Where is the wrench in parasite eve 2
Then go up the escalator to the Observatory. You will get an overhead camera view, and then be attacked by nine Bats.
Be careful of Bats! They are weak and easily killed, but they get in Aya's face, causing her to ward them off with her arm, which means she can't get a shot off. Meanwhile, they're draining her HP. Try to stay back and dispose of them in groups - Plasma is really good for this.
You will receive 50 9mm Hydra rounds after the battle. Go down the opposite escalator to the Promenade, and fight off the four Caterpillars and six Moths. Go back to the Promenade and stand in front of the gate across from the Sanctuary doors. Open the gate, but don't try to cross the bridge. Walk over to the red light and examine the panel You'll need them now.
The numbered notes are the key - if those notes are 1, 2, and 3, then using that numbering system line, space, line , the notes with question marks would be 5, 6, and 1. Enter those numbers in order on the keypad by the bridge. This will raise the bridge. You now have a green light instead of a red one. Get rid of the three Bass and cross the bridge. Listen to the scary noises coming from the other side of the door, then finish off the Lesser Stranger that got thrown against the door, after which you will get a Recovery2.
Examine the flashing red light on the wall - it's another armed bomb. Go down the hall and up the stairs. Now you need to prepare for a boss battle. Take off the GPS, because it is less important right now. Use the emergency phone on the wall to call Baldwin, who is about as helpful as usual. Save the game, and head up the stairs to the Heliport. Walk around the catwalk all the way to the other end. The lift is on the top floor, so you can't go up yet.
Go back toward the stairs you took to come up here, and notice the electric cables on the wall as you go. You will have to make use of those in the upcoming boss fight.
When you get back almost to the stairs, someone jumps in front of you. It's the weirdo from the Sanctuary Do you remember that the man setting the bomb said No. Prepare to be diverted. He has a smart mouth, an irritating laugh, and a flaming sword. After a brief conversation, turn and run back toward the elevator, but stop just past the first set of cables on the wall.
When No. One should swing loose and hit No. Then run past the next set of cables and do it again. Don't let him catch you if you can avoid it. He will use a bomb to paralyze you, then whack you with the flaming sword, which is as painful as it sounds. When he shoots a paralysis bomb at you, move so that it will miss. Just in case, though, it is a good idea to keep using Metabolism. Do the cable trick one more time by the elevator, then target the steam pipe next to the cable and shoot at it.
It should do several hundred points of damage. Equip the Grenade Pistol and load a grenade. Shoot the grenades at No. After the battle, he'll jump up to the Heliport. Take the lift up. Aya confronts No. Rupert runs up holding the bomb detonator, which he found lying on the ground. He doesn't know how to defuse the bomb, either. Fortunately, the helicopter arrives just before the building blows up, and they escape through the flame-, smoke-, and debris-filled air. It's a little difficult to get to the lever that opens the gate in the fence around the water tower.
The first thing to do is get rid of two Desert Chasers digging a hole under the fence. Try to shoot them through the fence, and use PE when needed. Walk past the hole to the opening in the fence. Enter, and examine the box and raise the gate lever. Now run like crazy, because the gate on the other side will only stay open for a short time, and Desert Chasers will be trying to knock you down as you run.
Once inside the gate, which will shut behind you, take out the other six Desert Chasers, which keep coming through the hole under the fence all of them together give you wonderful BP , and get a Recovery2 for your trouble. After you defeat them, the mystery person will lower a ladder, allowing Aya to climb up the water tower. Walk around to the other side, and say hello to Kyle. He says he's a P. He mentions a shelter which Aya didn't know about.
Aya doesn't completely trust him yet, even though she does find him appealing. She agrees to join forces. Aya can see the whole town from here. Walk to where Kyle was standing to get the view. Examine the lever on the tower, and raise it to open the gate, which will stay open this time.
Climb up the next ladder to the top of the tower. Examine the corpse to get the? Key and a Recovery1. If you examine the? Key, which is a Key Item no, really! Go all the way back down, where you will be attacked by five Scorpions. These guys are tough - they surround Aya and keep striking her, which will prevent her using PE.
