This walkthrough is
mode. For other modes, the items, enemies, and shopping lists can
I have capitalized specific location
names, item names, and enemy names for emphasis.
When an item can be obtained, I have
put it in bold type.
I have given the puzzle solutions, so
if you want to solve them on your own, be careful about how much you
In several places, I have listed the
enemies in table format. This is usually after you have already
been through the areas, but a certain event triggers their
repopulation. This will allow you to clear them
out in whatever order you prefer, without having to follow a
If you press Δ while on the map screen,
you can see the most detailed name of your current location.
I would recommend using more than one
save file for this game. I usually suggest saving the game when
you're close to a phone, haven't saved for a while, or are about to
fight a tough battle. This does not mean that you shouldn't save
more often - only that I think you shouldn't save any less often.
Use your discretion in this matter, and remember that it is always best
to err on the side of caution. Seemingly weak enemies can take
you down, so don't be overconfident.
Brea, formerly of the NYPD, is now an NMC (Neo-Mitochondrion Creature)
for the FBI, working as a member of the Mitochondrion Investigation and
Suppression Team (MIST) in LA. The creatures whose existence she
discovered in Parasite Eve are now appearing in the western part of the
country, and several bizarre
have occurred. There are now ANMC's, or Artificial
Creatures, which appear to have been created deliberately. You
join Aya at the practice
she is honing her NMC-elimination skills.
beginning the walkthrough, I want to point out that controlling
movements in the sequel is quite different from controlling them in the
original Parasite Eve. Those of you who have played Resident Evil
Crisis will not find this type of movement unusual, but it requires a
adjustment time for someone who is not accustomed to it. The up
always moves Aya forward, and the down key always moves her back, regardless
of the direction she is facing. You will need to keep in mind
all directions are from Aya's point of view rather than yours.
the practice range, you can choose the difficulty setting for the
session, as well as the background music you prefer. You will
press the square button to find a target and the R1 button to
you are out of ammo, pressing the R1 button will also reload. In
case, it will load your M93R with 20 9mm PB rounds. These will go
quickly, and you will have to reload often. It is important
game to keep the appropriate ammo container attached to your
can do this by pressing the Start button to open the attachment menu
selecting the ammo box to attach. With your attachment menu open,
always reload by pressing the X button on the ammo box.
training portion, I usually reload when there is a second's break in
appearance of targets, even if I am not yet out of ammo, so I don't get
without any while trying to take out a target. Time is an
commodity here, as the targets will disappear after a certain time if
not been eliminated.
with an untimed practice session/tutorial.
be shooting at stationary yellow targets, and you will move into a
session with a time limit of one minute. Level 2
minutes, and moving orange, yellow, and red targets. The yellow
are worth 200 points each, the orange worth 400, and the red worth
The greater the point reward, the stronger the monster, so more shots
required to take out the orange and red targets. Also, the
the target is a factor.
Level 3, with a
requires you to enter the shooting range. Walk to the back, and
the red "A" on the wall. Add the GPS (Global Positioning
System) to your armor attachments by doing the following in the
attachment menu: Use, select GPS, and move to armor. On
there is another type of target - blue targets. These are human,
not be hit. The point deduction for doing so is brutal. You
very careful with them, because they can be hit even if you have
targeted a monster
and the human moves between you and that monster.
you to examine the "A", and allows the use of our old friend Parasite
Energy, or PE, from the original Parasite Eve game. Press
triangle button for the PE menu and use the arrow buttons to select the
want. Use the X button to activate the chosen PE. Use of PE
deplete MP (magic points). Be warned that there are a lot of
they move fast. To make matters worse, the game seems to want to
humans first (or maybe I'm just paranoid). I had a hard time
blue targets here, and there are several. Level 5
the A" level, and will allow item attachments. If you stand still
too long on this level, you will be shocked by a burst of lightning
ceiling. Nice. However, there is a purpose to all this,
familiarizing you with the new battle system. BP!
or bounty points, are a wonderful thing. They serve Aya as
this game. The more bounty points Aya earns, the more weapons,
items, and ammo she can trade them for throughout the game. Aya
for her time on the practice range if she performs well enough. A
score on a training session will result in a BP bonus. Aya can
also earn rewards, in addition to her BP bonuses, if she performs
Note that this is only true the first time - repeat sessions on a level
bonus BP have already been earned will not result in additional
is the NMC point chart:
you are finished, go out the door, and then turn and go
set of glass double doors next to the door you just came through.
Pierce, and he will tell you about your next assignment. Take a
read the bulletin board, then go through the door beside Pierce.
hall, enter the Firearms Control room and talk to Jodie Bouquet.
first few times you talk to her, she has some interesting remarks to
Pierce. She has the following available:
Pump-action 12-gauge shotgun.
5.56mm assault rifle.
Customizable with attachments.
12-gauge shotgun scatter
shot. Spreads 9 lead shots in a burst.
80 5.56mm Rifle
5.56mm full metal jacket
rounds. For rifles and light machine guns.
NMC Hunter reinforced
vest. Can be worn under regular clothing.
Heavy police body
armor. Helmet amplifier prevents Silence. High-sensitivity
Restores nerve function - cures
Silence, Berserker, Confusion.
Disposable defense weapon -
blinds enemies in front of you.
Disposable self-defense weapon -
use to stun surrounding enemies.
on down the
hall to the garage. Talk to Pierce, but don't leave yet.
Instead, go left and search the shelves for an item
Bottle. Open your inventory and select the item, then press
triangle button. The bottle has now been identified as a
This is a great item, and you will want to save it for later when you
HP. Recovery1's will work fine for now. Walk toward
garage exit and pick up the phone. Call your boss, Baldwin, to
out, and then save the game. Now you can either tell Pierce that
practice and return to the range, or tell him that you are ready to
take a little time to discuss experience, Parasite Energy,
management, and BP.
Experience gained in the game
can be used to reactivate Aya's
"sleeping" Parasite Energy powers. They are divided into four
elemental categories, each of which has three powers, and each power
levels. Only two powers per category are available at first, but
PE's of a category have been activated and raised to Level 3, the third
becomes available. When you have enough EXP, you can choose a PE
awaken. Once they have been reactivated, these powers can be used
battle (healing can be used outside battle, as well). To use
the triangle button and use the directional buttons to rotate them
have the one you want to use, then press the X button.
item in your inventory that you want to be able to use in battle
must be attached
to your armor. Only the things attached to your armor will be
to you once an encounter begins, so make sure that you have ammo and
recovery items attached at all times. If you run out of ammo in
you will have to depend exclusively on PE, and the MP to use it will
depleted. You can run away from normal encounters, but will
suffer a BP
deduction if you do so. That's not good, so try to keep your
BP, or Bounty
for defeating enemies, are your only
"currency" in the game, so you should never pass up a battle.
Any time you see a "hot spot" on the map (areas which are red), fight
whatever you find there,
it's in an area that you don't have to pass through for the storyline
progress. If you are low on health, heal before entering a hot
don't ever skip one completely. A certain amount of MP is
battle, depending on the enemy or enemies defeated, so sometimes it is
to find an easier battle to recover a little MP before taking on a more
difficult one. Then you can use that MP to heal, if
is part of the reason I try to tell you in detail what enemies
fight in each area. This should enable you to use a little
choose the order of your battles in most areas.
you are ready, tell Pierce, and you will be on your way.
PART 2: AN
EVENING AT THE AKROPOLIS
September 4, 2000 -
Akropolis Tower, Los
You will see a cutscene about
disaster that is your next assignment. When you regain control,
the officer on the scene, then walk to the door and speak to another
officer. Enter the building, and walk through the double doors to
roof area. Walk straight across to the opposite wall, where the
ringing. A creature is in front of the phone, but it will move as
approach. Answer the phone and talk to Baldwin,
then save the game.
through the double
doors beside the phone into the elevator
will be stopped by a surviving SWAT team member. He tells you to
the cafeteria to rescue a woman, and gives you the Cafeteria Key.
to the square and check the map of the rooftop area in front of the
fountain. Aya will enter the information in her GPS. You
can look at the map by pressing the Select
blinking red light indicates your next destination, and a red arrow
current location. The map feature will be a very important one
the game. White areas have been explored and are clean, gray
unexplored, and red areas are "hot."
Turn around and check the
body by the window across from the sign to
get a Recovery1.
Go down the stairs (stand in front of them and press X) to the
There is an ammo box lying on the bench - refill your 9mm P.B.
from it. Across from the ammo box, the body of a SWAT team member
draped over the railing. Search it for a Recovery2.
down the left stairs to find yourself on the Patio. Look at the
notice that the area's red, which means that enemies are present.
Turn and walk
the door that leads to the cafeteria. You'll see a SWAT member
attacked by a Grin Stranger. As you get closer, the screen
white - this signals the beginning of a battle. You can take this
fairly easily, as it is not terribly strong. Talk to the man, and
he will tell Aya that "they're not what they seem" before he
There is a sign beside him that says "Parthenon Cafe." Walk to
the door and press X. Aya will open the door with the Cafeteria
There is a woman
sitting at a table reading a magazine, and Aya will
automatically approach her. The woman falls to the floor and
into a Greater Stranger. Keep the table between you and fire at
down. It will drop a Recovery2. Look at the
woman was reading - it is a scientific journal open to an article on
mitochondria. Pick up the magazine. Look at Key Items in
inventory, and press the triangle button with the magazine
is the September issue of a magazine entitled"Mendel."
The article makes some interesting reading.
NOTE:Throughout the walkthrough, I will tell you what
are dropped after enemy encounters, but later, this will
what you have attached to your armor. After a certain
point, you will not get bonus items
using the same attachments I am using. I will mention this again
when that point comes.
