Fear Effect 2: Retro Helix - Strategy Guide (Page 04)
Below are the cheat codes, hints and help for Fear Effect 2: Retro Helix - Strategy Guide (Page 04).
This isn't difficult. The trick is to only roll back and
forth right in front of Deke, rather than letting him
chase you all over the battlefield.
============================================================
After he's gone, Hana will get the Emperor's Plaque, and
outside, Glas will get doublecrossed and, because it's him,
dropped into a pit. He likes it, you know. As Glas, save
your game, equip the shotgun, and rampage through the
upcoming series of hallways. Guardian statues will try
to stop you. They will fail.
Eventually, you'll reach an old man. He'll only fight you
for about a second before Hana comes to Glas' "rescue." Hana
will then proceed to get both her and Glas into a bit of
trouble.
=========================================== Part Nine: Tests
After the Emperor's cutscene, you'll begin as Glas. The left
mirror takes you to a puzzle of sorts, while the right
mirror takes you to a dangerous maze. I recommend you start
with the left-hand mirror, and save your game every time
you're back in this room.
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PUZZLE: Conquest
You'll have to win four "chess" matches to continue. Your tools:
Small Soldier: 10/10
Medium Soldier: 20/20
Large Soldier: 35/35
The weaker a piece is, the further it can move in a round.
When one of these pieces tries to capture another, the
stronger one will win, but will take "damage" roughly
equivalent to how strong its opponent was. For example, a
Large Soldier beating up on a Medium Soldier will win, but
will walk away at 15/35 strength; the same is true if the
Medium Soldier attacks the Large. Soldiers with equal point
values will stalemate, and both pieces will be taken off
the board.
The AI for these four matches isn't really very good, so you
should be fine. The trick, I find, is to sacrifice a Medium
Soldier early on to dispatch your enemy's Small Soldiers,
thus giving yourself the movement advantage. When that's
done, whittle down your enemy's numbers and use your highly
mobile Small Soldiers to reach and capture your enemy's flag.
The fourth battle is a bit trickier, in that you have seven
Medium Soldiers while your opponent has two Small, three
Medium, and two Large. Once again, the key is in movement:
sacrifice one Medium to kill both of his Small, then whittle
away his forces until he's down to Large Soldiers. You can't
even force a stalemate in this fight; he's got more numbers.
However, Large Soldiers move like bricks, so you can easily
outmaneuver them with Medium Soldiers and snatch up his flag.
Note that as with most puzzles in the game, the General will
let you replay any match you lose.
============================================================
When you win, the General will give you the Bravery Medal,
and tell you the story of Qin Shiquahandi (and I know I
didn't spell that right). Afterwards, he'll return you to
the outside room. Step through the right mirror, and it's
back to straight platformer action. There are five tests on
this level, each of which depend more on reflexes than wits.
1: Pass the flame spouts. This is easy work; just watch the
patterns and move. On the other hand, Glas won't be getting
into any real fights anytime soon, so you could just go ahead
and take the hits if you like.
2: As you round the corner, another stone golem will emerge
from behind you. Start running, and don't stop; hug the
curves and don't run against the corridors' "walls." Once
you get to the curved platform, quite some distance away,
the walkway will collapse and he'll get off your ass. This
is straightforward, but may take practice. If he catches
you, you're mucilage.
3: This intricate maze will collapse if you're on the wrong
part of it at the wrong time. Slowly work your way along the
bottom, staying as low as you can, and keep running. You
should be able to outrun the inevitable collapse.
4: Thread your way carefully through the geysers of fire. I
usually go straight through the bottom here, where the
pattern is thinnest and easiest to see.
5: The stone golem returns! You have a bigger head start
this time, but he's moving a little faster. Once you've
beaten him, move towards the glowing light in the distance.
Glas is done; it's Hana's turn. As before, the left mirror
is a puzzle, while the right is a "contest of speed... and
footwork!"
============================================================
PUZZLE: Sliding Maze
Oh. *This* puzzle. Damn this puzzle to *hell*.