You will need to talk to Mr. Douglas now about the shelter. Leave the fenced area and check your map. Several areas are hot again, and there is a red light blinking to show your destination. Don't go there yet, though, because you can't get in. It's time to dispose of some more creatures and use that key you just found. It fits the back door across from the fenced area. Go through the door, destroy the three Mind Sucklers, and get a Combat Light after the battle.
Get the? Magnet off the refrigerator door and the Recovery1 out of the locker. Examine the magnet to find that it is a Bottlecap Magnet. As you advance into the room, you'll have to fight five Mind Sucklers. Step into the restroom and look at the wall. Walk toward the front door and look in the cooler beside it for a? Can , which can be identified as a Cola. This great item restores 20 HP and 80 MP, so use it judiciously.
Go out the front door, and you will see and hear another Desert Chaser in the parking area. After you take care of him, six Scorpions will surface. I would recommend using Combustion on the group of them.
After the battle, you'll receive 50 9mm Hydra rounds. Go upstairs toward Aya's room, and take out six more Scorpions on the balcony. Enter the motel room and call Baldwin, who wants to investigate Kyle and learn more about the shelter. After you save the game, climb down the ladder and go to the gate beside the motel. It is opposite the gate in the water tower fence. Open it, and walk down the narrow path. A Desert Chaser will drop down and attack you. Get rid of it for an MP Boost1.
Walk to the door and press the button on the intercom. Douglas tells you to get the key and let yourself in. Walk to the left and examine the grating. There's a key there, but you can't reach it. Use the magnet from the saloon to move the key slowly up and to the right. It is the Factory Key , and will open the door in front of you.
Unlock the door and enter the factory, then go into the garage through the large metal door. Dispose of the five Mind Sucklers, then go through the door in the corner near the truck. You are in the Junk Yard, and will meet Flint for the first time here.
Flint , Gary 's dog, is a good fellow, and is important in the game. Take care of him, and he will help you more than once. Walk to the far end of the Junk Yard and open the trailer door. Go in and talk to Gary, who just happens to have a very attractive collection of weapons. Ask him about the shelter. While talking, you'll hear a scream from the Dilapidated House to the south. Douglas tells you how to get to it from the sewers, because the direct route isn't available. Apparently the owners of the General Store didn't leave a key, so you will have to enter the store from below, and then use the back door to get to the Dilapidated House.
They are doing a deal with him so you can trade your BP for weapons, and they will reimburse him later. He's happy to open up the store for you. You're going to need the Grenade Pistol and several grenades.
Buy 16 or 20 if you can afford them. They will be very important when you battle an upcoming boss. Leave the trailer, and Gary will tell Flint to show you the way. Before you reenter the Garage, pick up the? Rope past the door. When you do, four Scorpions will appear, so get rid of them.
Identify the item you just picked up as Wire Rope, and go through the door to the Garage. There are three Mind Sucklers in the Garage which need to be eliminated. Flint will lead Aya back to the well, but let him wait there for a few minutes. There are two Desert Chasers waiting on Main Street.
In the green-doored restroom, there are seven Bone Sucklers. That should take care of the hot spots. Climb up to Aya's room and save the game. Pierce has some intriguing news about that Metallic Implant you found. Go to the car and restock on ammo, then return to the well, where you left Flint. Examine the well, and use the Wire Rope on it.
Climb down the rope and enter the Water Hole. Walk back toward the screen and try to open the metal gates. They won't open, but remember them, because you will be using them later. Walk the other way, and get rid of the eight Bats around the corner.
Continue down the passage, and open the gates to the Underpass. Walk to the back wall and press the button, then return to the Water Hole. Walk partway down the passage and examine the hole in the wall for a Protein Capsule. Then return to the Underpass. There is a Gray Stalker on the ceiling here. This is a strange boss. It is invisible much of the time, and it crawls back and forth across the ceiling whacking at Aya as it passes.