Examine the creature and get
the Metallic Implant from behind
ear. This will trigger a cutscene. The creature starts to
behind Aya, but Rupert comes in and blasts it. Aya and Rupert
unusual nature of this ANMC, and another ANMC will rise from behind the
Rupert shoots it, too. He says they need bigger guns, and sends
call for backup. (If you check the map, you can see that the
back toward the square. Two Grin Strangers will jump off
roof and attack Aya. If you can get them close together, you can
at once. Pyrokinesis may be a good idea here. They will
drop a Pepper
Spray. Go back up the stairs and use the phone. When
to Baldwin, you will
he cannot send backup, so you and Rupert are on your own. Baldwin
will let you talk to Pierce, who wants to see the Metallic Implant you
the ANMC. Save the game.
Reload from the ammo box,
which holds an unlimited supply, and go back
stairs. You will hear noises. Check the map, and you'll see
is hot again. There are three Moths and three Rats on the
These can usually be killed with one hit, but keep your distance.
the cafeteria. There is an Odd Stranger behind the counter
to be eliminated. The door in the back corner is partly
through it into a hallway, and fight the eight Rats you find
the kitchen (the first door on the left), and search the body for a Recovery1.
If you didn't get the Odd Stranger up front, it should be here
finish off the SWAT member. Look in the refrigerator and get the Stim.
Go back into the hall.
There is a
on the wall containing a Blue Key that
need. At the end of the hall, open the door on the left.
bulletin board and copy down the musical notes on the piece of paper
"bridge." Also notice the picture beside the music memo.
This is a clue for a later puzzle.
the desk at the end of the room and access the security cameras.
directional buttons to move the arrow on the screen - it will turn red
can be pushed. Use the + button to raise the lighting, and the -
to lower it. Currently the camera is set to the west elevator
The second button will set it to the Coke machine in the east elevator
hall. (Notice that the SWAT member who gave you the Cafeteria Key
longer there.) When you press the third button, you will see
walking across an area you haven't seen yet. The fourth button
SWAT member doing something behind a statue in an enclosed circular
The fifth button shows the catwalk and the lights of LA, and the 6th
shows the Observatory.
Now examine the blinking
light in the panel on the wall. There
locks, each with two lights. They're marked A and B.
the arrow to the keyhole under A and use the Blue Key you just
This opens the door to the escalator between the Forked
Road and the
Observatory. Now go through the door at the end of the hall beside the
Search the trash can outside
the door for a ? Bottle,
which you can identify as an MP Boost2. Stand in front of the
on the fountain. Examine it several times - you will learn that
an item there, but you can't get it yet. Take the hard-to-find
path beside the tree with red leaves. Search the ammo case on the
get a ? Capsule. It is a Protein Capsule, which you need
to your armor. It refills your health completely and permanently
five points to your max HP, so save this until you really need it.
the path and continue toward the back of the fountain. Go through
door into the Forked
There is a Grin Stranger
take out. Search the SWAT body at the back beside the escalator
find a Penicillin. Since you just opened the door, you
take the escalator up to the Observatory. There are two Grin
here. Don't walk out into the room, but stay just behind the
the top of the escalator, and shoot at them from this position.
should be able to get rid of them without getting hurt.
on the bench near the second escalator rail to get a Tactical Vest
will need to be identified in inventory). Nice! It gives
you HP +
50, MP + 10, seven attachment slots, quick fire, and HP recovery.
you have to turn in all the equipment you find here after the mission
over. But you can use it for now, so equip it ASAP, and fill up
across the Observatory and take the other escalator down into
a new area - the Promenade. There are two Brutes here, and
is important with these monsters. They are slow and don't seem
bright, but they can put the hurt on you if they get close enough to
get in a
good whack. They have a very long reach. Try to keep them
distance, but just within range of your weapon. They will drop a Recovery1.
NOTE:My inventory is full at this point. If an
dropped in battle and you have no space for it, you will have to
with something currently in inventory, use something to make a space
for it, or
forfeit the item. You can use items from the Battle Field
have not yet been transferred to Player Item inventory, so if you could
some healing and don't have room in inventory for the Recovery1, you
can use it
directly without transferring it. It is important to keep some
inventory, though. You don't want to get into battle and be
choose between two items you really want after the battle ends.
You will hear gunshots in the
Sanctuary, but first, go past the
and examine the SWAT body at the end of the area. Pick up his MP5A5
submachine gun and equip it. Press R1 to shoot and R2 to use the
flashlight attachment. It has a lower rate of fire, but better
it uses the 9mm P.B. rounds you already have.
You can skip cutscenes by pressing Start, but I
recommend it. They often reveal important information.
Enter the double doors to the
Sanctuary, and see Rupert being
attacked. When Aya enters, the attacker jumps through the
glass window. There is a cutscene in which Aya tells Rupert there
backup coming, and he tells her to go after his attacker. Look in
aisle, and pick up the Red Key dropped by the cyborg soldier,
No. 9, before he escaped. Walk to the front of the Sanctuary and
the pulpit to read some interesting quotes. Walk to the back left
Sanctuary, and walk through the side door there. Aya will
suspicious conversation. What do you know - it's the SWAT member
through the security camera.
Continue across the Roof
circular area that you saw through the security camera. Look
behind the statue, and
the blinking light. Apparently what you witnessed earlier was the
planting a bomb. The door behind the statue is locked.
Examine it twice
to find the Black Card the SWAT member dropped. Look at
and you will see that most of the areas you've crossed are repopulated
enemies. As you walk back across the Roof Garden, you will be
four Caterpillars, which drop an MP Boost1.
Sanctuary to find that Rupert is gone again. Go back out on the
and defeat four Rats and three Moths. Go back to the escalator
and up to
the Observatory. Stay behind the rail and fire at the two
(With the MP5A5, you can just hold down on the R1 button for rapid
This is a very effective technique, but it eats up the ammo.) The
drop 50 9mm Hydra rounds. They are more powerful than the
rounds, so use them for stronger enemies.
down the opposite escalator and back into the Forked
Defeat the Lesser Stranger and three Rats, and get a Penicillin.
stairs to the square and refill your ammo supply. Heal if you are
HP and have the necessary items. Call Baldwin
to give him an update, and he will tell you a helicopter is on the
He wants you to detain No. 9. Save the game.
PART 3: A
Go down the left stairs to
the Patio. Defeat the two Lesser
and two Moths, for which you will receive 50 9mm Hydra
Enter the Cafeteria and take out the two Odd Strangers. Go
back door into the hallway and get rid of the four Rats and the Odd
waiting there. Enter the Security Room and go back to the key
panel. The power is off on the security cameras. This time,
use the Red Key on Slot B, which will drain the fountain.
Go through the door to the
Fountain area, which is hot again, and fight
two Brutes, which drop 4 40mm Grenades. Pyrokinesis will
of them. Stand in front of the fountain and examine it
is a SWAT member in the fountain. Get his Grenade Pistol.
Walk into the Forked
and be ready for a surprise attack by four Caterpillars, and get a Recovery1
after defeating them.
At this point, I would go
back up and
ammo since it is convenient to get to right now. Then go up
escalator to the Observatory. You will get an overhead camera
then be attacked by nine Bats. Be careful of Bats! They
are weak and easily killed, but they get in Aya's face, causing her to
them off with her arm, which means she can't get a shot off.
they're draining her HP. Try to stay back and dispose of them in
Plasma is really good for this. You will receive 50 9mm Hydra
rounds after the battle.
Go down the
opposite escalator to the Promenade, and fight off the four
Caterpillars and six Moths. Go back through the Sanctuary to the
Garden and take out the four Caterpillars and three Moths. Go
back to the
Promenade and stand in front of the gate across from the Sanctuary
Open the gate, but don't try to cross the bridge. Walk over to
light and examine the panel...did you write down the musical notes from
bulletin board? You'll need them now. The numbered notes
key - if those notes are 1, 2, and 3, then using that numbering system
space, line), the notes with question marks would be 5, 6, and 1.
those numbers in order on the keypad by the bridge. This will
now have a green light instead of a red one. Get rid of the
three Bass and cross the bridge. Listen to the scary
coming from the other side of the door, then finish off the Lesser
got thrown against the door, after which you will get a Recovery2.
Examine the flashing red light on the wall - it's another armed
down the hall and up the stairs.
you need to
prepare for a boss battle. Take off the GPS,
is less important right now. Make sure you're wearing the
and, if possible, have the following attached: MP5A5 and ammo, Grenade
and grenades, Protein Capsule, and HP and MP recovery
items. If you
have the EXP points available and have not already done so, reactivate
Healing and Metabolism PE powers. Use the emergency phone on the
call Baldwin, who is about as helpful as usual. Save the game,
up the stairs to the Heliport.
catwalk all the way to the other end. The lift is
top floor, so you can't go up yet. Go back toward the stairs you
come up here, and notice the electric cables on the wall as you
will have to make use of those in the upcoming boss fight. When
back almost to the stairs, someone jumps in front of you. It's
from the Sanctuary...No. 9. (Do you remember that the man
bomb said No. 9 would create a diversion? Prepare to be
He has a smart mouth, an irritating laugh, and a flaming sword.
brief conversation, turn and run back toward the elevator, but stop
the first set of cables on the wall. When No. 9 has almost
target the cables and fire. One should swing loose and hit No. 9,
whopping amount of damage. Then run past the next set of cables
and do it
let him catch you if you can avoid it. He will use a bomb to
you, then whack you with the flaming sword, which is as painful as it
sounds. When he shoots a paralysis bomb at you, move so
that it will miss. Just in case, though, it is a good idea to
using Metabolism. Do the cable trick one
time by the elevator, then target the steam pipe (next to the cable)
at it. It should do several hundred points of damage. Equip
Grenade Pistol and load a grenade. Shoot the grenades at No. 9,
that doesn't do it, try a little Pyrokinesis or
some rounds from the MP5A5, as a last resort. After the
he'll jump up to the Heliport.