As far as I can tell, this puzzle is totally random. You
must slide the colored stones into the tray at the bottom
of the screen, in the order in which they're arranged in
that tray.
Whenever you press against a stone with your playing piece,
it will skid all the way to the edge of the board, in
whatever direction you pressed it in, unless it encounters
another stone en route. Pieces that reach the bottom of the
board, on either side of the tray, will be taken off the
board entirely.
Be *very* careful with your token. You can ruin the entire
maze by accidentally hitting a gray stone. The solution is
really just a question of time, but it can be awfully
frustrating. I've solved this in twenty minutes at one
point, and the next time through, it took me three hours.
============================================================
With the maze solved, Hana undertakes the same maze that
Glas just did. The differences here are small and subtle:
-- Hana is discernibly faster than Glas. Outrunning the
golems is much easier this time around.
-- Fire spouts are blocking the route Glas took through the
collapsing maze. You'll need to go through the bottom route,
then slowly work your way up to the top.
-- The pattern on the second set of fire spouts is a bit
different, but not tragically so.
When Hana passes her tests, you'll be given a Mercury Vial
and a Pearl. The door Qin Sheng opens for you leads to a
barge. As Hana, you'll need to convince the bargemen to move.
Use the Emperor's Plaque on the throne, then go to the front
of the boat and use the Mercury Vial. You'll get to steppin'.
Next stop: Penglai Shan.
============================== Part Ten: Demons In the Garden
Hana will lose track of Deke and Glas in the fog, and wind
up alone. The Garden is quiet for now, so you can relax.
Through the doors on either side of you, you'll find two
gardens, both of which are divided into two sections along
an elemental design scheme. (Confused Westerners may wish
to note that these are the Oriental elements.) Each elemental
design has a Bridge Tile on it somewhere, on top of a Chinese
character inlaid into the floor. Take all four Bridge Tiles
back to the main hall, and Use them on the water to create
a bridge. Cross the bridge and open the door.
Inside, you'll meet an old woman. She sets you onto your
latest challenges, gives you a Tiger Plaque and Dragon
Plaque, and sends you on your way. Meanwhile, our old friend
Yim Wau Long, the King of Hell, shows up and creates a pack
of purple demons. PROTIP: Uh-oh.
Outside, an old man will give you a Digging Tool and a
Chinese Fan. From here out, you're on your own. This part of
the game follows the Space Quest school of puzzle design,
where the answers don't always make a lot of sense, and
where seemingly ornamental parts of the level are actually
vital parts of the problem. Check *everything* here to see
if it can be Used or Taken, particularly if it's goofy-looking.
You can save your game in the gazebo area; in the Water
Garden, on the same screen as the water wheel; and in the
Earth Garden, just across the bridge to it. The Chinese
characters on the floor are now teleporters, which will take
you to different elemental realms if you Use them. More to
the point, there are now teleporting demons all over Hell's
half-acre, and they're arguably the most dangerous enemies
in the game.
============================================================
Enemy: Teleporting Demon
FE veterans will recognize thematic similarities between these
guys and the hook-wielding gimps from the second and fourth
discs of FE. They were mildly annoying there. Here, they're
weaker, since you have far more ammunition, they move in
a more predictable pattern, and you're not inexplicably
stuck on a narrow girder, but they're still annoying.
The demons' mode of attack is to get in close and claw at
you. A teleporting demon will usually disappear again when you
hit it with a shotgun shell. They frequently alternate between
two locations when they appear and disappear, meaning you can
easily track them and fire a second, killing shot. They're
fast, and their ability to teleport can result in some
very, very bad situations. Your best weapon against them is
your own mobility, as they don't lope as fast as you can run,
and they never actually teleport right into your path. If more
than one of them comes after you at once, run until you have
space to quick-turn and shoot once, then keep running. You
have to be careful, fast, and smart, or they'll tear you up.
A single demon is best killed with a single shotgun blast to
make it vanish, then waiting for it to reappear and hitting
it just as it fully rematerializes; multiple demons are best
avoided or outrun. (If you're going to try to evade the demons,
remember to HOLSTER YOUR WEAPONS. Otherwise, they will quite
literally tear your ass off when you try to use a door.)
