Beyond Good And Evil - Strategy Guide (Page 02)
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Once you find this old, but reliable cruiser, the skies will be open to you, as soon as you can find the first item below. This ship can connect with your hovercraft. Pressing B while skimming the waves will drop the craft, allowing you to dock. You'll have the Neutralizing Cannon already installed. Flight Stabilizer - 20 Pearls: Use this to match with the one you find in the workshop, and you can lift-off and explore Hillys from the air. Space Engine - 30 Pearls: Once you install this, you can break the atmosphere and head to the stars. ==================== 4F. Dangerous Foes = ==================== Here are the enemies you'll be up against in your quest. There are also some bosses that I'll get to in the walkthrough. --- DomZ Sarcophagus These insidious foes are used to kidnap, incapacitate, and transport captives. They are also capable of defending themselves with their arms. A few swats will take care of them, though. --- DomZ Sea Serpent You'll face more than one of these guys while in your hovercraft. All you have to do is hammer it with your blaster or Neutralizing Cannon and pieces of it will start breaking off one by one. As you chase them, however, they'll drop mines behind them, so watch for the red lights coming out of them and blast the mines if they get too close. Keep blasing the serpent until it's down to its last segment. --- Crochax Nasty buggers first spotted in the Black Isle mines. Repeated swats will take them out. Watch out when they light up, because that means they're about to charge. If they get you, it'll hurt. If they get your partner, smack them to get them off. --- Jellies These bright blue jellies aren't a major enemy. Just swat them a few times. --- Hard Jellies The mutant variety isn't much worse than the original. It takes a few more hits and gives up a few more Materia. --- Palinurus These squat reptilian creatures are cave-bound, generally. They have two claws to attack with. They can block your standard hits, so a good tactic is to have your teammate slam the ground, which tosses them in the air for Targeting Mode. At that point, you can knock them for a loop. --- Alpha Sections Filter Drone These aren't really enemies, so much as obstacles. If you enter a restricted area, they'll tow you out of there. To get rid of them, buy the Neutralzing Cannon from Mammago's Garage. Lock-on and one shot will blow them out of the sky, allowing you to proceed. --- Vorax They're really almost exactly like a Crochax, except they come into the ocean at night. You can also find one in the Factory, in the entryway. --- Giant Rat More of a nuisance then anything else. They can still hurt you. Give them a kick to take them out. --- Alpha Sections Spider Drones These are small drones that crawl around on the floor and leap up, glowing red, to attack you. A couple of blows will destroy them, but they tend to attack in swarms. --- Alpha Sections Cyclopius These automated turrets try to shoot you down with constant laserfire. Repeated hits will destroy them. Oftentimes, your objective is to try to knock them through an electric barrier, which destroys both them and the barrier. --- Alpha Sections Guardian These robots are mainly workers to maintain systems. Of course, if those systems get threatened, they'll be forced to defend them. The bots can roll up into balls and flash red. When they do that, they're invulnerable. So, you can smash them around, but I suggest using your teammate to slam the ground to knock them up into Targeting Mode. Knock them into each other or into electrical fields to remove the threat entirely. --- Alpha Sections Soldiers When fighting Alpha Sections Soldiers, they'll fight with their T-Hammers and energy shields. When they take a swing, dodge and strike. Try to get their breathing tank to incapacitate them completely. If fighting multiple Soldiers, they ones not directly fighting you will toss mines to disrupt you. --- Alpha Sections Small Mines These little things light up when you get close, but hammering them with blasterfire will bust them quickly enough. --- Alpha Sections Large Mines These are black modules floating in the water, surrounded by a red ring. You cannot destroy them with your blaster nor with your Neutralizing Cannon. The only way to destroy them is to either run into them or finding a nearby metal crate. Shoot the crate and knock it into the mine to destroy it. --- Alpha Sections Surveillance Robots These buggers fly around, and are recognized by their green fuel tanks on either side. Those aren't really your targets, as you can hit any part of them to damage them. They fire blaster shots at you. Wait for them to stop, then fire a Gyrodisk to damage them. Four hits will derail them. --- Trilobites Slugs with yellow eyes. These guys aren't a huge threat. Just