Take the lift up. Aya
but he makes a running jump to the next building. Rupert runs up
the bomb detonator, which he found lying on the ground. He
how to defuse the bomb, either. Fortunately, the helicopter
before the building blows up, and they escape through the flame-,
4: AREA 51...I MEAN, 272
September 5, 2000
M.I.S.T. Center, Los
Rupert meet with Baldwin
in his office. Baldwin
shows Aya a newspaper article about mutilated cows which showed signs
degeneration. (Guess what that means?) He wants her to
out, and gives her a folder full of documents. You must examine
for the game to proceed. They include a MIST Search Warrant,
photo, a Manual, and a Dryfield Map. Dryfield
little place in the Mojave Desert,
and is Aya's next destination.
After a brief scene, you see Aya
in her trunk as Pierce walks up. He analyzed the Metallic Implant
in the creature from the Cafeteria, and found it to be a
micro-transmitter, with sand in it from the Mojave
Hmmm. Go back to the shelf in the corner of the garage and get
then look in Aya's trunk. She can store things in here.
There is a
box which contains some familiar items, as well as a Belt Pouch
increases attachments by 1 - I would save this for a better armor later
game) and a Ringer's Solution (full HP/MP recovery). In
haven't already noticed, I should mention that the MP5A5 and the
are both gone now. How depressing. Aya now has an Assault
the M93R equipped.
Instead of leaving right
head back into the building and visit
Jodie. At this point, I could afford the PA3 shotgun, some
the Turtle Vest, or the Combat Armor, or the M4A1 assault rifle.
is a nice weapon with a great range, but I don't recommend it at this
because it's easier to find shotgun ammo in the desert than it is to
rounds. The Combat Armor is great, with a 40 HP bonus, 10 MP
attachments, and silence resistance. It also has a built-in
which would eliminate the need for the GPS and free up an attachment
slot. Decide what is important to you, and make your purchases
the Combat Armor, because I couldn't pass up
bonuses, and you will meet a man in the desert who will "sell" you
new weapons.) Go back to the garage and use the phone. Talk
lovable Baldwin, and
game. Then talk to Pierce, and tell him you're ready to go.
September 5, 2000 - Mojave Desert,
Ah, Dryfield....what a lovely
spot. Refill your 9mm P.B.
from the ammo box beside the car, then use the expensive pay phone in
front of the
is happy you're there, but doesn't have much to say. Save the
again. Make sure you have equipped your new purchases and filled
attachment slots. Unlike the AkropolisTower,
where you had the whole map available, here it fills in as you explore
area. Open the double gates and enter what is optimistically
as "Main Street."
A creature jumps down from
building ahead and to the right.
It's a Desert Chaser, and you'll get to be very familiar with this type
ANMC. It is fast, and loves to
headbutt. It can knock Aya down, so try to keep it at a
However, it's not too bright, and if you stand in front of a wall and
the last second while it's charging, it will run into the wall.
(Kind of like Bugs Bunny and that bull...) You can
also use Pyrokinesis to knock it down, and then pound on it
it's off its feet. Don't be afraid to use your PE if you need
the Desert Chaser and get 50 9mm Hydra rounds.
Room 1 and examine the picture on the wall. "Doc Holliday,
1851-1887." You will need to write this down, and do the same for
other pictures you find. Continue to Room 2, bypassing the iron
the Parking Area for the moment. You are not alone in Room
couple of Odd Strangers are waiting for you to put them out of their
- do so without hesitation. Afterwards, examine the next
"Wyatt Earp, 1848-1929." Go down the little hall to the closet
and search it a couple of times for the Penicillin, then go
bathroom and get a Recovery1 out of the garbage can.
Rooms 3 and 4, but they are locked. Near the ice machine, there
little gate between two buildings. Go through it and walk to the
the area. There is a Recovery1 in a wooden box near the
fence. Examine the well and fight 25 Bats (yep, I said 25), and
get a Combat
Light. Enter the door to Douglas Scrapyards. You can't
your way through the building yet - you'll have to solve a puzzle first.
MEET GARY DOUGLAS
Go through the door in the
metal fencing and walk around the car.
will hear a noise on the other side of the wall. Examine the
the red light, and raise the breaker. Walk to the control panel
yellow light (it's across from the door you used to enter the building)
press Up, then press Turn. The car has now been lifted and
you can get by. Examine the red light on the wall beside the
door in front of the car, and press the button, which turns the light
green. Now go to the side and unlock the door in the fence.
to the control panel in the first room, and press Turn, then press
The car is now back where it started. Enter the second room and
large metal door, and you will meet Gary Douglas, who doesn't appear to
After a brief conversation carried on while he holds a gun on Aya, Gary
she's not a mutated creature and might be okay after all. He
tells her he
has to go on his rounds, and he won't let her help, but suggests that
and gives her Motel Key No. 6.
Check the map, and you will
find that some areas are hot again.
On Main Street,
you'll have an
unpleasant encounter with six Scorpions which rise up out of the
Pyrokinesis works nicely here. You'll get a Penicillin
battle. Go back into Room 1 and take out the two Bone Sucklers
explode when you shoot them, so stay back to avoid damage), and get a ?
Small Box, which, upon examination in inventory, turns out to be a
Return to Aya's car and
restock on ammo. Then call Baldwin
and save the game. Return to Main
and go through the gates into the Parking Area. Take care of the
Desert Chasers here, and get 10 Buckshot from the
The green door across from it is unlocked, so go on in. Well,
Not a very appealing restroom. There is a woman at the sink in
distress. Talk to her, and watch her turn into a Lesser
Defeat it for an MP Boost1.
a message on the wall in faint, red ink. It's the first of
find in Dryfield. Letters are missing, but you should still be
determine that what is says is this:
my riddle before you go How many phones in Dryfield's streets? Then proceed, go down below To sunless mole hills where red blood sleeps.
nothing else to do here, so go back out into the Parking Area and up
the stairs to the second floor
balcony. At the top of the stairs, look at the map to see that
is hot. If you press the triangle button while looking at the
will give you clues about your next destination, and a flashing red
you where you need to go - Room 6. Get the three Odd Strangers
on the Balcony, then use the key to open Room 6 (you can't get into the
Look at the small cabinet
near the door, and take the Stims
and the 9mm P.B. rounds. You can also store things here,
like, but I rarely do, because this room will be much harder to access
on. (If you've played Parasite Eve, have Aya look at the TV,
she'll have something interesting to say about an old friend.)
is much different from the ones downstairs. Go into the bathroom
in the mirror, and Aya will have several comments to make. Pick
phone and save the game, then walk onto the balcony. Aya sees a
tower, but who is that up there? Climb down the ladder.
a little difficult to get to the lever that opens the gate in
the fence around the
water tower. The first thing to do is get rid of two Desert
digging a hole under the fence. Try to shoot them through the
use PE when needed. Walk past the hole to the opening in the
Enter, and examine the box and raise the gate lever. Now run like
because the gate on the other side will only stay open for a short
Desert Chasers will be trying to knock you down as you run.
the gate, which will shut behind you, take out the other six Desert
which keep coming through the hole under the fence (all of them
you 400 wonderful BP), and get a Recovery2 for your
you defeat them, the mystery person will lower a ladder, allowing Aya
up the water tower. Walk around to the other side, and say hello
Kyle. He says he's a P.I., but he knows more than he ought
mentions a shelter which Aya didn't know about. Aya doesn't
trust him yet, even though she does find him appealing. She
agrees to join forces.
can see the whole
town from here. Walk to where Kyle was
get the view. Examine the lever on the tower, and raise it to
gate, which will stay open this time. Climb up the next ladder to
of the tower. Examine the corpse to get the ? Key and a Recovery1.
If you examine the ? Key, which is a Key Item (no, really!), you will
it says G & R. Go all the way back down, where you will be
by five Scorpions. These guys are tough - they surround Aya and
striking her, which will prevent her using PE.
You will need to talk to Mr.
Douglas now about the shelter. Leave
fenced area and check your map. Several areas are hot again, and
a red light blinking to show your destination. Don't go there
though, because you can't get in. It's time to dispose of some
creatures and use that key you just found. It fits the back door
from the fenced area. Go through the door, destroy the three Mind
Sucklers, and get a Combat Light after the battle. Get
Magnet off the refrigerator door and the Recovery1 out of
locker. Examine the magnet to find that it is a Bottlecap
Go through the door into the G & R Saloon. As you advance
room, you'll have to fight five Mind Sucklers. Step into the
and look at the wall. You will find a map of Dryfield, which Aya
enter into her GPS.
toward the front door and look in the cooler beside it for a ?
which can be identified as a Cola. This great item restores 20 HP
so use it judiciously. Go out the front door, and you will see
another Desert Chaser in the parking area. After you take care of
six Scorpions will surface. I would recommend using Combustion on
group of them. After the battle, you'll receive 50 9mm Hydra
rounds. Go upstairs toward Aya's room, and take out six more
Enter the motel room and call
Baldwin, who wants to
investigate Kyle and learn more about the shelter. After you save
game, climb down the ladder and go to the gate beside the motel.
opposite the gate in the water tower fence. Open it, and walk
narrow path. A Desert Chaser will drop down and attack you.
of it for an MP Boost1. Walk to the door and press the
the intercom. Douglas
you to get the key and let yourself in. Walk to the
examine the grating. There's a key there, but you can't reach
Use the magnet from the saloon to move the key slowly up and to the
right. It is the Factory Key, and will open the door in
Unlock the door and enter the
factory, then go into the garage through
large metal door. Dispose of the five Mind Sucklers, then go
door in the corner near the truck. You are in the Junk Yard, and
for the first time here. Flint,
dog, is a good fellow, and is important in the game. Take care of
him, and he will help you more than once.
to the far end of the Junk Yard and open the trailer door.