On occasions where you must fight multiple demons--for example,
in the Earth Realm--dodge the demons' loping claw strikes until
they've both teleported. When they reappear, quick-turn if
necessary and hit one of them with a shotgun blast, then keep
dodging. It's an intricate dance with a lot of room for error,
but it's the only real way to win the fight.
(On Hard mode, the Elemental Gardens turn into a deathtrap.
The demons take at least three shells to kill, they drop
three shells, I could swear they're faster, they occasionally
appear in groups of three, they *will* teleport right into
your way like the world's ugliest speed bump, and they guard
the save points with a fanatic's zeal.)
============================================================
So. In case it's not horribly obvious, here's where the
various garden tiles will teleport you:
Upper left: Gold
Lower left: Water
Upper right: Fire
Lower right: Earth
In each elemental realm, there are more tiles on the floor.
These tiles, when Used, will teleport you to the other Realms,
so you don't have to backtrack through the main garden. A pale
gray tile will teleport you back to the Realm's corresponding
section of the Garden. Note that the Gold Realm, the gazebo,
and the central hallway are the only areas in the entirety of
the Challenges that aren't overrun by demons.
Blue tile: Water
Red tile: Fire
Gold tile: Gold
Aqua tile: Earth
In order of the Challenges, here's the best way to proceed
(not mentioning anything about wiping out the demons,
because, well, yes, you *should* be doing that, what do I
have to do, hold your hand?):
1: Teleport to Earth. In this cavern, there's a weird
section of earth that looks like a fanged mouth. Use the
Digging Tool on it to get the Rock Salt.
2: Teleport to Fire. Pick up the Empty Gourd from the bench
next to the furnace.
3: Teleport to Water. Use the Rock Salt on the cylindrical
gadget next to the pier. This'll grind it fine, turning
it into a bag of Salt.
4: Go to the end of the pier. Use the Salt on the water.
This will kill a previously unseen sea monster, and
Hana, of her own violition, will dive down to get the
Water Crystal. In the process, she'll break the Digging
Tool. She'll surface and climb back onto the pier.
5. Use the Empty Gourd on the water to fill it. Now you have
a Salt Water Gourd.
6: Teleport to the Water Garden. Be careful of the demons,
and Use the water wheel by the save point. This will
desalinate the water in the Water Realm, turning it fresh
again (just how much salt did you dump in there?).
7: From the garden, teleport to Gold. (You didn't teleport
straight there from Water because, well, you needed to
use the water wheel anyway, and if you teleport into the
garden from Gold, you'll materialize with demons on either
side of you. It's not a good time.) Use the Salt Water
Gourd on a section of the "mud" here to form a plank.
8:
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PUZZLE: Golden Platforms
This is simple. Watch the pattern and move. If your feet
touch the "mud," you'll take a hit; dying here means Hana
gets changed into a gold statue (or, if you prefer, she gets
"Midasized"). The only tricky part of this comes with the
upper right-hand platform, which is out to screw you over.
You'll need to alternate between it and the middle platform
a couple of times before you can move on.
Also, take note of the platform at the top center, which
connects the upper-right and upper-left platforms. This
platform appears twice during the main pattern, and the
*second* time is when it appears in conjunction with the
upper-left platform. Watch for that; it's probably the
single most irritating thing about this particular puzzle.
For all of this, you'll receive an Empty Goblet and the Gold
Crystal. With the Gold Crystal in your hands, the puzzle
deactivates, and you can cross it safely.
============================================================
9: Teleport to Water. Fill the Goblet and Gourd with fresh
water from the pier.
(Optional: from Water, teleport to the Water Garden and save
your game. The further along you get on this level, the more
demons show up and the more frenzied they get. Right about
now, I started saving my game every time I accomplished
something, but I usually had to waste two or three demons to
do it. The Water Realm is also the single safest place to
teleport back to the Garden from, as the Water Garden is
the only place in the Twin Juniper Gardens where demons
aren't hanging out right on either side of the teleport
square.)
