targets. - Level 5: actual combat simulation. Combined use of weapons, PEs, and GPS is required. Targets will hurt you with their flash if you can't kill them fast enough. Although very sophisticated, this simulation can't give you the feeling of a real battle. 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 According to how well you did in a practice level, you'll be awarded 100, 200, or 300 BP. If you do well enough to hit the expected score, you'll win a prize which you can claim from Jodie at the Arsenal. Here's the list of expected scores and prizes for each level: Level 1 Expected Score: 9800 Prize: 50x Hydra Bullets Level 2 Expected Score: 16800 Prize: Ringer's Solution Level 3 Expected Score: 46000 Prize: Hunter Goggles Level 4 Expected Score: 60000 Prize: Lipstick Level 5 Expected Score: 55000 Prize: Shoulder Holster --------------------------------------------------------------------- Q. How do I solve (insert puzzle name here)? A. Here's the list of all the puzzles in the game, and how to beat them. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 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. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MOTEL BRONCO 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 barrels 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 (the full moon can be seen 15 days after the new moon) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ LABORATORY PASSWORD The password is MELISSAMAYA. Follow the magazine's instructions to find out 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. Step on the plates in this order (6 times on Blue, and so on). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 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. Step on the plates in this order. --------------------------------------------------------------------- Q. Where is the Black Card? A. I've been asked this question so many times I can hardly believe it. Even if I stated this clearly enough in the walkthrough, I'll repeat it: to find the Black Card, you must check the door behind the statue in the Akropolis Tower Roof Garden TWICE. Moreover, you HAVE to see the scene with the man disguised as a SWAT in that room, and this can only be done if you access the Roof Garden immediately after the scene with Rupert in the Sanctuary. If you go there after exiting the Sanctuary, you won't see the scene, AND you won't find the Black Card. --------------------------------------------------------------------- Q. Where is Yoshida's Card? A. Yoshida's Card can ONLY be found if you decide to follow Kyle. If that's the case, Kyle will give you Yoshida's Card on the elevator after you've explored the sewers. However, if you decided to follow Pierce, you will NEVER find Yoshida's Card. --------------------------------------------------------------------- Q. How do I get the best ending? A. There are 6 must-do's in order to get the best ending: 1)Meet Kyle in Dryfield's Saloon at night, BEFORE going to bed. 2)Kill Burner so that Flint lives. 3)Go past the Full Moon Gate with Kyle. 4)Meet Pierce at Dryfield, and give him Ice three times. 5)Read Pierce's Message in the Pod Service Gantry after Neo Ark I, and call Jodie immediately afterwards. 6)Meet Pierce in the Golem Freezer when you return into the Shelter. --------------------------------------------------------------------- Q. I fought less battles than you listed in the Battle Account. How can I kill 100% of the enemies? A. Every time an important event occurs (e.g., you beat a Boss, you meet a new character, you solve a puzzle, etc.), enemies will respawn in certain areas. If you want to kill 100%, you must kill enemies in ALL red areas before you move on to the next important event. If you don't, you won't be able to fight certain battles, and you'll miss 100% kills. The following is a list of all key moments after which enemies will respawn, and before wich all red areas must be cleared in order to achieve a total wipeout. AKROPOLIS TOWER 1)After Beating the Greater Stranger in the Cafeteria 2)After speaking with HAL and Pierce on the phone 3)After saving Rupert in the Sanctuary 4)After using the Red Key DRYFIELD 1)After meeting Douglas 2)After meeting Kyle 3)After the battle with No.9 4)After receiving the Lobby Key 5)After getting the Bronco Master Key 6)After giving the Petrol to Douglas 7)After the battle with Burner SHELTER 1)After beating the Blizzard Chaser 2)After metting Bowman 3)After the fight with Glutton 4)After you've returned to Dryfield 5)After using the computer in the Laboratory 6)After the dialogue in the Pod Service Gantry NEO ARK 