Parasite Eve 2

Parasite Eve 2

14.10.2013 08:43:38

English

--Zeg makker, nu gene zever, he. Wilde rap zaain of nie?

P A R A S I T E E V E 2

S p e e d G u i d e
(2:00)

By V. Merken.

-_- Update history.

This is the alpha version, so no updates yet.


:) Welcome!

What is there to say? Another survival horror title has hit the shelves, so
here I am to please your hungry minds with a speed guide for it... simply love
this kind of game (and soon there shall be Dino Crisis 2.. oh yeah). Use the
guide to quickly unlock all the secret replay modes, such as Bounty Mode,
Supportless Mode, etc.

I must say that Parasite Eve 2 has pleasantly surprised me; it's definately a
LOT better than the original Parasite Eve. The graphics and music (which is
awesome, actually) are up to par with Capcom's Resident Evil series, and there
are some nifty puzzles in there, as well. Gameplay is quite good and fun, and
this time round, Aya's Parasite Energies are a lot more balanced (no more
'Liberation'!). And you get to rush it like any good RE romp, just the way I
like it. Kudos, Square!

Now please keep in mind that this guide is a bit less userfriendly than JL
Lee's excellent FAQ. Only the shortest route and essential pickups are given,
and I'm not telling you when to save (in fact, don't save at all :) , or how to
manage your inventory. I'll leave those tasks up to you. Anyway, let's get
going...


^O^ The walkthrough////


September 4 2000, 20:18 MIST Center, Los Angeles.
--------------

First off, notice how you can skip almost all cutscenes and dialogues pressing
the START button. Do so to eliminate the intro sequences and quickly exit the
talk with Pierce. I won't mention the START button bit much anymore, as it
would pollute the walkthrough, but keep in mind to press it whenever you can.

Of course, if this is your first game, don't press START at all, or you'll miss
out on the story...

((OPTIONAL: If you're still a bit unfamiliar with the controls, spend some time
here in the practice range. Levels 2 and 4 are recommended for developing fast
reaction and running skills. Target practice may earn you a little something,
too: try to get high scores for each level to earn 100 (moderate score), 200
(high score) or 300 (perfect score) Bounty Points (or BP, PE2's unit of
currency).
If you score 200BP on a certain level, Jodie will have some extra items for you
to collect at the armory. Levels 2 and 4 earn you a Medpack and a Lipstick,
respectively.))

Run outside the target range and exit through the double doors in the next
rooms. Turn right and run forwards. Once the screen goes black, hit Start to
shut up Pierce, then go out to the Garage. Enter the nearby Armory and talk to
Jodie. You soon notice that she has nothing important to say or to sell, so
terminate the conversation quickly.

Once back in the Garage, run to Pierce, who stationed himself near Aya's car.
Tell him that you're ready to go, then press START to skip the CG cutscene.



September 4 2000, 20:56 Akropolis Tower, Los Angeles.
---------------

After another CG cutscene, we find Aya outside Akropolis tower, and judging
from all the chaos going on, something fishy must be going on...

In the following *very impressive* sequence, simply walk (running's disabled)
until the computer puts Aya on autopilot. This happens three times, of which
the first and third can be skipped. Once the walk's over, press START an
additional two times. The mission has truly begun...

You should be outside the elevator now. Turn left and head for the central
plaza. Tap START, run straight ahead and tap START a second time upon spotting
your very first NMC (Neo Mitochondria Creature). Continue straight on to enter
the second elevator hall.

Run along until a wounded SWAT officer orders you to stop. He'll give you the
Cafetaria Key as a survivor might be down there. Go back to central plaza and
march down the small flight of stairs. Aya will notice something, but don't go
down yet.

First, run to the front of the large statue, pick up 500 9mm rounds and go down
the left staircase. You'll see a NMC attack a badly hurt SWAT officer.

We better help him out, so draw your M93R. This biped type NMC is easily
defeated, as it can only attack at close range, using a head swipe. Thus your
strategy's easy: shoot until the 'walker' attempts a head swipe, then run away
and continue pelting it.

Once the Walker's history, hurry to the cafetaria door and open it. The dying
SWAT officer was doomed, anyway. Inside, run straight ahead. The college girl
you bump into is rather silent, and soon you find out why: she transforms into
a larger version of the Walker NMC you fought outside, and gets ready to feast
on Aya.

She's incredibly easy to beat, fortunately. Simply position yourself behind the
nearby table and use the Fire PE three consecutive times to beat her down.
Don't worry, you'll get a full MP refill after the fight. If she's still
standing after the inferno, finish the job with the M93R. Once she's on the
floor, examine her body to find the mysterious Infusion Part.

Once you've got the part, a very nice cutscene ensues, reminding me of good
ol'Barry and Jill in Resident Evil (there are a lot of RE pointers in this
game. Hopefully, no Capcom executive'll ever play it). Let Rupert take care of
business in the cafetaria, you better head for the phone in central plaza to
alert your superiors. Two Walkers will annoy you slightly while getting there.

((A good way to speed up the game is during battles: try to fight close to the
place you need to be next. Once the final foe is down, you still have a
fraction of a second to turn around and face the exit or whatever before Aya
starts reloading.))

After the phone-in, descend the right staircase to the east patio and shoot the
single Walker there (for some reason, this guy's very receptive to critical
shots (twice the damage)). Unlock the gate leading behind the cafetaria and
enter the back door.

Take out the horde of rats roaming the floor (they're sitting ducks, just aim
and fire) and open the key box for a Blue Key. Enter the door to Aya's right.
Here, use the Blue Key in the correct slot at the switch panel. This should
unlock the escalator in the east patio, so return there and go up the escalator
(tap START).

Two walkers guard the observatory. Dispose of them, and pick up the Tactical
Vest from the dead SWAT member. Immediately equip it and fill the attachments
with Lvl. 2 Medicines, GPS and 9mm ammo. Go down the other escalator.

Once down, you'll see two corpulent ANMCs (Artificial NMCs), aka 'Fatties'. Run
up to the first and use a single burst of Fire PE for 140+HP damage, then shoot
rounds until he drops (packs quite a 'punch'). Use two Fire PE bursts on the
other Fatty.

Once they're out of the way, you'll hear the heavy thud of a Magnum round
inside the nearby chapel. Rupert's in danger! Before heading in however, run
down the aisle to find another dead SWAT officer. Search him for the SP5A5 and
equip it.

Go inside the chapel and press START to save Rupert who was attacked by a yet
unknown person. Don't worry about him or the Red Key lying on the floor, simply
run to the west wing of the chapel to start a cutscene, which ends with Aya
going through the side door.

You're in a small garden. Run behind the statuette and check the door there
twice to get a Black Card. We'll need it as an important timesaver later on, in
Disc two. Once the Black Card's yours, return to the original exit. Four Giant
Caterpillars will attempt to weave Aya into a cocoon. Get them out of the way
with the SP5A5, and use a burst of Fire PE if several of them are aligned
(induces Burn Damage on the poor little devils).