(Furthermore, at this point, you can officially consider
the save points in the Water and Earth Gardens off-limits.
To quote one of the gamefaqs.com FE2 board regulars, the
demons are "goal tending," which is as good a way to put
it as any. Your best bet for a save is to cautiously proceed
through Water to the main hall, blowing away demons as you
progress, and save your game in the gazebo.)
10: Teleport to Fire. Stand on the center tile and Use the
Fresh Water Goblet. One of the flames behind you will
flare up. Step into it and only it--it can't hurt Hana
now--and Take the Fire Crystal.
11: In Fire, note that the furnace is now lit. In order, Use
the Empty Goblet and Broken Digging Tool on it; you'll
fix the Digging Tool.
12: Teleport to Earth. Back where you found the Rock Salt,
Use, in order, the Digging Tool, all three Crystals,
and the Fresh Water Gourd. If you were wondering when
the element of Wood came into play, there you go. You'll
receive a Diamond.
13: Teleport to Water, then back to the Water Garden. Three
more demons will try to stop you on your way out, so don't
get too complacent.
14: Head to the gazebo. Use the Diamond on the wooden doors,
and you've passed the Elemental Challenges. Hana walks
into the light...
============================== Part Eleven: Past Imperfect
The past isn't dead. It isn't even past.
-- William Faulkner
I enjoy using wildly inappropriate quotes for stuff like
this, or at least quoting "high culture" when discussing
"low culture." This level is the hardest part of the game.
Glas, wandering in the fog, has a flashback. Suddenly, he's
in military garb, short-haired, and barking orders into a
headset. Wherever he is, it's a while ago, and he's back in
the middle of something violent.
As usual when you're suddenly thrust into a new situation,
take a minute to examine your inventory. You've acquired a
Grappling Hook, your ammo supply has evened out some, and
you've got an EMP.
Cautiously creep towards the screen, past the inactive mech.
There are two guys standing on the mech's other side, and...
============================================================
Enemy: Flashback Soldiers
...I'll take a moment to discuss the nigh-complete bastardry
of all the soldiers in this stage. They can do evasion rolls,
just like you. They can also absorb a wildly ridiculous
amount of punishment... just like you. As a general rule, the
assault rifle or shotgun both work well against them, although
prohibitive amounts of ammo are required. Another useful
tactic is to get out a flamethrower and hold down the
trigger on them, following their rolls and hitting them
as they stand back up. Either way, you'll need to be careful.
This stage is your last chance to get any sneak kills, so
take advantage of that as much as you can.
Incidentally, Glas has an Arc Taser, but these soldiers are
apparently insulated; the Taser doesn't bother them at all.
(In Hard Mode, the flashback soldiers' resiliency shoots up
to ridiculous levels. They aren't any more dangerous, per
se, but you'll probably be struggling for ammo throughout
the entire stage. Consider using the rocket launcher, grenade
launcher, and Uzi against lone soldiers, the better to
conserve ammunition for your more useful weapons.)
============================================================
Open up on these two with your rifle. It'll probably take
you a full clip, but try to follow them when they roll
out of the way. With a little luck, you can catch at least
one of them by surprise. When they fall backward shooting
into the air, they're dead. One has a Gate Key, so grab
that. Also, check around the parked forklift on the
right-hand side of this room for a SS 2000. You'll be
getting boatloads of flame canisters on this level, so you
might as well get to the settin' on fire.
Head out the door those two were guarding. There's a mech
coming right for you, so ready the EMP and fire the moment
it comes onscreen. While it's stunned--which won't be for
long; have I mentioned that the EMP is a gyp?--run past it
and use the Gate Key on the door.
Through this door, you'll find two guards. The one you can
see has a rifle, and you can pick him off from here. The
other has a flamethrower, and will casually attempt to creep
towards you, for he is an idiot. Shoot him as he does so.
There's only one door in here, and you can't open it right
now. Backpedal, and--hoo boy. The mech will crash through
the outside doors. The moment you regain control of Glas,
open fire with the assault rifle, and you should knock over
the mech. (Don't aim at the barrels. Just shoot.) Glas will
use the mech to climb to safety.