Go in and
talk to Gary, who just happens to have a very attractive collection of
weapons. Ask him about the shelter. While talking, you'll
scream from the Dilapidated House to the south. Douglas
tells you how to get to it from the sewers, because the direct route
available. Apparently the owners of the General Store didn't
leave a key,
so you will have to enter the store from below, and then use the back
get to the Dilapidated House.
Apparently MIST has contacted
They are doing a deal with him so you can trade your BP for weapons,
reimburse him later. He's happy to open up the store for
You're going to need the Grenade Pistol and several grenades. Buy
20 if you can afford them. They will be very important when you
upcoming boss. Leave the trailer, and Gary
will tell Flint
to show you the way. Before you reenter the Garage, pick up the ?
past the door. When you do, four Scorpions will appear, so get
them. Identify the item you just picked up as Wire Rope, and go
the door to the Garage.
PART 7: THE
REAPPEARANCE OF NO. 9
After you leave the trailer,
several areas are hot again, so take
them before you move on to the Dilapidated House. There are three
Mind Sucklers in the Garage which need to be eliminated. Flint
will lead Aya back to the well, but let him wait there for a few
There are two Desert Chasers waiting on Main
Room 2 and get rid of the four Bone Sucklers and two Mind
You'll find four Bone Sucklers and an Odd Stranger in Room
the green-doored restroom, there are seven Bone Sucklers. You
find five Rats and two Mind Sucklers in the G & R kitchen, seven
near the Water Tower, and seven more in the Breezeway. That
care of the hot spots.
Climb up to Aya's room and
Pierce has some intriguing news about that Metallic Implant you
to the car and restock on ammo, then return to the well, where you left
Examine the well, and use the Wire Rope on it. Climb down the
enter the Water Hole. Walk back toward the screen and try to open
metal gates. They won't open, but remember them, because you will
using them later.
the other way, and get rid of the eight
around the corner. Continue down the passage, and open the gates
Underpass. Walk to the back wall and press the button, then
return to the
Water Hole. Walk partway down the passage and examine the hole in
wall for a Protein Capsule. Then return to the Underpass.
There is a Gray Stalker on
the ceiling here. This is a
boss. It is invisible much of the time, and it crawls back and
across the ceiling whacking at Aya as it passes. Try to maneuver
so that you avoid it as it passes by. There are times when you
so stay alert. If you are careful with your targeting, you can
off the ceiling with PE, and attack it when it's on the ground.
drop a Protein Capsule and 10 R. Slug shotgun
Continue down the passage and open the door on the left.
Cellar. You will immediately have to fight eight Bats and two
Walk around the corner and examine the barrel to find a message in
ink. (This is why I told you to come in here with the lights
Otherwise, the message wouldn't be readable.) The message is this:
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.
out into the
Underpass, and flip the switch at the end of
passage. This will turn on the light in the Cellar. Go back
to the aisle
where you found the message, and look in the box at the end for a Flare.
Now you are ready to go up the ladder in the Underpass. You will
in a hall behind the General Store. Walk into the store and take
five Blood Sucklers, which drop a Flare. You can find a Cola
and a Recovery3
in the refrigerated case on the side of the store. Unlock the
and go back to the car to restock on ammo and store items which are
unnecessary. Save the game and reenter the store.
Go through the door in the
right rear corner and you will be in the
Street. Take care of the two Desert Chasers, then go into the
of the house. There are two Blood Sucklers and a Mind Suckler in
here. If you look out the window, Aya will make a remark.
the cash register twice for a Belt Pouch. Look at the
the wall nearby. "Sitting Bull, 1831-1890." In the second
room, Aya finds a wardrobe bolted to the wall, and for some reason
scratch marks beside it. Aya finds herself wishing she could
final door is locked, but Aya has identified that room as the
the screamer. Apparently you'll have to move that wardrobe to get
the third room. Search one of the barrels at the end of the Back
for 10 Firefly shotgun shells. You need to talk to Gary,
so return to the trailer and ask him for information. He will
permission to use any tools she finds, so go back to the Garage and
shelf on the rear wall for a Monkey Wrench. Back at
Dilapidated House, enter the second room again.
Monkey Wrench on the Wardrobe. Access it from the Key Items
Aya will move the wardrobe to uncover a hole in the wall. Go
through it, and
search the end of the short hallway for another verse. This is
in the dust:
my riddle before you go, How many barrels in the mole-dens' center row? Once you know, go to top room, Where at 21 years a boy met his doom. Where you CAN see yourself.
reference to Billy the Kid, who, according to
shot at age 21 by Pat Garrett.
Heal and check your
attachments, because it's time for another
boss. Enter the last room, and you will see the woman who was
screaming. Woman? Um, okay, maybe not. But look who's
here! It's your old buddy, No. 9. After making a few
statements, he comes after Aya. He's not all that hard to beat
time. I just ran back and forth from one corner of the room to
opposite one, shooting at him and using PE on occasion. There is
baffling cutscene showing a little girl (who looks like Aya) in a
facility. This is followed by a movie, and then another
(Notice the music from the original Parasite Eve?) Aya and Kyle
they need to check out the shelter. Kyle is temporarily part of
party, so take care of him, as he only has 100 HP.
most of the town is reinfested. Dryfield is really bad about
that, as you
have probably noticed. Go ahead and unlock this room's door to
outside, to save time later. Go out front and take out the six
Scorpions. There are two more Scorpions in the middle room, and
Moths in the first one. On the way through the store, take care
four Moths. Walk out the front door to find Aya's car being
trashed by 12 Scavengers. (Remember the movie "Gremlins?"
That’s what these little
like.) Take them out and get the Recovery2.
8: DRYFIELD IN THE DARK
Well, the car is destroyed
and the phone line in front of the store
been cut. Things aren't looking too good. Now the only
Dryfield with a vehicle is Gary Douglas. So Aya has two
things to do - talk to Gary,
and get rid of some more unnatural creatures. You may want to
P.B. rounds first.
Chaser, 6 Moths
Sucklers, 3 Scavengers
G & R
5 Rats, 2
G & R
back to see Gary, stopping
refill your P.B. rounds at the car if you are running low. There
are four Scavengers in the Garage and two Zebra Stalkers in the Junk
latter drop 10 Firefly shotgun shells. Enter the trailer
to Gary. He will
that his truck is leaking oil and needs gas, and he says to check out
the motel while
trying to fix it. He then gives Aya the Lobby Key.
purchases you feel necessary and save the game. (I highly
M4A1 Rifle and all the ammo you can afford, including Grenades, if you
get them earlier.)
There are three Zebra
Stalkers in the Garage which need to be dealt
with. Go back through the Parking Area and unlock the door to the
Lobby. Look at the picture on the wall - "Tombstone,
1881." Go behind the counter and read the two memos. There
one on the bulletin board and one beside it. After doing so, you
that the code to the cash register is (#)(Doc Holliday's age in
1881)(Earp's age) total. It told us Holliday was 30, and the
one of the motel rooms listed the date of Earp's birth as 1848, so he
had to be
33 in 1881. That makes the code #-3-0-3-3-total. You get a
the register opens. Examine it to find that it is the Bronco
which will open all doors in the motel. Save the game at the
phone on the
usual after a pivotal game event, parts of Dryfield are
ahead and clean up the town again before proceeding. Room 3 is
home to an Odd Stranger and four Blood Sucklers. Search the
an MP Boost2, and look at the picture: "Kit Carson,
1809-1868." Unlock Room 4 to find two Odd Strangers.
There's another picture in this room - "Billy the Kid,
1859-1881." Remember the message in the dust outside the room
you fought No. 9? This is the room in the clue. Check the
mirror till you find the last verse:
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.
are two Zebra Stalkers near the gas pumps, but Kyle is no longer
You'll find three Scavengers in the General Store, and two Desert
five Moths in the Back Street. Four Scavengers and two Blood
the last room of the Dilapidated House. Back at the motel, head
and eliminate the two Zebra Stalkers on the balcony. Unlock the
Room 5 and get rid of the two Odd Strangers and three Moths
at the picture of "Calamity Jane, 1852-1903." Search the
shelves repeatedly to find a Belt Pouch.
the door at the far end of
the motel's second floor. This
Loft. Notice the creepy shadows? Go to the back of the room
pick up the Jerry Can. Three Zebra Stalkers will come
through the skylight, and will leave behind a Recovery3.
the safe in the back corner with the "jet-black door." So this
is what all the clues were for - a safe combination. Here are the
1: Four phones
Question 2: Four urinals
Question 3: Eight barrels
Question 4: Seven mirrors
4487 to get a ?