Exit the chapel and slay the Rats and Moths outside. Don't let the Moths touch
you as they induce Darkness, which is pretty annoying. Like the Rats, Moths are
sitting ducks, but they're a little swifter than their groundbased cousins.

Go through the broken gate. There's a bridge that needs to be raised, but you
need to enter a code first. Here's a lucky guess for the code: *561*. Shoot the
Piranhas, who seem to miss their natural environment. A small incident later,
you're ready to enter a crushed steel door.

You've heard that beeping noise before, near the statuette outside the chapel:
another timebomb! Better leave quickly, but first, shoot the dying NMC near the
door. After this, max out Aya's health bar and activate the Water PE 'Healing',
which maxes out your MP as well. Check your ammo: you should have about 240
bullets left.

Go up the stairs, and prepare for a whole lot of "Clink-Clank-Clink-Clank" as
Aya runs along the building, only to find an empty spot where ought to be an
elevator. Clink-clank all the way back until the unknown man that attacked
Rupert makes his entry. START to skip the discussion.


Boss Fight: Unknown Man, part 1.

It is imperative that you avoid the Unknown Man's flaming sword attacks, as
they do lethal amounts of damage. Stay relatively close; if not, the Unknown
Man will fire a Rocket causing Paralysis when it hits.

As long as you keep the above pointers in mind, the fight will be fair. Empty
your SP5A5, step back a little, reload and repeat. Once your near an electrical
wire (Aya will recognise these as a target), run a greater distance and lure
the Unknown Man to charge at you.

Once he's close to the electrical wire, shoot. This not only nets you 180+HP
damage, but it'll also paralyse your foe temporarily, making it an easy target.
Two electrical wires and about 200 bullets later, the Unknown Man's history.

Head for the now-present elevator and tap START to end the Akropolis mission.
Check your watch: 0:09.



September 5 2000, 01:44 MIST Office, Los Angeles
----------------------

A lot of cut-scenes later, Chief Baldwin'll show Aya 4 confidential files.
Skip-Read them all (CIRCLE-TRIANGLE-DOWN-repeat) and start pushing START until
you're back checking the Sedan trunk in the MIST training center.

You'll notice that the Tactical Vest and SP5A5 got replaced by a Medipack and
Attachment Pocket. Oh my. Pick up the Lvl. 3 Medicine in the medicine cabinet
inside the garage, then go see the trunk again. Discard Lvl. 3 Medicine, Aya's
useless Baton and any other items. Only keep a few Lvl. 2 Medicines and a Lvl.
1 MP medicine (you should've received this item at the Akropolis Tower).

Talk twice to Pierce and you're off to the next big mission...



September 5 2000, 12:13 Mojave Desert, Nevada
----------------------

Pick up 9mm rounds from the ammo box near Aya's car and run through the gate
leading to the central courtyard. This is an important branching point with
three exits; one back to the gas station (where Aya's sedan is), one to the
garage (with a well outside) and one to the residential area.

There's no free sightseeing yet, as a NMC 'Horse' is on the loose. These
creatures are easily beaten once you know the trick: pop a few shells to lure
them into a charge (or simply wait for it), then quickly step aside as they get
close. If you did this near an obstacle -like a wall-, their attack will miss
and they'll knock themselves out against the obstacle.

This is the moment you've waited for: once down on the floor, they're an easy
-and large- target and your shots will critical 80% of the time. Dealing with
multiple Horses is a bit trickier, but more about that later.

Once you've dealt with the single Horse in the central courtyard, head for the
garage (look for a small fence next to the ice box). Enter the door in front of
the well to face an unchallenging car puzzle. Run to the back of the garage
until you can hear a tool drop on the floor, then push the third lever on the
flickering panel.

Return to the now-activated console in the earlier parts of the room and press
the UP and TURN buttons. This will enable you to unlock the shutter behind the
car and open the small fence next to it. One last press of the TURN button at
the console and you're ready to exit through the shutter and meet up with Gary
Douglas.

When meeting new people, first impressions are important. Gary hasn't quite
grasped the principle, as he likes to wave shotguns at people when saying
hello. Maybe it's local courtesy, or he might a relative to Harry Kendo, don't
know. Anyway, making up for this little mishap, Gary kindly offers Aya the Room
6 Key and advises her to get a little rest.

Since there's nothing left to check out, might as well follow his advice.
Return to the central courtyard and fight off a surprise attack by a bunch of
mutated Scorpions. Like the rats, these are easy targets, but don't let them
get too close and sting Aya. Moreover, don't run over decaying scorpion goo as
it not only takes away health, but stuns Aya as well.

Once the fight's over, go to the residential area. Two Horses are here, and
it's perfectly possible to fight them one by one. There's not much moving
space, so watch out. When the fight's over, go up the staircase. Three Walkers
guard the walkway, but you know how to handle them by now, right?

Do so, and enter Room 6. Check the small cabinet for some 9mm rounds and go to
the outside patio, notice the rope ladder and climb down. Run straight ahead to
surprise a couple of Horses digging a hole under the watertank fence. The
battle starts and you'll probably have an easy time defeating the duo, but
surprisingly, the fight doesn't stop there.

Run around the hole until you see a control panel. Pull the swich to open a
gateway. You need to reach that gateway in about thirty seconds, but two more
Horses will have entered the premises. They'll most probably clobber you twice
before you make it to the gateway. Don't worry about it, simply wait for the
Horses to follow you inside the fence using the hole their compadres dug
previously.

Use the "lure, crash, shoot'em-while-he's-down"-technique and you should be
fine smashing your foes. In total you'll fight an additional six Horses, but no
more than two at a time. Climb the ladder that's dropped afterwards and meet
Kyle Madigan. Skip cutscenes and pull the nearby switch to open the gateway
permanently.

Climb to the top of the watertank and search the dead body for a Saloon Key and
Lvl. 1 Medicine (use it when needed). I must say that the soundeffects are
extremely appropriate here... was almost searching my bedroom for horseflies.
Go down to solid ground (offing the Scorpions' surprise attack) and unlock the
door leading to the Saloon's supply room. A couple of bugs are hanging from the
ceiling, so point up your gun and exterminate the little pests.

You'll receive a Flashlight for your trouble, which'll be useful later on. Now
run up to the fridge and grab the Coca-Cola(tm) magnet (I would've preferred
Pit-Cola from our local brewery in Belgium ;). By now, you should have
sufficient EXP to level up your Fire PE. Do so.

Exit and head for the small gate at the other side of the fence. After a tight
walkway, you'll meet a Horse. Even though there's not much room, he won't hurt
you, because you deck him with a blast of your Fire PE and shoot his remaining
lights out. After the fight, press the intercom and talk to Gary.