pay attention to which one's attacking you. ******************************************************************************* 5. WALKTHROUGH ******************************************************************************* =========================== 5A. Another Day on Hillys = =========================== Opening We begin with a news report of the war concerning Hillys and the DomZ. Soon, we see Jade and Fehn, one of her charges, practicing meditation. Suddenly, the sky turns green and meteors start plummetting to the ground. Jade runs to the lighthouse and starts up the shield, but it seems her account has run out. While she tries to figure out what to do, a large meteor crashes in front of the lighthouse, swallowing up her kids. Several DomZ Sarcophagi emerge from the hole, each holding one of the children. Jade grabs a burning stick from the ground. Now, you must destroy each of the Sarcophagi as they come at you. You shouldn't have too much trouble here. If you get too hurt, just eat one of the two Starkoses you're carrying. Don't be concerned once the game starts slowing down. It's purely for cinematic effect. Just keep fighting until all the Sarcophagi are kaput. Once they're all dead, you'll be grabbed by a tentacle and sucked down the hole. Your uncle Pey'j will show up in the nick of time and toss you your Daļ-jo. --- BOSS: DOMZ LIGHTHOUSE MONSTER Free yourself from the little cage using a Super Attack (charge up A and release). Once free, run up and strike the Monster in the eye. It will create a cage around itself. The Monster attacks in three stages. The first stage is a constant laser beam from its eye that you'll have to avoid. The second stage is a pair of Sarcophagi, that are easier now that you have the Daļ-jo, and the third stage is lights that come up from the ground and become grasping hands. If Pey'j gets caught by a hand, smack it to free him. Anyway, whenever you get an opening, use a Super Attack to remove the cage and keep smacking it in the eye. It will eventually go down and you'll get PEARL #1. After the fight, the Alpha Section will show up and you can hop into the beam of light to get outside. There'll be a cutscene here. Long story short, you've been given a new job. The Director of the Hillys Science Center wants photos of every species on the planet. She'll pay good money for them to get the power back up to the shield and the rest of the place. --- The Lighthouse You're on the ground floor of the lighthouse right now. Grab your CAMERA and you'll receive a quick tutorial. Take a picture of the ADALIA OCTOPUNCTATA right in front of you for your first animal. Raid the ground floor for a bunch of Starkoses. While you're here, take a picture of Pablo (HOMO SAPIENS). This will boost your account to 350, which will automatically be transferred to Optima to get the juice back, and the shield online. Now, you can safely go outside without getting munched on by Vorax (we'll get a picture of one of them later on). Kick the barrel between the stove and the fridge and you'll let loose a fly (MUSCA SAPROPHAGIA). For now, go upstairs and get a picture of one of the goat kids (CAPRA SAPIENS), as well as the dog (CANIS CANIS). Also, open the door to the bathroom and grab PA-1 #1. Head upstairs to the roof. You'll see a little otter waddling around the upper part of the shield, but you can't get a close enough shot. Instead, just take a picture of a seagull while up here (LARUS ALBUS), and head back down. If you want, talk to your dog and try to take the Box of K-Bups he has. He'll go outside to play a little game of tag. Use B to dive and catch him to get the K-Bups. Now that you're outside, get a shot of that armadillo nearby (PRIODONTES CAMPESTRIS). Wait around outside until nighttime, then head down to the tree and take a picture of the fireflies nearby (LAMPYRIS CAMPESTRIS) Head over to the nearby drone that Pey'j pointed out earlier. Follow the drone into the hangar, then further into Pey'j's Workshop. It will drop off an MDisk. While you're at it, you can get a less than flattering shot of Pey'j (SUS SAPIENS). Grab the MDisk and toss it into the nearby Reader to view the mission. Looks pretty shady, eh? Secundo will fire up the screen, and you can view the Alpha Section propaganda over and over if you wish, or you can just head out to the hangar. Pick up the PODs and Boosts on the bench, and take a shot of the fish in the water (DIPNEUSTES TRILINEATUS). This will give you your eighth animal and the Digital Zoom. You can go up top, activate the shield, and go to the roof and take a picture of the otter up there now (LUTRA ERECTA) and then head back down to the hangar and help Pey'j push the generator in line with the other one to start up your hovercraft and get movin'. Hop in and use the Control Stick to guide it out of the hangar. --- Mammago Garage You're now in the ocean of Hillys. The Mammago Garage