1)After beating the Proto Generator 2)After moving Bridge 3)After examining the stone tablet in the Garden 4)After the second Pyramid dance 5)After beating the Beta Generator REMAINING BATTLES 1)After meeting Eve 2)After meeting the militaries To avoid screwing up the order of these actions, follow my walkthrough step by step. --------------------------------------------------------------------- Q. How is my final BP score determined? A. Every item you have in your active inventory or in any Storage Box counts in the final BP tally. Every item that has a price in the Item list will add half of its price to your BP total. Moreover, you can get the following BP bonuses: GPS------------------------500 BP Tonfa Baton----------------500 BP M93R----------------------1000 BP Mendel (Settember)-------10000 BP Black Card---------------10000 BP SP12----------------------1990 BP Aeris (Settember)---------5000 BP Tactical Vest-------------1060 BP Bowman's Card------------30000 BP Yoshida's Card-----------30000 BP Pierce Rescue Bonus------30000 BP Teddy Bear---------------10000 BP Rescue Ironheart---------30000 BP --------------------------------------------------------------------- Q. What do the armors' Special Features really do? A. - Resist SILENCE: you can't be inflicted the SILENCE status. - Resist PARALYSIS: you can't be inflicted the PARALYSIS status. - Resist POISON: you can't be inflicted the POISON status. - Resist CONFUSION: you can't be inflicted the CONFUSION status. - Resist IMPACT: if you have less than 5 HP, and you take a hit that deals more than 5 HP damage, you'll be left with 1 HP. However, this doesn't protect you from instant-death attacks. - Motion Detector: same as GPS, but covers twice the area. - Quick Fire: the speed at which you can switch targets is doubled. - Medical Inspection: shows enemy HP. Doesn't work with all enemies. - HP Recovery: after a battle, you receive a number of HP equal to the number of MP received. - MP Recovery: after battle, you get 25% more MP. - MP Generation: When you're hit, you recover a number of MP equal to damage received/5. --------------------------------------------------------------------- Q. Have I seen that before? A. Yes, probably. Parasite Eve II is packed full with quotes from movies and games. Here are the ones I could find. Some are just opinions, but some other just can't be denied. - The SWAT agents massacre at the Akropolis Tower remembers me of _The Terminator_, and maybe _Die Hard With A Vengeance_. - Rupert saving Aya in the Cafeteria is quite surely a quote from the original _Resident Evil_, apart from the fact that Rupert looks much smarter than Barry. - Strangers are similar to the Aliens from the omonimous movie. - I don't think there's a magazine with that name, but Mendel was the man who first discovered the principles of genetics. - HAL is the name of the AI from Stanley Kubrick's _2001: A Space Odissey_ - The pinball in Dryfield's R&G is called _Einhahder_, just like a shooter from Squaresoft (thanks to Andrea Santoni for this info!) - Scavengers are very similar to Gremlins from the omonimous movie (I'm not so sure that the original title is that, though). - No.9 and the other Golems are clearly designed after Darth Vader (first quote from Star Wars) - The garbage chute scene is also from Star Wars, and was also seen in Final Fantasy VII. - The monster in the garbage incinerator (third quote from Star Wars) - The trash compactor (fourth quote from_Star Wars_) - Sword Golems have THE lightsaber (fifth quote from Star Wars) - Neo Ark IS Jurassic Park. Denying this is a cardinal sin. - After the shower scene, we see the water in the shower trembling from Burner's steps. This may also be from Jurassic Park. - Cloud e Aeris's names from Final Fantasy VII can be read on the board in the Laboratory, Shelter. - The Gunblade is Squall Leonheart's weapon in Final Fantasy VIII. - The second scene with the President recalls the movie _The Rock_ - The cannon satellite looks a lot like the Zeus Cannon seen in the movie _Final Fantasy: The Spirits Within_ ===================================================================== 14. FINAL RANKINGS ===================================================================== Thanks to GameSages for this 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 | RANK | |-------------|----------------------------------------------|------| | 400001+ | Gunblade, Ringer's Solution, Eau de Toilette | S | |-------------|----------------------------------------------|------| |200001-400000| Hyper Velocity, Hunter Goggles, MP Boost 2 | A | |-------------|----------------------------------------------|------| |75001-200000 | MM1, Airburst, Recovery 3 | B | |-------------|----------------------------------------------|------| | 72001-75000 | M249, .44 MaedaSP, Cola | C | |-------------|----------------------------------------------|------| | 69001-72000 | Mongoose, .44 Magnum, Skull Crystal | D | |-------------|----------------------------------------------|------| | 66001-69000 | AS12, R.Slug, Firefly | E | |-------------|----------------------------------------------|------| | 62001-66000 | Aya's Special, 9mm Spartan, Ofuda | F | |-------------|----------------------------------------------|------| | 57001-62000 | Javelin, MD Player, Holy Water | G | |-------------|----------------------------------------------|------| | 51100-57000 | Pike, Lipstick, Tactical Armour | H | |-------------|----------------------------------------------|------| | 44001-51000 | Hammer, Belt Pouch, MP Boost 1 | I | |-------------|----------------------------------------------|------| | 16001-44000 | M203, Protein Capsule, 9mm Hydra | J | |-------------|----------------------------------------------|------| | 14511-16000 | M9, M4A1 Clip, Flare | K | |-------------|----------------------------------------------|------| | 14510- | Monk Robe, Medicine Wheel, Recovery 2 | L | |_____________|______________________________________________|______| If you get the same rank twice in a row, you'll be awarded the rank that comes immediately before in the chart. If you get S-Rank twice in a row, you'll get L-Rank, and for subsequent replays you'll get higher ranks, going up the chart from L-Rank up to S again. If you keep on using the same save file every time you play Replay Mode, previous rank you have gotten will accumulate with subsequent ones. This means, for example, that if you complete the game with E- Rank the first time, then play Replay Mode twice on the same save file and get A-Rank and S-Rank, the next time you play Replay Mode you'll be able to buy the bonus items from Rank S, A and E. So, in the end you may be able to buy just anything you want at the beginning of the game. ===================================================================== 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 | HP 100 Condition: Good OOOOO | MP 30 Enemy level: Easy OO | EXP 10% of Next Replay Bonus Supply level: Rich OOOO | BP 10% of Next Replay Bonus The same game you've just played, but with some differences: - You start with 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. - Enemies are weaker than before. - 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 get? Complete the game in any mode. --------------------------------------------------------------------- BOUNTY MODE Mission level: Normal OOO | HP 100 Condition: Good OOOOO | MP 30 Enemy level: Strong OOOO | EXP 5% of Next Replay Bonus Supply level: Normal OOO | BP 5% of Next Replay Bonus Bounty Mode is TOUGH. You get no extra items. You start off with 5% of the EXP and BP you had at the end of your previous game. Powering up Pes requires only 80% of the EXP needed in Normal Mode. Weapons are much less effective, and enemies are stronger. Moreover, you'll often meet more powerful monsters than those found in Normal Mode, and Golems will be pursuing you SINCE THE AKROPOLIS TOWER MISSION! Fortunately, you'll find less, but better items. Bounty Mode requires good, well-polished fighting tactics. You can't just stand your ground and hope to take down the enemy before it gets to you - two hits may well be enough to kill you. You'll have to refill ammo frequently, and to SAVE OFTEN!!! You'll learn how to effectively use Parasite Energies to your advantage. Of course, Bounty Mode will net you tons of EXP and BP that will soup up your Next Replay score. If you complete Bounty Mode, your final EXP and BP score will be multiplied by 3, and your rank will be upgraded by 1. How to get? Just complete the game. --------------------------------------------------------------------- SCAVENGER MODE Mission level: Hard OOOO | HP 100 Condition: Exhausted OOOO | MP 10 Enemy level: Normal OOO | EXP 1% of Next Replay Bonus Supply level: Very poor O | BP 1% of Next Replay Bonus Scavenger Mode is HARD. You start off with only 10 MP, and 1% of the total EXP and BP you had at the end of your previous game. Parasite Energies require only 80% of the EXP points you'd need in Normal Mode to be upgraded. Shops have dramatically changed - as an example, here's the list of goodies on sale at the M.I.S.T. Arsenal: MM1-----------------23500 Riot----------------80 per 4 Shoulder Holster----2580 Belt Pouch----------10000 