Walkthrough - Guide for Blue Stinger
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Blue Stinger A Walkthrough by Henry LaPierre firstname.lastname@example.org April 9th 1999 Copyright (c) 1999 Henry LaPierre Table of Contents: Controls and Menus The Prologue The Walkthrough Chapter 1: Sittin' On The Dock Of The Bay Covers Eliot's coming to on the pier Chapter 2: A Stray Dog Covers Dogs joining up with Eliot, and their fist sight of Janine Chapter 3: Time Is Running Out Covers saving the worker in A-Shuttle Chapter 4: Did I Say That Out Loud, Or Was I Thinking It? Covers meeting Janine Chapter 5: It's Got A Great Beat, And You Can Dance To It Covers finding out that the safety wall is up between Labo Town and the Mid Area Chapter 6: No, You Push The Cart Covers entering the Hello Market, and finding Devlin Chapter 7: Stamp Collecting Covers collecting the four stamps needed to complete the Hello Market Christmas Stamp Rally Chapter 8: What A Bargain, I think I Will Buy Some Covers entering the Specially Room in the Hello Market, and saving Devlin Chapter 9: Colder Than A Witch's... Covers your trip through the freezers Chapter 10: Getting Close Covers the last leg of the journey to Rats' Place Chapter 11: Hidden Behind The Wine Racks Covers your meeting with Rats Chapter 12: You're All Wet Covers the Fisherman's Pier, and returning through the watery passage Chapter 13: Danger, No Smoking Covers the trip to the Power Plant via the upper Run Road Chapter 14: I've Got The Power Covers the Power Plant Chapter 15: Merry Christmas Covers discussing your next course of action with Janine Chapter 16: A Little Scavenger Hunt Covers tying up a few loose ends Chapter 17: Cleaning Up Covers finding a way into the interior of the Kimra lab Chapter 18: Testing Positive Covers Eliot's mutation Chapter 19: Finding The Cure Covers returning Eliot to normal Chapter 20: Gigadent Covers seeing the blue lit meteor Chapter 21: Where'd that come from ??? Covers your trip back to the Brain Department via the lower Run Road Chapter 22: Anything Good Playing? Covers getting into the Dino Hillton Hotel Chapter 23: All This And No Condo Fees Covers getting into Janine's Apartment Chapter 24: Janine's Plan Covers Janine's plan for helping Nephilim Chapter 25: Quality Time(But Not For Eliot) Covers Eliot's swim through the waterpipe Chapter 26: Does Whatever A Spider Can Covers climbing the Wave Tower Chapter 27: Wham, Bam, Thank You Mam Covers keeping Janine safe while atop the Wave Tower Chapter 28: All Or Nothing Covers the final battle with Jascony Healing Items Listing Card/Key Listing Weapons Listing Weapons Listing(by character) Ammunitions Listing Miscellanious Items Listing Items Location Listing Vending Machines Listing Coin Totals Received Listing Miscellanious Notes Hidden Things and Secrets Ascii Art Field Maps(Under Construction) Speed Guide(Under Construction) Differences Between Difficulty Modes(Under Construction) Credits and Thanks Copyright Notice and Disclaimer ------------------------------------------------------------------------ Section 1, The Controls: ------------------------------------------------------------------------ Title Screen Menu(Opens with only, "Press Start"): New Game Load Game Option New Game: Starts a new game with previously selected options Load Game: Choose which VMS socket you wish to search, Socket 1 or Socket 2. Next, choose the file you wish to load. Press the A button a second time to confirm that the highlighted save file is the one you wish to load(press the B button to cancel, backup or rechoose your selection if necessary). Option: Choose from: Difficulty = Easy/Normal/Hard Audio = Stereo/Monoaural Exit Controller Setup: Directional Pad/Analog Stick: Movement of character Causes character to push when held against appropriate object Start: Brings up menu screen, pauses gameplay Brings up Audio-Visual Unit when needed A: Accept/Inspect button Causes character to climb ladder/obstacle when pressed in appropriate location B: Cancel button Causes Eliot to swim when in water X: Swings Eliot's currently equipped hand weapon. Press repeatedly for combo Causes Dogs to block/defend Y/Right Trigger: Fires Eliot's currently equipped long range weapon Causes Dogs to attack with equipped weapon/method Right Trigger(Map Mode): Zooms map in Left Trigger(Map Mode): Zooms map out Unused during normal gameplay As in all/most Dreamcast games, holding A+B+X+Y+L+R while pressing Start, causes the game to reset to the title screen. Non-battle menu 1. Map 2. Items 3. Weapons 4. Change 5. Exit 1. Map: Calls up a listing of all current areas you have maps for. Choose an area, then which specific map you'd like to see from that area's list. The maps can then be moved left, right, up or down, as well as zoomed in(by using the right trigger button) or zoomed out(by using the left trigger button) 2. Items: Choose from: Using: Items usable at any time(health related) Another: Items usable at specific times(Cards, Keys and such) Back: Return to the previous menu 3. Weapons: Choose from either Eliot or Dogs, then choose which weapon you'd like to equip(note, Eliot has both a Long and Short range catagory for his weapons. The catagory can be changed by choosing the selection at the bottom right, once in Eliot's weapon list 4. Change: Choose which character you'd like to control, Eliot, or Dogs 5. Exit: Return to the game ------------------------------------------------------------------------ Section 2, The Prologue: ------------------------------------------------------------------------ The game opens with a cinema showing the Earth during the Cretaceous period sixty-five million years ago. A meteor is hurtling through space on a collision course with it. After the impact, dust and ash fill the sky, causing severe climate changes. Sunlight and oxygen soon become, as the dinosaurs are to us, a thing of the past. A group of dinosaurs look towards the sky, seemingly aware of their impending doom. 2000 A.D. An earthquake which hit the Yucatan Peninsula, caused severe damage on the island that it was in it's path. An area of the island covering a radius of two hundred kilometers, was submerged, and a new island arose the ocean floor. Reasearch of the island proved that the previously submerged land had the same diameter as that of the crater made by a meteor that struck the United States sixty-five million years ago. Some scientists believe that this was the same meteorite that caused the sudden extinction of the dinosaurs. Hence the meteorite became well known as the "Dinosaur Killer". The new island was named "Dinosaur Island". 2018 A.D. The present An odd shaped meteor is shown racing towards Earth... The scene then cuts to show an area of ocean near Dinosaur Island... Here you are introduced to Eliot G. Ballade, a member of E.S.E.R.(Especial Sea Rescue) Unit C730, and his friend Tim(note, the logo on Tim's hat is the logo from another game by Blue Stinger's creators, Climax. Runabout is the Japanese title of the Playstation game that was re-named Felony 11-79 in the U.S.), a crewman aboard a local supply ship. The pair, thanks to Tim being able to rent the luxurious cabin cruiser they are on, are happily spending a two week vacation relaxing and fishing. Eliot ponders why Kimra-Tech(the corporation from which Tim rented the boat) would build such a large research facility on Dinosaur Island, given it's small size. Upon asking Tim how he was able to get such a nice boat from Kimra-Tech, Tim brings up a small catch that he had previously neglected to tell Eliot. In return for the rental of the boat, upon it's return, the boat must be fully decorated for the company's Christmas party, which is to be held this year on the boat. Eliot wants no part of this, as since this is his first vacation in two years. All he wants to do is kick back and relax. He wants no part of any "work", even if it would only take a short amount of time, as Tim promises it will. Eliot then inquires about the model that Tim is building inside a large jar. Is it part of the boat's decorations? Tim mentions that it isn't, and that it's a Nephilim, an angel of good luck, and part of the bottled angel series. Meanwhile, upon entering the Earth's orbit, the odd shaped meteorite collides with a Kimra-Tech orbital satellite, realigns it's trajectory, and then continues on until it impacts with Dinosaur Island. Upon the impact, a large dome-shaped shield is expelled from the crash site, and it travels outward into the waters surrounding the island, stopping unfortunately, halfway through the boat that Eliot and Tim are on. Eliot, having been inside the boat's cabin trying to call for help on the radio, was able to escape unharmed. Tim however, manning the boat's controls, in an attempt to return to the island, was not so lucky. The dome shield stopped at such a position that the boat was divided into two sections, one inside the dome, and one outside. The same circumstance befell Tim, as his arm, still holding the bottled angel, was trapped inside the dome, while the rest of him remained outside. The effect that this has on Tim is that he is now frozen in place. A glowing ball of energy then makes it's way from the island to the boat, and once there, assumes the form of the Nephilim that Tim was building inside the bottle. Eliot then emerges from the boat's cabin, but before he can determine if his friend is alive or dead, a swarm of mutated wasp-like creatures descend on the area that the boat is in at a high rate of speed. Instead of slowing down, the creatures ram the dome at full speed, obviously hoping to escape from within it. It doesn't work, and moments before they crash into it, Eliot manages to hurl himself overboard, hopefully out of harm's way. The boat then bursts into flame. The explosion renders Eliot unconscious, and he sinks into the deep waters surrounding Dinosaur Island. The energy ball that took the form of the Nephilim brings Eliot to a pier near C-Gate section on the island, and then revives him by showing him a vision of what has happened, and what may still come. ------------------------------------------------------------------------ Section 3, The Walkthrough: Covers Normal Difficulty ------------------------------------------------------------------------ Chapter One Sittin' On The Dock Of The Bay Once Eliot awakes, Nephilim flies off, and you take control of Eliot. Walk forward on the pier, towards C-Gate. When you are about halfway there, Eliot's Audio-Visual Unit begins beeping, alerting him that someone is trying to contact him. At this point, press the Start Button to activate the AV Unit. Once activated, Eliot identifies himself, and discovers that the person trying to reach him is a woman by the name of Janine King. Janine is part of the KISS security unit on Dinosaur Island. Just as Janine is stating what she needs from Eliot, and where to bring it, the transmission breaks and they are cut off. Continue towards C-Gate which is at the end of the pier. Just before you reach the end of the pier, a mysterious figure is shown watching you from a distance. Continue forward to C-Gate(note, if you return to the beginning of the pier, to where the figure was watching you, you will find a Hassy Short), and once you reach it, your Audio-Visual Unit begins beeping again(press Start Button to activate it). Janine calls out for Eliot to bring a D7 equipped rescue unit to the island to help with the situation. Eliot then humbly explains his situation to Janine, who seems frustrated by this turn of events. After telling Janine that he too needs help, she tells him to find an I.D. Card on a corpse, of which there should be a number of. Before she can explain anything further, the transmission once again goes out. Chapter Two A Stray Dog Proceed through C-Gate(press the inspect button), and find the C01 Gate Card Key on the second body that you will come to in the following corridor. Once you have acquired the card key, proceed through the shudder door at the other end of the corridor. You will now be at the bridge leading to the C01 Gate. Cross the bridge and use the C01 Gate Card Key at the terminal next to the gate. Watch out for the mutated creature that will get up to attack you once you walk near him(note, there is a Hassy Short on the ground where the creature was lying). After unlocking the gate, proceed through it and cross the bridge that leads to gate C02. Just before reaching gate C02, a giant creature leaps onto the bridge behind you and swats you with a claw, knocking you down. Suddenly the creature gives out a yell and falls over dead. The mysterious figure from the pier was behind it, shooting it with his bowgun. After saving you from the creature, the man introduces himself as Dogs Bower, the Captain of a local cargo ship, the SS DeAnna, and Tim's boss. After you introduce yourself to Dogs, he asks where Tim is. To this you have to tell him that you are unsure if he's alive or not. Dogs becomes enraged at your apparent inept abilities as an E.S.E.R. member, and decides to accompany you, if only to keep you safe(note, from this point on, Dogs will become a playable character whenever you'd like him to. Simply go to the game's menus, and select "Change". From there, choose Dogs, and when you return to the game you will control Dogs instead of Eliot. You can change back and forth whenever you deem it necessary). Once Dogs has joined you, continue forward to where the C02 Gate is. Push the crate to the right, so that it's against the small C02 Room. Next, climb onto the crate, then from there, climb onto the C02 Room's roof. On the body on the roof you will find, the C02 Room Card Key, as well as a Handgun Magazine. Once you've received the items, hop down from the roof and use the C02 Room Card Key at the lock terminal to the C02 Room in order to open it. Enter the now unlocked C02 Room, and inside you will find a Kimra Visitor I.D. Card Key and a Handgun on the counter near the door, as well as a map download terminal(green terminal) for the Bay Area section(encompasses Dino Bridge and Dino Tunnel) and a KISS Saving System terminal(reddish colored terminal). After receiving the two items(don't forget to equip the Handgun as Eliot's long range weapon) and downloading the area map(as well as saving your game if necessary), leave the C02 Room and inspect the body to the left of the C02 Gate. Here you will find the C02 Gate Card Key. Use the C02 Gate Card Key on the terminal next to the body to unlock the C02 Gate, so that you may proceed. In the following corridor, inspect the first creature you see lying on the ground to find an Arrow(bowgun) Magazine for Dog's bowgun(be careful, as the creature will rise and attack you as soon as you get near it), then continue on until you reach the bend in the corridor. Once there, Nephilim reappears and shows you another vision. When you speak Nephilim's name, Dogs is confused as to how you know it. You're reply doesn't set him at ease. Continue through the corridor and exit through the shudder door at the end of it. You will now be at the bridge leading to the shuttle port. Begin to cross the bridge, and approximately halfway across it, a giant fish creature leaps from the inlet below, onto the bridge in front of you. Just as quickly as the beast appeared, three shots ring out, and the fish is blown back into the water. Your Audio-Visual Unit then begins beeping, and upon your answering it, Dogs is stunned to find out that a woman was responsible for defeating the creature. After a few words of praise from Eliot, Janine tells him that to reach her, they need to use their I.D. Card to enter the Slope Shuttle port, which is just ahead of them, and from there, use the Slope Shuttle to reach the level she is on. Chapter Three Time Is Running Out At this point, continue across the bridge and use the Kimra Visitor I.D. Card Key in the gate's terminal to unlock it. Once unlocked, enter the shuttle port. Inside the shuttle port(lower shuttle bay), you will encounter three living tenticle creatures. These creatures, although rooted in place, can lash out and deliver a blow that knocks Eliot to the ground, so don't get too close(note, four or five shots each from the Handgun should take care of them). After defeating the tenticle creatures(note, there are only a few types of creatures that reappear when you re-enter a room in Blue Stinger. They are the humanoid type creatures that look like a mutated person with extra arms, and the pirahna before you kill them with a specific item. So once you kill a tenticle creature, or any other besides the two listed, they will stay gone for the remainder of the game), you see that the lower shuttle bay has two main shuttles that can be accessed from it, A Shuttle and B Shuttle, as well as two small rooms to the rear of the bay. The room on the right leads to a save room, enter it to find an Arrow(bowgun) Magazine, vending machines(used throughout the game to purchase food, ammunition and other numerous items), a map download terminal for the Brain Area(composed of the Brain Department), and a KISS Saving System terminal(to save your game if necessary). Once you've fully examined the save room, enter the small room at the rear left of the shuttle bay(note, A Shuttle and B Shuttle's doors are locked at this point). Inside the lefthand room, you will find the monitoring station for the shuttles. Inspect the terminal with the flashing red "warning" screen, and you will find out that A Shuttle is in the midst of a pressure overload which could cause it to free fall down the shaft that it travels in. You are then given two minutes(120 seconds) to somehow engage the shuttle's emergency stop control. To make matters worse, you then find out that there is still someone onboard the shuttle(note, examining the terminal behind the brake warning terminal reveals that B Shuttle is currently offline). With that, the lock on the gate leading to A Shuttle's shaft is disengaged. Return to the shuttle bay, and enter the now unlocked A Shuttle shaft. Here you will find four more of the tenticle creatures spread out along the shaft. Make your way past(or defeat) the tenticle creatures as you head to the top of A Shuttle's shaft(note, entering the menu screens stops the timer on the shuttle emergency countdown while you are in them). At the top of the righthand side of the shaft, you will find a ledge with a ladder. Climb onto the ledge, then proceed up the ladder and enter the door that it leads to. You will now be inside the shuttle's emergency stop control room. Make your way to the stop control terminal(located inside the caged