Try to maneuver so that you avoid it as it passes by. There are times when you can't target it, so stay alert. If you are careful with your targeting, you can knock it off the ceiling with PE, and attack it when it's on the ground. It will drop a Protein Capsule and 10 R.
Slug shotgun shells. Continue down the passage and open the door on the left. Enter the Cellar. You will immediately have to fight eight Bats and two Rats.
Walk around the corner and examine the barrel to find a message in glowing ink. This is why I told you to come in here with the lights off. Otherwise, the message wouldn't be readable. The message is this: Now solve my riddle two, How many urinals in Dryfield's loo?
Once you know, to the next place, A haunted house where only the sun dares show its face. Go back out into the Underpass, and flip the switch at the end of the passage.
This will turn on the light in the Cellar. Go back to the aisle where you found the message, and look in the box at the end for a Flare. Now you are ready to go up the ladder in the Underpass. You will emerge in a hall behind the General Store. Walk into the store and take out the five Blood Sucklers, which drop a Flare.
You can find a Cola and a Recovery3 in the refrigerated case on the side of the store. Unlock the front door and go back to the car to restock on ammo and store items which are temporarily unnecessary. Save the game and reenter the store. Go through the door in the right rear corner and you will be in the Back Street.
Take care of the two Desert Chasers, then go into the first room of the house. There are two Blood Sucklers and a Mind Suckler in here.
If you look out the window, Aya will make a remark. Search the cash register twice for a Belt Pouch. Look at the picture on the wall nearby. Aya finds herself wishing she could remove those bolts The final door is locked, but Aya has identified that room as the location of the screamer. Apparently you'll have to move that wardrobe to get into the third room. Search one of the barrels at the end of the Back Street for 10 Firefly shotgun shells.
You need to talk to Gary , so return to the trailer and ask him for information. He will give Aya permission to use any tools she finds, so go back to the Garage and search the shelf on the rear wall for a Monkey Wrench. Back at the Dilapidated House, enter the second room again. Time to use that Monkey Wrench on the Wardrobe. Access it from the Key Items menu. Aya will move the wardrobe to uncover a hole in the wall.
Go through it, and search the end of the short hallway for another verse. This is scrawled in the dust: Solve my riddle before you go, How many barrels in the mole-dens' center row?
Once you know, go to top room, Where at 21 years a boy met his doom. Where you CAN see yourself. That must be a reference to Billy the Kid, who, according to legend, was shot at age 21 by Pat Garrett. Heal and check your attachments, because it's time for another boss.
Enter the last room, and you will see the woman who was screaming. Um, okay, maybe not. But look who's here! It's your old buddy, No. After making a few confusing statements, he comes after Aya. He's not all that hard to beat this time.
I just ran back and forth from one corner of the room to the opposite one, shooting at him and using PE on occasion. There is a baffling cutscene showing a little girl who looks like Aya in a strange facility. This is followed by a movie, and then another cutscene. Notice the music from the original Parasite Eve? Aya and Kyle decide they need to check out the shelter.
Kyle is temporarily part of your party, so take care of him, as he only has HP. It is now night, and most of the town is reinfested.
Dryfield is really bad about that, as you have probably noticed. Go ahead and unlock this room's door to the outside, to save time later. Go out front and take out the six Scorpions. There are two more Scorpions in the middle room, and four Moths in the first one. On the way through the store, take care of the four Moths. Walk out the front door to find Aya's car being trashed by 12 Scavengers. Remember the movie "Gremlins? Take them out and get the Recovery2. Things aren't looking too good. Now the only person in Dryfield with a vehicle is Gary Douglas.
So Aya has two things to do - talk to Gary , and get rid of some more unnatural creatures. You may want to restock on P. The latter drop 10 Firefly shotgun shells. Enter the trailer and speak to Gary. He will tell you that his truck is leaking oil and needs gas, and he says to check out the motel while he's trying to fix it. He then gives Aya the Lobby Key. Make any purchases you feel necessary and save the game. I highly recommend the M4A1 Rifle and all the ammo you can afford, including Grenades, if you didn't get them earlier.