Protein Capsule-----10000 Combat Light--------60 Pepper Spray--------100 Flare---------------150 Lipstick------------5000 Medicine Wheel------27800 As for enemies, they're the same as in Normal Mode, even if slightly more resistant to your attacks. Anyway, your main problem - apart from an obvious lack of ammo and weaponry - is your extreme weakness. One or two hits will do you in, no matter what enemy you're confronting. Also, you'll have to stick to Parabellum rounds to fight just anything until you get to the Shelter, and you won't be able to reload weapons that use batteries or fuel until the final stages of the game. You'll have to carefully plan your every move, purchase, and battle. If you play Scavenger Mode after beating Bounty Mode two or three times in a row, you _may_ be able to afford the Medicine Wheel. This would be great, because if you have the Medicine Wheel attached when you fight No.9 at Dryfield, after the battle you'll receive the Gunblade. If you complete Scavenger Mode, your final EXP and BP score will be multiplied by 5, and your rank will be upgraded by 2. How to get? Complete the game with 69001 EXP or more. --------------------------------------------------------------------- NIGHTMARE MODE Mission level: Very Hard OOOOO | HP 50 Condition: Sick O | MP 30 Enemy level: Very Strong OOOOO | EXP 0 Supply level: Poor O | BP 0 Nightmare mode is EXTREME. You start off with 50 HP and 30 MP. You get NO bonus EXP or BP whatsoever. Shops are exactly like they're in Scavenger Mode, and so is your resistance to enemy attacks (if not worse). Enemies are the same you can find in Bounty Mode, and their attacks are stronger than ever. This translates into instant death if anything touches you during the whole first half of the game, and into endless ammo refilling - and ultimately, into extreme frustration. I'm too lazy to give it a try, but if you need help, check out Gerard Schiela's Nightmare Mode Guide at www.gamefaqs.com. It will tell you everything you need to know to beat Parasite Eve II's hardest challenge. If you can somehow complete Nightmare Mode, your final EXP and BP score will be multiplied by 10, and your rank will be upgraded by 3. How to get? Complete Scavenger Mode. --------------------------------------------------------------------- Here's a quick comparison table between game modes. __________________________________________________ | Normal | Replay | Bounty | Scavenger | Nightmare | -----------------|--------|--------|--------|-----------|-----------| HP | 100 | 100 | 100 | 100 | 50 | -----------------|--------|--------|--------|-----------|-----------| MP | 30 | 30 | 30 | 10 | 30 | -----------------|--------|--------|--------|-----------|-----------| Your strength | 100% | 100% | 75% | 75% | 60% | and weapon power | | | | | | -----------------|--------|--------|--------|-----------|-----------| ANMCs strenght | 100% | 50% | 200% | 300% | 300% | -----------------|--------|--------|--------|-----------|-----------| EXP needed to | 100% | 40% | 80% | 80% | 80% | power up PEs | | | | | | -----------------|--------|--------|--------|-----------|-----------| Initial EXP/BP | 0/200 | 10% | 5% | 1% | 0/0 | -----------------|--------|--------|--------|-----------|-----------| Final EXP/BP | 1 | 1 | 3 | 5 | 10 | multiplier | | | | | | -----------------+--------+--------+--------+-----------+-----------+ ===================================================================== 16. CREDITS ===================================================================== Thanks to... Squaresoft: they made the game, and quite well too. JL Lee for providing the most complete FAQ for the Japanese version of the game, which spared 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. Ibrahim Ghouth for the English names of items and weapons, and for enemies' stats. Snake@AOL.com for telling me the enemies' official names. Gerard Schiela for his wonderful Nightmare Mode Guide. This excellent document was vital in refining battle strategies against each enemy. GameSages for providing 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. Authorisedcollection.com for info about armors' Special Features and game modes specs. James and LucasR for telling me about the Snail Magazine for the P08 in the Cellar, Dryfield. Nemesis for some in-game descriptions from the U.S. version. Andrea Santoni for telling me about the Einhander pinball in the Saloon. Jeff "CJayC" Veasey at GameFAQs for posting my FAQs on his site. Me, for writing this FAQ. Everyone who e-mailed me for info: thanks a lot for reading, guys. It's nice to be writing for you. You: you read the FAQ.