is more or less straight ahead of you. Use the Y Button to bring up the compass to get your proper bearing and coast towards it. Your motor will die before you get there, but the Mammago boys will tow you in. Nice music, eh? Take a picture of any one of the Mammago boys (RHINOCEROS SAPIENS). Now, head to the next room behind the door. You can browse if you wish, but what you really need is the SPEEDCRAFT MOTOR in the first room. Spend your Pearl on it, and it will be installed. I suggest not buying any Meca Impulsers yet. You'll need the money for other stuff. Just for future reference, Mammago's is where you'll find MECA IMPULSER #1 and #2. Once the motor's installed, hop in and head out. --- MINI-BOSS: DOMZ SEA SERPENT 1 Yup. As soon as you float outside, the DomZ launch another attack. Your main adversary here is that Sea Serpent floating around. First, take a picture of him (TERATOSAURUS IMPERATOR), then start hammering him with your hovercraft's blaster (A Button). Use the R Button to use the accelerator to keep up with him, but watch out as he drops mines behind him. Blast them if they get too close. Once the Sea Serpent is pwned, he'll drop PEARL #2. Now that your motor's fixed, the nearby seas are open to you. Before we head to Black Isle, let's take a tiny diversion, shall we? Look towards the city, then a little to the left. See that beach? Ride up it and into the cave on the left. --- Looters' Cavern 1 Head a ways inside this cave and you'll find your first gang of Looters. Yeah, I know it looks like a cop car. The Looters will nab 100 of your Units and take off. Your objective now is to tail them all the way through the cavern. The way these caverns work is that there are several security doors. When you pass an area with a yellow spark, you'll activate it, and the spark will travel all the way to a distant security door, where it will slowly close. You need to get through that door before that happens. Once you're through all doors, you'll be in the Looters' Lair, then you can blast the Looters all you want. Once their ship is destroyed, they'll dump out a bunch of Materia, as well as PEARL #3. Now, head out of the Cavern, and head to the east of Mammago Garage, and up onto the beach. In the back, you'll find another cave. --- Vorax's Lair (Prelude) Cruise in, and land at the dock nearby (using A Button). Hop out and head up to the landing. Take a photo of the nearby frogs (BUFO ERECTUS). Also, open the nearby desk and grab PA-1 #2. Now, that's all you can do in this area, so head back outside. --- Through the City Head out of the Cavern and back to the sea. Now, make your way towards the City, which you have to go through in order to get to Black Isle. You can't take the other canal, as an Alpha Section Filter Drone is nearby to remove you from the "dangerous" area. Inside the city, your objective is to go straight ahead. If you want, however, you can take a left turn and try your hand at the Hovercraft Races. The way the Races work is simple. Be in first after three laps. If you come in first, you'll get 1000 Units and a Pearl. If you get a new record, you'll get an extra 500 Units. If you place in one of the top four spots, you'll be able to race in the next race, so you have to start with #1. When racing simply watch out for little pads in the water to give yourself a boost. That's about all there is to winning. Winning both races will get you PEARL #8 and PEARL #9. Once you're done here, head out the north side of the City. Black Isle's ahead and to your right. If you missed out on a picture of the Sea Serpent, head into a little cavern off to the left of Black Isle to find some bones that count. At any rate, coast into Black Isle to begin your mission. ======================== 5B. Pitch Black Mining = ======================== Dock your hovercraft, then walk up to Mr. Shady-man. He'll explain that he wants a picture of two DomZ Pterolimax hidden in the back of the mine. Time for some spelunking. Head down the path and you'll find a bunch of beetles and an armadillo, both of which you should have already. Head towards the gate in the back. Stand on one of the arrow pads, then press Y to get Pey'j to stand on the other to open the gate. Proceed through the gate to head down the shaft. --- Ancient Mine (pt. 1) In front of you is a fly that you can snap a picture of if you didn't get him back at the lighthouse. Head over to the broken ladder, where Pey'j will move. Talk to him and he'll show you his new invention, the Jet-Boots. Use them by pressing Y and he'll almost make the ladder. In actuality, there is a use for them. Go over to the two nearby buttons. Stand on one, then press Y and Pey'j will slam the other. You'll be launched to the ledge. Now, walk around the path to the two raised ramps. Press A near the rotator switch on the wall and you'll climb up and spin it, dropping both ramps. Head down