Bottle. You can identify it as Holy
Water. If you use this item, it will level up a Water PE by
However, if you attach it, it will reduce damage taken by 25%.
choice. I almost always choose to attach items like this, because
benefit from them throughout the game. There will be other items
which will level up a PE once, or give you some kind of great benefit
as they are attached. I will mention this again when these items
and save the game. Take the Jerry Can to
station to fill it up, and it will become Gasoline in
Go back to the Junk Yard and get rid of the three Zebra Stalkers, then
the gas to Gary
for use in the truck. Unfortunately, he's not quite through
However, he will still "sell" you things. You will find, once
again, that much of the town is hot. You should take care of that
6 Bats, 5 Rats
50 9mm Hydra
House, Room 1
House, Room 2
Chasers, 4 Moths
6 Rats, 5
G & R
2 Moths, 7 Rats
Chaser, 11 Moths
Stalker, 4 Scavengers
should take care of the most recent creature epidemic. You will
in the G & R. Watch the cutscene, then talk to him
can actually play music
jukebox at the G & R, if you are so inclined.
can start transferring items to Douglas'
truck. After you finish transferring your stash, make sure you
Grenade Pistol, as many grenades as you could afford, a
weapon as well as ammo for that weapon, and any recovery items you have
room for as
attachments. Then go to your room, save the game, and get some
9: AYA AND
THE NIGHT VISITOR
Aya decides to take a nap,
there will be a cutscene, a movie,
A giant creature will come
stomping down the
street. Aya will wake up, dress, and come out on the
Balcony. Meet the Burner. He's big and he's in a bad
mood. Use the Grenade Pistol and grenades, running from one end
of the balcony to the other to avoid his flame attacks. Try very
him pick Aya up, because he will squeeze the HP out of her.
important to beat him as quickly as possible,
the battle takes too long, he'll eventually stomp off, killing Flint
in the process. This will make the battle outcome sadder and far
profitable. The Burner will drop a Protein Capsule
Airburst grenades if you defeat him promptly. Save the game
battle. (Where Aya is standing when the Burner is defeated
affect how she needs to proceed. She may be able to use the
she may have to climb down from her room.)
G & R
(use Combustion here!)
Sucklers, 3 Scorpions
Sucklers, 3 Scavengers
4 Scorpions, 4 Moths
5 Mind Sucklers,
50 9mm Hydra
House, Room 3
2 Blood Sucklers, 5
near Room 1 are Gary
(if the Burner didn't kill the dog). Speak to Gary,
and he will give you the Truck Key. Speak to him again
and he will
ask you to come by the trailer later. The gate to the alley
General Store and the Factory has been destroyed, so Aya will have to
back way to Gary's
trailer, also. She'll run into Kyle in the Garage, and have a
about the origin of these creatures.
to the trailer,
care of the two Desert Chasers and two Mind Sucklers that wait in the
Yard. They will leave a Flare behind. Enter Douglas'
trailer, and he will give you a ? Large Handgun, which turns
out to be
the M950. It holds 100 rounds of 9mm
(If your inventory is full, make room for the gun, then try
Do a little BP shopping, including more grenades, then save the
game. Go back to truck and talk to
You're on your way out of Dryfield. Finally.
NOTE:If you didn't save Flint,
will not give you the new weapon. Instead, you should search the
next to the trailer door until you find the Chicken Plate.
It's not a
bad piece of armor, but it is far better to have saved Flint.
PART 10: THE
6, 2000 - Mesa
on the outskirts of Dryfield, Mojave
very disturbing movie, followed by a cutscene. Aya
will stop at what appears to be an abandoned mine outside
is injured, and Aya must protect him. You will have to take out
Desert Chaser before it gets to Kyle, who only has 5 HP left.
battle, Aya will convince Kyle to enter the mine. Then she will
fight off ten more Desert Chasers. Stay away from the edge of the
because if Aya gets knocked off, it's all over. Try to knock
with Plasma, then fire at them while they're down. They will drop
a Recovery3, 50 9mm Hydra rounds, and 80 5.56 Rifle
load up on necessary items from the back of the truck, then follow Kyle
You will immediately
encounter five Moths and two Desert Chasers.
them out of the way, continue into the mine. Ignore the left fork
moment, and go straight. Defeat the five Scavengers, which drop 10
Firefly shells. When you reach the gap in the track, examine
it a few
times, and then return to the place where the tunnel branched off to
side. Follow the side tunnel till you find a mining cart blocking
way. Pull the brake lever on it to get it out of your way.
down the tunnel, pick up the ? Board leaning against the
Take the Oak Board back to the broken track and use it to bridge the
Defeat the swarm of 12 Bats, which drop an MP Boost1, and move
At the end of the bridge,
enter the room to the right. You will
ammo box (9mm P.B.) where you can stock up, and a phone.
the power generator at the back of the room. Take the ? Plug
(Jumper Plug) from its hole on the circuit board, and put it in the
instead. Now lower the lever on the left. You have changed
the power's routed, and it now goes to Gates 1 and 2. Save the
leave the room.
on to a new area, and you will almost immediately get in a boss
battle. The first form, the Blizzard Chaser, is a breeze compared
the Chaser Zombie form which will follow. Grenades make
easy, though. About three should take down the Blizzard Chaser,
the Chaser Zombie will take more time. After defeating
the Blizzard Chaser,
pick up the Jumper Plug and the ? Handgun. Not
Kyle's gun -
the P229. The Chaser Zombie
around the room in circles, jumping on you and charging at you.
also poison you. Again, use those grenades if you've got them,
but be prepared
to get knocked down a few times. You don't want to stand in one
thing you can do here to damage the Chaser Zombie is to
try to catch
one of the corners where the barrels are. Shoot a barrel just as
creature gets to it, and it will explode, causing significant
electric cables against No. 9 on the catwalk at the Akropolis, this is
of timing. Have the barrel targeted before the Zombie gets
or you won't be able to hit it in time.
After defeating both ANMC's,
you will get a Recovery2 and 4
Examine the crack of light in the corner of the cavern. Aya will
motorcycle, and a switch. In the interest of BP accumulation, you
clear out the previously explored areas of the mine, as they are hot
again. Do this before returning to the Refuge (where you found
you leave the Cavern, you will be greeted by 12 Bats. Continue
the Tunnel, and you'll come across three Scorpions and four Mind
In the Tunnel Entrance are six Moths and six Scorpions.
very nicely here. Head outside the mine to find four Scavengers
truck. Take care of them, and then make whatever inventory
feel are necessary. When you reenter, go back to the Forked
get rid of the four Scavengers there. Now it's time to go back to
at the panel of the Power
Generator. A cable was damaged in the battle, causing a short,
and the wiring is different now. Put the two Jumper Plugs in
and bottom holes and lower the lever to send power back to Gates 1 and
Refill on ammo, save the game, and go back to the
there, go back to the crack of light and press the switch by the
motorcycle. Then press X beside the light. Aya will enter a
passage. As you approach the corner, you'll be ambushed by the
Ivory Stalker. Run past it, and go all the way to the lighted
the end of
the tunnel. It doesn't like light, and it hangs from the ceiling,
staying in the tunnel will give it all the advantages. In the
room, Aya has a chance of defeating it. Equip the P229 and use
button for a flash of light. This will stun the creature.
also use Plasma, Flares, and Combat Lights. Then attack it while
need to use Metabolism more than once,
this creature can poison and paralyze Aya. (As an alternative, if
have some extra grenades and don't mind using them, you should only
have to hit
this thing four or five times with them. Don't do this unless you
several, though. There is a harder boss battle coming up, and you
need grenades then.) After defeating it, you will gain a Belt
and ? 9mm rounds. Examine these to find that they are
rounds, which are stronger than Hydra rounds, and harder to find.
be a good
time to revive additional PE powers, if you
already done so. There is no point in letting the EXP pile up,
unless you are saving it for a particular PE that you want at a high
level. When you are ready, use the lift.
PART 11: THE
Walk down the elevator
hall. The first set of doors you pass
locked, so ignore it. Go down the hall, turn left, and go through
door at the end of the hall around the corner. Take out the six
the two security devices, or Watchers, on the ceiling at the end of
hall. The Watchers, which give 15 EXP each but no BP, will
shoot at you until you do. They
inflict status conditions. Go through the door into the
Here you will find three Rats and two Odd Strangers. There's a 9mm
P.B. supply box on a table, and a Ringer's Solution on the
shelving unit. (You should attach this to your armor.)
the door opposite the one you used to enter the room. UsePE
(Necrosis is outstanding) on the three Green Amoebae. Bullets
effective against these, or their red counterparts, which you will come
later. (However, you can use a shotgun loaded with
against amoebae. These are incendiary shots, and are similar to
Fire PE in this instance. This is very helpful when the amoebae
Silence on you, preventing you from using PE.) There are two more
here to dispose of, also. You will get a Stim.
Go through the door on the
left at the end of the hall, and into the
Quarters. You will find four Rats and an Odd Stranger
Dispose of them, then look around. If you examine the locker
missing a handle, you will read a strange note. Bowman must be
guy. There's nothing to see in the restroom, so go ahead and
the bunk beds. Examine the pair belonging to Poole
and Bowman. You'll find a book by Maeda (the Japanese scientist
from Parasite Eve)
top, and some strange and inexplicable stuff on the bottom.
again. Go through the door at the end of the room, and enter the
Get rid of the two Brutes and
three Watchers. Directly across
Sleeping Quarters is the door to the Underground Parking area, which is
locked. Enter the next door on the same side, which leads to the
Room. Take out the two Green Amoebae and two Watchers in the
Control Room Access Tunnel,
enter the Control Room. The door next to you is locked, so go
stairs and eliminate the three Green Amoebae and four Watchers.
the positioning is a little difficult when you're trying to get the
You may have to adjust where Aya's standing to get some of them.)
through the large window into the next room, and then return to the
Walk across to the opposite
door, which is
Armory. There is a locked door to a caged-off area, with a
light beside it. If you examine it, you'll find that a card key
required to open it. Remember that Black Card dropped by the
SWAT team member in the Akropolis Roof Garden? Now is the time to
it. After doing so, you can enter the Munitions Room. Stock
up on Buckshot, 9mm P.B. rounds (which have about
Hydra rounds. There is also a ? Shotgun - the
is a lot heavier than the PA3, but it has greater capacity, range, and
fire. Go ahead and unlock the door from the Armory to the
out into the
main part of the room, and look at the machine
lighted display. Yes, however unlikely it may seem, it is a BP
machine. Now, what to buy? M4A1 attachments are available,
as some nice armor. As attractive as the PsySuit's features are,
attachment slots kind of ruin it. If you really want to buy armor
would recommend the NBC Suit, as it has HP and MP bonuses, six
slots, and negative status resistances. It's cheaper, too.