You may now use the Coca-Cola(tm) magnet to obtain the garage key, which opens
the locked door. Inside the garage, go to the place you met Gary previously.
Exit through the door and say hello to his dog, a happy little fellar. Enter
Gary's caravan, and talk to shotgun man about the shelter, he'll send out his
dog to guide you to the well, which is closely linked with the shelter.

Before you head off, though, buy the PASGT armor and equip it -HP recovery's
just too good to pass up. Attach Lvl. 2 Medicines, GPS, Lvl. 1 MP Medicine and
Flashlight, then exit. Gary's dog, Flint, will lead you to some Rope with a few
Scorpions on the ambush as you pick it up. Get them out of the way and continue
through to the well. Tie the Rope (to the well) and go down.

In the dark hallway, you'll be bothered by a few bats, but they're no problem
at all. Go up the stairs. Pull the switch you can see at the back of the room,
and use some EXP to 'awaken' the Metabolism PE which maxes out your MP. Now run
along the corridor.

A giant NMC 'Spider' will attack. It's got a partial cloaking device, done with
a great-looking special effect. With only your M93R at the ready, this could
have been a hard fight, but you've got your Flashlight at the ready. Use it and
cast Fire PE multiple times until the critter's dead.

Now run to the end of the basement corridor until a second switch is reached,
which you'll activate, of course. Go up the ladder and dispose of the little
explosive crawlers in the shop. Check the back of the shop for a bottle of
Coca-Cola(tm) and a Lvl. 3 Medicine.

A door is hidden in between the merchandise. If you go in, you'll see a couple
of Horses snoozing. Use your remaining bullets and Fire PE to finish them off.

Enter the second door on the right and go to the back of the room. Inspect the
hinges of the cupboard closely... you could remove or loosen them if you had
the right tool, so you need to head back for Gary's trailer and ask if he has
anything useful.

So, return to the shop, unlock the front door and hey, we're back at the gas
station. Refill your bullet supply and throw superfluous items in the trunk.
Mmm, this sedan surely is a beauty, would hate to see something happen to it...
;). Now take the usual route via central courtyard to Gary's camper and ask
permission to borrow his hardware. He'll agree.

Head back to the truck room and investigate the racks at the back to find a
monkey wrench. Return to the room with the mysterious cupboard and put Aya's
brawn into action. You now have access to the adjacent room, so enter. A few
steps later you'll be hearing familiar laughter...


Boss Fight: Unknown Man, part 2.

Much easier than part 1, all you need is your Fire PE. Just position Aya in any
corner of the room, and wait for the unknown man to lunge at her. Immediately
use the Fire PE for 200+HP damage (don't stall for too long, or the unknown man
will block 90% of your attack), and go to another corner. Repeat. If you run
out of MP, use the Lvl. 1 MP Medicine. Six blasts later, he's history.

A few FMVs later, it's dark all of a sudden...



September 5 2000, Night...
--------------------

Aya'll team up with Kyle, who has about 100HP (wheenie). When he hits ground
zero, the game is over, but it'll never happen (unless you're really, really
clumsy). It's time to blow this popstand and head for the Shelter, so let's
return to Aya's car at the gas station.

But oh me oh my, a bunch of 'Rabbits' totalled the sedan! Aya's beautiful car
(and she hasn't finished the downpayment yet) is history! As you (and Kyle)
finish off the Rabbit horde (sitti- err, jumping ducks), you realise that
you're stuck, unless...

...maybe Gary'll lend his truck? it's worth a shot, so go to Gary's camper.
Outside the camper, you'll be ambushed by two mini Spiders. Negotiate their
claw swipes using well-timed shots, and take advantage of their cloaking breaks
to recharge your gun.

Beware though, a full magazine is needed to take a single mini Spider out. In
an emergency, resort to fire PE for cheap damage. With the mini Spiders out of
the way, enter Gary's camper.

Talk about the truck and how you need to borrow it (Aya: "Please, Gary! I'll do
*everything* for you..!" Gary: "Hmm, well, it's been mighty lonely since I
mistook the wife for an intruder and grabbed my shotgun..."). Gary won't
object, but the truck's out of gas, so he gives you a Reception Key.

If you're wondering how this key will get us the needed fuel, I am too. Go to
the residential area and clobber everything on your way. Enter the Reception
-Aya'll unlock the doors automatically, as she has been doing for the entire
game-, and prod the cash register.

At the keys, press -from the top of your head- #3033TOTAL to open the till and
receive the Bronco Master Key. This little gizmo unlocks everything for you, so
exit and climb the stairs. No time for showers yet, just continue to the back
of the walkway and unlock the double doors previously sealing off the Bronco's
storage area.

Yes! At the end of the room is a jerrycan, but unfortunately it's empty. We'll
deal with that later as three mini Spiders come crashing through the ceiling
window (pop quiz: which famous video game featured the exact same gimmick?
correct answers to vip@padua.org..). But as you've been hacking away at these
mischiefs for some time, they shouldn't pose a problem at all.

Check the gas station. Kyle has disappeared, but at least you get to refill the
jerrycan and ditch superfluous items. Report back to Gary, who's installing
solar cells on his truck. After a small conversation, it's really time to get
some rest, but first, buy the M4A1 assault rifle and as much ammo for it as you
possibly can.

Go to motel room 6. Should you meet any opposition, stick to the M93R for now,
as you're going to need the M4A1. Once in the bedroom, equip M4A1, Protein, a
few Lvl. 2 Medicines and.. that's it, really. Now quickly hit the sheets and go
to sleep. The following cutscenes have Aya dreaming about a little girl, so tap
START. Then comes the infamous shower FMV, and some of you might not want to
press START at this point.

((Nothing revealing really, did like the water effects and, guys, these polygon
models just get better and better, it's scary. Still, nothing beats the real
thing, and we have an Aya look-alike to vouch for that.))

Whatever you wish to do, you can't postpone the inevitable.


Boss Fight: Bunsen

Bunsen is hot. He's huge, has the cutest mating calls and likes to smash
things. He also has the lowest AI in the game -easily rivalling Rats, Rabbits
and Kyle. This means that beating him is like taking candy from a baby: easy,
but watch out or you might catch an angry bite.

Here's the strategy:

_____________ Key: X - shooting point-YOU
| | O - turning point-OPTIONAL
| _________|
|X | 6 - Motel Room 6
_______| | Bunsen B - Bed
6 | C| | S - Shower
S___| | Bunsen C - Gary's private camera system
B C| | (oops! never seen this, m'kay? ;)
_______/ | Bunsen
|
_______ O | Bunsen
| |
| | Bunsen
| |
|___|__________

The above map depicts the outside walkway while fighting Bunsen. Simply march
to the X and start shooting away. Meanwhile, your colossal opponent tries to
hit you by smashing the walkway floor, without success.

After a while, he'll resort to using his flamethrower (you'll notice this when
a small flame ignites). At this point, you have a choice: either take the
damage and keep firing (faster), or stop shooting and run to the turning point,
O. At O, turn around and go back to X.