section of the room), and inspect it to activate it. The computer rescue program then engages and stops the shuttle, locking it in place(note, if you do not activate the emergency stop control within the two minute time period, A Shuttle will free fall down the shaft, exploding upon impact at the bottom, and killing the worker inside). Exit the stop control room by the door to the right to enter the upper shuttle bay(note, there is a humanoid creature, as well as two mutated bird-like creatures in this room). From there, enter the A Shuttle to find the worker who was trapped inside. Approach him, and Dogs will question him about what is happening on the island, but the worker doesn't know. Eliot then tells him to remain in the shuttle for his own safety. After speaking with the worker, pick up the Napalm Launcher(gun) at his feet, then leave the shuttle. From the upper shuttle bay, proceed through the large gate across from the door to the stop control room. This gate leads to the Brain Department section of the research facility. Once through the gate, you will find another tenticle creature in the following T-shaped corridor. After disposing of the tenticle, follow the corridor to the left to find the door to the main control room of the facility. Chapter Four Did I Say That Out Loud, Or Was I Thinking It? Upon reaching the door, Eliot(or Dogs, if you've chosen to use him instead) identifies himself by the code phrase "My Sweetheart". With this, Janine releases the lock on the security door, allowing Eliot to enter the control room. Once inside, Nephilim appears above a control panel, scaring Janine, who then starts firing at her(Nephilim). After firing thirteen rounds at Nephilim, Eliot mentions that it's doing no good, as you can't seem to hurt her(Nephilim). Janine then stops firing. After Eliot and Dogs are introduced to Janine King(a name that seems to ring a bell to Dogs), Eliot quizes her about what's happening on the island. Unfortunately, as with the worker on the shuttle, Janine doesn't know much, but suggests that you ask Nephilim. Walk towards the Eastern exit gate(to the right), and once you pass Janine, she, along with the help of Nephilim, are able to call up some important files on the research facility. After learning some background information about the facility, Janine hits a stumbling block. It seems that to proceed any further into the files would require the I.D. password of a lab employee, and that's something you currently don't have in your possession. Dogs then suggests going to a bar called "Rats' Place" in the city section of the island. Apparently, if you're on the in with Rat, there's nothing he can't score for you, for a price that is. As you're about to leave for Rats', Janine gives you a new I.D. Card, the Labo Town Passcard, as you'll need an I.D. Passcard to enter Labo Town, the city section of the island, that Rats' Place is in. After receiving the passcard, inspect the glowing blue control terminal across from where Janine is standing. This is the shuttle control terminal, and inspecting it will deactivate the lock on B Shuttle's door. Inspect the control terminal a second time to engage the power to B Shuttle, so that you may now use it when necessary. After activating B Shuttle, leave the control room and make your way back to the upper shuttle bay(note, there is a Nap Room through the West gate of the control room. Enter it to find a KISS Saving System, two vending machines and a Karate T-Shirt for Dogs on the floor between the nap chambers and the window). Chapter Five It's Got A Great Beat, And You Can Dance To It Once back in the upper shuttle bay, use the now operational B-Shuttle to ride back down(enter B-Shuttle and inspect the inside control terminal to be asked if you'd like to ride it to the opposite level, yes/no) to the lower shuttle bay. Exit the lower shuttle bay, and make your way across the bridge outside, to the gate that leads to Labo Town(to the left once across the bridge). At the gate, use the passcard that was given to you by Janine, in the terminal to unlock it. Once unlocked, proceed through the gate, and the following corridor, to reach the Hello Market section of Labo Town. To reach Rats' Place, continue down the main strip, past the large crate, and the Hello Market, and enter the corridor at the far end. Inside the corridor, you can find a Handgun Magazine if you inspect the body on the floor(watch out for the two humanoid creatures). Proceed through the corridor to reach the freezer area of Labo Town(there will be a tenticle creature in front of you upon exiting the corridor). Make your way to the far end of the freezer area, and you will find that the safety wall has been raised, preventing you from reaching Rats' Place by this route. Unfortunately, Dogs doesn't know of another way to reach the bar(note, in the corner, to the right of the safety wall, you will find the Hello Market Card Key). After finding the Hello Markey Card Key, start back towards the exit corridor. Once you near the door to the cold storage area(Freezer A), your Audio-Visual Unit begins beeping. Answer it(press the Start Button) to get some information regarding an alternate route to Rats' Place. It seems that you can reach Rats' Place by going through the freezer sections, but there's a catch, to enter the freezers, you'll need a key. Dogs has the solution to that problem, as he mentions that Devlin, the manager of the Hello Market, will have a key to the freezers... if he's still alive that is. Chapter Six No, You Push The Cart Your new task is now to find Devlin, so head back through the corridor that leads to the Hello Market section of Labo Town, and use the Hello Market Card Key to unlock and enter the Hello Market itself. Inside the Hello Market(Side A, note, there is a KISS Room containing a KISS Saving System terminal, and a map download terminal encompassing the interior sections of the market, as well as Freezer A), make your way to the rear section(Side B), and from there, proceed into the Stockyard(rear halls and storage area of the Hello Market). Just down the hall in the Stockyard, you will find the Staff Room, enter it to find the Hello Market's manager, Devlin(note, on the table, you will find the work schedule for the Hello Market). Devlin is lying on the floor at the rear of the Staff Room, suffering from a fit(seizure). Approach him, and he will tell you that his medication, Doxin, is at the pharmacy stand(Side A of the Hello Market, in the food vending machine), and that Roland, the vice-manager of the market, has the key to the freezers. You are then given forty two minutes to find, and give Devlin his medication(note, the key to the gunshop section of the Hello Market is on the ground next to Devlin). Once the countdown begins, go to the pharmacy section, located in Side A of the market, across from the elevator, and check the vending machine that is there. Upon accessing the vending machine, you find out that it is currently sold out out of what you so desperately need to save Devlin, the heart medication Doxin. You'll have to get the Doxin some other way. If you search the rest of the currently accessible sections of the Hello Market, you'll see that there isn't any Doxin for you to find, so you'll need to access the second floor to continue your search for it(Doxin). Make your way to the elevator at the rear left of Side A of the market. Once there, you find that in order to access the upper shopping areas(Specially Bargain Rooms), you'll need to complete the Hello Market's Christmas Stamp Rally, a contest where you search the lower level of the Hello Market, and try to accumulate four Pen Pen character stamps. Those who find all four stamps are then permitted to use the elevator to reach the Specially Bargain Rooms on the second floor. Chapter Seven Stamp Collecting Your task is now to collect all four stamps so that you may gain access to the bargain rooms, not only to continue your search for Devlin's medication, but also to find vice-manager Roland, as Devlin mentioned that that was the location he could be found in. To begin the stamp rally, you must access the stamp rally vending machine located at the main entrance/exit door to the Hello Market. Once you access the stamp rally vending machine, you will be asked whether you'd like to try the stamp rally or not(yes/no). Upon answering yes, you are ready to begin the rally. The first stamp can be found in the pharmacy area of the market, directly across from the food vending machine. Acess the stamp vending machine to acquire the Pen Pen Sparky stamp. After receiving the first stamp, make your way back to the Stockyard, and once there, proceed to the door that divides the front section from the rear(note, there is a Hassy Long on the body at the end of the dead end hall in the front section of the Stockyard). Proceed through the door and enter the rear section of the Stockyard, and from there, make your way to Storehouse 02 at the end of the hallway(note, Storehouse 01, otherwise known as the First Warehouse, is at the end of the righthand hallway in the rear section of the Stockyard). Once inside Storehouse 02(watch out for the two bird creatures), push the large crate at the rear of the room against the wall, so that it is under the terminal set high up on it(the wall). After that, push the second crate that is near the front of the room, against the crate that you just pushed against the rear wall(note, there are two Arrow Magazines behind the boxes at the front left of the room that you can reach if you push the front crate to the left and use it to climb over the gray crates. There is also a Hassy Long and a Kimra Bank Card behind the crates towards the rear left of the room). Once the crates have been put in place, climb them and access the emergancy shudder control terminal. The shudder control terminal informs you that the emergency shudders are currently down. It then asks you to input the code numbers for the shudders that you would like to raise. From your trek through the market looking for the Doxin, you should have noticed two steel shudders marked 0030(Toy Shop) and 0050(the food and drink section), these are the code numbers you need to enter into the emergency shudder control terminal(one shudder at a time, access the terminal a second time to input the next shudder's code number). After entering the code numbers, you will be able to enter the food and drink area, and the Toy Shop section of the Hello Market. Return to the rear shopping section of the market(Side B), and enter the now open Toy Shop(near the door to Side A). Once inside(note, there are two bird creatures and a large tenticle inside this area), proceed to the center of the shop to find the Pen Pen Tina stamp vending machine. Access it to receive the second of the four stamps you need to reach the Specially Rooms. Once you have the Tina stamp, make your way to the food and drink section of the market, which is located in Side B next to the Gun Shop(directly across from the door leading to the Stockyard) and enter it. Once inside(note, there are two humanoid creatures and a tenticle in this area), you'll find an Arrow Magazine in the dead end aisle with the "fresh" banners hanging above it, a Hassy Long and a Handgun Magazine in the meat aisle, and two doors leading to yet more sections of the Hello Market. The door with the poster of a girl on it, leads to the adult section of the market(to enter, answer yes, when you are asked if you are over the age of twenty one upon nearing the door), in which, you will find the key card to the Rental Video Shop section(located towards the front of Side A) of the market. After picking up the Rental Video Shop Card Key, leave the adult section, and enter the other door in the food and drink section(the gray door that reads AV Corner, misspelled, IN, on it, not the door that leads back to Side B of the market). You will now be in the television section of the market, and here you will find stamp number three, the Pen Pen Buck stamp. After receiving the third stamp, leave the television section and make your way to the Rental Video Shop(located in Side A, down the hall from the stamp rally vending machine). Use the Rental Video Shop Card Key in the lock terminal to open the door, then enter the shop to find the Pen Pen Taco stamp, the fourth and final stamp in the Hello Market's Christmas Stamp Rally contest. After collecting the Taco stamp, proceed to the elevator and take it to the second floor. Chapter Eight What A Bargain, I think I Will Buy Some Once you reach the second floor, you will face a large tan clawed creature. After defeating the creature, enter the Specially Room(Place) and purchase the Doxin for Devlin from the orange vending machine against the righthand wall. After purchasing the Doxin, find Roland in one of the aisles towards the center of the room(if there's time, if not return to speak to Roland after you've given the Doxin to Devlin) and speak to him. He tells you that he doesn't have the key to the freezers on him, but he does know where it is. He then tels you that it is in a safe in the Staff Room, and with that, he gives you the key to it(the safe). Once you have the safe key, return to the Staff Room(note, there are three more vending machines along the rear wall of the Specially Room, as well as a bargain room behind it. The bargain room is blocked by laser scanners, and will only allow you entrance into the room if you have over three thousand dollars accumulated in coins. The bargain room contains a number of vending machines stocked with various weapons and ammunitions) in the Stockyard area of the market. Once in the Staff Room, give Devlin the Doxin(approach him and he will automatically take it from you. Note, if the forty two minutes have passed before you arrive with the Doxin, Devlin will be lying dead on the floor at the rear of the room). In return for saving his life, Devlin gives you the card key to the First Warehouse(Storeroom 01), and tells you that you should find some weapons left in it. After receiving the card key from Devlin, use the safe key that was given to you by Roland, to open the safe that is on the desk at Devlin's feet. Inside the safe, you will find the card key to the freezer room area. Once you are in possession of the Freezer Room Card Key, leave the Staff Room and make your way to the First Warehouse(the Storehouse 01), which is located at the end of the righthand hallway in the rear section of the Stockyard(note, there is a tenticle creature there). Use the First Warehouse Card Key at the lock terminal that you will see on the gate to the warehouse, to open it(the gate). Enter the warehouse(Storehouse 01) to find a Shotgun, two Shotgun Magazines and three Napalm Gun(launcher) Magazines. After obtaining the weapon and ammunitions, leave the Hello Market, and make your way to the freezer room area door(marked Cold Store), located next to the security wall that prevented you from reaching Rats' Place. Chapter Nine Colder Than A Witch's ... Once there, use the Freezer Room Card Key on the lock terminal to open it, then enter the freezers. Inside the freezer rooms, you will notice a small meter underneath your character's life bar. This meter represents your character's body temperature, and it is slowly depleting due to the severe cold temperatures in the freezer section. Proceed through the freezer corridor until you come to a branch off where you could go either left or right. To the right is a frozen door, so proceed to the left, where you will find two more doors a short distance away. The first door(on the sidewall of the corridor) leads to the Hot Room, but it's locked, so continue on through the door in front of you. Once through the door, hang a sharp left(straight ahead leads to a dead end), and follow the walkway to where it branches off in two directions. At the branch off, go to the right, and at the dead end, you will find a body with the card key to the Hot Room on it. After picking up the Hot Room Card Key, return to the Hot Room(just through the previous door), and use it(the card key) to unlock and enter it(the room). Inside the Hot Room(note, your body heat refills while in this room), you will see a body on the floor that has the Operations Room Card Key on it. After checking the body, and receiving the Operations Room Card Key, inspect the freezer thermostat control system monitor(terminal next to the large green circular console). This monitor tells you the current temperature and settings of the freezer thermostat and cryopump systems. Currently, the cryopump is rotating at 6,500 RPM, causing the freezing mode to be engaged. After telling you the current settings, you will be asked whether you would like to see the instructions for operating the cryopump(yes/no). Upon choosing yes, you will be told that if you would like to change the temperature in the freezer areas, you need to change the rotation rate of the cryopump in the freezer control center. You are then told that 0 - 4,999 RPM is defrosting mode, and that setting the pump to this will cause the temperatures to rise. At 5,000 - 5,999 RPM, refridgeration mode will engage(this is the normal mode). Finally, if you set the pump to between 6,000 - 9,999 RPM you will activate freezing mode, which will drop the temperature in the freezer areas to minus one hundred degrees centigrade(you are cautioned against this mode). After you've finished accessing the monitor, leave the Hot Room and continue through the walkways(you can only go one way through the walkways, as all turnoffs lead to dead ends), until you reach yet two more doors(note, you will pass another frozen door on the way here). Use the Operations Room Card Key in the lock terminal on the door at the end of the walkway(the only one with a lock terminal), then enter the Operations Room(note, your body temperature refills while in this room). Inside you will find an ammunition vending machine, the Machine Room Card Key lying on the floor, and another freezer thermostat control system monitor(terminal next to the large green circular console). Upon accessing this monitor, you will be given a key called the Invert Key. The monitor also tells you that using this key in the cryopump at the control center will activate the heating express mode. Once you've collected the two keys, leave the Operations Room and continue through the door to your side(next to the Operations Room) to enter the next section of Freezer A. Once through the door, proceed down the corridor until you reach an area where it branches to the left(corridor continues) and to the right(dead