There are three Zebra Stalkers in the Garage which need to be dealt with. Go back through the Parking Area and unlock the door to the Motel Lobby. Look at the picture on the wall - " Tombstone , There is one on the bulletin board and one beside it. After doing so, you know that the code to the cash register is Doc Holliday's age in Earp's age total.
It told us Holliday was 30, and the portrait in one of the motel rooms listed the date of Earp's birth as , so he had to be 33 in That makes the code total. You get a key when the register opens. Examine it to find that it is the Bronco Masterkey , which will open all doors in the motel.
Save the game at the phone on the counter. As usual after a pivotal game event, parts of Dryfield are reinfested. Go ahead and clean up the town again before proceeding.
Room 3 is home to an Odd Stranger and four Blood Sucklers. There's another picture in this room - "Billy the Kid, This is the room in the clue. Check the bathroom mirror till you find the last verse: Solve my riddle if you dare, Organs of sense under bristly hair, Seen with how many silver plates in the Bronco's lair? Once you know, go from there To a jet-black door 'neath the moon's cold glare.
There are two Zebra Stalkers near the gas pumps, but Kyle is no longer there. Back at the motel, head upstairs and eliminate the two Zebra Stalkers on the balcony. Unlock the door to Room 5 and get rid of the two Odd Strangers and three Moths here.
Look at the picture of "Calamity Jane, Unlock the door at the far end of the motel's second floor. This is the Loft. Notice the creepy shadows? Go to the back of the room and pick up the Jerry Can.
Three Zebra Stalkers will come crashing through the skylight, and will leave behind a Recovery3. Look at the safe in the back corner with the "jet-black door.
You can identify it as Holy Water. If you use this item, it will level up a Water PE by one. It's your choice. I almost always choose to attach items like this, because you can benefit from them throughout the game. There will be other items later which will level up a PE once, or give you some kind of great benefit as long as they are attached. I will mention this again when these items are acquired. Go back to Aya's room and save the game. Take the Jerry Can to the gas station to fill it up, and it will become Gasoline in inventory.
Go back to the Junk Yard and get rid of the three Zebra Stalkers, then take the gas to Gary for use in the truck. Unfortunately, he's not quite through yet. However, he will still "sell" you things. You will find, once again, that much of the town is hot. You should take care of that now. Watch the cutscene, then talk to him again.
Now you can start transferring items to Douglas ' truck. After you finish transferring your stash, make sure you have the Grenade Pistol, as many grenades as you could afford, a secondary weapon as well as ammo for that weapon, and any recovery items you have room for as armor attachments.
Then go to your room, save the game, and get some rest. A giant creature will come stomping down the street. Aya will wake up, dress, and come out on the Balcony. Meet the Burner. He's big and he's in a bad mood. Use the Grenade Pistol and grenades, running from one end of the balcony to the other to avoid his flame attacks. Try very hard not to let him pick Aya up, because he will squeeze the HP out of her.
It's important to beat him as quickly as possible, because if the battle takes too long, he'll eventually stomp off, killing Flint in the process. This will make the battle outcome sadder and far less profitable. The Burner will drop a Protein Capsule and 4 Airburst grenades if you defeat him promptly. Save the game after the battle. Where Aya is standing when the Burner is defeated will affect how she needs to proceed. She may be able to use the stairs, or she may have to climb down from her room.
Speak to Gary , and he will give you the Truck Key. Speak to him again and he will ask you to come by the trailer later. The gate to the alley between the General Store and the Factory has been destroyed, so Aya will have to take the back way to Gary 's trailer, also. She'll run into Kyle in the Garage, and have a discussion about the origin of these creatures.
They will leave a Flare behind. Enter Douglas ' trailer, and he will give you a? Large Handgun , which turns out to be the M It holds rounds of 9mm ammo. If your inventory is full, make room for the gun, then try again. Do a little BP shopping, including more grenades, then save the game. Go back to truck and talk to Kyle. You're on your way out of Dryfield.