Lather, rinse, repeat. Heal if Aya's health goes below 30, and should the big
log be tempted to grab you (maybe one, max two times), wriggle the controls
like crazy and he'll let go before attempting his fire attack. You'll still be
knocked off 20HP, but nothing you can't handle.

That's it. Stuff him with lead and watch the cool dying sequence, then return
to Gary, who's at the central courtyard. You can't take the ordinary route;
Bunsen wrecked it, but you can still take the ladder at the back of the motel
room.

Go through the Saloon to reach the residential area, and from there, the
central courtyard. Gary'll express his gratitude for saving Flint, and hand
over his Truck Key. At this point, Aya might as well have clobbered it out of
him ("I saw that camera, you perv'!"), but a freebie's always nice.

Okay, we're almost dust. Go to the shop at the gas station and use the
underground route to surface at the well outside the garage. In the process
you'll meet a few old friends, but nothing your fire PE can't handle. Waste as
little M4A1 ammo as possible, we'll need it later on.

Once at the well, it's smooth sailing to the truck, where Kyle'll be waiting.
Skip the dialogue and tell Kyle you're ready to go. A few scenes later, and
with about 45 minutes on the clock, it'll be time to swap discs.



September 6 2000, 00:06 On the outskirts of Mojave Desert, Nevada
----------------------

Aya and Kyle have arrived outside the shelter area. In the ensuing 'battle'
against eleven Horses (again, no more than two at a time), your partner's not
going to be much help, so take a few moments to examine the gaping hole near
the fence at the back of Gary's truck.

You're going to abuse this natural resource to the fullest. Simply stand in
front of the chasm, wait for any Horse to charge, then move to let it die a
horrible death (because it wasn't packing bungee cords now, was it?). Once the
'fair fight' is over, head inside the cavern.

Here, continue straight on while duking it out with Horses, Moths and Rabbits.
Sooner or later, you'll see a crumbled bridge preventing your progress. To pass
this obstacle, return to the only area you haven't searched yet (in the
cavern's main entrance, to the left). Push the trolley to obtain a large wooden
board and place it over the bridge.

A horde of Bats will attack once you cross it, but they're no problem if you
put some distance between Aya and them. Once they're dealt with, enter the door
on the right. Inside is a control panel, open it, then place the Plug in the
second slot (counted from above) and activate the power. This opens the gate
outside.

Check your ammo before going in. To be sure of victory in the upcoming fight,
you'll need about 200 5.56 bullets. If you don't have that much, equip the M93R
and use the ammo box to refill its supply.
Also, level up the Fire PE to max out on MP. Now you can go in.


Boss Fight: Super Horse.

The big idea here is 'move and attract'. There are 4 oil barrels here which
take 30HP before igniting (it's dark, but Aya has an auto-target feature). Now,
if Super Horse should happen to be in the neigbourhood while you light one of
them, he'll receive 400 damage, ending the fight (must be filled with
kryptonite).

With a certain future battle in mind, your task is to shoot all four barrels in
such fashion that they'll ignite next time you pop bullets in them. Super Horse
won't disturb you while you're at it in general. However, once you hear him
grunting (to announce an all-out dive attack) or charging by, start the 'move'
part of our big idea.

Once all barrels are prepared, the fun begins. Circle around one of the barrels
and 'attract' a dive attack. Once the attack starts, say the words:

"I am..."

While you're circling around, Super Horse grunts expectantly.

"...the Lord of..."

Super Horse lands playfully in front of the barrell. You take aim and blast
away.

"...Hellfire!"

Battle over. Get P229 and a second Jumper Plug, then watch in agony as Super
Horse mutates into... Super Zebra!


Boss fight: Super Zebra.

Okay, so Super Zebra's a lot tougher than a Super Horse. It's still a
Hipparion, with the same tricks and behaviour, only stronger and more
aggressive. So why change strategy? Use the remaining three oil drums to take
away 1200HP, and waste whatever ammo you have left to finish the job.

Now that that's all over, check the motorcycle, the lit wall next to it and the
bolts of electricity protruding from the wall. Go back to the room where you
placed the first Jumper Plug. Place it and the second plug in slots one and
four, respectively, and reinstall the power. Equip the P229 and get some more
bullets from the ammo box.

You can now press the switch on the motorcycle and exit through the lit wall,
hereby entering the Shelter. At the end of the corridor is an elevator, but
you'll have to battle one mean Spider before getting there.



September 6 2000, 00:11 B1 Level, Shelter
---------------------

The Spider's claw swipes are lethal, and it pulls them off fast, so it's very
fortunate that your P229 has a built-in Flashlight. Decimate your opponent with
a steady 'R2(Light)-R1(Shoot)-R1-R2-R1-R1-...' combo, with a 'R2-R1(Reload)-R2'
string thrown in at the appropriate moments. Great tactic? Tons of fun? You're
welcome. OR simply run away from it and lose 10BP, but gain 1MP. Your choice.

Go down the elevator and run straight on to a small clearing. Take the left
door here (marked 'STORAGE'). Inside is a small L-corridor and your first
encounter with the Shelter's security system. Luckily, the lasers are pretty
weak and quickly shot to pieces thanks to the P229's high critical rate.

Never mind the Rats and Walker in the room beyond, you only have to get across
to the sleeping quarters. A similar configuration of enemies pave the way to
the next exit, take them out if you're in dire need of EXP and BP (not likely).

You're now in the "Spine", lvl. 1. In the Shelter, there are two hallways like
this. You're going to see them a lot, as they give access to, well, everything.
As your weaponry is looking pretty bleak, better head for the door marked
'WEAPON'.

My kind of room, definately! First, refill your stock of 5.56 ammo and buy the
almighty (Thor's) Hammer. Attach the latter to the M4A1 and equip it. Trust me,
this baby's going to see some action, it's sooo good. Btw, noticed the card
reader next to the BP machine? Use the Black Card you got at Akropolis Tower to
open the gate, then unlock the door leading to the Storage area. This will
serve as a valuable shortcut later on.

Immediately return to the weapons room and get the SP12 from the back of the
room. There are also free refills of different types of ammo, but they're no
good for the battles to come. Back to Spine lvl. 1 it is.

Turn right and run down the walkway to enter some sort of desinfection area.
Run up 'til you see two doors marked 'IN' and 'OUT' and activate the control
panel in the middle. Proceed through the 'IN' door until you get to a telephone
and item box. Drop any superfluous items and pick up the 8 free grenade rounds.

Take the elevator down in the next corridor and and dispose of the Fatty by
showing him the power of a level 3 Fire PE. The security cameras are only a
small nuisance. Beyond lies the accessway to Spine, lvl. 2, and here you get to
meet a new type of NMC: the Seal.