the right ramp, and you'll soon see a map. Take a picture of it to scan it into your camera. Looking at the map, you can see there's mostly just one floor to this place. If you missed the fireflies at the Lighthosue, there are more in this area. Follow the path down to the weird red jelly thing (LYCOPERDON FUGIFERUS). Have Pey'j slam the ground. This will toss the pod into the air. Now, press A and you'll enter Targeting Mode. Center the target on one of the stacks of explosives and press A again to let the pod fly. Destroy the explosives on the right to knock the way open to some items, and on the left to open the way forwards. In front of you now is an anemone (ANEMONIA MUTABILIS). After getting the picture, smack it a few times to make it retreat. Grab the Materia it leaves behind and move on. Follow the path and you'll see a wire fence. You can't get past that without some tool, so head on to the right. There's another red fungus here. First, knock it into the Materia deposits for some quick cash. Then, move the explosives along the track, and knock a pod into them. They'll knock the distant ramp down. Climb the ramp. Yowie! That's a Crochax! They're nasty buggers. Just keep smacking him to take him out. When it opens its maw, it'll light up. After that, it'll try to grab you. Hit it before that happens. Oh, and it's dangerous, but (CROCHAX VELOX) it's an animal, so get a shot when you get an opening. Once it's dead, move on to the mine cart. Push the cart over to the far end, then go over to the corner. Turn the switch there to drop the coal chute. Climb onto the cart, and then onto chute and enter. --- Secondary Shaft You and Pey'j will now be going up against a series of Jellies (CYANEA URTICA) and Hard Jellies (PELAGIA PACHYDERMIS). Also, there's a tentacle on the wall to photograph (ALICIA SPLENDENS), but it won't attack. Defeat all the enemies here, including a few more Crochax. At the end of the path, step on the two buttons just like before and enter the door. In this next room, kick open each of the lockers for a few items, including the most important, CUTTING PLIERS for Pey'j. Also, you can use the MDisk Reader here, as well as raid the vending machine. To get out, stand next to the wire fence and press Y to get Pey'j on the job. Follow the path, then, at the map, turn left. There are two animals here. The sponge on the floor (SPONGUS GLUANTEUS), and the mollusk further in on the wall (HELIX RUPESTRIS). To get the snail, walk around on the sponge to get its attention, then quickly snap the pic. It has to be all the way out of its shell. Head back out and climb up the shaft to go back to the Jelly room. Now, head all the way back to the coal chute area. --- Ancient Mine (pt. 2) Head back down to the original wire fence you saw, and have Pey'j knock it down. Raid the vending machine, particularly of PA-1 #3. You may want to give this one to Pey'j. To your right is a ledge that only Jade can edge along. Continue up the ramp to the red fungus. Pey'j can still slam from there, so knock the pod into the Materia deposit. Move on up and push the explosives along the track so that you can see them from the pod, then knock the pod into them, lowering the ramp. Pey'j will climb up, but then be set upon by three Crochax. Take them all out. After they're all history, go back down the ramp that you just lowered. There's a small shaft behind it that doesn't really lead anywhere, but pull out the camera at the end and you'll see some amoeba sticking their heads out from behind rocks (AMOEBA POLYPODIA). After you're done there, use the buttons near the door the same way you used them before. On the other side of the door, press the switch to open the door and let Pey'j through. Also, while you're here, climb up on the box in the corner and kick the power box. This will deactivate the lights and cause a blue floating organism to leave its nest (PLANARIA RUPESTRIS). Once that's filed, have Pey'j cut down the wire fence and head down the passage. --- Main Shaft As soon as you enter the area, bring up your Camera and scan the area in front of you for a floating mollusk (NAUTILUS FLUOREUS). It makes a regular circuit around the area. Head down the path. Oops. Squashed some eggs. The mamas aren't too happy. Fight off these Palinuruses (PALINURUS RUPESTRIS). To help, have Pey'j slam the ground, which will knock them into the air so you can target them. Once the first two are down, head forward and take out several more. If you're skilled, you can try knocking them into the Materia deposits on the walls for some cash, as well as the ramp. If you hit the ramp, you can jump over to a ledge with an MDisk Player and a Materia deposit. Anyway, once you're done, hit the nearby rotator switch to lower a platform. Climb up and take whatever you need from the vending machine. Proceed through this passage, swatting away the anemones. When