Instead, you should search the old car next to the trailer door until you find the Chicken Plate. It's not a bad piece of armor, but it is far better to have saved Flint. Mesa on the outskirts of Dryfield, Mojave Desert Watch the very disturbing movie, followed by a cutscene. Aya and Kyle will stop at what appears to be an abandoned mine outside Dryfield. Kyle is injured, and Aya must protect him. After the battle, Aya will convince Kyle to enter the mine. Then she will have to fight off ten more Desert Chasers.
Stay away from the edge of the cliff, because if Aya gets knocked off, it's all over. Try to knock them down with Plasma, then fire at them while they're down. They will drop a Recovery3 , 50 9mm Hydra rounds, and 80 5. Heal and load up on necessary items from the back of the truck, then follow Kyle into the mine. You will immediately encounter five Moths and two Desert Chasers. With them out of the way, continue into the mine. Ignore the left fork for the moment, and go straight. Defeat the five Scavengers, which drop 10 Firefly shells.
When you reach the gap in the track, examine it a few times, and then return to the place where the tunnel branched off to the side. Follow the side tunnel till you find a mining cart blocking your way. Pull the brake lever on it to get it out of your way. Farther down the tunnel, pick up the? Board leaning against the wall.
Take the Oak Board back to the broken track and use it to bridge the gap. Defeat the swarm of 12 Bats, which drop an MP Boost1 , and move on. At the end of the bridge, enter the room to the right.
You will find an ammo box 9mm P. Look at the power generator at the back of the room. Take the? Plug Jumper Plug from its hole on the circuit board, and put it in the second hole instead. Now lower the lever on the left. You have changed the way the power's routed, and it now goes to Gates 1 and 2. Save the game and leave the room. Walk on to a new area, and you will almost immediately get in a boss battle. The first form, the Blizzard Chaser, is a breeze compared to the Chaser Zombie form which will follow.
Grenades make this battle easy, though. About three should take down the Blizzard Chaser, but the Chaser Zombie will take more time. After defeating the Blizzard Chaser, pick up the Jumper Plug and the? Not good The Chaser Zombie will run around the room in circles, jumping on you and charging at you.
It can also poison you. Again, use those grenades if you've got them, but be prepared to get knocked down a few times. You don't want to stand in one place too long. One thing you can do here to damage the Chaser Zombie is to try to catch it at one of the corners where the barrels are. Shoot a barrel just as the creature gets to it, and it will explode, causing significant damage.
So, we had to go back to the garage to get a wrench. But we could'nt just TAKE a wrench, oh no, we had to ask permission from Douglas to borrow a wrench to save a screaming woman from a no-doubt grisly fate. Oh yeah? You're sure? Wanna go ask him again, just to be really sure? Not like there's a life on the line or anything. This particular sequence of events is dumb, is what I'm getting at. It's not a long trip back, but the annoying part is that due to the Hot Zone system, no enemies re-spawn along the way.
So, you're basically just running from Point A to Point B and back again with nothing to blow up or shoot or electrocute or nothin'.
Naturally, I'm cutting all that out because I'm such a nice guy. And here we are. I like that they have a little animation for taking out the bolts. The lady's not screaming anymore, though. I'm sure that's unrelated to our retarded little side trip, and she's perfectly fine.
It sure was. Actually, this isn't as crazy as it seems, since Douglas mentioned that he was barricading up this house earlier. I'm not sure why he decided to bolt a dresser over the hole instead of just nailing up some boards, but at least we have an explanation, I suppose.
In Dryfield, Aya meets Gary Douglas , the only living resident left in Dryfield, and his dog Flint ; who she proceeds to help and befriend. After several chains of events she saves Kyle Madigan on the Water Tower , and they journey underground into a mine after a series of additional incidents that litter the town. The people responsible for the recent monsters and attacks have built an underground laboratory near Dryfield and have extensive knowledge on Aya herself.
The more extras completed, the more Aya finds out about the secret base. If you want to obtain the R. Slug x10, you can press down to lower the vehicle and open up the trunk. Go back to the control panel and rotate the car back to it's original position.
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