These NMCs are only annoying when they attack in threes or more, which gives at
least one of them enough time to throw a bolt of electricity at Aya (can really
hurt when it hits). As long as they're underwater, Aya can't target them, and
they only surface when she stops running around for a while.

How to beat them? Since water's their element, try the Fire PE for enlightening
results, or use the SP12 shotgun with Firefly shells when low on MP. Good
timing and careful manoevering do the rest, so take the occasion to practice a
little.

Three more Seals swim around in Spine, lvl. 2, but don't attract their
attention; instead, take the first door on Aya's left, which leads to the
Breeding Room. You can easily avoid battle with the sleeping Caterpillars if
you stick to the outer edge of the corridor.

Now simply run along until some large, black ANMC stops you. Tap START, then
return to the Breeding Room. This time, the fight's unavoidable, and in the
process, you'll meet a new NMC species: the Blob.

Blobs are usually tiny, transparent dots crawling on the floor, looking very
similar to leeches. Don't step on these nasty bugs at all costs, as they
inflict Silence upon Aya and blow up to a much larger size. The sphere of light
they then emit after a small charge-up time isn't that damaging, but I'd stay
away nonetheless, as the silencing prevents you from using Heal.

They're also impervious to physical damage, so your only hope to vanquish them
are elementals attacks. If you aren't silenced and have enough MP, use the Fire
PE for one or multiple kills. In any other case, try the Hammer for 50+HP
damage a pop.

Go back to the desinfection area, and have a short pitstop at the item box.
Equip the M4A1 and liberate the Metabolism PE before continuing through the
'IN' door. There, you'll be surprised by a gas attack, but not to worry, exit
through the garbage chute behind Aya. Press START a few times, ending up at the
bottom of the waste disposal. Run straight ahead to awaken one helluva large
beastie.


Boss Fight: Sir Vac-a-lot, part 1.

A piece of cake, thanks to the Hammer. Sir Vac-a-lot has a whole range of
attacks, but if you stick to the chant efficiently, he only uses two. The first
is taking a deep breath, which can suck Aya in if she's not careful, and the
second consists of large acid drops being thrown at her.

This is the chant: you fire exclusively during the first attack form. Take some
distance from Sir Vac-a-lot, turn around and shoot 12 bullets while being drawn
in. Immediately follow through with 3 Hammer bursts for 300+HP damage. Once the
attack's over, reload.

Avoid the acid drops during the second attack, and don't bother about hitting
Vac-a-lot. After a while, he'll advance a little and the game starts anew. Keep
it up and he should be down very quickly.

There's a small possibility that Vac-a-lot will try something different during
the confrontation. It could be that he summons two Jackals (mutated NMCs that
laugh like, you guessed it, jackals). In that case, dispose of them quickly,
because if Vac-a-lot manages to suck one in, he'll be healed for 100HP.

Anyway, exit. However, you're not out of the woods yet...


Boss Fight: Sir Vac-a-lot, part 2.

An even bigger piece of cake. Run away until you reach a small gap, a doorlike
structure to the side. Step on the pressure-sensitive plate to raise a
platform. Meanwhile, Vac-a-lot closes in, but only uses breath attacks and
occasionally emits vapor clouds which are avoided by running to the left side
of the hallway.

Once the platform is up, cross it and lure Vac-a-lot to do the same. Step on
the nearby pressure-sensitive plate if he's on the platform to engage the
crushing machine and bring him to a rather miserable death. Well, at least it
saved you a lot of ammo.

Go to the exit and knock twice to escape -thank you, Kyle. After a small
conversation, he agrees to join Aya for a second time. Lead the way and descend
the stairs.

Your immediate goal is to reach the service elevator at the other end of this
sewage area, so spare no effort finding it. The route is straightforward and
pretty much linear. Notice that Kyle's packing a M4A1 with Flamethrower, so let
him deal with Seals and the like, whereas you meddle with the diverse kinds of
sewage mutants thrown at you.

Of these mutants, only one species deserves special attention, the Swipers. I'm
talking about this piece of goo on the floor, which starts swinging a very
elastic claw once you get too close. Their swipes are fast and do plenty of
damage, so don't take any risks; stay outside the swipe radius and fire away.
Could they be the first NMC experiments that lead to Fatties? Who knows? Who
cares?

Now, at some point you'll be stuck. There's a whole lot of water blocking the
way, and a Seal swimming around. Let Kyle take care of business as you inspect
the area... hey, a control panel! Unfortunately, it requires a pass number, so
try '18' and see if it works (it did? amazing :).

The next tunnel looks very similar to the one beneath the Bronco motel, and
indeed, both areas are connected. However, you're more interested in defeating
the Seal with a Fire PE (don't wait for Kyle) and going down the ladder behind
it.

Run straight ahead and open the door before another lone Seal detects you.
After this, reaching the lift is trivial. Go down and have a few words with
Kyle, who'll hand you the Yoshida card. Great, just what you needed to enter
the operation room previously blocked by that skinny black creature!

The elevator drops you off at B2. Run straight ahead and enter the door coming
up on the right to access Spine, lvl. 2 in which a Fatty2 and a Seal found a
welcoming home. You know the Seal by now, but the Fatty2 is a newcomer. Well,
he's basically a Fatty, same weaknesses and behaviour, but he's a bit tougher
and won't go down after one Fire PE. Still, wouldn't waste more than a single
shot on these guys, so bring on the M4A1 after the blast.

Head for the Breeding Room and avoid a fight there by clinging to the outer
walls, as we did earlier on. In the next corridor are some sewage mutants,
including a Swiper or two, but nothing you can't handle. The crawlers, of which
you target the head for loads of damage first, and only then can take out the
body, are spectacularly destroyed with the Hammer (570+HP damage).

A similar configuration is found in the Operation room, which you need to cross
for the next stop, the Laboratory (the door directly in front of you is locked
anyway). Here, the only thing of interest is the activated computer. Access it
(using the code 'A3EILM2S2Y') and get ready for a small pop quiz.

Answer three (very, very easy) questions, and tap START afterwards. As if by
magic, the phone'll ring. It's Kyle, who's at the Pod Service Gantry, urging
you to find him. Hmm, not a bad idea, but first, we need to update our ammo
stock, so we'll go meet Kyle after a little side-trip to the Armory.

Unlock the main doors to enter Spine, lvl. 2. Turn left and take the elevator
up to B1, after disposing of the three Fatty2s. Once up, turn right and *stick
to the wall!* go to the WAREHOUSE. If you don't, three mini Spiders will
attack.

From there, proceed to the Armory. You'll meet a Fatty2 (easy) and a lot of
Blobs (burn'em or Hammer'em down), of which one is differently colored and a
lot tougher, so watch out. You will get a lot of MP/HP for this one, though, so
it's worth the hassle. Oh, and there's a Medipack to pick up, as well.

We're back in the Armory again. Buy M4A1 ammo (max it out) and recharge the
Hammer. With the BP you have left, buy the Grenade Launcher and as much Burst
Grenades as you can. We're going to need this amazing trinket later on.