Up on the rooftops, there's one guy in front of you with a
flamethrower, and a second hiding in the shadows behind you.
Take out the one in the shadows first, and then you can
leisurely riddle the other guy with bullets. There's another
SS 2000 hidden in the second guy's hiding place. Use the
Grappling Hook where prompted to swing across to the next
rooftop, where two more riflemen and another flamethrower
await their gruesome deaths. Give it to them, then Use the
corner where prompted to jump across.
On this rooftop, there's a gridwork of fifteen fans in a
row. The one in the dead center stops occasionally.
Cautiously make your way across the fans and Use it while
it's stopped. Note that the fans will chop you up if you
step on top of one of them, and that if all the fans stop
at once, that's the background animation restarting; it
isn't a pause in the fan pattern. When you reach the center
fan, Glas will drop down a ventilation shaft into a warehouse,
where he'll grab a C4 charge. There's a save point here.
Outside, you'll climb into a thoughtlessly unattended mech.
Unfortunately, you'll then get into a fight with another
mech, which is an exercise in frustration. Open up on it and
any stray soldiers with your chaingun, and just try to be as
accurate as you can. It will die... eventually.
(It is possible that something's up with the PAL edition of
FE2, as two Australian readers and one British reader have
written in to tell me that the mech in this part stubbornly
refuses to die. If that's the case with you, then you can
also run for it; shoulder your way past the other mech and
book it down the alley.)
Once it does, turn and run down the street in the other
direction. A helicopter will open up on your mech, but it
can't do much damage unless you stand still and let it. Keep
moving, whatever happens, until you see a ladder. Glas will
automatically abandon his mech once you reach it, and you'll
be back on the rooftops with a helicopter shooting at you.
Glas seems to attract these kinds of situations.
Fortunately, this time, there's none of that stupid "shoot
the flags down" nonsense (okay, Glas, if you can shoot a
flag off its pole, why can't you shoot the gunner in a
helicopter?). Run over to the raised object next to Glas.
You can't Use it, but that doesn't matter, because Glas
will eventually use it of his own violition. It's an
anti-aircraft gun, and he'll shoot down the helicopter.
After that, he'll swing across the rooftops again, and wind
up behind a pair of soldiers. Kill them with all due speed.
One of them has the Utility Key. Use it to open the nearby
trap door, and hop down behind another soldier. A Crowbar is
your reward for killing him.
Open the nearby trapdoor again. Glas will come up behind yet
another unwary soldier. Kill him. The nearby door will let
you back into the first room of the stage, with a soldier
right nearby and two more coming. Save your game here after
the ensuing bloody fight.
Outside, where the mech was, two soldiers are standing
guard. Take 'em out. Two more are inside the hangar where
the mech ambushed you, and the locked door in here can be
opened with the Utility Key. One more guard is behind it
with his back to you, just asking for a sneak kill. Do it,
and exit through the trapdoor.
Glas will set the C4 and run for it. The explosion totals
large chunks of the base, and puts you in a bad situation.
Wait for the screen to finish scrolling forward before you
move, or you'll have to do everything over again. Note the
presence of a save point right near here. You've had a
long-overdue Rush Moment.
============================================================
PUZZLE: Electric Maze
This does look completely impossible at first, but careful
study will show you how to do this. The electrical arc
always flashes at specific patterns--large flash, pause,
half-flash, half-flash, pause, large flash, and so on--and
the half-flashes follow the lines drawn on the floor.
Study the floor during large and half-flashes. There are
small bits of wreckage, scattered on the floor, which aren't
conducting electricity. You need to make carefully timed
dashes towards them, wait out the flashes, and move
carefully from wreckage to wreckage. This is frustrating,
and allows for almost no margin for error, but it can be
done. The bigger your television is, the easier this'll be.
============================================================
When you get to the door, pull out your EMP and Use the Gate
Key. The moment you're through the door, hold down the X
button and fire; there's a mech breathing down your neck. As
the mech is stunned, hit Square to change weapons and wax the
one soldier in here. When he falls dead, change back and fire
the EMP a second time to put the mech back down. I make it
sound easy. It isn't. Now, Use the Gate Key to leave.