you get to the one on the floor, swat it until it closes, then have Pey'j pound it to get it low enough to climb on. Continue on and cross the odd-looking bridge to reach the central island. Pey'j will point out your targets over to your right. Get your camera ready and zoom in on them. Take the shot when both are sticking their heads up. Once you get a good shot, press A to send it to Mr. De Castellac. Uh-oh. Your bridge disappeared. Hmm... Your subject reveals itself to be more than it appears... --- BOSS: PTEROLIMAX First, take a picture (PTEROLIMAX GIGANTEA). It will begin by spinning around in one of the holes and spewing a ball of energy at you. Avoid the ball and have Pey'j stomp on it. That will lower it in the hole, allowing you to smack it a few times. Once you've got it mad. It will start releasing Jellies, so get them out of your way. After another round of hits, it will start sending out Crochax. Then, after another round, it will fly out and try to breathe toxic junk on you from above. Run around the perimeter of the island to avoid the junk. Keep dealing hits using the tactic described and it will eventually die. When dead, it'll drop PEARL #10. --- Back to the Surface After the fight, "Mr. De Castellac" will show up. There really is no man with that name. The "driver" is actually a man named Hahn, a representative of the IRIS Network. He spins a story that the Alpha Sections are nothing more than puppets for the DomZ. He'll give you a ride back to your hovercraft and an opportunity to help in the fight against the DomZ. You need to go to the Akuda Bar in the City and talk to "Peepers". He'll also give your pay for the assignment: 3000 Units. Now, that you're back in daylight, don't be too hasty to leave. Head back in the direction of the mine, only take a right, towards the pond, and hop into the machine. Pass through it and you'll find some little lizards (ASTACUS ERECTUS). Have Pey'j knock down the wire fence and grab the few items lying around. Pass through the fence, but don't drop out of the tunnel yet. Look across the room and you'll see a purple slug crawling around (PAPILIO PILOSUS). Hop down out of the hole and grab PA-1 #4 up here. Now, you can leave Black Isle. ==================================================== 5C. Like Mos Eisley, Without the Scum and Villainy = ==================================================== Head back to the City. Once inside the Main Canal, take a left (east) to enter the Pedestrian District --- The Pedestrian District You'll automatically dock and disembark. The PedDis is a little confusing. First, you can walk down and hear some people jib-jabber. There's also a soldier nearby. Past him is the way to the newsstand, where you can subscribe to the local news for 50 Units each publication. Past that, there is a ramp that leads up to the Akuda Bar, and a ramp that leads down to the town square. The town square has Nouri's Stand, where you can buy several items. We'll get to that soon. You have a few photo ops out here in the city. First, head over to the newsstand and take a photo of the eagle guy (AQUILUS SAPIENS). Then, head into the nearby unmarked door. You can't get very far, but you can snap a shot of the green bugs crawling around the floor (ARACHNIS VIRIDIS). Walking around the streets, you should be able to find a walrus man (WALRUS SAPIENS). Okay, first, let's do what you came here to do. Go into the Akuda Bar. --- The Akuda Bar Talk to Mo the bovine bartender about a fabulous treasure, and take his picture (TAURUS SAPIENS). Also get a shot of either Francis or Rufus the shark guys (CARCHARODON SAPIENS). Talk to Francis, who's at the Paddle Game table. He'll want to know if you're up to the challenge for the Paddle Game. The Paddle Game takes some getting used to. How it's played is that each side has four paddles, and you get a cursor around one at a time. Use the Control Stick to aim and press A to toss the paddle in that direction. The winner is the person with no paddles in their side. It's not easy, so play several practice games until you think you're ready to play for money, or for Francis' lucky pearl. He plays no harder depending on the situation. A tactic I like to use is to try to knock a paddle into another to get as many through the hole as possible. Also, if on the right side, don't try to make a shot through the hole, just knock it to the left side. Bet the 1000 and beat him to get PEARL #5. Now, head upstairs. Open up Room #1 and talk to the goat man here to get a Ticket with a code on it. You don't need it now, but you will later. Room #2 is code-locked. Step over to the guy at the shell game and look out over the balcony towards the pair hunched over in the corner. Note the code on the ticket in front of them. Zoom in on that ticket to see the code, then punch it into the lock on Room #2. The door will open and you take the items inside, along