Okay, go to the Desinfection area again for a little pitstop at the item box
(Aya sure has to displace a lot of weight). Two Fatties later, you and Kyle
finally have that much-awaited rendez-vous. It's not that romantic, thanks to
the Rock Giant in the back, but who cares? The START button certainly doesn't,
so after pressing it, go to the control room and look at the security monitor.
Press the 'OPERATE' button at tags one (underground Parking area), three (lift)
and five (security).

Next stop: Shambala. Exit the Gantry and go to the lift you just unlocked.
You'll meet a few opponents underway, including the black, skinny ANMC, but as
Kyle's packing a MM1 super Grenade Launcher, why don't you let him take care of
business (and save a couple of bullets)?

Once down the lift, your MM1 wielding ally almost burns to death due to a high
concentration of mitochondria activity, so you'll have to continue alone. Wanna
check the clock? You should be at 1:20something. So, in accordance to the time
spent until now...



September 6, 00:30 Entering Shambala, Shelter
---------------------

A male voice welcomes you to Shambala(ssic Park) and after a small cutscene,
Aya's back under your control. Steer her to the right and go down stairs and
ensuing hallway. You're now at the west wing of Shambala. On the small, dusty
corridor, two Horses are asleep, but unfortunately, they wake up as you get
close.

Once you take out the first Horse, a small horde of Scorpions dig out of the
sand, so lock onto the second Horse asap and Fire PE it into history. Don't
forget about the scorpions, though. Should they hit you while the Horse is
charging... ouch.

Anyway, enter the shrine and turn left at the T-junction. If you want to access
the first generator, you'll have to solve the colorful slide puzzle in front of
Aya. Here's the gig:

Place the red tiles in a southwest-northeast diagonal and finish with the dot
open at southeast. Graphically, begin- and end situation are

R1 R2 R3 R4 .. .. .. R4
.. .. .. .. --> .. .. R3 ..
.. .. .. .. ---> .. R2 .. ..
.. .. .. Dot R1 .. .. Dot

I'll leave the practicalities to you for now, as I haven't found the 'ultimate
way of shifting' myself yet. The biggest problem here is getting the blank
space at the bottom part of the diagonal once the red tiles are in place. If
you don't, you cannot place the dot without disturbing the reds. But I'll get
back to you on this.

Once you solved the puzzle, you'll hear a click in the distance. Go to the back
of the shrine to enter the door you unlocked. Inside is the first generator
ANMC. To destroy it, you need to take out the control panel at the back first.

Once out of the way, you can easily tackle the generator ANMC (now there's a
sitting duck if I ever saw one :). Since you get 100 MP/HP recovery afterwards,
I advise you to use two Fire PE blasts.

Now quickly proceed to the east wing of Shambala. You'll meet a new (and
annoying) NMC underway: the Scarab. Scarabs attack in packs for lots of damage
(when added up), and it takes quite a beating before even one of'em goes down.
The trick is to use elemental attacks to turn them upside down (temporarily)
and then attack with regular ammo for much greater damage.

But they aren't worth the trouble (measly MP/HP/BP recovery), so ignore them by
any means. If they hit you, they hit you - don't let it get to your nerves.

The same goes for the biped Hunter you meet at the east wing's entrance
walkway. Sure, take out this one, (using up to two Hammer blasts to knock it
down if it wants to do naughty things to Aya), but don't waste any time on the
others you'll meet on your way to the pyramid (first gate, to Aya's left).

The water effect on the mid-way stream is nothing short of amazing, however. I
must say that from this point on, I'm very pleased of the high quality special
effects the development team pulled out of the aging Playstation.
Congratulations, coder dudes!

But let's return to the game. Once up the pyramid, you'll see four colored
tiles. Step on them, and an old indian will chant. The goal is to make him hum
the correct song. Well, the code is:

(RY) (BW) (BW) (RY) (WB) (YR)

with R = Red, Y = Yellow, B = Blue and W = White. As a reminder, here's the
ordering of the tiles on the screen:

Y R


W B

((Can you see now why I divided the code into brackets? This division makes it
easier to remember the code by heart.))

With the code in place, you can now proceed to the second ANMC generator
(simply follow the one path you haven't taken yet). Fatty2s and Seals roam the
area, but you should have enough Firefly Shells to deal with them. In front of
the ANMC generator is a Fatty2 and a pack of Scarabs, so instead of fighting,
head straight for the generator.

Go up the stairs, and do the exact same thing as with the first ANMC generator
(control panel first, then Fire PE all the way). Your business in Shambala is
done, so return to Spine, lvl. 2 and use the other elevator (marked
'peculiar').

A set of speakers somehow has the ability to drain Aya's MP (with a cool
distortion effect), so take them out - as well as the deactivated security
lasers. Now take the round elevator all the way down.

Hmm, a familiar-looking girl is using an unfamiliar-looking helmet to steer a
now-familiar Fatty2 and generally keep you out of her way. Whoever the girl is,
she's obviously gifted. Don't worry about the speakers, concentrate on the
Fatty2 to finish the battle, and the little girl will disappear into the next
room.

Before you follow her, equip the Grenade Launcher (which we bought a while ago,
remember?). And get ready for something quite unexpected. Don't worry about
your low MP rations.


Boss Fight: Super Giant Black Skinny Man (SGBSM)

Didn't expect something this size, huh? You're looking at one hard fight when
using the M4A1 or P229, because the SGBSM has a lot of attacks that require you
to run around like possessed, thus only able to shoot a few times for 100HP
damage, say, only to see the little girl heal the SGBSM for 80HP!

It's not impossible, though. I did it my first time round, with the M4A1, but
it required a lot of time. And this is supposed to be a speed guide... so I
chose for the cheese.

Because, the fight is a LOT easier using the Grenade Launcher with Burst
Grenades (you should have 50 or more on stock). Simply position Aya in front of
SGBSM, destroy the two speakers and then start shooting at the Man himself,
which is SO BORING THAT I NEED TO WRITE THIS PART IN CAPS JUST SO YOU GET THE
IDEA.

The fight will end when either (i) your right index finger is cramped, (ii) you
fall asleep, or (iii) SGBSM dies. In the latter case, start pressing START to
skip FMV and cutscenes. Well, I'll be darned.. the little girl is a
near-perfect clone of Aya, and is aptly called Eve!

Anyway, you end up in Eve's bedroom. The phone's ringing and scaring the hell
out of her, but before you answer it, check out the cupboard behind the bed for
the MD attachment. Equip it immediately, as it protects against berserk and
confusion, which is very handy.

Pick up the phone, hmm, the line's dead... better talk to Kyle about this (he
popped up a few moments ago) and take a hike... but what's that? A whole lot of
Unknown Men enter the bedroom! Tap START to escape this precarious situation.