I am wearing
the Combat Armor, now, though, and either of these choices will mean a
in HP, since it has a 40 HP bonus. It also has a built-in
Knowing that better armor will be available a little later in the game,
I'll stick with what I have for now, but do what you think is
Here is a
Customizable with attachments.
Increases ammo capacity by 30.
stun gun. Custom
40mm grenade launcher.
full metal jacket
round. For handguns and submachine guns.
shot. Spreads 9 lead shots in a burst.
rounds. For rifles and light machine guns.
Shoots fragments over a wide area.
Emits a glaring flash and loud noise.
Helmet amplifier prevents Silence.
suit. Suitable for long-term wear.
Includes remote ANMC analyzer.
nerve function - cures
Silence, Berserker, Confusion
defense weapon - blinds
enemies in front of you
self-defense weapon -
use to stun surrounding enemies
weapon. Use to blind surrounding enemies.
you're finished shopping, leave the room and go up to the door beside
marked EXIT. Unlock this door, which leads to the Elevator Hall,
can be accessed from the other side. Now go all the way back to
end and enter the Sterilization Room.
PART 12: A NEW
ENEMY AND AN OLD FRIEND
the panel in the middle of the far wall, then step through
marked "In." Walk through the next door. A phone and a
storage box await you. Open the storage box and store
you don't need. Take out the 20 Buckshot if
you like, and definitely take out the 8
Grenades. Make sure you are in good health and equipped with
recovery items, good weapons, and sufficient ammo. Then save the
through the door
and watch another confusing cutscene. You
through the door at the end of the hall, so take the lift down.
now on B2, so the map has changed. Walk down the hall and get rid
of the Brute and three Watchers. Walk through the door at the end
and enter the Septic Tank. Nice name. Defeat the two
Bog Divers, and
get the 10 Firefly shells. (Pyrokinesis works wonders on
Bog Divers.) Walk through the door at the other end of the path,
the B2 Main Corridor. There are three more Bog Divers here.
of them, then enter the door marked "Breeding Room."
Get the Cola from the
cabinet, then read the very disturbing
the desk. (You knew Bowman was messed up, didn't you?)
cages. There is a 9mm P.B. supply box in one
out the four Maggots and get the MP Boost2. In the corner
of the cells is a can containing a Stim. Walk through the
into a new hallway. Turn the corner, and a strange creature drops
the ceiling, attacks Aya, and threatens her in distorted English.
You can't get into the
Operating Room right now, so backtrack and clear
since it has been repopulated. In the Breeding Room, two Green
three Maggots wait, and they will drop a Penicillin.
three Bog Divers in the Main Corridor which drop 80 5.56mm Rifle
rounds. In the Septic Tank, you will find two more Bog Divers,
drop a Recovery2.
Head to the Elevator
back up. If you look at your map,
notice that your objective is on B1. Go back to the Sterilization
Room. Store any items you don't want to carry, and save the
By all means, save the game. If you have the Grenade Pistol and
grenades, make it your active weapon. Regardless of your equipped
try to have an extra weapon and ammo combination attached to your
Also attach as many recovery items as you have room for. Go through the
door marked "In." As you walk into the room, the
fumigation system activates. Aya doesn't have much time, so go to
right of the door and get in the Dust Chute.
Aya is dropped on
her bum in
the Dumping Hole on B3. (Hmm. Wonder if Luke and Leia are
in here.) You can refill on 9mm P.B. in one corner, and 9mm
in the other corner. Walk into the room a little way and you'll
cutscene. Meet the Glutton. You need to stay back
because it can literally suck Aya up. When it does its "vacuum
cleaner" attack, shoot into its open mouth for a lot of damage.
Don't attack if you're too close, though.
Grenades here, if you can. Constantly press on the down button to
keep walking backwards when the monster is inhaling. After you do
enough damage, it'll
Keep attacking the open mouth. If little ANMC's land on the
them immediately, because the Glutton can vacuum them up and
HP. After you defeat the Glutton, you receive a Recovery3,
5.56mm Rifle rounds, and 4 Grenades. Look at the
the back of the room, then go through the door. The door opens
behind you, though. Looks like you're not through with the
Run down the hall and around
the corner, and when you see a little
the right, run into it. You will step on a panel which starts
trash compactor floor. Stay in the alcove until the floor is all
up, making Aya walk in the necessary direction to stay away from the
Glutton's mouth. When the floor is up, run across it to the other
trying to get the Glutton to follow you. Attack it, but
as much as you can. When it's directly over the compactor floor,
will start to sink. Go into the second little alcove and step on
other panel. The walls will start closing on the Glutton.
there's the rest of the Star Wars scenario....) When it's been
will get a Recovery3.
there are only five
minutes till the incinerator is
started, so you're going to have to move fast. Run back to where
Eater first appeared, and get the ? Woven Ring. Identify
it as the
Medicine Wheel, and attach it immediately. (If you use it, it
up a Wind PE, but if you attach it, it will increase the items dropped
battles. I think it's one of the best items in the game.
point on, I will have the Medicine Wheel attached, and this will affect
dropped after battles. If you don't have it attached, you won’t
the same items that I have listed.) Turn and run, but you'll be
by an unbelievable number of Creeping Strangers, Mad Chasers,
them if you have time, but run if you don't, or you might have to
game and defeat the Glutton again. Run down the hall and
into another mass battle. Again, fight or run based on the
fought both battles, and these were my results:
240 EXP, 552
BP, 36 MP
5.56mm Rifle, 4 Airburst
260 EXP, 568
MP, 47 MP
Firefly, Belt Pouch
to the door at the back end of the hall, and keep pressing X till
you through. Well, hot dog! It's Kyle - he's still
tells Aya his story, and they both decide to get out of there.
game at the phone, then go down the hall to the left beside the
down the hall and then take the stairs. There are a couple of
Mad Chasers down here, so get rid of them first. Go through the
stairs. There are two Slouches and two Sucklercephs in
to the end of the room and climb up the ladder. Take out the
Read the note on the box on the wall - it's a clue. Add the
legs on a rat, a roach, and a spider. So 4+6+8=18. Now go
control panel and enter 18, then raise the lever. The flood gate
opens. Run down the stairs and into the water. Back behind
stairs is an MP Boost2.
passage in the
and open the gates. Does this area look kind of familiar?
the corner and defeat a Bog Diver. You can try the gates behind
they're locked. We'll get back to them in a minute. Run down the
go up the stairs, and down a ladder. There's another Bog Diver
through the door and take out yet another Bog Diver. Go up the
down the hall. Unlock the door at the end. This will put
the phone you used after the Glutton battle. Save the game,
back through the door you just used.
can choose to ignore the next section and
back up into the shelter, but you can't get the true ending if you
do. This walkthrough will cover the path necessary for
the true ending. If
you choose not to go back to Dryfield, go up the elevator to B2 now
returning to the Lower Sewer. There will be a cutscene in the
elevator. Kyle will tell Aya that the password is MelissaMaya,
her the Yoshida Card. They will then split up to cover more
13: BACK DOOR
Follow the hallway back to the Lower Sewer. Go through
Sewer and examine the wall beside the door. It has a clue for the
Moon Gate. Run across to the panel with the glowing blue
Examine it, and you'll find it's the Full Moon Gate control. What
do? Well, according to the memo, the code for the gate is the day
the moon's fullest. That's a little hard to predict, so they
want a number you'd be able to guess. Let's say the middle of the
is the 15th. Try 15 - it works. Run back across to the
climb the ladder, then run straight across to the set of gates, which
them, and what do you know? You're back in Dryfield -
bottom of the well behind Gary's
place. Aya and Kyle will part company here. Aya will talk
in front of the well, and he'll lead Aya to the Water Tower. (By
the town's crawling with creatures again, but don't go after them
There is something more important to do right now.) Go through
Factory. Near the Water Tower, defeat a Mad Chaser for a Belt
Pouch and a ? Bottle, which turns out to be an Eau de
Toilette. Climb the ladder, and you will find...Pierce?
the three Mind Sucklers hovering over him, and get 50 9mm Hydra
and 50 9mm Spartan rounds. After the battle, Aya will
Pierce, and he'll hand over his SUV Key before he passes
back to the front of the motel and get him an Ice Bag.
Get back to
him fast, or it will melt. Check it in inventory before you give
him, and make sure it's still ice. You will need to bring him
of ice, one at a time, before he recovers completely.
four Blood Sucklers and three Scavengers in the
kitchen, and a
Desert Chaser and six Moths on Main
need to fight them, but in general, avoid battles until Pierce is
After you give him the first bag of ice, Pierce will give you a Cola.
After the second bag, he'll give you an MP Boost2. After
third, he'll have recovered, and will give you a ? Charm.
the Ofuda, which will raise an Earth PE by one level, or you can attach
it for a
50% bonus to your attacks. I would recommend attaching this, of
Now you can clean out Dryfield again, but go back to Room 6 and save
first. Saving Pierce was a pivotal event in achieving the game's
ending, and you won't want to have to go through all that again.
are five Mind Sucklers on the second floor balcony and six Scavengers
Loft. You'll find five Scavengers in the restroom across from the
Lobby. There are two Odd Strangers and three Moths upstairs in
and four Blood Sucklers and one Odd Stranger in Room 3. Now go
in front of the General Store. There are three Mind Sucklers and
Zebra Stalker here. Unlock the back of Pierce's SUV and get the Tactical
Vest (remember the armor from the AkropolisTower?)
and a ? Cylinder. Thank you, Pierce! This armor is
outstanding, and you will probably want to equip it right away.