Boy, never a dull moment, huh? The next two rooms have three
soldiers each, two with rifles, one with a flamethrower. Gun
them down with wild bursts of whatever long-range weapons you
have left and, in the second room, find the door under the red
light. It may take a bit of exploring. When you do find it, Use
the Crowbar to pry it open.
Inside this remarkably sterile and peaceful laboratory, Use
the guy on the table. This is the cue for a lengthy cutscene.
When it's over, run for the gun on the floor, which is about
two steps in front of you, and you'll be done with the flashback.
You'll receive a Paper Doll from Glas' brother.
Glas materializes in the Elemental Gardens, by the Gold tier.
I've never checked, but I believe he has the same weapons on
him that he had before the flashback. While he can teleport
to the Elemental Realms the same way Hana did, there's no need.
Cautiously slaughter a few more demons and leave via the gazebo.
============
Part Twelve:
Final Exams
============
All of those esoteric items Glas and Hana have been picking
up are about to come in handy. Each room they enter in these
tests has an emblem hanging on a door somewhere. Use the
item that you have which looks like that emblem. In order,
on each floor, you'll Use the Bell, Phoenix, Chinese Fan
(you actually Use this on the first two squares of the floor
puzzle, which makes it the exception that proves the rule),
Paper Doll, Mirror, Bravery Medal, Hair Pin, and Peach (and
how that Peach has remained unsquashed after all of the
things Glas has been thrown off of, I'll never know).
===========
First test:
Hana will play an ancient Chinese version of "Simon." There
are eight steps, all of which are pressed fairly slowly.
This is a hard test to fail.
(On Hard mode, this test starts with three button presses
and goes as high as eight, all of which are totally random.
I recommend watching the pattern and writing down the number
of the buttons as it goes, then putting it in. Otherwise,
this gets real tricky. I always did suck at "Simon.")
============
Second test:
Glas will encounter the pasty white woman in the cheongsam
again. She challenges him to a child's game. You have to
beat her to the dragon's eye.
This is one of those games that's so easy that it's actually
difficult. In short, try to roll high at the beginning, then
try to roll low when you get near the end. Whatever you do,
try to stay just behind or way ahead of the Immortal's pip;
she has a nasty habit of rolling *just* what she needs to
knock you back a few spaces. If you lose, you can try again.
And again. And again.
(On Hard Mode, the computer rolls high with irritating
consistency, but isn't as good as rolling just what it needs.)
===========
Third test:
This is the last real puzzle of the game, and it's a doozy.
============================================================
PUZZLE: Floor Tiles
This is the one that made me beat my head against the table
and go looking online for help. I wasn't able to figure this
out given the clues provided; alert reader Michael Piatko says
that the "safe" tiles are the ones marked with the characters
on either side of the exit door, and the "bad" tiles are the
ones that match the characters on either side of the entrance
door. Alert reader Jamie Talbot writes in to contradict Piatko,
saying that it's the other way around. Note to self: learn
friggin' kanji.
In any event, here's the solution to the puzzle, courtesy of
Kevin Kaelin's FE2 walkthrough at www.gameshark.com. You
need to step on the tiles in a certain order, or you will incur
wounds. (Incidentally, you get a Rush Moment at the beginning
of each new test, from the character switch, so don't worry
too much about damage.) Whenever you step on one of the key
tiles, you'll hear a faint, shallow gong sound.
Think of the puzzle this way, like a grid:
+-1-2-3-4-5-6-7-8
A | x x x x x x x x
B | x x x x x x x x
C | x x x x x x x x
D | x x x x x x x x
E | x x x x x x x x
S
The solution to the puzzle then becomes:
S, E4, D4, C4, C3, C2, C1, B1, A1
retrace to C4
C4, B4, B5, B6
retrace to E4
E4, E5, E6, E7
retrace to E4
E4, D4, C4, C3, C2, C1, D1
retrace to E4
E4, E5, E6, D6, D7, D8, C8
retrace to E4
E4, D4, C4, B4, B5, A5
Clear.