end). Go to the right, into the small dead end, and in the corner, you will find an electric warmer. The electric warmer, once found, will raise your body temperature back to normal for the duration of your trip through the freezers(the body heat indicator bar will disappear as well). After receiving the electric warmer, continue down the corridor towards the Machine Room(take your first right after leaving the dead end, as straight ahead leads to another dead end). Once at the Machine Room(sign above the door reads, "Oil Pressure C-Unit"), use the Machine Room Card Key to unlock it, then enter the room. Inside the Machine Room, you will come face to face with a large dinosaur creature that appears to be covered with ice. The creature attacks you(note, the Napalm Gun works well against this boss). After defeating the dinosaur creature, you are given the Control Room Card Key. Use this card key on the lock terminal next to the door(marked, "MK-5 Control Unit") at the rear of the room you are currently in, to unlock the Control Room. Once unlocked, enter the Control Room and access the freezer thermostat control center terminal(the monitor with the red glowing diagram on it). You will be asked if you wish to use the Invert Key to activate the quick heat system(yes/no). After answering yes, the quick heat system is engaged. At this point, inspect the freezer thermostat control center terminal again, and you will again be asked if you'd like to use the Invert Key(yes/no). Answer yes again, but this time, instead of engaging the quick heat system, you shut it off(note, the frozen doors that you passed in the freezer corridors earlier have already been thawed out by the short burst of heat generated by the quick heat system when it was on). You are then asked to input the number of RPMs you wish the cryopump to rotate at. Input the number 5,000 as the number of RPM that you wish the cryopump to rotate at. Doing this will activate the refridgeration mode(note, if you set the RPM to 4,999 or lower, the temperature will be too hot, and you will have to make a quick escape from the freezers, as your body temperature will rise too high if you don't. Setting it this high will also effect something in freezers B and C, Also, if you set it at 6,000 RPM or higher, the freezing mode will be re-engaged, and the doors that were frozen earlier will freeze back over). After setting the cryopump to refridgeration mode, leave the Control Room and make your way back to the frozen door that you saw near the Operations Room. Upon arriving at the door, you find that the door is no longer frozen over. Enter the door to find a save room. Inside the save room there are, two Arrow Magazines on the floor, two vending machines, a map download station encompassing freezers B and C, and a KISS Saving System terminal. After using the save room(if necessary), continue back through Freezer A, until you reach the door in the first corridor, near the Hot Room that was frozen over when you first entered the freezers. Upon reaching the door, you will find that it is also thawed out, and unlocked. Proceed through the door(but be careful, as there are two humanoid creatures and a large tenticle on the other side of it), and continue down the corridor it leads to, until you reach a door at the opposite end of it. Pass through this door, and you will now be in Freezer B. Due to your having set the cryopump on refridgeration mode, Freezer B will be in the form of a maze with large stacks of ice blocks piled high throughout it(note, if you set the temperature too high by way of the cryopump, Freezer B would be filled with water that you would need to swim through, the large ice blocks would have melted). Navigate your way through the maze(there are no items to find in the maze), until you reach a ladder at the end of it. Press the inspect button while next to the ladder to climb it. Once at the top of the ladder, you will be in Freezer C. In Freezer C, you will notice a giant mutated bull creature frozen inside a block of ice in the center of the room(note, had you set the freezer temperature too high by way of the cryopump, this creature would have thawed out, and you would have had to fight him upon reaching Freezer C), as well as many stacks of ice blocks along the lefthand wall. Push the front center ice block(the only single ice block) back against the wall. Next, climb over the ice block so that you are on the side of it that is closest to the rear wall of the room. Now, push the ice block forward, so that it rests against the stack of two blocks in the front left corner of the room. Finally, climb the single ice block, then from atop it, climb the double stacked blocks that you pushed it against, and you will find a card key to the Freezer C Meat Room. After picking up the Meat Room Card Key(note, if you had set the temperature too high, and had to battle the mutated bull creature that was frozen in the large block of ice in the center of the room, you would have been given the Meat Room Card Key upon defeating it), use it to open the door at the rear righthand side of the room. Once open, enter the meat room, and make your way past the rows of frozen hanging meat(note, you'll have to break the unbagged slab of meat hanging in the final row in order to pass it). At the end of the Meat Room, climb over the boxes to reach the exit. Upon exiting the Meat Room, you will be inside another save room. Here you will find a map download terminal(encompassing the Mid-Area and Rats' Yard sections of the City Area), two vending machines, and a KISS Saving System terminal. Chapter Ten Getting Close After using the save room(if necessary), exit through the door that is opposite to the one you entered by. Once through the door, Janine calls you on your Audio-Visual Unit.After you tell her that you've made it through the freezers, enter the small building across from you, and slightly to the right(be careful, as there is a humanoid creature inside). You have just entered the restrooms. Climb onto the toilet, and pull yourself through the hole in the wall above it, so that you can get into the ladies' side. Once there(watch out, as there is another humanoid creature on this side as well), you will find a Rail Gun for Dogs, on the floor in front of the sinks. After picking up the Rail Gun, leave the restrooms by way of the men's side(the door on the ladies' side is locked). Once outside again, make your way into the Digimuse Pleasure Dome Arcade(to the left after leaving the restrooms, as to the right is the pirahna pool). Inside the Pleasure Dome Arcade, you will find a little girl named Sandy, crying in the back corner. Upon approaching her, she points and says, "Gary, Gary", after which, she hands you a game coin, good for one play of the Jungle Hunter shooting game(apparently she wants you to win a stuffed animal for her). Inspect the Jungle Hunter game, and you will be asked if you would like to insert your game coin to play(yes/no). After inserting the coin, shoot the three animal targets(with any weapon) that appear inside the game. Once you've successfully shot the last of the three animal targets, the Big Gary stuffed animal falls to the floor in front of the Jungle Hunter game machine. Pick up the Big Gary stuffed animal and bring it to Sandy. You tell Sandy, "Merry Christmas" as you give her the stuffed animal. She then tells you that she has a present for you, and then reminds you that it's Christmas Eve. At this point, go to the door behind the small barricade(marked, Staff Only) and inspect the lock terminal beside it. Instead of needing a card key to unlock the door, you are asked to input a four digit passcode in order to open it. Thinking back to what Sandy said, you realize that the present she was giving you, was the passcode to the door. Sandy said that it was Christmas Eve... and the date for Christmas Eve is 1224. With that, enter 1224 as the passcode, and the door will unlock. Proceed through the door, and once in the following alley(there are two humanoid creatures here as well), make your way into the barber shop at the far end of it(note, you will come back to the Omega Club, one of the buildings that you will pass in the alley, later, as right now you don't have the key needed to enter it). Inside the barber shop, defeat, or avoid the humanoid and bird creatures, then make your way out the rear exit that is behind the cabinets to the side of the counter. Once outside the rear door of the barber shop, you will be at the piers. At the end of the higher pier, you will find a Hassy Long, but along with the drink, you are shown a view of the pier that is behind the Fishing Place Tackle Shop. Next, proceed into the corridor opening next to the tackle shop(be careful, there are two tenticle creatures in the corridor) and make your way through it. Upon exiting the corridor, you will be very close to Rats' Place. Proceed up the alley to the Bank of Kimra, and enter it(the bank). Inside the bank you will find numerous automated teller machines(cash dispensers). Upon using one(any one), you will be asked if you would like to use any of the bank cards you've found throughout the game(yes/no, note, the bank cards you can find, or have in your possession will appear in the following order, Eliot's Bank Card, The Kimra Bank Card, the Yucatan Bank Card and the Bermud Bank Card. Upon answering no, to using any of the cards, you will be asked if you would like to use the next card). Using Eliot's Bank Card at this time, prompts you to input a passcode specific to the card(Eliot's passcode is his employee number, 3532), and upon inputting the correct passcode, you are able to withdraw twenty dollars. Upon inputting the correct passcode for the Kimra Bank Card(say no to using Eliot's Bank Card, then say Yes to using the Kimra Bank Card. The passcode for the Kimra Bank Card is 1008, which is the month and day written on the card), you will be able to withdraw fifteen hundred dollars. After withdrawing the money from the two accounts, leave the bank and head to Rats' Place, which is right across the street(to the side). Chapter Eleven Hidden Behind The Wine Racks Once you reach the door to Rats' Place(marked, Bar Rat's), Janine contacts you again via your Audio-Visual Unit. After telling her you've reached Rats' Place, enter the bar. Inside the bar, you will see a picture of a rack of billiard balls(note, there is a Hassy Long behind the bar, near the door's side) with a glowing ball in the center. The glowing ball is a trigger button that needs to be pushed in order to open the secret entrance to Rats' Yard. Unfortunately, it is too high for you to reach from the floor. Push the pool table against the wall that the picture is on, then push it so it is directly under it(the picture). Once moved, climb on top of the pool table and trigger the button(note, you will be asked if you'd like to press it, yes/no, upon inspecting it) to open a secret passage that leads downstairs to Rats' Yard. Hop down off the pool table, and make your way down the stairs that are now accessible to you where the pool table originally was. You will now be in Rats' Yard, a place where he stores the alcohol for the bar, and just the place to hide if things go bad. Wind past the wine racks, until you come across Rats himself, hiding behind the wine racks at the rear. Dogs speaks to Rats, and upon telling him that you're looking for an I.D., he(Rats) tells you to check the wine racks, as you just may find what you're looking for. With that bit of information, inspect the wine rack to your left(the one at the very back. Depending on your angle, you may need to push the wine rack to the side to find what you need), and you will find three items. They are, Chris' I.D. Card, Chris' Drivers License, and the Fisher's Key. After picking up the three items, leave Rats' Place, and make your way back to the Fishing Place Tackle Shop, located at the piers. Chapter Twelve You're All Wet Once at the tackle shop, use the Fisher's Key that you found at Rats' to unlock and enter the door. Inside, you will be attacked by four pirahna that are flapping around on the floor of the shop. After defeating the four pirahna, you are given the Fishing Place Key. You can also find a Shotgun Magazine behind the counter in this room. Next, use the Fishing Place Key to open the door(marked, Fishing Place) that leads to the Fisherman's Pier behind the tackle shop. On the pier behind the tackle shop, you will find two items, a tube of Pirahna Kill, and a Hot Dog. After picking up the two items, leave the Fisherman's Pier, and return to the pirahna pool(next to the restrooms and Mid Area save room that you were in just after leaving the freezers). At the pirahna pool, walk down the ramp towards the water, and you will automatically toss the pirahna kill into the pool with the pirahna. The pirahna kill instantly destroys the pirahna, so that you can freely swim through the pool without being harmed(note, now that you've used the pirahna kill, the pirahna will not regenerate upon your re-entering the pirahna pool after leaving it). Swim through the pirahna pool to pool 02(the gate to pool 02 is just across from the end of the ramp leading into the pirahna pool). Once in pool 02(watch out for the giant fish creature), swim to the ramp that leads to the jailhouse walkway(at the far end of the pool), then from the end of the ramp, kill the giant fish creature that is swimming around. After killing the fish, proceed up the ramp, and then down the jailhouse walkway that it leads to, to find(in pool 02 section) a Hamburger, a Shotgun Magazine, and two Rail Gun Magazines(in pirahna pool section). After getting the items(if necessary), hop back into the water in pool 02, and swim to the watery passage that leads to the Hello Market area(note, the gate leading to the watery passage, is low in the water at the base of the pool 02 ramp). Once in the watery passage, swim to the far end, and climb onto the small stairway that is there. Climb the stairs and inspect the doorway at the top of them twice to unlock and proceed through it. Once through the doorway, you will find that you are back near the Hello Market(note, if you need to return back to the Mid Area for any reason, you can push the large crate against the raised landing for this doorway, and climb it to reach the door). At this point, return to the control room in the Brain Center and speak to Janine. Once back, Janine takes the disc she was trying to access earlier, and places it back into the computer. She then asks you for a password so that she can access the restricted files on the disc. Input 0513 as the password to access the disc(the password can be found on Chris' Drivers License, as it is his birthdate). The password is accepted, but now there's another problem, it seems that the power supply is down, and because of this, you will not be able to enter the laboratory. Eliot suggests going to the Power Plant to try to turn the power back on, to which Janine replies that it's feasable, especially now that you're in possession of Chris' I.D. Card. Chapter Thirteen Danger, No Smoking Your task now, is to get to the Power Plant. To do this, begin by leaving the Brain Center control room by way of the Eastern exit(the doorway with the large "E" above it). In the corridor outside the control room, continue forward and exit by the door at the opposite end of it. You will now be in section A1 of the upper Run Road(note, be careful of the hovering gun drones, as they fire upon anything that comes within their range, and unfortunately, you cannot destroy them. To avoid being hit by them, change your direction of travel as soon as you hear them fire). If you would like to find a Gatling Gun for Dogs, proceed through the door to your left(beneath the sign that reads A1). Once through the door, you will be inside a safety corridor leading to the Run Road helipad(there is a humanoid and nesting wasp in this short corridor). Exit the safety corridor by the door at the opposite end to reach the helipad. As soon as you are on the helipad, you will be attacked by a large mutated crab that has decided to use as abandoned jeep as it's shell. After defeating the crab(note, the Plasma Gun works extremely well against this boss), push the large rock that is blocking the stairs to the side, then proceed down the stairs. Follow the narrow path around the outside of the helipad(note, there is a tenticle on the path, at the center corner), until you reach the far end. Here you will find a Gatling Gun and three Gatling Gun Magazines. Once you have picked up the Gatling Gun and ammunition, return to section A1 of the Run Road, and from there, enter the safety corridor leading to section A2 of the Run Road(marked, A2). Proceed through the safety corridor, and make your way to section A2 of the Run Road. You can find two Hassy Longs in the bunkers here, as well as a Yucatan Bank Card on the body in the bunker closest to the safety corridor leading to section B1. After picking up the items in section A2(if necessary), proceed through the next safety corridor, and enter section B1 of the Run Road. Here you will find two bunkers(one on each side of the gate dividing this section), one of which contains a KISS Saving System terminal, as well as a map download station encompassing the Run Road. After saving your game at the KISS Saving System terminal(if necessary), proceed through the gate leading to the fuel tank. Make your way along the left side of the fuel tank, until you descend a small set of stairs leading to the edge of a cliff. On the cliff's edge, you will find a body, scattered about it are two Lifookers(grappling harnesses that hook onto your last stable point if you fall from a high distance) and a Permission Card Key that you will need to access the fuel tank. After picking up the items, return to the left side of the fuel tank, and climb the ladder that is there. Use the Permission Card Key in the terminal that is on the platform at the top of the ladder, and you will be told to remove the lock cap from one of the intake holes. The intake holes are the small smokestack type tubes on the roof of the fuel tank. Next, make your way to the roof of the fuel tank, and use any weapon to break open one or more of the intake holes(note, even though the terminal said not to expose the fuel tank to heat, you will cause flames to appear over any intake holes upon your breaking them open. There is no way to avoid this). Once you've broken open an intake hole, return to the terminal on the platform below and access it once again. You will then be asked if you