Cylinder, a Lipstick, will prevent Silence if attached, and raise your
by 1 if used.
room of the Dilapidated House holds seven Moths and three
and the second contains two Scavengers and three Scorpions. Down
Dryfield, there are seven Mind Sucklers in the Underpass, and eight
two Scavengers in the Cellar. Finally, you will find three
Zebra Stalkers in the Garage. Head on back and talk to Gary
to do some more BP shopping.
Here is what he has
12-gauge combat shotgun.
Customizable with attachments
Increases ammo capacity by 30.
Custom M4A1 attachment.
40mm grenade launcher.
full metal jacket
round. For handguns and submachine guns.
hollow-point round. Soft
tip increases tissue damage.
shotgun scatter shot -
spreads 9 lead shots in a burst
nerve function - cures
Silence, Berserker, Confusion
defense weapon - blinds
enemies in front of you
use to stun surrounding enemies
the game, and make your way back to the shelter.
Upper Sewer, a Mossback and two Bog Divers drop 10
shells. Walk through the door at the far end and up the stairs to
then get rid of the two Mad Chasers there. Go around the
and take the lift to B2. There are seven Maggots in the
Hall. After disposing of them, unlock the door and enter the Main
Corridor. A Mossback and a Bog Diver drop 10 Firefly
There are another Mossback and Bog Diver in the Septic Tank.
Another Mossback and three Maggots in the Pod Access Tunnel drop 10
shells. Go back to the Main Corridor and enter the Breeding
the two Mad Chasers, one Slouch, and two Sucklercephs.
into the hallway, and take out the two Slouches and three Creeping
Examine the door at the end of the hall. You will need a card key
it. Return to the Elevator Hall and go up to B1. There are
three Zebra Stalkers in the B1 Elevator Hall. Enter the South
Walkway and defeat two Brutes and three Green Amoebae. In the
rid of the six Green Amoebae and one Red Amoeba, which will give you lots
of BP. Make sure you've healed, then head into the North
Walkway. Congratulations . . . you've found the creepy thing that
Meet the ANMC formerly known as Bowman. He is now a Brain
Stinger, which will drop a ? Card after you defeat it.
Examine it in the Key
through the hall and enter the Sleeping Quarters. There
Green Amoebae and two Red Amoebae here. Enter the Main Corridor
three more Zebra Stalkers. Get the two Brutes in the Pod Access
and save the game in the Sterilization Room. In the Control Room
Tunnel are a Brute and two Watchers. If you check your map,
that the mine is hot again, too.
Take the lift in the
southwest corner of B1 back up to the mine.
are two Zebra Stalkers in the Cavern and six Mind Sucklers in the
Gorge. Move into the Tunnel and get rid of the seven Bats and
Scorpions. There are two Scorpions and eight Moths in the Forked
and three Zebra Stalkers in the Tunnel Entrance. Out on the
find two Scorpions and four Mind Sucklers. If you need anything
truck's storage box, get it now. (All right, who left the truck
on?) Save your game in the Refuge, then take the lift back
Stop in at the Armory if you need to stock up, then take the elevator
Examine the card reader
beside the door in the northeast corner of the
Hall, and Bowman's Card will open it. There are four Green
and four Watchers here in the South Maintenance Hallway. Unlock
Operating Room and enter. Remember seeing this room
There are three Creeping Strangers, one Skull Stalker, and two Slouches
Find the Ringer's Solution on the shelves and the Eau de
in the lab coat hanging on the wall. Go through the door into the
Laboratory. There is another storage box here, as well as a
Store any unnecessary items and save the game.
Examine the incubator, which
is next to the door. Eve and Aya
cells? Look at the computer that's been left on. Notice the
wallpaper? We need a password. Examine the white board
Apparently the answer is in a magazine, and the magazine was borrowed
Return to B1 and
enter the Sleeping Quarters.
unlock the door to the Main Corridor and get to the elevator from here
faster.) The Aeris, Sept. issue magazine (FF VII
is on Yoshida's bunk. Read it, and it will explain how to deal
virus. Return to the Laboratory.
Okay, the virus has changed
the password. It displays the old
the background, so we know that it has rearranged MELISSAMAYA in the
described in the magazine. Enter A3EILM2S2Y. You'll have to
Visitor Program option, and answer three random questions to get
types in questions, and gets some unpleasant answers. Apparently
the source of the cells used the develop ANMC's. The phone behind
rings - it's Pierce. He wants Aya to meet him on B1 at the Pod
Gantry. There's a glowing red spot on your map to show you his
location. Before meeting Pierce, though, let's clear out some new
Firefly, 10 R. Slug
Stalkers, 3 Sucklercephs, 2 Slouches
will learn a lot about the shelter from Pierce. There's a phone
too, so you can save your game. Look at the Arkcam again.
You can press
the "Operate" button on various cameras to open doors, activate
elevators, and disable the security system. Much of the shelter
again, so clear it out before continuing.
2 Brain Stingers
2 Mad Chasers, 2 Creeping Strangers
2 Brain Stingers
Red Amoeba, 4 Green Amoebae, 3
2 Brain Stingers
2 Mossbacks, Creeping Stranger
Brute, 3 Slouches
2 Mad Chasers, Slouch, Skull Stalker
2 Bog Divers, 2 Skull Stalker,
Amoebae, 2 Bog Divers
should clear out the shelter. I would really recommend returning
Armory to stock up on ammo, buy items, and recharge weapons. You
be ready before tackling NeoArk.
Go to B2, save in the Laboratory, and store items if necessary.
you're ready, got to the northwest lift, marked "Ark,"
and go down.
cutscene and movie. Follow the hall to the
Take the stairs down to the South Promenade. Go through the door
Savanna Zone, and get rid of the five Scorpions and two Desert
Go through the door to the Shrine. On one wall, you will find a
tile puzzle. In another area is a stone box. If you move to
outside area, you will find a locked door, and, across from it,
hieroglyphs. The pictures match those on the sliding tile
You'll have to solve it to open the door. Make a drawing of the
symbols, in order, and note the color around them.
back to the
slider. Notice the colored lines on the sides,
their direction. You need to line up the tiles in the order above
color, one at a time. Blue is indicated on the first line across,
let's start there. Line up the blue tiles in the right order on
row, and move the other tiles so that the open spot is in the bottom
with the double circle showing, as it was originally. You will
click. Walk to the stone box and search it for an MP Boost2.
Go back to the
puzzle and arrange the yellow tiles in order in the
column, leaving the open space in the bottom right again. A gate
close behind you and a panel will open in the ceiling, dropping three
on you. Defeat them, and get a Recovery2 and an MP
Now do the red row on the puzzle. It should run diagonally from
left corner to the upper right corner, again leaving the open space in
bottom right. This will unlock the door across from the
Go open the door and enter
out Generator A (after destroying the Watchers and life support
A Recovery3 and MP Boost2 are dropped. This
hot - apparently there is something on the other
side of the
room, but you can't get through. Retrace your steps,
rid of the seven Black Beetles in the Savanna Zone. Apparently
work in the
Power Plant has set off a fire alarm. The North Promenade is open
now. Head that way. You will encounter a Horned Stranger in
Forest Zone, and get a Recovery3 and an MP Boost2.
The gate beside you
says "Temple of Tlaloc/Shrine of
Time." Open it and walk through. You are now in the Jungle
Zone, and there are two more Spiked Intruders here. Walk farther
path and find another Spiked Intruder. Walk through the next
the Pyramid area, and you will be attacked by nine Beetles.
Beside you is
what looks like a stone clock. Examine it, and spin it until the
match. Look at the designs in the stone. Now go through the
Submarine Tunnel and defeat the three Divers in the Pavilion.
stone panel, and take notes, because you will need this information for
the second Pyramid Puzzle. Walk
Bridge and take out the three Divers. Continue to the Garden, and
encounter ten Beetles. Go look at the Neo Ark map, and Aya will
into her GPS. Examine the blinking light next to the map - B6:
Testing Area? Examine the large stone panel with stone tiles, and
these clues down. You will need them to solve a puzzle at the
Pyramid. The Power Plant door is locked, so return to the
you go, you will have to take out two Divers and three
on the Bridge, and a Spiked Intruder in the Forest Zone. Go to
to the right of the steps and read the gold plate. Write
clues, and use these and the other clues you've gotten to determine the
to step on the tiles. Walk up the steps of the Pyramid and step
tiles in this order:
Blue White Red Yellow
Blue Yellow Red
can tell when you're doing it right, because a shaft of light will
shine from each tile
when you step on it. Aya will hear something in the distance to
west. Some areas are hot again, so take care of them.
2 Horned Strangers
4 Horned Strangers
3 Bog Divers
the back of
the Power Plant. The door is open now, so
read the sign beside it, then go inside
and walk all the way down the hall. There is a 9mm Hydra
here, so stock up. Now go back and up the stairs, and watch the
cutscene. Here's Generator B. Very attractive. Once
you'll need to dispose of the hardware first. If you've got
them on Generator B, which drops an MP Boost2 and a Ringer's
Several areas are
hot again. You know what to do.