Change of decorum. You're inside some experimental room, gas flooding the area
fast. Before anything, re-equip the M4A1. You need to take Eve with you
(maternal instinct, I guess), but somehow, she's reluctant to follow you. Check
the cylindrical container to see why, then talk to her.

She'll agree to come with you, but only if you walk slowly towards the
elevator. Once she's on the platform, activate the thing. It'll take you up to
Shambala, in front of the second ANMC generator, and Eve strolls off on her
own. Better follow her before she falls into the wrong hands...

...too late! As you enter the underwater tunnel (direction: Shambala central),
Eve is captured by none other than the Unknown Man, who now calls himself No.
9. Before he takes off with her, however, he kindly offers Aya a parting gift -
from now on, the entire Shelter's infested by his Golem buddies. Plus, the
security system's active again! How very nice of him.

Unfortunately for them, you're armed, pissed -and very dangerous. You still
have a near-full Hammer supply, so you won't have any problem dealing with the
Golems on your way out. Your final destination is the underground parking, as
there's nothing left to do - for now.

Golems can be roughly divided into three types: the most common type is the
sword-wielding Golem, who draws in close when seeing Aya, and then uses his
sword to damage her. The second, less common type holds a weapon with laser
sight, and is invincible while shooting. They also have a defence system that
can silence Aya for some time.

Of these types, two sub-divisions can be made - Golems who get paralysed when
Aya Hammers them, or Golems that don't (but still take damage). This second
sort is rare, however, again proving what a cool gizmo the Hammer really is.

So, your strategy looks a bit like this: shoot and wait for the sword Golems to
close in. Keep shooting and Hammer them, should they want to attack. Shooting
Golems are even easier: shoot, avoid bullets and shoot some more.

It gets simpler still. In a room with both a shooter and sword Golem, let the
sword draw in and wait for the shooter to blast away... straight into the
sword's back for a lot of damage. Finally take out the shooting Golem as
described above.

The third and final Golem type is rare: it uses a cloaking device to
appear/disappear at will and attack you from all angles. They always appear
alone, and are easy once you know the trick: position yourself into a corner.

That way, the cloaking Golem can only appear in places you control. Now, there
are a few possible scenarios that can happen once the Golem has disappeared,
and they can all be solved using the Hammer:

(i) The cloaker appears with a lot of noise: Hammer to stun him, then
fire away until he's gone again.

(ii) The cloaker appears without noise - a hologram. Don't do anything and wait
for the image to disappear. If you want to save time, quickly fire the Hammer
to let the real cloaker appear. Hammer again. Additional bullets afterwards are
more than welcome.

(iii) A search laser appears out of nowhere. The cloaker will attempt a running
attack. Correct timing of the Hammer's required to stop the attack. Plug in a
few bullets afterwards.

Finally, the cloaking Golem's able to grab you from behind and strangle you. In
that case, wriggle the controls like crazy to escape his grasp. Note that he's
shortly paralysed afterwards.

With all these household tips in mind, you should be able to tackle any Golems
you meet from now on. Here are the key points I usually follow to the parking
(by the way, make sure you've got Metabolism liberated - it comes in handy now
and again):

Shambala Central - Spine, lvl. 2 - B2 Elevator (near Operation room) to B1 -
Warehouse - Armory (recharge Hammer if necessary) - Spine, lvl. 1 - Golem
Freezer

You can enter the Parking after beating a cloaker in the Golem Freezer. When
you're in, pick up the Car Key from the left switchboard near the entrance.
Access the switchboard and press the final two buttons, then 'CALL' a red jeep.

Drive the jeep into the Parking and go to the panel at the end of the room. Use
the Yoshida card to open the tunnel and drive in with the jeep. The ride stops
at an airlock, and you're forced to enter the side door. A cloaker will ambush
you in the tight corridor, but you can easily dispose of him near the exit.

After that, you'll be attacked by a shooter/sword combo, so use the 'shooter
kills sword' trick for an easy fight. Enter the other side door and activate
the locking mechanism. You're now able to exit the airlock in the previous
room...

..but before you get to bask in the light of freedom, another sword/shooter
pair rear their ugly heads. Take them out as you did a few moments earlier,
then access the panel to the left of the shutter to exit the Shelter. Press
START a couple of times to initiate the final battles of the game. You ought to
be at 1:50 by now.



December 6 2000, 15:52 Mojave Desert, Nevada.
-------------------

The job's nearly done. First, skip the conversation between Aya and the army
lieutenant, then check the First Aid kit inside the tent for a Medipack (You
should have three or four of those by now). Exit the tent and press START to
omit the heartwarming Aya-Flint get-together.

Turn to Aya's left and check the large containers next to Rupert. Hey, those
are all the items you forgot at Dryfield! Reorganise your inventory and keep
only the very best items, like Medipacks, Proteins, Lvl. 2 MP boosters and
Coca-Cola cans (ditch the SP12 as well). If you have any Pouches, stitch them
on your faithful PASGT armor and equip the Medipacks and Lvl. 2 MPs (oh, don't
forget the MD!). Keep the Proteins in regular stock.

((By the way, Rupert's got a Magnum with 25 special rounds for it (MaedaSps).
Take it if you want, but we're hardly going to need it... strictly for the few
Barry look-alikes out there aching to show off their "I have THIS!"
impersonations.))

Now run to the Engineer at the truck near the exit. Recharge the Hammer and max
out on Burst Grenades. No need to waste any more BP, so press the control panel
at the shutter to enter the Shelter one last time...

Proceed to the Parking, and answer the phonecall from the army lieutenant.
There's no turning back now, so continue to the Desinfection area. Hit START to
omit the conversation between Aya and the dying soldier, she'll re-appear
inside the 'IN' corridor.

Go to the telephone and save. This ought to be your first and final save, and
the only verification you have of the total time you achieved. If you want to
show your prowess to a friend, simply show him this save, and add about 5
minutes to the displayed time (which should be 1:53 for the current guide). So
actually, there's no need to finish the game, for you know your time already!
Congratulations!

...

But of course, you haven't come this far to leave now (and besides, the Bounty
Mode is lurking around the corner). Go to the Pod Service Gantry (Hammer the
security cameras out of existence), and decide to have a little reunion with
Eve.

Two cut-scenes and one FMV later, things aren't looking good. True, No. 9's out
of the way, but the Rock Giant produced offspring, and Kyle's hurt. So are you
(50HP damage) as you take the elevator down to the Pod Bottom.

Don't worry about your health though, take out the surprise cloaker first
(forget about using ammo; you've got a fully charged Hammer to play with).
He'll leave a Medipack, so be sure to attach it (throw away a Lvl. 2 MP
booster).