would like to activate the intake system(yes/no). Upon answering yes, the emergency alert begins sounding. Due to the intake holes being exposed to flame, the the tank will explode within moments. A massive wall of flames then begins traveling towards you from the left. Since the ladder is now blocked, run back up to the roof of the fuel tank, but instead of going to where the intake holes were at the center, make your way to the end of the broken walkway that leads out over the cliff. Once the flames reach the top of the fuel tank, your characters, fearing there is no other way of escape, jump from the broken walkway, into the chasm below. Just as they do, the fuel tank erupts, and the force of the explosion knocks your characters across the gap, to the ground on the other side. That was a close one. On this side of the chasm, you will find a closed gate(there is no addequate power supply to open it), a KISS Saving System terminal, and an open gate leading to section B3 of the Run Road. After saving your game(if necessary), proceed through the open gate, and enter section B3 of the Run Road. From here(section B3), make a quick run across the section, to the safety corridor at the other side. Enter the safety corridor, and follow it(be careful, as there is a humanoid and two bird creatures in this corridor) until you reach the parking area for the Kimra Power Plant. In the parking area, you will see a large hole in the door at the far end of it, as well as a red jeep with a Bazooka(for Eliot) on it's roof. Since the Bazooka is currently too high for you to reach, proceed through the hole in the door, and enter the Power Plant. Chapter Fourteen I've Got The Power Inside the Power Plant, make your way to the rear right corner, where you will find a glowing red button on the wall. Press this button(note, it will ask you if you would like to press it, yes/no, upon inspection) to activate the emergency lights. As you turn on the emergency lights, Janine calls you via the Audio-Visual Unit, and tells you to look for a control panel near the emergency light button. Proceed to the control panels in the cubicle to the left(next to the elevator and locked door), and inspect the terminal that is currently displaying the message, "Check the system" on it's screen. The computer will inform you that the power system is currently off due to capacitor shorts in the following four superconducter circuits: B-4-3 R-6-1 Y-1-3 G-3-2 Your task now is to repair these circuits, and restore the power to the island. Begin by going down the staircase at the righthand side of the room(behind the emergency light button). These stairs lead to a small landing before a hallway leading to three rooms, the Tool Room, the Cable Warehouse and a KISS room. Exit the landing through the only door that is there, and from the following hall, enter the first door that you come to. You will now be in the KISS Room. Inside this room, you will find, a body on the floor with an Arrow Magazine and a Handgun Magazine on it, a food vending machine, a map download terminal encompassing the basement and first floor of the Power Plant, and a KISS Saving System terminal. After using the KISS Room(if necessary), return to the hallway, and enter the next doorway you come to as you continue down it(the hall). This room is the Tool Room, and on the floor of it you will find a crank. After obtaining the crank, return to the hall once again, and enter the last of the three doorways, which is located at the end of the hallway. You will now be in the Cable Warehouse(watch out for the two humanoid creatures), and here you will find two electric cables(on a shelf) that will be needed to repair the damaged circuits, so that you may restore the power to the island. After picking up both of the cables, return upstairs to level 1F of the Power Plant. Approach the doorway on level 1F that is next to the control you accessed earlier(the larger one, not the smaller one, as that is the elevator). Next to the doorway, you will see a small hole, this is a crank socket. Inspect the hole, and your characters will use the crank to manually pry open the door's lock mechanism. Once that is accomplished, proceed through the door to enter "E" hallway. At the far end of E hallway, there is a door marked with a "B". Enter it to proceed to B section. Once in B section, you will see many small doors marked with the numbers B-1 through B-7. Inside each of these small rooms(and the rooms similiar to them in the following sections of level 1F of the Power Plant), are three circuits(marked 1, 2 and 3) that must be in working order for the power to flow to the other areas of the island. The four, three digit code numbers that the control panel computer gave you earlier(B-4-3, R-6-1, Y-1-3, G-3-2) were the section, room number, and circuit number of the four defective circuits that you must replace. Although you are currently in B section, you need to find a pair of insulation gloves before attempting to repair the circuits. Trying to replace the electric cables without the gloves on, will only result in your getting a nasty shock. Enter room B-5 to find a Stun Rod, which is a hand weapon for Eliot(if you don't already have one. Be careful, as there is also a humanoid creature in this room). After getting the Stun Rod(if necessary), proceed to the door with the large "R" marked on it to enter, you guessed it, R section. In R section, since you don't have the gloves yet, you need only to find the electric cable in room R-7. After picking up the electric cable in room R-7, enter the door marked with the letter "Y" to enter Y section. In Y section, as with the others, since you do not have the gloves yet, you need only enter room Y-4 to find the Stock Room Card Key lying next to a body on the floor. After receiving the Stock Room Card Key, leave Y section by the door marked with the large "G", to enter G section. Inside G section, use the Stock Room Card Key in the lock terminal next to the door to the Cable Warehouse(this is the Stock Room) to unlock it. Enter the Cable Warehouse and pick up the Bermud Bank Card off the body on the floor, and the insulation gloves from the shelf to the side of the room. After receiving the two items, leave the Cable Warehouse and proceed to room G-1 in the section you are currently in. Inside room G-1, you will find another electric cable on the floor, pick it up, then return to the G section hallway. From the hallway, enter room G-3, and inspect circuit number two. Due to your now having the insulation gloves, you will use one of the four electric cables that you have accumulated, to repair the damaged circuit. After repairing damaged circuit number G-3-2, repeat this process(inspect the circuit number in question to automatically repair it), with circuit numbers Y-1-3(Y section, room Y1, circuit number three), R-6-1(R section, room R-6, circuit number one) and B-4-3(B section, room B-4, circuit number three). Once all four damaged circuits have been repaired, the power supply activates briefly, then stops. You are then alerted to the fact that the power to all sources outside the Power Plant will be terminated. Apparently something else is wrong inside the Power Plant, besides the damaged circuits. Return to Y section, and once there, enter the now open Administrations Office(note, it was not accessible previously, due to a lack of power to open the door). Inside the office, you will find a Shotgun Magazine next to the body on the floor, as well as the Condenser Room Card Key on the blue control panel nearby. After receiving the items, return to the control panel that you accessed in the first room after turning on the emergency lights. Upon accessing the control panel, you are told that the power coming from the generator is very low, and as such, the power distribution is restricted to the Power Plant. You now need to check the power source, which Dogs informs you is on the third floor. Take the elevator(small door next to doorway leading to E hallway) to level 2F, and once there, you will find a save room just across the hall. Inside the save room, you will find a body with two lifookers on it, as well as a KISS Saving System terminal and two vending machines. After using the save room(if necessary), return to the hall, and begin your trek to the next elevator. The hall leads onto a suspension walkway that twists and turns, high above the ground. Navigate this walkway to reach the elevator that travels to the third floor. Once on the third floor(you are automatically brought there upon entering the second elevator), make your way through the series of walkways(be careful, you can fall) and rooms(you can progress only one way), until you reach a room where there are two large dragonflys, one of which is carrying a body(note, there is a Rail Gun Magazine on a body on one of the walkways prior to this room, as well as a save room containing, the Omega Club Key, a KISS Saving System terminal, a food vending machine, and a map download terminal encompassing the second and third floors of the Power Plant). Kill the dragonflys to receive the Plant Area Card Key from the worker's body that they were carrying. Once you have the Plant Area Card Key, use it to unlock the remaining door in this room, which will lead you closer to your destination. Through the door, you will find a short walkway leading to the Condenser Room. Use the Condenser Room Card Key to unlock the door, then enter the room to try and solve the mystery of why the power supply is so low. Inside the Condenser Room, you see that the main condenser unit is literally covered with a swarm of mutated lightning bugs. Use your weapons to destroy all of the lightning bugs(the Plasma Gun and Shotgun are both effective for this task) that are on the condenser, so that it won't have the constant drain that the creatures were creating, as they sucked away at the power. After destroying them all(be careful, as they will attack you), Eliot has a bad feeling, and wants to make a quick retreat(note, there is an Arrow Magazine and two Handgun Magazines on the floor in one of the corners of the room). At this point, return to the control room on level 1F, and access the main control panel that you have been using throughout your trip through the Power Plant(the one you accessed after turning on the emergency lights). Upon accessing the control panel, the power system will achieve maximum efficiancy, and the supplier unit will be activated to maximum output. Now that all is well with the island's power supply, make your way back out of the Power Plant by way of the large hole in the door you entered it by, so that you can begin your long walk back to the Brain Department, and Janine. As soon as you are back out in the parking area for the Power Plant, you are attacked by another of the large crab creatures that you fought on the helipad(if you went to the helipad). Upon defeating the crab creature, you are given the Jeep Key. Before leaving the parking area, go to the spot where the jeep was originally parked, and you will find a Bazooka(for Eliot). After receiving the Jeep Key, and picking up the Bazooka(if you don't already have one), leave the parking area and begin to make your way back to the Brain Department control room, so that you can talk to Janine(note, upon reaching the chasm where the fuel tank exploded, you will be able to access the previously shut gate to the South, as it opens now that the power has been restored. This is so that you may loop around the area with the chasm, and return to section B1 by way of the lower Run Road, and from there, back to the Brain Department control room). Chapter Fifteen Merry Christmas Upon entering the corridor that leads to the Brain Department control room, the scene cuts to show Janine seemingly being attacked by Nephilim. Instead of an attack, Nephilim shows her a vision of what has already transpired, and of what's to come. You re-enter the control room to find Janine on the ground, a bit shaken from the vision that Nephilim has shown her. Janine gets to feet and tells you that she's o.k., and that Nephilim didn't hurt her. She then goes on to explain what Nephilim showed her. At this point, approach the main control terminal(the control terminal directly across from the Slope Shuttle control terminal) and you will again use Chris' I.D. Card to access the main computer. Upon checking the files, you see that there is a strange blue light inside the lab section of the island. Eliot now plans to go check out the lab to see if he can determine whether or not the blue light has some part in what's happening on the island. To make it a bit easier, now that you've restored the power to the island, Janine is able to use the terminal to unlock the jeep hangar's gate, so that you may use the jeep to reach the lab. Also, since you were so busy, you neglected to realize how much time had passed, as Janine reminds you that it's now past midnight, making it officially Christmas. Not only is it a holiday, but it's also Eliot's payday. After mentioning this, Eliot and Dogs are set to go to the lab. Chapter Sixteen A Little Scavenger Hunt Before going to the jeep hangar, so that you can take the jeep to the lab, make your way back to the Kimra Bank, located in the Mid Area of the City Area. Once there, use the automated tellers(cash dispensers) to withdraw money from Eliot's account(use Eliot's Bank Card, passcode 3532, to withdraw his Christmas pay of 2,000 dollars), the Kimra account(use the Kimra Bank Card, passcode 1008, to withdraw 3,300 more dollars), the Yucatan account(use the Yucatan Bank Card, passcode 1861, to withdraw 5,700 dollars), and the Bermud account(use the Bermud Bank Card, passcode 1394, to withdraw 6,000 dollars). After withdrawing the money from the four accounts, make your way to the Omega Club, located in the alley between the barber shop and the Digimuse Pleasure Dome Arcade. Use the Omega Club Key to unlock and enter the club. Inside the club, you will find, a Hassy Long on the bar, a Hassy Long on the floor at the rear right, a Steak Plate on the table at the rear left, and finally, two Bazooka Magazines and a Ray Sword in the back room, behind the stripper's runway. After you've obtained the items from the Omega Club, return to the Brain Department control room, and from there, leave via the Eastern wing corridor, to make your way back to the Run Road. Chapter Seventeen Cleaning Up Once on the Run Road, walk slightly South to the now open check gate leading to the jeep hangar in section A3. Approach the hangar, and use the Jeep Key to enter and drive the jeep to the Kimra Xenobiological Laboratory(note, before using the jeep, you may want to unlock the safety corridor doors between sections A3 and B2. To do this, just go through them from the jeep hangar's side). Enter the lab by the front door(Janine has unlocked it), and proceed thrugh the door directly across the reception area(note, there is a Hassy Long on the table in the center of the reception room). You will now be in the germ scanning room for the lab. The lab itself is a germ free zone, therefore anyone who hasn't been sterilized, will not be allowed to enter the facility. Approach the scanner at the rear of the room, and you will find that in your present state, you cannot enter the lab. You now need to rid yourself of all germs in order to be able to enter the lab. To do this, begin by leaving the germ scanning room, and returning to the reception area. From there, enter the room at the end of the hallway across from the receptionist's desk. Here you will find the changing room. In the back of this room, you will find two labo wear clean suits. As soon as you pick up the second suit, Eliot suggests that he and Dogs change into them. Upon changing, Dogs comes to the realization that he cannot fit into a medium sized suit. After Eliot changes into his clean suit, he discovers the key to the Relax Room in the pocket of the suit. Once you're in possession of the Relax Room Key, return to the reception area, and use the key to enter the Relax Room(the door next to the receptionist's desk). Inside the Relax Room, you will see numerous vending machines all about the room, as well as a Santa Claus suit in the corner next to the red sushi vending machine. Pick up the santa suit, and Eliot will convince Dogs to try it on. After Dogs puts on the santa suit, proceed through the door at the rear of the room(next to the other red sushi vending machine). You will have now entered the bath room. Walk towards the rear of the room and Dogs will tell Eliot that he needs a bath. Next, approach the door to the bath area itself, and Dogs and Eliot will strip down and take a quick bath. After cleaning off in the tub, return to the germ scanning room, and upon approaching the scanner, you will now be permitted to enter the interior section of the lab. Chapter Eighteen Testing Positive Enter the lab's interior, and at the end of the entry hall(outer hall), you will find a KISS Room containing, four vending machines, a KISS Saving System terminal, and a map download terminal encompassing the Labo Area(the first floor of the lab, and Gigadent). After using the KISS Room(if necessary), enter the open storage hangar(across from the door leading to the germ scanning room) and walk to the back of it. Upon reaching the back of the storage hangar, a giant blob drops from the ceiling and attacks you. Once you defeat the blob, you are given the Labo Observatory Room Card Key. After receiving the Observatory Room Card Key, use it to open the door to the Observatory Room, which is located slightly up the hall in front of the storage hangar. Before you can reach the Observatory Room however, Eliot has a slight problem. It seems that during his encounter with the blob, Eliot swallowed some of the monster's bile. Due to this, Eliot has a nasty reaction, causing his DNA to begin to merge with that of the creature's. After convincing Dogs that he's well enough to go on, enter the Observatory Room. In this room, you will find an oxygen cylinder(a breathing mask) on a small table near the large bay window that looks into the next room. Through the window, you can see a female lab employee standing on a table, trying to keep herself away from several mutated insect creatures that are on the floor below. You now need to help the woman, so leave the Observatory Room and continue down the hallway until you reach the door marked, "Staff Only"(at the end of the hall). Inspect the door, and you will be told that the inner hall(you are currently in the outer hall, the inner hall is on the opposite side of