with PEARL #6. Now, talk to the guy running the Shell Game. Yes, that's Peepers. You can play the game for money, or you can just give him the password. When he gets the password, you'll automatically play the game. Guess right and you'll get the code for Room #3. Punch it in. Now, go in the room and push against the locker to enter the secret room of the IRIS Network. They'll welcome you, set the stage, and give you your first mission. You are to infiltrate the Nutripils Factory on the edge of town. Once there, you're to gain evidence of the situation that's taking place there. While you're here, pick up the MDisk Nino leaves for you, and get a picture of Meļ (FELIS SAPIENS). Anyone find it odd how they just let you take pictures of their secret place? Oh, well. You also got a City Pass from Hahn. You're all set in the Bar, so head back outside. On the way out, Hahn requests that Jade use a code-name for her articles. She doesn't hesitate in telling them to use "Shauni" as her code-name. --- Shopping Now that you've got access to most of the city, it's time to put all those Units you've been saving up to good use. First, go down to Nouri's Stand and buy PA-1 #5. Now, go past the guards in the square (who won't stop you now that you have a City Pass) and enter Ming-Tzu's shop. Take a picture of his eel (KOI KUMONRYU), then talk to him to start your buying spree. I suggest starting with PA-1 #6, then the two Detectors, then PEARL #15, then your Super Strengthened Attack. You can hold off on MECA IMPULSER #3 for a bit, especially if you want to go back to Nouri's and buy PEARL #14 for 3000. If you have money left over, buy the remaining stuff, as well as some boxes of K-Bups from Nouri. Also, say the password to Ming-Tzu and he'll open up the back storeroom. Take IRIS Editions 511 and 512 with you. Also, talk to Ming-Tzu and have him sign you up for IRIS Flash. You can go to the nearby Reader and look at the two issues of IRIS you just got. Well, you're all set here. --- Transit Now for some fun. Head outside and to an unmarked door off to your left. Enter and you'll find a locker with a POD, and a crate with Materia in it. Now, push the locker out of the way to open a passage. Crouch through it to enter the "protected district". Crawl under the first beams, then roll (with B) over the next set, then roll again over the set after that. You're now in a processing area with lots of conveyor belts. The objective is to get on the belts and look for safe ledges to jump from. Head down the passage to your right, then ride down the first belt. Jump to the next one running parallel, then to the one below running perpendicular. Run against this third belt to reach the next ledge, then hop off to solid ground. You're now in the main room. Here's how it breaks down. Belt #1: Go with it a short ways to the nearby ledge. Belt #2: Go with it (watch out for canisters) to the ledge. Belt #3: Go with it, rolling over the first beams, and ducking under the next set. The ledge is shortly after it. Belt #4: Go with it, duck, then roll. Ledge is on your right. Belt #5: Go with it, duck, roll, pass that ledge, then duck again. Ledge is on your right. Belt #6: Go with it, roll, duck, roll, ledge is on your right. Belt #7: Go against it. Run down, and duck to the side ledges to let the canisters pass. Drop down from the last ledge. Belt #8: Go against it. Go to the ledge right next to you and wait for a canister to pass, then do a ducking roll, then a normal roll to the next ledge on your left. Belt #9: Go with it, roll over the beams on the right. Now, to reap your rewards, which are a couple boxes of Materia, and PEARL #16. Hop on the belt to get carried back to the beginning, where Pey'j has been patiently waiting. Okay. That's all there is to do in the city. Let's head back out the south gate to Mammago's Garage. Buy the Neutralizing Cannon from them with five of your hard-won Pearls. Now, you can target enemies above the water-line by locking onto them. As soon as you leave the Garage, there'll be another DomZ attack. This time by DomZ Fighters. You can either just weather this storm or try locking onto them with your new Cannon. Don't fire on the civilian ships, though. At any rate, soon the attack will cease. Now, go back to the Vorax Lair, which is east of the Garage. --- Vorax's Lair (revisited) Land and have Pey'j knock down the wire fence. As you pass through, Pey'j will mention the Pearl Crochax fleeing the scene. Chase after him. Soon as you enter the main cave, you'll be set upon by a bunch of Palinuruses. Have Pey'j knock them for a loop, then toss them into the ramps to knock them down. You can also try tossing them into the Materia deposits, but it's tough. Anyway, cross the ramp, and you'll face off against some Jellies and Hard Jellies. Once they're all kaput, use the red fungus to knock into the ramps and the Materia