10 Black Beetles
4 Horned Strangers
5 Black Beetles, 3
4 Black Beetles, 4
Pyramid. Using the information you've collected, including that
from the stone panel in the Pavilion, determine the order to step on
the tiles this time. Go up the temple steps
and do the
the blue tile
Step on the white tile twice.
Step on the red tile three times.
Step on the yellow tile five times.
the statue, and lower the lever that has appeared. The Bridge
Pavilion will move. Return to the Bridge and cross to the small Island,
taking care of the three Bog Divers in the water. Stand on the
and press X. It will open to reveal a ladder. Climb down
to the Submarine Gallery and fight
the Sea Diver. You'll have to take out the five Bog Divers,
will drop an MP Boost2 and a Protein Capsule. The
Diver boss is a bigger and better Bog Diver, so fight it
Pyrokinesis is always good, as are other fire PE's. After
defeating it, get the ?
out of the water. The Skull Crystal is another "use or attach"
you use it, it will level up a fire PE by one. If you attach it,
increase attack and defense by 20%. You know what I'd recommend,
but it's your game! It's time to go back
watch an FMV, heal, restock, and save the game.
16: ALL ABOUT EVE
Go to the B2 lift marked
"Particular Area" and go down.
There are two Derangement Speakers, which drain MP, and five Watchers
area. Get rid of them as quickly as possible. Go down
elevator. There is a Derangement Speaker here, as well as a
After defeating them, Aya will get a Recovery3 and an MP
Aya will see the little girl, Eve, again, and this time she is wearing
helmet. Follow her through the door. There are two more
here, as well as the Puppet Stinger, which Eve seems to be
controlling. Grenades do a bit of damage here, and they prevent
the boss from attacking. If you don't have many grenades, use
your main weapon on him
times, then use a Grenade when you hear him power up for an
will keep him from attacking, and give you a chance to do some more
your main weapon. If you have it, try the M4A1 with the M203
Launcher for this,
since it allows you to use one weapon for both purposes.
the battle, you get an MP Boost2, Ringer's Solution,
Eve will flee, and Kyle will
show up. A
Pierce calls and wants Aya up there ASAP, and then he gets cut
the game, then talk to Eve and Kyle. Inspect Eve's toys and
get the ? (MD) Player from the cabinet. There is a Ringer's
Solution hanging from the IV stand. Try to leave, and the
go dark, fill with gas, and be invaded by golem soldiers. Kyle
a hole in the wall for the girls to go through, and then stay to hold
corner cabinets and find a Protein Capsule.
go look at what Eve's staring at, and talk to her. She will
follow you to
the lift, but only if you walk (by holding down O while
you move). You must move slowly. If
in the room too long, the gas will kill her, so time is important
When she's on the lift with you, examine it and go up. You'll
come out by
the Neo Ark map. Eve will run off , and you need to follow
you look at the map, you'll see that Neo Ark is full of hot spots
Shoot the three Bog Divers from the Bridge, and four from the
into the Submarine Tunnel, and you'll hear Eve scream. It's No 9,
jerk, and he's got Eve. Follow them, cleaning out Neo Ark as you
2 Horned Strangers, Pawn Golem
4 Horned Strangers
Horned Stranger, 2 Pawn Golems
3 Bog Divers
3 Pawn Golems
2 Pawn Golems
4 Grenades, 4 Riot
2 Pawn Golems
Spartan, 4 Riot
2 Pawn Golems
5 Black Beetles
all the ANMC's seem to be dying? Go back
up to the
Pod Service Gantry to find that Pierce is not there. Turn off the
again. Get the ? Message off the phone and examine it in
Items menu. It is a memo from Pierce. Call HQ immediately,
and save the game. Before
proceeding, go ahead and clear out the other hot areas, which include
cleaning out all areas again, go to B1 and enter Underground
the first time. There are six Watchers and a Rook Golem in the
Transfer Tunnel. After the battle, you will get 80 5.56mm
Rifle rounds. Sometime after you enter
Access Tunnel, you'll be grabbed from behind by an invisible Knight
Golem. When it lets go, try to put your back to the wall, or,
a corner. Metabolism is good here, because the golem inflicts
conditions. Keep a grenade loaded, and target and shoot the golem
appears. It will drop an MP Boost2 and Penicillin.
Run to the south end of the hall and unlock the door to the Control
Room. Then enter the Golem Freezer and examine the central
has some interesting information about the golems.
Enter the door to Underground
Parking, and use the phone on the wall to
the game. Look at the control panel in the southeast corner of
the room - it's on the wall by the large
door. Take the ? Car Key.
the box again, and press the red, green, and yellow buttons, and then
Call. Open the box that appeared to the left and get the Belt
back to the box and turn off the red and green lights, and turn
one on. Then press Call again. This will reveal the
car. Start it, and you will drive onto the turntable in the
Go to the red stand in the northwest corner and examine it. It
use a key card to open the shutter. Go to Key Items and use
Card. Press X to use the car again. You won't go far,
way is blocked.
the door to the
Pedestrian Airlock. There's another
Golem in here. It'll drop a Ringer's Solution and 10
shotgun shells. Open the door to the Vehicular Airlock and fight
Golem and Pawn Golem, which drop 50 9mm Spartan rounds and 4
grenades. There's a motorcycle here - recognize it? Search
find Eve's Teddy Bear.
door to the
Guardroom. Go to the end and examine the
Choose to press the switch, and you'll hear a sound somewhere. Go
to the Vehicular Airlock and examine the large door to enter the
Bulwark. There are two Rook Golems here, which drop 80 5.56mm
rounds and 4 Airburst grenades. Use the panel to open the
the Heliport area and watch a very interesting movie and
6, 2000 - Mojave Desert,
When you regain control, look
the map on the table, and Aya will
enter it in
her GPS. Get the Ringer's Solution in the back
the 4 Airburst grenades nearby. Save the game. Walk
outside, and you will be greeted by Flint,
wearing a ? Canister around his neck. Gary Douglas sent
you a note,
and an MP
Boost2 (and put it on your tab). Talk to Jodie several
She'll update you, tell you that you can shop here, and let you know
has collected all the storage boxes from outside the shelter and
The soldier opposite Jodie will
let you stock up on ammo. Talk to
soldier at the back of the truck to make some BP purchases. Store
buy what you need, and save the game again. The Tactical Armor
available now, and it is wonderful. The Aya Special is great,
I do not recommend buying the Javelin, though it is a great
for the M4A1. If you have the Medicine Wheel attached, it will be
in an upcoming battle, saving you 7500 BP that can be used
Give the Teddy Bear to Flint,
and he'll follow you. When you're ready, talk to the soldier by
the gate, then flip the switch and
go back inside. Return to the Parking Garage. Use the
electric car again, and you'll be back in
Underground Parking. Answer the phone, and save the game.
SMG Clip Holder
MP5A5 magazine clip
ammo capacity by 30.
Rifle Clip Holder
M4A1 magazine clip
ammo capacity by 30.
bayonet. Custom M4A1
launcher. Custom M4A1
gun. Custom M4A1
enemies in front of you.
self-defense weapon. Use to
stun surrounding enemies.
Inflicts darkness on the enemy.
One small area of B1,
B2, and NeoArk
now repopulated. The enemies are tough, but it's a good idea to
on. We'll get to that later. Enter the Sterilization Room
to the soldier. Flint
will stay with him until he can see. If you return to the Golem
you'll find Pierce. Talk to him until he tells you to go on and
to Underground Parking, and you'll find that the supply truck has been
inside. In gratitude for your saving the blinded soldier, the
brought it in for you, and he has a couple of great new weapons
now. You can get the M249 (Rifle) for 15800 BP and the MM1
23500 BP. Also, you'll find your storage boxes in the back of the
can clear out the hot areas.
Pawn Golem, 3 Watchers
Pawn Golem, 2 Watchers
Rook Golem, 2 Watchers
Golems, 2 Watchers
Rook Golem, 4 Watchers
Golems, 2 Watchers
4 Grenades, 4 Airburst
2 Pawn Golems
4 Grenades, 4 Riot
2 Pawn Golems
Spartan, 4 Riot
2 Rook Golems
2 Rook Golems
Power Plant, north
Rook Golem, 4 Watchers
Golems, Rook Golem
4 Airburst, 4 Riot
6 Black Beetles
make any necessary purchases and save the game. Make sure you're
face the serious enemies. You need recovery items, good armor, at
two good weapons, and plenty of the appropriate ammo for those
weapons. When you're ready, go to
Service Gantry. Watch a long and surprising
18: TRUTH AND CONSEQUENCES
Go down to B2. A Bishop
Golem will attack in the Pod Access
After taking him out and getting the Ringer's Solution, go
Pod Bottom and destroy the Ultimate Being. You can use Inferno to
effect on this monster. For maximum points, eliminate the side
before the main body. After it changes, watch out for its open
"eye." For defeating it, you will get a Ringer's
Spartan rounds, 10 R. Slug shotgun shells, and 4
Okay, that was Round 1 of the final showdown. You have a break
reload, heal, and attach items. When you're ready, search the
walkway for a
orange light. Examine it, use Bowman's Card, and get ready for
stay off the bridge. Grenades with Energyshot can make this
battle much easier.
this thing did attacks that completely wiped out my MP, and sometimes
didn't. I assume that is random. In any case, don't depend
completely on PE here.) Keep yourself healed and free of status
and you should be fine as long as the ammo holds out. After defeating
boss, sit back and watch the ending movie. If you saved Pierce at
Water Tower, read his memo and called Jodie right away, got him from
Freezer, saved Flint and later gave him Eve's Teddy Bear, and saved the
solider, you should get the best and most complete ending. Wait
credits to roll, and you will get bonus points and a chance to save the
Now you can do Replay Mode.Whee!