this door) is filled with gas, and as such, would you still like to enter it(yes/no). Upon answering yes, you enter the gas filled inner hall(be careful, as there are a few mutated dog type creatures, as well as a humanoid in the hall with you). When you try to enter the room where the woman is(turn right once in the inner hall, the door at the end), you find that due to the gas leak, the emergency shudder has lowered in front of the door, preventing you from gaining entrance. Your task now is to shut down the gas, so that the inner hallway refills with oxygen. Begin by following the inner hallway. You'll pass a locked room just past the door to the outer hallway, this is the Exhaust Room, as well as another door with an emergency shudder in front of it(the door that is just around the first bend in the inner hallway), this is the Blood Thawing Room. Continue until you come to a set of stairs leading downward inside a caged area. Proceed down the stairs, and you will come to a short hall with two locked doors, the second being the door to Experimentation Room Number Three. On the floor near the doorway to Experimentation Room Number Three, there is a body. Next to the body is the key to the Exhaust Room. After picking up the Exhaust Room Key, return back upstairs and use it to unlock and enter the Exhaust Room(located next to the doorway that leads to the outer hallway). Inside the Exhaust Room, you will find the switch to operate the gas exhaustion system, which will expell the gas, and fill the halls with oxygen when activated. Inspect the device(switch on the wall near the door) to be asked if you would like to activate it(yes/no). After activating it, you will notice that the hallways are now clear upon your return to them. Due to the gas having been cleared, the emergency shudders have now risen from in front of the Blood Thawing Room and the room where you saw the woman being attacked by the swarm of mutated insects(Medical Room). Enter the Medical Roomo, where you saw the woman(at the end of the inner hall, near the door to the outer hallway), and after disposing of the insects, climb onto the table where she is and talk to her. The woman recommends that you try finding Dr. Jacob in his private lab on the second underground floor, as he may be able to help Eliot return to normal. After speaking to the woman, return back downstairs and start to proceed through the door at the end of the small hallway. Just before you reach the door, Eliot mutates further. After this unfortunate turn of events, continue through the door(watch out for the mutated dog creature), and from there, proceed through the following door directly ahead of you. You will now be in the Sterilization Shower Room, but upon trying to pass through it, you will find that the sterilization shower is not working. Since the next area will not allow you entry until after you've had a sterilization shower, you must now repair it if you're going to go any further. Go back through the door you just came through, but instead of returning through the next door, to the small hallway, follow the hall that leads around to the side, and comes to two more rooms, the Shower Operation Room and the Bombe Castdy Room. Enter the Bombe Castdy Room, and push the sterilization cylinder into the empty slot in the machinery that is also in the room. Once the cylinder is in place, leave this room and enter the Shower Operation Room next door. Once in the Shower Operation Room(note, there is free water for you to drink in the cups on the small table. This water refills your health slightly with each cup that you drink), inspect the terminal on the far wall, and you will then be asked if you would like to engage the sterilizing shower system(yes/no). After choosing yes, the shower system will then become operational. Return to the Sterilization Shower Room, and after going through the sterilization process, continue through the door at the end of it. In the next hall, watch out for the humanoid and mutated bird creature as you make your way through it to the next room. Once through the door, you will be in the R-305 Room. Here you will see numerous tanks filled with R-305 fluid, mounted on the wall, low in the room. Instead of going down the ramp towards the tanks, enter the door right next to you. This leads to another hallway(watch out for the humanoid creature). This hallway leads to the Valve Room(the door on the side, towards the end of the hall), and also to another hall(the door at the very end of the hallway). Since you don't yet have the information necessary to properly make use of the Valve Room, proceed through the door at the end of the hall to come to the next hall. In this new hall, you will find a locked door at the end nearest you, a save room on the far end on the right(the save room contains, four vending machines, a KISS Saving System terminal, and a map download terminal encompassing levels B1, B2, BM2 and B3 of the lab), the rear door to the R-305 Room at the end to the left, and finally, the Elevator Room to the lower levels of the lab(at the end of the hall, around the corner to the right). After using the save room(if necessary), enter the Elevator Room and make your way into the elevator chamber itself, which is loacted in the rear of the upper section of the room. The elevator has a scanner which performs a blood check on it's occupants upon entering it(the elevator), and Eliot, in his current condition, fails the test. Due to the fact that the Dinosite cell(what the mutating cell is named) is now present in Eliot's DNA, the elevator will not take them to level B3. Instead, it re-opens, and lets them back out in the Elevator Room of level B1, where they entered from. Since you cannot use the elevator, begin to make your way out of the room, and back out into the hall. Just as you near the door, Eliot, seemingly in excruciating pain, mutates further. Upon attempting to pass through the door, you are informed that due to Eliot's current state, the two of you will now be isolated in the Elevator Room. With the door, and elevator now ruled out as possible means of escaping the room, return to the rear of the room and inspect the heating pipe that is running up the wall(using Eliot). Due to Eliot's new form, he now has the ability to climb the facility's heating pipes. After climbing the pipe in the Elevator Room, Eliot stops in the Exhaust Room. From there, continue to climb across the pipe that runs through the ceiling, across the next hallway(note, you must press the inspect button to enter the next area while climbing on the pipes), through the Blood Thawing, Medical(where you spoke to the woman), and Observatory Rooms, until you are back out in the outer hallway. Next, climb downward on the pipes, and you will find yourself in the hall outside the Elevator Room on level B1 of the lab. Now that you've escaped the Elevator Room, climb the set of pipes that are located next to the ones that you just climbed down from(climb the pipes that are closer to the R-305 Room). Follow them to their ending, and you will emerge in Experimention Room Number Three. Inside this room are three mutated caterpillars. Destroy them and get the frozen blood pack from the freezer on the other side of the large stasis tube. Once you have the frozen blood in your possession, proceed to the Blood Thawing Room on level 1F(across from the Exhaust Room) by climbing the pipes and/or walking through the hallways. Inside the Blood Thawing Room(watch out for the humanoid creature), thaw the frozen blood by putting it in the defrosting device and turning it on(the device is located just to the right of the rack of test tubes on the lower counter. To use the device, choose yes when you are asked if you'd like to place some blood into it, yes/no). After using the device, you take possession of the thawing blood pack. After receiving the thawing blood, make your way back into the Elevator Room by way of the pipes(the pipe leading downwards inside the Exhaust Room), and then enter the elevator chamber itself. Due to your having the normal, thawing blood pack, the scanner mistakenly thinks that you are o.k. to use the elevator(note, the door to the Elevator Room also unlocks). With that, you are sent to level B2 of the lab(watch out for the humanoid creature upon your arrival). Once you step out of the elevator on level B2, you will be in a short hallway containing three doors, along with the elevator you have just exited from. The first door(large blue door) leads to the Botanical Division, the second door leads to Experimentation Room Number Four, and the third door(room at the end of the hall) leads to Experimentation Room Number Five(the kennel). Enter the door to Experimentation Room Number Four, and you will see that it is Dr. Jacob's private labroom. Upon rounding the corner in the labroom, you come face to face with Dr. Jacob, only he's not entirely human any longer. After yelling out, "R-305", Dr. Jacob completes the mutation into the hideous creature that he was becoming, and attacks you. Upon defeating Dr. Jacob, you are given the Jacob Safe Key. Walk to the rear of Dr. Jacob's labroom, and use the safe key to open the safe that is on the small stand. Inside you will find Jacob's Disc, and the Jacob Key. After receiving the two items, inspect the small chart on the stand next to the safe. You will insert the disc into it to learn that the final metamorphosis that occurs when a human has been exposed to the Dinosite cell, can be delayed if treated with R-305. The metamorphosis can also be reversed if innoculated with something known as A-Vect. Once you've discovered this information, attempt to leave Dr. Jacob's labroom. Upon approaching the door, Eliot goes through another mutation. After this mutation, you will have thirty minutes before Eliot goes through the final, irreversable mutation(a timer then appears in the top right corner of the screen), and if that happens, Dogs tells you that he'll kill you himself(note, if you do not cure Eliot before the final mutation, he will die). Chapter Nineteen Finding The Cure Remembering what you just found out by using the disc, in order to buy Eliot some extra time, return to the Valve Room on level B1. Once you are there, inspect the terminal at the rear of the room, and you will be asked if you'd like to activate the R-305 Alch Tank Stream System(yes/no). After answering yes, the tanks of R-305 in the nearby R-305 Room, are allowed to drain onto the floor, making the bottom of the room a small pool of the chemical. Once this has been done, leave the Valve Room and make your way to the R-305 Room(door at the opposite end of the hall from the Valve Room). In the R-305 Room, dive into the pool of chemicals. This will extend the period of time Eliot has left before he undergoes the final mutation by thirty minutes. After extending the countdown, return via the elevator to level B2, and from there, enter the Botanical Area(large blue door). Inside the Botanical Area, you will find an environment setup like a small woodland area, complete with trees, bushes and a small pond. As you make your way to the door located at the rear righthand side of the room, Eliot will stop to do something... After this, you will be attacked by a large dinosaur type creature(note, to avoid these two things, Eliot's stopping and the large dinosaur, cross the room by staying as close to the right wall as possible, as theese two things are triggered by going towards the center of the room. Once you reach the rear righthand door, use the Jacob Key that you received from Dr. Jacob's safe, to unlock and enter it(the door). In the following hall, you will pass two locked doors, the first being the New Drug Storage Room, and the second being the Elevator Room to level B3. At the end of the hall, you receive a call on your Audio-Visual Unit from Janine, who gets quite a shock upon seeing Eliot. Next, enter the Aquatic Life Experimentation Room at the end of the hall. Inside, you will see a giant fish tank along one wall, a switch on the wall opposite the tank, and a ladder at the rear of the room. Inspect the switch to be asked if you would like to open the airlock gate to the ventilation/heating shaft(yes/no). After answering yes, and thereby opening the small gate high up on the wall, climb the ladder at the rear of the room to enter level BM2 of the lab. Here you will find the open top to the fish tank. Dive into the fish tank and retrieve the Mining Place Key, which is sitting underwater at the bottom right of the tank(watch out for the fish if you haven't killed them). After getting the Mining Place Key from the tank, return to Dr. Jacob's private labroom(Experimentation Room Number Four). Once inside Dr. Jacob's labroom, climb the heating pipe that is in the room, and follow it to it's end in the locked Elevator Room that leads to level B3(the room next to the New Medicine Storage Room. Note, you can unlock the door by trying it from the inside). Once inside the room, enter the elevator in the small caged section at the rear of the room, to be taken to level B3 of the lab. On level B3, make your way across the narrow winding walkway, to the rear door. Pass through the following storage room, and then once again begin making your way across the narrow walkway that you come to. About halfway across the walkway, you will come to a heating pipe. Have Eliot climb the pipe, and follow it into the room blocked by the rock that you just passed(note, this is optional, and should only be done if you feel you have enough time left on the countdown timer). Inside this room, you will find the Power Mixer(a hand weapon for Eliot) next to a body on the floor. After picking up the Power Mixer, proceed up the stairs at the back of this small room. The stairs lead to the back hall of level B1. Here you will be able to open the two doors that upon checking them from their opposite sides, were locked. The two doors lead to the following areas, the base of the stairs leading to level 1F(this was the locked door next to Experimentation Room Number Three), and the far end of the hall where the save room is. After unlocking the two doors(note, the heating pipe in this room leads to the R-305 Room), return to level B3 by way of the back hall stairs. Once there, make your way back to the narrow walkway, and proceed to the door at the far end of it. Upon approaching the door, Janine calls via the Audio-Visual Unit. After Dogs attempts to fill her in with information on what's happening, use the Mining Place Key to enter the door to begin an encounter with a large blob(note, a good strategy for defeating this boss is to use Dogs, and have him fire his Rail Gun in quick even bursts from the very entrance of the room. If you don't move forward upon entering the room, you should have enough time to kill the blob with the Rail Gun, before the small blob offspring that emerge from the larger blob can reach you. Also, once the blob starts swinging like a pendulum from the ceiling, you will be clear of it's arc, thus avoiding it's spiked tip. After defeating the blob, you are given the key to the New Drug Storage Room. Upon receiving the key, return to the New Drug Storage Room on level B2(the room next to the Elevator Room containing the elevator that runs between levels B2 and B3), and use it(the key) to unlock and enter the room. Next, have Eliot access the terminal at the rear lefthand corner of the room(the right side of the terminal). Once accessed, you will be asked if you would like to use the A-Vect(yes/no). After answering yes, Eliot uses the A-Vect. Luckily, all goes well, and the A-Vect returns Eliot to human form. Once Eliot is back to normal, proceed to the kennel(Experimentation Room Number Five) on level B2(the room at the end of the hall, next to Dr. Jacob's private labroom. Be careful, as there are two mutated dog creatures as well as a humanoid here). Inside the kennel, you will find a Hassy Long and a Hamburger in the first cell, and if you approach the third cell, then inspect the still normal dog inside it, you will receive the Clone Room Card Key. After you've received the Clone Room Card Key, leave the kennel(Experimentation Room Number Five), and make your way to the Clone Room(the room that the locked door in the Watchroom on level 1F of the lab leads to. Note, if you stop at the Observatory Room, you can use the Jacob Disc at the terminal at the rear of the room to learn more about Dinosite). Once inside the Clone Room, proceed towards the stairs at the left side of the observation tank. Upon nearing the stairs, Eliot and Dogs notice the creature in the tank. They wonder what Kimra Tech is doing with such atrocities. Climb the stairs, then cross the walkway that leads over the tank the creature is in. Once across, walk down the stairs that lead back towards the front of the room. Here you will find another dead creature, this one, much smaller than the one in the tank. Inspect the smaller creature's body to find the Gigadent Disc, and a Kimra I.D. Card belonging to Dr. Kimura. After obtaining these two items, return back up the stairs and cross back over the walkway to the left side of the room. }From there, walk down the steps leading to the rear of the room. At the base of the stairs, you will find a lock terminal next to another door. Use Dr. Kimura's I.D. Card to unlock and enter the door. Chapter Twenty Gigadent You will now be outside the lab, in a fenced off area. Two doors are in this area, besides the one you just left the Clone Room from, they are, the door leading to the Gigadent section of the island(straight ahead), and the door leading to the Wave Tower(locked, to the right). Proceed to the door across from you, and enter it. You are now at the start of the long descending corridor that leads to what the research scientists call, "Gigadent". The area where both the first, and recent meteors struck down upon the Earth. Make your way down the descending corridor(note, you can jump instead of climbing down the ladders that you come to, without taking any damage upon landing), passing through the various gates you come to on your journey, until you reach the Gigadent control room(Fossil Home, note, there will be many enemies to face on your way to the control room). Once inside the control room, access the terminal at the front lefthand side of the room. Upon doing this, you will be shown a computer simulation of the blue lit unknown object crashing into the Gigadent, and stopping at emergency shudder number five. A network error then occurs, and the terminal shuts you off from receiving any further information. At