deposits. Cross the left set of ramps and use another red fungus on the ramps ahead of you. Once they're down, go back the other way to the right ramps, all the way to the three Crochax. The last one has PEARL #12 in its clutches, so liberate it. Now, you can leave. --- More Ocean Exploring Now that you have the Neutralizing Cannon, you can head up the eastern canal. Use it to take out the Filter Drone hovering over the area. Now, you can freely head up the beach to the east, and into the cave. This cave is Looters' Cavern 2. This one has a lot more lasers than the last one, including a few that move. Remember you can always try again if you fail, it'll just cost you another 100 Units every time. Completion will give you PEARL #18. Now, head north. Take out another Filter Drone, then enter the large gate on the west wall. Land your craft, and get a shot of the slugs on the ground (MACROPODIA OMNIVORA). You can't do anything else here for now, so it's back to the surface. Now, head in the direction of Black Isle. Look past it, past the laser cordon. There's a whale leaping out of the water. Try to get a good shot as it's breaking the surface. Snap as soon as you get a green (MEGAPTERA PURPUREA). Also, check the sky around the Factory for a flying manta ray (MANTA CYANEA). Okay, now, it's time to head to the Factory. Use the Neutralizing Cannon to bust down the Filter Drone in front of it, and enter through the back door (yes, this is the back door). ===================================== 5D. Nutripils Are Made From People! = ===================================== First, land and take out your Camera. Grab a shot of the Vorax floating around (VORAX NOCTURNUS). Next, climb up and take it out, along with the Crochax in the area. Ignore the steel bars, and climb up to the other door, with red barcode light. Take a picture of that code and send it to the governor, who'll give you the code for the door. Open it up and enter. --- Lower Levels Have Pey'j weaken the grate so you can bust it open with a kick. Take a picture of the Giant Rats wandering around (RATTUS GIGANTEA), then start making them extinct by kicking them. Roll over the red beams, then duck under the next set, then roll over the third set. Push the nearby button to deactivate the beams so Pey'j can join you. Now, the two of you need to push the nearby box into the little gulley, then into the electric beam so you can climb over them. As you enter, you'll notice evidence of a Reaper in the area. Take a look at the elevator and ask Pey'j if he can get it running. He'll fix most of it, but it still needs electricity and a fuse. You may be tempted to go straight to the Electrical Room, but you won't get far just yet. The place you need to go first is the Laboratory, which is to the right of the elevator. You'll end up in the West Wing. Pey'j will mention the service elevator, but don't bother yet. Instead, walk all the way around the middle to the other door, leading to the actual Laboratory. In here, take the two stasis tubes and push them to either side of the electric field to divert the current. Pass through, and take out the Rats on the floor. Try to avoid getting squeamish at the dead cow. Take a close look at its nose. The tiny worm on it is another animal (AEDES RAYMANIS). Open the cabinet at the far end of the room to get PEARL #19. Now, head back to the West Wing. Open the Service Elevator. Eep! Take out all the Spider Drones, trying to hit the ones that are currently attacking you. Once they're all out of commission, hop in the elevator and press Y to have Pey'j work it for you. Ride up to the top and walk across the catwalk to the electric barrier. When you arrive a Cyclopius will attack. Avoid its beam and try to knock it into the electric barrier, where both will be destroyed. Head through the door straight ahead of you. The door will slam shut behind you, and you'll witness a frightening scene. You'll see a man in an army outfit being tortured by what appears to be a DomZ device. Take a picture of him and publish it. Then, take a picture of the red barcode on the locker to get the code from the Governor. Use it to open the locker and get the GYRODISK LAUNCHER. Press Z to go into Aiming Mode and fire at the DomZ device to release the prisoner. It's Double H, but he doesn't recognize his own code-name. He does seem determined to help, though. Start by grabbing PEARL #21 from the torture device. Now, Double H is clad in thick Hillyan Army Armor. Go over to the steel bars and press Y and he'll barrel them down, but get a little carried away with it. Go outside the bars and you'll find him hanging. Don't worry. He'll be fine. Edge along the wall and cross the gap over to the Reader, then go to the right of the Reader and you'll be back in the Elevator Room. Head over to the middle of the room. Uh-oh... ---
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