Furthermore, quip the Grenade Laucher with Burst Grenades. Go the the P. Energy
menu and liberate PEs until you've got the following (you should have more than
enough EXP to do this):

-Fire PE, Lvl. 3

-Metabolism PE, Lvl. 3
-Heal PE, Lvl. 3
-Life Drain PE, Lvl. 1

-Antibody PE, Lvl. 3

These are all the PEs you need to make the final two battles more than
manageable. Now use up all the Proteins you've got left to bring Aya's HP total
to about 135-140. Her MP level should be 48.

Enter the Pod Bottom when you're finished. It's time to bleed...


Boss Fight: The Ultimate ANMC.

This fight is basically a self-service: to destroy the Ultimate ANMC, all you
need to do is kill off two body parts, then decimate the core that opens up
occasionally with a very destructive blast.

However, if you want lots of BP and EXP, destroy all body parts before
attempting the core. The body parts are:

* legs
* left and right acid sprinklers
* left and right tail (after destroying the sprinklers)
* left and right arm
* head
* neck (after destroying the head)

As we're aiming for a high speed clear time, we'll take the shortcut.
Immediately cast Antibody as the fight starts and run a little bit forward, to
the edge of the walkway.

Now start blasting at the head. Don't let its attack put you off-guard, just
keep going until the neck is exposed. Now cast Metabolism and shoot the Neck.
If your HP goes below 50, cast Life Drain.

Once you hear the Neck melt away, re-cast Antibody. The core will open up
shortly after and start to charge. From now on, do the following:

1 - Target the core. Fire.
2 - Reload. The core blast will hit you.
3 - Fire.

4 - HP below 60? If yes, cast Life Drain.
The core closes.
5 - MP inbetween 4 and 20? If yes, cast Antibody
and use a Medipack.

6 - Reload. Wait for core to open and go to
step 1.

That's all. When done correctly, it won't take more than a single Medipack
before the Ultimate ANMC sings his last tune. With Mister Huge out of the way,
run to the flickering panel (turn right, follow the pathway) and use the
Yoshida Card on it to activate a bridge. Press START two more times and
challenge the dangerous, yet mysteriously cute monster appearing before you...


Final Fight: Parasite Eve.

Eve sure packs a punch. She's got a whole plethora of devastating attacks, and
is incredibly fast. Still, she's rather easy to beat.

As the fight begins, ignore Eve alltogether and run to the left side of the
bridge. This way, you avoid the mid-bridge dive attack, and can plug in a Burst
Grenade for 400+ damage. Now cast Antibody and remember to re-cast it whenever
the PE runs out.

The remainder of the fight is straightforward; stand your ground and patiently
wait for Eve to get into range and fire. Be sure to shoot her when she appears
after a power charge for double damage.

Also, when she starts to chant (screen gets blurred), run up to her and cast
Life Drain. This refills your health, depletes hers and stops the attack. Now
there's 20MP well spent.

When she creates a transparent clone, shoot it. And finally, should she Silence
Aya, simply wait for the recovery and keep shooting. If your HP is close to
zero, use one of the Medipacks. It shouldn't take too long before your arch
enemy's out of business.



December 6 2000, 16:00 Shelter.
------------------

Fin! You cleared the game within two hours. Now relax and enjoy the little talk
with Kyle and the ending credits. It's been a lot of fun, even though a bit on
the easy side. But no worries, for the Bounty Mode is now available. Why not
have a go at that?



;) Miscellaneous

Thanks for reading this FAQ and I hope you've enjoyed it. There are still
several improvements to be made, such as:

* Shifting puzzle at Shrine in Shambala
* Way too much BP and EXP left upon completion! Thus more
battles can be skipped.
* Pointers to Good Ending, which unlocks Supportless Mode
* Drowning in items! A few deliberate item searches have to be
deleted.

I think that times like 1:45, or even 1:30, are achieveable. But you'll have to
settle for 2:00 for now :).

To JL Lee: Congrats to a great FAQ! Your statement on the playing length of
PE2, however, is not entirely accurate. It's not that much longer than the
Resident Evil games, comparable rather, and this guide more or less confirms
it.

Questions? Flames? --> try Vip@padua.org for your reading pleasure. Thoughts
about Silent Hill, the Resident Evil saga and Vagrant Story are also more than
welcome.



^_^ Greetings fly out to

My happy colleagues at IMO/LUC and Future Press, Nadine, Frank, Tim, Tàm,
Stijn, Inge, Koen, Anke, Bart, Sofie, Gert, Griet, Geert, Ken, Els, Jo, Frank
Michlick, Frank Glaser, Joerg Kraut, Ives Brabant, Geert Verschueren, Fredrik,
Marco, Mikko, Yariv, my former colleague-students at KUL, my fraternities Filii
Lamberti and Wina, JR Kerr, Aya Brea, Mermaid, Xbow, Deekay, Jeff, Thomas, Oak,
Ryoga, Milk and the forgotten rest...



@_@ Miniature Disclaimer

You may not use this text, or any part of it, commercially in any possible,
conceivable way or form. Permission to publish this text on your website only
after sending a request to the e-mail address mentioned somewhere above.




 
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Important Stuff
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Ende des Spiels und alle Filme freigeschaltet
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Nightmare Mode
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Speed Guide
FAQ/Lösung

17.Октябрь 2013
End of the Game Save. Start a new Game with the Gunblade equipped.
Spielstand

18.Октябрь 2013
Alle Modi und Extras sind freigespielt.
Spielstand

17.Октябрь 2013
Spoiler Free
FAQ/Lösung

14.Октябрь 2013
Lösung
10.Октябрь 2008
PAL/NTSC Selector and Patch for the European PAL Version (KW).
GamePatch

17.Октябрь 2013
Unofficial Guide
FAQ/Lösung

15.Октябрь 2013
Patch für die Europäische Französiche PAL Version (HLG).
GamePatch

11.Октябрь 2013
FAQ/Lösung

17.Октябрь 2013
FAQ/Lösung

17.Октябрь 2013
FAQ/Lösung

16.Октябрь 2013
Spoiler Free FAQ
FAQ/Lösung

17.Октябрь 2013
PAL/NTSC Selektor und Patch für die Europäische Französiche PAL Version (PDX).
GamePatch

17.Октябрь 2013
engl. Hinweise
10.Октябрь 2008
Gamebustercodes
10.Октябрь 2008
2 Hours Speed Guide
FAQ/Lösung

14.Октябрь 2013
Speed FAQ
FAQ/Lösung

15.Октябрь 2013
Bouny Mode FAQ
FAQ/Lösung

14.Октябрь 2013
GameShark

17.Октябрь 2013
GameShark

17.Октябрь 2013
PAL/NTSC Selektor und Patch für die Europäische [deutschsprachig]e PAL Version (BAD).
GamePatch

16.Октябрь 2013
PAL/NTSC Selektor und Patch für die Europäische spanische PAL Version (PDX).
GamePatch

17.Октябрь 2013
PAL/NTSC Selektor, Patch und +12 Trainer für die Europäische [deutschsprachig]e PAL Version (PDX).
GamePatch

16.Октябрь 2013
 
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