this point, leave the terminal and inspect the observation window(marked, "Check Window Partition Number Five") at the rear of the control room. From this window, you will be able to see the blue lit meteor itself. Eliot believes it somehow ties in with Nephilim, while Dogs believes that the meteor is trying to get to something on the other side of the remaining three emergency shudders. Dogs then suggests that you return to the Brain Department control room, and show Janine the Gigadent Disc, as she may be able to determine something by looking at it. Chapter Twenty One Where'd that come from ??? Your new task is to return to the Brain Department control room and give the Gigadent Disc to Janine. Begin by leaving the Gigadent, and making your way back to the Kimra lab. Upon leaving the lab(Eliot and Dogs change back into their normal clothes as soon as you reach the reception area), a large explosion is heard, accompanied by a feroious rumbling. Outside, you find that you cannot use the jeep to return to the Brain Department, so begin the long walk down the lower Run Road to find out why. All too soon you see the consequences of the explosion that you heard while leaving the lab. An immense hole has been blown into the ground, just below where the fuel tank was, leaving only exposed pipes to climb across, in your attempt to return to the Brain Department. Very carefully, navigate your way back to the Brain Department by walking across the exposed pipes(note, there are many useful items on the various pipes if you'd like to try your luck at retrieving them. Also, some pipes are higher than others, while others are lower than ground level. Due to this, you may need to use the inspect button to climb up or down onto some of the pipes). Upon crossing the two blown out sections(sections A4 and B2) via the exposed pipeworks, proceed to the jeep hangar area of section A3, and then from there, make your way back inside the Brain Department and then to the control room. Once back, Janine lets you know that she was able to access the Gigadent data while you were looking at it on the Gigadent control room's terminal. It seems both Dogs and Eliot were correct in their guesses, apparently the blue meteor is part of Nephilim, and it wants to get through the remaining emergency shudders to attempt to destroy something buried deep beneath the center of the island. Upon accessing another file, Janine finds out that the original meteor that wiped out the dinosaurs, was actually an egg containing a creature code named Jascony. It arrived on Earth sixty-five million years ago, and as of eighteen years ago, in two thousand A.D., it began to hatch(Eliot figures this out by the fact that a large earthquake happened in two thousand A.D.). Eliot then decides that you must now drop the Nephilim meteor onto the egg, but unfortunately he doesn't know the exact specifics of doing such a thing. Janine has an idea. She gives Eliot her I.D. Card and tells him to go to her apartment in town(second floor, room 201), and get her rifle. All will be explained when you return with the gun. Chapter Twenty Two Anything Good Playing? At this point, leave the control room and proceed towards the Hello Market area of Labo Town. Once in Labo Town(after emerging from the first corridor), instead of taking a right towards the Hello Market, take a left and proceed into the next corridor. This new corridor(watch out for the tenticle) leads to the locked gate to Dino Hillton Street. Use the I.D. Card that Janine gave you(Janine's I.D. Card) in the lock terminal to the side of the gate to open it. Once open(watch out for the two mutated dog creatures), pass through the gate, and proceed down the narrow street(Dino Hillton Street) on the other side of it. Once at the end of the open area of the street, you will enter a small passage with many billboards leaning over inside it. Inside this narrow passage you will find a large blob. Either defeat, or run past the blob, as you make your way to the opposite end of the passage. Upon emerging from the passage, you will be at the far end of Dino Hillton Street, named for the Dino Hillton Hotel that is just to your right(Eliot's). Along with the Dino Hillton Hotel, there is also a cinema(the Dino Hillton Cinemax Theatre), and a rather unfriendly looking mutated bull. The bull will repeatedly charge at you unless you kill it, so take it out as soon as possible. After disposing of the bull, use the orange vending machine a short distance to the right from the cinema's entrance, to purchase a ticket to the next showing of Love Target, the film currently being shown at the cinema. After purchasing the ticket, inspect the lock type terminal next to the cinema's entrance. The terminal will detect your ticket, and allow you to enter the cinema(note, there is an alley you can check behind the cinema, but it goes nowhere. Also, you can enter the lobby of the Dino Hillton Hotel, and access the save room, which contains, a KISS Saving System terminal, as well as a map download terminal encompassing the basement, first two floors, and roof of the Dino Hillton Hotel complex. You can also reach the back hall stairs of the hotel, where there is a Rail Gun Magazine for Dogs hidden behind some boxes, but watchout for the two humanoids, catapillar and birds that you'll face along the way). Once in the lobby of the cinema, enter the rear lefthand door(note, the door at the right, near the refreshment stand, leads to the lobby of the Dino Hillton Hotel, and can be unlocked by opening it from this, the cinema's side). You will now be in the stairwell leading to both, the Screening Room, and the Projection Room(watch out for the two hanging wasps on the ceiling). Since the Projection Room has nothing useful, cross the stairwell and enter the Screening Room(top of the stairs). Inside the Screening Room, you will come under attack by a large spiked dinosaur creature. Upon defeating the dinosaur creature, you will receive the Emergency Stair Key for the switch at the rear of the Screening Room of the cinema. After receiving the Emergency Stair Key, use it at the switch on the wall behind the torn screen(center of wall, next to boxes, you will be asked if you wish to use the key, yes/no) to open the hidden staircase that leads inside the Dino Hillton Hotel. Once the staircase is open, descend them(they are located in front of the torn screen) to gain entrance to the basement of the Dino Hillton Hotel. In the basement passage, you will find a Hamburger and a Rail Gun Magazine on a body lying on he floor. After picking up the items(if necessary), proceed to the ladder at the far end of the passage, and climb it to reach the first floor of the hotel. Chapter Twenty Three All This And No Condo Fees On the first floor, make your way through the halls(watch out for the hanging wasps, humanoids and numerous other creatures), past the Christmas Party Room and Nick's Apartment(note, there are two items, a Hassy Long and an Acid Gun Tank, at the end of the hallway that runs past Nick's Apartment), until you reach the balcony above the lobby of the hotel. Once there, proceed straight across the balcony, and enter the door on the opposite side. This will lead you to a small hallway, at the end of which is Janine's Apartment. Upon trying Janine's I.D. Card in the lock terminal next to the door, you will hear a voice recording made by two of her neighbors, John and Nick. It seems they are throwing a Christmas party in the room next to the ladder you climbed from the basement, and to assure themselves that Janine would come to it, they fixed it so her I.D. Card wouldn't open her apartment's door. Since Janine's Apartment is locked, you have no choice but to make an appearance at the party. At this point, make your way back to the Christmas Party Room(the room next to the ladder leading from the hotel's basement). Use Janine's I.D. Card in the lock terminal to unlock and enter the party room(watch out for the giant caterpillar and humanoid). Inside the party room you will find, a Rail Gun Magazine on the body near the exit door, two Bazooka Magazines in front of the fireplace, and Nick's I.D. Card Key hidden in the lamp at the rear lefthand corner of the room(this you must climb on top of the lamp to get). Once you have collected all of the items, exit the room by the door on the lefthand wall(across from the fireplace). You will emerge in a short hallway. Pass through the hall(watch out for the dragonfly), and enter the kitchen, which is across and slightly to the right once you are in the next hall. Inside the kitchen, pick up the Hamburger and John's I.D. Card Key that are on the floor behind the food cart at the left side of the room. Once you have the items, leave the kitchen and make your way to John's Apartment, which is located at the far end of the hallway outside of the kitchen. Once there, use John's I.D. Card Key in the lock terminal to unlock the door, then enter the room. There are two items in John's Apartment, a Hassy Long on the bed, and the Living Room Key on top of the "Danger Flamable" worker standee next to the door(note, you must climb on top of the pile of tires to reach the key). After you've obtained the two items, leave John's Apartment and return to the Christmas Party Room, then from there, make your way to Nick's Apartment, which is located in the hall following the one outside the front door to the party room. Use Nick's Card Key to unlock and enter his apartment, then once inside, pick up the Party Memo and the Water Gun(found under the pillow on Nick's bed). Once you have these two items, leave Nick's Apartment, and return to the balcony above the hotel lobby(located a few halls away from Nick's Apartment). At the balcony, instead of going straight across, towards Janine's Apartment, enter the door at the opposite end of the side you are currently on(same wall, go to the right, towards the broken bay window). Upon passing through this door, you will be attacked by a humanoid and several mutated bird creatures, so have a large weapon handy. After defeating these creatures, enter the Living Room(a short distance down the hall) by way of the Living Room Key you found in John's Apartment. At the rear righthand side of the Living Room, is an open dor that leads into the bathroom. Walk into the bathroom and fill the Water Gun by inspecting the full bathtub(you'll be asked if you'd like to fill the Water Gun, yes/no. Choose yes). Once you've filled the Water Gun, walk back into the Living Room and use the Water Gun to douse the flames in the fireplace(to do this, inspect the fireplace after you've filled the Water Gun). Once the flames have been put out, you notice a ladder hidden at the rear of the fireplace. Climb the ladder(you'd think the rungs would be hot, having had a raging fire blazing around them for so long, but miraculously they're not) to reach the roof of the hotel(watch out for birds), then from there(note, you could also have doused the flames in the fireplace that is in the Christmas Party Room, as there was also a ladder leading to the roof there), make your way to the ladder at the end of the walkway you emerged on(the ladder to the right, towards the camera, as the one at the far end leads to the party room). Once at the ladder(looks like a ladder encased in a steel box), climb down it to enter Janine's Apartment. Upon taking a step into Janine's Apartment, Dogs and Eliot notice a picture on Janine's bureau. It's a picture of Janine King, Dogs' ex-wife, holding a baby. Janine is Dogs' daughter... The plot thickens. After finding out that interesting bit of information(as if you hadn't already), pick up the Rifle case(containing Janine's Rifle) on the floor on the side of Janine's bed. Once you are in possession of he Rifle(case), leave Janine's Apartment(note, the door at the foot of the bed leads to the back hall stairs, which come out at the lobby of the hotel. Use them to get out of the hotel a lot easier), and the hotel, and make your way back to the Brain Department control room. There you can give Janine her Rifle, as well as hear her plan for stopping the egg from hatching. Chapter Twenty Four Janine's Plan Upon returning to the control room, Janine notices the smokey smell on you and Dogs from your trip up the fireplace ladders. Eliot then goes to the Nap Room to give Dogs and Janine some time alone, now that the secret is out about who Janine's father is. Once Eliot returns to the control room, Janine explains her plan. Apparently there is a pump run by hydraulic power, that controls the three remaining emergency shudders that Nephilim's meteor needs to pass by to get to the egg. Janine thinks that from the top of Wave Tower, she can get off enough shots from her Rifle to destroy the pump, thereby knocking out the pressure holding the emergency shudders shut, thus causing them to open. Chapter Twenty Five Quality Time(But Not For Eliot) Your task now is to get to the top of the Wave Tower, so that Janine can destroy the pump in question. At this pont, leave the control room by the South entrance, then follow the corridor to the now unlocked doorway straight ahead. Proceed through the doorway, and you will be in the Waterpipe Access Room. In this room, you will find a map download terminal that encompasses the waterpipe. After downloading the map, continue through the door at the top of the stairs at the rear of the room. Once through the door, you find that the capsule you need to use to travel down the water filled pipe, can hold only two occupants. Since Dogs can't swim, and Janine's leg is injured, Eliot elects them to be the ones to use the capsule, and he will instead swim along behind. He tells them that when they reach the tower, not to wait for him, but rather to begin their attempt at knocking out the pump so that Nephilim can destroy the egg before it's too late. At this point, hop into the water and begin your long swim down the pipe(note, along the way, there will be various ammunitions to find beneath the water). Upon reaching the end of the pipe, you find that Dogs and Janine have already arrived, and have begun their ascent up the Wave Tower. Unfortunately, as you begin to leave the waterpipe, you get a call on the Audio-Visual Unit from Janine, who tells you that Dogs and her are stuck in the elevator, about halfway to the top of the tower. She tells you that there's ans elevator control box on the roof of the tower, and by using it, you can fix this small problem. After hearing her out, you tell her that you'll climb the Wave Tower and see if you can get the elevator working. At this point, proceed through the following room to arrive at the Wave Tower. Chapter Twenty Six Does Whatever A Spider Can To the Left of the Wave Tower, you will find a map download terminal encompassing all floors of the Wave Tower, as well as the nearby passage leading towards the Kimra lab(Underway Tunnel), two vending machines, and a KISS Saving System terminal. After using the KISS Saving System terminal(if necessary), begin your climb up the Wave Tower by using the ladder behind it. Once on the second floor, cross the girders(either by going straight across, or by weaving in and out of the sidewalls of the tower) to reach the ladder to the next level. Once there, repeat this process until you are on the sixth level of the tower(note, there are many items to find along the way). There you will have to run across two sections(together) of girder, that shortly after being walked on, will break off and fall to the ground. To cross this seemingly difficult bridge of girders, remember that as long as you hold the controller in the same direction, and don't let go, your character will continue running straight, even if the camera angle changes. So line yourself up facing straight at thegirders, and as long as you don't try to adjust the controller direction when the angle changes, you'll be able to run straight across to the opposite side(note, if you fall, and are saved by the lifooker, return to level five of the tower to reset the girders). Once on the other side, climb the ladder to reach the roof of the Wave Tower. On the roof of the tower, climb one of the two ladders leading to the control panel for the elevator. Along with the control panel, you will also find a KISS Saving System terminal on the walkway at the top of the ladders. After using the KISS Saving System terminal(if necessary), inspect the elevator control panel(at the far right of the walkway, sign above it reads, "Power") to be asked if you would like to press the button to reactivate the elevator(yes/no). After reactivating the elevator, climb(or jump) back down to the roof level, and you will find Dogs and Janine already setting up at the edge of the tower overlooking the Gigadent. Chapter Twenty Seven Wham, Bam, Thank You Mam Upon approaching Janine and Dogs, two humanoid creatures break out of the elevator and begin to advance towards your characters. Janine tells you that she needs three minutes to setup her Rifle, then another forty-five seconds to fire three shots at the water pump, hopefully destroying it, and allowing Nephilim to get to the egg. Your task is now to hold off the two creatures for three minutes and forty-five seconds, so that Janine can do what needs to be done(note, Janine now has a life bar, and you must keep her alive for three minutes and forty-five seconds. A timer appears in the upper right corner of the screen. A good method for holding the creatures at bay, is to use Dogs, equipped with either his Gatling Gun, preferably, or his Rail Gun. Position Dogs so that he is directly in front of Janine, then when a creature comes into view, just fire off a round. Both of these weapons will knock down a creature in one hit, and since Dogs is in front of Janine, he will also be centered between the two creatures, therefore he will aim at each automatically when they come into range. After this task, you will face the final boss of the game, so if anyone is injured, or has an inappropriate weapon equipped, at the thirty seconds remaining mark, since Janine can last longer than that without protection, walk towards the elevator and use healing items to refill your characters' health back to full, as well as re-equipping them). After the three minutes and forty-five seconds are up, Eliot and Dogs toss the two creatures of the side of the tower, and Janine fires off three rounds at the water pump. As planned, the last shot damages the pump enough so that it shuts down, releasing the pressure that was holding the remaining three emergency shudders in place. Without the pressure from the