Boy. Didn't *that* suck. Onward.
============================================================
============
Fourth test:
Glas must choose between his brother and his father. It's a
trick question; either way you play this, you have to fight
the Teleporting Demon From Hell.
============================================================
BOSS: The Teleporting Demon From Hell
In most ways, this guy's identical to the teleporting demons
from the Elemental Gardens, but if he gets close, he'll
exhale flame instead of clawing at you. This isn't a true
"boss fight," in that there's no life meter, but this demon
can take all the love you have to give. After using up three
rifle clips and three Uzi clips on him, then dying, I
switched to the rocket launcher. *That* did the trick in
about five shots (eight shots on Hard Mode).
============================================================
===========
Fifth test:
Did you cap any of the cowering guys in jumpsuits, back in
the aqueduct? If you did, o/~ you're in trouble... o/~ One
of the Eight Immortals was apparently masquerading as the
guy who gave you the first Mirror Fragment, and he objects
to your shabby treatment of his brethren, as do I, to his
face. Fortunately, I'll be caving in his face forthwith.
============================================================
BOSS: Immortal
What's-his-face will teleport from corner to corner in his
room, moving fast and not staying in one place for long.
When he does stick around, he'll raise his sword and throw
purple lightning at you. If it doesn't hit in that initial
blast--I'm not entirely sure it *can* hit--it collects at
the center of the room and sweeps around counterclockwise.
You can dodge it without much trouble.
The big problem in this fight is that the Immortal has
decreed that he's immune to your weapons. You have to get
up in his face and kick him to death if you want to get this
done. You can do this, regardless of how bloody stupid an
idea it seems to be. Run in when he raises his sword and
kick him a couple of times, then dodge and repeat.
(I was able to beat this Immortal on the first try in
Normal mode, when a single kick skims about a tenth off of
his life meter and the lightning does about as much damage
as a gentle slap. It was, I should note, a close call. You
can safely assume that the Immortal is far more dangerous
in Hard mode, just like everything else.)
All things being equal, the Immortal is probably the second
easiest boss in the game besides Spooky. However, given the
restrictions he forces you to operate under, I'd just as
soon avoid this fight if I can; it's not like Uzi ammo is
all *that* valuable.
============================================================
If you spared all of the technicians, he compliments Hana
on her compassion (either he didn't watch the opening cutscene,
or he didn't much care for Leung either) and lets her pass
without further incident. Needless to say, this is why I was
encouraging you to leave the technicians the hell alone.
===========
Sixth test:
Why is it that more of Glas' tests involve mortal danger?
Glas must now face his ultimate enemy...
============================================================
BOSS: Royce Glas
Evil Glas, or at least Considerably Less Morally Ambiguous
Glas, is really just you with more ammunition and a bigger
health bar. He alternates wildly between rolling grenades,
shooting rockets, and opening up on you with his assault
rifle. He's used the flamethrower on me, too.
Treat Glas like a particularly tenacious normal enemy. Most
any weapon will wear away quite nicely at his health bar. If
you're quick on the control pad, the only thing you have to
worry about is his assault rifle, and even that's only minor
damage. Use the pillars for cover, sneak up on him, and let
him have it. Some of the tactics you developed to deal with
the rolling soldiers in the flashback will come in handy here,
since Glas rolls around a lot if you get the drop on him.
If you hit him with an SS 2000 volley, Glas will roll to avoid
it, and you can just track him from roll to roll until the
flame runs out or he dies.
============================================================
=============
Seventh test:
We get a glimpse of the deaths of Hana's parents (complete with
some nice synchronicity with FE; do you recognize the doll?),
her first meeting with Madame Wu, and how she met Rain. The
ghost from the Queen's Tomb offers her a choice: Rain, or her
parents? The life that might be yet, or the life that could
have been?
I haven't picked Hana's parents. Rain seemed to me to be the
natural choice, and as I didn't get killed or get into a
fight, it would seem to be the right one. The Immortal will
warn you that you've picked a path fraught with sorrow, and
send you on your way.
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