water pump, the emergency shudders release, and Nephilim drops down to the egg buried deep underground. Unfortunately, Nephilim was too late, and the egg hatches, after which a giant dinosaur creature(Jascony) climbs from deep within the Gigadent, to the surface. Nephilim then takes the form of a giant beast herself, and a ferocious battle ensues between the two. Chapter Twenty Eight All Or Nothing The battle rocks the tower so bad, that your characters fear for their lives as they make their way down from it(the tower), and attempt to escape by running through the Underway Tunnel that leads to the open area between the Gigadent and the Kimra lab. Once in the open area, your characters realize that Nephilim wasn't successful, as a giant mutated dinosaur creature(Jascony) crashes through the outer lab wall, and begins it's attack on them. A good strategy for this battle, is to use Dogs first, equipped with the Super Bazooka. After each shot from the weapon, run to the side, alternating with side you run towards each time. Don't go near his feet, as you can be stepped on. When Dogs is either out of ammunition, or near death(note, you cannot be injured while eating a Hamburger, unless you are struck before it reaches your mouth), change to Eliot, also equipped with his bazooka, and use the same pattern you used with Dogs. After the dinosaur creature(Jascony) has lost approximately half it's health, he stomps the ground beneath his feet so hard that it cracks open, sending his falling chest deep into the newly created chasm. Continue your assault on him, as even though he is now no longer mobile, he will still attack you just as much as before. Upon defeating the creature(Jascony), Nephilim returns and disposes of it(Jascony) completely, before leaving herself. After the game's credits finish rolling, you are shown an interesting cinema that very nicely sets up a sequel. After this, the game shows you the total time that it took you to play through the game(Clear Time), and then allows you to setup a cleared game save file(highlighted in yellow, instead of the normal red). The End ------------------------------------------------------------------------ Section 4, The Lists: ------------------------------------------------------------------------ Healing Items Listing: Hassy Short: Restores a small amount of health Hassy Long: Restores a medium amount of health Sandwiches: Restores a medium amount of health Hot Dog: Restores a large amount of health Hamburger: Restores a large amount of health Sushi Plate: Increases length of health meter, small Pasta Plate: Increases length of health meter, medium Steak Plate: Increases length of health meter, large Free Water: Restores a very small amount of health Card/Key Listing: Eliot's Bank Card: Allows Eliot to withdraw funds from bank C01 Gate Card Key: Opens C01 Gate C02 Gate Card Key: Opens C02 Gate C02 Room Card Key: Opens C02 Room Kimra Visitor I.D. Card: Opens the gate to the Slope Shuttle Port Labo Town Pass Card: Opens the gate to Labo Town Hello Market Card Key: Opens the Hello Market Kimra Bank Card: Allows Eliot to withdraw funds from bank Rental Video Shop Card: Opens the video section of Hello Market Safe Key: Opens safe in Staff Room of Hello Market Gun Shop Card Key: Opens Gun Shop of Hello Market First Warehouse Card Key: Opens Storehouse 01 of Hello Market Freezer Room Card Key: Opens freezer section of Hello Market Hot Room Card Key: Opens Hot Room in freezer section Operation Room Card Key: Opens Operation Room in freezer section Machine Room Card Key: Opens Machine Room in freezer section Invert Key: Starts quick heat system in Control Room Control Room Card Key: Opens Control Room in freezer section Meat Room Card Key: Opens Meat Room in freezer section Chris' Drivers License: Contains password needed for computer Chris' I.D. Card: Access various locations/terminals Fisher's Key: Opens Fishing Place Tackle Shop Fishing Place Key: Opens the door to the Fisherman's Pier Yucatan Bank Card: Allows Eliot to withdraw funds from bank Permission Card Key: Allows access to the fuel tank Stock Room Card Key: Opens 2nd Cable Warehouse, Power Plant Bermud Bank Card: Allows Eliot to withdraw funds from bank Condenser Room Card Key: Opens the Condenser Room in Power Plant Omega Key: Opens the Omega Club in Mid Area Plant Area Card Key: Opens door on level 3F of Power Plant Jeep Key: Allows use of Jeep to reach lab Relax Room Key: Opens the Relax Room in lab Laboratory Observatory Opens the Laboratory Observation Room Card Key: Room in lab Exhaust Room Key: Opens Exhaust Room in lab Jacob's Safe Key: Opens Dr. Jacob's safe in private lab Jacob's Key: Opens rear door in Botanical area, lab Mining Place Key: Opens door on Level B3 of lab New Drug Storage Key: Opens New Drug Storage Room in lab Clone Room Card Key: Opens Clone Room in lab Dr. Kimura's I.D. Card Key: Opens rear door in Clone Room, lab Janine's I.D. Card Key: Opens Apartment area Emergency Stair Key: Opens hidden staircase in cinema Nick's I.D. Card Key: Opens Nick's apartment in Hillton Hotel John's I.D.Card Key: Opens John's apartment in Hillton Hotel Living Room Key: Opens Living Room in Hillton Hotel Weapons Listing: Handgun: Kimra Arms Gavial MK-3 Fires one shot, Can be used underwater. Magazine Ammunition, Long Range, Eliot Shotgun: Masson M7700 AS3B Fires three shots at once Magazine Ammunition, Long Range, Eliot Acid Gun: Capsule Launcher Fires Acid Tank Tank Ammunition, Long Range, Eliot Napalm Launcher(Gun): ANBL80 Hellfire Fires Napalm Grenade Magazine Ammunition, Long Range, Eliot Laser Gun: Kimtech Tek-Maser Fires Laser Beam, Constant if held, Rotatable Battery Ammunition, Long Range, Eliot Plasma Gun: Kimtech P8 Plasmad Fires ball of Plasma Energy Battery Ammunition, Long Range, Eliot Bazooka: 80 Millimeter M26A2 Salamander Fires Bazooka Shell Magazine Ammunition, Long Range, Eliot Ray Gun: Kimtech Ray-Force Fires four Homing Lasers at once Battery Ammunition, Long Range, Eliot Bat: Metal Bat Four swing combo, Short Range, Eliot Axe: Emergency Axe Four swing combo, Short Range, Eliot Stun Rod: Kimtech Ele-Shock Four swing combo, Short Range, Eliot Iron Fist: Iron Fist KIF-4500E Three punch combo, Short Range, Eliot Ray Sword: Kimtech Ray-Zard Three swing combo, Short Range, Eliot Power Mixer: Power Mixer PM24 One long lunge, Short Range, Eliot Super Bazooka: 120 Millimeter M78 Dragoon Fires Bazooka Shell Magazine Ammunition, Long Range, Dogs Karate T-Shirt: Karate T-shirt Causes Dogs to use various Karate attacks Short Range, Dogs Big Bowgun: Super Bow Manta-Ray Fires Arrow Bolts Magazine Ammunition, Long Range, Dogs Sumo T-Shirt: Sumo T-Shirt Causes Dogs to use Sumo Palm Smacks Short Range, Dogs Rail Gun: Kimtech Hurricane Fires Explosion Charge Magazine Ammunition, Long Range, Dogs Wrestle T-Shirt: Wrestling T-Shirt Causes Dogs to perform a running charge Short Range, Dogs Gatling Gun: 7.6 Millimeter MG91 Gatlinger Rapid fires a steady stream of bullets Magazine Ammunition, Long Range, Dogs Jumbo Club: Jumbo Club One slow, but mighty swing Short Range, Dogs Weapons Listing(by character): Eliot G. Ballade: Dogs Bower: Handgun Super Bazooka Shotgun Karate T-Shirt Acid Gun Big Bowgun Napalm Launcher(Gun) Sumo T-Shirt Laser Gun Rail Gun Plasma Gun Wrestle T-Shirt Bazooka Gatling Gun Ray Gun Jumbo Club Bat Emergency Axe Stun Rod Iron Fist Ray Sword Power Mixer Ammunition Listing: Gavial Magazine: 15 Bullets, Handgun, Eliot Masson Magazine: 24 Shells, Shotgun, Eliot Acid Tank: 10 Tanks, Acid Gun, Eliot Hellfire Magazine: 4 Shells, Napalm Gun, Eliot Kimtech Laser Battery: 100% Battery, Laser Gun, Eliot Kimtech Battery 8,000 Volts: 8 Shots, Pulse Gun, Eliot Salamander Magazine: 5 Shells, Bazooka, Eliot Kimtech Ray Battery: 10 Shots, Ray Gun, Eliot Dragoon Magazine: 3 Shells, Super Bazooka, Dogs Arrow Magazine: 8 Bolts, Big Bowgun, Dogs Kimtech Rail Battery: 15 Charges, Rail Gun, Dogs Gatlinger Magazine: 100 Bullets, Gatling Gun, Dogs Miscellanious Items Listing: Working Shift Schedule: Tells where Hello Market employees are Pen Pen Sparky Stamp: One of four Christmas Rally stamps Pen Pen Buck Stamp: One of four Christmas Rally stamps Pen Pen Tina Stamp: One of four Christmas Rally stamps Pen Pen Taco Stamp: One of four Christmas Rally stamps Doxin: Medicine for Devlin's heart problem Electric Warmer: Raises your body temperature Big Gary: Stuffed animal for Sandy Game Coin: Token used to play Jungle Hunter game 20 Dollars: Money 1,500 Dollars: Money Pirahna Kill: Used to kill pirahna Lifooker: Saves you from falling to your death Crank: Used to open door in Power Plant Electric Cable: Used to repair circuit in Power Plant Insulation Gloves: Used to repair circuit in Power Plant 5,700 Dollars: Money 6,000 Dollars: Money 2,000 Dollars: Money 3,300 Dollars: Money Laboratory Wear: Used to enter germ free area of lab Santa Outfit: Used to enter germ free area of lab Oxygen Cylinder: Used to enter gas filled area of lab Frozen Blood: Needed to trick elevator in lab Thawing Blood: Needed to trick elevator in lab Jacob's Disc: Contains information Gigadent Disc: Contains information Movie Ticket: Allows entrance to the Cinemax theatre Party Memo: Tells how to use the water gun Water Gun: Used for extinguishing fires Rifle: Used to destroy water pump Items Location Listing: Eliot's Bank Card: Start the game with, code number 3532 Hassy Short: On opening pier, left by Dogs C01 Gate Card Key: On 2nd corpse in 1st corridor in C-Gate Hassy Short: Next to gate C01 C02 Gate Card Key: On body next to C02 Gate C02 Room Card Key: On roof of room next to C02 Gate Handgun Magazine: On roof of room next to C02 Gate Handgun: In C02 Room Kimra Visitor's I.D. Card: In C02 Room Arrow Magazine: On creature in corridor after C02 Gate Arrow Magazine: On floor of save room, lower shuttle bay Big Bowgun: Equipped on Dogs when he joins you Napalm Launcher(gun): In A-Shuttle Karate T-Shirt: In Nap Room, West wing of Brain Center Labo Town Pass Card: Given to you by Janine in Brain Center Handgun Magazine: In corridor between market and freezer Hello Market Card Key: Next to safety wall, near freezer A Hassy Long: On body in dead end hall of Stockyard Arrow Magazine: In Storehouse 02 of stockyard, front Arrow Magazine: In Storehouse 02 of stockyard, front Hassy Long: In Storehouse 02 of stockyard, rear Kimra Bank Card: In Storehouse 02 of stockyard, rear Working Shift Schedule: On table in Staff Room of Hello Market Arrow Magazine: In food and drink area in Hello Market Pen Pen Sparky Stamp: In front section(Side A) of Hello Market Pen Pen Buck Stamp: In TV section of Hello Market Hassy Long: In meat aisle of food and drink area Handgun Magazine: In meat aisle of food and drink area Rental Video Shop Card: In Adult Shop in Hello Market Pen Pen Tina Stamp: In Toy Shop in Hello Market Pen Pen Taco Stamp: In Rental Video Shop in Hello Market Safe Key: Given to you by Roland in Specially Room Doxin: In vending machine in Specially Room Gun Shop Card Key: On floor of Staff Room, next to Devlin First Warehouse Card Key: Given to you by Devlin, in Staff Room Napalm Gun Magazine: In Storehouse 01 of Stockyard Napalm Gun Magazine: In Storehouse 01 of Stockyard Napalm Gun Magazine: In Storehouse 01 of Stockyard Shotgun: In Storehouse 01 of Stockyard Shotgun Magazine: In Storehouse 01 of Stockyard Shotgun Magazine: In Storehouse 01 of Stockyard Freezer Room Card Key: In safe in Staff Room of Hello Market Electric Warmer: Hallway of Freezer A, near Machine Room Hot Room Card Key: Hallway of Freezer A, near HUU Units Operation Room Card Key: On body of Hot Room in Freezer A Machine Room Card Key: In Operation Room of Freezer A Invert Key: In control terminal in Operation Room Control Room Card Key: In Machine Room of Freezer A, kill boss Arrow Magazine: On body in save room of Freezer A Arrow Magazine: On body in save room of Freezer A Meat Room Card Key: In boss room of Freezer B, may kill boss Rail Gun: On rear floor of bathroom in Mid Area Game Coin: Given to you by Sandy in Pleasure Dome Big Gary: On floor after beating Jungle Hunter Hassy Long: On long pier in Mid Area 20 Dollars: Kimra Bank, use Eliot's Bank Card 1,500 Dollars: Kimra Bank, use Kimra Bank Card Hassy Long: Behind bar at Rats' Place Chris' Drivers License: Behind wine rack, downstairs at Rats' Chris' I.D. Card: Behind wine rack, downstairs at Rats' Fisher's Key: Behind wine rack, downstairs at Rats' Fishing Place Key: In Fishing Shop in Mid Area, kill fish Shotgun Magazine: Behind counter inside Fishing Shop Pirahna Kill: On Pier behind Fishing Shop Hot Dog: On Pier behind Fishing Shop Shotgun Magazine: On metal walkway in second watery area Hamburger: On metal walkway in second watery area Rail Gun Magazine: At end of metal walkway, 1st watery area Rail Gun Magazine: At end of metal walkway, 1st watery area Gatling Gun: To the right of helipad, above Run Road Gatling Gun Magazine: To the right of helipad, above Run Road Gatling Gun Magazine: To the right of helipad, above Run Road Gatling Gun Magazine: To the right of helipad, above Run Road Hassy Long: In first bunker, section A2 of Run Road Hassy Long: In second bunker, section A2 of Run Road Yucatan Bank Card: In fourth bunker, section A2 of Run Road Lifooker: On body on cliff's edge, near fuel tank Lifooker: On body on cliff's edge, near fuel tank Permission Card Key: On body on cliff's edge, near fuel tank Handgun Magazine: In KISS Room, level B1 of Power Plant Arrow Magazine: In KISS Room, level B1 of Power Plant Crank: In Tool Room on Level B1 in Power Plant Electric Cable: Cable Warehouse, Level B1, Power Plant Electric Cable: Cable Warehouse, Level B1, Power Plant Stun Rod: In room B5, Level 1F of Power Plant Electric Cable: In room R7, Level 1F of Power Plant Stock Room Card Key: In room Y4, Level 1F of Power Plant Bermud Bank Card: Cable Warehouse, Pwer Plant, G Section Insulation Gloves: Cable Warehouse, Pwer Plant, G Section Electric Cable: In room G1, Level 1F of Power Plant Shotgun Magazine: Administration Room, Y section, Plant Condenser Room Card Key: Administration Room, Y section, Plant Lifooker: In save room, Level 2F, Power Plant Lifooker: In save room, Level 2F, Power Plant Rail Gun Magazine: On body, walkway, Level 3F, Power Plant Omega Key: In save room, Level 3F, Power Plant Plant Area Card Key: Kill dragonfly carrying body, 3F, Plant Handgun Magazine: In Condenser room, Level 3F, Power Plant Handgun Magazine: In Condenser room, Level 3F, Power Plant Arrow Magazine: In Condenser room, Level 3F, Power Plant Bazooka: In Power Plant parking area, after exit Jeep Key: After defeating Boss in parking area Hassy Long: On bar in Omega Club in Mid Area Steak Plate: On rear-left table, Omega Club, Mid Area Hassy Long: On floor in Omega Club in Mid Area Bazooka Magazine: In rear room of Omega Club in Mid Area Bazooka Magazine: In rear room of Omega Club in Mid Area Ray Sword: In rear room of Omega Club in Mid Area 2,000 Dollars: Kimra Bank, use Eliot's card on 12/25 3,300 Dollars: Kimra Bank, use Kimra card on 12/25 5,700 Dollars: Kimra Bank, use Yucatan card on 12/25 6,000 Dollars: Kimra Bank, use Bermud card on 12/25 Hassy Long: On table in Kimra Lab reception area Laboratory Wear: On floor of dressing room in Kimra Lab Laboratory Wear: On floor of dressing room in Kimra Lab Relax Room Key: In pocket of Eliot's Clean Suit Santa Outfit: On floor of Ralex Room in Kimra Lab Laboratory Observatory Received after defeating the slime boss Room Card Key: in the open storage hangar Oxygen Cylinder: On cart in Observatory Room of Kimra Lab Exhaust Room Key: On body at base of stairs, Level B1, Lab Free Water: In Shower Operation Room, Level B1, Lab Frozen Blood: In Experimentation Room 3, Level B1, Lab Thawing Blood: Blood Room, Level 1F, Lab, thaw Frozen Hamburger: 1st kennel, Kennel Room, Level B2, Lab Hassy Long: 1st kennel, Kennel Room, Level B2, Lab Jacob's Safe Key: In Dr. Jacob's Lab, Level B2, Lab Jacob's Disc: In Dr. Jacob's Lab safe, Level B2, Lab Jacob's Key: In Dr. Jacob's Lab safe, Level B2, Lab Mining Place Key: In giant fish tank, level BM2 of Lab Power Mixer: On body at base of stairs, Level B3, Lab New Drug Storage Key: Defeat blob boss, Level B3 of Lab Clone Room Card Key: On dog in 3rd Kennel, Kennel Room, Lab Dr. Kimura's I.D. Card: On creature's body in Clone Room of Lab Gigadent Disc: On creature's body in Clone Room of Lab Hamburger: On body, safety corridor leading to Lab Lifooker: On broken ledge on lower Run Road Laser Gun Battery: On broken ledge on lower Run Road Bazooka Magazine: On pipe amidst ledges, lower Run Road Lifooker: On broken ledge on lower Run Road Plasma Gun Battery: On broken ledge on lower Run Road Bazooka Magazine: On broken ledge on lower Run Road Janine's I.D. Card Key: Given by Janine after returning from Lab Movie Ticket: In vending machine outside Cinema Emergency Stair Key: Defeat dinosaur boss in Cinema Rail Gun Magazine: At base of stairs, Level 1F of Hotel Rail Gun Magazine: At base of emergency stairs in Cinema Hamburger: At base of emergency stairs in Cinema Hassy Long: End of hall near Nick's apartment, Hotel Acid Tank: End of hall near Nick's apartment, Hotel Nick's I.D. Card Key: In lamp at rear of Party Room, Hotel Bazooka Magazine: In Christmas Party Room, Level 2F, Hotel Bazooka Magazine: In Christmas Party Room, Level 2F, Hotel Rail Gun Magazine: In Christmas Party Room, Level 2F, Hotel Hamburger: In Kitchen, Level 2F, Hotel John's I.D. Card Key: In Kitchen, Level 2F, Hotel Living Room Key: On standee in John's apartment, Hotel Hassy Long: John's apartment, Level 2F, Hotel Party Memo: Nicks apartment, Level 2F, Hotel Water Gun: On bed in Nick's apartment, Hotel Rifle: In Janine's apartment, Level 2F, Hotel Bazooka Magazine: In water in tunnel on way to Wave Tower Super Bazooka Magazine: In water in tunnel on way to Wave Tower Lifooker: On Level 2F of Wave Tower Rail Gun Magazine: On Level 3F of Wave Tower Super Bazooka Magazine: On Level 3F of Wave Tower Bazooka Magazine: On Level 4F of Wave Tower Lifooker: On Level 4F of Wave Tower Laser Gun Battery: On Level 4F of Wave Tower Super Bazooka Magazine: On Level 5F of Wave Tower Lifooker: On Level 5F of Wave Tower Lifooker: On Level 6F of Wave Tower Vending Machines Listing: Area Color Items available Cost Slope Shuttle lower bay, Save Room on right #1 Orange Hassy Short $30 Hassy Long $60 Sandwiches $80 #2 Orange Hot Dog $120 Hamburger $160 Hassy Long $60 #3 Orange Hand Gun Magazine $50 Arrow Magazine $60 Shotgun Magazine $120 Brain Area, Nap Room #1 Green Hand Gun Magazine $50 Arrow Magazine $60 Shotgun Magazine $120 #2 Red Hassy Short $30 Hassy Long $60 Sandwiches $80 Hello Market, Side A, near KISS Room #1 Wall Unit Hand Gun Magazine $50 Arrow Magazine $60 Shotgun Magazine $120 Hello Market, Side A, Drug Section #2 Wall Unit Hassy Short $30 Hassy Long $60 Doxin(Sold Out) $380 Hello Market, rear of Side B #3 Wall Unit Hand Gun Magazine $50 Arrow Magazine $60 Shotgun Magazine $120 Hello Market, Specially Room, righthand wall #4 Orange Stun Rod $3,300 Hassy Long $60 Doxin $380 #5 Blue Steak Plate $2,400 Sushi Plate $300 Pasta Plate $800 Hello Market, Specially Room, rear wall #6 Orange Iron Fist $4,000 Ray Sword $7,000 Wrestle T-Shirt $2,300 #7 Red Hot Dog $120 Hamburger $160 Hassy Long $60 #8 Green Sumo T-Shirt $720 Emergency Axe $300 Jumbo Club $8,000 Hello Market, Bargain Room(behind Specially Room) on second floor #9 Green SP. Bazooka Magazine $500 Bazooka Magazine $320 Napalm Gun Magazine $200 #10 Red Ray Gun Battery $150 Gatling Gun Magazine $200 Rail Gun Magazine $200 #11 Rear Ray Gun(Sold Out) $800,000 Left Gatling Gun $7,000 Rail Gun $4,000 #12 Rear Iron Fist $4,000 Center Ray Sword $7,000 Wrestle T-Shirt $2,300 #13 Rear Laser Gun $8,500 Right Super Bazooka $16,000 Napalm Gun $5,000 Hello Market, Gunshop #14 Blue Acid Tank $90 Plasma Gun Battery $230 Laser Gun Battery $400 #15 Red Acid Gun $1,200 Plasma Gun $3,650 Shotgun $1,550 #16 Orange Emergency Axe $300 Jumbo Club $8,000 Sumo T-Shirt $720 Freezer A, Operation Room #1 Green SP. Bazooka Magazine $500 Bazooka Magazine $320 Napalm Gun Magazine $200 Freezer A, Save Room #2 Blue Hand Gun Magazine $50 Arrow Magazine $60 Shotgun Magazine $120 #3 Red Hot Dog $120 Hamburger $160 Hassy Long $60 Mid Area, Save Room #1 Blue Hand Gun Magazine $50 Arrow Magazine $60 Shotgun Magazine $120 #2 Orange Hassy Short $30 Hassy Long $60 Sandwiches $80 Kimra Power Plant, KISS Room #1 Orange Hassy Short $30 Hassy Long $60 Sandwiches $80 Kimra Power Plant, Save Room Level 2F #2 Orange Hand Gun Magazine $50 Arrow Magazine $60 Shotgun Magazine $120 #3 Red Lifooker $500 Lifooker $500 Lifooker $500 Kimra Power Plant, Save Room Level 3F #4 Orange Hassy Short $30 Hassy Long $60 Sandwiches $80 Kimra Xenobiological Laboratory, Relax Room #1 Sushi Hassy Short $30 Left Hassy Long $60 Sandwiches $80 #2 Steak Steak Plate $2,400 Left Sushi Plate $300 Pasta Plate $800 #3 Italian Hot Dog $120 Left Hamburger $160 Hassy Long $60 #4 Chinese Hassy Short $30 Left Hassy Long $60 Sandwiches $80 #5 Hassy Hassy Short $30 Right Hassy Long $60 Sandwiches $80 #6 Italian Hot Dog $120 Right Hamburger $160 Hassy Long $60 #7 Steak Steak Plate $2,400 Right Sushi Plate $300 Pasta Plate $800 #8 Sushi Steak Plate $2,400 Right Sushi Plate $300 Pasta Plate $800 Kimra Xenobiological Laboratory, KISS Room #9 Red Ray Gun(Sold Out) $800,000 Gatling Gun $7,000 Rail Gun $4,000 #10 Blue Acid Tank $90 Plasma Gun Battery $230 Laser Gun Battery $400 #11 Orange Hand Gun Magazine $50 Arrow Magazine $60 Shotgun Magazine $120 #12 Green Ray Gun Battery $150 Gatling Gun Magazine $200 Rail Gun Magazine $200 Kimra Xenobiological Laboratory, Save Room Level B1 #13 Orange Ray Gun(Sold Out) $800,000 Gatling Gun $7,000 Rail Gun $4,000 #14 Blue Iron Fist $4,000 Ray Sword $7,000 Wrestle T-Shirt $2,300 #15 Red Hot Dog $120 Hamburger $160 Hassy Long $60 #16 Green Ray Gun Battery $150 Gatling Gun Magazine $200 Rail Gun Magazine $200 Gigadent, Control Room #1 Red Hot Dog $120 Hamburger $160 Hassy Long $60 Apartment Area, In front of Cinemax Movie Theatre #1 Orange Movie Ticket(Sold Out) $300 Movie Ticket(Sold Out) $300 Movie Ticket $300 Wave Tower, tower base #1 Blue SP. Bazooka Magazine $500 Bazooka Magazine $320 Napalm Gun Magazine $200 #2 Orange Lifooker $500 Lifooker $500 Lifooker $500 Coin Totals Received Listing(each coin equals $10): Humanoid wearing dark blue shirt: $50 in coins Humanoid wearing dark green shirt: $70 in coins Humanoid wearing yellow shirt: $60 in coins Humanoid wearing white shirt: $120 in coins Large brown spotted and clawed creature: $500 in coins Humanoid wearing spotted green pants, no shirt: $80 in coins Humanoid wearing gray shirt: $240 in coins Humanoid wearing black shirt: $220 in coins Dr. Jacob type creature: $640 in coins Humanoid wearing dark pants, gray shirt: $320 in coins Humanoid wearing blue pants, spotted green shirt: $240 in coins ------------------------------------------------------------------------ Section 5, Miscellanious Notes: ------------------------------------------------------------------------ If you're in good health, or injured slightly, your on-screen displays will be green. If you're injured badly, your on-screen displays will be orange. The character's speed is determined by their health. For example, if they are injured badly, they may limp along slowly, but if they're in good health, they will be able to run. You must step away from doors and passages before you can re-enter them. Each save file you use takes four blocks on your VMS Memory Card. Your first time through the game, your save files will be highlighted in red. All subsequent times through the game, using a clear game save to begin with, will result in your save files being highlighted in yellow. If you unlock the all weapons mode, then complete a game using it, but don't do so in under four hours, you will not have all the weapons upon saving a clear game save. Mad Mode cannot be lost, all subsequent clear game saves will still have the mode available. Mad Mode and All Weapons Bonus can be acquired at the same time. ------------------------------------------------------------------------ Section 6, Hidden Things and Secrets: ------------------------------------------------------------------------ Mad Mode: This may be received either on your third time through the game, or if you complete the game in under three and a half hours. In this mode, all weapons that Eliot or Dogs acquire, will now be fully automatic, meaning they will rapid fire upon holding the trigger down. They will also contain unlimited ammunition. All Weapons, Eliot: This is received if you complete the game in under four hours. Eliot will have all his weapons at the start of the game(including the previously unavailable Ray Gun and Bat). This does not earn you unlimited ammunition, nor make them fully automatic. The Bat: This weapon is received after beating the game in under four hours. The Ray Gun: This weapon is received after beating the game in under four hours. ------------------------------------------------------------------------ Section 7, The Ascii Art Field Maps: ------------------------------------------------------------------------ Dino Bridge Bay Area ____ __ ____ ____ ____ __ | | _| | | | | | | / \_______| |_______| |_______| | |_______| | | 1 _______| 2|_______| _______ 3| _______ _5| \__/ | _| |_ | | | | | |4 | |__| |__| |____|____| |_|__| 1. Starting point on Pier 2. C-Gate 3. C01 Gate 4. C02 Room 5. C02 Gate Dino Tunnel Bay Area ____________________ |1 | |________________ | ___ ___ | | _| | | |_ | |______ __| |_______________| |_ | | 3 | |__________|__ _______________ _| | 2 | | _| 1. C02 Gate |_____| |___| 2. Labo Town Gate | | 3. Bridge to Shuttle Bay | | _____________| | | | | _____________| | | | | | | | | | | |___| Brain Department Brain Area _ ___/ | _____ _______________ _______/ | | 6 | / \ / ______ 8| |_____/\__/ \__/\/ \___ | \/ / \ \/ \_| |/ 2 3 \| / \ / \ \ / \ / \ 4 / \ / \ 5 / \_______________/ \____/ |__| | | 1. Gate to Upper Shuttle Bay | | 2. West Wing _________________| | 3. East Wing |1 | 4. Shuttle Control Terminal |_________________ | 5. South Wing | | 6. Nap Room | | 7. Entrance to Water Pipe | | 8. Gate to Run Road | | _|__|_ | | | | | | _______________| | \ | \ 7 | \___________________| Dino Slope Bay Area ____________________________________________________________ | 4 _______ | |_____________ __|___6___|_| | | \_________________________________| | | / \ ___ || / \ | |_| 3 | ||___ | | | 1 |_|___| | 8 |_| 10| | |_| 2 | |____|_| 9 | | | |___| | | \ / _________________________________ \ / ___|___|_____/ |____|___|___ | 5 |___7___| | |____________________________________________________________| 1. Lower Shuttle Bay 2. Save Room 3. Shuttle Monitoring Station 4. A-Shaft 5. B-Shaft 6. A-Shuttle 7. B-Shuttle 8. Shuttle Emergency Stop Control Room 9. Upper Shuttle Bay 10. Gate to Brain Department Labo Town Bay Area ___ ______________________________| 1 |___ _| | / _| 2 | | | |___________ 4 ________ 3 ____________| | | |_| |__| ____ |5| | |_| | | |_ / 1. Gate towards Shuttle Bay | _| 2. Large Crate | | 3. Door to Watery Passage and Pools | | 4. Door to Hello Market | | 5. Corrodor to Freezer Sections | | 6. Door to Freezer A | | 7. Safety Wall | | | | | |_ | |_ | 6 _| |7 _| |__| Market 1F City Area _______________________________________________________________ | | 2 | | 14 _________|______________ 3 _________________ | | | | |__ __| | | | | | 5 | | | 1 ____|___| |_______| |_____________________| | | | | | | ___________| |_______________| | | | | ______ _____________| 4 | | | 13 |8 7| | 6| | | | 15 | __|______| |__| |________| | | | | | | | | _| | | 10 | | 9 | |_____|_|____________| | | | | | |_____________| | | |12 | | |___________________________ 11 ______|______________________| |__| 1. KISS Room 2. Ammunition Vending Machine 3. Stamp Rally Machine 4. Elevator 5. Video Rental Room 6. Door between Side A and Side B 7. Pen Pen Sparky Stamp 8. Food Vending Machine 9. Top Shop 10. Gun Shop 11. Door to Stockyard 12. Ammunition Vending Machine 13. Food and Drink Section 14. Audio Video Section 15. Adult Section Stockyard City Area _________ _________________________________ 1. Staff Room | | | | | 2. Stockhouse 01 | ___ | |___________________________ | | 3. Door to rear | | | | | | | | 4. Storehouse 02 ___|__|___| | | | | | | | | | _________ 2 | | |________ | | | | | | | | | | | | | | |______________| |________ | | | | | | | | | | | 4 | | | | | | 1 | | | | | | | | | | | | | |__| |________________________| |________| | | | | 3 | |__________|_____________________|__________________________| Market 2F City Area ______________________________________________ | | | | | | | | | 4 | | 2 |_ | | | 1|_| |_________| 3 | | | | | | |_______| | | | | 1. Elevator | | 2. Entry Hall | | 3. Specially Room | | 4. Bargain Room |____________________________| Freezer A City Area ________ _______________ 1|______ | _____ | ___________ |________________ | | __| | | | | | | | | | | ______| | | | | 6 | | _______ | | | | | | | | | ____ | | |__| | | |_____________| | | |_______| | | | | ____|____|_______________ | __|___________| | | | | | | ____| | | |_ | | |_____ | 2 | | | _| |____ |___ | | | | | | |____| | _ | ____| | | |_________| | ______ ____ | | | | | __| | | _____ | | |__| | ____| | | | | |__|_|__ |_____| | | __| | | __ | | | | | | | | | |____| | | | | | | | | |7| | 4 | | | | | | | | 3 | |_|_|__ | | | | | | | | | | | | | ____| | | | | | | | | | 5 | __ |_|_______| | | | | |_______| | |____|______| |____| | _| | | |_______ | |________ 8 __| |_______| | |___________| | |_| |_______________| 1. Door to Labo Town 5. Control Room 2. Hot Room 6. Save Room 3. Operations Room 7. Frozen Door leading to Freezer B 4. Machine Room 8. Door to Freezer Freezer B City Area __ | 1|_____________________________________ | | |_____________________________________ | _______ _________________ ______| |___ | | | | | | |____ |_| _ _ _ | | ______ | __ | | | | | | | | | | ____| | | | | _ | | | | | | | | | | _____| | | | | | | | | | | | | | | | |_____ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |________| | |_| | | | | | | | | | | |__________ | | | | | | | | | | | | | ____| | | |__| | | |__| |_________ | | | ____| | ____| |____ _________| | | | | | | | | | | | |_______| | _________| |_________ | | |_________ | |_____________________| | | | | | | ______ | |_________ _______________| | |____ | | _________| |_______________ | | | 2| | | |_______| |__| |____________________________| 1. Door to Freezer A 2. Ladder to Freezer C Freezer C City Area _______________________ ___________ | |___| | 1. Frozen Bull | | | | 2. Meat Room Card Key | 1 |_|_ 3 | 3. Meat Room | | | | 4. Ladder to Freezer B | ___| | | 5. Door to Mid Area | | | | |2 |___ | |_____ |_____________ 4 | | 5 | |_________| |_________________| Mid Area City Area (under construction) Rats' Yard City Area ___________ 1. Stairs to Rats' Place | 2 | 2. Rats | |____ 3. Wine Rack with Items | 3 1|____| | | |___________| Run Road(part 1) Brain Area 1. Helipad 6. Section B1 _________ 2. Section A1 7. Bunker with Save Terminal | _______ | 3. Door to Brain Dept. 8. Fuel Tank || 1 || 4. Jeep Hangar, A3 9. Cliff ||__ __|| 5. Section A2 10. Chasm |___|_|___| _________ ___|_|___ _______ _______________| __ 9| _______ | 2 |___| |___| | | / _\__|__ 10 / _|___| |3 |___| |___| 6 | | \_/ | | ___ __| | 11 | | | 5 | | | | \___/ | | _| \_ | |_________| | | | | 7 | 8 | |_| | | | |___|_______|___|_______|_______|_________|___________|_|_____ | 4 |___|_______|___|_______________|_________________________|___| |_________| 16 15 12 (part 2) 11. Section B3 ___ 12. Section B4 _______/13 \ 13. Parking Area for Power Plant ___________| ____| 14| 14. Hole to Power Plant |____|________| \___/ 15. Section B2 11 16. Section A4 17. Parking Area for Kimra Lab 18. Door to Kimra Lab __________________________________ |____|__________________|________ | ___ 12 | |_____/17 \ |______| 18| \___/ Plant B1 Power Plant ______________ | |____________________________________ ___ ___ | | 2 | | |___| | 5 |____________________________________| | |___| | || | | | | |___| | || | | | | |___| |______________|| | | | | |___| | | | | |_|___| 1. Stairs to level B1 | | | | 1 | 2. Hallway | 4 | 3 | |_________| 3. KISS Room | | | 4. Tool Room | | | 5. Cable Warehouse | | | | | | |______________|______________| Plant 1F Power Plant _________________________________________________ | | 5 | | | | | _____|_____ ___________| | | | | | | | | | | | | 4 |___________| |___________|_____|_____| | | | | | | | | | | |___________| |___________| | | | | | | | | | | | | ___| |___________| | | |_____|_____| | | 3 | | | | | | | _|___|___|___________|___|_____|_____| 6 ___________| | | | | | |___________________________| 9 | | | | | | | |1 2 | |__________|__________|___________| | | | | | | | | |__________|__________| | |_______________| | | 7 __________ ___________ | | | | | | | | ___________|__________| |___________|_____|_____ | | | | | | | | | | | |__________|____|___________| 10 | | | | | | | | | | | 8 | | |___|_____|_____|___________________________|___________| 1. Hole to Parking Area 6. R Section 2. Control Room for Power Plant 7. Y Section 3. Elevator 8. G Section 4. E Hallway 9. Administration Office 5. B Section 10. Cable Warehouse Plant 2F Power Plant (under construction) Plant 3F Power Plant (under construction) Labo 1F Labo Area (under construction) Gigadent (under construction) Labo B1 Labo Area (under construction) Labo B2 Labo Area (under construction) Labo BM2 Labo Area (under construction) Labo B3 Labo Area (under construction) Hillton 1F Apartment Area (under construction) Hillton 2F Apartment Area (under construction) Hillton B1 Apartment Area (under construction) Hillton Roof Apartment Area (under construction) Water Pipe Brain Area (under construction) Underway Wave Tower (under construction) ------------------------------------------------------------------------ Section 8, The Speed Guide(Under Construction) ------------------------------------------------------------------------ ------------------------------------------------------------------------ Section 9, The Differences Between Difficulty Modes(Under Construction) ------------------------------------------------------------------------ ------------------------------------------------------------------------ Section 10, The Credits/Disclaimers/Copyright: ------------------------------------------------------------------------ Thanks to: Climax Graphics and Sega for a great adventure game Lou(email@example.com), for the location of the Omega Club key Tom Rossi, for that extra nudge Dave Leahn, for wearing that great shirt of his, black silk with a leapord skin pattern on the collar :) Pup, for his great company when everyone else was sleeping Bandit, for coming around whenever he hears a bag of chips being opened Please do not use this faq on your website without asking me for permission first. Permission is NOT granted to reprint this summary in a for-profit magazine or publication without my prior consent. Nor is it granted for this document to be used as any type of "source material" for for-profit magazines to use in any way, be it basing their own articles from, reading prior to get ideas, or outright copying. I do not write these walkthroughs so some hack writers can sit back and get paid for it. I also forbid this, or any of my walkthroughs to be used as, or turned into issues or mailings for RPG or other newsletters, be they free or for profit. In no way do I wish this faq to be cut up into sections or altered in any way. Nor do I wish for import game dealers to use this or any of my works to sway people into buying the game from them, when without a walkthrough or translation, they wouldn't have purchased the game(ring any bells Game cave? I heard you try to charge extra for faqs, and I don't write them to make you money). It is to remain in it's original state and in one piece if used on websites. Permission is not granted for anyone to "update" or "alter" any of my work, be it changing names so an import walkthrough better fits an American release(if I write an import walkthrough, I will update it myself), or add things to an already existing walkthrough. That should cover just about everything. I realize it seems like a lot, but you'd be surprised how many people who are out there just to screw you over. A specific note to Game cave, I adamantly deny your use of this faq in any way. Do not give it away free, do not sell it, do not give it away as a "free" gift to those who buy your smaller guides, do not give it to those who buy the game from you, do not tell people that you will give it to them if they purchase the game from you, do not put it on your website................................................. Get the picture? You are not authorized to use this faq in any way, shape or form...PERIOD! This walkthrough was written by Henry LaPierre, firstname.lastname@example.org. Feel free to E-mail me with any questions you may have on the game, and I'll do my best to try and help you out :) Thanks for reading :) This faq is copyright (c) 1999, Henry LaPierre All rights reserved All Characters/Situations described in this document are copyright/the property of: CG Climax Graphics and Sega Enterprises, LTD 1999